#virtual-reality

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spring coral
wicked oak
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yes

spring coral
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opps sorry looked at commercial license

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my bad

mighty carbon
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I mean, your game @spring coral

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not vblanco's game

wicked oak
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btw, this went out of the blue

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literally ZERO marketing

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i wanted to see how would it go

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40k downloads

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but then when i released DWVR, its when everyone and their mother was doing VR games

spring coral
wicked oak
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well, thats both meme game and youtuber bait

mighty carbon
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ha, yeah.. whatever

wicked oak
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of course it gets popular lol

mighty carbon
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exactly

wicked oak
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looks quite well done

spring coral
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Well it was our first game and was just a test to get our name out there

mighty carbon
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so, why did you make it political ?

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I bet because, well, that's what would sell and get streamed, right ?

spring coral
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Cuz there were other regular whack a mole games out their

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so we just put our twist on it

wicked oak
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not a bad idea at all to do that kind of bait

mighty carbon
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well, it's free, but you get the point

wicked oak
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i just dont have the proper ideas to do good youtuber bait

spring coral
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we are currently working on two more serious games

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and even got a contract to build a vr application for construction

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and to put it into perspective we started in sept

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It is myself and eight other random reddit users

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btw non of us are getting paid

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we are doing this for fun and since we have a passion for VR

mighty carbon
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I think dorky games need to be shoved into a page that never gets featured and users would have to go and dig it themselves

wicked oak
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neither am i

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in fact, im spending my money on freelancers and hardware and stuff

mighty carbon
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and normal games need to be treated as first class citizens

wicked oak
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nah, not really

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thats going too far

mighty carbon
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then the problem of saturation will be solved, at least partially

spring coral
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Our game was never on the front page just on recently released

wicked oak
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but for example, your game looks at least polished

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better than a good chunk of the currently vr games releasing on steam

mighty carbon
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look at Oculus store on Gear VR

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there is normal release and early access that are featured, and there is Gallery

wicked oak
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like in oculus PC

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normal release are the full games, the top tier

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early access are games that are top tier, but unfinished content-wise

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gallery is both "actual" early access, and some games that have performance issues

mighty carbon
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if you get lucky and get on normal release or early access, you get a big boost in visibility. If you get on Gallery, you still can be seen. However it doesn't mess with people who has higher product value project.

spring coral
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vblanco was looking at your DWVR trailer it is just a video of you playing the game? Even with little to no training you could have made it much better

tawdry dragon
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If you break down what Keepitsane is doing, you would see a very good business strategy. You start out with a low risk/low reward project that enables you to test your team and get some experience with publishing. It might only earn you reputation, but atleast thats better. Then you start focusing on doing smaller projects with a bit higher risk(complexity) and a bit higher reward(your game costs $5-15) and you work up your way from there

wicked oak
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thats why i did VRMultigames

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and DWVR is a remake that we did in 2 months

spring coral
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well i dont know that DWVR is your game

wicked oak
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DWVR budget as been 800 dollars

spring coral
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why not put your logo in the trailer

wicked oak
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people isnt that interested on that logo, i wanted to cut into gameplay footage ASAP

spring coral
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well there is your issue

tawdry dragon
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Then you're missing out on brand recognition

spring coral
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you put the unreal logo but you couldn't find enough time to put your logo in it?

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and nobody wants to see just straight gameplay that is what youtube is for

wicked oak
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thats why im saying that i have budget for a good trailer, i just dont know how to hire for it

spring coral
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make the trailer exciting more cinematic

wicked oak
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ive put a couple announcements, but i didnt like the people that applied

spring coral
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you dont need to hire anyone

wicked oak
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i have 0 idea of trailer making

spring coral
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watch a few trailers of other popular indie games and try to replicate their success

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trust me if a myself a 17 year old can do it so can you

tawdry dragon
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Vblanco, next time you're doing some trailer work, I wouldnt mind giving you some feedback/helping out

spring coral
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both of you guys who are actually have experience in this field

wicked oak
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btw, that is the best video i could do

spring coral
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try harder

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screenshots look amazing btw

wicked oak
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that is something i can do a lot better

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they are seriously fake

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but they are all ingame graphics on ingame models

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just posed and that kind of thing

spring coral
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you guys are complaining how hard it is with PR yet yall are barely trying

tawdry dragon
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Bullshots are a good part of marketing ๐Ÿ˜ƒ

spring coral
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YOu have a great game just need to show it off better

tawdry dragon
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They give it interest, as long as you also include in-game footage so people dont feel cheated

spring coral
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first impressions are everything

wicked oak
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yes. If you know someone that knows how to edit cool trailers, point him to me

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i have tons of footage recorded, at high quality. Its just editing them together

spring coral
tawdry dragon
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I actually offered my help half a page up ๐Ÿ˜‰

wicked oak
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what stuff have you done?

tawdry dragon
mighty carbon
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do you guys have jobs/families ? Where do you get times to work on the game and do PR ? (unless you work in teams where you have other folks making the game)

spring coral
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i think you just found your best option ๐Ÿ˜ƒ

tawdry dragon
spring coral
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I have school everyday and regular chores and stuff

tawdry dragon
spring coral
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but like i said where there is a will there is a way

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if you truely care about it you will find a way to do it

mighty carbon
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yeah, school isn't a day job / having family

tawdry dragon
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I have full time job in marketing, but we are also doing some corporate VR

wicked oak
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how neat

mighty carbon
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when I was in school, I wish I did game dev - had fuck load of more time than I do now

spring coral
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Well the other members on the Subreality Studios team are all adults with day jobs

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yet they still find time to pitch in and help out the best they can

mighty carbon
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having team helps a ton (assuming they as dedicated as you are)

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I am solo dev

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so...

spring coral
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Yes they are all amazing and are a pleasure to work with

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why not find someone that has a simliar passion to work with?

mighty carbon
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it seems impossible nowadays ๐Ÿ˜ฆ

spring coral
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like i said the other members are not being paid yet they still help and we all work together

wicked oak
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im already doing pretty much everything

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my tries to get artist to join me have failed. im going to directly pay salary

spring coral
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How about @mighty carbon and @wicked oak partner up

wicked oak
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already talked

mighty carbon
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well, for once I need to have something solid to show for, and currently I am working on the project / learning UE4.. Since it's a VR thing, non-VR games I worked on in the past (non-UDL/non-UE3) don't seem to count

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we could, but there are some differences in the way we look at business ๐Ÿ˜‰

spring coral
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you have to be flexible

mighty carbon
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to a point

wicked oak
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ive tried going to art/gamedev schools

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talking with people, given that i have a solid track record given the lack of resources

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"but im too busy"

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and arent interested

spring coral
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@tawdry dragon the videos look amazing! If we ever need a trailer ill keep you in mind

mighty carbon
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I was flexible with one of my old projects (instead of being lead on design I gave into programmer's riot about him designing the game, since I was already a lead on our previous project) - project failed and whole my business sort of went downhill from that

spring coral
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or more rathen when we need a trailer

wicked oak
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@tawdry dragon you up for freelance job next week?

spring coral
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I am not saying give up lead when you have a vision go all out on that, but be open to ideas

mighty carbon
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so, from my experience, while it's important to let team to pitch in creatively, it's critical to stay lead on design / direction.

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oh yeah, I down for that

wicked oak
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oh, im open for ideas for the next game after DWVR is finished in 1-2 months. but i mean people who plain dont want to team up

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they only team up with others on their university

spring coral
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try making a post on reddit that is what i did

mighty carbon
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I guess when I have something more solid gameplay wise, I'll show it on UE4 forums and maybe find someone.

tawdry dragon
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@wicked oak depeding on the comming weeks goes with our VR project, I might have to time to help you out

mighty carbon
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Reddit as /r/unrealengine ?

wicked oak
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do you have any hype trailer or know how to make one?

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the ones you have been shown are all product design

spring coral
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redidt as /r/vive

mighty carbon
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I don't do Vive

wicked oak
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already tried r/vive

tawdry dragon
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we have been doing one, but I cant show you ๐Ÿ˜ฆ NDA

wicked oak
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alright

mighty carbon
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I only have Gear VR

wicked oak
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i want my next game to be PSVR

tawdry dragon
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All the money is in corporate, so that is what we are doing. But we are slowly working on doing more B2C stuff ๐Ÿ˜ƒ

wicked oak
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pc version sure, but the real point being PSVR

mighty carbon
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(plus if Zeni fails with their injunction, I'll get Oculus instead of Vive)

spring coral
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why do you think the oculus is better?

mighty carbon
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because it is

wicked oak
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better screen, better lens, more confortable, lighter. And they support indies

mighty carbon
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plus there is Oculus Store

wicked oak
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Vive has its tracking

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wich is a lot better

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and honestly, wireless vive looks goddamn awesome

spring coral
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trust me vive is the way to go

wicked oak
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Vive "1.5" wireless, new headstrap, new controllers

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goddamn that looks to be awesome

mighty carbon
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software is better on Oculus (ATW, ASW, etc.)

wicked oak
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Touch is also absolute greatness

mighty carbon
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says who @spring coral ?!

wicked oak
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too bad the camera tracking is buggy

spring coral
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literal everyone lol

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just look up some of the comparisons

mighty carbon
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Vive is good for enterprise stuff, for something where you need roomscale to work flawlessly

wicked oak
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Vive only wins in the tracking department

mighty carbon
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Rift has better consumer market penetration

wicked oak
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not really

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more vives sold

spring coral
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rift has a smaller market by almost half

wicked oak
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the way i see it, is that Oculus gives a damn

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vive doesnt

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becouse Oculus is a VR company

mighty carbon
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vblanco has all 3 systems and he did a good comparison write up. I trust him.

wicked oak
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Vive is a phone company, with Steam that only cares about PC gaming

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market penetration is PSVR BY FAR

spring coral
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trust me valve + HTC care they love this

wicked oak
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and its also the one with the least competition by far

mighty carbon
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well, we don't know yet how well sony will support PSVR

spring coral
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well considering he said Vive is a phone company i dont know how much i trust him lol

wicked oak
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HTC is known for their phones.

mighty carbon
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you sound like blind Vive fanboy, @spring coral :/

spring coral
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yes but vive is not a company lol

wicked oak
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well, "vive is FROM a phone company"

spring coral
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there you go lol

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well you guys seem to be in your own little bubble and dont feel like arguing so yah you are right the Rift is much better than the vive

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you should def buy the rift

mighty carbon
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Oculus has best scientists, wealth and power of Facebook. It will be the leading VR company and leading VR platform in a long run.

wicked oak
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it does have much worse tracking tho

spring coral
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It has been a pleasure talking with you guys

wicked oak
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and vive coming with the wireles

mighty carbon
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they will fix tracking

wicked oak
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to a point

mighty carbon
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they aim for long term success

wicked oak
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there is only so much you can do with cameras

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and the wireless vive can be a absolute success

mighty carbon
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not to throw something on the market today and get forgotten tomorrow

wicked oak
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i think you cant do wireless oculus that easily. Oculus leds have to flicker and be on sync with the cameras

spring coral
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their roomscale tech came out almost a year have the vive already had roomscale and it was already broken and you expect them to fix it

mighty carbon
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you know that next version will have inside out tracking

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so, you wouldn't need anything but HMD and PC

spring coral
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oh so you have to spend more money

mighty carbon
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(or nothing at all, since they work on stand alone HMD too)

wicked oak
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you still have to track the hands somehow

spring coral
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you clearly have no idea what you are talking about

mighty carbon
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I don't have money to spend. That's why I have GEar VR and nothing else

spring coral
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and you call me a fanboy

mighty carbon
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I might be skipping this gen of VR or I might get Rift

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(if Oculus survives that ordeal with Zeni)

spring coral
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vblanco please dont tell me you support this guy

mighty carbon
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I will only get Vive if there is nothing else on the market

wicked oak
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i think oculus is better if you dont play to do big roomscale

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if you do plan for big roomscale, get a vive

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on smaller spaces, the oculus is better

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as it wont get those tracking problems

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i use an oculus to dev in fact

mighty carbon
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and only V2, since I don't like for this Vive is bulky and wands suck compare to Touch

wicked oak
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the moment you are going to have a big space, Vive all the way

mighty carbon
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so, if I have no money to buy Vive and I only have Gear VR it makes me Oculus fanboy ?

spring coral
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motorsep this is kinda of a random question but can i see some of the game you have made?

wicked oak
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Steel Storm

spring coral
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mighty carbon
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no

wicked oak
mighty carbon
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Another indie I know wanted to make a spin-off - he licensed my IP and didn't deliver

spring coral
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so you didnt make this game?

mighty carbon
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which kinda sucks for me, but oh well

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which one @spring coral ?

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AMMO ?

spring coral
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Steel STrom Buring Retrubution

mighty carbon
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yeah, I did

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with another guy (programmer)

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I did design, all art, some levels, etc.

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AMMO is what I didn't do.. I licensed art / IP to another dev

spring coral
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is this the game you last made?

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you were literally arguing with me for the past 30 mins when you literally have no idea how to make a proper game are you serious

mighty carbon
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Tomes of Mephistopheles and Phaeton (Steel Storm 2 originally) were my last two attempts

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lol, that's your opinion @spring coral I wouldn't call that Trump game a game.

spring coral
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You have been shitting on how valve has made it hard for indie devs, well you have to make a decent game first and not do shaddy stuff

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just read one of the reivews

mighty carbon
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yeah

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take war to the troll

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in a hindsight it was a mistake, but hey, I am wasn't going to take shit from anyone

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I did what I thought was right, but fighting trolls is no use

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despite that setback the game did really well financially

spring coral
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well they gave you the rating for a specific reason not because they hate you personally or something

mighty carbon
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specific reason?

spring coral
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because the game was bad

mighty carbon
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people came to forums and said "you game is shit because your game doesn't look like game X"

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to each his own.. Your game looks like shit to me.

wicked oak
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chill

spring coral
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Well thanks

mighty carbon
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so, you come here, tell me and vblanco we don't know how to make games

spring coral
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Just trying to help you guys since you are literally complain about an issue that is on your part

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vblanco is all good just needs to do PR a little better

mighty carbon
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and what do you have to show for? Some crappy click bait "game" ?

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what was your role in the production of that so called "game" ?

spring coral
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I am the CEO of the company and programmer

mighty carbon
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like I said, my game did well financially, so I don't care what you say

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real all reviews if you wish - bunch of people love Steel Storm

wicked oak
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keep it civil

mighty carbon
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and bunch of people don't like it

spring coral
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And when i was taking about reviews i was specifcally talking about the critic reveiws

mighty carbon
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can't have everyone like a product

spring coral
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I completely understand

mighty carbon
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there, curators' reviews

spring coral
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mighty carbon
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and his opinion is far more valuable to me than some dipshit that sided with trolls

spring coral
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lol did you give yourelf a 9 out of 10

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I am taking about teh Everyeye.it, PC Gamer, MEGamers, and Eurogamer review

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not the community

mighty carbon
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Do presidents of countries vote for themselves? Yes, they do.. So why shouldn't I vote for my own game ?

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well, if PC Gamer has a dick like yourself reviewing my game, why should I care ?

wicked oak
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now, our games wont even be reviewed by them

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even if they are way better

mighty carbon
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I don't get logic behind @spring coral thinking.. One of the greatest game developers praised my game, but that doesn't matter. What matters is what PC Gamer said. Seriously?!

spring coral
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Congrats

mighty carbon
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It's like Eurogamer thumbing down that Trump game, and then someone with name and reputation (Tim Sweeney for example) in the game dev community saying the game is good and writing positively about it.

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Whose opinion will be important ?

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by your logic Eurogamer of course

wicked oak
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eurogamer becouse they have more traffic

mighty carbon
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when was the last time you read anything from Eurogamer ?

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I haven't read any reviews or watched videos on youtube for years

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RPS is the only place I read stuff from sometimes, for leisure

spring coral
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I havent played your game so maybe it is a hidden gem, so I apologize for coming on to strong

mighty carbon
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nah, don't bother

wicked oak
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its a cool game given that it was only him + a programmer

mighty carbon
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I don't care either way

wicked oak
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remember this was on Quake engine

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unity wasnt there, nor did even UDK i think

spring coral
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how about this at the very least did you take some of the criticism to heart and fix the issue people had with the game?

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you said the game did finacial well so did you atleast support the players that bought your game?

wicked oak
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i still support Deathwave and it doesnt even have 700 dollars in profits

mighty carbon
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@spring coral if you had Steel Storm (or bothered to check updates), you would have seen that the last update was in 2015 with almost all issues fixed

spring coral
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yeah was just curious and was just asking

mighty carbon
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and the game was released in 2011

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with 2 DLCs and free maps/mission following along

spring coral
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because often times if you fix the issues sometime players feel inclined to update their review

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was just curious not doubting or putting blame on you

wicked oak
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ahahahahahah

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not at all

mighty carbon
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there are things that unfixable, and that's why I no longer mess with open source engines and began learning UE4

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lol, no, they don't

wicked oak
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this is fixed, and was a very obscure bug

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i think he was playing on a nonspec machine

mighty carbon
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people who aren't dicks don't even downvote or write bad reviews

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I, personally, never write bad reviews or thumb down games

wicked oak
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and gems like this

mighty carbon
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especially indie games

wicked oak
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both of them on a free game btw

mighty carbon
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I only thumb down if something obviously scam or trash

spring coral
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ah okay wasnt aware of that

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so what games are you working on now?

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steel storm 2 or not any more

mighty carbon
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Next Big Thing ๐Ÿ˜›

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j/k

spring coral
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no steel storm 2 i am guessing

wicked oak
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im completing DWVR for full and PSVR release. Its already playable on ps4, but it wont fly through the certification

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making it a better game all around

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also thinking on the next game

mighty carbon
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I plan to revamp Tomes for VR, but not right now

spring coral
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Nice!

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It has been nice talking with you guys! Talk with you later @mighty carbon @wicked oak @tawdry dragon

uneven moon
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For some reason all of the mesh in my scene is black even with lights

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Any ideas?

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There are floors, walls and ceilings in this scene

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One mesh (the tree and grass below it) are self-illuminated so they do show up

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The reflections on the floor (due to planar reflection) also show up

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But none of the mesh

glossy agate
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@wicked oak Do you think it was a promotion issue with DWVR sales, or is the market just that small?

wicked oak
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promotion

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he is completely right above with the shitty trailer part

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game images and screnshots are good

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trailer isnt

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but now i have no traffic

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a thing ill do is to release friday at last hour

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when i get out of EA

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that way it stays on the recently released list for the weekend

glossy agate
wicked oak
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tribes?

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looks reaaaaaally nauseating

glossy agate
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Yeah I need to test on more people. So far nobody has gotten sick. I did feel a little sick testing today but it may have just been hang over haha.

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My test group is only like 5 people, but they are all VR noobs, and my brother gets sick on roller coasters so Im making sure it works for people like him.

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Whats tribes?

granite jacinth
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Your game

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Pretty much Tribes (pick any of them, Ascend was the latest one) VR

mighty carbon
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There is Tribes VR ?!

glossy agate
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Yeah I just looked it up, does have similar mechanics.

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I didn't see a VR version though

wicked oak
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i actually made a prototype of that a couple days ago

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on my version, you were skating with body movement

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and could shoot 2 ways, with 2 guns

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like in DWVR XD

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but couldnt get the leaning controls well

glossy agate
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My other game mode has 2 guns. The one in this video the rocket arm has a throttle like a boat so when you tilt the controller forward you go faster and just point the engine where you want to go.

wicked oak
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cool

glossy agate
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Can I get that on Vive? Looks like it may be a DK2 demo only. Ill have to look at reviews and see if people got sick in it.

granite jacinth
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@glossy agate Always do market research

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No point in wasting time

glossy agate
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Yeah, you think I should pursue it more from what you have seen? I have just been posting around online to see if people seem into it.

granite jacinth
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I don't know, I have never done the research

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It's up to you to ultimately decide that course of action after doing the research

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You've had some playtesting, some are getting sick...you said you yourself got sick...

glossy agate
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Yeah Ill kick it around a bit more. We have a local VR meetup so Ill get a demo set up to try on them.

wicked oak
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the locomotion squad would love it tho

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the raging fanboys that ask everyone for traditional locomotion

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and spammed all vr reddits when arizona sunshine caved to their demands

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might be a factor that makes your game more popular becouse its more recognized

glossy agate
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Thats why I made it. It was what I imagined with VR to be like. Like those dreams where you can leap over building ect haha. Then I couldn't find any for sale so I made it myself

wicked oak
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im slightly done with this guys

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if the game is fun, those will push it to people like they did with Onward

glossy agate
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Thats what Im hoping for. If I can get people on board with it I can go ahead with a rocket league type sports multiplayer! Would be dope. Smack a ball around with bats at high speed.

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You guys using just update text with a text component for stuff like amo/points, or are you using the widget components? Im using widget component but it gives me problems trying to push updates sometimes.

granite jacinth
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@wicked oak is that for your game?

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(the review)

wicked oak
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yes

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second english review i have

mighty carbon
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modern gamers do not respect developers' vision ๐Ÿ˜ฆ

wicked oak
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its constant

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and the thing is that if i added it wouldnt get me many more sales

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its not a medium-big game, so no one but the few rabid guys would give a fuck

mighty carbon
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it's like buying ice cream, and wanting bacon inside o.O Only few people would like that.

glossy agate
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All your reviews look pretty good when I looked it up. Ave playtime of about an hour. How long is the campaign?

tawdry dragon
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Working on a fun little idea that syncs my VR avatar inside UE4 to a 3DS Max viewport and then 3DS Max syncs back basic object creations(think cubes, spheres) for quick iteration of level design directly inside your DCP

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also a little fun excercise in sockets

wicked oak
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it has no campaign, thats why the average playtime is short

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there is easy/mid/hard levels, with no unlocks

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and the 2 challenges for shooting gallery and drone assault that have global scoreboards

glossy agate
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Nice, Well I hope you can get FP on the marketplace again, it looks cool so hopefully you can pull some Raw Data fans. Ill go grab a copy.

wicked oak
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what im doing right now is polishing the general game. Im recoding a bunch of systems

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today i remade the spell system completely. Now ill be able to have switchable spells, and you will be able to select from a bunch of them

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i also made new spells

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last week i worked on projectiles to make them waaay more performant

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thats why if you look at the steam updates, last ones were performance bugs ones

mighty carbon
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just need to add UI and test. Probably will have to extend it for AI.

pearl tangle
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you do all that with the touchpad on the side of the headset or are you making it controller only? I thought you were getting close to releasing?

clever sky
#

Motion capture specialist IKinema has demonstrated its new in-development low-cost motion capture system which uses use 6 points of SteamVR tracking points to deliver a pretty accurate recreation of real world motion. The potential diversity of uses for Valveโ€™s SteamVR tracking system Lighthouse is something weโ€™ve pondered before, especially with the company recently opening up โ€ฆ

#

In fact, I'm going to mount one to it myself when I get mine...

spring coral
#

Zaptruder I have heard that name before

#

Freedom locomotion demo? @clever sky

clever sky
#

@spring coral yep

mighty carbon
#

@pearl tangle both

pearl tangle
#

@clever sky $30k a year for their license... got all the paperwork here already if you want it hah

clever sky
#

@pearl tangle Dayummmm. Fuck that ๐Ÿ˜› just make my own poor facsimile of it.

pearl tangle
#

hah yeah. although actually you may be able to get their indie version but once you hit certain revenue levels you no longer qualify

granite jacinth
#

Perception Neuron, `nuff said

clever sky
#

@granite jacinth no.

granite jacinth
#

@clever sky yes.

pearl tangle
#

which really doesn't work well for me since I might maybe use it for 1 project in a year and I only have a small team working on VR, but my company is like 1200 people and does millions in revenue but i don't see that kind of money

granite jacinth
#

Aye

#

Same with the pucks though

pearl tangle
#

@granite jacinth it's a bit tough to get people to strap into a full body outfit for events and whatnot

clever sky
#

That's just a low-cost mo cap suit.

granite jacinth
#

All these externals are awesome

#

But they won't be mainstream

#

in an already nichestream

#

?

#

PN is not just for mocap

#

I can do full body pawn in VR

#

I mean, like @pearl tangle said, not very viable solution for $$$

pearl tangle
#

yeah it's good fun thats for sure

clever sky
#

On the other hand, getting 5+HMD tracking for games is not beyond feasible - it'll just be rare

granite jacinth
#

Nah

#

It'll be in the same boat as PN

pearl tangle
#

although the hand trackers on the glove are pretty shitty and annoying to play a game with

granite jacinth
#

Just a difference in price

pearl tangle
#

yeah I don't imagine many non devs are going to go out and spend another $1000 on sensors

granite jacinth
#

Right

pearl tangle
#

especially when 1/1000 games does anything with em

clever sky
#

And ease of setup and use and flexibility of components.

granite jacinth
#

I don't know

clever sky
#

The pucks can be used on other things.

granite jacinth
#

There's a lot of awesome stuff out there

clever sky
#

And strapping on a vest and a couple of shoes is pretty easy.

granite jacinth
#

But unless it's packaged in with Vives, probably won't get used

#

Same as any other console

clever sky
#

Obviously you can't build a game specifically for it.

granite jacinth
#

Except console stuff is usually much cheaper

#

Only "BIG" console thing that everyone bought was Rockband

pearl tangle
#

that would be pretty decent if they release a "puck pack". 2 pucks + 2 accessories + 5 games for $250 or something would be pretty good

granite jacinth
#

Or Guitar Hero

clever sky
#

But I can see social VR (and a few other titles) providing support.

granite jacinth
#

But those came with the game

clever sky
#

@pearl tangle Yeah, that'd be a pretty nice play.

granite jacinth
#

Right, if they want the pucks to sell

clever sky
#

Cloudhead games got pretty solid tracking from 4+HMD

granite jacinth
#

They will need to make them cheap and/or worth the buy

clever sky
#

I think the pucks will see reasonable support.

#

The cost/value proposition is there for users and developers.

granite jacinth
#

ONly because it's Vive-first stuff

pearl tangle
#

I think IK will be a near enough solution for majority of stuff

granite jacinth
#

But, still, if they don't start bundling these with their systems, it won't do that well imho

pearl tangle
#

there is the kaiju game 1 where he had the controllers on his feet and so you have disembodied hands and feet with that. simple enough and makes the gameplay way more immersive

clever sky
#

And if you can expect users to have one or two pucks around, then you can also throw in IK stuff for fun.

granite jacinth
#

But you can't expect them to

pearl tangle
#

also FYI @real needle has confirmed that the code I put up on here lets you use 4 controllers wirelessly with the steam controller dongle

granite jacinth
#

So, it's all about time/effort

clever sky
#

Anyway, gotta head out. chat later

granite jacinth
#

But most gamers don't have two vives

#

or just 2 extra controllers ๐Ÿ˜‰

#

But yeah, if the pucks are priced to sell and they start to bundle at least two in their vives from now on, I can see some good adoption rates

#

If VR is to really do better in the next few years, stuff needs to get bundled from the start

pearl tangle
#

yeah they need to partner with the peripheral manufacturers to get some off the ground or they will just end up like shitty wii adapters

real needle
#

If anyone wants to try more than two controllers, the trick is to remove all usb devices, plug 1 dongle in at a time and pair them first, before you pair the second two for the vive receivers

#

Documentation on pairing is a bit outdated since the vive didn't have receivers built in at the time

pearl tangle
#

ok 2 new projects signed off. 1 HoloLens too! also got a tango potential and opportunity to go and do photogrammetry in patagonia for a job! Who wants to move to Singapore to help out, gotta post up another job ad this week

south blade
#

im going to go through this video tutorial right now:

#

my goal is to get my ue4 project running on this random phone vr i have

#

is there a better way?

#

the phone vr i have is similar to google cardboard

stable shadow
#

Hello guys, I want to ask a question to see which way is better for materials for my main actors (Weapons) in VR project.
1- Using material function library to create shader for metal, glass, copper and etc and then blending them from a single texture file different rgb channels map, like the Shooter Game ?
2- Use another app like substance and export final textures and just drop them as final node in material ?

#

platform is PC

clever sky
#

Depends on your work flow. Generally external editors are more wysiwyg if you know how to use them.

stable shadow
#

@clever sky are more what ? wysiwyg ? ๐Ÿ˜„

granite jacinth
#

What You See Is What You Get

stable shadow
#

wow

granite jacinth
#

๐Ÿ˜ƒ

stable shadow
#

๐Ÿ˜‹

#

actually No.1 solution that i see in Shooter Game is very nice and i think i can use it in my project but i want to know which one is more optimized for VR

carmine gulch
#

Man, I wonder if ikinema will release a tutorial how they achived the fullbody tracking with 6 Trackers inside of unreal.

clever sky
#

No. They license their tech for 30k per annum apparently.

carmine gulch
#

Most likely

#

At the moment i'm using the ik Indie licence to get used to it. And I already tried to use two more vive motioncontrollers for my feet.

#

So far I haven't been able to get that to work

tawdry dragon
#

Anyone here that can tell me why I cant create a Play Dynamic Force Feedback node in BP?

#

doesn show up, even with context senvity off. If I try and copy it from the VR template, nothing happens

stable shadow
#

try to pull out a wire from player controller node

tawdry dragon
#

nothing works ๐Ÿ˜ฆ

#

Ill end up using "Play Haptic Effect" instead

stable shadow
#

copy past to your blueprint

tawdry dragon
#

cool, works ๐Ÿ˜›

#

but how is this gonna work when updating the engine? Is it because the BP is decrepated?

stable shadow
#

I'm not sure

tawdry dragon
#

I will stick with play haptic feedback then ๐Ÿ˜ƒ

#

Anyways, thanks for the help ๐Ÿ˜ƒ

stable shadow
#

Good luck

raven halo
#

I can see it being totally awesome in one or two more generations

#

AR is very promising

fallen wind
#

if I'm honest, I'd probably try going through the portal myself and bump into the wall

#

Other than that, it does look fun

raven halo
#

XD

uneven moon
#

I have this weird thing going on when I go in VR within UE4

#

The sides of the lenses have a sharp line where it distorts the image slightly

#

It's noticeable to an extent when in VR and very noticeable on my mirrored display (monitor)

#

Any idea what's causing this?

#

Using the VR template and wearing the CV1

mighty carbon
#

btw, AR won't quite work for games. Simple fact - you are going to have to scan environments to generate "level" where virtual creatures would reside. While it's doable at home (although most people will be too lazy to do that), you aren't going to do that for various reasons anywhere else.

#

AR would be good for communication, presentations and information displays

#

maybe for some Pokemon games

#

and for theme parks, like Westworld ๐Ÿ˜ƒ

wicked oak
#

and like that AR video i posted

mighty carbon
#

yeah, but what kind of game will that be?! :/

#

"This talk will cover two topics: Adding Vulkan support to the Oculus Mobile SDK"

#

I can't watch it, but I hope it's about Vulkan for Gear VR ๐Ÿ˜ƒ

wicked oak
#

gearVR vulkan is a best case scenario

#

mobile opengl is terrible

dusk vigil
#

re: scanning environments. Hololens does it on the fly any time you are anywhere...

#

If you even hold out a hand and keep it steady for a while it will start treating it as 'level geometry' : p

mighty carbon
#

nonsense

#

if I want to have a monster sitting in my restroom and jump out on me when I get to the restroom, how does ability to scan environment on the fly will help this case ?

#

how can you place items, weapons, AI anywhere out of the line of sight ?

tired tree
#

you are thinking of traditional gaming in AR

wicked oak
#

AR is best for things that you put on top of a table

#

or things that are ~"outside"

mighty carbon
#

that's why I said AR is only useful for Pokemon-like games, where stuff is available in the play area, in run-time..

wicked oak
#

for examples making monsters appear from random walls

#

to be fair, pokemon AR its fuckng awesome

mighty carbon
#

I can see tabletop games with AR

#

but in no way you can have elaborate games for AR

tired tree
#

Motor, it is totally feasible to do geolocation with fine grain alterations by proximity, IE pokemongo

#

geo coordinates specify spawn locations, actually going there the fine grain location is based on enviroment

dusk vigil
#

I don't see why you have to trash my words as nonsense. I stated facts.

mighty carbon
#

how convenient and robust is that ?

wicked oak
#

also, rooms are square

#

you can use that fact

dusk vigil
#

How people use them are up to the devs

wicked oak
#

to map a room

#

and make enemies appear from the walls to attack something on the center of the room

#

and then you put traps and turrets and shit

mighty carbon
#

meh

#

hack on top of hack

wicked oak
#

yeah

mighty carbon
#

garbage gaming

tired tree
#

thats game devving though

wicked oak
#

not at all

#

and AR for non gamedev its where its at

#

RIP smartphones

mighty carbon
#

AR for non-games is what I keep saying

tired tree
#

AR is best for overlays yes, and I wouldrather have full dive VR than great AR for gaming

#

but it doesn't mean you can't do good games in AR

mighty carbon
#

or for theme parks, where stuff is known beforehand, and no need to pre-scan everything every time

wicked oak
#

AR games have a bigger market

#

they are inherently more casual and can be much more approchable

#

i mean, people WILL pay for a dragon pet in VR

mighty carbon
#

Think Westworld with AR

dusk vigil
#

The lines between IRL and AR and VR will slowly but certainly start blurring as time goes by is my prediction

wicked oak
#

make a cute dragon pet that follows you in AR

#

and you can call it like a mascot

tired tree
#

AR paintball / laser tag is going to kill half of the shooting sports

mighty carbon
#

no, thank you.. I'd rather play real paintball

tired tree
#

real paintball with tactical overlays bruh

#

get in my sat morning cartoons

mighty carbon
#

yeah, that works

#

gotta be able to feel the pain ๐Ÿ˜ƒ

wicked oak
#

IRL yu gi oh

tired tree
#

Arma AR

wicked oak
#

maaaaan, cant wait to go I CHALLENGE YOU TO A DDDDDDDDDUEL

#

to random people

tired tree
#

oh god...IRL yugioh would decimate generations of children

wicked oak
#

and Pokemon go, true AR edition

#

with pokemon as pets that follow you

#

people WILL pay for the option of having a pokemon as a virtual pet that follows you

mighty carbon
#

I still don't get what people like in Pokemon games o.O

#

(but I do get it's a money maker ๐Ÿ˜› )

tired tree
#

it was fun with my family, wife and kid and I walking around catching shit

#

I don't care about pokemon, but getting him out walking with us was great

mighty carbon
#

my wife doesn't care for it, neither does my kid

#

(but they care for Mario Brothers.. Go figure..)

tired tree
#

community games are AR's greatest strength imo, territory control games are two hardware iterations away from being the top of the gaming market

#

pokemongo was just a first glimpse through that window

mighty carbon
#

Damn, I guess I am not getting S8 any time soon :/

#

(and I don't think whole a lot of people who games on Gear VR will be getting it)

mighty carbon
#

maybe base model will be more affordable

full junco
#

@mighty carbon why can't you watch the vulkan VR video?

mighty carbon
#

At work

#

After launching the consumer HTC Vive in early 2016, the company began offering a $1,200 โ€˜Business Editionโ€™ version of the headset which is essentially the same system but with dedicated support, an enhanced warranty, and bulk buying options. Going forward, however, the consumer and Business Edition systems will become increasingly differentiated products. Speaking Alvin Wang Graylin, โ€ฆ

wicked oak
#

that is completely logical

#

you can charge arcades more for the same thing

#

so you can do a "pre release" of the wirelss thing, at twice the price, for arcades only

#

and then do the normal release

#

also, make the vive 1.5 with all the integrations, or put "enthusiast versions"

#

like a 4k Vive

#

same vive, but with the headstrap, wireless tech, and higher res panels

tired tree
#

Can also run different hardware with arcades

#

like more tracking modules

wicked oak
#

yup

#

HTC is Asian

#

they have loooots of arcades there

tired tree
#

archi as well

wicked oak
#

they are dead on the west

tired tree
#

dedicated large rooms for showing off product

wicked oak
#

but im seeing VR arcades in construction around me

mighty carbon
#

West needs Westworld!

tired tree
#

archi VR is huge

wicked oak
#

yup

#

too bad i dont have the contacts, becouse its something i can do

mighty carbon
#

we are well passed those arcades ๐Ÿ˜ƒ

tired tree
#

there are a lot of people "looking for help" with archi projects for their firms

#

I had to tell like 12 different guys no in PMs

mighty carbon
#

in US ?

tired tree
#

yeah

#

tho, even more china

mighty carbon
#

anything in TX ?

tired tree
#

dunno

#

would likely be remote work anyway

mighty carbon
#

ah, I see

#

do they need 3D artist or UE4 programmer ?

tired tree
#

put up a LFW in talent

#

saying remote Archi work in VR

mighty carbon
#

I need to make a demo for Gear VR showing some sort of arch viz work ๐Ÿ˜ƒ

tired tree
#

The chinese are REALLY looking for help to get going ,but the language and work culture barrier get in the way

mighty carbon
#

I bet

full junco
#

@mighty carbon just watched the first 17 minutes of that video

mighty carbon
#

verdict ?

full junco
#

now I've watched the first 21 minutes

#

well he talks about how you use vulkan for gearvr

wicked oak
#

low level stuff

mighty carbon
wicked oak
#

with the sicronization with the low level api and stuff

#

obligatory EPIC PLZ

mighty carbon
#

"Work is being done on Vulkan support. It is currently not ready for UE4 on Gear VR at this time. We'll make an announcement when we have a clear ETA"

wicked oak
#

vulkan is specially good on VR becouse it does instanced stereo "by default"

#

you do the command lists for one eye

#

then play them all again

full junco
#

@mighty carbon why did you quote that?

mighty carbon
#

because that's what Oculus just posted about that video

full junco
#

well yeah, but is that relevant?

mighty carbon
#

yeah

#

read the forum post

#

I posted link to that video and asked

#

Oculus came back and said pretty much the same thing as last year - "when it's done"

full junco
#

yeah, but why is that worth to mention?

#

of course its done when its done

#

but thanks to the video you know its pretty much done

#

the guy giving the presentation in the video is working at oculus, and he explains how he implemented vulkan for gearvr. so even though it isn't in UE4, you know its working now

wicked oak
#

and vulkan works on samsung phones

#

UE4 GearVR Vulkan would be a great selling point

#

i mean, low level apis in ue4 seem to work real well. At least from the low level ps4 renderer

#

all da cores

mighty carbon
#

seriously?! I don't care what they did in the lab if I can't use it with UE4

full junco
#

for UE4, epic has to add support for it

mighty carbon
#

bah

full junco
#

thats not anything oculus does, its on epic side. unless oculus wants to PR it

wicked oak
#

Oculus likes to do crazy shit on UE4

#

sometimes it goes into the main branch

mighty carbon
#

Oculus tells you "we don't have ETA, we are working on it" and you tell me something else..

wicked oak
#

the first to do ue4 forward render was oculus

#

and same with stereo rendering

#

and same with the monoscopic VR that switches to stereo up close

tired tree
#

ue4 always had a forward renderer

full junco
#

@mighty carbon oculus tells you the vr api for vulkan is not ready yet to be used with a huge engine like UE4, yes. but even after it is ready, you still have to wait for epic to add support for it

tired tree
#

oculus made a barebones one

mighty carbon
#

When Oculus makes their implementation for UE4, then Epic will integrate it in one way or another.

#

why are you arguing @full junco ? You repeat what I said in the past and today

full junco
#

@mighty carbon just trying to explain to you that what you think doesnt make sense

#

like most stuff you think ๐Ÿ˜›

mighty carbon
#

Epic will not implement it without Oculus implementing it in the first place

tired tree
#

Epic didn't implement oculus's forward renderer at all because it interfered with intended engine features.....

#

its not because ofthem that we have the current renderer

mighty carbon
#

Epic wouldn't have even bothered with forward renderer if they didn't see proof of concept made my Oculus

full junco
#

oculus is not talking about implementing it into UE4, oculus is talking about adding support to their SDK so that epic could add support for talking to it using vulkan

#

@mighty carbon thats wrong

mighty carbon
#

they didn't use Oculus fork directly because Oculus simply didn't do a good integration

tired tree
#

.....

#

man you assume a lot of things

mighty carbon
#

same thing goes for everything else gear VR related

#

multiview was not implemented by Epic until Oculus implemented it in their fork

#

then again, the same implementation did not go into Epic's master. It's still being reworked and worked on by Oculus and Epic. Not just by Epic.

tired tree
#

pretty sure it was the visual fidelity of unity vs UE4 for VR that cemented it....the engine wasn't up to snuff in comparison for VR once the clarity differences were really shown.

full junco
#

@tired tree motorsep is always having his very own opinion on stuff ๐Ÿ˜›

mighty carbon
#

you are Vive fanboy, what would you possibly know about Oculus if you hate them and not following their work?!

tired tree
#

Well if his oculus logic applied then the VRworks branch for nvidia would be integrated already

mighty carbon
#

They implemented every single gear VR feature for UE4, themselves. Then Epic stepped in for final integration into UE4 master

tired tree
#

multiview wasn't support by the oculus runtime originally.....

full junco
#

@tired tree yeah, epic added the forward renderer because they needed MSAA for good looking robo recall

tired tree
#

it was up to oculus to even support it

mighty carbon
#

Nvidia makes VR stuff to push their hardware sales.. They don't have any interest beyond that. Why should they bother making proper implementation for UE4 if all they need is working binary to sell more of their hardware ?!

full junco
#

they only did robo recall because oculus paid them for it, so indirectly oculus might be the cause for ue4 having a forward renderer now, but not because they did their own very limited implementation of it

mighty carbon
#

Robo Recall only happened because Oculus contracted Epic to make it happen

#

if Oculus hasn't paid for it, there would be no Robo Recall

tired tree
#

I like robo recall pushing the engine forward on the renderer, but I feel like it has stagnated the other VR work on the engine during its development

full junco
#

@mighty carbon thats what I said

mighty carbon
#

๐Ÿ™„

full junco
#

@tired tree what other VR work?

mighty carbon
#
VRScout

Share TweetBlade himself makes his virtual reality debut in an action-packed sci-fi experience. Itโ€™s been awhile since weโ€™ve heard from Wesley Snipes. We havenโ€™t seen the iconic actor in quite some time, which has left many people, myself included, craving a Wesley Snipes comeback. Well it appears as though our prayers for an ass-kicking, gun-blazing โ€ฆ

#

lol, VR film, but 2D non-VR trailer...

tired tree
#

well they left a lot of the motion controllers stagnate, with bugs and easy to add missing features

#

also the steamVR is locked down in engine

#

and lots of its features are unimplemented

full junco
#

what features?

tired tree
#

you can't even pair controller IDs to components currently

#

because the array is private only

full junco
#

well but that isn't too relevant

tired tree
#

hardware polling, meshing and a few other things

full junco
#

rendering stuff is whats relevant

tired tree
#

you can't directly control late update in blueprint either, or C++ without overriding base class

#

unity has it as a seperate tick

full junco
#

ok, thats useful

tired tree
#

I had to go in and add a bunch of late update features in to make some interactions even possible

full junco
#

like what for example?

tired tree
#

like components not attached to controllers

#

adding them to the late update pipeline

mighty carbon
#

I bet after Robo Recall release we get all that stuff sorted out in UE4

tired tree
#

yeah, like I said, robo recall gave us forward renderer, and I love that

#

but the base VR classes have remained unchanged for like 6 months

#

aside from the owning player check on motion controllers

full junco
#

having a seperate tick for late update sounds dangerous though because people could easily do stuff there that isnt possible to do there

tired tree
#

and?

#

I don't even care about the tick so much, I just like that it is accessible in unity

#

without edits currently the late update is locked to only attached components currently

full junco
#

well, ue4 gives us source so its relatively easy to add other components, unity doesnt give you source so they have to make it accessible

tired tree
#

tell that to all of the Blueprint only users I have been providing technical support for my plugin with :p

full junco
#

what plugin?

tired tree
#

VRExpansionPlugin

full junco
#

ok, havent looked at that

tired tree
#

Back before the controllers were fixed I made some custom ones that replicated correctly

#

and then it kind of balooned into a full blown expansion

#

dunno, I needed some sort of hobby I guess

full junco
#

๐Ÿ˜„

mighty carbon
#
#

most negative reviews are about how pricey the game is. Yet, it has overwhelmingly positive reviews and it seems like it made it into Top Seller list (for now at least)

#

so, yeah, the game can be short, and pricey, but if it finds its audience - who cares..

#

at least they don't help that race to the bottom 99c hell

wicked oak
#

looks quite good

mighty carbon
#

H1Z1 is $19 and looks a ton better

#

but yes, it has pleasing aesthetics

tired tree
#

they are totally different genres....

mighty carbon
#

how is it relevant? It's about production value

tired tree
#

you are comparing a battle royal game to a puzzle platformer

mighty carbon
#

the point is that selling games you put blood, sweat and tears into for 99c is dumb and is poisonous to everyone

#

Koei Tecmo, the Japan-based publisher that brought you Dynasty Warriors, Dead or Alive and Ninja Gaiden series, have today unveiled a VR arcade cabinet that is more than just an enclosure for a PlayStation VR headset. Called VR Sense, the cabinet is said to embody a few technologies including a motion-simulating seat, a scent function, a wind function, a thermal function, โ€ฆ

#

looks cool outside, looks horrible inside :/

#

(maybe because players don't see it anyway )

mighty carbon
#

I wonder if Oculus has something in store similar to Vive's pucks

real needle
#

Hey @tired tree it's good to see you in here ๐Ÿ˜ƒ

#

@mighty carbon No they strap one of the Touch controllers to the front of the rifle

#

All Touch boxes come with the attachment

mighty carbon
#

oh, didn't know that

#

cool

granite jacinth
#

!invite

real needle
granite jacinth
#

@real needle ^

mighty carbon
#

interesting

lean panther
#

Heyo! Our marketing peeps want us to crack mixed reality VR streaming in Unreal. Seems like it's in the pipeline over at epic but for now I'm doing some prelim research. I understand how to do a lot of the layering and depth stuff, but I can't find a way to pipe out a non-headset camera view to the screen. It seems like Unreal only mirrors by default.

#

Most people have said they make a spectator view that connects to a client running the game, but that seems like overkill. With Unity, I was able to draw a render texture to screen and such.

real needle
#

The source change provides you with a different preview mode

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It's for 4.12 but I'm sure you could give it a crack for your version, SteamVR hasn't changed much

lean panther
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Ok looks interesting, I'll take a look. Thanks!

real needle
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@lean panther Please update us with your progress, it isn't high on my todo list and C++ takes me forever so I just decided to wait epic out to support it natively

wintry escarp
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whats the point of the giant VR pod, the idea of VR is the HMD takes you into the vr world

mighty carbon
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@wintry escarp it farts in your face when someone farts in VR world. You still wear HMD. ๐Ÿ˜‰

lean panther
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Well this is purely to stream in VR. HMD views on a screen are pretty rough due to all the motion.

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With a 3rd person camera, you can show the action around your VR player. And with mixed reality stuff you can actually project the real player o nthe screen.

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Oh sorry were you commenting on the thing above? My bad T-T

real needle
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smilertoo was yeah

lean panther
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Anyway, I'll get on that, I'll keep you guys informed.

real needle
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On a first look I thought the pod was for waifu-experiences

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Being Japan and all

mighty carbon
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I thought that lady gets in the pod with you, but then I saw other pics and read the article .... ๐Ÿ˜›

real needle
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lol

mighty carbon
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I am pretty sure wind and mist would add a lot to the experience

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I doubt they can control smell

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(they can, but it won't be anywhere near to real-life)

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as tech improves, I can see having force feedback vest, motorized chair and wind thing at home

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(and prices go down, although I doubt that will happen)

real needle
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I will be scheduling weekly/bi-weekly VR multiplayer play sessions for UE4 devs, and have created a poll to see which games we own/want to play: http://doodle.com/poll/drbfzsgzmkr69ckm

The poll results will also give me an idea if there are enough of us interested to make this a thing. I picked games that support more than 2 players, and it's Steam only for now. This could also be a chance for you to find people who can give good feedback on your own games!

Link to forum post: https://forums.unrealengine.com/showthread.php?136153-Want-to-play-VR-multiplayer-games-with-other-devs&p=662158#post662158

upbeat kestrel
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pinned it ๐Ÿ˜ƒ

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sounds like a great idea!

mighty carbon
glossy agate
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@real needle What about serious sam vr: The first encounter. Would be fun because we can get I think 8 people in coop, and its easy to talk to teammates.

pearl tangle
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@mighty carbon looks like 1 of the Epic devs already got to it

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and the UMG does have support for materials, you just need to access them a bit differently. for example I created a 360 video player that pulls in youtube content via the UMG web browser widget and then i access the material of that widget and put it onto the sphere

mighty carbon
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@pearl tangle how would I do that?

pearl tangle
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you pull the widget into your blueprint and then you can access it's material params, then assign that same material to your other actor

mighty carbon
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would it be better than using Paper2D sprites?

pearl tangle
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for sprites? no of course not. I was just saying that I was accessing the material

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you should just setup your texture as an atlas and then you offset the position of it for each individual sprite you want to display with 2 scalar params

mighty carbon
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I am not that savvy with materials :/ Do I use custom UVs to shift texture around?

pearl tangle
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you just put your atlas in there and you offset the x and y position is the most basic way to do it

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so if you split up your atlas into 100x100px and you have 100 of them on an atlas textures then top left is
0,0
then the second on the left is
100,0
the 11th (2nd row, first along)
0,100

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there are other ways to do it but thats a very simple way. You could pretty easily setup an algorithm to do the multiplication and whatnot from a blueprint or an enum

mighty carbon
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so much easier to work with than with what you recommended ๐Ÿ˜ƒ

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Now I really wish I had Rift ๐Ÿ˜ฆ

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good point

pearl tangle
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but then you aren't using the actual original file unless it's loaded in from another method right? I thought the generate sprite function was actually chopping the things out since it seems to create new assets from it

mighty carbon
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well, I import atlas, UE4 generates sprites from it, I use sprites as individual icons and UE4 batches it, since they all come from the same source

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basically sprites serve as indices of the atlas

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at least that's my understanding of it and Nick confirmed it

pearl tangle
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as long as it's doing that yeah its a good way to do it. You still need to configure a way for your actual sprites to get used. I would setup a data table and you can define each with a name or enum and assign the sprite for it, makes it easy for you

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yeah it sounds like thats what hes saying

mighty carbon
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well, each item is a struct, which contains UI icon

pearl tangle
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if the way it does the sprites is more of a reference to the original sheet then thats the most optimized way of doing it. which is essentially the same way as you would do in the material with the xy icon

mighty carbon
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so I don't really need a data table

pearl tangle
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the data table lets you define all of them in a single location. You create it based off the struct

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it's just the array of your struct so you can add more items and modify easily

mighty carbon
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still not following :/

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currently I have array of structs already

pearl tangle
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each column on a data table is the struct.

mighty carbon
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that's my inventory that contains items

pearl tangle
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yeah data table is much better for you rather than an array because it's a lot easier for you to change things with

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you have all of your "items" in the data table. then you assign that to your "inventory". keeps it really modular and super easy for you to add new items

mighty carbon
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well, I already made Inventory that works, so maybe eventually I rewrite it using data tables ๐Ÿ˜‰

pearl tangle
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you wont need to rewrite much. your actual inventory would stay exactly the same, just reference your data table instead of an array in that blueprint.

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all it does is give you a better location to be able to add and remove and modify data, especially for balancing. You could hook up an excel spreadsheet to be the actual data source for it too. That way you can write in macros in the spreadsheet itself to populate stats

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eg. item level 1 dmg = 5
item level 2 = B2*1.05
etc

mighty carbon
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right, but my project has inventory of Quake/Doom

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simple stuff.. It's not RPG

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and I want to finish this as soon as practical

pearl tangle
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yeah still worth figuring it out. will take you an hour or 2 to figure out the ways for it but then you will start using it for everything.
you should put all your enemies and their stats in 1
player stats in another 1 (could be using the same struct)
weapons and stats in another

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and you can have all of that in a single excel doc with different tabs, super helpful when you are working with a team as well because you can easily tweak values on the fly when you are doing testing

mighty carbon
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heh, sounds way over my head ๐Ÿ˜ฆ

pearl tangle
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hah its super easy. it's harder for you to do the stuff you have done

mighty carbon
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๐Ÿ˜ƒ

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watching some UMG tutorials.. Seems like whole another beast ๐Ÿ˜ฆ

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got a general idea though.. Will poke at it tomorrow

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gotta hit the sack.. see ya tomorrow

real needle
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@mighty carbon You'll end up loving it

mighty carbon
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hopefully ๐Ÿ˜›

real needle
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With occasional headaches, but that comes with everything :b

pearl tangle
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remember to keep everything as 3D widgets though for your vr stuff

restive blade
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I'm still unsure if I like VR ๐Ÿ˜ฆ

mighty carbon
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yeah, I am working with 3D widgets

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eeh @restive blade ?

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I fell in love with VR using Cardboard and Gear VR made it final

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I am sure Rift will solidify it further

restive blade
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tracking on rift is to weak currently compared to vive... but.. that being said... I get motion sickness no matter what I do ๐Ÿ˜ฆ

mighty carbon
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only weak if you don't have enough bandwidth apparently

restive blade
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?

mighty carbon
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USB bandwidth

restive blade
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that's not an issue with this system ๐Ÿ˜

mighty carbon
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I see bunch of people not having any issues at all, and equal bunch having issues

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that's what you think

restive blade
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well shit... the simple reality is that the comp is easly top specced atm... so not much I can do ๐Ÿ˜›

mighty carbon
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what doesn't it have to do with top specs? some mobos have crappy USB controllers

real needle
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@restive blade Not running at framerate? What games have you been playing?

mighty carbon
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you might have mighty CPU and GPU, a ton of RAM, bunch of USB ports and only 2 USB controllers to govern all those ports

restive blade
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framerates always 90

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anyways @mighty carbon it's not my usb controllers ๐Ÿ˜›

mighty carbon
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you need high bandwidth controller per every 2 ports

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it is

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cameras are connected to USB ports

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that's the only issue there

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otherwise every single person would have had tracking issues

real needle
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Rift/Vive? If you're not playing any games with slide/trackpad locomotion (or crazy stuff like climbing), you really shouldn't have any issues

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If you do, you should share your experience so that we can find out why

mighty carbon
restive blade
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I am very aware of this... I'm just telling you it's not the issue LOL.. and it's NOT issues... it's me being a sensitive little flower and feeling it ๐Ÿ˜›

mighty carbon
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lol

real needle
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@mighty carbon My subjective asessment: People who enjoy multiplayer are probably used to Steam

mighty carbon
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one of the posters said he is on Steam and there is no one in MP

restive blade
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anyone had any luck with getting rift remote to work ?

mighty carbon
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MP is cool, but you gotta go as big as CS:GO or Dota to justify development of MP. Otherwise 10 people play it and it will be dead

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anyhow, I am out

still frost
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will doing epics tutorial help me mess with the VR template? Right now its a bit confusing.

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coming from unity

pearl tangle
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yeah there is nobody in multiplayer vr games much unless they are free. rec room always has people in it

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yes epics tutorials for everything will help you

real needle
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@still frost Have you read the documentation for Unity developers?

pearl tangle
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the VR template itself is super easy to work with

real needle
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On multiplayer games

pearl tangle
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@restive blade am keen to know what things give you motion sickness too? If you are 100% in control of your movement then maybe it's IPD issues or something causing problems? I can't do 1s where it's moving me or just normal locomotion systems either but if i am controlling all the movement i have never had issues

real needle
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Curerntly 129 on Arizona Sunshine, and 122 playing Onward (steam)

pearl tangle
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yeah thats not really too many people thats for sure

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especially when you are looking for players close by with decent ping or the stuff goes pretty bad with it

real needle
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Out of a business perspective, no, but for a player, it's def enough :b

restive blade
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@pearl tangle I only use setups where I am in complete control of my movment

pearl tangle
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raw data was packed when it was first out too

real needle
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It's a pretty cool idea, exploration take on stuff like Keep Talking

pearl tangle
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very interesting that it gives you motion sickness with that then, id say somethig with the view on it is most likely. I can only play my rift for like 15 minutes before the stupidly hot screen starts to give me a headache, with the vive the tight fit is the thing that gives pain around the ears but its not as bad as the hot screen

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i haven't given it a try yet either, might give it a download at home

real needle
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@pearl tangle It's pretty hot in Singapore ey?

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I've never had the rift be hot

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I've played for entire days

restive blade
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I do find the vive much more manageable long term... I find better tracking and less normal's distortion to help

real needle
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And I think we can assume that our body temperatures are roughly the same

pearl tangle
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just the screen on it seems to get stupidly hot. maybe it's a problem on mine. will bring it into the office and compare with another colleagues

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idno, im pretty hot...

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๐Ÿ˜‰

restive blade
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naw.. the screen does get pretty hot

real needle
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Oh Yeah? ๐Ÿ˜‰

restive blade
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much much warmer then vive

real needle
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I think it has to do with the slimmed down enclosure on the rift

pearl tangle
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yeah it was really affecting me using it

real needle
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Fabric is a better conductor of heat as well I believe

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Than hard plastic

pearl tangle
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well the plastic should trap the heat more than the fabric

real needle
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that's what I was saying

restive blade
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anyways... if anyone has some tips on how to get the Rift remote to work I'd be super greatfull ๐Ÿ˜ƒ

sturdy coral
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the rift still has plastic underneath the fabric, so it isn't really breathing through it or anything

real needle
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@sturdy coral There is no plastic between the screen and your face, just the lenses

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You can put your finger between the lenses and feel the screen

sturdy coral
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but your face is sealing it off

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I guess it gets airflow through the nose gap?

real needle
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yeah one would think it cools down better, but we might be fishing in the dark. The screens themselves might just be hotter

sturdy coral
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it definitely is hotter to the touch on the outside, on the inside I think it is more humid too because your breath comes up the nose gap, probably depends a bit on your face though

real needle
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You hear that @pearl tangle? Your face is the problem. There we go, problem solved.

sturdy coral
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it definitely fogs up for me when I have it cold in the room where the vive doesn't, and I think that is just from breath coming through the nose gap

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I need to try out the shuhei hack:

pearl tangle
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told you it's just because im hotter than you @real needle

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What is it that you are trying to do with the remote @restive blade it should just show up as an input and you can trigger mouse clicks from it?

restive blade
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I'm just trying to get it to react at all with my code... I'd like to use it with HMD targeted teliportation

restive blade
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yeah.. first thing I tried =/

pearl tangle
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or you can just use the gamepad

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like map with gamepad stuff rather than the oculus remote

restive blade
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nether is working

pearl tangle
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what are you using it in? Just try in the level blueprint or your pawn blueprint and see if anything happens

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it should be able to work with the d pad inputs

restive blade
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I'll try it in lvl blueprint

restive blade
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grumbles something unpleasent about microsoft

granite jacinth
restive blade
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25

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oops.. lol

granite jacinth
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hm?

restive blade
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was using wrong comp (shared keyboard mouse) lol

full junco
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whats the best way for simply turning the direction the player faces in the world by 90ยฐ, without affecting the location where the player is? seems to be quite a bit harder than I expexted in VR, never cared about the rotation before...

granite jacinth
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@full junco get right/left vector?

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right vector x -1 = left

full junco
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@granite jacinth I know how to get the correct vector of course, I'm asking how to set the rotation correctly for the player. its not as easy as it seems due to rotation usually being locked to what steamvr tells ue4

native cedar
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Is there any guide on how to interpret stat scenerendering and other profiling graphs?
I came to a decent degree of understanding with profilegpu but my tools are currently limited to that and blind "take stuff out" testing

granite jacinth
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@native cedar If you are good enough, please make a wiki entry or tutorial

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There are some old ass videos

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that epic did

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but, otherwise, not really anything to "interpret" since everyone has different things going on in their scenes

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while the same "calls" are getting well called

candid viper
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@full junco The headset camera is parented under the root transform of the actor. So, get the rotation of the actor - GetActorRotation(), adjust the yaw (and wrap in to the 0-360 range), then call SetActorRotation().

native cedar
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does the wiki need stuff about gpu profiling?

native cedar
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I'll be haooy to share my knowledge about that

granite jacinth
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@native cedar yeah man

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anything and everything you can contribute to it

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There's very little knowledge being spread for whatever reason

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People are keeping hush hush about it

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ยฏ_(ใƒ„)_/ยฏ

full junco
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@candid viper setting actor rotation shouldn't do anything in VR, the HMD has its only rotation independent from the actor rotation.

wicked oak
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just let me use the low end forward renderer on PC goddamit

full junco
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and if it wouldn't, then setting the actor rotation would move the location of the HMD

wicked oak
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i would like to use the GearVR renderer for PC VR

native cedar
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thanks victor

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right now we are planning to move to forward rendering

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but old habits are hard to... whatever, you know the drill

candid viper
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@full junco Not quite correct. The HMD orientation is set relative to the roomspace coordinate system. I have the HMD/camera under a root node (which is the capsule for the character). Roating the actor rotates everything in the world, it doesn't rotate the hmd relative to the roomspace. I have step turns for Oculus, which work by rotating the actor yaw exactly as I've described.

full junco
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@candid viper I also have the camera as a child of the capsule, and rotating the actor is not doing anything

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have you tested it with steamvr?

candid viper
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@full junco I haven't tested it with SteamVR - I don't enable step turns with SteamVR. The camera setup is the same though - works on both Oculus/SteamVR. May be a difference in the setup - I'm using custom C++ components for the camera etc, so I might have done something in there that is allowing it to work, but I can't remember anything off hand. I wrote that code over 6 months back.

full junco
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@candid viper I can disable "lock to hmd" on the camera, then modifying the actor rotation is doing something

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but obviously its also affecting the location of the camera then, so rotating the actor results in the camera being at a different location

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since the camera is not at 0/0/0 relative to the actor

native cedar
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Anyone tried using kite & lightning to capture frames? I am getting messed up object positions at close range

candid viper
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@full junco Just checked my code. I'm not changing the actor rotation directly. I'm getting the actor location/rotation. Changing the rotation to be what I want post turn. Then calling TeleportTo with the original location and new rotation. I'd forgotten that I reuse my teleport system to make the turn to integrate the fade. Likely the TeleportTo is doing the actual correction.

full junco
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@candid viper TeleportTo() is only setting location and rotation for the root component, so the camera would still be at a different location after you call TeleportTo() for changing the actors rotation

candid viper
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@full junco Just tested my code under SteamVR. It works as expected. It is possible that the location is moving - my test area is small so I'm mostly near the centre of the room scale area so an offset wouldn't be that noticable. As I step rotate, the chaperone stays put, while the world move.

granite jacinth
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I'm a bit perturbed that my max FPS is 45fps

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I thought I turned this off before, but maybe it was on my laptop

full junco
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@candid viper so your world is moving when you rotate?