#virtual-reality
1 messages ยท Page 79 of 1
yes
btw, this went out of the blue
literally ZERO marketing
i wanted to see how would it go
40k downloads
but then when i released DWVR, its when everyone and their mother was doing VR games
well, thats both meme game and youtuber bait
ha, yeah.. whatever
of course it gets popular lol
exactly
looks quite well done
Well it was our first game and was just a test to get our name out there
so, why did you make it political ?
I bet because, well, that's what would sell and get streamed, right ?
Cuz there were other regular whack a mole games out their
so we just put our twist on it
not a bad idea at all to do that kind of bait
well, it's free, but you get the point
i just dont have the proper ideas to do good youtuber bait
we are currently working on two more serious games
and even got a contract to build a vr application for construction
and to put it into perspective we started in sept
It is myself and eight other random reddit users
btw non of us are getting paid
we are doing this for fun and since we have a passion for VR
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
and normal games need to be treated as first class citizens
then the problem of saturation will be solved, at least partially
Our game was never on the front page just on recently released
if you guys are curious our discord server https://discord.gg/T9TdbEy
but for example, your game looks at least polished
better than a good chunk of the currently vr games releasing on steam
look at Oculus store on Gear VR
there is normal release and early access that are featured, and there is Gallery
like in oculus PC
normal release are the full games, the top tier
early access are games that are top tier, but unfinished content-wise
gallery is both "actual" early access, and some games that have performance issues
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.
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
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
well i dont know that DWVR is your game
DWVR budget as been 800 dollars
why not put your logo in the trailer
people isnt that interested on that logo, i wanted to cut into gameplay footage ASAP
well there is your issue
Then you're missing out on brand recognition
you put the unreal logo but you couldn't find enough time to put your logo in it?
and nobody wants to see just straight gameplay that is what youtube is for
thats why im saying that i have budget for a good trailer, i just dont know how to hire for it
make the trailer exciting more cinematic
ive put a couple announcements, but i didnt like the people that applied
you dont need to hire anyone
i have 0 idea of trailer making
watch a few trailers of other popular indie games and try to replicate their success
trust me if a myself a 17 year old can do it so can you
Vblanco, next time you're doing some trailer work, I wouldnt mind giving you some feedback/helping out
both of you guys who are actually have experience in this field
btw, that is the best video i could do
that is something i can do a lot better
they are seriously fake
but they are all ingame graphics on ingame models
just posed and that kind of thing
you guys are complaining how hard it is with PR yet yall are barely trying
Bullshots are a good part of marketing ๐
YOu have a great game just need to show it off better
They give it interest, as long as you also include in-game footage so people dont feel cheated
first impressions are everything
yes. If you know someone that knows how to edit cool trailers, point him to me
i have tons of footage recorded, at high quality. Its just editing them together
like i said make a post on reddit.com/r/slavelabour
I actually offered my help half a page up ๐
what stuff have you done?
https://vimeo.com/107047871 heres my 3 year old reel, at my old company
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)
i think you just found your best option ๐
Some of my new stuff includes https://vimeo.com/190619710 https://vimeo.com/159477090 https://vimeo.com/146041704
I have school everyday and regular chores and stuff
https://vimeo.com/145956179 https://vimeo.com/144549374 to name a few
but like i said where there is a will there is a way
if you truely care about it you will find a way to do it
yeah, school isn't a day job / having family
I have full time job in marketing, but we are also doing some corporate VR
how neat
when I was in school, I wish I did game dev - had fuck load of more time than I do now
Well the other members on the Subreality Studios team are all adults with day jobs
yet they still find time to pitch in and help out the best they can
having team helps a ton (assuming they as dedicated as you are)
I am solo dev
so...
Yes they are all amazing and are a pleasure to work with
why not find someone that has a simliar passion to work with?
it seems impossible nowadays ๐ฆ
like i said the other members are not being paid yet they still help and we all work together
im already doing pretty much everything
my tries to get artist to join me have failed. im going to directly pay salary
How about @mighty carbon and @wicked oak partner up
already talked
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
we could, but there are some differences in the way we look at business ๐
you have to be flexible
to a point
ive tried going to art/gamedev schools
talking with people, given that i have a solid track record given the lack of resources
"but im too busy"
and arent interested
@tawdry dragon the videos look amazing! If we ever need a trailer ill keep you in mind
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
or more rathen when we need a trailer
@tawdry dragon you up for freelance job next week?
I am not saying give up lead when you have a vision go all out on that, but be open to ideas
so, from my experience, while it's important to let team to pitch in creatively, it's critical to stay lead on design / direction.
oh yeah, I down for that
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
they only team up with others on their university
try making a post on reddit that is what i did
I guess when I have something more solid gameplay wise, I'll show it on UE4 forums and maybe find someone.
@wicked oak depeding on the comming weeks goes with our VR project, I might have to time to help you out
Reddit as /r/unrealengine ?
do you have any hype trailer or know how to make one?
the ones you have been shown are all product design
redidt as /r/vive
I don't do Vive
already tried r/vive
we have been doing one, but I cant show you ๐ฆ NDA
alright
I only have Gear VR
i want my next game to be PSVR
All the money is in corporate, so that is what we are doing. But we are slowly working on doing more B2C stuff ๐
pc version sure, but the real point being PSVR
(plus if Zeni fails with their injunction, I'll get Oculus instead of Vive)
why do you think the oculus is better?
because it is
better screen, better lens, more confortable, lighter. And they support indies
plus there is Oculus Store
Vive has its tracking
wich is a lot better
and honestly, wireless vive looks goddamn awesome
trust me vive is the way to go
software is better on Oculus (ATW, ASW, etc.)
Touch is also absolute greatness
says who @spring coral ?!
too bad the camera tracking is buggy
Vive is good for enterprise stuff, for something where you need roomscale to work flawlessly
Vive only wins in the tracking department
Rift has better consumer market penetration
rift has a smaller market by almost half
the way i see it, is that Oculus gives a damn
vive doesnt
becouse Oculus is a VR company
vblanco has all 3 systems and he did a good comparison write up. I trust him.
Vive is a phone company, with Steam that only cares about PC gaming
market penetration is PSVR BY FAR
trust me valve + HTC care they love this
and its also the one with the least competition by far
well, we don't know yet how well sony will support PSVR
well considering he said Vive is a phone company i dont know how much i trust him lol
HTC is known for their phones.
you sound like blind Vive fanboy, @spring coral :/
yes but vive is not a company lol
well, "vive is FROM a phone company"
there you go lol
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
you should def buy the rift
Oculus has best scientists, wealth and power of Facebook. It will be the leading VR company and leading VR platform in a long run.
it does have much worse tracking tho
It has been a pleasure talking with you guys
and vive coming with the wireles
they will fix tracking
to a point
they aim for long term success
there is only so much you can do with cameras
and the wireless vive can be a absolute success
not to throw something on the market today and get forgotten tomorrow
i think you cant do wireless oculus that easily. Oculus leds have to flicker and be on sync with the cameras
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
you know that next version will have inside out tracking
so, you wouldn't need anything but HMD and PC
oh so you have to spend more money
(or nothing at all, since they work on stand alone HMD too)
you still have to track the hands somehow
you clearly have no idea what you are talking about
I don't have money to spend. That's why I have GEar VR and nothing else
and you call me a fanboy
I might be skipping this gen of VR or I might get Rift
(if Oculus survives that ordeal with Zeni)
vblanco please dont tell me you support this guy
I will only get Vive if there is nothing else on the market
i think oculus is better if you dont play to do big roomscale
if you do plan for big roomscale, get a vive
on smaller spaces, the oculus is better
as it wont get those tracking problems
i use an oculus to dev in fact
and only V2, since I don't like for this Vive is bulky and wands suck compare to Touch
the moment you are going to have a big space, Vive all the way
so, if I have no money to buy Vive and I only have Gear VR it makes me Oculus fanboy ?
motorsep this is kinda of a random question but can i see some of the game you have made?
Steel Storm
Steel Storm: A.M.M.O. - Armored Mechanized Mobile Operations (or SS: AMMO in short) is a fast-paced competitive arena shoot-em-up. Set in the Steel Storm universe, and an updated Japanese anime-inspired sci-fi world, you will get to pick an avatar* to represent yourself as well as to choose a hovertank to do battle with.
no
Another indie I know wanted to make a spin-off - he licensed my IP and didn't deliver
so you didnt make this game?
Steel STrom Buring Retrubution
yeah, I did
with another guy (programmer)
I did design, all art, some levels, etc.
AMMO is what I didn't do.. I licensed art / IP to another dev
is this the game you last made?
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
Tomes of Mephistopheles and Phaeton (Steel Storm 2 originally) were my last two attempts
lol, that's your opinion @spring coral I wouldn't call that Trump game a game.
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
just read one of the reivews
yeah
take war to the troll
in a hindsight it was a mistake, but hey, I am wasn't going to take shit from anyone
I did what I thought was right, but fighting trolls is no use
despite that setback the game did really well financially
well they gave you the rating for a specific reason not because they hate you personally or something
specific reason?
because the game was bad
people came to forums and said "you game is shit because your game doesn't look like game X"
to each his own.. Your game looks like shit to me.
chill
Well thanks
so, you come here, tell me and vblanco we don't know how to make games
Just trying to help you guys since you are literally complain about an issue that is on your part
vblanco is all good just needs to do PR a little better
and what do you have to show for? Some crappy click bait "game" ?
what was your role in the production of that so called "game" ?
I am the CEO of the company and programmer
like I said, my game did well financially, so I don't care what you say
real all reviews if you wish - bunch of people love Steel Storm
keep it civil
and bunch of people don't like it
And when i was taking about reviews i was specifcally talking about the critic reveiws
can't have everyone like a product
I completely understand
Metacritic
Steel Storm: Burning Retribution is a top down action shooter with old school spirit. It marks the return of top-down shooters with new twists. The game has score oriented competitive gameplay, and is designed for people who like fast paced action, hordes of smart enemies, destructible worlds and ground shaking explosions. The events take place in an alternative universe where you control an advanced hovertank, packed with the most advanced and sophisticated weapons. Your task is simple, but nevertheless no...
This guy http://steamcommunity.com/groups/SorenJohnson recommended my game
and his opinion is far more valuable to me than some dipshit that sided with trolls
lol did you give yourelf a 9 out of 10
I am taking about teh Everyeye.it, PC Gamer, MEGamers, and Eurogamer review
not the community
Do presidents of countries vote for themselves? Yes, they do.. So why shouldn't I vote for my own game ?
well, if PC Gamer has a dick like yourself reviewing my game, why should I care ?
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?!
Congrats
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.
Whose opinion will be important ?
by your logic Eurogamer of course
eurogamer becouse they have more traffic
when was the last time you read anything from Eurogamer ?
I haven't read any reviews or watched videos on youtube for years
RPS is the only place I read stuff from sometimes, for leisure
I havent played your game so maybe it is a hidden gem, so I apologize for coming on to strong
nah, don't bother
its a cool game given that it was only him + a programmer
I don't care either way
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?
you said the game did finacial well so did you atleast support the players that bought your game?
i still support Deathwave and it doesnt even have 700 dollars in profits
@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
yeah was just curious and was just asking
and the game was released in 2011
with 2 DLCs and free maps/mission following along
because often times if you fix the issues sometime players feel inclined to update their review
was just curious not doubting or putting blame on you
there are things that unfixable, and that's why I no longer mess with open source engines and began learning UE4
lol, no, they don't
this is fixed, and was a very obscure bug
i think he was playing on a nonspec machine
people who aren't dicks don't even downvote or write bad reviews
I, personally, never write bad reviews or thumb down games
especially indie games
both of them on a free game btw
I only thumb down if something obviously scam or trash
ah okay wasnt aware of that
so what games are you working on now?
steel storm 2 or not any more
no steel storm 2 i am guessing
im completing DWVR for full and PSVR release. Its already playable on ps4, but it wont fly through the certification
making it a better game all around
also thinking on the next game
@spring coral https://www.youtube.com/watch?v=Ofzku7GZ0_w (not my video, but my game)
and https://www.youtube.com/playlist?list=PL83EF655802BAA9F5 (no longer in development, but I released engine on github, and tools and some source assets)
I plan to revamp Tomes for VR, but not right now
Nice!
It has been nice talking with you guys! Talk with you later @mighty carbon @wicked oak @tawdry dragon
For some reason all of the mesh in my scene is black even with lights
Any ideas?
There are floors, walls and ceilings in this scene
One mesh (the tree and grass below it) are self-illuminated so they do show up
The reflections on the floor (due to planar reflection) also show up
But none of the mesh
@wicked oak Do you think it was a promotion issue with DWVR sales, or is the market just that small?
promotion
he is completely right above with the shitty trailer part
game images and screnshots are good
trailer isnt
but now i have no traffic
a thing ill do is to release friday at last hour
when i get out of EA
that way it stays on the recently released list for the weekend
Here is my latest gameplay of my game. Im just making it super arcade geared towards youtubers to hopefully help me get traffic at release. Still super early dev, but this is the second game mode. https://youtu.be/3atDNzEgqaE
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.
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.
Whats tribes?
There is Tribes VR ?!
Yeah I just looked it up, does have similar mechanics.
I didn't see a VR version though
i actually made a prototype of that a couple days ago
on my version, you were skating with body movement
and could shoot 2 ways, with 2 guns
like in DWVR XD
but couldnt get the leaning controls well
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.
cool
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.
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.
I don't know, I have never done the research
It's up to you to ultimately decide that course of action after doing the research
You've had some playtesting, some are getting sick...you said you yourself got sick...
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.
the locomotion squad would love it tho
the raging fanboys that ask everyone for traditional locomotion
and spammed all vr reddits when arizona sunshine caved to their demands
might be a factor that makes your game more popular becouse its more recognized
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
im slightly done with this guys
if the game is fun, those will push it to people like they did with Onward
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.
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.
modern gamers do not respect developers' vision ๐ฆ
its constant
and the thing is that if i added it wouldnt get me many more sales
its not a medium-big game, so no one but the few rabid guys would give a fuck
it's like buying ice cream, and wanting bacon inside o.O Only few people would like that.
All your reviews look pretty good when I looked it up. Ave playtime of about an hour. How long is the campaign?
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
also a little fun excercise in sockets
it has no campaign, thats why the average playtime is short
there is easy/mid/hard levels, with no unlocks
and the 2 challenges for shooting gallery and drone assault that have global scoreboards
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.
what im doing right now is polishing the general game. Im recoding a bunch of systems
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
i also made new spells
last week i worked on projectiles to make them waaay more performant
thats why if you look at the steam updates, last ones were performance bugs ones
I think my Inventory system is mostly done: https://www.youtube.com/watch?v=rLB6eJeIYKY
just need to add UI and test. Probably will have to extend it for AI.
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?
Need this in VR games:
http://www.roadtovr.com/ikinema-project-orion-shows-impressive-motion-capture-just-6-htc-vive-trackers/
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 Valveโs SteamVR tracking system Lighthouse is something weโve pondered before, especially with the company recently opening up โฆ
This:
http://www.woojer.com/
Should really come with a vive puck ๐
Woojer's amazing Vestโข & Strapโข will totally blow your mind! www.woojer.com #BornToFeel #VR #Music #HoH #DJ #Fitness
In fact, I'm going to mount one to it myself when I get mine...
@spring coral yep
@pearl tangle both
@clever sky $30k a year for their license... got all the paperwork here already if you want it hah
@pearl tangle Dayummmm. Fuck that ๐ just make my own poor facsimile of it.
hah yeah. although actually you may be able to get their indie version but once you hit certain revenue levels you no longer qualify
Perception Neuron, `nuff said
@granite jacinth no.
@clever sky yes.
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 it's a bit tough to get people to strap into a full body outfit for events and whatnot
That's just a low-cost mo cap suit.
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 $$$
yeah it's good fun thats for sure
On the other hand, getting 5+HMD tracking for games is not beyond feasible - it'll just be rare
although the hand trackers on the glove are pretty shitty and annoying to play a game with
Just a difference in price
yeah I don't imagine many non devs are going to go out and spend another $1000 on sensors
Right
especially when 1/1000 games does anything with em
And ease of setup and use and flexibility of components.
I don't know
The pucks can be used on other things.
There's a lot of awesome stuff out there
And strapping on a vest and a couple of shoes is pretty easy.
But unless it's packaged in with Vives, probably won't get used
Same as any other console
Obviously you can't build a game specifically for it.
Except console stuff is usually much cheaper
Only "BIG" console thing that everyone bought was Rockband
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
Or Guitar Hero
But I can see social VR (and a few other titles) providing support.
But those came with the game
@pearl tangle Yeah, that'd be a pretty nice play.
Right, if they want the pucks to sell
Cloudhead games got pretty solid tracking from 4+HMD
They will need to make them cheap and/or worth the buy
I think the pucks will see reasonable support.
The cost/value proposition is there for users and developers.
ONly because it's Vive-first stuff
I think IK will be a near enough solution for majority of stuff
But, still, if they don't start bundling these with their systems, it won't do that well imho
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
And if you can expect users to have one or two pucks around, then you can also throw in IK stuff for fun.
But you can't expect them to
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
So, it's all about time/effort
Anyway, gotta head out. chat later
But most gamers don't have two vives
or just 2 extra controllers ๐
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
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
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
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
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
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
Depends on your work flow. Generally external editors are more wysiwyg if you know how to use them.
@clever sky are more what ? wysiwyg ? ๐
What You See Is What You Get
wow
๐
๐
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
Man, I wonder if ikinema will release a tutorial how they achived the fullbody tracking with 6 Trackers inside of unreal.
No. They license their tech for 30k per annum apparently.
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
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
try to pull out a wire from player controller node
cool, works ๐
but how is this gonna work when updating the engine? Is it because the BP is decrepated?
I'm not sure
I will stick with play haptic feedback then ๐
Anyways, thanks for the help ๐
Good luck
I can see it being totally awesome in one or two more generations
AR is very promising
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
XD
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
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 ๐
and like that AR video i posted
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 ๐
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
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 ?
you are thinking of traditional gaming in AR
that's why I said AR is only useful for Pokemon-like games, where stuff is available in the play area, in run-time..
for examples making monsters appear from random walls
to be fair, pokemon AR its fuckng awesome
I can see tabletop games with AR
but in no way you can have elaborate games for AR
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
I don't see why you have to trash my words as nonsense. I stated facts.
how convenient and robust is that ?
How people use them are up to the devs
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
yeah
garbage gaming
thats game devving though
AR for non-games is what I keep saying
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
or for theme parks, where stuff is known beforehand, and no need to pre-scan everything every time
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
Think Westworld with AR
The lines between IRL and AR and VR will slowly but certainly start blurring as time goes by is my prediction
AR paintball / laser tag is going to kill half of the shooting sports
no, thank you.. I'd rather play real paintball
IRL yu gi oh
Arma AR
oh god...IRL yugioh would decimate generations of children
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
I still don't get what people like in Pokemon games o.O
(but I do get it's a money maker ๐ )
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
my wife doesn't care for it, neither does my kid
(but they care for Mario Brothers.. Go figure..)
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
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)
maybe base model will be more affordable
@mighty carbon why can't you watch the vulkan VR video?
At work
After launching the consumer HTC Vive in early 2016, the company began offering a $1,200 โBusiness 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, โฆ
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
archi as well
they are dead on the west
dedicated large rooms for showing off product
but im seeing VR arcades in construction around me
West needs Westworld!
archi VR is huge
we are well passed those arcades ๐
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
in US ?
anything in TX ?
I need to make a demo for Gear VR showing some sort of arch viz work ๐
The chinese are REALLY looking for help to get going ,but the language and work culture barrier get in the way
I bet
@mighty carbon just watched the first 17 minutes of that video
verdict ?
now I've watched the first 21 minutes
well he talks about how you use vulkan for gearvr
low level stuff
"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"
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
@mighty carbon why did you quote that?
because that's what Oculus just posted about that video
well yeah, but is that relevant?
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"
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
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
seriously?! I don't care what they did in the lab if I can't use it with UE4
for UE4, epic has to add support for it
bah
thats not anything oculus does, its on epic side. unless oculus wants to PR it
Oculus tells you "we don't have ETA, we are working on it" and you tell me something else..
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
ue4 always had a forward renderer
@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
oculus made a barebones one
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
@mighty carbon just trying to explain to you that what you think doesnt make sense
like most stuff you think ๐
Epic will not implement it without Oculus implementing it in the first place
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
Epic wouldn't have even bothered with forward renderer if they didn't see proof of concept made my Oculus
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
they didn't use Oculus fork directly because Oculus simply didn't do a good integration
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.
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.
@tired tree motorsep is always having his very own opinion on stuff ๐
you are Vive fanboy, what would you possibly know about Oculus if you hate them and not following their work?!
Well if his oculus logic applied then the VRworks branch for nvidia would be integrated already
They implemented every single gear VR feature for UE4, themselves. Then Epic stepped in for final integration into UE4 master
multiview wasn't support by the oculus runtime originally.....
@tired tree yeah, epic added the forward renderer because they needed MSAA for good looking robo recall
it was up to oculus to even support it
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 ?!
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
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
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
@mighty carbon thats what I said
๐
@tired tree what other VR work?
VRScout
Share TweetBlade himself makes his virtual reality debut in an action-packed sci-fi experience. Itโs been awhile since weโve heard from Wesley Snipes. We havenโt 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 โฆ
lol, VR film, but 2D non-VR trailer...
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
what features?
you can't even pair controller IDs to components currently
because the array is private only
well but that isn't too relevant
hardware polling, meshing and a few other things
rendering stuff is whats relevant
you can't directly control late update in blueprint either, or C++ without overriding base class
unity has it as a seperate tick
ok, thats useful
I had to go in and add a bunch of late update features in to make some interactions even possible
like what for example?
I bet after Robo Recall release we get all that stuff sorted out in UE4
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
having a seperate tick for late update sounds dangerous though because people could easily do stuff there that isnt possible to do there
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
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
tell that to all of the Blueprint only users I have been providing technical support for my plugin with :p
what plugin?
VRExpansionPlugin
ok, havent looked at that
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
๐
speaking of pricing games http://store.steampowered.com/app/477160/
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
looks quite good
they are totally different genres....
how is it relevant? It's about production value
you are comparing a battle royal game to a puzzle platformer
the point is that selling games you put blood, sweat and tears into for 99c is dumb and is poisonous to everyone
http://www.roadtovr.com/koei-tecmos-new-vr-arcade-cabinet-tickles-senses-launching-dynasty-warriors/
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, โฆ
looks cool outside, looks horrible inside :/
(maybe because players don't see it anyway )
I wonder if Oculus has something in store similar to Vive's pucks
Hey @tired tree it's good to see you in here ๐
@mighty carbon No they strap one of the Touch controllers to the front of the rifle
All Touch boxes come with the attachment
oh, didn't know that
cool
!invite
@real needle ^
interesting
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.
@lean panther Check this out: https://github.com/haowang1013/UE4-MixeReality
The source change provides you with a different preview mode
It's for 4.12 but I'm sure you could give it a crack for your version, SteamVR hasn't changed much
Ok looks interesting, I'll take a look. Thanks!
@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
whats the point of the giant VR pod, the idea of VR is the HMD takes you into the vr world
@wintry escarp it farts in your face when someone farts in VR world. You still wear HMD. ๐
Well this is purely to stream in VR. HMD views on a screen are pretty rough due to all the motion.
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.
Oh sorry were you commenting on the thing above? My bad T-T
smilertoo was yeah
Anyway, I'll get on that, I'll keep you guys informed.
I thought that lady gets in the pod with you, but then I saw other pics and read the article .... ๐
lol
I am pretty sure wind and mist would add a lot to the experience
I doubt they can control smell
(they can, but it won't be anywhere near to real-life)
as tech improves, I can see having force feedback vest, motorized chair and wind thing at home
(and prices go down, although I doubt that will happen)
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
Can someone help with this please https://forums.unrealengine.com/showthread.php?136147-Is-it-possible-to-use-atlas-texture-with-UMG-widgets ?
@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.
@mighty carbon looks like 1 of the Epic devs already got to it
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
@pearl tangle how would I do that?
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
would it be better than using Paper2D sprites?
for sprites? no of course not. I was just saying that I was accessing the material
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
I am not that savvy with materials :/ Do I use custom UVs to shift texture around?
you just put your atlas in there and you offset the x and y position is the most basic way to do it
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
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
so much easier to work with than with what you recommended ๐
The Solus Project - Full game out nowLEFT EARLY ACCESS JUNE 7 2016 - The full adventure with all and final content is now out!VR SupportDecember 4 2016 - Substantial VR patch adding the Explorer Diary along with a range of fixes. See patch notes for details.July 20 2016 - Major VR patch and update released including VR inventory and crafting. See patch notes for details.TSP has work-in-progress support for VR (Vive/Oculus). Support for room scale and the Vive controllers! This is a high end and very large V...
Now I really wish I had Rift ๐ฆ
good point
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
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
basically sprites serve as indices of the atlas
at least that's my understanding of it and Nick confirmed it
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
yeah it sounds like thats what hes saying
well, each item is a struct, which contains UI icon
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
so I don't really need a data table
the data table lets you define all of them in a single location. You create it based off the struct
it's just the array of your struct so you can add more items and modify easily
each column on a data table is the struct.
that's my inventory that contains items
yeah data table is much better for you rather than an array because it's a lot easier for you to change things with
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
well, I already made Inventory that works, so maybe eventually I rewrite it using data tables ๐
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.
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
eg. item level 1 dmg = 5
item level 2 = B2*1.05
etc
right, but my project has inventory of Quake/Doom
simple stuff.. It's not RPG
and I want to finish this as soon as practical
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
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
heh, sounds way over my head ๐ฆ
hah its super easy. it's harder for you to do the stuff you have done
๐
watching some UMG tutorials.. Seems like whole another beast ๐ฆ
got a general idea though.. Will poke at it tomorrow
gotta hit the sack.. see ya tomorrow
@mighty carbon You'll end up loving it
hopefully ๐
With occasional headaches, but that comes with everything :b
remember to keep everything as 3D widgets though for your vr stuff
I'm still unsure if I like VR ๐ฆ
yeah, I am working with 3D widgets
eeh @restive blade ?
I fell in love with VR using Cardboard and Gear VR made it final
I am sure Rift will solidify it further
tracking on rift is to weak currently compared to vive... but.. that being said... I get motion sickness no matter what I do ๐ฆ
only weak if you don't have enough bandwidth apparently
?
USB bandwidth
that's not an issue with this system ๐
I see bunch of people not having any issues at all, and equal bunch having issues
that's what you think
well shit... the simple reality is that the comp is easly top specced atm... so not much I can do ๐
what doesn't it have to do with top specs? some mobos have crappy USB controllers
@restive blade Not running at framerate? What games have you been playing?
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
you need high bandwidth controller per every 2 ports
it is
cameras are connected to USB ports
that's the only issue there
otherwise every single person would have had tracking issues
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
If you do, you should share your experience so that we can find out why
btw, this is why I refuse to make MP games https://www.reddit.com/r/oculus/comments/5sj3hh/anyone_still_out_there_in_arizona_sunshine/
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 ๐
lol
@mighty carbon My subjective asessment: People who enjoy multiplayer are probably used to Steam
one of the posters said he is on Steam and there is no one in MP
anyone had any luck with getting rift remote to work ?
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
anyhow, I am out
will doing epics tutorial help me mess with the VR template? Right now its a bit confusing.
coming from unity
yeah there is nobody in multiplayer vr games much unless they are free. rec room always has people in it
yes epics tutorials for everything will help you
@still frost Have you read the documentation for Unity developers?
the VR template itself is super easy to work with
@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
Curerntly 129 on Arizona Sunshine, and 122 playing Onward (steam)
yeah thats not really too many people thats for sure
especially when you are looking for players close by with decent ping or the stuff goes pretty bad with it
Out of a business perspective, no, but for a player, it's def enough :b
@pearl tangle I only use setups where I am in complete control of my movment
raw data was packed when it was first out too
Just spotted this, free: http://store.steampowered.com/app/582500
It's a pretty cool idea, exploration take on stuff like Keep Talking
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
i haven't given it a try yet either, might give it a download at home
@pearl tangle It's pretty hot in Singapore ey?
I've never had the rift be hot
I've played for entire days
I do find the vive much more manageable long term... I find better tracking and less normal's distortion to help
And I think we can assume that our body temperatures are roughly the same
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
idno, im pretty hot...
๐
naw.. the screen does get pretty hot
Oh Yeah? ๐
much much warmer then vive
I think it has to do with the slimmed down enclosure on the rift
yeah it was really affecting me using it
well the plastic should trap the heat more than the fabric
that's what I was saying
anyways... if anyone has some tips on how to get the Rift remote to work I'd be super greatfull ๐
the rift still has plastic underneath the fabric, so it isn't really breathing through it or anything
@sturdy coral There is no plastic between the screen and your face, just the lenses
You can put your finger between the lenses and feel the screen
yeah one would think it cools down better, but we might be fishing in the dark. The screens themselves might just be hotter
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
You hear that @pearl tangle? Your face is the problem. There we go, problem solved.
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
I need to try out the shuhei hack:
told you it's just because im hotter than you @real needle
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?
I'm just trying to get it to react at all with my code... I'd like to use it with HMD targeted teliportation
yeah.. first thing I tried =/
or you can just use the gamepad
like map with gamepad stuff rather than the oculus remote
nether is working
what are you using it in? Just try in the level blueprint or your pawn blueprint and see if anything happens
it should be able to work with the d pad inputs
I'll try it in lvl blueprint
grumbles something unpleasent about microsoft
https://www.twitch.tv/victorburgos_ 1v1 VR Multiplayer Alpha Crunch !!!
hm?
was using wrong comp (shared keyboard mouse) lol
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 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
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
@native cedar If you are good enough, please make a wiki entry or tutorial
There are some old ass videos
that epic did
but, otherwise, not really anything to "interpret" since everyone has different things going on in their scenes
while the same "calls" are getting well called
@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().
does the wiki need stuff about gpu profiling?
I'll be haooy to share my knowledge about that
@native cedar yeah man
anything and everything you can contribute to it
There's very little knowledge being spread for whatever reason
People are keeping hush hush about it
ยฏ_(ใ)_/ยฏ
@candid viper setting actor rotation shouldn't do anything in VR, the HMD has its only rotation independent from the actor rotation.
just let me use the low end forward renderer on PC goddamit
and if it wouldn't, then setting the actor rotation would move the location of the HMD
i would like to use the GearVR renderer for PC VR
thanks victor
right now we are planning to move to forward rendering
but old habits are hard to... whatever, you know the drill
@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.
@candid viper I also have the camera as a child of the capsule, and rotating the actor is not doing anything
have you tested it with steamvr?
@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.
@candid viper I can disable "lock to hmd" on the camera, then modifying the actor rotation is doing something
but obviously its also affecting the location of the camera then, so rotating the actor results in the camera being at a different location
since the camera is not at 0/0/0 relative to the actor
Anyone tried using kite & lightning to capture frames? I am getting messed up object positions at close range
@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.
@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
@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.
I'm a bit perturbed that my max FPS is 45fps
https://answers.unrealengine.com/questions/426560/unreal-411-vive-clipped-to-90-or-45.html seems to be the problem
I thought I turned this off before, but maybe it was on my laptop
@candid viper so your world is moving when you rotate?