#virtual-reality

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raven halo
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I think it could be much lower than that

digital marlin
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dumb q

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what's ASW?

raven halo
digital marlin
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Ah thanks.

mighty carbon
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$160

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I could have bought it today if I had Rift already ๐Ÿ˜ƒ

digital marlin
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not a bad price

mighty carbon
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vs $265 for 1060 and $400 for 1070

digital marlin
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I need to update my 970.

pearl tangle
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1050 is not really worthwhile getting for vr

mighty carbon
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Oculus says it is ๐Ÿ˜ƒ

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(assuming devs make games with 1050Ti in mind)

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otherwise, yeah, it's not

wintry escarp
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1050 was less than half the speed of my 780, I doubt ASW is that amazing

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since I keep getting told my 780 is shit

mighty carbon
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well, if a game is made for 1080 and you run it on 1050, then yeah, nothing will help you

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also, 780 is Kepler

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1050Ti is Pascal

wintry escarp
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but I don't think tricks make up for being 50% slower overall

mighty carbon
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from common man's perspective, there is no difference ๐Ÿ˜‰

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but I am sure lens matching shading won't run on 780

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for all I know 10-series are better for VR

native cedar
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did anyone play with this integration to get crispier images in vr?

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it implements smaa and makes it possible to use two types at once

wicked oak
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1050ti is not good for VR

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need 970 or 1060

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not all games implement the LMS instanced stereo tricks

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and ASW is obvious

mighty carbon
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If you aim at 1050Ti as baseline, you can sell a lot more copies

wicked oak
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no you cant

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becouse 1050ti is below recomended settings

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do you really think people will skimp on the GPU that much with a 800 dollar VR headset?

native cedar
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need data on how many 1050 VR users are out there

mighty carbon
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@wicked oak Oculus is the one recommending 1050Ti as min

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@native cedar maybe not a lot, since most people who has VR are devs.

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However, when it comes to getting new PC (or upgrading old one, assuming it can be upgraded), do you think people would rather spend $165 for 1050Ti which they can also use to play non-VR games easily, or 1070 that costs $400 ?

native cedar
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personally I'd go with 1060

wicked oak
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1060 no doubt

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its the one on the recomended settings and has the VRWorks stuff

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they will get a 1060 that you can buy for 200 dollars

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becouse its 50 dollars more than the 1050ti but FAAAAR stronger

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and whats 50 dollars when you are spending 800 on the headset + another bunch of money for the PC

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i dont even test on anything below my 970

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Oculus doesnt care of the min settings

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they care that your game runs at 90 fps on a 970

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if it does, then you are gold

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the minimum settings are PR only so they can sell cheaper prebuilts

full junco
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gpu is easily adjustable, you can always set the screen percentage to 50% for bad gpus and it will still run great

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minimum settings are allowed to look shitty

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but in trailers you should obviously show gtx 1080 graphics ๐Ÿ˜

wicked oak
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CPU is more important for VR ive been seeing

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90 fps are no joke

full junco
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my game probably needs i7 minimum, yeah

wicked oak
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mine is on the absolute edge

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becouse too many drawcalls

full junco
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and cpu is not really adjustable

wicked oak
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but then they say 2000 drawcalls in Bullet Train and it runs well for them :/

full junco
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you can't do anything to lower that without affecting gameplay

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@wicked oak Vulkan will fix that

wicked oak
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yeah

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if its as good as how ps4 runs GNM, then im all over it

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that moment where DWVR runs FASTER on ps4

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and then bottlenecks on the character movement logic

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its quite impressive. If they manage to get that same thing working on PC, for multithread renderthread

full junco
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they should

mighty carbon
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when you have family, you have different priorities (on top of that bills, debt, etc.) So if I wasn't devving and wanted VR, I'd go with 1050Ti, especially that I can play any game on the market using it.

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and where can you get 1060 for $200 ?!

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has anyone tried this one ?

stable shadow
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Finally I solved my Body Tracking problems but on a test character i need to run later on my final character with better performance, any body else needs that can watch this awesome guy videos, https://www.youtube.com/channel/UCRAf7dZULce8SRLa9TdgjNw

wicked oak
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i really want to get hold of an AR headset

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maybe next year

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when they are more developed

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i have lots of cool ideas to try

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including the obvious as hell idea of "literally anime yugioh"

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of a card game in AR where you spawn big monsters and stuff

mighty carbon
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sounds like a lot of those don't care to provide support for UE4 :/

wicked oak
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i wouldnt use ue4 for AR

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i really wouldnt

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maybe unity

mighty carbon
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that's for Gear VR

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pretty high quality game (or so it looks from the video)

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@wicked oak why not ?

wicked oak
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you need fancy shaders and strange light

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and ctotal and complete flexibilty

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i think Unity or rolling your own engine might work better on that

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you only need to render random meshes on some locations in the 3d world

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you could do that on vulkan directly and use very little power

mental chasm
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hai!1

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I was wondering, GEngine->HMDDevice->GetOrientationAndLocation doesn't seem to report the actual position of the camera, but rather the pawn location

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has anyone found a good fix for this?

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googling around now, but no dice so far

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maybe it would be easier to get the projection data and get the data from there

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just seems like something there is probably already and interface for though ๐Ÿ˜‰

graceful junco
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Are you talking about GetOrientationAndPosition? That get's the HMD location in local space of the pawn. You can tranform that to world space or you can take the actor location of the camera.

mental chasm
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oooh, it's in local space?

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xD

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well then

raven halo
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@wicked oak bullet train has 2000 draw calls? how many of those are batched? I'm pretty sure they are using ISMC

wicked oak
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says so on a document from them

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i dont know how becouse im having massive problems with 1000 drawcalls and super simple materials

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less than 1000 now that ive optimized with HLOD

ember kayak
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Has anyone come up with a method of determining the current lets say "relative" for now speed of the motion controllers during a given time period. I.E how fast are the motion controllers moving within the play space. I say relative speed because as an example it could be like a float between 1 to 100 or whatever measurement unit your function requires but the end goal is to somehow measure the speed at which the player is moving the motion controllers. Thanks in advance

graceful junco
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Each tick save the location of the motion controller. Take the current location - the previous location to get the traveled distance. Divide by delta time to get the speed.

ember kayak
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very simple approach thanks @graceful junco

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worked like a charm. Awesome thanks again.

sharp swan
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Do controllers not have a delta for movement?

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I mean the mouse does in respect to the cursor. I would think it's appropriate to have that for controllers too

mental chasm
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sigh

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no matter what I do, I cannot seem to get the actual position of the headset

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the reported location is always below me (actor location)

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tried to go via cameramanager, actor, GEngine->HMDDevice, rendering etc.

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I wonder what I'm missing...

ember kayak
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not sure @sharp swan ill investigate if i find anything i'll let you know.

sharp swan
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@mental chasm are you working with rift or vive?

granite jacinth
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Anyone ever get "blurred vision" almost like the there's a disconnect in the HMD?

sharp swan
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only when I smoke too much... erm... I mena no :p

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*mean

granite jacinth
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strange

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it's like a double vision almost

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only happens in ue4 project ๐Ÿ˜ฆ

sharp swan
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hmm double vision seems like objects being too close to camera and not getting the sterescopic effect, or in screenspace. Checked that?

granite jacinth
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It's not that

sharp swan
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had to ask ๐Ÿ˜ƒ

granite jacinth
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nothing's changed on my end in regards to programming

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So, I am wondering if it's some visual thing the artists did that's killing me

sharp swan
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got a screenie or not allowed?

granite jacinth
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it doesn't show up unless you're in the HMD

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which is the strange thing

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And only happens in UE4, I just tried out a few games in steam

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lol

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Yeah, something they did

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The reasoning behind the double vision is the sub 30FPS I am getting

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๐Ÿ˜‰

sharp swan
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doh

mental chasm
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@sharp swan Vive ๐Ÿ˜ƒ

sharp swan
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then its based on the Floor

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there will be an offset for the HMD

mental chasm
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oh, I should get the floor position?

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I see

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@sharp swan Any idea which property it is?

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Been digging in IHeadMountedDisplay.h for a good hour now ๐Ÿ˜ƒ

sharp swan
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god I haven't used a vive to develop with for about a year now. All I remember is the orientation is set to Floor for roomscale and EyeLevel for Rift style. Which means with Rift you get the camera location and rotation. However the Vive gets an offset from the floor.

mental chasm
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hm

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I'll just keep trying permutations for now

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guided by that hint ๐Ÿ˜‰

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the weird part is that it's offset by a very exact vector

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it really feels like it's some config value that I set when I configured the vive

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that I just need to access and add to my current position

granite jacinth
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When you almost throw up from your own game

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You know some things

wicked oak
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no, rift is also floor

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check SetTrackingOrigin

mental chasm
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@wicked oak I've tried the GetTrackingOrigin, and added that to the reported position

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in different combinations with actorlocation

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still offset below me though ๐Ÿ˜ฆ

granite jacinth
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This is what I am dealing with atm ๐Ÿ˜ƒ

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Too much shit rendering at the same time with instruction count omega op materials

tired tree
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How much of those non moving objects are you instancing / mesh combining Victor

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draw calls are a killer in VR if uninstanced, since you are doubling them

granite jacinth
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@tired tree At the moment, none ๐Ÿ˜‰

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But that's next on the list

glossy agate
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@granite jacinth Will the HLOD system from simplygone work for cutting down on draw calls?

granite jacinth
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Hmm, they might

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But these are not high poly stuff

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500 or less in most cases

glossy agate
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And maybe some level streaming could help break up the load?

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Yeah, but I think the HLOD system can put a handfull of meshes into one call, like one whole wall as a call instead of each modular piece.

wicked oak
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it also uses MASSIVE amounts of memory

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3 of the 3.5 gb of my game are due to HLOD

mighty carbon
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even with release build?

mighty carbon
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folks, does it make sense to release Early Access VR game on Gear VR or better release smaller scope (however small it is) final game and then build on top of that ?

digital marlin
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you guys ever lose one eye when doing a VR test? real painful.

pearl tangle
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lose it or close it?

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I would imagine losing an eye would be quite painful

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@mighty carbon I don't think early access makes much of a difference, if somebody is interested in buying it then I would say they would likely buy it as soon as its available. Just depends how bad your early access is if you lose potential customers or not, just gotta get it past a certain level of polish and capabilities first and you should be fine

digital marlin
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Well have it only display from one. I should say heh

full junco
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@digital marlin @pearl tangle ehm yeah, losing an eye when testing VR doesn't sound too good? ๐Ÿ˜ฎ

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when you mean losing the image on the screen, then why do you say losing an eye ๐Ÿ˜›

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@mighty carbon GearVR is probably a special market and most people here don't know it good enough to say much about it

pearl tangle
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motorsep is the only person on here that does gear vr dev im pretty sure

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oh actually there was 1 other guy who likes the mobile stuff

mighty carbon
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lol, yeah

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Norman3D is the other guy

tired tree
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PCVRMR

digital marlin
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haha sorry I mean when half the image doesn't render

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Actually it was worse, one half rendered unside down for some reason.

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It was like getting visually waterboarded.

pearl tangle
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hah yeah i remember getting that problem sometimes. usually the steam vr or oculus software going stupid. also got it on cardboard and gear vr occasionally too

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normally a restart fixes things up

heavy tiger
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When I started my VR project I don't think I picked scaleable 2D/3D for the configuration. What visual options should I change to improve VR performance.

sturdy coral
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@heavy tiger leaving it desktop instead of scalable is fine. open the post process volume and turn off ambient occlusion, fringe, lens flare, vignette, depth of field, film grain, and dirt mask. If you have baked lighting, turn on baked ambient occlusion in lightmass settings.

heavy tiger
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Thanks.

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The post process volume doesn't seem to have any of those options. Are they in project settings?

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whoops nevermind they were folded.

sturdy coral
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yeah they start folded

mighty carbon
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what a pain in the ass to deal with 3D widgets that need to be opaque and have no depth test :/

sturdy coral
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can't you change materials on 3d widgets now?

heavy tiger
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I'm not sure.

sturdy coral
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@mighty carbon or do mean depth test inside the material?

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in a masked material you can make a crude depth test with a distance field query

pearl tangle
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there is also just a button to change it to a scalable 2D 1 too

mighty carbon
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@sturdy coral mobile VR.. Needs to be opaque, fully rough and no depth test

pearl tangle
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yeah there are work arounds

mighty carbon
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I am doing some material hackery and it doesn't work well on UMG

pearl tangle
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even making a fade in/out effect is annoying for mobile vr since HDR doesn't work so you can't just use the sequencer fade

mighty carbon
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doing hackery with UMG being additive transparent, which is the cheapest out of all transparents, and then having a black backing with no depth material hack

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works, but bizarre setup

sturdy coral
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what are you using the depth test for?

mighty carbon
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well, if you place 3D widget component into player's BP and move it away from the camera, it will clip into world's geometry

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by disabling depth test you can move it as far as you want to - it will draw on top of everything

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for whatever reasons unknown to me Epic decided it's too much work to provide that option for opaque surfaces

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so my options are: 1. material hack (doesn't work well with UMG), 2. transparent material (slow on mobile), 3. render UMG widget into Stereo Layer (might be even slower than additive transparent material)

cobalt grove
digital marlin
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So Nvidia have a branch for Unreal 4 VR users?

still frost
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is mitch the vr guy in these parts?

heavy tiger
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How can I get the size and orientation of the chaperone bounds for steam VR?

granite jacinth
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@heavy tiger Get Bounds

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Not sure if they fixed it though

heavy tiger
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Of the bounds component itself?

granite jacinth
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@heavy tiger yup

heavy tiger
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Thanks.

cobalt grove
digital marlin
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hrmm

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One guy on reddit said it'd negatively impact AMD users - that true?

tawdry dragon
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Anyone here knows how to get the location of the center of play area

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I need to use this for my teleportation, so that where you point the teleporter, is actually where you are gonna end up(compesating your offset from the center of the play area)

real needle
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@tawdry dragon Get actor location

dusk vigil
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I'm getting some weird behaviors with VRPawn and Overlap events, like it will be spamming begin/end overlaps per frame. This is normal, just have to add a timelock, or is it a symptom of something else?

eternal inlet
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Seen that too

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Never found out why

dusk vigil
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annoying but such is life

eternal inlet
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Yeah

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I ended up moving components manually

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On tick

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Then the begin/end works

dusk vigil
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so, hang on.. you disconnect the collision component from the camera, and update it by hand?

eternal inlet
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Yeah

dusk vigil
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ok, sounds better than making kludgy stuff elsewhere. Thanks for the tip

eternal inlet
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Np

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Still suxx to have to do.. assume its a bug

dusk vigil
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definitely

dusk vigil
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It seems to work for me just by moving it from under VRCamera to under DefaultSceneRoot

native cedar
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so that hzb setupmips chewing 4ms frame time is legit or just a bug in-editor preview?

wicked oak
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in editor bug

radiant cairn
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Just checking: i dont have htc vive and that doesnt stop me from packaging my vr project?

real needle
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@radiant cairn Nope

radiant cairn
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Ofc if I dont have win8.1 sdk this wont work... #iamidiot

tired tree
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@digital marlin Guy on reddit was just trolling because of NVIDIA's past physx history, it doesn't cause 1/2 speed for AMD users. However last time I merged VRWorks they were not fully testing on AMD hardware and it WAS causing visual artifacts and crashes. Def test on AMD before switching if you intend to use it.

native cedar
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is it normal that no lens matched shading with sp 140 has worse performance than lens matched shading at 3 with sp 200?

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according to nvidia the number of pixels should be much less

tired tree
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it is significantly less

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in fact 3 has visual artifacts

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run one of the mirror modes that isn't cropped, one of the circle ones

native cedar
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I use lens matched at 2 for the build I am working on

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not noticing any artifact or quality loss compared to lms 1

tired tree
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you have to check peripheral vision, thats the whole point of lens matched.

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I think that vr.lensmatchedshadingrenderingresolution overrides screen percentage though, or at least it assumes SP of 100

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last I remember

native cedar
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r.screenpercentage does affect the rendering and performance when vr.lensmatchedshadingrendering is not 0

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140 doesn't seem to be enough for my project, but maybe I can go lower than 200

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perhaps 189

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180

tired tree
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I didn't say it didn't, it just has a different effect

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if renderingresolution is 0.75 then that 200 will be scaled

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you don't actually have 200 SP on the entire view

native cedar
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yeah yeah I just want high sp in the middle

tired tree
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thats how you get the extreme performance out of VRWorks though, renderingresolution, you sacrifice more edge clarity.

native cedar
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f edges โค

tired tree
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Think I used to play around with 0.6 rendering resolution and SP 300, no issues except in very edges of view

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but past 200 to maaaybe 250 SP doesn't really do much

tired tree
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can only pack so much in that pixel density

clever sky
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@mighty carbon I'm quite familiar with Ryan's work.

native cedar
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which variable do you use to affect renderingresolution?

mighty carbon
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@clever sky seems like he doesn't bob his head or anything weird like that

tired tree
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think its vr.lensmatchedshadingrenderingresolution because it was vr.multiresrenderingresolution

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type vr. in console and scroll through the options

clever sky
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The solution he shows off in that video definetly reads the head motion.

native cedar
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tried that, nothing useful I am actually considering withdrawing to multires. Are you using multires?

clever sky
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to determine speed of motion.

tired tree
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lens matched is a better multires, its based off of multires

raven halo
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Do we know what the percentage of VR players have an AMD graphics card? Are there any stats?

tired tree
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but no, i dropped testing VRWorks because it was broken for AMD and I got tired of fixing it

clever sky
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He's implemented an updated version that uses the vive controllers instead of the HMD - but it needs you to put the controllers in your pocket

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and also to use the Xbox gamepad to determine direction.

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Anyway, I provide Ryan with credit for giving me the impetus to start my own project. But his overall strategy is a none-starter IMO.

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i.e. he only wants to implement in-place locomotion with leg based trackers. Which will happen - but also only serve a niche of an already small market.

tired tree
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meh, its niche for now. He is looking down the road when everything has foot tracking

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don't think his system is intended to be used in its current state

mighty carbon
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hmm... weird. I just doesn't look like he is doing head bobbing in the video.. I figured if one can just jog in place without bobbing head or anything unnatural like that, it could be a good locomotion system.

clever sky
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Personally, looking down the road - it seems more than anything, there'll be a variety of systems with different specs.

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Whether that's after market stuff users add on themselves, or just competitor devices that cater to the LCD.

mighty carbon
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@raven halo Steam Hardware Survey ?

tired tree
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motorsep, you can, but he placed the controller in his belt, most won't want to do that

mighty carbon
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why not to keep it in the hand? What difference does it make anyway ?

tired tree
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he is "tracking" his waist bobbing instead of his head

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its kind of silly

clever sky
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@mighty carbon because he wants to use leg motion to drive the forward motion of the avatar.

tired tree
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for any current use

clever sky
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it's a closer analogue to human motion.

tired tree
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it would be great if the user didn't have to currently sacrifice a handfor it

clever sky
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2 hands

tired tree
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its the obvious choice with real waist tracking

clever sky
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Actually (leg tracking using two controllers) is not dissimilar to the idea of arm swingers.

mighty carbon
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I still think all that is gimmicky, least to say.. Teleport/dash is the way to go for now.

tired tree
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lol

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don't agree there

clever sky
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Ok.

mighty carbon
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or, need to have attachable soles or something with sensors that convert steps into motion

tired tree
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waist belt would be enough

mighty carbon
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not bobbing or anything, but pressure I guess

tired tree
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full foot tracking is the dream, but its not required for a significant improvement

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waist belt = real center of stance + bobbing + leaning support naturally

mighty carbon
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when VR is a ubiquitous as smartphone, then maybe all that will come around

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right now people are hesitant to buy HMD alone (because it needs pricey PC)

tired tree
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nah, the moment pucks go on sale i'm making one for my personal use

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i don't make games anyway

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:p

clever sky
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Far out.

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I knew the Rift had a smaller FOV.

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I just didn't realize it was that much smaller

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Maybe it's because I'm too used to my thin-foam Vive.

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I get really good FOV on that ๐Ÿ˜ƒ

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Had early testers complaining about cut off UI in that. So I moved the arrow indicator up.

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Well within a clear zone on the Vive (15 or so degrees above the bottom edge)

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And on the Rift, the same arrow without alteration gets the bottom 1/3rd cut off.

mighty carbon
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odd, as they suppose to have identical FOV

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(on the paper at least)

clever sky
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I think on paper the Vive is supposed to have 110 and the Rift 100

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Comparable.

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In practice, the Vive with Gear VR foam conforms much better to my face shape than the Rift with its more narrow angled facial interafce

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So I'm probably getting optimal FOV with the Vive and sub optimal with the Rift (110+ to 80-90 degrees).

mighty carbon
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has anyone tried LPV in VR ?

mighty carbon
wintry escarp
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very lisleading

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I suspect a ton of people got a free gearvr

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misleading

mighty carbon
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read it first

mighty carbon
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hmm.. today is only Tuesday, but this channel is already dead :/

sharp swan
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maybe nobody can see it because they have vr headsets on

mighty carbon
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lol, good point ๐Ÿ˜ƒ

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Discord needs VR plugin for UE4 !

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@wicked oak have you tried LPV in VR with LMS ? (not necessarily in your game, but maybe in a test scene?)

real needle
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that will let u drop any window in vr

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no keyboard support yet tho, it seems

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as in, steamvr's floaty keyboard*

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and/or whatever oculus has

mighty carbon
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what about non-open source VR desktops? Like this one http://store.steampowered.com/app/382110/

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real needle
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but you cant run those ontop of ue4 ๐Ÿ˜›

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youll get a floaty window with your ue4, and you (i assume) wanna be in vr ue4 and get floaty windows of other things (like discord)

mighty carbon
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@echo flax do you use LPVs in your game ?

echo flax
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not at the moment

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Just using dfao and movable lights atm

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Oh wait, the VR game? Nah just lightmass

mighty carbon
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ah, ok

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is LPV too performance draining ?

echo flax
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It's pretty cheap but arduous to get good results with

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Last time I checked it also only showed up in one eye in VR too but that was ages ago

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I had it set up pretty good in my stealth game a while ago but it not supporting point or spot lights was a big pain and it doesn't work on ps4

mighty carbon
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PS4 doesn't support LPV ? o.O ouch..

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says it works on PS3

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but maybe UE4's implementation doesn't work on consoles since it's unfinished ?

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oh well...

sturdy coral
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@mighty carbon ah, yeah stereo layer is preferable. It is an extra cost, but it is probably cheaper than the double transparency solution. It is also resolution independent so it always stays readable even if you are using dynamic resolution scaling. Mitch's Lab just put up an example of it on Youtube the other day. It also helps avoid temporal AA blur, but that isn't an issue if you are on mobile using forward rendering.

mighty carbon
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Currently I am using 1 additive transparency UMG 3D widget and backing plane (stretch quad mesh, 2 triangles) with depth hack dark material. Haven't nailed good depth hack value yet, but almost there. It seems to be almost as cheap as opaque 3D widget.

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I might give stereo layer a go, but I think it will be quite pricey as it involves using render to texture in order to have UMG widget showing in Stereo Layer

sturdy coral
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Yeah, unlit and additive is pretty cheap, but you will still be rendering the opaque background behind it with stereo layer or not

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@mighty carbon I think you have to render to texture either way

mighty carbon
#

no, Stereo Layer is opaque when using opaque UMG, but Stereo Layer has an option to disable depth test, even for opaque material/texture/UMG

#

if I simply use a plain texture, I just use it as is in Stereo Layer.. No need to render to texture. Otherwise I have to do some black magic o.O

sturdy coral
#

but UMG 3D widget itself has to get the UI into a texture somehow, right?

mighty carbon
#

no

#

it's a component

#

just add component to your BP actor, specify your UMG widget and bam! - you have 3D widget

sturdy coral
#

yeah but it still uses a texture underneath

mighty carbon
#

whatever is done under the hood doesn't matter

#

making UMG to show up in stereo layer isn't automatic thing.

sturdy coral
#

right, it is more implementation work

mighty carbon
#

you literally have to do some stuff to make it happen

sturdy coral
#

I just mean performance wise they are both rendering to a texture

mighty carbon
#

and that what makes it slow

#

(on mobile anyway, not on desktop VR)

sturdy coral
#

yeah, I haven't tried it or profiled or anything

#

but it shouldn't be a big difference as long as it isn't doing an extra copy of the texture somewhere or something

#

another thing you could do with perf is render an opaque unlit quad in the same place

#

won't help when your menu is showing up from behind the scene, but would when it isn't, which is probably the normal case

#

that should help whether using stereo layers or not

mighty carbon
#

Oh, for menu I'll just use standard opaque 3D widgets.

#

I am only struggling with this because it's HUD

#

I even contemplated making player toss a puck and have HUD pop out of it ๐Ÿ˜ƒ

#

and when player walks away, automatically fold and rubber band back to player

#

but it's just too much to mess with when you simply want to see what items you have or whatever

#

but it'd look cool ๐Ÿ˜ƒ

sturdy coral
#

yeah

mighty carbon
#

HUD in VR (Gear VR anyway) is awkward - resolution isn't high enough, FOV isn't wide enough

#

so HUD has to be pretty large and it can't be on the side of the view

#

and chromatic aberration doesn't help at all

full junco
#

well, solution is to make a game where you dont need a HUD

mighty carbon
#

you need HUD either way - inventory, health, armor, info, etc.

#

doesn't have to be attached to the view, but you need it

#

however minimalistic it is

#

or make experience where you just walk around and you don't get to have health, armor, can't pickup items, etc. ๐Ÿ˜ƒ

real needle
#

@fresh laurel i call hoax, gabe acknowledges the number 3, this cant be real

fresh laurel
#

We morn the death of a meme

#

๐Ÿ˜›

real needle
#

:L

deft badge
#

Hey everyone, I have some profiling questions:

#

I have 4 scenes in my forward rendered VR experience.

#

When doing GPU profiling (Stat GPU) on a development build (not in the editor) with lighting built.....

#

I see that translucency is eating up a decent chunk of my render budget. Cool, I can address that.

#

But the second heaviest item is [unaccounted]

#

How can I identify what [unaccounted] is?

#

Is there a better place to ask this? The forums?

raven halo
#

make a development build

#

and hook RenderDoc to it

#

it has been of way more help to me when profiling VR than the profileGPU

#

or the new stat gpu for that matter

fresh laurel
#

RenderDoc is love

#

RenderDoc is life

deft badge
#

@raven halo Thanks, will try

eternal inlet
#

anyone know of a good walk through for showing one camera in the hmd and a second one on a regular screen?

#

for ie. asymmetrical gameplay

native cedar
#

What are your Profiling tools? Has anyone tried Intel GPA profiler?

native cedar
#

lol I just realized asking a question about profiling right after a profiling discussion, sorry was having lunch and the idea crossed my mind so I shot

mighty carbon
#

๐Ÿ––

#

finally got depth hack tuned last night (hooked up touchpad swipes to be dynamically setting depth value and print that value in the 3D HUD). That saved me a ton of time on rebuilding and testing on Gear VR ๐Ÿ˜Š

native cedar
#

any good tutorial on this renderdoc thing?

#

what I liked about intel gpa is that you had this little graph with all the draw calls ordered in cost and by clicking on them you could see what a draw call was drawing

#

ok I checked some tutorial and it's just not working, no overlay, no captures

graceful junco
#

I was just checking out renderdoc as well. Are you guys using the renderdoc ue4 plugin? Cause I can't get it to compile.

native cedar
#

I just installed renderdoc x64 and tried hooking it up with different UE4 builds (various engine versions, development, shipping) but what happens is I hit capture and it's like just starting the game: no overlay, no api detected, nothing

#

hope the plugin fares better

mighty carbon
#

are there any most recent and well supported Project Tango plugins for UE4 ?

raven halo
#

There is a checkbox in RenderDoc that you need to make sure is checked when hooking

#

It something along the lines of "hook child windows"

mighty carbon
#

ooh, intriguing

native cedar
#

@raven halo thank you for the tip, I'll try it tomorrow

mighty carbon
#

BAM!

raven halo
#

I'm always scared to update :/

cobalt relic
#

You shouldn't. Use branches in your VCS

#

Do a 4.15 branch, do only "upgrade fixes" commits on the branch, do gameplay commits on master ; when you're confident the version is good, merge

mighty carbon
#

but it has monoscopic rendering for Gear VR @raven halo !

raven halo
#

I don't think I'll benefit from it. As my environments are mostly one single mesh, with an atlas and a single lighhtmap

#

For monoscopic to make sense you need to have quite a few assets in the level, or am I mistaken?

#

Also in using ES 3.1, I don't think it works for that

mighty carbon
#

ah, I see

#

yeah, I am pretty sure it's useful when there is a lot of geometry

tired tree
#

only if the distance in the level is enough that they can conjoin

#

its still a great feature though

sullen burrow
#

Oculus stubborn decissions not to support an SDK for osx sucks. I still have to go back n forth on bootstrap to work on my VR project

#

Seriously, reason to return the oculus and get a vive, but I hate vive's motion controllers.

mighty carbon
#

wait a bit

#

Vive is coming with new controllers and new tracking stations

#

maybe even this year

tired tree
#

and pucks

#

don't forget virtual hockey

mighty carbon
#

and maybe that will get Oculus to do something better !

tired tree
#

or dig a larger hole

#

who knows

mighty carbon
#

(I am still pro-Oculus not because of hardware, but also because of better managed store front )

#

if I would have been in business for enterprise or amusement parks, I'd go with Vive (with new controllers ๐Ÿ˜‰ )

wicked oak
#

@sullen burrow can you tell me any apple machine that CAN meet the requirements?

#

official one, not something like a hackintosh

sullen burrow
#

well I got the new 15" macbook pro, maxed out, it plays worderfully

wicked oak
#

lmao

#

that its nowhere near close to VR

tired tree
#

better managed store front with no cross compatibility...

wicked oak
#

its not even a strong laptop GPU, just the integrated

tired tree
#

okkkkkkk

sullen burrow
#

they have no idea. It plays magnifically

mighty carbon
#

lol, "Oculus ewwww" but "Apple is awesome" pffff

wicked oak
#

sure, come back when you can run Witcher 3 at ultra at 60 fps in 1080p

#

becouse thats the kind of power needed for VR

#

there is not a single apple machine that meets that power

sullen burrow
#

I am talking about developing, no lag

wicked oak
#

you need to test what you are developing

sullen burrow
#

of course there isn't one to play maxxed out games

wicked oak
#

wtf did you buy a mac for this

mighty carbon
#

@tired tree that's how it works well for business and nothing stops devs making several versions of the game, just like they have been doing for different platforms from the dawn of time

wicked oak
#

same price you get a brutal 1060 or similar laptop

sullen burrow
#

that's why I bought a GTX 980 Ti and waiting for my Thunderbolt 3 akitio node

wicked oak
#

and those CAN run Vr

#

and you think it will run in MacOS?

sullen burrow
#

I dont think, it runs

wicked oak
#

can you link me that?

sullen burrow
#

sure sec

wicked oak
#

with windows then yeah, but MacOS GPu drivers are made by Apple

#

thats why they are still on a 5 year old opengl

#

and no Vulkan support

sullen burrow
#

yeah, in windows with bootcamp

wicked oak
#

and Apple doesnt use Nvidia cards in any of their products

#

then why do you need oculus in OsX?

sullen burrow
#

unfortunatelly not anymore, but I am surprised with the new ATIs

wicked oak
#

you could have bought a laptop with a 1070 GPU for cheaper

sullen burrow
#

their support team does a great job updating drivers and supporting

wicked oak
#

and you dont need to have both things with the dodgy connection

sullen burrow
#

yes but my main job is graphic design, try illustrator, indesign, photoshop in Windows.. I used to.. never again

wicked oak
#

its the same software

#

but with a windows laptop you have 3 times the horsepower

sullen burrow
#

It crashes every hour. I know. I was a PC user my entire life

wicked oak
#

man you ate into mac marketing completely

#

the "macs for design" was more than 10 years ago

sullen burrow
#

no matter what, windows will crash. on osx, I don't remember my last restart

#

funny because it still crashes on windows 10

wicked oak
#

becouse macs had different hardware than pcs

#

now its the same thing

#

and the programs are the same

#

just compiled for a different OS, but the program is the exact same

sullen burrow
#

its not about the hardware. All these dumb dll files cause thousand of incompatibilities

wicked oak
#

no they dont

mighty carbon
#

lol, I am on Windows since i486DX and I don't see why graphic design people hate it..

wicked oak
#

the same thing is on apple

#

they just arent called dlls

mighty carbon
#

if you are devving for mass market, Windows is the way

sullen burrow
#

@mighty carbon only the one's not willing to pay for what makes them money. It's personal preference as well

mighty carbon
#

there is literally no difference making design on Apple or on Windows, given same screen and equal hardware.

sullen burrow
#

but for game dev. I so agree. Windows is the way to go

wicked oak
#

i dunno, but im sure apple is worse every year

#

for pcs

#

80something % of their profit is from the iphone

#

they dont give a shit about the pc market

mighty carbon
#

meh, politics and development don't go hand to hand

wicked oak
#

look at the last laptop

#

with the touchbar, and worse performance than the 2013 model

#

and 17 different dongles

#

meanwhile you can get a razer blade with a 1060 wich is one hell of a monster

#

for cheaper

steel marlin
#

hello
anyone here working with the htc vive?
I'm looking for a way to know wheter the HMD is on a head on not
any idea?

sullen burrow
#

I was considering not buying the macbook and get a pc laptop. They are freaking terrible design, heavy, not user friendly, MASSIVE. I don't need to carry that brick in my backpack. That's why I desided to go with apple, I hate apple since Jobs passed away

wicked oak
#

this one isnt

#

look at the pictures, and its 14 inches VR ready pc

#

with support for a 4k screen

sullen burrow
#

hell yeah, I saw everything, I bought my macbook 20 days ago. I searched everything. I wouldn't spent 3.250 if I didnt

wicked oak
#

you could have bought the high end model of this razer blade

#

wich comes with a 1080

#

on a thin laptop

mighty carbon
#

@steel marlin eveyone here is with HTC Vive (and I am with Gear VR)

steel marlin
#

ok, then, do you have a consistent way to check if the HMD is on head or not?

sullen burrow
#

I could, but in the same time I hate windows more than mac

mighty carbon
#

@sullen burrow can't you simply return your Apple laptop and get your money back ?

wicked oak
#

well, you are paying 2000 dollars for MacOS

sullen burrow
#

I am pretty excited about the mac, 4 Thunderbolt 3, battery lasts FOREVER. 4gb GPU, 16gb ram, 1tb ssd.. hell no

tired tree
#

@steel marlin not really, because most detection methods would trigger off of being in hands as well, you could have them have to look at something for a period

wicked oak
#

razer blade with 1060 GPU, 256 ssd, and an i7 is 1800 dollars

sullen burrow
#

hate the huge trackpad and the touchbar though. Both Unnecessary.

wicked oak
#

so you are literally paying 1500 for mac OS

#

anyway, Oculus will never add support for Mac OS

#

at least in the short term

#

there is not a single apple computer that has the power needed

#

even if you get a 5000$ desktop mac pro, still cant run VR

sullen burrow
#

auto boost to 3.4 GHz

#

and 4k screen

wicked oak
#

the razer goes to 3.6

sullen burrow
#

uncomparable

wicked oak
#

and also has 4k screen

#

main difference is having a waaaaay stronger GPU

sullen burrow
#

I would never get a windows laptop, I am always on the road. Need something slick with lots of battery

wicked oak
#

that is a logical use then

sullen burrow
#

and Akitio thunderbolt 3 nailed my game dev reqs

#

oh let me send you the link

#

It's huge, fits every card on the market.

wicked oak
#

but its easier to just get a laptop that has that integrated

#

and still need to use windows anyway for any gamedev

sullen burrow
#

there is another brand, BiZonbox, they basically copy Akitio..

#

yes, but I don't make money from game dev .. yet ๐Ÿ˜ƒ

#

I work full time on Graphic Design and web development

#

Windows don't help me anywhere on that. Antivirus and extra crap consume energy for no reason

tired tree
#

what

wicked oak
#

you dont need an antivirus

#

i dont use one

#

use Adblock and 99% of the virus are out

#

windows defender does the rest

sullen burrow
#

since when? did you try an antimalware open source to find out what's running on your pc?

#

give it a shot, you will be surprised

wicked oak
#

i did

#

no virus

#

1: i dont open random emails, and dont download random pdfs

#

2: i dont pirate

#

3: i use adblock

#

not a single virus in years

#

and i do scans from time to time

cobalt relic
#

Same here for the last decade

wicked oak
#

there are virus for mac do you know?

#

becouse i know mac fans that got infected

#

thinking they are inmune to virus

#

becouse you arent inmune to virus

#

at all

#

its just that you are the smaller market

sullen burrow
#

windows will always be full of open ports. Another thing I hate, on Windows 10, the power consumption for freaking unecessary services and submits on microsoft. Did you read about that? They snitch on literally EVERYTHING you do and search. It's now legitimately on Windows 10 core, there is no way to disable it

wicked oak
#

if i cared, i would use linux

#

do you think apple doesnt spy you?

cobalt relic
#

"open ports" lol

sullen burrow
#

no there aren't. You have to be an idiot to download a malware, add your user password to install it by yourself. Nothing runs on mac without using your password

cobalt relic
#

Same on Windows

sullen burrow
#

well, at least, they don't have a dedicated snitch installed on the core.. not yet..

wicked oak
#

they do

#

have you tried attaching a traffic meter to the router?

#

all the OS but linux do that

sullen burrow
#

actually no, I haven't

wicked oak
#

it gets them good data

#

they can use for different things

#

for example they autosend errors if the OS crashes, to have a log of problems to try to fix

cobalt relic
#

For the record I hate the way Microsoft tries to force telemetry onto us, but at least they are public about it and you can toggle most of it off.

sullen burrow
#

they all make their money by selling data... I hate this world. Gathering free info, sell them for gold

cobalt relic
#

Apple does it too (on iOS)

mighty carbon
#

were is our brave local VR police?! lol

sullen burrow
#

hahaha

cobalt relic
#

Anyway, let's discuss that on #lounge where it belongs

mighty carbon
#

did you come here to troll, @sullen burrow ?

sullen burrow
#

true true

#

hell no

cobalt relic
#

It's not like there is a brand new UE version to try

#

It's dark and full of regressions

sullen burrow
#

and would be awesome if someone is interested to make some cash to put it in the marketplace. There is nothing like that

rigid quiver
#

@eternal inlet I also am hopefully waiting for someone to know of an asymmetric gameplay tutorial.

sullen burrow
#

i guess @mighty carbon was looking for VR police but only likes to be a part of gossip conversations. I expressed a fact about VR and mac, everyone else was trolling on me, so I guess you got things wrong.

mighty carbon
#

we have a guy here who isn't mod, but comes down hard on anyone not talking about VR stuff directly... I am surprised he didn't show up for this multipage Apple nonsense ๐Ÿ˜†

sullen burrow
#

excuse me? Please scroll up and start this over, you definetely have no idea what you sayin

#

you guys asked me for my opinion, as a mac user, if it supports VR. Is it that difficult of a concept to understand the nature of this conversation and simply say sorry for your attitude ?

#

and I repeat myself, oculus rift, officialy does NOT support AMD Radeon Pro 460, but since it plays smoothly any type of game, and yes MAXED OUT, I can say that my experience with VR on a MacBook pro 15" 2016, is fantastic. Done.

#

and no, don't try to convince me about the opposite. I am not a child fooling around, I came here to share and get education on Unreal Engine. Don't be cocky, simply try to understand.

wicked oak
#

the 460 is below spec for VR

#

a 480 is fine

#

a 460 isnt

sullen burrow
#

right, from official reports. I personally use it and since my personal experience is different, I have to share it, right ?

mighty carbon
#

This was your first post: "Oculus stubborn decissions not to support an SDK for osx sucks. I still have to go back n forth on bootstrap to work on my VR project
Seriously, reason to return the oculus and get a vive, but I hate vive's motion controllers."

#

not "hey folks, I was using Rift on my Mac with this kind of hardware and it runs like a charm! "

wicked oak
#

i see linux oculus much more likely than mac oculus support

#

some people have gaming pcs on linux

#

there doesnt exist mac that can run oculus

#

its still not worth it for them

#

why bother with the 1%

#

when you can send resources to the 99%

tired tree
#

Think you guys are arguing different things here, he feels like it performs well, and to him it likely does, ASTW is going to be kicking in constantly for him so he likely doesn't notice an issue having not experienced it without it.

#

That being said, of course a rig that meets minimum specs would be far better

#

for devving, its probably "ok"

#

or at least..barely functional

mighty carbon
#

so why then complain about Oculus and their stance with OSX ?

tired tree
#

because he wishes it was on OSX....why do you complain about people and tools ignoring gearVR so much?

mighty carbon
#

well, Microsoft doesn't make apps for Linux, so...

granite jacinth
#

RAHHAHHAHHAHHAHAHAHAHAHAHAHAHHAHA

#

Stop talking about non-VR shit in here

#

@mighty carbon better?

tired tree
#

@granite jacinth You don't happen to be the guy that runs the Chicago UE4 group do you?

#

name sounds familier

mighty carbon
#

lol ๐Ÿ˜ƒ

#

so, back to AR - has anyone found working solution for Tango ?

mighty carbon
#

I wonder if they simply stop VR hand/sword from going trough the enemy, while you real hand keeps moving naturally

wicked oak
#

seems that they do it like in the VR Funhouse

#

there is no direct connection from hand to controller

#

the hand actually has physics

#

and foillows the controller

#

if you keep moving it, it will just fail to get there

#

and desync

#

did that REALLY need a full article?

#

i see absolutely nothing special there

#

melee looks nice, but only skeletons in a simple environment

#

i also see no movement in the videos

tired tree
#

yeah.,..the sword is just constrained to the hand in that video

wicked oak
#

wich is a very hard thing to do when doing melee combat

tired tree
#

you can see it flail around on impact against the hand

wicked oak
#

the bow looks exactly like in my DGN prototype video

#

i wonder why they made an article about it

tired tree
#

because its a common melee complaint and the devs are advertising themselves as fixing it...

wicked oak
#

but it desyncs

tired tree
#

they don't exactly have that much to write about

wicked oak
#

ive done that kind of melee myself

#

it also has massive issues with movement

#

and i mean massive

#

you cant do smooth movement with it

#

becouse you could make the sword get stuck into things

#

and then keep moving

#

also, teleporting would work

tired tree
#

well yeah, but then you either teleport it or auto drop

wicked oak
#

but what if you teleport too close to a skeleton?

#

what if you teleport in a way that the sword ends inside a wall?

#

thats why im skeptical when i saw that they didnt do movement in the video

tired tree
#

?

#

you check

#

back it out

#

i mean, everything has a solution man

wicked oak
#

sure, but its not that easy

#

VR melee has a absolutely massive amount of problems

#

and ive spent looooooots of time trying to get it working well

#

some systems were better other worse, but all had their downsides

#

one of the best swords is the raw data one

#

that one goes through everything

#

and only hits if velocity > something, with a time limit for the hits

#

of course, against such a sword, shields are completely useless

tired tree
#

?

wicked oak
#

ive also tried physically simulated swords, that bump into things, but that dont attach the hand to it

tired tree
#

then filter it by type

wicked oak
#

they had some physics problems, didnt feel as good

#

another mayor point of a fully physical sword + hand

#

it lags

tired tree
#

no, it only lags in blueprint

wicked oak
#

it does lag in movement

#

2 frames

#

instead of 0 like a fully attached hand

tired tree
#

it lags in late update, and time to update the physics thread

#

at most one update if you manage the late update

wicked oak
#

no, late update cant do anything with physics

tired tree
#

one frame

#

talking about visually

wicked oak
#

in fact, if you try to attach an object to a late updated motion controller, its physics will be buggy

#

it wont trigger overlap for example

#

nor Hit events

#

well, overlap can trigger, in some cases

tired tree
#

yeah and i solved that, by not attaching, and manually late updating

wicked oak
#

you cant manually late update, that thing is done inside the engine in the render thread

tired tree
#

....

#

not in blueprint you can't

mighty carbon
#

you need a large eccentric motor in the controller so it could knock your arm off when you hit something in VR ๐Ÿ˜›

tired tree
#

i don't use blueprint

#

i have custom controllers, that manage the late update as I want them too

wicked oak
#

interesting

tired tree
#

instead of relying on attachto

#

they also have arrays that anything inside of getting additionally added to late update

wicked oak
#

and how do you late update without attaching to a motion controller component

tired tree
#

i inject my lists of additionals into the component gathering step

wicked oak
#

are you sure it does late update properly?

tired tree
#

yesssss?

#

i've had it working for 7 months now

wicked oak
#

is there any visible difference if you do a late updated motion controller component with the hand on it?

tired tree
#

lots of debugging

wicked oak
#

ah, you made it before motion controller component was a thing?

tired tree
#

no, right after

wicked oak
#

interesting

tired tree
#

its that expansion plugin

#

on the forums

#

i initially fixed the ownership problem, and then moved on to a ton of other things

#

one was that

#

when the held object is in contact with something I turn off the late update addition, so it doesn't visually clip into geometry

mighty carbon
#

well, the way I see it, either let sword pass through objects in VR and have it in sync with real hand, or ... nothing else really

wicked oak
#

what is your game @tired tree ?

tired tree
#

No game

#

I just make the plugin

#

and another plugin, and another one

#

gotta have a hobby

mighty carbon
#

@tired tree can you make UE4 plugin for Tango ? ๐Ÿ˜Š

tired tree
#

i'm curious, does tango's plugin count as a standard tracker?

#

one guy was using my plugin with tango already, but I don't have one to see how it works

mighty carbon
#

there is this, but it sounds like it doesn't do much

#

what I am looking for is object tracking like in Blender https://vimeo.com/33283857 (but real-time of course) and ability to scan room, save reconstructed data and have AI navigate it (so AI can walk on your desk / floor / bed / PC rig / etc. and avoid obstacles and whatnot; look at the device if it's possible at all)

tired tree
#

yeah it doesn't use the built in motion component system

#

Source of that plugin is really lack luster as well

#

doesn't look like it was ever finished

mighty carbon
#

๐Ÿ˜ฆ

tired tree
#

was updated 4 days ago though

#

you sure its been dropped?

#

it has the tracking, and mesh reconstruction

mighty carbon
#

well, I am certain it was dropped by the original devs

#

and the person who forked it and updated it for UE 4.14 has no way to contact him/her

#

and I would have no clue how to work with that plugin to solve the tasks I have in mind (the ones I just described)

tired tree
#

looks to me like you just use the mesh reconstruction component and the object tracking component

mighty carbon
#

I see

#

I guess I gotta experiment and if it doesn't work - write off Tango phablet :/

surreal hearth
#

Anyone here with a Fove?

mighty carbon
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@tired tree btw, do you happen to know how it would work with Tango if stuff still needs to work offscreen when you move camera ? (for example, I'd scan the room, deal with Ai in one spot, then move camera to focus on another area and have AI catch up by having it walk offscreen into the area where camera focused at present)

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bah, there is only one Tango device and it has crappy specs ๐Ÿ˜ฆ

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Gotta wait for https://www.asus.com/us/Phone/ZenFone-AR-ZS571KL/ and hope it's not Verizon locked :/

dusky moon
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So tell me that 4.15 fixed the vive's square VR mirror ?! no ?! :/

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I believe we get Dynamic GI for VR sooner than that fix

tired tree
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@mighty carbon i'm sure you could probably build a map of the enviroment, it is one of the main selling features of project tango. But that plugin from what code I looked at looks like it just snapshots geometry from the point cloud, stitching it together is another matter entirely.

mighty carbon
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oh, damn ๐Ÿ˜ฆ

misty cloak
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Random question - I had a tester report to me that "BTW as a minor annoyance, Steam VR loads every time the game launches" and my game isn't intended to support VR. Is there some flag that might be turned on in UE that would make his software think that? I don't have any VR stuff to test.

mighty carbon
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well, I wonder if making Tango plugin more functional falls into your definition of hobby. @tired tree ๐Ÿ˜‰

graceful junco
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@misty cloak, just disable the VR plugins for the project. Then steamVR won't start.

misty cloak
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Ahhh, just found them

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Thanks HappyDay.

graceful junco
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Btw, you should go through the list of plugins and disable everything you don't need to make your shipped game as small as possible.

misty cloak
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Yeah I just did that ๐Ÿ˜ƒ

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Compiling to make sure I didn't break anything

pearl tangle
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@mighty carbon im going down to google to do a 2 day training course with the Tango so can probably let you know more details in a couple of weeks

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I have had the tango dev kit sitting on my desk for over a year and haven't done anything with it in unreal yet

tired tree
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@mighty carbon @pearl tangle Yea, there, bug Zoltan about it :p, I doubt i'll ever have a Tango to test with since I'm not interested in them at this time.

pearl tangle
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also @mighty carbon the tango API stuff will handle the room data, dunno if the plugin lets you access it via blueprints or not but it will definitely be there. It is part of the area learning api

mighty carbon
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@pearl tangle maybe you could convince Google to get into that UE4 plugin and make it fully functional ? (or roll out their own with full BP support) ๐Ÿ˜ƒ

mighty carbon
pearl tangle
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Epic actually had finished off the Tango plugin over a year ago, they were waiting on google to approve on their end the whole time

mighty carbon
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o.O

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@pearl tangle so, what's gonna happen to that plugin ?

pearl tangle
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no idea. I will chat with them about it and see what happens during the training thing. It's 1 day of Unreal and 1 day of Unity. Im also catching up with their head of creative technology on Monday too so might have a better idea then

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using the tango is pretty much the same as the hololens with the whole spatialization stuff too so you could always grab the microsoft fork of unreal which has UWP integration and throw in the hololens stuff to it

sturdy coral
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Does tango provide a live depth cloud too for moving objects, or only sort of reconstruction of a static scene?

pearl tangle
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it does everything in real time

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but that chews up a lot of performance to do that so normal way is to use area learning, do a full scan and establish its position and elements in the room and then do things with it. but you can walk into new areas on the fly just don't push things too much. same with the hololens

mighty carbon
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I got an idea I'd like to test before moving along with it (not a game), so I'd absolutely love getting working plugin for UE4

pearl tangle
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let me know what you are thinking at and I can let you know how the tech can handle it. Ive got tangos and hololenses and currently working on enterprise applications for them but doing the prototyping phase with VR due to the current tech constraints with the AR devices

mighty carbon
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more progress with my 3D HUD / inventory bar

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(there will be menu option to bring up HUD up automatically upon picking up an item, which is what currently shown; can be turned off)

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swiping Touchpad up and down raises/lowers HUD

winged shale
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I am the sad... my poor sweet boy was a Gigabyte P35x v4 CF1.. Died while updating the BIOS, just froze up while using GB's shitty software and that was it. No more display.
Anyway I am pretty sure about getting the MSI GS73VR 7RF (GTX 1060, Kaby Lake), anyone have any suggestions (VR-capable, good for dev on the go, light, etc.) or experience with MSI's GS (Ghost Pro/Stealth Pro) lines?

mighty carbon
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Asus here

winged shale
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which one (there are too damn many to count, which model)

mighty carbon
winged shale
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Oh lol I was talking about my laptop

mighty carbon
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oh, heh

winged shale
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I'm looking for a recommendation on VR laptops. I have a Gigabyte Gaming 7 Z170 in my desktop and I'm quite happy with it

pearl tangle
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i have an asus gx700 around here thats got the water cooling dock if you are using it as a desktop

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also got an alienware with a 1070 in it and another asus with a 1070 in it. Only came with 8gb ram and shitty hdd but the motherboard can handle pci-e drive and more ram so upped it to 32gb.

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also got a zotak magnus 1070 that performs better than all of those for vr

winged shale
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are any of those actually mobile or are they just 'portable'

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I'm looking at the MSI GS series 17 inch because they're .7 inches thick and weigh 5.3 pounds

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I go between home and office frequently and it's a mile walk uphill and up stairs some places

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and I'll use it both places

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*for VR, that is

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and development, and content creation, and etc.

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also holy dick butt the GX700

pearl tangle
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yeah gx700 not so portable but it comes with a wheely bag hah

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if you don't need the display and battery than the magnus zbox is the best performing. but the other asus 1 i have does a decent job, gets thermally throttled a lot faster though and doesn't perform as well as the zbox. im waiting for their water cooled magnus en1080 to get back in stock

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just definitely go for a 1070, 1060 gets too little performance

winged shale
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Really? Even though it is at 980 GTX level?

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I have been working on a 1080 for a while so maybe I've completely forgotten the woes of working on a 970

pearl tangle
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yep exactly

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970s are really still not great for VR, and if you are going for a machine you can't upgrade then it's worth getting what you need

winged shale
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true

pearl tangle
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and in a laptop it doesn't come out in reality to actually match a desktop 980 due to the thermal throttling

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so on paper it seems fine, in practice there is quite a bit of differenece

winged shale
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but I still really like the form factor of the MSI GS73VR, and I haven't seen a laptop that is that portable with a 1070 yet, though it is rumored that the GS73 will be getting a 1070 refresh this month

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also I'll be repasting through HIDevolution with their Coollaboratory metal thermal interface

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hnnnnnnng

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it's a priority that I don't spend too much money, since this is replacing my every-day carry laptop

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which died

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which really means that I'm buying one device that will serve my mobile purposes

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the Magnus boxes are sexy, but expensive, and I need to find a screen when I use one

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plus I still have the desktop to work on at home with the 1080

unique notch
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Does 4.15 add in key / value arrays? I read that somewhere but can't find anything on it.

sturdy coral
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mitch just told me 4.15 might break his way of getting low-latency update and physics at once =/

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"BugFix: Fixed an issue where simulated bodies could have their transforms changed during simulations."

unique notch
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crap

pearl tangle
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yeah look on the blog post it's the MAPS stuff

native cedar
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huge fan of rick and morty

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I think I've seen every episode at least 3 times

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I'd love to see what they do. Accounting's narrative is compelling

steel marlin
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hello there, is there any way to know if the hmd is on use (e.g. on the head)?

fresh laurel
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@steel marlin - You can have it detect if there is an HMD enabled or pluged in. Not sure if you can detect it on the head of a person.

fresh laurel
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@steel marlin - I am not a vr dev Yet. So I would ask around

steel marlin
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me neither ๐Ÿ˜ƒ but I need to be for a project ๐Ÿ˜ƒ I'm coming from the web (three.js) and openframeworks, so it's the first time I use UE and I like it so far

fresh laurel
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oh nice

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@steel marlin Have you tried unreal.js ?

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If not

steel marlin
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nope, I saw it, and I felt like I should use unreal the plain way

fresh laurel
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Alright

steel marlin
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but maybe I'm wrong, I'll check unreal.js again

fresh laurel
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Unreal Js is a very useful tool if you are familar with JS ๐Ÿ˜ƒ

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ยฏ_(ใƒ„)_/ยฏ

wicked oak
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@winged shale i have one of those ultrahuge laptops with a 1070

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its a goddamn beast

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and runs VR better than my desktop with a 970

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downside is a nonexistant battery life unless you set everything to minimal power

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and the fact that its a huuuuge laptop

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there is a razer one that has a 1080 in a low profile laptop

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its also like 4k dollars

native cedar
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how I feel about vr laptops is 1060 is absolute winner here

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meets the minimum specs on a low consume piece

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I've seen vr laptops go as low as 1300 euros with that thing.

wicked oak
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definitely

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1060 laptop is a great thing

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and it also runs VR

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kind of the absolute limit, but it does run it

native cedar
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45fps all life

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#team45

dusky moon
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Guys is there any good source to know more about MSAA+Forward rendere's workflow ?! I just switched my VR project to it and I totally can't stop using it! mostly because of Text readibility ... but there should be some workarounds to avoid Aliasing with MSAA ?!

pearl tangle
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the asus 1 that I have with a 1070 in it is a decent size. its a 15" 1 too

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was decently cheap too because the other specs in it were shit for ram and HDD but it's the same motherboard as the 1 that costs an extra grand and you just swap them out

#
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the asus GX700 was $6000 SGD when I got it, like $4500 usd

steel marlin
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hello there again

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I read this:

VREvent_TrackedDeviceUserInteractionEnded - The user hasn't triggered the proximity sensor in long enough that the system believes the HMD is no longer being worn. The timeout here is currently 10 seconds, but this could change.

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so is there a way to catch the VREvent_TrackedDeviceUserInteractionEnded event in a blueprint?

tired tree
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@steel marlin Those events are already in use by SteamVRHMD and the VREditor works with them. But they aren't open to blueprint. You can make a blueprint node that calls GEngine->HMDDevice->GetHMDWornState(), which is what I will be adding now that you made me think about it. ๐Ÿ˜‹

steel marlin
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@tired tree โค

mighty carbon
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Inside HMD the bar is literally barely fit between the sides of the view, but on the video it has a lot of space.

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what do you think ?

clever sky
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@wicked oak I ended up getting an Asus Rog with a 1070. It's pretty swank. But the battery is really lol. I played enter the gungeon for about 30 minutes before realizing it was off power. It had 30 mins left on battery when I checked.

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But then, it's not a real laptop so much as it is a conveniently portable VR machine.

mighty carbon
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bring a car battery and a power converter with you ๐Ÿ˜›

clever sky
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I wonder how long the car battery would last.

mighty carbon
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well, you can run a small fridge for a few hours from car battery. I suspect you can at least get a few hours from it running laptop ๐Ÿ˜ƒ

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depends on the battery too

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but, if we are talking about trade shows, wouldn't they have a power outlet ?

clever sky
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Yes.

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Well, you'd expect, otherwise it wouldn't be much of a show.

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I mean, I like the idea of having a car battery on emergency for VR anywhere gaming.

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But I'm hard pressed to figure out a practical reason for it ๐Ÿ˜›

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Go on a road trip but still have a hankering for high end VR.

mighty carbon
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yeah.. and if you have Tesla, you shouldn't worry about power ๐Ÿ˜›

clever sky
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Can you use the Tesla to power appliances?

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I mean, I know it has a huge battery

mighty carbon
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you can use it to power an entire house

clever sky
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But does it actually have the interface to charge/run normal outlet devices easily/safely

mighty carbon
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(I don't know if that option made it out of experimental, speaking in UE lingo ๐Ÿ˜› )

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Any car has 12V power outlet. Just plug power converter to it and you have 110V (or whatever common voltage your country has) outlet

clever sky
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A cursory google search seems to say, no dice.

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Fair enough. I wonder if that outlet will allow for sufficient power draw for a gaming laptop

tired tree
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car batteries can power a laptop for a long ass time

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you would want deep cycle though likely

clever sky
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why's that?

tired tree
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handles long term large discharge way better

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standard starter batteries are intended for temporary bursts.

clever sky
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Ah ok.

tired tree
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any time you want to add additional electrical capacity to a car you generally get a deep cycle

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radio / electronics / w/e

clever sky
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Handy to know ๐Ÿ˜ƒ Cheers.

mighty carbon
tired tree
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I used to have that exact battery in my car enthusiast youth, its great. Its a C20 66 Amp Hour battery, so it was testing fully discharged over 20 hours at 66 amps. 12v to 120v at 5 amps (max for gaming PC usually, so will be less than this) is around 55 amp load. So the battery "should" last more than 10 hours to half charge (you don't want to take them below 45% if you can help it to prolong their life).

mighty carbon
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(I know the game isn't VR, but 360 deg. video is a must for VR games)

hard light
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why is 360 degree video a must for VR games?

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It's not like players have a 360 degree field of view

wicked oak
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@clever sky you can power a home with a Tesla

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its some of the features they have talked about

glacial cedar
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because you can use a VR headset for the commercial, get a taste of the experience before having the product

wicked oak
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i dont know if its online or not

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but the idea is to use the car to grab energy overnight, and then use it on daytime

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becouse that way, you get the energy for cheaper if you have those kind of energy plans

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pretty sure that with the amount of energy a Tesla can hold, you can power a VR ready laptop for quite a while

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maybe a whole day?

sturdy coral
wintry escarp
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360degree is a waste of bandwidth, I don't care whats behind me

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just do the 180 in front

sharp swan
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cool Mitch wrote a book !

restive blade
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lol.. why do 3D / programing books always have those super boring covers hehe... suppose it makes them easy to spot.... bland!

lusty ledge
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anyone know if the new Force Feedback Component attenuates left and right controllers separately?

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i haven't gotten home to try it on my vive but my hopes are not up

digital marlin
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360 is all about context IMO

glossy agate
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@lusty ledge if you expand the node with the dropdown button it should have checkboxes to let it know which controller to affect.

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The one I use is the dynamic force feedback that has those options.

fresh laurel
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@sturdy coral That is awesome. Going to pick it up when i can

lusty ledge
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@glossy agate right - but what if I had a campfire that emits haptics depending on which hand is actually near or inside it?

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Is the attenuation based on the position of each Motion Controller Component?

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Or are they both linked to a single Character?

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Guess I'll find out when I get home

glossy agate
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Its just a bool for the small and large servos in the controller, so you can use that instead of the checkboxes

lusty ledge
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yeah, i've seen that... it's not really built for VR lol

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it works but you still have to do a whole bunch of stuff manually

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i was kind of hoping the new force feedback component would alleviate some of that. but if it attenuates based on the position of a character's "force listener" (e.g. a camera) as opposed to a listener on each of that character's hands, then it's not going to be very useful for hi-fi haptics

pearl tangle
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yay I managed to get accepted to get 1 vive tracker

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not quite the 4 that I was hoping for but still better than nothing! ๐Ÿ˜ƒ

sturdy coral
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Nice, I'm waiting to hear on one

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I've got a couple old original dev kit controllers that have dongles that I can use wirelessly, but I wanted the camera mount for some mixed reality stuff

real needle
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@pearl tangle Nice, grats

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Yeah I was hoping for a couple as well, but it seems like they're producing a very limited amount so getting 1 should make you happy :b

restive blade
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yeah... a tad hard to get currently ๐Ÿ˜›

pearl tangle
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Only 2300 devs applied apparently and they have 1000 of them

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I got straight on the phone with HTC to make sure I could at least get 1 because I want it for a project that's happening end of March so couldn't really wait

real needle
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We developed one of the showcase apps for it so should see one soon ๐Ÿ˜‰ Only had my hands on one for a couple hours

pearl tangle
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I have a bunch of the controller's around that works with the wifi dongle but still better to have these. I'm surprised they didn't just let you have 1 since the gun controller is exactly what you need

real needle
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They needed all of them for CES afaik

pearl tangle
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yeah isn't that where you were showing it?

real needle
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Yup, but we don't make the hardware. I believe hardware folks got it

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Our rifle still works with a controller

pearl tangle
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how are those guys doing with their new gun on indiegogo anyways? I assume they changed it around so that all the controls go via the tracker API instead of their own?

real needle
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That's a different gun

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They cancelled the campaign

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I don't think they knew about the tracker (and neither did we when they launched)

pearl tangle
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ah, were they not getting much traction on it or just wanted to do a new 1 once they knew about the trackers?

heavy tiger
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What is the best way to do UI in VR? A widget that renders to a texture?

real needle
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@pearl tangle You made me write an email, because I actually don't know atm

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@heavy tiger It depends, if you can make it 3d, make it 3d! If not, then 3dwidget components are great

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If I were making a game with planets then I'd love for my minimap to be a holographics display of the planet for example