#virtual-reality

1 messages · Page 81 of 1

real needle
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@deft badge Yeah it's awesome, but I had to refrain from using it when I started having more complicated options and sliders/arrows n stuff

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It's difficult to fit enough 3d text (readable) within a the frame of what a menu should be

deft badge
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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

barren rose
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I did /giphy 3d text, was not disappointed

real needle
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lol

deft badge
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Things to improve on are to have the text face the player (even if just a little). Same could be down with each char

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It handles changing text, colour, scale and letter spacing now.

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The shittest thing is getting a bunch of font meshes in

real needle
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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

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@deft badge Yeah there's a lot of array makin 😄

deft badge
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Yeah, performance is another area for me to focus on. LODing those bad boys would be a good start

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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.

real needle
pearl tangle
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ooh i like the exploding text

deft badge
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The text is good man.... but that whole video is full of awesomeness

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Really love the idea of resting the gun on a real world object.

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So very cool.

real needle
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@pearl tangle Yeah and you can spam open/close and have a ton of them floating around ^^

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Obvious performance issues with that, but I didn't limit it because of how fun it is

pearl tangle
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hah nice. pretty easy to give them a death timer anyways and a death radius

real needle
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@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

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Also cool to just see them float out into the sky

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@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

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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

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I didn't know it at the time but it can also be used as a climbing mechanic

deft badge
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yeah, there are some fun VR experience that use the grab the world to climb thing

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It works well.

real needle
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I got really sick the last time I played climbey...

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A level with ice everywhere

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It's the first time since the DK1 days that I had to just lay down for over an hour

pearl tangle
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i moved around in the menu a bit and that was as much as i could do before starting to feel sick

deft badge
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It's bad. It's very bad. You can become adverse to putting on the headset pretty quickly if you get sick too often.

real needle
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@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

pearl tangle
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during which part?

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also i sent you a pm @real needle

digital marlin
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A cross question - anyone familar with Mitch's VR Content examples

deft badge
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downloads Mitch's VR Content Examples

mighty carbon
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@wintry escarp just keep moving and testing

pearl tangle
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I am familiar with them in the fact that I know they exist

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but I can't remember which 1s they are. is that the 1 with the different teleport function and the levers and stuff?

restive blade
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yuppers

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They are pretty decent... but.. messy hehe

deft badge
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@digital marlin ok, I'm now an expert. 😃

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Did you have a questsion.

digital marlin
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Ah kinda - but then I googled a little

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So in Mitch's example, he uses Quants to do the rotation math for his pickup logic.

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My question is - is that necessary? Does VR environments suffer from Gimbal lock?

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Or was there an additional reason he chose that?

pearl tangle
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he was doing all that stuff before the VR template 1 came along btw

sturdy coral
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@digital marlin I worked on that with him

digital marlin
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oh really?

sturdy coral
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it is because when you have a physics object that is attached and then unattach it you lose the angular momentum

digital marlin
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You / he are very clever, btw.

sturdy coral
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if you have an attached kinematic actor and unattach and turn on physics, physx will keep track of the angular momentum

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so that's how epic's template works

digital marlin
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Yeah, like the VR template.

sturdy coral
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mitch recently updated it to use constraints instead of attachment so I'm not sure if anything has changed now

pearl tangle
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yeah both options have pros and cons

digital marlin
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I checked out his latest git but I didn't see any difference.

sturdy coral
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the new constraint thing seems to lose the low latency update

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so I think he is working on another approach

digital marlin
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Does he work for Epic or something?

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Cause going through his stuff depresses me.

sturdy coral
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nah, he's in college

digital marlin
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oh ffs

pearl tangle
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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

sturdy coral
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but he got a grant from epic and is writing this book:

digital marlin
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Annnnd pre-ordered

pearl tangle
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wow actual paper book, how retro :p

digital marlin
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Yeah, what got me interested in this was I'm developing something that requires holding something with physics enabled to produce on-hit

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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.

sturdy coral
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4.14 added some stuff to kinematic actors for CCD

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but I don't think you get a hit event on the kinematic actor

pearl tangle
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in the other vr template thing they have the physics handles version of doing it too

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cant remember who was doing that but it was big on the forums

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yeah the hit events was the main issue with attachment stuff

digital marlin
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I got a prototype working with handles, and I also like how it doesn't clip

sturdy coral
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mitch's way solved everything but apparently broke friction when you have an object stacked on top

digital marlin
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Unfortunately I need both of those things firing.

sturdy coral
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his way was to still have physics on but turn on infinite damping

digital marlin
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yeah I saw that

pearl tangle
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yeah none are ideal for enterprise type stuff where you really want those things

digital marlin
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oh wait, for his git example?

sturdy coral
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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

digital marlin
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oh ok

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I think I have his git from a week or so ago

sturdy coral
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yeah you should see something where he sets damping to 9999 or something

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just while attached, and then resets it when you throw

digital marlin
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The example I'm seeing is the one where he disables gravity, ups the dampening and updates the object per tick

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and does something where on the delta updates the rotational position or something. I can follow it up until about the last 3 nodes.

sturdy coral
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yeah that's the part I worked on with him hah it is super complicated

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basically it is easy to do in C++

digital marlin
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I think in essence it saves the previous location, does a sweep, checks and if okay, updates etc.

sturdy coral
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but blueprints doesn't expose enough of the quaternion stuff

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some of the functions on Transforms are working with quaternions underneath

digital marlin
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I remember doing that from about 10 years ago when I was doing comp. sci at uni

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Now.. no idea.

sturdy coral
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basically you multiply a the current rotation quaternion by the conjugate of the previous, and that gives you a delta

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then you have to convert that into axis angle to feed to the add angular impulse call

digital marlin
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oh of course.

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Easy.

sturdy coral
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and scale something by inverse of the time delta

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but it is basically the rotational equivalent of saying

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velocity = (cur_position - previous position) / (delta time)

digital marlin
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ok

sturdy coral
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we definitely didn't understand quaternion math deeply or anything

digital marlin
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I think I can understand that.

sturdy coral
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but to keep his project all blueprints he had to implement a bunch of quaternion stuff

digital marlin
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So you guys did all of that just to ensure angular momentum could be maintained?

sturdy coral
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or wait 5 months on a pull request to epic to add like one function on transforms that would have done what we needed

digital marlin
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I thought UE had quat stuff built in?

sturdy coral
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yeah, it was just that physx wiped the momentum when unattaching or something

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it does have quat built in, and transforms use it underneath

digital marlin
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ah

sturdy coral
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but it was never exposed to blueprints, I think we couldn't get the conjugate or something

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I think there was an axis angle thing that may have been exposed

digital marlin
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Yeah I recall a thread a few years ago where the epic staff said they didn't want to make things too complex.

sturdy coral
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yeah

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probably the right choice most of the time but every once in a while you need it

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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

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and I think I'm gonna need quats again because rotator delta just gets all wrong

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it works fine on yaw and pitch but once you roll any it is all screwed up

digital marlin
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hrmm

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Well I'm glad you could come to me with this.

sturdy coral
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I think for their main case of FPSes you never roll

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so they figured people mostly don't need quats

digital marlin
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I believe the solution is to hide in a closet and wait for it to be over.

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Maybe adopting how flight sims do their movement is how we need to think about VR

deft badge
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Awesome examples

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Kudos to Mitch and @sturdy coral

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The lads in the office loved the chalk board and the guns

sturdy coral
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it is 99.9% mitch's, just helped him with that one thing

digital marlin
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It's bloody elegant.

deft badge
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The BPs are a thing to behold too.

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Very clean

digital marlin
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So, there's no real great way to hold items whilst physics is enabled without having a slight amount of drag?

sturdy coral
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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

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the old way would let you smash thing you were holding into each other and they would stop

tired tree
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I run it with manual constraints in c++ and manually include the held items in the late update

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but thats not BP possible

sturdy coral
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I would like to mess around with customizing the low latency update on other stuff

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I want like low latency position, but kind of slower interpolated rotation, for big heavy objects

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for stuff like an axe

digital marlin
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yeah

sturdy coral
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and let you rotate it fast in one axis, slow in another, etc.

digital marlin
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maybe I need to get my hands dirty with the programming side. I've been putting it off out of laziness.

tired tree
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you don't want to do too much logic in late update, its on the render thread

sturdy coral
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yeah

tired tree
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don't want to hitch that

sturdy coral
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and it crashes in the stock engine 😃

tired tree
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what does

sturdy coral
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the low latency update, I think it is if you ever unattach something in the wrong way

tired tree
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oh

sturdy coral
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it doesn't do any threadsafe locking or anything

tired tree
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its you somehow delete its scene reference, right as it is being accessed

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it prob would

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even just basic on/off + additional components is really needed in stock controllers

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i added that and its been very useful

tired tree
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lol, i fixxed that one today in my controllers

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didn't know it had a legit bug report

sturdy coral
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what do you mean for additional components? for attached stuff?

tired tree
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no, for any objects

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none of my gripping uses attachment

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also been fairly useful for things like seperated arms with ik

sturdy coral
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does the IK actually update in the render thread with that?

tired tree
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nope

sturdy coral
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or you are like rooting the arm skel mesh at the palm?

tired tree
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wouldn't want it to either

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but it makes slightly more sense to the eye than the latency on movement

sturdy coral
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are you working on a game or just focusing on your library?

tired tree
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just the plugin

sturdy coral
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I need to dig into it some, you support multiplayer in lots of your stuff right? like the movement component?

tired tree
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yeah

sturdy coral
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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.)

tired tree
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4.14 just came out today for it

sturdy coral
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yeah I saw that

tired tree
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or at least was announced

sturdy coral
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that's what I'm planning on building

tired tree
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when i merged, I diffed theirs to the base, then used it as a patch to the latest version

sturdy coral
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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

tired tree
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normally very little to clean up after that

sturdy coral
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ok yeah, but then were you able to cleanly merge their updates later on?

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or did the diffing part lose too much history

tired tree
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nah I pulled updates in afterwards

sturdy coral
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someone linked me to their forum post and they said the forward renderer support is in but that it is in progress

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so there will probably be lots of updates

tired tree
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what didn't directly work I manually merged

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i haven't done it in awhile though, not really worth the effort currently

sturdy coral
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yeah, after seeing the 4.15 release notes I figured now was an ok time

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not too much in there for VR

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I think the main changes are this new audio system, and that won't be fully online until 4.16 or beyond

tired tree
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well dynamic shadows on point lights are in now right?

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that wasn't in 4.14

sturdy coral
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oh I didn't see that

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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

tired tree
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I gave up on vrworks back when I had to keep patching bugs that made AMD hardware crash

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they patched a few of them from what I looked at

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but there were a ton

sturdy coral
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ugg yeah that sounds bad

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I don't have any AMD hardware to test

tired tree
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it was silly stuff, like calling NVIDIA only API calls without pre-checking if the card was AMD or not

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but also shader errors

sturdy coral
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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

tired tree
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so I lost faith that they tested on amd at all

sturdy coral
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I really hope epic will merge it now that AMD has multires as well

pearl tangle
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they will not

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they are working on their own solution for cross platform stuff with regards to that

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i got a really detailed breakdown on the UDN

sturdy coral
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I think it would be a big boon for 4K monitors/TVs too

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it actually looks pretty good in 2D

pearl tangle
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i rmemeber somebody integrated it into a flat game recently

tired tree
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That part of the VR coalition?

pearl tangle
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the sword fighting/shooting game 1

sturdy coral
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so is their own solution going to be something like the valve dither mask thing?

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where they mask out 2x2 pixels in a checkerboard pattern to save shading costs in the periphery

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then run a shader to fill in the gaps with neighboring data

mighty carbon
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is Vive going to get ergonomic controllers any time soon?

restive blade
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dares not say anything for fear of being misunderstood

mighty carbon
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I just don't like the wands 😃

tired tree
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they showed previews of the second gen controllers at valve

mighty carbon
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the ones that wrap around hands ?

tired tree
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yeah

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they aren't final

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but would be a lot better

mighty carbon
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I thought it wasn't for second gen

tired tree
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though wouldn't mind keeping my wands for swords

sturdy coral
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they mentioned them again in the gabe AMA

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said they were still in development stages

mighty carbon
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so I guess 2 more years of waiting 😃

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my typing is off tonight :/

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that's seriously pretty scenery

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and it's CryEngine :/

sturdy coral
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the indirect lighting looks a lot flatter than in all early footage I saw of it

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but yeah you never see that much foliage in VR

mighty carbon
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maybe Epic knows more than we do and that's why they don't stress over better VR ?

sturdy coral
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once the forward renderer gets alpha-to-coverage dense foliage might be doable

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right now I think it would be really aliased

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(in forward)

lusty ledge
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i suspect this question has come through before

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but is there any way to get UE4's VR preview to work with the dedicated server option?

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getting sick of having to build and robocopy to my laptop

sturdy coral
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haven't tried it, what happens?

lusty ledge
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lemme check again

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tried so many different configs i can't remember which problem i was having

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lol

restive blade
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My current VR preview situation is to run my project off shared folder mapped to a drive letter and just open and close quickly

lusty ledge
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is that a solution for running two editors on the same computer?

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only been using UE4 for a few months and haven't been able to figure out how to network editor instances together

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without the builtin thing

sturdy coral
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you should be able to connect from the commandline I think

lusty ledge
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ok. so if i run with "dedicated server" checked the console window just doesn't find the HMD

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i'll try the dual-wield approach, see if i can't work that out

sturdy coral
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by console window you mean 2d window?

lusty ledge
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the standalone one

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or the separate one that is

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in the second instance it just won't pick up the HMD at all

restive blade
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naw crimsonzen... mine is newb method.. 😛

lusty ledge
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lol

restive blade
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I can't be bothered to do more complicated setup.. it's a loaner laptop with vr >.<

sturdy coral
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can you launch the uproject with a command line option to do dedicated

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then just do normal vr preview and connect by console?

lusty ledge
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haven't tried

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in principle, does that just keep a dedicated server running when the project gets opened?

sturdy coral
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yeah, like you can right click the uproject and do launch game and then still open the editor and launch

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so it would be similar, but with a dedicated server

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you wouldn't be able to debug the server blueprints in the editor though

lusty ledge
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that's nothing new, hah

sturdy coral
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just make a shortcut to the editor and as the first argument give it your uproject, second argument "-server"

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or make a .bat file

lusty ledge
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right

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i think i understand

sturdy coral
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yeah I just tried and I'm seeing the same thing as you with vr preview + dedicated

lusty ledge
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foooo intersectional bugs

sturdy coral
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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

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if you need to debug your server you could run it in editor and the vr thing outside of editor

lusty ledge
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dumb question: i come from webdev. do i need to worry about ports here

sturdy coral
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but looks like you can't blueprint debug both at once

lusty ledge
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or does it just somehow work magically

sturdy coral
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it should just choose the default port

lusty ledge
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i guess if only one thing is listening there's no conflict

sturdy coral
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yeah

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another way is to use the online session interface

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and that will use discovery similar to Apple's bonjour protocol thing

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just kind of multicast/broadcast on the local network to find each other

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but you can't do it as easily over the command line, you have to make some blueprints or c++

lusty ledge
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right

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i did things the hard way before. i put my laptop on a second steam account and got steam "join game" integration going, lol

sturdy coral
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yeah that's the session stuff

lusty ledge
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right

sturdy coral
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if you switch it to the null online subsystem instead of steam it will all work on one host

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I think with steam you have to have multiple hosts like you did

lusty ledge
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i threw in -nosteam and it launched

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let's see if i can connect to it from the editor

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everything's totally broken which means it works

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thanks so much!

sturdy coral
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np

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but yeah if you ever need to debug the server you can try the reverse

digital marlin
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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.

lusty ledge
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yeah i gotcha

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brent: yeah i have the same problem

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alt tab several times until everything is visible

sturdy coral
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make shims to make as much work in 2d as possible

digital marlin
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shims?

lusty ledge
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entry points so you can test with M+K

sturdy coral
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yeah, like you may not be able to get all the way to that point in the game with mouse and keyboard

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but make some way to put you directly there if appropriate

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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

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if you ever get to network testing you almost have to to keep your sanity

digital marlin
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Well, my setup at the moment is that I situate the VR HMD directly behind me at my sitting height

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and then I use the WASD keys to move about and can test grabbing etc.

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I call it Fat Ass VR(tm)

sturdy coral
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yeah and like even if your game isn't going to support seated

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put in some stuff to make it work in dev

digital marlin
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Yeah, doesn't matter. It's just testing the components.

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Would love the screen to not minimize when I launch VR for testing purposes

sturdy coral
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yeah you can modify the editor to do that

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I think there are some patches out there you can apply

digital marlin
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I gotta check them out

lusty ledge
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... damn. it stopped working for some reason

lusty ledge
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ah wait i guess that one time it worked i somehow stopped it from loading the steam subsystem

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phew

restive blade
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I'm going to submit to steam.. yay!

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is prepared to get slaughtered

lusty ledge
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glhf

restive blade
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glhf ?

odd garnet
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World record of being in VR?

lusty ledge
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good luck have fun

real needle
digital marlin
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oooohhhh

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Thanks man

real needle
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@digital marlin did you find any patches for the editor to not minimize?

digital marlin
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nah, but I haven't had time to really dig into it.

clever sky
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Ultrathin VR lenses coming sooner than we think?

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Well. Maybe gen 3 VR.

pearl tangle
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hah try 10 years maybe

clever sky
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Well, we've got green to blue with those lenses now. We only have a single color last year!

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Kinda hard to tell when the next breakthrough will come through, but this demonstrates a reasonably promising trend.

native cedar
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quality lens matched shading / multires with low screen percentage or aggressive lms/multires with high screen percentage

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that is the question

wicked oak
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equivalent

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but in general, more aggresive LMS/multires means more difference in resolution beetween center and edges

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if you dont care about peripheral vision, put it as aggresive and bump the resolution

native cedar
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Definitely, resolution bump and aggressive settings is the way to go for me

dusk vigil
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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.

mighty carbon
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Can I join remotely? :)

dusk vigil
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Like, not from the Nordic countries?

mighty carbon
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Oh, I thought you meant Nordic that owns Darksiders franchise

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Driving.. will ping you when I get to work

dusk vigil
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Yepa

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( Denmark, Finland, Iceland, Norway and Sweden ) in case somebody is unsure 🤖

native cedar
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is italy north enough?

dusk vigil
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Well, it IS north of the equator...

wintry escarp
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vr lenses would be much thinner if you had curved screens wouldn't they

wicked oak
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no

mighty carbon
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if they make lenses out of graphene, they could be thin 😃

split steeple
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@dusk vigil heya add me up please. Oslo here.

mighty carbon
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I hate UMG 😦

real needle
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one channel to far down perhaps, but i feel your pain

mighty carbon
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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

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it's about time

real needle
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can they replace it with a vive? 😄

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sorry 😛

wicked oak
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Lighthouse Oculus

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the dream

real needle
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truth

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anyway yea

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i actually come from flash too lol

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umg is not comparable at all

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if anything, maybe its a bit like flex

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but then yea, flex does 10fold

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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')

mighty carbon
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Slate has its own set of issues as I understand it

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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

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and afaik Slate is C++

real needle
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well theres plenty of UMG tuts around, so just try some ^^

mighty carbon
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I did

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and they just build stuff and explain how to script it

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the building part isn't clear

real needle
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having just quickly clicked trough 2 videos in that series, id say hes making a dynamic ui?

mighty carbon
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yeah

real needle
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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

native cedar
#

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?

mighty carbon
#

but the way he is making it... why use size box > canvas > ( (size box > button) + text ) when he could use canvas > ( button + text ) ?

real needle
#

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?

mighty carbon
#

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)

real needle
#

depends how you do it i guess

#

you could have some sort of helmet that doesnt perfectly follow your gaze

mighty carbon
#

well, if it's dead in the center, then it's fine 😛

real needle
#

and then project stuff on inside

#

well, make it look that way ^^

mighty carbon
#

but if you want it not to obstruct the view, then it doesn't really work

real needle
#

true

native cedar
#

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

sturdy coral
#

You can disable the custom LUT but I think there is always some form of tone mapping going from hdr to the screen

full junco
#

@mighty carbon UMG is super awesome

#

for both vr and non vr

mighty carbon
#

maybe

#

when you know what you are doing 😉

full junco
#

that's the case for all things

mighty carbon
#

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

full junco
#

it's same for umg

mighty carbon
#

(layout is what I mean, not BP code for UMG)

full junco
#

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

mighty carbon
#

yeah, I just started using it yesterday 😃

mighty carbon
#

gotta get crap load of USB ports 🙀

#

j/k

#

@wicked oak ^^

wicked oak
#

tracked gloves

mighty carbon
#

yeh

#

pretty cool

tawdry dragon
#

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

graceful junco
#

Use the length of the GetValidTrackedDeviceIds node with device type controller.

leaden jackal
#

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?

glossy agate
#

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.

ember kayak
#

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?

wicked oak
#

@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

leaden jackal
#

Good to know, thanks!

wicked oak
#

wow

#

the VRworks branch

#

im getting 3 MS basepass times down fromo 8 ms with multires and instanced stereo

mighty carbon
#

were you able to compile it after all ?

wicked oak
#

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

mighty carbon
#

I wonder if it runs as well on AMD as on Nvidia

#

try it with dynamic lighting 😃

wicked oak
#

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

mighty carbon
#

aren't you going to update your game with Nvidia branch ? (in the stores)

wicked oak
#

i cant

#

it will lock out AMD users

#

i need confirmation that it doesnt fuck AMD users

mighty carbon
#

yeah

#

that's what I was wondering about too

#

why not to provide it as additional launch option ?

real needle
#

@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

full junco
#

@wicked oak why multires and not lms?

mighty carbon
#

LMS gives him faster rendering than Multires + Instanced streo

real needle
#

We just got interviewed by Robert Scoble!

sturdy coral
#

raw data uses it with AMD users

#

if it is disabled it is supposed to have minimal impact

ember kayak
#

thanks @real needle simple but effective solution

real needle
#

VR makes you do things old school sometimes 😃

glossy agate
#

@real needle what was the interview about? Thats really cool!

real needle
#

@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 ^^

glossy agate
#

Awesome!

real needle
#

Pocketstrafe looks neat, I'm happy software like that and the OpenVR input emulator is coming along

#

@clever sky Have you tried Pocket Strafe?

real needle
#

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?

clever sky
#

@real needle nope. I bought it and tried to get it working... but couldnt figure it out. Refunded it 30 mins later

mighty carbon
#

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 😃

The Verge

If the partnership between Samsung and Six Flags to bring you VR roller coasters last year was too much virtual and not enough reality, you’re in luck. The two are collaborating again on a new ride...

wise thunder
#

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

clever sky
#

@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? 😛

pearl tangle
#

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

mighty carbon
#

oh, heh

clever sky
#

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).

pearl tangle
#

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
#

@real needle You can use "Play Haptic Effect" aswell. It'll future proof it and make it work on Oculus Touch as well

restive blade
#

Yeah... the term VR has been wrecked...

real needle
#

@real needle thanks for that!

mighty carbon
still frost
#

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?

granite jacinth
#

You should ask the guy himself?

#

He responds pretty quickly

#

@still frost either via PM or forum post

still frost
#

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

granite jacinth
#

?

#

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

still frost
#

Is learning BP in general help with VR's BPs/

restive blade
#

yes.

still frost
#

or is there a bit of a difference

#

hm mk

restive blade
#

BP is BP

still frost
granite jacinth
#

That's C++

still frost
#

or should i use epics basic bp's tutorial

#

he uses both*

granite jacinth
#

And won't really help you

#

Um

#

So

#

Do you have any programming experience?

still frost
#

he shows you basically when to use c++ and when to use bp for simple stuff

#

a bit of java

granite jacinth
#

Hmmm, so, imho, I would stay clear from C++ for awhile

#

Until you learn BP and the engine framework

#

Just get more comfortable first

still frost
#

understood and theres no 3rd party learning resource for begginer BP just epics youtube?

granite jacinth
#

You have literally like 10000000 videos out there

#

Just type this into Google : "UE4 (subject matter)"

still frost
#

hm alright thought there was a community favorite

#

or omsething

granite jacinth
#

But, yeah, you might as well go through all the intro tuts on the Epic site

#

A lot of it will be experimentation also

echo flax
#

here's a VR thing I'm making

granite jacinth
#

BTW @still frost , while we were talking I looked into what you were originally asking. Do you know what pawns and inputs are?

still frost
#

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

granite jacinth
#

heh

#

Okay, so did you even open the pawn BP?

still frost
#

on the open vr template

granite jacinth
#

sigh

#

Did you ever see this?

#

This is the Event Graph

#

Convoluted as it is

#

He has at least commented everything

still frost
#

hmm maybe i was looking at the wrong thing then

granite jacinth
#

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

still frost
#

gotcha i get it

real needle
#

@echo flax It's looking pretty good. Is there anything stopping you as a player from just stabbing them over and over again?

echo flax
#

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

echo flax
#

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

real needle
#

@echo flax I've honestly mocked most of the screenshots to get a good aspect ratio

echo flax
#

I'm currently torn between low-res ue4 mirrored thing or the steamvr display mirror (higher res but with warp)

real needle
#

@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

sturdy coral
#

@echo flax steam display mirror isn't warped, the circles are just the lens masked areas

glossy agate
#

@echo flax Did you make the VR window full screen? I just record fullscreen with OBS.

real needle
#

hm hmd mirror mode in console during runtime just hangs the preview window

#

forgot what the runtime commands are

sturdy coral
#

hmd mirrormode is broken on vive for whatever reason

#

you have to use hmd mirror instead I think

real needle
#

that one is not doing anything

#

hmmm this didn't use to be this hard

sturdy coral
#

yeah "hmd mirror 1" "hmd mirror 2" works for me

hard light
#

Mirror.modes don't work at all on the Vive

sturdy coral
#

"hmd mirrormode [anything]" blanks it out

#

and freezes things

hard light
#

I had to implement my own mirror mode

echo flax
#

yeah discovered that the hard way

#

no mirrormode on vive

glossy agate
#

What are you recording with?

echo flax
#

shadowplay

#

thinking about ducking across town to pubgames to record on oculus, where mirrormode works

glossy agate
#

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?

echo flax
#

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

glossy agate
#

You have a YT link? I have only seen the twitter and FB versions, and it seems like those downsample a lot

echo flax
#

nah, that's all i've got atm

#

just been uploading little snippets

#

i'm in australia so uploading to youtube can be arduous

real needle
#

@sturdy coral hmd mirror, that was it, thanks

echo flax
#

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

pearl tangle
#

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

echo flax
#

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

echo flax
#

weee

pearl tangle
#

yeah its not doing it in the steam vr environment. they are loading temporary levels EG. level streaming

echo flax
#

i'm prreeetttydaarnsuure they're doing it in the steamvr environment

#

it reverts to your steamvr controllers and background

#

iirc

pearl tangle
#

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

clever sky
#

@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?

tawdry dragon
#

Anyone here with some luck changing the Vives mirror mode to 16:9 fullscreen?

graceful junco
#

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.

tawdry dragon
#

yeah I have followed the guide on github, rebuilding now. Hopefully it goes alright 😃

tired tree
#

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

mighty carbon
#

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!

dusk vigil
#

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

clever sky
#

I installed Viveport so I could watch 'Pearl' 😛

mighty carbon
#

@wicked oak have you tried VMWorks branch with dynamic lights ?

wicked oak
#

no

mighty carbon
#

😦

wintry escarp
#

hmm oculus gloves

mighty carbon
#

yeah

real needle
#

lol wow, 30 cameras or what

sturdy coral
#

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;

real needle
#

@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

glossy agate
#

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

mighty carbon
#

lol

granite jacinth
#

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

mighty carbon
#

it's most likely true 😃

#

reminds me of those huge, brick-like cell phones

real needle
#

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

clever sky
#

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...

mighty carbon
#

is Carmack leaving Oculus ?

sturdy coral
digital marlin
#

Wouldn't surprise me RE: Carmack

#

The whole Zenimax thing probably requires heads to roll.

clever sky
#

@muchcharles#2724 So they're not far along with their computer side functionality? i.e. still using off the shelf engineering parts.

real needle
#

Lol @ Magic Leap, jesus christ, 4,5 billion later and they have pmuch nothing

restive blade
#

it looks pretty diff...

mighty carbon
#

HoloLens is maybe the best AR glass on the market nowadays and I had the pleasure to try it some months ago and to write an enthusiastic review about it. I was delighted by its capabilities, potent…

fresh laurel
#

CAST AR has solved this problem

#

the low FOV that is

#

but yeah

mighty carbon
#

I wonder what happens if Carmack leaves Oculus

fresh laurel
#

I do not think he is

mighty carbon
#

Samsung wouldn't approach him openly like that if they didn't know something

fresh laurel
#

Some samsung employee just reached out. He gave him his email. Polite way of telling them to bug off

#

My 2 cents

mighty carbon
#

Yeah, I hope that's the case

fresh laurel
#

Which to be honest Is kinda of unprofessonal of said Samsung employee

#

but yeah

mighty carbon
#

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

#

@tawdry dragon ^^

#

what's your take on it ?

granite jacinth
#

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.

mighty carbon
#

aye, the channel semi-dead though :/

granite jacinth
#

It doesn't need to be active 24/7

#

Via spamming of random news

lapis glen
#

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.

sharp swan
#

Hey, has anyone integrated TrackIR with UE4? Need some advice thanks.

sturdy coral
sharp swan
#

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.

wicked oak
#

i fully confirm single pass stereo works like a charm

uneven moon
#

I'm having a hard time importing video and using it as a media texture, can anyone help me out?

#

nvm figured it out ^^

heavy tiger
#

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.

granite jacinth
#

@heavy tiger ?

#

Why would you want double eyes?

heavy tiger
#

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.

granite jacinth
#

@heavy tiger screenshot?

#

I have no idea what you're talking about

heavy tiger
#

Is it possible to take a screenshot of what the headset is displaying?

granite jacinth
#

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

heavy tiger
#

It's being run through my headset.

#

I want the stereo view.

#

Let me try to get a screenshot.

granite jacinth
#

yea

#

that's what we all get

#

should be setting somewhere

heavy tiger
#

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.

digital marlin
#

Is it possible to take a SS at runtime without switching out of VR camera?

granite jacinth
#

hmm

#

probably in dev

#

`

#

screenshot

digital marlin
#

Yeah in dev is fine

#

At runtime though?

#

even via console, I get back the images as seen via the headset

granite jacinth
#

?

#

Ansel

#

Or whatever it's called from Nvidia

digital marlin
#

yeah tried that. No good for runtime.

granite jacinth
#

?

#

They have one specifically for VR

#

and plenty have been using it

#

so...

digital marlin
#

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.

heavy tiger
#

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.

digital marlin
#

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 ?

heavy tiger
#

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.

digital marlin
#

huh

#

yeah, that's really weird.

#

And has it been like that from the start or did you do something?

heavy tiger
#

I just started today, so from the beginning

#

just rebooted. Will see if it works.

digital marlin
#

nine times out of ten I find rebooting the vive will fix odd VR issues.

#

But ya gotta quit fully out of the editor.

heavy tiger
#

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/

digital marlin
#

8\

heavy tiger
#

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

stable shadow
stable shadow
#

anybody after a few hours ?

real needle
#

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

real needle
#

@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?

wicked oak
#

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

real needle
#

I thought the license were something like 70$

#

100$ now apparently

#

For indie license

real needle
mighty carbon
#

too bad UMG with transparency fucks up performance badly

#

gotta brainstorm optimizations

real needle
#

@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

mighty carbon
#

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

sharp swan
#

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

mighty carbon
#

hmm.. there are 2 layers - backing and icons over it. Maybe that's what kills performance

sharp swan
#

on the other hand though, performance within UMG can be a little slack in general unless it's gameplay sensitive.

mighty carbon
#

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

sharp swan
#

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

mighty carbon
#

aye, thanks

real needle
#

@mighty carbon Are you using forward or deferred?

#

You could play with the custom depth buffer if deferred

heavy tiger
#

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.

real needle
#

@heavy tiger And the game mode is applied in world settings?

heavy tiger
#

Both world and engine settings.

real needle
#

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)

heavy tiger
#

I see. Where is the setting for "Spawn if Colliding"?

#

@real needle

real needle
#

Just search for spawn in the details panel

#

Same for Pawn

heavy tiger
#

Ah, I don't have a player start.

real needle
#

😉

#

You can find it under Basic Actors in your Place Mode menu

heavy tiger
#

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.

real needle
#

Yes, if you have a player start

#

No on the placing a pawn there

sharp swan
#

if yoyu place a pawn in the level, you have to possess it manually

#

otherwise the default one will over-ride

real needle
#

You can also set the pawn in the world to have PlayerController 0 Auto Possess, also under details

heavy tiger
#

I put a Player Start object in the world and set it to always spawn. I am still being assigned the Spectator pawn.

real needle
#

Did you do the same setting for your pawn?

#

Under class defaults

heavy tiger
#

Ah! One sec.

#

I set the class default to Always Spawn but I am still getting spectator pawn.

#

@real needle

real needle
#

@heavy tiger What are you doing to indicate which pawn is spawned?

heavy tiger
#

Looking at the details panel

#

and also when the spectator pawn is spawned I cna fly around with WASD

#

I don't want that.

real needle
#

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

heavy tiger
#

Let me see

real needle
#

If that doesn't work then you should try to repro it with a fresh pawn in a fresh level

heavy tiger
#

I guess I'll have to do that.

#

Maybe this might be why:

real needle
#

Try the collision settings though

heavy tiger
#

One sec.

#

Let me try a fresh scene.

mighty carbon
#

@real needle I use Gear VR, so it's always forward.

graceful junco
#

Custom depth works with forward, too, btw.

mighty carbon
#

but, how does it tax performance on mobile?

sharp swan
#

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.

mighty carbon
#

custom depth is performance taxing on mobile afaik

sharp swan
#

yeah seems so. Requires mobile HDR which I guess adds a bit

mighty carbon
#

mobile HDR halves fps :/

#

(just by itself, without any rendering features enabled)

heavy tiger
#

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.

real needle
#

@graceful junco Did they patch that? It didn't when forward was released

graceful junco
#

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.

heavy tiger
#

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.

real needle
#

@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

heavy tiger
#

I have auto-posses player selected

#

The mouse controls are in a Playercontroller class. Is that incorrect?

real needle
#

You can do input events within playercontroller or pawn

#

Have you set your playercontroller class in your game mode?

graceful junco
#

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.

heavy tiger
#

@real needle Yes, I have it set to MouseBasedCharacterController.

real needle
#

@graceful junco Right, Stencil is Scene Depth

#

@heavy tiger Can't help you much more without access to the project at this point

heavy tiger
#

Drat.

real needle
#

I would try a complete fresh project, you might have done something

heavy tiger
#

Could something be blocking input events from my other controller?

real needle
#

Other controller?

heavy tiger
#

I mean, I have a single PlayerController class, MouseBasedPlayerController.

#

It's supposed to respond to click events, but now it's not doing so.

real needle
#

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

heavy tiger
#

How to I have a controller possess a pawn? Will it do so automatically when the player is possessed?

mighty carbon
#

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)

granite jacinth
#

@heavy tiger Please move your discussion over to #blueprint as it's not related to VR at all

#

You'll get better help there

echo flax
#

wahey

granite jacinth
#

@echo flax Nice stuff bro

echo flax
#

^____^

mighty carbon
#

woah, cool 😃

#

is it for Gear VR by chance? 😉

echo flax
#

nah, vive

#

gear vr doesn't have any way to do motion control does it?

mighty carbon
#

what PC do you have to run your project ?

#

seems like it would require a beast

echo flax
#

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

mighty carbon
#

min is i3, 8Gb, 970.. For Rift at least. I wonder how it would run on i3, 8Gb and 1060 6Gb

echo flax
#

ouch @ i3

mighty carbon
#

well, unless you are making for yourself or very niche market, I'd make sure it runs well on those min specs 😉

granite jacinth
#

?

#

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

mighty carbon
#

poor advice

granite jacinth
#

Nah

echo flax
#

...there's an official min spec for VR

granite jacinth
#

😃

echo flax
#

targeting below that would be stupid

granite jacinth
#

Agreed

#

Nvidia trolls though

#

Their min specs start with 1060

mighty carbon
mighty carbon
#

scroll down please and see min specs

granite jacinth
#

Fuck rifts

mighty carbon
#

NVIDIA GTX 1050Ti / AMD Radeon RX 470 or greater

granite jacinth
#

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

mighty carbon
#

Intel i3-6100 / AMD FX4350 or greater

granite jacinth
#

I still find Nvidia's troll min specs

#

But anyway

echo flax
#

i doubt it's cpu bound anyway

granite jacinth
#

VR?

#

Hm, both

echo flax
#

my vr game in particular

granite jacinth
#

Ah, probably not

echo flax
#

didn't know oculus's min spec was so low

#

seems dumb

granite jacinth
#

It is

mighty carbon
#

no, seems like very optimized software

granite jacinth
#

Don't spec that low

echo flax
#

unless an i3 is a lot more capable than last time i tried one

#

lmao wot

granite jacinth
#

You won't be getting 90FPS

echo flax
#

oculus's software has 0 to do with their min spec

mighty carbon
#

it actually has to do everything with it

#

specs were much higher until they implemented ASW

granite jacinth
mighty carbon
#

then specs went down

echo flax
#

that's what's stupid

granite jacinth
#

Funny ass shit

#

They are taking out the 900series out

#

of the equation

#

lol

echo flax
#

time warp shit is good for compensating for unexpected low framerates, it's not a reason to target lower framerates

granite jacinth
#

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

mighty carbon
#

@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)

echo flax
#

it doesn't run better, it just feels better with the same performance

granite jacinth
#

It runs at 45 FPS

#

and doubles it

#

And still has the perceived slowness

#

Since it still has to make up for the gaps

echo flax
#

relying on timewarp = terrible plan

#

also this happened

granite jacinth
#

lol

#

gj

mighty carbon
#

timewarp is smart

#

nothing at all is bruteforce

#

regardless, mass market will have lower end spectrum hardware

digital marlin
#

lol

#

How good

graceful junco
#

Wait what? If I switch between forward and deferred renderer unreal keeps the old compiled shaders. I thought the they would be discarded.

raven halo
#

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.

mighty carbon
#

@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

raven halo
#

@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

mighty carbon
#

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.

raven halo
#

ahhh gotcha. I mean, officially 960 with ASW is the minimum

#

but I whole hardheartedly agree with you

#

I think even the 960 minimum is ridiculous