#virtual-reality
1 messages · Page 81 of 1
It's difficult to fit enough 3d text (readable) within a the frame of what a menu should be
I tested that as well. With the beveling and fairly shiny materials, I was able to keep the text readable even when it's quite small
lol
Things to improve on are to have the text face the player (even if just a little). Same could be down with each char
It handles changing text, colour, scale and letter spacing now.
The shittest thing is getting a bunch of font meshes in
I have the same functionality, but I had a hard time not getting a framehitch (in vr) when spawning 100+ letters at a time, even using instanced meshes. The spawning is fine since they're just components but since mine is dynamic at runtime it needs to parse through the text input and assign meshes to each
@deft badge Yeah there's a lot of array makin 😄
Yeah, performance is another area for me to focus on. LODing those bad boys would be a good start
I haven't tried to assign too many meshes yet (on tick). Is was smooth enough for a bout 10 chars. Will test it further.
@deft badge Here's an early version of the menu in action: https://www.youtube.com/watch?v=8J2k9-5s54k
ooh i like the exploding text
The text is good man.... but that whole video is full of awesomeness
Really love the idea of resting the gun on a real world object.
So very cool.
@pearl tangle Yeah and you can spam open/close and have a ton of them floating around ^^
Obvious performance issues with that, but I didn't limit it because of how fun it is
hah nice. pretty easy to give them a death timer anyways and a death radius
@pearl tangle Yeah they will all die after 5 sec when you close the menu. I had a limit on 150+ but it was more fun without it. Like a ballpit of letters
Also cool to just see them float out into the sky
@deft badge I actually built a system to handle it as a gameplay element, but it could have been used for cheating so when I refactored/redesigned the game to be multiplayer I had to take it out
You don't see it in this vid, but if you play the game there are a few things added that help with nausea while doing it
I didn't know it at the time but it can also be used as a climbing mechanic
yeah, there are some fun VR experience that use the grab the world to climb thing
It works well.
I got really sick the last time I played climbey...
A level with ice everywhere
It's the first time since the DK1 days that I had to just lay down for over an hour
i moved around in the menu a bit and that was as much as i could do before starting to feel sick
It's bad. It's very bad. You can become adverse to putting on the headset pretty quickly if you get sick too often.
@pearl tangle Yeah my artist couldn't handle it for the mixed reality stuff which is why I added a feature to block out most of the world and only show outlines of weapon + window
A cross question - anyone familar with Mitch's VR Content examples
downloads Mitch's VR Content Examples
@wintry escarp just keep moving and testing
I am familiar with them in the fact that I know they exist
but I can't remember which 1s they are. is that the 1 with the different teleport function and the levers and stuff?
Ah kinda - but then I googled a little
So in Mitch's example, he uses Quants to do the rotation math for his pickup logic.
My question is - is that necessary? Does VR environments suffer from Gimbal lock?
Or was there an additional reason he chose that?
he was doing all that stuff before the VR template 1 came along btw
@digital marlin I worked on that with him
oh really?
it is because when you have a physics object that is attached and then unattach it you lose the angular momentum
You / he are very clever, btw.
if you have an attached kinematic actor and unattach and turn on physics, physx will keep track of the angular momentum
so that's how epic's template works
Yeah, like the VR template.
mitch recently updated it to use constraints instead of attachment so I'm not sure if anything has changed now
yeah both options have pros and cons
I checked out his latest git but I didn't see any difference.
the new constraint thing seems to lose the low latency update
so I think he is working on another approach
nah, he's in college
oh ffs
yeah it has headaches because of the late update of controller position vs the physics object attachment, things can go a bit freaky with it sometimes with shit flying all over the place once that momentum goes crazy
Annnnd pre-ordered
wow actual paper book, how retro :p
Yeah, what got me interested in this was I'm developing something that requires holding something with physics enabled to produce on-hit
So the whole attach to component thing isn't really working out - though I did try to fake hits with a series of colliders and tracing - but I didn't really like the result.
4.14 added some stuff to kinematic actors for CCD
but I don't think you get a hit event on the kinematic actor
in the other vr template thing they have the physics handles version of doing it too
cant remember who was doing that but it was big on the forums
yeah the hit events was the main issue with attachment stuff
I got a prototype working with handles, and I also like how it doesn't clip
mitch's way solved everything but apparently broke friction when you have an object stacked on top
Unfortunately I need both of those things firing.
his way was to still have physics on but turn on infinite damping
yeah I saw that
yeah none are ideal for enterprise type stuff where you really want those things
oh wait, for his git example?
in his content examples, but it may be different now just a couple days ago he changed to the constraint stuff instead and I think is still working out the best way to solve it all
yeah you should see something where he sets damping to 9999 or something
just while attached, and then resets it when you throw
The example I'm seeing is the one where he disables gravity, ups the dampening and updates the object per tick
and does something where on the delta updates the rotational position or something. I can follow it up until about the last 3 nodes.
yeah that's the part I worked on with him hah it is super complicated
basically it is easy to do in C++
I think in essence it saves the previous location, does a sweep, checks and if okay, updates etc.
but blueprints doesn't expose enough of the quaternion stuff
some of the functions on Transforms are working with quaternions underneath
I remember doing that from about 10 years ago when I was doing comp. sci at uni
Now.. no idea.
basically you multiply a the current rotation quaternion by the conjugate of the previous, and that gives you a delta
then you have to convert that into axis angle to feed to the add angular impulse call
and scale something by inverse of the time delta
but it is basically the rotational equivalent of saying
velocity = (cur_position - previous position) / (delta time)
ok
we definitely didn't understand quaternion math deeply or anything
I think I can understand that.
but to keep his project all blueprints he had to implement a bunch of quaternion stuff
So you guys did all of that just to ensure angular momentum could be maintained?
or wait 5 months on a pull request to epic to add like one function on transforms that would have done what we needed
I thought UE had quat stuff built in?
yeah, it was just that physx wiped the momentum when unattaching or something
it does have quat built in, and transforms use it underneath
ah
but it was never exposed to blueprints, I think we couldn't get the conjugate or something
I think there was an axis angle thing that may have been exposed
Yeah I recall a thread a few years ago where the epic staff said they didn't want to make things too complex.
yeah
probably the right choice most of the time but every once in a while you need it
right now I have a thing where I am rotating a representation of a kinect in game to get it lined up with your body
and I think I'm gonna need quats again because rotator delta just gets all wrong
it works fine on yaw and pitch but once you roll any it is all screwed up
I think for their main case of FPSes you never roll
so they figured people mostly don't need quats
I believe the solution is to hide in a closet and wait for it to be over.
Maybe adopting how flight sims do their movement is how we need to think about VR
Awesome examples
Kudos to Mitch and @sturdy coral
The lads in the office loved the chalk board and the guns
it is 99.9% mitch's, just helped him with that one thing
It's bloody elegant.
So, there's no real great way to hold items whilst physics is enabled without having a slight amount of drag?
I think the limitations of the new constraint way he is doing it is no low latency update, and no collision between objects in both hands
the old way would let you smash thing you were holding into each other and they would stop
I run it with manual constraints in c++ and manually include the held items in the late update
but thats not BP possible
I would like to mess around with customizing the low latency update on other stuff
I want like low latency position, but kind of slower interpolated rotation, for big heavy objects
for stuff like an axe
yeah
and let you rotate it fast in one axis, slow in another, etc.
maybe I need to get my hands dirty with the programming side. I've been putting it off out of laziness.
you don't want to do too much logic in late update, its on the render thread
yeah
don't want to hitch that
and it crashes in the stock engine 😃
what does
the low latency update, I think it is if you ever unattach something in the wrong way
oh
it doesn't do any threadsafe locking or anything
its you somehow delete its scene reference, right as it is being accessed
it prob would
even just basic on/off + additional components is really needed in stock controllers
i added that and its been very useful
what do you mean for additional components? for attached stuff?
no, for any objects
none of my gripping uses attachment
also been fairly useful for things like seperated arms with ik
does the IK actually update in the render thread with that?
nope
or you are like rooting the arm skel mesh at the palm?
wouldn't want it to either
but it makes slightly more sense to the eye than the latency on movement
are you working on a game or just focusing on your library?
just the plugin
I need to dig into it some, you support multiplayer in lots of your stuff right? like the movement component?
yeah
has anyone built the nvidia branch in a while? I'm trying to remember how I made it cleanly merge in the past. It was either start from the epic base branch (like 4.13.0 release), merge nvidia, then merge 4.13.1 etc., or the oppposite. And I think going the other way didn't merge cleanly (start from nvidia, merge 4.13.1, etc.)
4.14 just came out today for it
yeah I saw that
or at least was announced
that's what I'm planning on building
when i merged, I diffed theirs to the base, then used it as a patch to the latest version
I moved off of it when 4.14 came out just figuring it would take them forever to make a branch because of all the renderer changes, and it did
normally very little to clean up after that
ok yeah, but then were you able to cleanly merge their updates later on?
or did the diffing part lose too much history
nah I pulled updates in afterwards
someone linked me to their forum post and they said the forward renderer support is in but that it is in progress
so there will probably be lots of updates
what didn't directly work I manually merged
i haven't done it in awhile though, not really worth the effort currently
yeah, after seeing the 4.15 release notes I figured now was an ok time
not too much in there for VR
I think the main changes are this new audio system, and that won't be fully online until 4.16 or beyond
oh I didn't see that
The forward renderer is kind of a wash on some of my scenes, I really wish it were as easy to toggle as it was in Oculus's version
I gave up on vrworks back when I had to keep patching bugs that made AMD hardware crash
they patched a few of them from what I looked at
but there were a ton
it was silly stuff, like calling NVIDIA only API calls without pre-checking if the card was AMD or not
but also shader errors
if I end up doing some kind of executable/project switching to support forward and non-forward renderer I guess I could also support VRWorks and non-VRWorks
so I lost faith that they tested on amd at all
I really hope epic will merge it now that AMD has multires as well
they will not
they are working on their own solution for cross platform stuff with regards to that
i got a really detailed breakdown on the UDN
I think it would be a big boon for 4K monitors/TVs too
it actually looks pretty good in 2D
i rmemeber somebody integrated it into a flat game recently
That part of the VR coalition?
the sword fighting/shooting game 1
so is their own solution going to be something like the valve dither mask thing?
where they mask out 2x2 pixels in a checkerboard pattern to save shading costs in the periphery
then run a shader to fill in the gaps with neighboring data
is Vive going to get ergonomic controllers any time soon?
dares not say anything for fear of being misunderstood
I just don't like the wands 😃
they showed previews of the second gen controllers at valve
the ones that wrap around hands ?
I thought it wasn't for second gen
though wouldn't mind keeping my wands for swords
they mentioned them again in the gabe AMA
said they were still in development stages
so I guess 2 more years of waiting 😃
my typing is off tonight :/
that's seriously pretty scenery
and it's CryEngine :/
the indirect lighting looks a lot flatter than in all early footage I saw of it
but yeah you never see that much foliage in VR
maybe Epic knows more than we do and that's why they don't stress over better VR ?
once the forward renderer gets alpha-to-coverage dense foliage might be doable
right now I think it would be really aliased
(in forward)
i suspect this question has come through before
but is there any way to get UE4's VR preview to work with the dedicated server option?
getting sick of having to build and robocopy to my laptop
haven't tried it, what happens?
lemme check again
tried so many different configs i can't remember which problem i was having
lol
My current VR preview situation is to run my project off shared folder mapped to a drive letter and just open and close quickly
is that a solution for running two editors on the same computer?
only been using UE4 for a few months and haven't been able to figure out how to network editor instances together
without the builtin thing
you should be able to connect from the commandline I think
ok. so if i run with "dedicated server" checked the console window just doesn't find the HMD
i'll try the dual-wield approach, see if i can't work that out
by console window you mean 2d window?
the standalone one
or the separate one that is
without dedicated server checked
and with dedicated server checked
in the second instance it just won't pick up the HMD at all
naw crimsonzen... mine is newb method.. 😛
lol
I can't be bothered to do more complicated setup.. it's a loaner laptop with vr >.<
can you launch the uproject with a command line option to do dedicated
then just do normal vr preview and connect by console?
haven't tried
in principle, does that just keep a dedicated server running when the project gets opened?
yeah, like you can right click the uproject and do launch game and then still open the editor and launch
so it would be similar, but with a dedicated server
you wouldn't be able to debug the server blueprints in the editor though
that's nothing new, hah
just make a shortcut to the editor and as the first argument give it your uproject, second argument "-server"
or make a .bat file
yeah I just tried and I'm seeing the same thing as you with vr preview + dedicated
foooo intersectional bugs
once you have the dedicated server running separately you connect with "open 127.0.0.1" on the console on the instances in the editor
if you need to debug your server you could run it in editor and the vr thing outside of editor
dumb question: i come from webdev. do i need to worry about ports here
but looks like you can't blueprint debug both at once
or does it just somehow work magically
it should just choose the default port
i guess if only one thing is listening there's no conflict
yeah
another way is to use the online session interface
and that will use discovery similar to Apple's bonjour protocol thing
just kind of multicast/broadcast on the local network to find each other
but you can't do it as easily over the command line, you have to make some blueprints or c++
right
i did things the hard way before. i put my laptop on a second steam account and got steam "join game" integration going, lol
yeah that's the session stuff
right
if you switch it to the null online subsystem instead of steam it will all work on one host
I think with steam you have to have multiple hosts like you did
i threw in -nosteam and it launched
let's see if i can connect to it from the editor
everything's totally broken which means it works
thanks so much!
Guys, what's the default way you test your games in VR? I find I have to alt tab to get my BP up to see it while the VR is going.
yeah i gotcha
brent: yeah i have the same problem
alt tab several times until everything is visible
make shims to make as much work in 2d as possible
shims?
entry points so you can test with M+K
yeah, like you may not be able to get all the way to that point in the game with mouse and keyboard
but make some way to put you directly there if appropriate
depends on your type of movement and stuff, but like if you have traditional movement you can test and debug trigger volumes and stuff without ever going into VR as long as you keep things so that they can at least kind of work in 2D
if you ever get to network testing you almost have to to keep your sanity
Well, my setup at the moment is that I situate the VR HMD directly behind me at my sitting height
and then I use the WASD keys to move about and can test grabbing etc.
I call it Fat Ass VR(tm)
yeah and like even if your game isn't going to support seated
put in some stuff to make it work in dev
Yeah, doesn't matter. It's just testing the components.
Would love the screen to not minimize when I launch VR for testing purposes
yeah you can modify the editor to do that
I think there are some patches out there you can apply
I gotta check them out
... damn. it stopped working for some reason
ah wait i guess that one time it worked i somehow stopped it from loading the steam subsystem
phew
glhf
glhf ?
World record of being in VR?
good luck have fun
@digital marlin you might like this https://github.com/matzman666/OpenVR-InputEmulator
@digital marlin did you find any patches for the editor to not minimize?
nah, but I haven't had time to really dig into it.
Ultrathin VR lenses coming sooner than we think?
Well. Maybe gen 3 VR.
hah try 10 years maybe
Well, we've got green to blue with those lenses now. We only have a single color last year!
Kinda hard to tell when the next breakthrough will come through, but this demonstrates a reasonably promising trend.
quality lens matched shading / multires with low screen percentage or aggressive lms/multires with high screen percentage
that is the question
equivalent
but in general, more aggresive LMS/multires means more difference in resolution beetween center and edges
if you dont care about peripheral vision, put it as aggresive and bump the resolution
Definitely, resolution bump and aggressive settings is the way to go for me
I am collecting nordic VR developers on behalf of FIVR and Nordic Innovation, with the aim to start doing good deeds for Nordic VR devs. First item on the agenda is a sponsored visit to New York. Contact me if interested via PM, or get on the #nordic channel on vrdevs-slack if you are there.
Can I join remotely? :)
Like, not from the Nordic countries?
Oh, I thought you meant Nordic that owns Darksiders franchise
Driving.. will ping you when I get to work
is italy north enough?
Well, it IS north of the equator...
vr lenses would be much thinner if you had curved screens wouldn't they
no
if they make lenses out of graphene, they could be thin 😃
@dusk vigil heya add me up please. Oslo here.
I hate UMG 😦
one channel to far down perhaps, but i feel your pain
I did not expect to be stuck on UI design, since I worked with Flash and some other UI tools in the past and those were far more intuitive and better documented
it's about time
truth
anyway yea
i actually come from flash too lol
umg is not comparable at all
if anything, maybe its a bit like flex
but then yea, flex does 10fold
so yea, i feel your pain, ive actually been looking for other ways myself (one possible direction i was told here earlier and i guess is of some value to you too, look at 'Slate')
Slate has its own set of issues as I understand it
I'd better figure out the logic behind building UI using UMG (proper hierarchy and which widgets usually should be parents) than mess with Slate
and afaik Slate is C++
well theres plenty of UMG tuts around, so just try some ^^
I did
and they just build stuff and explain how to script it
the building part isn't clear
here is an example I posted: https://forums.unrealengine.com/showthread.php?136374-UMG-layout-rules&p=663542&viewfull=1#post663542
having just quickly clicked trough 2 videos in that series, id say hes making a dynamic ui?
yeah
that scales yet respects some 'rules' he defines
and yea, youll just have to accept that its not html 😛 you cant just go add padding and float and stuff to elements, sadly
theres similar things, but youll just have to do some of the work
I noticed that putting screen percentage at 200 makes the txaa voice in the profiler go something with 2160x2400. These numbers are oddly familiar with the HTC Vive screen resolution. Coincidence?
but the way he is making it... why use size box > canvas > ( (size box > button) + text ) when he could use canvas > ( button + text ) ?
canvas and buttons dont size?
or not how he wants them too
idk, i guess its mostly just a preference thing, theres nothing stopping you from going canvas > (button + text) if that works for you?
I see
yeah, I made it my way last night just to test the appearance.. Does't look too good on Gear VR 😦 Gotta have to try rendering it via Stereo Layers or have big ass icons and pull up inventory on demand.
Actually, having HUD in Gear VR projects is a bad idea :/
(due to chromatic aberration and blur on the periphery)
depends how you do it i guess
you could have some sort of helmet that doesnt perfectly follow your gaze
well, if it's dead in the center, then it's fine 😛
but if you want it not to obstruct the view, then it doesn't really work
true
is there any way to completely disable tonemapping? Scene is just better without it and changing the show flag does not remove the performance cost
You can disable the custom LUT but I think there is always some form of tone mapping going from hdr to the screen
that's the case for all things
nah
BP is mega awesome.. A lot of times I don't even look into docs and just get stuff done
not the case with UMG as it's not logical and not like HTML/CSS
it's same for umg
(layout is what I mean, not BP code for UMG)
maybe your just too used to other stuff
it's really easy to create complex uis with umg
but I have used it for years now, so if you just started with it today then it should be fine to not get everything immediately
yeah, I just started using it yesterday 😃
Anyone here found a good way to check if a motion controller is active? The client has requested that we support one controller only, for logistical reasons. So I want to make sure that only the right amount of controllers are spawned/destroyed
Use the length of the GetValidTrackedDeviceIds node with device type controller.
Anyone else on here developing for PSVR? Are there any optimization tweeks I should be aware of that are unique to that platform compared to Oculus/Vive development?
I have componant motion controllers in my character. If you delete one hand won't it just make the game support 1 controller? And it would let you specify right or left hand. I have never tried it though, and Im not sure how your pawn is set up.
Hi guys silly question but. Is there anyway to observe the behavior tree while in VR. I.E running simulation and watching specific AI and having the behavior tree be visible inside of my VR set?
@leaden jackal It renders super fast
so graphics are fine
but the CPU is horrid
and ue4 gamethread is singlethreaded
if your game runs on a 970 at 90 fps, you are probably going to get it running on the ps4 just fine
maybe lower a few settings
becouse PSVR is 60 fps normally
but you cant drop from 60 fps
so you better profile well
Good to know, thanks!
wow
the VRworks branch
im getting 3 MS basepass times down fromo 8 ms with multires and instanced stereo
were you able to compile it after all ?
yes
turns out you need to not let the Setup.Bat override a couple dlls
those are modified dlls from nivida, the latest vrworks dlls and stuff
so if you let it overide, the compiling fails
pretty insane
its slower if i do the capture in the editor at 1080p
lol
looks like im indeed going to be able to bump the resolution on the 1070 laptop to insane levels for the show
aren't you going to update your game with Nvidia branch ? (in the stores)
i cant
it will lock out AMD users
i need confirmation that it doesnt fuck AMD users
yeah
that's what I was wondering about too
why not to provide it as additional launch option ?
@wicked oak Is the override something that'll get "fixed" or do you think it'll stay that way?
@ember kayak You could add geometry above the AIs and change its color based on state or similar. Watching Behavior Trees WHILE in VR isn't doable natively
I think "," is shortcut to visualize AI while playing in editor
@wicked oak why multires and not lms?
LMS gives him faster rendering than Multires + Instanced streo
We just got interviewed by Robert Scoble!
raw data uses it with AMD users
if it is disabled it is supposed to have minimal impact
thanks @real needle simple but effective solution
VR makes you do things old school sometimes 😃
https://youtu.be/nOpsRJmNvAs just happened upon this neat app. Anyone tried it before? Ill try the free demo this weekend
@real needle what was the interview about? Thats really cool!
@glossy agate We work at a VR/AR Coworking space in Seattle, and he happened to come by. We're the only game company here and have a bunch of toys he got to see at CES, so it was a pleasant conversation ^^
Awesome!
Pocketstrafe looks neat, I'm happy software like that and the OpenVR input emulator is coming along
@clever sky Have you tried Pocket Strafe?
Vive controller vibration - what is the best method people have figured out so far?
I'm using "Play Dynamic Force Feedback" with controls on Intensity and Duration. Any other options? And if you're using this same method, what values have you found satisfying for a low / med / high amount of vibration?
@real needle nope. I bought it and tried to get it working... but couldnt figure it out. Refunded it 30 mins later
http://www.theverge.com/2017/2/8/14551300/six-flags-samsung-gear-vr-mixed-reality-roller-coasters << I know for a fact current Gear VR / phones are not good for AR - lag is horrible, FOV is small, etc. So, sounds like a new Gear VR to me 😃
I think that might be a little bit of a jump there, I don't think a partnership with an amusement park is going to be their release of a new product
Stuff like that is never particularly great anyways, it's just a good thing to put on their website to check out
@real needle reading a thread about it now... turns out the problem is that it only works when the screen is on and the phone isn't on sleep.
Guess what happens easily when you put it in your pocket? 😛
ahh their version of mixed reality does not involve using the camera passthrough
mixed reality means that the motion of the roller coaster matches with the screen display
oh, heh
Well... if that qualifies as MR, then VR as a whole also qualifies as MR 😛
Which indeed it does! MR is defined by the spectrum behind VR and reality (and all sorts of AR in between).
pokemon go is technically termed as Mixed Reality
since their in game location is tied to a real world location so you are mixing realities...get it
AR,VR and MR are stupidly undefined terms which is actually a big problem for us when we try to sell expensive services to people and they just think we want to film shitty 360 video
@real needle You can use "Play Haptic Effect" aswell. It'll future proof it and make it work on Oculus Touch as well
Yeah... the term VR has been wrecked...
@real needle thanks for that!
ok so hopefully im asking the right questions, Im using the OpenVR Expansion-Plugin. The BPs in here are a bit overwhelming and hart to udnerstand. Im trying to stop the use of the grip buttons to change the teleport types. But I cant seem to find it.
Should I keep looking over BP tutorials to understand more?
You should ask the guy himself?
He responds pretty quickly
@still frost either via PM or forum post
Is there a way to build the VR template from scratch so I can understand it? I saw a youtube video but he stopped after 1 video
it was good too
?
I doubt it
But, maybe
I don't see why anyone would rebuild the VR template from scratch
Unless you mean Mattheww's thing
And that wasn't VR Template related
Anyway
If you are having issues figuring out how BPs work
Spend some time learning the basics first
Before diving into VR
which is more of a headache
Is learning BP in general help with VR's BPs/
yes.
BP is BP
is learning from https://www.udemy.com/unrealcourse ok
That's C++
he shows you basically when to use c++ and when to use bp for simple stuff
a bit of java
Hmmm, so, imho, I would stay clear from C++ for awhile
Until you learn BP and the engine framework
Just get more comfortable first
understood and theres no 3rd party learning resource for begginer BP just epics youtube?
You have literally like 10000000 videos out there
Just type this into Google : "UE4 (subject matter)"
But, yeah, you might as well go through all the intro tuts on the Epic site
A lot of it will be experimentation also
here's a VR thing I'm making
Oh man, gg. #ue4 #gamedev #vr https://t.co/Bk3CkjVFBo
BTW @still frost , while we were talking I looked into what you were originally asking. Do you know what pawns and inputs are?
inputs like user inputs etc ? isnt that a trick question arnt pawns actors or something like that
that you can control
like user / player pawn / vr pawn
on the open vr template
sigh
Did you ever see this?
This is the Event Graph
Convoluted as it is
He has at least commented everything
hmm maybe i was looking at the wrong thing then
Yeah, just spend some time learning the basics
Before diving too deep in there
It's worse when it's not your code
Then you're trying to figure out what was going on in their minds
And everyone does things differently
gotcha i get it
@echo flax It's looking pretty good. Is there anything stopping you as a player from just stabbing them over and over again?
mainly your arm strength, it only counts as a hit if the sword was moving above a certain velocity for a certain amount of time
also they block, of course
but they're not that great at it
Yo, what's a good way to get high res screenshots of a VR game on UE4
like... i can't get gameplay screenshots above whatever low resolution it mirrors to the pc screen at
this is with vive
@echo flax I've honestly mocked most of the screenshots to get a good aspect ratio
I'm currently torn between low-res ue4 mirrored thing or the steamvr display mirror (higher res but with warp)
@echo flax You can go to Saved->Config->Windows->Engine.ini and change WindowMirrorMode to 1 for mono and 2 for stereo
Does not work in packaged, but works well for editor
@echo flax steam display mirror isn't warped, the circles are just the lens masked areas
@echo flax Did you make the VR window full screen? I just record fullscreen with OBS.
hm hmd mirror mode in console during runtime just hangs the preview window
forgot what the runtime commands are
hmd mirrormode is broken on vive for whatever reason
you have to use hmd mirror instead I think
yeah "hmd mirror 1" "hmd mirror 2" works for me
Mirror.modes don't work at all on the Vive
I had to implement my own mirror mode
What are you recording with?
shadowplay
thinking about ducking across town to pubgames to record on oculus, where mirrormode works
I can never get shadowplay to work right with VR for some reason. It always flashes back to the steam lobby thing for some reason. Im getting 1080 recordings with OBS though. How much resolution are you going for?
My bar is pretty much "enough to look good for a trailer on the steam page"
i haven't had any trouble shadowplaying the game so far
You have a YT link? I have only seen the twitter and FB versions, and it seems like those downsample a lot
nah, that's all i've got atm
just been uploading little snippets
i'm in australia so uploading to youtube can be arduous
@sturdy coral hmd mirror, that was it, thanks
is there a good built-in way to do a loading screen for vr
eg something that shows up in the chaperone
seen this on a few unity games
in the chaperone no. what you want to do is replace the chaperone stuff, but I think maybe they tweaked that in the most recent steam vr build from memory
what you want to do is level streaming and you can avoid the loading entirely
no, i'm talking about the time it takes for the actual game to load up
eg
valve's The Lab thing
has loading screens that just show up in the steamvr environment
using level streaming, you'd still have a blank loading screen for the loading of the persistent level/engine
Gimmicky VR restart mechanism #vr #ue4 #gamedev https://t.co/kl35FhkVfX
weee
yeah its not doing it in the steam vr environment. they are loading temporary levels EG. level streaming
i'm prreeetttydaarnsuure they're doing it in the steamvr environment
it reverts to your steamvr controllers and background
iirc
you can load in the steam vr controllers into unreal whenever you want too. but yeah what you want to do is create a tiny easy level and move people into that and then stream in the other level and then you avoid all the steam vr loading stuff
@joewintergreen#7979 Hey Joe. Like what you're doing with your melee VR game. What kinda game is it going to be? dungeon crawler? Or something more like Thief?
Anyone here with some luck changing the Vives mirror mode to 16:9 fullscreen?
currently trying this:
https://forums.unrealengine.com/showthread.php?117032-Problem-about-monitor-resolution-display-in-vive-vr-mode
but I have no experience in changing CPP files and rebuilding engine builds
Until epic adds a way to change to 16:9 for the mirrored window for the Vive, editing and building the engine is the only way.
It's not that hard to change a line and rebuild the engine. If you have no clue yet how to do that, it takes about 1 or 2 days to familiarize yourself with how to build the engine.
yeah I have followed the guide on github, rebuilding now. Hopefully it goes alright 😃
That 16:9 isn't truly 16:9 i think btw
I added 4 or 5 new mirror modes awhile back and ended up offsetting those values
to get true 16:9
Recent updates to Oculus Home on both desktop and Gear VR have added a Voice Search feature which makes zipping around your VR content library much easier than the old method of digging through menus and thumbnails. The industry is still figuring out the best way to make user-interfaces in VR. Oculus Home on Rift …
nice!
Some people at the hub made the mistake of installing Viveport. Pro-tip, don't do it.. getting BSODs, having huge trouble even uninstalling the piece of s***
grinding of teeth
I installed Viveport so I could watch 'Pearl' 😛
@wicked oak have you tried VMWorks branch with dynamic lights ?
no
😦
hmm oculus gloves
yeah
lol wow, 30 cameras or what
@echo flax here are details on how the lab loading transitions are done, also allows them to switch between executables: https://steamcommunity.com/app/358720/discussions/0/357284767245532150/?l=english
the stereo layers support in UE4 now works with openVR and not just oculus so you can do something similar using that code
you need to modify the code a bit to allow putting in your own skybox override, this is the interface in openvr:
/** Override the skybox used in the compositor (e.g. for during level loads when the app can't feed scene images fast enough)
* Order is Front, Back, Left, Right, Top, Bottom. If only a single texture is passed, it is assumed in lat-long format.
* If two are passed, it is assumed a lat-long stereo pair. */
virtual EVRCompositorError SetSkyboxOverride( VR_ARRAY_COUNT( unTextureCount ) const Texture_t *pTextures, uint32_t unTextureCount ) = 0;
@wintry escarp They're using optitrack cameras. Probably iterating on software instead of spending time and money on developing their own hardware for the research
The anechoic chamber was my favourite
Still haven't been to one
You can fall if you close your eyes
So when my controller for the throttle system is on max speed it works fine, but the translations get weird when I pull back. Anyone know of a good way to translate the rotation so it works smoother? Engine is a child component to the motion controller, and whe controller rotation pulls back like in the video the angles seem to work opposite. https://youtu.be/1NUzcbrzsms
hmm
I would hope that's not true
It's only had a few at least two years to get some working prototype looking much better than that
Plus all that money behind it
The HMD itself doesn't look as big as the early prototypes stated, and they weren't even portable
I don't see anything on the board that can't be minituarized
What might PEQ stand for? Go!
Nvm, can't come up with anything for Q
Yeah, the shock and outrage over that pic seems largely to be coming from people that don't understand the hardware design and engineering process...
@clever sky someone made an interesting find that it looks like a stock nvidia development board: https://www.amazon.com/NVIDIA-Jetson-TX1-Development-Kit/dp/B017NWO6LG
Wouldn't surprise me RE: Carmack
The whole Zenimax thing probably requires heads to roll.
@muchcharles#2724 So they're not far along with their computer side functionality? i.e. still using off the shelf engineering parts.
Lol @ Magic Leap, jesus christ, 4,5 billion later and they have pmuch nothing
it looks pretty diff...
I wonder what happens if Carmack leaves Oculus
I do not think he is
Samsung wouldn't approach him openly like that if they didn't know something
Some samsung employee just reached out. He gave him his email. Polite way of telling them to bug off
My 2 cents
Yeah, I hope that's the case
saw that last night
depending on how much they going to charge per project, we might see more trash or it might actually help with noise
they won't charge $5000
but even if they charge $1000, it will be quite a lot
I bet they will filter it per country
poor, errr developing, countries might get lower fee, US will get the highest most likely
source is here btw: http://steamcommunity.com/games/593110/announcements/detail/558846854614253751
@tawdry dragon ^^
what's your take on it ?
This is not VR related
And has been discussed in #lounge since yesterday, pick up the discussion there.
No need to have the same conversation in three separate channels.
aye, the channel semi-dead though :/
Any tips on taking the same photo in VR mode with the two circles and in normal mode with the 10:9 ratio?
The camera location and the camera direction etc should be the same.
Hey, has anyone integrated TrackIR with UE4? Need some advice thanks.
@sharp swan therei s a freetrack plugin: https://forums.unrealengine.com/showthread.php?88506-plugin-Freetrack
ty. We did use that but it had issues so we are trying the TrackIR sdk. I will revisit it and see if I can do something to make it work properly.
i fully confirm single pass stereo works like a charm
I'm having a hard time importing video and using it as a media texture, can anyone help me out?
nvm figured it out ^^
Hello. I am having trouble getting my VR to work correctly.
When I play in VR preview, the headset only shows a single, mono image.
The 3D effect isn't working corretly. @granite jacinth
Instead of showing a split view that the lenses turn into a 3D image, it shows a single one in the middle of the screen.
Is it possible to take a screenshot of what the headset is displaying?
Is this what you want?
It is possible to take a screenshot of your screen
So, either you want those double eyes
or you want the single image most of us use anyway
It's being run through my headset.
I want the stereo view.
Let me try to get a screenshot.
I am getting This:
I am being prompted to enter fullscreen for SteamVR to work correctly, but doing so only shows me the loading screen and not my game.
Is it possible to take a SS at runtime without switching out of VR camera?
Yeah in dev is fine
At runtime though?
even via console, I get back the images as seen via the headset
yeah tried that. No good for runtime.
at runtime?
I did kinda fake it via the screen shot unit testing stuff they have.
Except the only way to make it work is to shift between cameras and shift back.
hold up - "though r.Photography.Allow is useful to set dynamically."
HO HO. Maybe there is a way.
Reinstalling my drivers doesn't seem to have worked.
The headset goes to the generic VR loading screen and stays there forever.
I'm bewildered.
Can anyone help me with this? When I put on the headset after setting the Compositor to full screen, I only see the generic VR loading screen.
Dumb Qs -
Steam has VR on
and you can play other games?
You've enabled VR in the editor and you're able to select VR Preview ?
Yes, I can select VR Preview and the Vive tutorial works fine.
When I try to play either the headset shows nothing but solid red (if it doesn't have focus) or shows the VR loading screen and stays there forever.
huh
yeah, that's really weird.
And has it been like that from the start or did you do something?
nine times out of ten I find rebooting the vive will fix odd VR issues.
But ya gotta quit fully out of the editor.
Okay, I think I managed to solve the bizarre issue
My preview, the 2D one, is being displayed on top of the compositor on Screen 2/
8\
So I have to first move it off of screen two, then make the compositor full screen again, then set focus BACK to the preview.
a lousy workflow
Hello guys, I'm trying to get a mesh rotation in IKinema VR when i rotate my body, anybody can help, I'm trying for that two days!
I want something like this, but there're two problems for this , character is always stand without moving and there's no any rotation in same standing at position...
https://www.youtube.com/watch?v=jc0668aHZ0o
anybody after a few hours ?
You should be able to get help from IKinema/nobody here knows their software cuz the pricing is sorta unclear
i guess
that said, im jealous 😛 that looks like some great software
@stable shadow Since we only have three points to track, you will have to interpolate towards a new rotation for the body after X degrees of head rotation
If you can use a forth for torso, then you can apply torso rotation directly to mesh
I'd be interested in knowing how Ikinema and Unreal works together. Do you have what's being shown in the example video running in Unreal?
they do have a plugin
and it works well
but im a place where i cant use it, even if i want to 😦
its closed source
the plugin itself is open source as required by Epic, but the plugin calls the IKinema dll, wich is closed source
I thought the license were something like 70$
100$ now apparently
For indie license
I find it funny that this is still part of the engine content: https://gyazo.com/725b96de4687a3424aa4659c43b17905
Got inventory working: https://www.youtube.com/watch?v=59IY1iIw_nk
too bad UMG with transparency fucks up performance badly
gotta brainstorm optimizations
@mighty carbon Do you actually need a transparent bar though?
I would just swap out the default material that's applied to the widget component
If you only have one layer (IE the icons) it shouldn't be a problem
well, by design is should be translucent (additive), but because mobile doesn't like that, I'll have to go with opaque. However, from what I recall there was no way to have opaque UMG and have depth testing disabled
there are no materials on the UI in that video
have no material but use an actor attached to it that acts as the transparency behind it. Then you shift the responsibility of the transparency away from the UMG
hmm.. there are 2 layers - backing and icons over it. Maybe that's what kills performance
on the other hand though, performance within UMG can be a little slack in general unless it's gameplay sensitive.
I still haven't done invalidation box, but I am certain it's the 2 layers of transparency..
my mock-up UMG had no alpha at all and performance was great
yeah best not to use it if you can help it. Two layers of transparency is a rendering nightmare though and within UMG where widgets stability are defined by the accuracy of how the Paint() occurs within gameplay terms, it can be best just to change your idea a little
aye, thanks
@mighty carbon Are you using forward or deferred?
You could play with the custom depth buffer if deferred
I got VR hooked up to my project, but now I can only spawn in Soectator Mode when using PIE.
It's not using the pawn I have assigned in game mode settings.
@heavy tiger And the game mode is applied in world settings?
Both world and engine settings.
If that's the case, select your PlayerStartActor and set "Spawn if Colliding" to always spawn
Do the same on your Pawn
There's an issue if you have collision on components attached to the pawn intersecting with the world geometry on spawn (which controller/head-mesh will)
PlayerStart: https://gyazo.com/f8e652d7553d5d40d5dbf5015b637e6e
Just search for spawn in the details panel
Same for Pawn
Ah, I don't have a player start.
And I don't have a pawn in the world. Do I need to place one? I thought Unreal spawned the pawn class for you when the player connects.
if yoyu place a pawn in the level, you have to possess it manually
otherwise the default one will over-ride
You can also set the pawn in the world to have PlayerController 0 Auto Possess, also under details
I put a Player Start object in the world and set it to always spawn. I am still being assigned the Spectator pawn.
Ah! One sec.
I set the class default to Always Spawn but I am still getting spectator pawn.
@real needle
@heavy tiger What are you doing to indicate which pawn is spawned?
Looking at the details panel
and also when the spectator pawn is spawned I cna fly around with WASD
I don't want that.
Try turning off collision on ALL components for your Pawn
Just to test
Does your player start have the "Bad Blueprint" billboard on it?
Bad Size sorry
Let me see
If that doesn't work then you should try to repro it with a fresh pawn in a fresh level
Try the collision settings though
@real needle I use Gear VR, so it's always forward.
Custom depth works with forward, too, btw.
but, how does it tax performance on mobile?
I wouldn't think it would have any issues that PC didn't have with performance really. I mean im just guessing because I don't know the idiosyncracies with mobile development but it's never been something I think about optimisation with.
custom depth is performance taxing on mobile afaik
yeah seems so. Requires mobile HDR which I guess adds a bit
Computer crashed
Anyways, @real needle Even in a blank scene I'm still getting a spectator pawn.
I should clarify that I am trying to play in editor without VR at the moment, so I can test things quickly.
@graceful junco Did they patch that? It didn't when forward was released
I don't know, it worked for me the first time I switched to forward. Not sure anymore which version that was. 4.14 I think.
I gave up and put a pawn into the level manually. It seems to be working now.
...except now none of my debug mouse commands are working.
@graceful junco Afaik there's a buffer that's not used by the forward (Gbuffer?) which is needed for custom depth. I was using tom loomans outline post process mat and that did not work in forward (yes it came with 4.14)
@heavy tiger Make sure you're possessing it
I have auto-posses player selected
The mouse controls are in a Playercontroller class. Is that incorrect?
You can do input events within playercontroller or pawn
Have you set your playercontroller class in your game mode?
Yeah, there's no Gbuffer with forward rendering. So you can't used scene depth, which the outline PP material uses. Custom depth works though.
@real needle Yes, I have it set to MouseBasedCharacterController.
@graceful junco Right, Stencil is Scene Depth
@heavy tiger Can't help you much more without access to the project at this point
Drat.
I would try a complete fresh project, you might have done something
Could something be blocking input events from my other controller?
Other controller?
I mean, I have a single PlayerController class, MouseBasedPlayerController.
It's supposed to respond to click events, but now it's not doing so.
If you set "Enable Input" manually for another class then it'll override, or if you have several input events for the same input
Set up print strings on each class on begin play and print once initiated, and also which pawn the controller class is possessing
How to I have a controller possess a pawn? Will it do so automatically when the player is possessed?
decided to open Steam to see what's up while waiting on UE4 to finish building for Android... Saw a comment about Wolf: TNO - the game is too short and not worth $60.... WTF!?!?!! I can't even... What would that person say about VR games o.O
(I don't know how that dude finished it in 9 hrs as it took me 32 hours and that was only 1 scenario)
@heavy tiger Please move your discussion over to #blueprint as it's not related to VR at all
You'll get better help there
Bottle weapon's p much in B) #ue4 #vr #gamedev Also I heard this VR spinoff is called Stolen Steel or somethin https://t.co/DJYPNSzPOo
wahey
@echo flax Nice stuff bro
^____^
eh, it's just normal vr stuff, anything that meets the min spec will be fine
i'm on a i7-3770/16gb ddr3/980ti
min is i3, 8Gb, 970.. For Rift at least. I wonder how it would run on i3, 8Gb and 1060 6Gb
ouch @ i3
well, unless you are making for yourself or very niche market, I'd make sure it runs well on those min specs 😉
?
He doesn't have to do anything
Except make his game, those that can't play it but want to can upgrade their old ass shit or not play it
i5+ 970+ 8GB RAM+ or GTFO imho
poor advice
Nah
...there's an official min spec for VR
😃
targeting below that would be stupid
scroll down please and see min specs
Fuck rifts
NVIDIA GTX 1050Ti / AMD Radeon RX 470 or greater
The bare minimum will actually be the one that is HIGHEST among current VR generation btw
But the shittiest HMD
Because if it can run on the best HMD, then it will run on those below it
Intel i3-6100 / AMD FX4350 or greater
i doubt it's cpu bound anyway
my vr game in particular
Ah, probably not
It is
no, seems like very optimized software
Don't spec that low
You won't be getting 90FPS
oculus's software has 0 to do with their min spec
it actually has to do everything with it
specs were much higher until they implemented ASW
then specs went down
that's what's stupid
time warp shit is good for compensating for unexpected low framerates, it's not a reason to target lower framerates
The bare min is now 1060 for VR
rahahahha
i5 CPU though
still
or AMD FX 8350
But that's the officially supported gpu list
@echo flax I recommend talking to vblanco - his game runs much better with Rift than Vive
precisely due to Oculus software
and with Nvidia's VRWorks it runs even better (on Nvidia only of course; AMD remains the same)
it doesn't run better, it just feels better with the same performance
It runs at 45 FPS
and doubles it
And still has the perceived slowness
Since it still has to make up for the gaps
relying on timewarp = terrible plan
What a shot #ue4 #vr #gamedev https://t.co/zkSdKckrzC
also this happened
timewarp is smart
nothing at all is bruteforce
regardless, mass market will have lower end spectrum hardware
Wait what? If I switch between forward and deferred renderer unreal keeps the old compiled shaders. I thought the they would be discarded.
it's my understanding that the 960 as minimum requirements is something that was recently announced at oculus connect and is expected to work with ASW. With a 970 it should still run at 90fps with no ASW.
maybe someone who has recently gone through Oculus TRC can shed some light on the topic
but afaik those are the requirements.
@mighty carbon the reason why mobileHDR halves performance on mobile is because of the shaders and the post process. They cranked way up.
@raven halo I didn't come up with those min specs. They are on Oculus site and they were updated not too long ago as 960 was min when I looked at specs last time. Now it's 1050Ti
I quote: "This is because HDR consumes far more texture bandwidth than the regular pipeline." per Oculus
nothing to do with post process cranked up
@mighty carbon I never said you came up with them. I'm saying Oculus expects to reach 90fps with a 960 with AWS on. The discussion you guys were having before seemed like some of you expected it to run at 90fps with no ASW
@mighty carbon post process = memory bandwith
a lot of it
nothing has changed for us since the 960 is the new minimum. If your game already runs at 90fps on a 970 it will run at 90fps on a 960 with ASW on
that's what I was saying about min specs - optimize game to run 90 fps on i3/1050Ti without ASW (maybe quality settings to turn down, dunno). Then more people can buy such game. Aiming at higher end hardware as min specs makes no business sense.