#virtual-reality

1 messages ยท Page 80 of 1

full junco
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you can't just assume that the player is in the center of the room, so I would consider it a bug if the world moves when the player just wants to rotate

candid viper
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@full junco It doesn't look to be moving, but as I'm near the centre of the roomscale space the offset would be small - just in terms of whether I can see it or not. So I can't be sure the code is correct. If it is, then it will show up in thwe world position of the camera changing after the turn - I don't have time to test right now, but will do later on. If it is wrong, then it is a case of finding where the camera is relative to the roomscale origin and using that to correct during the teleport.

full junco
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@candid viper ok, but that would be more like an ugly workaround and not a nice solution for only turning the camera I think

graceful junco
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You can't just simply rotate the camera, because then the person irl and the camera would look in two different directions, since you can't rotate the person :). You need to rotate the room as well, which means the actor location changes. I don't see a way around that. You just need to calculate the new actor location whenever you rotate the view/room.

candid viper
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@full junco Just had chance to test my setup. I first stood in the centre of the roomscale space, fixed a target, then step rotated 360 degrees. Ended up facing the target. Then I moved to the corner of the roomscale area and repeated the test. Same result - rotating on the spot without moving, ending up facing the target spot after rotating 360 degrees. That was on SteamVR (just in case there was any difference, I have the functionality really for Oculus use).

full junco
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@candid viper even if the world would move, after 360 degrees you would always face the same target again I think

tired tree
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You need to rotate the player controller using default setup

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also when trying to get correct offset, rotate around a custom pivot of the player

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I have sample code somewhere in BP from helping a guy do it for himself

mighty carbon
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@wicked oak sell Vive, get Galaxy S6, Gear VR and Bluetooth controller!

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:-)

full junco
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@tired tree if you have that code somewhere and you can find it without searching long then it would be nice to see that ๐Ÿ˜ƒ

tired tree
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its in my plugin thread posted as pictures from the guy

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i'll look

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this is what he posted

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not sure that is exactly how I would go about it

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but it worked for him

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so might help be a reference

full junco
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@tired tree interesting, thanks!

mighty carbon
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sweet, except UE4 won't get it ๐Ÿ˜ฆ

native cedar
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I dream of a day when multires and forward rendering walk on the same path.

mighty carbon
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in Gear VR ?

wicked oak
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  • instanced stereo too
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instanced stereo + lens matched shading(multires 2.0) + forward

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instanced stereo + LMS is on the nvidia vrworks branch

tired tree
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single pass stereo

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lens matched shading is great though

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huge difference, takes a quality hit on the edges but the perf is huge

wicked oak
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its a better version of multires

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truly great

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but it has the issue of being GTX10X0 only

tired tree
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yeah well, amd has their own solution now right?

wicked oak
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that is implemented nowhere

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Epic isnt going to implement 2 branchs, one for nvidia and other for AMD

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nvidia implemented their own into ue4

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amd doesnt

tired tree
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the open VR standard will hopefully handle it eventually

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i will say that nvidias implementation is terrible

wicked oak
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but it does work

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quite well

tired tree
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they missed multiple AMD card checks that I had to manually patch

wicked oak
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ive tested Multires and its awesome

tired tree
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fixed two of them since then but not all

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causes crashing and artifacts on amd hardware

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even with the features set to off btw...

still frost
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Is there tutorial that shows you how to implement the VR template from scratch to learn the ins and outs ? Setting up teleport etc

mighty carbon
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nope

still frost
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Guess I'll just sit down and really go over all the BP tutorials and advanced ones

mighty carbon
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yep

wintry escarp
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don't phones use tile rendering that doesn't work for these vr tricks?

mighty carbon
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o.O

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multi-view works on Gear VR

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(although it's still crappy)

mighty carbon
native cedar
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did anybody attempt to merge the multires branch by himself?

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would you think it possible for an extraordinary human?

tired tree
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to the forward renderer?

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its easy for deferred

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well, kind of

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some shaders need updates

mighty carbon
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no release dates though ๐Ÿ˜ฆ

native cedar
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ye

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I'll be spending tomorrow investigating on how easy would it be to put 4.13's multires (nvidia's branch) in 4.15

mighty carbon
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๐Ÿ‘

native cedar
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doing some profiling on 4.13 with multires and forward and hookers but there is this hbz setupmips taking like 5ms

mighty carbon
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Nvidia released a guide about how to port it to UE4 master

native cedar
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would you know where that guide would be??

mighty carbon
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@native cedar ^^

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all 3 parts

native cedar
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there is sooooooo much love for you right now, you saved me time

mighty carbon
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๐Ÿ––

native cedar
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I suggest you guys try 4.13 with multires, forward and baked lights

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sp at 250 and msaa count 2

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it's orgasmic

mighty carbon
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what GPU do you have ?

native cedar
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1080

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8ms frame time

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8 freaking ms

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on the blueprints demo environment

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that one with the tree in the middle and the cameras

mighty carbon
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heh, 1080

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I am thinking of getting 1060 to make sure weakest VR PCs can run my projects

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I wonder how much performance gain happens on lower end hardware when using all these fancy features for VR

wintry escarp
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got yourself a rift?

native cedar
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tuning out, g'night lads, or good work!

wintry escarp
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o/

mighty carbon
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@wintry escarp no, still need to get new GPU

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1060 costs like $260 or so

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thinking about it

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I need to upgrade GPU anyway, for offline rendering

raven halo
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does anyone know what is the worst phone in terms of specs that is compatible with google daydream?

mighty carbon
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Axon

wintry escarp
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I thought only pixel had the nougat update needed for daydream

mighty carbon
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(it's not the worst, but cheapest, so I expect that's what a lot of people who look into mobile VR will use)

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ah, true

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Axon comes with 6.0.1

wintry escarp
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axon was pretty good, dual sim and fingerprint reader was much better than my crappy S7

mighty carbon
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it's ugly ๐Ÿ˜ƒ

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S7 is sexy

wintry escarp
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its a phone, once its in a rubber case theyre both chunky

mighty carbon
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well, that's why I got sexy case too ๐Ÿ˜›

wintry escarp
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I use a spigen with the plastic shell removed

mighty carbon
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same here, but I use thinnest one of them all

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didn't have any extra plastic shell

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^^^ can I disable laser beam, or at least change color of it (no C++) ?

raven halo
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hmmmm

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I've googled the Axon

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noticed it has a Snapdragon 820 instead of Google Pixel's 821

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and found this:

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"One of the main reason why Google used the Snapdragon 821 in the Pixel phones is the Snapdragon VR SDK (Software Development Kit). This is entirely unavailable with the Snapdragon 820. The new SDK comes with advanced VR toolset to give the developers broad access to the internal architecture of the Snapdragon 821 chipset. This is extremely useful and fully compatible with Google Daydream platform. The VR SDK helps in the rendering of cutting-edge visual and audio which helps in state of the art Virtual Reality experience."

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what does that mean?

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will my VR game work on it?

mighty carbon
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I wouldn't buy it then :/

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I think Daydream is junk anyway ๐Ÿ˜ƒ

raven halo
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junk in the same way gearvr is junk?

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or is it just worse than gearvr?

mighty carbon
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worse than Gear VR

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Gear VR isn't junk.. What makes you say that? ๐Ÿ˜ƒ

full junco
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if daydream is junk then gearvr is also junk

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@mighty carbon there is no laser beam by default, the widget interaction component is invisible. every laser beam you see you have to add manually

mighty carbon
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oh, I see, thanks. I thought it's default. Alrighty then. How would you draw that laser beam ? (least performance taxing method)

full junco
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a cylinder mesh

wicked oak
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im doing a cylinder mesh

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in fact, there IS a laser pointer mesh in the engine meshes

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its used for the VR editor laser pointers

mighty carbon
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wouldn't stretched quad with solid color material be more performant ?

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(remember, on mobile every triangle counts and cylinder has too many for laser beam)

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just saying...

full junco
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you are thinking way too much about performance

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those 30 triangles of a cylinder are completely irrelevant

wicked oak
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the shader of the cylinder is going to be more expensive

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cylinder looks better in VR motorsep

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doing a billboard or particle, while less triangles, it has to do extra calculation

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the cylinder is just a very basic mesh on it

mighty carbon
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I see

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I guess I can use 3-side prism then (with smooth shading)

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6 tris

wicked oak
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give it a few more polys

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so its rounder

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just use the default laser pointer already in the engine

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that one is cool enough

raven halo
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@mighty carbon I don't think GearVR is junk at all! Daydream looks even better to me! but admittedly I haven't worked with it yet. But having a controller is very cool! Why do you say it's junk?

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mobile VR is junk, relatively speaking to... Vive for example. And even so, I think it's very, very promising.

wicked oak
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biggest playerbase by far

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and its the most approchable

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Daydream is like a generic GearVR

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but its slightly worse becouse GearVR is optimized by carmack himself

mighty carbon
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Software behind Daydream is crap. You have to always recenter/reset HMD and controller. HMD leaks light like crazy. No focus wheel there too. No HRFT sound. UE4 integration is abysmal (check VR section on the forum).

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phone heats up insanely. Galaxy heats up to, but not as badly as Daydream phones (Pixel is one that I read about)

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not to mention your game/app will get lost in Play store instantly

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@raven halo ^^

raven halo
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oh shit

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I noticed the focus wheel missing

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that is insane imo

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I've been showing around my gearvr demo to some friends, and they all had to use to get a sharp picture

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the thermal issues are the ones that worry me the most

mighty carbon
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Gear VR went through intense engineering and UX testing. Daydream seems like "let's get Cardboard and re-brand it" without any second thought

raven halo
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but but.... the control seems cool D:

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also, I would have thought there were not that many games on the store

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are there already that many that your game can easily get lost?

mighty carbon
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meh, it's not the same as real motion controllers. It's only useful for things like point and click, but for the rest of the stuff you would rather use gamepad

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I think it's just Play store and not walled section like Oculus Home. I might be mistaken though.

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nice.. that's a big step for more immersive VR worlds - talking to NPCs using voice

raven halo
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i just hope voice recognition doesn't suck

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xD

mighty carbon
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I wish there was voice recognition functionality in UE4 for Android

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(there is a plugin for Windows though)

mighty carbon
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cool

mighty carbon
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are there any stats on how many people got Touch ?

raven halo
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Hmmm that's a good question

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Or how many have been sold for that matter

real needle
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I also asked in the multiplayer section, but does someone has experience with multiple VR player in VR? I could use some help.

granite jacinth
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@real needle PMd you

pearl tangle
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@mighty carbon the daydream controller is surprisingly usable. Works much better than holding your hand up to your head to press some buttons and lets you easily point at things and provide some basic interaction methods. It is pretty much a wii mote. You can do dev with it by taking a secondary android phone and emulating the controller on there so it has all the same gyro and accelerometer capabilities which means you can do your dev prototyping with just a cardboard and 2 phones which is helpful. Expect Samsung to have something similarish perhaps on their next 1

mighty carbon
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well, when Samsung adds it, I'll deal with it ๐Ÿ˜‰

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Apparently UE4 has some issues with Daydream controller because of the way Google provided software

pearl tangle
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haven't played with it much but seemed to work fine. It's just a bit restrictive compared to proper motion controllers

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I have a 67 page brief from Samsung open on my screen at the moment about the next device ๐Ÿ˜‰

mighty carbon
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not what I keep reading in VR section of the forum :/

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aha ๐Ÿ˜ƒ

pearl tangle
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for some reason there is a graph in there that seems super super incorrect

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with regards to sales of VR headsets

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done by piper jaffray and says copyright 2017 but it's talking about projected for 2016 so seems like they put it together like early last year

wintry escarp
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Samsung gave away most of those gearvr headsets

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I wonder how the court case will affect oculus

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sony sold a lot fast

glossy agate
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@pearl tangle And they called PSVR by the old name. And I think PSVR sold the most units behind Gear VR.

pearl tangle
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yep. the actual order would be
Google Cardboard
Gear VR

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Daydream
PSVR
Vive
Rift

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that must have been a prediction from first thing last year

wintry escarp
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daydream cant be that high yet, only 2 or 3 phones do it so far

glossy agate
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Yeah, I think I saw a talk from GDC yt channel that was talking about it. Apparently there are already about 25 VR roller coasters at the amusement parks of the world too. I want to try that

pearl tangle
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daydream can be that high when they have sold millions of the phones already

glossy agate
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I thought the sales were really dismal though so they dropped the price by a bunch already

pearl tangle
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thats usually how things go with it. sales were pretty impressive, like twice the pace of the nexus 6

mighty carbon
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there was an article about how Daydream having hard time taking off

pearl tangle
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content wise yeah. but when you are talking just on pure numbers they are never looking at actual usage rates, otherwise gear vr would be sitting closer to the bottom

mighty carbon
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also there are not whole a lot of announcement for new apps/games for it.. My guess it people tried it, say it's not as good as Gear VR and all buzz faded away

pearl tangle
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I think 99% of people that try it think it's better than gear vr because developers and hardcore gamers are not the market for mobile vr headsets. daydream view has nailed the comfort and design and ease of use that gear vr hasn't

mighty carbon
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eeh, I am not sure we read the same Internets

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so far from what I've read it was not good

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light leaks (major), no focus wheel, no camera pass through, drifting every now and then (especially controller), pushes on your nose a lot because there is no upper strap, etc. etc.

glossy agate
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I saw a cool kickstarter earlier that had a base station, 2 controllers and a head tracker you can use with carboard. You attach it to the computer and you can play all the good steam games with it.

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If it works good, I think it will bring on a bunch of new consumers because it was like $150 I think

mighty carbon
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Nolo VR

glossy agate
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Yep, thats the one

mighty carbon
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It uses Vive's Lighthouse tech

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So it offers positional tracking and Vive-like wands

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probably not as low latency as Vive, but from the looks of it it's low enough

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(most likely better than Daydream)

pearl tangle
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yep it can have a lot of problems but when your main customer base is not vr professionals then regular people don't even notice light leaks or other issues

mighty carbon
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well, maybe for YouTube consumption it works ๐Ÿ˜ƒ

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But then hardcore games will never sell on Daydream

pearl tangle
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thats the majority of the uses of mobile vr

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hardcore gamers will never sell on mobile vr in general

mighty carbon
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how so?

pearl tangle
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something crazy like 80%+ usage time of mobile vr is in passive 360 experiences

mighty carbon
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I guess because there is nothing else to do ๐Ÿ˜‰

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I haven't used my Gear VR for anything except development because there are no games or really cool experiences

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I am not interested in 360 deg blurry vids :/

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(although I never got to see Lost, which I was hoping would be good)

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I wish Rift had larger userbase.. I could see myself investing in Rift instead of S8

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As a matter of fact, Rift is cheaper than Vive if someone wants to get into high end VR in stages.. Get Rift, then Touch, then more sensors. Rift has a bunch of awesome full games coming soon. Yet somehow Vive is ahead in numbers. I bet it's due to devs/enterprise and not really non-devving end-users.

glossy agate
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With the touch and 3rd sensor isnt it the same price as vive though?

mighty carbon
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yeah

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but you can't just buy Vive HMD and 1 Lighthouse

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you have to fork over $800 upfront

zinc rose
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I have both Rift/Touch and Vive. Vive is much much better in terms of tracking and stability than Vive at least on my rig. This could be very USB specific because its all USB (which sucks due to room scales). Vive light houses don't require USB connectivity which is much nicer. Also the cable length on the rift is a joke. Not meant for standing experiences. Extenders for USB and HDMI are finicky with it though there has been some success i hear. Both cost the same shipped.. at least in CAD. Touch controllers feel a lot nicer for games where you aren't holding projectile style items like guns or bows etc.... Vive controllers work amazing for guns and stuff.. but when it comes to just using your hands for interaction or boxing, melee... touch controllers FEEL much nicer. Also I prefer joysticks to touch pads. The rift side button is pretty awfully placed as well. Most people tend to constnatly squeeze it because its hard to avoid and extremely sensitive. If you use it to "reload" your guns or do anything important in the VR app expect it to be held 90% of the time. very annoying. Rift/touch combo also comes with a "tv" style remote I guess thats standard with rift and also an xbox one controller

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touch side button*

mighty carbon
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yeah, but I was making a point about cost

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you can invest into Rift slowly (and has has more advantages over Vive except tracking), whether with VIve you have to pay upfront everything

zinc rose
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Makes sense. they will cost the same in the end though. But I'm not sure about buying a single replacement part actually for vive. I'm assuming you could if you reach out to them but I havent tried yet.

mighty carbon
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you can, but they are expensive

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also, while it will cost the same at the end, I don't have $800 to throw at complete VR system

sturdy coral
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Rift is $960 with three sensors and the right usb PCI-e card ๐Ÿ˜› I've spent almost $300 even with a free rift and touch trying toget four sensors working (two extra sensors and a now two pci-e cards)

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but some motherboards have good compatibility and that isn't an issue, mine was pretty old

mighty carbon
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again, you didn't have to throw all that at once

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you could have scaled up slowly

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IMO going with Rift is wiser, because you get to play all Rift and VIve games. Going Vive limits you to crappy library of mediocre (mostly games).

sturdy coral
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revive works better for me than the Rift in a lot of cases (like in medium), but Rift is enough lighter weight that I like keeping it around

zinc rose
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yep. I was pretty unhappy with the amount of USB needed. I tried it on two pcs... I had more luck with an older Intel board than my main AMD one. I have three sensors... and while the third one works behind the player.. theres a noticeable difference.. you can tell in game when you're not facing the two primary

sturdy coral
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if I can ever get all four cameras working with rift without glitchiness I probably will use it over vive at least until wireless is out

mighty carbon
zinc rose
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i found the third sensor was tough to get recognized all the time until i moved it to a usb2 port. then it was good. but the tracking still suffers when you're facing just the third and not the two front ones

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but then the cable is so short once you're facing that way its tough to do anything anyway. i bought extenders... the usb ones worked but the hdmi one didnt.. havent been bothered to buy a different one yet

mighty carbon
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did you get what Oculus recommended ?

zinc rose
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No. I ordered without thinking it would matter. Afterward I read around but i only saw threads that say they dont officially support any extenders.

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maybe thats changed.. but i saw a thread of people testing and posting links so im sure i can get one now that is confirmed to work.. just didnt wana spend more money on the set up when i have the vive working well along side

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(I dont play games on oculus at the moment, so its not a priority. Got it first more for dev testing.)

mighty carbon
zinc rose
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posted end of last month? yeah that wasnt out when i was setting up

sturdy coral
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$960 all in with a third camera and a PCI-e controller and still only ends up with an 8x8ft playspace =/

zinc rose
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but at first glance it looks a little depressing. Having to add usb cards to support the USB plugs as well as get extenders. Maybe they were never planning on competing with the vive in the VR space. maybe they just want to try and own the sitting/static VR space.

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otherwise this isn't a great approach

sturdy coral
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that's why I'm trying for four cameras, cause my desk is outside of my main playspace and I really need tracking there while developing

mighty carbon
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lol, I don't even have that much space

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but I don't want to walk around with wires

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I plan on standing and turning 360 deg.

zinc rose
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My Oculus set up is hooked up to my media streaming pc... its not fantastic but its got my old 960 when i upgraded my main to a 1070... so it runs Vive well. its runs the oculus better than my main rig. and luckily since its a media streamer its in the projector room so i have about 30 feet by 15 ft.. unfortuantely the box is hidden nicely so i lose about half the cable under the couch before its even usable

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once youre used to the wire, its like second nature to avoid it in game in all honesty

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generally i do a full build and copy it over to that pc to test on oculus

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which is a pain

sturdy coral
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yeah I basically compromise with rift and keep one sensor on my desk, so with three I only have standing 360 plus seated, but I have some drop outs when turning around with hands low. I'm not sure even with 4 cameras I'll get the same area as vive. I have about 12x12' plus my desk outside of the area and my couch outside of the area all covered

zinc rose
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I actually dont think a 4th would help that much. from what it looks like the sensor covers.. its not a visibility issue. at least it shoudlnt be.

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maybe a distance or USB bandwidth thing. I donno. But I have the exact same problem with three.

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i might just be spoiled by the vive too. I had it first and when i set the light houses up. The tracking was just phenomenal and so real-time. I was genuinely impressed.

mighty carbon
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I bet most non-developers will go for sitting with controller or standing in spot with Touch experiences

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I highly doubt there will be a lot of people with a lot of free space to use it with actual roomscale

sturdy coral
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sure, but I want to use it for development that will be used by vive users too; I'd like to use it over vive just because it is lighter weight

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end up having to switch back and forth

mighty carbon
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I would most definitely prefer controller (gamepad, flight stick, steering wheel, etc.) for vehicular games

sturdy coral
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with how many problems there are I don't think there are going to be a high percentage of ordinary consumers even with 360 support; click turning, etc. is pretty much mandatory because of it

mighty carbon
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I see

sturdy coral
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and the desk is going to block the floor for a lot of users; if you wanted a shot of your gaming getting on PSVR you were already going to have to work around lots of limitations anyway

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that looks cool

zinc rose
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the amount of space is a nice feature. but in reality i dont use that much space even though I have it. It's just as good being able to move in game. Its the rotation thats important. 360 tracking and a good foot or two to move in all directions is pretty good

sturdy coral
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agreed, would probably agree less if I couldn't tolerate artificial motion and could only do teleport though

zinc rose
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thats a good point lol. not every game is for everyone. Though its simple enough to add support for both

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i felt pretty woozy when i first got the vive... even in games like office sim

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just played a few mins a day for a week ish... and now i can play for like hours without issue if i want.

mighty carbon
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but can you move like in conventional FPS and not get sick?!

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๐Ÿ˜ƒ

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(I can't)

sturdy coral
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as long as there is no artificial rotation

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audio got messed up though, this one described it a little more

pearl tangle
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I remember that 1. Did you end up releasing your kinect integration stuff with that @sturdy coral ?

zinc rose
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Yea I can move in FPS forever without feeling woozy now at all. Even upstairs or falling off ledges is good. As mentioned if the rotation is off though it causes bad times.

sturdy coral
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@pearl tangle no, I haven't released it, it has gone through a lot of changes

pearl tangle
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id be keen to play around with your kinect way of the mixed reality stuff actually for an upcoming project

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@sturdy coral is that part fairly decoupled from the rest of your stuff?

digital marlin
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Would love to see Kinect stuff

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The way people shift their weight when they walk and stand makes it seem so much more real,

native cedar
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I don't get it, if msaa are a geometry thing and txaa are applied on the frame, why is it not possible to use both?

full junco
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@native cedar it would be possible to use both in theory I think, it would be ideal, but you would have both the cost so no one bothered to implement it yet

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MSAA for edges of geometry and TAA for aliasing inside geometry would be very nice

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but in VR no one would want to pay that cost, so people would still only use one even if you could combine them

native cedar
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I am studying the best rendering system for unreal, will touch source so anything is an option here.
Would the single pass stereo thing (halves the cost of geometry) from Nvidia improve msaa since they are a geometry thing?

wicked oak
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nvidia VRWorks 4.14 just popped up

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too bad i dont have an AMD to test the games

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wich is quite dangerous

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but if it works, i can use it on my 1070 laptop for when i show the game this weekend ๐Ÿ˜ƒ

tawdry dragon
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@wicked oak I know this is not the right place, but did you still need an editor? I can forward you to a friend of mine, who works as an editor 80% of the time

wicked oak
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showing perfect performance at 170 render res

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yes

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from next monday

tawdry dragon
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cool, I will PM you some contact details

wicked oak
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today and tomorrow i have some exams, so i cant focus much on other stuff. Friday ill be improving the game for the "demo" version that ill be showing

native cedar
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I have read lms is actually much better than multires both quality and performance wise

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also I almost finished unpacking dat 4.14 vrworks branch, will compile before noon hopefully

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(it's 10.10 here)

wicked oak
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damn, if it is clearly better than multires....

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it has an issue tho

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10X0 only

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multires works on the 970

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wich is the most common gpu

native cedar
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yeah I always talk on my scope: vr experiences made for events that will run on high end hardware

#

which makes lms a good option

#

wait 4.14 setup.bat is asking to overwrite file changes

#

is it that nvidia trick again

#

what do

wicked oak
#

for the anime convention where im going to show the game in my laptop, this build will be really nice

#

with LMS ill be able to bump up the resolution by a lot

#

and be the best VR game in the whole indie games section of that

#

like i use to be

native cedar
#

yesterday I have seen the power of ridicolous supersampling with msaa

#

in unreal

#

it's incredible

tawdry dragon
#

Will using the VRWorks banch give better performance right off the bat?

wicked oak
#

yes

#

but you need to have a nvidia card

#

just enabling LMS will get you +30/50% pixel performance

#

wich basically means you can bump up the resolution of your game while keeping the same performance as before

tawdry dragon
#

crazy

#

will have to try and do a compile then

wicked oak
#

LMS is a improved version of multires

#

like multires 2.0

#

multires on VRMultigames allowed me to put screen percentage to 200

#

without performance issues

#

thats how strong that thing is

tawdry dragon
#

crazy

#

is it hard to compile the engine your self?

wicked oak
#

no

tawdry dragon
#

I have never done anything like that

restive blade
#

LMS ?

wicked oak
#

you jsut need to compile it on visual studio

#

Lens Matched Shading

restive blade
#

ooh

#

so.. no longer just rendering rectangles.. but the aprox outline of the lens ?

deft badge
#

What libs are available for vive projects? I'm trying out a few tonight, but I thought I'd ask here too.

restive blade
#

what u mean?

deft badge
#

Interactions, buttons, sliders, locomotion stuff

real needle
#

@wicked oak is LMS enabled by default in the LMS UE4 repo? I just build from source and switch an existing projects engine version and Im good to go with LMS?
Any downsides to using this repo?

wicked oak
#

there is a console command and config

#

im leaving, so dont expect to comunicate with me

real needle
#

Alright, thanks!

deft badge
pearl tangle
#

yep do a search in the learn tab. there are several. 1 of them even sitting on the marketplace for free

deft badge
#

@pearl tangle Ta bloke, checking it out

pearl tangle
#

aussiest thing I have heard all year mate hah

native cedar
#

lens matched shading not working with forward ๐Ÿ˜ฆ

#

nvm it's only msaa

mighty carbon
#

Well, you could just grab 4.14 from Nvidia and use that

full junco
#

@mighty carbon 4.14 is quite old now

mighty carbon
#

When 4.16 is out, Nvidia will release 4.15 :)

wicked oak
#

as expected, but the 4.13 to 4.14 merge was probably very hard

#

due to all the new stuff for the forward renderer and instanced stereo stuff getting in the way

tired tree
#

There IS no vrworks code for forward rendering in 4.13

#

so it would be a total re-write of forward rendering specific code

#

deferred is easy, you DIFF it to base engine, apply changes to new, fix up inconsistancies

#

a few shaders break and have to be manually edited but its mostly good

mighty carbon
#

Remember Hellgate: London?

clever sky
#

Could be fun!

tired tree
#

the forward renderer in 4.13 was just the deferred renderer with stuff stripped out

clever sky
#

Could also be terrible. Depends on how well they've designed the VR interaction stuff.

mighty carbon
#

The original game had decent settings, but execution was terrible :(

clever sky
#

Yeah. So wouldn't hold up too much hope for this.

#

On the flipside, VR has a way of making mediocre games a lot more fun.

tired tree
#

meh, I wouldn't only say that for initially

#

once the charm breaks a bit its just the same shit game

mighty carbon
#

I wish AAA companies let indies use their assets and experiment with IP

clever sky
#

@tired tree Well, I'm thinking about well received VR games like Onward and Vanishing Realms. They're well done for VR.

#

But they would sink like stones on the broader desktop market.

tired tree
#

Onward is still clunky, and vanishing, while done well for its time isn't up to par.

#

I love onward

clever sky
#

Exactly.

tired tree
#

but its not full potential currently

#

and it would be fun in desktop too

clever sky
#

Like Serious Sam FE is a lot more fun for me in VR than it was ever on the desktop.

tired tree
#

its a different game

#

tho

mighty carbon
#

Blasphemy!

clever sky
#

Heh ๐Ÿ˜›

mighty carbon
#

SSam FE was great when it came out :)

#

Non-VR version that is

clever sky
#

Well, I thought it was overrated pap ๐Ÿ˜›

#

Not unlike Max payne

#

Although very different games.

#

Game I kinda wish I got into back in its prime though was Deus Ex.

mighty carbon
#

That one was good too, but only the first part

clever sky
#

Can't get into now with those '97 graphics (or even subsequent mods that improve it to... 2002 level)

tired tree
#

shadow of the colossus / thief in VR, where these at. gimmie

mighty carbon
#

Dishonored in VR... too bad it's under Zenimax

clever sky
#

Shadow of the colossus... oh man... that'd be next level with Freedom locomotion ๐Ÿ˜›

#

Hahaha. Or whatever better than sliding locomotion with good climbing functionality.

tired tree
#

AAA games with non teleport? Won't happen for awhile....

#

sadly

clever sky
#

Well, that's just a big opportunity for smaller players really.

tired tree
#

whats funny is that it would be EASIER to adapt a AAA to VR with non teleport movement

clever sky
#

Yeah. So ironically smaller games will feature expected AAA mechanics faster than AAA games due to greater willingness to experiment.

#

Of course, it also ends up that a lot of smaller devs contribute to shit shows.

#

As a result of that experimentation.

#

But then... this is the environment Valve has created with their VR release leniency.

mighty carbon
#

So ultimately Rift will be the king of mass market :)

clever sky
#

Why do you say that?

#

I mean other than wishful thinking.

mighty carbon
#

Because Vive will be plagued with dorky indie experiments and Rift will have AAA VR titles

clever sky
#

Haha... Well, the Rift does have a more curated store. But the hardware is simply inferior sadly.

#

Mainly the tracking. It sucks - I wanted parity.

zinc rose
#

as a player and a dev and an owner of both rift and vive.. id choose the vive. simply for its tracking. its far better and smoother. ive said it before it could be tied to usb reliability which calls the mobo into question of the rig its used on. But vives lighthouses dont care what USB card you have. so it wins for now. touch controllers are smaller and lighter but the overall setup isnt better at all. if the game requires turning around... the oculus setup sufffers a lot

clever sky
#

But at this point, it really does seem like larger (or even moderate) room scale tracking is not reliable for many users.

#

Also, while the Vive has a higher noise ratio for competent VR experiences... it also has a much larger content base period. You can find more high quality polished titles on the Vive - even if most of the most funded titles are been made on the Rift right now.

#

Because most funded title and high quality title aren't one and the same thing.

mighty carbon
#

High quality on Vive? What titles are those?

zinc rose
#

oculus is also putting funding into a lot of titles.. and specifically avoiding indies unless its a "breakthrough" (in their eyes) idea. Vive seems to not care so much about funding titles but is more focused on getting their store up and running with whatever...

tired tree
#

oculus isn't taking mass market by the way, PSVR will remain above it

#

and they need to clear up their current bad blood soon

zinc rose
#

consoles will always remain above it due to ease of access

#

have any of you tried PSVR yet?

tired tree
#

its better than gearVR from what friends say, thats about it

zinc rose
#

i know it uses the old PSEye stuff.. i have 6 of those ps move controllers and liek 3 eye cameras kicking around

tired tree
#

the tracking tech is oldddd

zinc rose
#

the PS move system was COOOL at the time but soooooo not good

#

theres a game called FIGHT! lights out

#

such a GREAT concept. got horrible reviews..

clever sky
#

Damn PS Move holding PSVR back big time ๐Ÿ˜›

zinc rose
#

suffered from being ahead of its time

tired tree
#

Do the move controllers even use an IMU?

zinc rose
#

the tracking was so goddamn awful.. but the game itself was fun as hell and i lost a lottta calories playing it

#

half of those calories were me doubling up on punches cuz it didnt track right

mighty carbon
#

I know for a fact PSVR won't be popular in Russia :)

zinc rose
#

the camera tracking on move was horrible

mighty carbon
#

(It's a traditionally PC country that cares for high fidelity visuals)

zinc rose
#

you could grab the sun from the sky on a bright summers day and the damn thing still said there wasnt enuff light to track you properly

tired tree
#

ah it does have an IMU, so it is just correcting drift with the camera

#

honestly suprised then that it isn't better

zinc rose
#

it worked well enough for arcade shooters like res evil rail games. but not well enogh for real time

#

im curious how the psvr stuff holds up

tired tree
#

it didn't work off of IR like wiitmotes, so yeah there would be a lot of overexposure issues

zinc rose
#

PS in general is not indie friendly at all either. its a nightmare to put something through their process and its expensive af

tired tree
#

interested in the next gen lighthouse stations, single barrel low vibration, should be less drift and jitter and be less prone to damage.

zinc rose
#

have you damaged your lighthouses at all?

tired tree
#

no, but you can't really touch them while on

zinc rose
#

mine have been good. the vibration is real though

tired tree
#

i am so scared for the day some kid throws the controllers into a lighthouse

clever sky
#

You guys bring your VR gear around?

zinc rose
#

mine are up and out of reach. so .. i had one on a tripod ontop of my Bass for the surround system.. that didnt last long lol

tired tree
#

mine are perm attached near the ceiling in my basement

#

low ceiling though

zinc rose
#

ah

clever sky
#

Can you touch the roof with the controller without jumping? ๐Ÿ˜›

zinc rose
#

mine are like 10 feet up on the ceiling

tired tree
#

yes

zinc rose
#

basemetn as well but ... only half the basement is underground here the back half is level withoutside so the ceilings are high

clever sky
#

That sucks. Need the ceiling chaperone!

tired tree
#

making climbing was...rough, until I learned to not get too into it

clever sky
#

Haha... yeah, I've been lucky here. 3.3m ceiling height.

zinc rose
#

one of my friends punched my TV in the previous location.. put a dent in the tv frame.. but otherwise all still works. heh

clever sky
#

Old house. Bad everything else, but great ceiling height.

tired tree
#

i took apart my controllers awhile back due to the touchpad getting unresponsive

#

but they have been solid

clever sky
#

Oh man... that touchpad is the worst design from a reliability standpoint.

zinc rose
#

mine have worked great except my vibration has weakend significantly in one.. and im not sure but i think the touchpad buttons... are dying

tired tree
#

the touchpad buttons "die" because its a stupid little buffer pad underneath

zinc rose
#

the touchpad movement has been good. but the buttons

tired tree
#

and it can shift

clever sky
#

I'm pretty sure that at some point that little rubber dome is just going to slip out from under every touchpad.

#

Especially if you have to hold the touchpad down and move your thumb around at the same time.

tired tree
#

but in my case it was that the case was a little popped due to impact, putting it back together pfixed it

zinc rose
#

the oculus touch controllers joysticks are good. better than touchpad..

clever sky
#

Yeah. For sure. Sticks over pad for movement any day of the week.

tired tree
#

i prefere pad, but not these pads

zinc rose
#

i also have issues since day 1.. with the buttons

clever sky
#

Shame, because the touchpads are kinda nice and versatile in their own right.

zinc rose
#

like pressing them near the edges outside

#

does nithing

#

pressing them near the centre

#

works 100%

clever sky
#

Yeah, that's a design flaw.

#

Edge detection is poor.

tired tree
#

its worse if your finger tips are "sanded" or cut, they don't register location at all

zinc rose
#

i thought my coding was messed.. but its not.. i went thru the "newer" vive tutorial and now they have a press button blow up balloon thing

#

and the buttons they show are like on a diagonal

#

not up down left right.. but top left.. top right. etc.

#

which is confusing.. but either case edges never work.

#

which is frustrating.. esp if you release a game and try to explain to customers that the buttons do stuff.. but.. the hardware needs to be pressed "this way"

tired tree
#

you can map to a diag as well if you want

#

map the buttons in general to an event, and pull the touch location for where / what button it was

zinc rose
#

i do have it mapped to events but well a face button is a face button right

#

like i said. it works 100% of the time if you pressit near the centre of the pad and not the edges.. up down left and right. im conditioned though

tired tree
#

nah, i meant use all buttons to fire the same event, then remap the face with the touch coordinates

clever sky
#

The touch events are more reliable right?

#

They don't have the edge detection issue that the pressing has?

zinc rose
#

correct

#

i use FPS style movement using the touchpad as a "joystick"

#

works great

clever sky
#

Yeah. I've started shifting my functionality from press and hold to press and keep thumb touching.

zinc rose
#

even detects centre to edge quite well in terms of speeidng up and slowing movement

clever sky
#

Because I really super hate touch to move

#

But press and hold to move is problematic because of the design of the touchpad.

zinc rose
#

teh oculus joy sticks are great for that too... you lose the buttons the touchpad offers.. but ive adapted my project to both oculus and vive .. theres enough buttons on both to do the same things

clever sky
#

Yeah.

#

Touch to move is just the devil's piss. :P

Best way to cause inadvertant vection for novice users, or users not use to touch to move.

#

Because the touchpad is just a big nice resting spot for the thumb.

#

And activating locomotion when you're just resting your thumb is as good as moving the camera randomly.

mighty carbon
#

When I get Rift I'll be the judge of tracking ;)

zinc rose
#

its true... my current project is one of the first to offer fre range movement in VR commercially and ive had feedback like that. i actually added full teleport support like 4 months ago to allow those uncomfortable with it to play.

tired tree
#

whats your project?

#

the finger hover to move it bad imo yeah

zinc rose
#

but once you adapt to the controls.. its pretty much like playing on a PS4 or Xbox control. even witht he touchpad

#

ZombVR

clever sky
#

Huh. Never saw it!

#

Guess it got caught under the tidal wave of zombie VR shooters!

zinc rose
#

the "head" fucntions as the "right joystick" and the left stick functions as the movement... so its basically like any fps style movement

tired tree
#

mmm

#

i don't like head vector movement as much as controller

zinc rose
#

i think mine is still the only zombie shooter that lets you move around freely

tired tree
#

think onward got that part right, even though the hover is wrong imo

clever sky
#

Not a fan of head vector movement either.

#

Actually, I hate it. I like to look around while moving around.

#

And head vector as forward makes it really hard.

wicked oak
#

@zinc rose Arizona Sunshine

#

has dash, teleport, smooth movement, and zombies, and zombie survival, and campaign

tired tree
#

Sunshine patched it in later though

#

think he meant initially

clever sky
#

True.

zinc rose
#

wehn i looked at that when i released. im pretty sure it only had teleport.. i could be wrong tho

wicked oak
#

not many players end up using the smoth movement

zinc rose
#

i never actually palyed it to be honest

wicked oak
#

but the smooth movement playerbase is RABID

#

they will market your game for you

tired tree
#

dunno about that blanco

clever sky
#

Yeah. Smooth movement players will fuck your shit up if you don't cater to them.

tired tree
#

considering how well smooth movement games like onward do

clever sky
#

They even came into my locomotion thread and started demanding smooth locomotion.

wicked oak
#

they are incredibly rabid

clever sky
#

I'm like motherfuckers, you know I'm trying to push VR locomotion beyond smooth locomotion right?

zinc rose
#

i got thick skin.. i stand true tot he movement in my game. personally i LOVE it. i couldnt imagine VR any other way

wicked oak
#

Onward is popular becouse it was the first of its kind

#

and its very solid all around

tired tree
#

I don't agree that swing / run in place is better

zinc rose
#

i added teleport... as an option. but i could never play a game like that with teleport

tired tree
#

it thinks is about ==

#

depending on user and gameplay

clever sky
#

Yeah. I don't actually mind smooth locomotion. But I'm with Chet - using smooth locomotion as some sort of default will just lead to a smaller VR industry.

mighty carbon
#

I can't stand smooth locomotion

clever sky
#

Sure you cater to people that prefer more immersion that teleportation.

#

But you also drive away people that are motion sick prone.

tired tree
#

i thought you only had gear motor

clever sky
#

You can get smooth locomotion in Gear

tired tree
#

yeah smooth has sickness issues with some

mighty carbon
#

There is no more immersion to smooth locomotion

tired tree
#

gear smooth would be head based

clever sky
#

Not with some. With a lot of people.

tired tree
#

I feel less immersed with arm swing and run though

#

as I expect to move as I am

#

dunno

#

like I said its preference, and more options is better

clever sky
#

I think it's a matter of learning TBH.

zinc rose
#

i aimed for recreateing the console controller based set up.. or the WASD movement set up...

clever sky
#

You have to unlearn some of the natural movement expectations, and then learn in-place movement. Takes a bit of time. Not a huge amount.

tired tree
#

I miss back when I had motion sickness honestly, I don't get that stomach drop when falling anymore

zinc rose
#

i added teleport as a secondary option but its not default. if that limits the customer base. then ok. lol

mighty carbon
#

Nah, I've been trying smooth locomotion for a long time and still get sick

clever sky
#

Problem with the current teleportation/smooth motion dichotomy is that they're just too dissimilar.

#

Difficult to balance a game seriously when catering to both ends of the spectrum.

zinc rose
#

Oculus is EXTREMELY reluctant to fund anything NOT using teleport at the moment

#

fyi. if anyone is heading in that direction

tired tree
#

yeah smooth / run / bob are easy to balance around each other compared to teleport

#

problem is smooth will tend to have upper hand in gunplay situations

clever sky
#

Yeah. Well, I'm trying to get dash/blink step thrown in that mix too.

#

Yeah... you have to futz around with recoil to get balance happening.

#

But that's ok.

tired tree
#

i'm surprised more smooth games haven't implemented run / bob, once you have the smooth movement those are easy to create

clever sky
#

It just hasn't been done well previously.

zinc rose
#

what do you mean by run/bob?

clever sky
#

Hell, my initial demo kinda flubbed the walking portion too.

#

Running in place.

tired tree
#

run = armswing shorter, bob = running in place

clever sky
#

I've updated it recently. Walking portion much more sensitive now.

#

There's a calibration system that better caters to individual movement styles.

tired tree
#

why do you have the calibration btw?

#

shouldn't need it technically

clever sky
#

Because it turns out... there's a lot of different ways for people to walk

#

And the amount of head motiion they exhibit has a wide degree of variability.

tired tree
#

i thought you were calibration height though

#

thats the one I didn't see as required

clever sky
#

That's to determine crouching/prone states.

#

well... mainly crouching.

tired tree
#

ah, makes sense there

clever sky
#

I slow down the movement when you're 'crouching'.

zinc rose
#

what game is yours?

tired tree
#

the run / bob is simple velocity mapping to motion, i understand calibrating multitude to their preferences though

clever sky
#

But the initial release also had a bug that wasn't retrieving the calibrated height properly. I think that was contributing to complaints about walking speed.

#

Mine? I'm working on the 'Freedom Locomotion System'

zinc rose
#

i donno about you .. but its a bit of a gamble as to how far ill be off the ground every time i put the headset on. heh..

clever sky
#

Well, if there's a 10cm variance you might be in trouble, but otherwise you should be ok ๐Ÿ˜ƒ

zinc rose
#

lol.. im already happy about this since the huge robot has a huge robot sign on his chest

clever sky
#

Hahaha ๐Ÿ˜„

#

thx.

tired tree
#

the ground calibration can be "fixed" by putting controllers near headset and covering both for a second and then uncove3ring them

#

the new light house stations should help with the over time drift too

clever sky
#

Oh nice.

#

@tired tree you can do that in the middle of gameplay?

tired tree
#

yes

clever sky
#

That's a good trick to know.

tired tree
#

so you don't have to remap the room

clever sky
#

Nah... I just restart the Vive.

#

Still inconvenient though.

tired tree
#

i don't get drift during play

#

its between sessions

clever sky
#

Happens most often when I launch Unreal before SteamVR

tired tree
#

because my controllers are never on the ground when i start up steamvr

clever sky
#

Ah ok.

zinc rose
#

are you referring to drift as when teh controllers start floating away from u in the game?

tired tree
#

if everything is on the same plane they calibrate on launch

#

no, thats tracking loss

zinc rose
#

yea ok. cuz i only get that when i move out of the space which makes sense

#

what is "drift" then as you're referring to?

clever sky
#

Where the ground plane in VR doesn't match up with the physical ground plane.

#

At least in this context.

zinc rose
#

so when you touch your feet. your hand goes through the "ground" ?

clever sky
#

Or sometimes you can't touch the VR ground because you're floating above it ๐Ÿ˜›

#

@tired tree Planning on building any games with your stuff?

zinc rose
#

ah.. yeah. thats what i meant when i said its a gamble when i put the headset on if im gonna be the same height as before

clever sky
#

Ah yeah ๐Ÿ˜ƒ happens to me too.

tired tree
#

nah, if I do they will just be game jams

#

i have a full time job

clever sky
#

But the variance is around 3-5cm typically.

#

Fair call.

tired tree
#

i just like to keep hobbies

clever sky
#

Good stuff ๐Ÿ˜ƒ

zinc rose
#

full time jobs suck

#

i have one of them too ๐Ÿ˜›

tired tree
#

lol, gamedev jobs suck more unless you are self employed

zinc rose
#

id say its more like two full time jobs rolled into one title

clever sky
#

Self employment?

#

Yeah it is.

tired tree
#

indie / self making games

#

gamedev in the "industry" is hell

clever sky
#

Yeah. Not a fan of what I've read about from industry insiders.

#

Don't have direct experience myself though.

tired tree
#

the amount of self serving egotistic studio CEO's i've met.....

clever sky
#

Actually not super interested in making games for a living - more interested in building out VR tech.

tired tree
#

yup

#

much more fun

zinc rose
#

i have heard some horror stories at EA around "slave labor" hours .. and yet they still make crap like NHL ... :/

tired tree
#

you don't get good results from upset employees

#

and firms that treat employees like that tend to be in it for the money, not the creation

zinc rose
#

i prefer making games to the tech "overall". Though i spend a great deal of time finding the "cheapest" way to do normally heavy things in games.

#

not even just making games.. more or less just the creativity side of things. writing etc.

tired tree
#

dunno, i spent 9 months making a voxel plugin for the engine, got it about perfect, and then sat on it because the challenge was what I was after. Pretty sure tech is the only thing I enjoy

#

but i come from the old school game mod/hack scene

clever sky
#

Fair enough ๐Ÿ˜ƒ I respect that.

#

I'm just trying to build something I believe in! A bit idealistic, but if VR is a vehicle for massive change in the future.

#

Because it's the 'next and last computing paradigm'...

#

Then the way we do fundamental interactions in VR is kinda important! And an important problem to solve well earlier.

tired tree
#

I have to implement armswing / running in place now zap, just to finish out the plugin. Its so simple to add to it but most couldn't even figure out climbing which is why I had to add that :*(...

clever sky
#

Haha... ah well ๐Ÿ˜ƒ go for it. I wanna play more running in place games as well.

tired tree
#

rather be working on other things for it

#

but it will slow down the messages I get :p

clever sky
#

Hehe ๐Ÿ˜ƒ

tired tree
#

You know, I take that back, climbing is easy to implement in single player. I'm glad I ended up doing it myself to make it work correctly in multiplayer

#

I probably should have done it earlier

clever sky
#

It's a nice feature.

#

Actually the best use of it IMO is very simply that it allows you to navigate past objects that are above the step height easily.

zinc rose
#

most things in MP are not straightforward esp in VR.

clever sky
#

I've always hated the idea that waist or even chest high boxes were some sort of impassable barrier of doom!

tired tree
#

yeah

#

still have a bit of a "step" pulling yourself onto it

#

but climbing is easy way around the too tall issue

#

I'd like to see more VR game play with player scale, like Alice In Wonderland

#

could be trippy and fun

clever sky
#

Ah yeah. Definetly works well with the Simple assets.

mighty carbon
#

making games is hard, especially alone and in spare time ๐Ÿ˜ฆ

clever sky
#

and lego like models that retain visual clarity at all size/distance ranges.

#

@mighty carbon Oh well. Someone's gotta give up their lives for the amusement of others. Apparently us game devs are the modern day gladiators.

zinc rose
#

except gladiators were cheered back then.. nowadays its mostly hate if your game isnt "triple A" and 10 times better than major studios ๐Ÿ˜›

clever sky
#

Haha... nah man, we're like the small town provincial gladiators where 10 guys turn up to watch and they're all hecklers.

zinc rose
#

oh. well then ya of course. that fits

clever sky
#

Hehehe ๐Ÿ˜„

zinc rose
#

far from russle crowe gladiator

clever sky
#

Wonder what killing Commodus would be equivalent to.

mighty carbon
#

entitled gamers

clever sky
#

God, I hope VR goes way beyond the gaming industry. It'd be depressing if VR was just seen as a 'toy' in the years to come.

zinc rose
#

its all about perception really..... if peopel see "3d graphics. and something that looks decent in terms of assets, store bought or self made is irrelevant. they expect an 80 hour campaign, open workd and "rpg" elements. regardless of what the genre is.. if the game is preseneted as pixel art.. they are a little more lenient.. probably because the "entitleds" dont even look at it.

tired tree
#

VR is already kind of bigger outside of games

#

archi, medical, industry, they are all using it already

clever sky
#

@tired tree Well, they're certainly excited about it. But the lions share of development effort is still focused on gaming.

#

as is the general awareness of the tech in relation to.

tired tree
#

don't know about that, been contacted by a lot of devs outside of gaming

#

its just not advertised

#

its industry

clever sky
#

True.

zinc rose
#

it would be adapted widely if not for the cost of the hardware

tired tree
#

thats better for industry though, the cost is nothing to them

zinc rose
#

its the reason consoels will dominate in VR if they keep at it.. because you can get the setup for relatively sheap and not have to have a PC to support it

#

well it depends

tired tree
#

there is a chinese firm working with body mappings in VR that sent me a message, a $900 headset is nothing to a medical firm

zinc rose
#

as arestauranteur or a real estate if i want ot ofer VR tours of property or establishments anyone wiht a vr set could check it out

tired tree
#

thats why HTC is doubling down on an industry version of the headset with dedicated support

clever sky
#

@tired tree Mainly I'm thinking that it's really the gaming side that's helping to push forward VR at this point though. Industry is great - but they're not really going to be responsible for pushing forward VR development as a whole for a while. At least that's what it feels like.

#

Maybe it's like an iceberg tho - and there's just a lot of action happening that's not visible to most people.

tired tree
#

they wouldn't push movement no, but they would push imaging and interaction

zinc rose
#

the quicker money might be in larger industries like medical and stuff. or even nasa. but the masses are regular people and they can explore things like never before if they have access

clever sky
#

So going out and showing off VR to various businesses is a good way to establish business at this point you think?

zinc rose
#

i initially thought of a first project as more of a "police simulator". to help train officers to react in situations. simulating different races etc in pull overs and stuff.

tired tree
#

its hard to get into medical or construction or space tech, but the Archi firms looking for vr help are many

#

like tooooon

#

s

clever sky
#

Cool cool.

#

Well that'll be my first port of call.

#

And will pimp my movement system with it too ๐Ÿ˜„

tired tree
#

it would be better for archi anyway

#

moving around houses

clever sky
#

Yeah exactly.

tired tree
#

though point and click to "sweep" to a location would probably be used more

clever sky
#

in place locomotion much better for sense of scale than teleportation.

tired tree
#

so your dash or trans world during movement

clever sky
#

Yeah. Any one of those.

tired tree
#

for archi, a blueprint overlay of the area while moving that is slightly transparent would probably be best imo'

clever sky
#

Just so easy to lose a sense of scale when teleporting around.

tired tree
#

don't think swing / jog is soemthing that they would want

#

but dash / sweep

#

with waypoints for hallways, free form movement for rooms

clever sky
#

It'd be a useful option.

mighty carbon
#

where do you look for gigs for ArchViz ?

tired tree
#

dunno, they all contacted me and I told them to ask other people

#

but while not looking I got a few dozen offers

clever sky
#

Haha... ๐Ÿ˜› I'm just going to go knock on doors myself.

mighty carbon
#

It just sounds like everything is in CA, as I have not heard about VR being in demand in Southwest TX

tired tree
#

so you should be fine if you put yourself out there

clever sky
#

Bring a VR rig and demo it to them.

#

Should blow a couple minds at least.

mighty carbon
#

I guess I'd literally need to go door to door with architectural firms

tired tree
#

there are a lot of tricks that can be done in small areas to up perf in vr too

#

anything that is a hot buzz for an industry will be looked into, for archi VR, IS the hot new thing

#

door to door demos are great

#

but you'd want your name out thereas well

clever sky
#

Yeah. Gotta work it from both ends.

mighty carbon
#

meaning ?

#

I am sure none of those older guys know what VR is or play games/experiences

clever sky
#

Establish a bit of cred for yourself - so you're not just a random kook?

tired tree
#

lol

#

archi hires a lot of young salesmen

#

and the "older" generation grew up with VR in movies unless they are geriatrics

clever sky
#

Yeah. Surprisingly VR is quite well received by general public.

#

At least compared to gamers. Who can be overly skeptical about it.

#

Gamers man. Some of them are the most stuck in the mud types you'll ever find!

zinc rose
#

some left my game a bad review and said .... "when I ran out of bullets... I had to reload!!" like it was a bad thing... people are people

#

someone*

clever sky
#

Like... the idea of putting on a headset... and been transported to a different world... that's something most people just 'get'. I talked to my 75 year old uncle about it, and he was like... "yeah, that's probably the only way I'll ever see a lot of those touristy destinations! It'll be nearly as good as going in person."

mighty carbon
#

lol.. I wonder if someone would reload for him in real-life

zinc rose
#

.... i added an "auto reload" function that you can turn on in options rolley eyes

clever sky
#

MUM! WHERE'S MY AUTORELOAD?!!

tired tree
#

To be fair, it depends on how quick / easy the reloading is implemented since you made a zombie game

clever sky
#

/typicalgamer

mighty carbon
#

I'd love to re-create destinations in VR or/and do some edu apps/experiences... The only question is who is going to fund all that ?

tired tree
#

if reloading takes 10 seconds of fumbling in a zombie game I would be upset

wintry escarp
#

hmmmm rift got a ยฃ50 price cut

zinc rose
#

its really simple (ONCE YOU GET USED TO IT) its VR. i didnt want a shake the controller an dreload.. or press a button and reload.. thats not using the tech right

#

it takes less than 2 sec lol

clever sky
#

MordenTral is right though. H3VR reload mechanics are not useful for anything but gun porn.

tired tree
#

dunno, H3VR would be a good VR arma, if he made the clips not stuck constantly

zinc rose
#

when you press the side button.. the clip falls out and hangs in air.. use your other hand to press push it back in... simple as that

tired tree
#

its harder to reload in that than IRL

clever sky
#

the reload mechanic I most enjoy is found in Raw Data. Slamming motion down to reload.

#

So so satisfying.

mighty carbon
#

@wintry escarp still $599 on their store

clever sky
#

@zinc rose yeah sounds pretty easy to use.

zinc rose
#

i made mine as close to real life as possible while staying simple... eject clip > push clip in

wintry escarp
#

johnlewis went from ยฃ550 to ยฃ500

#

maybe sales are bad

tired tree
#

oculus trying to keep good will after bad patches...

clever sky
#

Probably similar to how I'd do it myself TBH.

mighty carbon
#

I wonder if it's better to buy directly or from amazon

tired tree
#

amazon would likely arrive faster and be cheaper shipping, the support would be through oculus still

#

don't really see a downside

zinc rose
#

thats the reload portion. its an OLD video tho.. from beta. but ya. simple to relaod. but ppl still complained it wasn't auto

clever sky
#

@tired tree You'd have to tweak H3VR gun mechanics a lot for Arma3 style gameplay. Just make everything a lot more lenient to account for the lacking tactile feedback.

tired tree
#

yeah you don't get the push back on the held clip, so you can't adjust it

#

it should auto orient a bit when within a buffer zone

#

would be that hard to fix up

#

n'ty

clever sky
#

Yeah.

#

@zinc rose Ah ok. Yeah, it's easy when you know what's going on. But the floating in the air thing is a little unintuitive (because people aren't expecting the old clip to be the new clip as well).

zinc rose
#

yes i know. so i explained it in the forums and put up a text version and made a video .. lol .. but ppl with less than 10 mins of gameplay time.. > bad review shrugs

tired tree
#

what was with the inventory

#

did they guns fly around to your back

#

its hard to make that out in a video

zinc rose
#

there are holsters

#

on the left and right arm

#

you can put whatever items you have in hands on your holsters for storage

#

two on your "back" as well.. more like holstering a sowrd above your shoulder for the back ones

tired tree
#

ah, arm holsters

#

ok

mighty carbon
#

@tired tree are you in US ?

tired tree
#

yes

mighty carbon
#

Ever since Facebookโ€™s acquisition of Oculus in 2014, CEO Mark Zuckerberg has poised the move as a strategic bet on a technology that would eventually change the way we communicate. In the companyโ€™s most recent earnings call, Zuckerberg asked for โ€œthe patience of the investor communityโ€ as he reminded them about his belief in Oculus as a โ€ฆ

sturdy coral
#

Anyone try out VRWorks 4.14 yet with the forward renderer?

mighty carbon
#

We uploaded these videos on our YouTube prior to our launch, but we wanted to bring them into the spotlight again for those who recently joined us :) Stability TestHere is a stability test we did for NOLO. You can see that the tracking is quite stable and smooth.Mobile VR Gaming Steam VR Gaming Mobile Headsets and Smartphone TestWe've tested NOLO with several different headsets and smartphones. Here's a quick demo of each one with the phone and headset listed on the screen for your reference :) If you are i...

#

damn, pretty responsive

tired tree
#

ah nice, its out

sturdy coral
#

I'm going to build it sometime later today

raven halo
#

I'm having issues recently with gearvr

#

where the left eye is sort of lagging

#

or it has some sort of strange delay

#

I have 2 samsung s7 here

#

my build works totally fine in one of them that has not been connected to wifi in a week

#

the other one was updated like maybe 2 days ago? the oculus software I mean. And since then the issue has popped up

#

has anyone else noticed this?

mighty carbon
#

finally ... I wish Netflix did this already :/

#

Oculus popped several updates in the past few days.. Could have very well borked something

#

Since you are developer, there is bug submission form on the website

#

report it to them

#

@raven halo

#

^^

tawdry dragon
#

Had an Oculus driver crash on me today when doing a VR preview. Unreal bugged out and corrupted the project for some shitty reason

#

thank god for Git

mighty carbon
#
#

bam!

tawdry dragon
#

damn

#

looks nice

raven halo
#

@mighty carbon do you mean the forums? or is there a proper place to submit bugs I have missed? o_O

mighty carbon
#

at the bottom

tawdry dragon
#

whats up with Crytek doing so much VR atm

#

Wasn't there a huge scandal about them not paying wages etc?

mighty carbon
#

that's an older game

#

was PSVR exclusive

tawdry dragon
#

Still. they're not really doing anything but VR right now?

raven halo
#

thanks motorstep!

mighty carbon
#

np

mighty carbon
#

interesting

#

although a nasty article

#

"The Oculus Rift is a particularly niche product: the $599 headset requires $199 Touch controllers to unlock its full potential, and it only runs on high-end PCs."

#

as if Vive any different

wicked oak
#

i cant compile it

#

linking error on some DX11 stuff

tawdry dragon
#

Gonna try and do a build soon ๐Ÿ˜ƒ Very excited to see if I can get it working

wintry escarp
#

vr wont take off until its half the price it currently is

tawdry dragon
#

for consumers? probably not, but the industries are starting to notice it

#

We just send specs to one of our client today for 5 computers they need. They didn't care if the PCs are each $2.000

mighty carbon
#

arch viz ?

wintry escarp
#

its the sort of shit Samsung should aim for

mighty carbon
#

@wintry escarp even if VR goes down in price, PC is still prices.. It's just what it is. I remember when RivaTNT just came out, it was out of reach for me and only kids with rich parents were playing Quake 2 with colored lights (and Quake 3).

wintry escarp
#

create s8+ , 90hz and hdmi in so it can be used on desktop vr

mighty carbon
#

Intel will have Project Alloy by the end of 2017

#

and if it costs as much as Hololens, then it's no different from desktop VR (less powerful too)

tawdry dragon
#

@mighty carbon no, industrial clients

#

architects have no money...

wintry escarp
#

i'd pay $50 more for an s8 that could be run from desktop

mighty carbon
#

@tawdry dragon how do you find those? Or is it company's clients ?

tawdry dragon
#

company clients

mighty carbon
#

@wintry escarp find a time machine, fast forward...

tawdry dragon
#

2ยฝ years ago I did an DK2 experience for MHI Vestas, one of the biggest windmill manufacturers in the world. They still use that for their trade fares and it's still "The talk of the Show"

#

Then I switched job and we're just starting now to steer our clients towards VR ๐Ÿ˜ƒ

#

One of my old colleagues are actually still supporting that UE4 experience. He's going to Tokyo next week to help them set it up again ๐Ÿ˜ƒ

mighty carbon
#

got a video of those windmills?

tawdry dragon
#

The Case Story they did afterwards

#

it was pretty cool. They got a custom build platform for the 8 DK2's with a railing that mimics the one on an offshore windmill. Then they have crew members put people into a safety harness before they got the HMD on

mighty carbon
#

cool

wintry escarp
#

nice rain on screen effect

mighty carbon
#

So basically people are just there, next to windmill? No breaking it apart and showing insides?

tawdry dragon
#

On top of the windmill

#

and then from a service ship

#

so people could experience the worlds largest offshore windmill

wintry escarp
#

then lightning hits the crane and it collapses?

mighty carbon
#

(I am just thinking what kind of demo I could do for Gear VR to be able to point people to it when claiming I can do non-gaming VR stuff )

tawdry dragon
#

The rain effect they added in post @wintry escarp ๐Ÿ˜ฆ

#

It was made after I switched jobs, so I had no say in it ๐Ÿ˜ƒ

#

Well, it would be cool, but industrial clients dont like to see their stuff getting ruined. So no explosions, no nothing ๐Ÿ˜ฆ

mighty carbon
#

hah

#

so, how did you get to do that stuff? I mean, besides gaming I am looking for stuff to do in VR and earn decent buck from it.

#

not sure where to start though

tawdry dragon
#

Well, it wasnt just me, but a team effort. I did nearly all the UE4 work. But the project started because we were pushing our sales team to try and see if VR was something our clients was interested in, and luckily that client needed something spectacular for their next trade conference

mighty carbon
#

got it

tawdry dragon
#

that and they had a very large budget

#

๐Ÿ˜ƒ

#

@mighty carbon word of advice, if you're gone that route, ally yourself with a 3d artist that knows how to optimize for real time art. Production step files easily run in 10's of million triangles without a problem ๐Ÿ˜ƒ

mighty carbon
#

I am actually a 3D artist / animator ๐Ÿ˜ƒ

#

but since finding programmer is a royal pita, I just decided to learn BP to be able to do everything myself (I am not a programmer per se, but I can design and implement game systems, given enough time and docs) ๐Ÿ˜‰

tawdry dragon
#

Seems like you are on the same path as me then ๐Ÿ˜ƒ

mighty carbon
#

do you do 3D art too ?

tawdry dragon
#

3d artist by trade ๐Ÿ˜ƒ

mighty carbon
#

ah, cool

#

Reading reddit, I still don't get why people expect to see VR in the mainstream while shitting on Oculus when given opportunity

#

the only reason Vive is ahead in numbers is due to enterprise users

#

anyone I talk to (non-VR devs, average Joes) heard of Gear VR and Oculus, PSVR, but never heard of Vive

#

what's your take on this situation ?

restive blade
#

Dev's or Pro-sumers prefer the Vive over the Oculus

#

The general public knows Oculus

tawdry dragon
#

I like the Oculus more than the Vive ๐Ÿ˜ฆ

restive blade
#

I understand why you might.. each has pluses and negatives

tawdry dragon
#

I really like the lighter HMD and the controllers. I really do hate that you need 3 cameras for a proper setup and a ton of USB 3 ports to drive it all

#

The Vive is a bit more hassle free when setting it up

restive blade
#

base setup for Rift is easer... but for full tracking it's less then Vive.. kinda funny

#

harder*

#

not less

tawdry dragon
#

But the build quality of the Oculus also seems nicer. Cant wait for hardware gen 2.0

restive blade
#

it's less durable however

#

and the quality of the screens and lens... hmmm

#

but I digress

#

I've been using both for 6 months fulltime now... both suck

tawdry dragon
#

Hmm, I cant really see a difference when using the Vive and Oculus - might be because the stuff I do don't have enough detail ๐Ÿ˜‰

#

Hmm, what do you dislike about them?

restive blade
#

almost everything haha

tawdry dragon
#

Damn... thats a lot of things you dont like then ๐Ÿ˜„

restive blade
#

making this into VR currently

tawdry dragon
#

Trippy ๐Ÿ˜„

restive blade
#

rather

mighty carbon
#

well, the point here is that failed/dead Oculus is bad for VR industry

#

these people on Reddit (and journalists) don't see it, and keep pouring dirt on Oculus with every given opportunity

restive blade
#

the problem with VR AT the moment... is that the overall quality is far behind what people get in a 200 doller phone... and that bugs them no end

mighty carbon
#

at some point the achieved effect will be irreversible and at the end of the day if VR fails for mass market, everyone will just shrug and say "oh well, we told you VR was the same as 3D TV" without acknowledging their contribution to demise of mass market VR

restive blade
#

havem ?

mighty carbon
#

@restive blade I take it you haven't tried Cardboard and Gear VR ?

restive blade
#

I most certaintly have

#

shudder

mighty carbon
#

then you are full of shit

tawdry dragon
#

๐Ÿ˜„

restive blade
#

how am I full of shit motorsep ?

mighty carbon
#

Cardboard is such a crappy experience.. That's what $200 phone gives - vomit inducing junk

restive blade
#

you are totally missing the point

#

like.. holy crap

#

I AM not comparing different VR experiances here

mighty carbon
#

Gear VR is x1000 better, but without positional tracking and motion contollers. That's what $800 phone gives you. $200 phone can not, physically, provide that experience

restive blade
#

perhaps using a phone was a bad exhample

tawdry dragon
#

I will indulge Altermind in what he is saying. Many of our clients dont like the Vive/Oculus because its a very expensive rig to get running. Compared to a phone displaying pre-rendered images displayed in a gearVR ๐Ÿ˜ƒ

restive blade
#

THE fact you can use a phone for VR is besides the point

mighty carbon
#

and then there is desktop VR, with positional tracking, motion controllers and mighty power of PC and desktop GPU

restive blade
#

I am talking about the QUALITY people expect

#

forget the phone exhample...

mighty carbon
#

how the f#ck can you say that desktop VR == $200 Cardboard VR beats me.. That's why I say you are full of shit!

restive blade
#

damn dude.. read what I am saying

#

FORGET THE FLEEPING phone ๐Ÿ˜›

mighty carbon
#

I can't forget the phone example.. You etched it in my memory !!! ๐Ÿ™€ ๐Ÿ˜›

restive blade
#

well slap yourself with a dead fish a few times

#

/slap @mighty carbon

mighty carbon
#

ok, just did

restive blade
#

dammit

#

I miss IRC days

mighty carbon
#

heh, I know

restive blade
#

the problem is now everyone is walking around with insanely high quality displays on just about everything.. and have forgotten what OLD CRT tv's were like

#

This is like going back to the days of first gen sony trinatrons

mighty carbon
#

@restive blade slaps @mighty carbon around with a large trout

#

or something like that

restive blade
#

and that's the problem

#

we are forcing people to deal with regression

mighty carbon
#

gotta leave work and go grocery shopping... there go my VR money ๐Ÿ™„

#

hold that thought, I will be back

restive blade
#

sigh

#

to much work to do

deft badge
sturdy coral
#

@pearl tangle it has become more and more coupled with some stuff for position replication

wintry escarp
#

slaps jjjams with a blue whale....'amazeballs' indeed

deft badge
#

thanks man

sturdy coral
#

@deft badge is that a marketplace thing?

deft badge
#

Not yet. Are you interested?

sturdy coral
#

@deft badge possibly, it looks cool but I don't have a full use in mind for it yet other than title stuff, which wouldn't need to be dynamic I guess

wintry escarp
#

motorsep is there a screenshot anywhere showing recommended HUD positions in gearvr?

real needle
wintry escarp
#

or do you just keep moving and testing

real needle
#

Mine is a 3d dynamic menu system

wintry escarp
#

I thought my text was onscreen but it was way off in vr

deft badge
#

@real needle Sweet. ๐Ÿ˜ƒ Looks great in the headset hey?