#virtual-reality
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Ah thanks.
not a bad price
vs $265 for 1060 and $400 for 1070
I need to update my 970.
1050 is not really worthwhile getting for vr
Oculus says it is ๐
(assuming devs make games with 1050Ti in mind)
otherwise, yeah, it's not
1050 was less than half the speed of my 780, I doubt ASW is that amazing
since I keep getting told my 780 is shit
well, if a game is made for 1080 and you run it on 1050, then yeah, nothing will help you
also, 780 is Kepler
1050Ti is Pascal
but I don't think tricks make up for being 50% slower overall
from common man's perspective, there is no difference ๐
but I am sure lens matching shading won't run on 780
for all I know 10-series are better for VR
did anyone play with this integration to get crispier images in vr?
it implements smaa and makes it possible to use two types at once
1050ti is not good for VR
need 970 or 1060
not all games implement the LMS instanced stereo tricks
and ASW is obvious
If you aim at 1050Ti as baseline, you can sell a lot more copies
no you cant
becouse 1050ti is below recomended settings
do you really think people will skimp on the GPU that much with a 800 dollar VR headset?
need data on how many 1050 VR users are out there
@wicked oak Oculus is the one recommending 1050Ti as min
@native cedar maybe not a lot, since most people who has VR are devs.
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 ?
personally I'd go with 1060
1060 no doubt
its the one on the recomended settings and has the VRWorks stuff
they will get a 1060 that you can buy for 200 dollars
becouse its 50 dollars more than the 1050ti but FAAAAR stronger
and whats 50 dollars when you are spending 800 on the headset + another bunch of money for the PC
i dont even test on anything below my 970
Oculus doesnt care of the min settings
they care that your game runs at 90 fps on a 970
if it does, then you are gold
the minimum settings are PR only so they can sell cheaper prebuilts
gpu is easily adjustable, you can always set the screen percentage to 50% for bad gpus and it will still run great
minimum settings are allowed to look shitty
but in trailers you should obviously show gtx 1080 graphics ๐
my game probably needs i7 minimum, yeah
and cpu is not really adjustable
but then they say 2000 drawcalls in Bullet Train and it runs well for them :/
you can't do anything to lower that without affecting gameplay
@wicked oak Vulkan will fix that
yeah
if its as good as how ps4 runs GNM, then im all over it
that moment where DWVR runs FASTER on ps4
and then bottlenecks on the character movement logic
its quite impressive. If they manage to get that same thing working on PC, for multithread renderthread
they should
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.
and where can you get 1060 for $200 ?!
The Meta 2 development kit enables you to create holographic apps, tools, and experiences. The headset displays holograms and digital content, and comes with a software development kit (SDK) built on top of Unity, the most popular 3D engine in the world. The Meta 2 includes: Meta 2 headset SDK to build and share AR apps and experiences Meta 2 Tech Specs 2550x1440 resolution (60 Hz refresh rate) 90ยฐ field of view (largest of any headset) for a more immersive AR experience Four speaker near-ear audio system N...
has anyone tried this one ?
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
i really want to get hold of an AR headset
maybe next year
when they are more developed
i have lots of cool ideas to try
including the obvious as hell idea of "literally anime yugioh"
of a card game in AR where you spawn big monsters and stuff
sounds like a lot of those don't care to provide support for UE4 :/
that's for Gear VR
pretty high quality game (or so it looks from the video)
@wicked oak why not ?
you need fancy shaders and strange light
and ctotal and complete flexibilty
i think Unity or rolling your own engine might work better on that
you only need to render random meshes on some locations in the 3d world
you could do that on vulkan directly and use very little power
hai!1
I was wondering, GEngine->HMDDevice->GetOrientationAndLocation doesn't seem to report the actual position of the camera, but rather the pawn location
has anyone found a good fix for this?
googling around now, but no dice so far
maybe it would be easier to get the projection data and get the data from there
just seems like something there is probably already and interface for though ๐
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.
@wicked oak bullet train has 2000 draw calls? how many of those are batched? I'm pretty sure they are using ISMC
says so on a document from them
i dont know how becouse im having massive problems with 1000 drawcalls and super simple materials
less than 1000 now that ive optimized with HLOD
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
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.
very simple approach thanks @graceful junco
worked like a charm. Awesome thanks again.
Do controllers not have a delta for movement?
I mean the mouse does in respect to the cursor. I would think it's appropriate to have that for controllers too
sigh
no matter what I do, I cannot seem to get the actual position of the headset
the reported location is always below me (actor location)
tried to go via cameramanager, actor, GEngine->HMDDevice, rendering etc.
I wonder what I'm missing...
not sure @sharp swan ill investigate if i find anything i'll let you know.
@mental chasm are you working with rift or vive?
Anyone ever get "blurred vision" almost like the there's a disconnect in the HMD?
hmm double vision seems like objects being too close to camera and not getting the sterescopic effect, or in screenspace. Checked that?
It's not that
had to ask ๐
nothing's changed on my end in regards to programming
So, I am wondering if it's some visual thing the artists did that's killing me
got a screenie or not allowed?
it doesn't show up unless you're in the HMD
which is the strange thing
And only happens in UE4, I just tried out a few games in steam
lol
Yeah, something they did
The reasoning behind the double vision is the sub 30FPS I am getting
๐
doh
@sharp swan Vive ๐
oh, I should get the floor position?
I see
@sharp swan Any idea which property it is?
Been digging in IHeadMountedDisplay.h for a good hour now ๐
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.
hm
I'll just keep trying permutations for now
guided by that hint ๐
the weird part is that it's offset by a very exact vector
it really feels like it's some config value that I set when I configured the vive
that I just need to access and add to my current position
@wicked oak I've tried the GetTrackingOrigin, and added that to the reported position
in different combinations with actorlocation
still offset below me though ๐ฆ
This is what I am dealing with atm ๐
Too much shit rendering at the same time with instruction count omega op materials
How much of those non moving objects are you instancing / mesh combining Victor
draw calls are a killer in VR if uninstanced, since you are doubling them
@granite jacinth Will the HLOD system from simplygone work for cutting down on draw calls?
And maybe some level streaming could help break up the load?
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.
even with release build?
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 ?
you guys ever lose one eye when doing a VR test? real painful.
lose it or close it?
I would imagine losing an eye would be quite painful
@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
Well have it only display from one. I should say heh
@digital marlin @pearl tangle ehm yeah, losing an eye when testing VR doesn't sound too good? ๐ฎ
when you mean losing the image on the screen, then why do you say losing an eye ๐
@mighty carbon GearVR is probably a special market and most people here don't know it good enough to say much about it
motorsep is the only person on here that does gear vr dev im pretty sure
oh actually there was 1 other guy who likes the mobile stuff
PCVRMR
haha sorry I mean when half the image doesn't render
Actually it was worse, one half rendered unside down for some reason.
It was like getting visually waterboarded.
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
normally a restart fixes things up
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.
@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.
Thanks.
The post process volume doesn't seem to have any of those options. Are they in project settings?
whoops nevermind they were folded.
yeah they start folded
what a pain in the ass to deal with 3D widgets that need to be opaque and have no depth test :/
can't you change materials on 3d widgets now?
I'm not sure.
@mighty carbon or do mean depth test inside the material?
in a masked material you can make a crude depth test with a distance field query
there is also just a button to change it to a scalable 2D 1 too
@sturdy coral mobile VR.. Needs to be opaque, fully rough and no depth test
yeah there are work arounds
I am doing some material hackery and it doesn't work well on UMG
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
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
works, but bizarre setup
what are you using the depth test for?
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
by disabling depth test you can move it as far as you want to - it will draw on top of everything
for whatever reasons unknown to me Epic decided it's too much work to provide that option for opaque surfaces
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)
Hey guys, if any of you do VR in UE4 you need to know about this special version of it that can do the full Nvidia VRWorks library https://www.reddit.com/r/Vive/comments/5tw73c/ue4_vr_devs_if_you_waiting_for_an_invitation_to/
So Nvidia have a branch for Unreal 4 VR users?
is mitch the vr guy in these parts?
How can I get the size and orientation of the chaperone bounds for steam VR?
Of the bounds component itself?
@heavy tiger yup
Thanks.
To be able to view the branch, you will have to do this https://www.unrealengine.com/ue4-on-github
I believe you need to download this special branch, compile a UE4 editor with it from M$ Visual Studio (.NET), import your game and then export using this special compiled version of UE4. And check these boxes (the red rectangle) http://imgur.com/a/NTK6W
Anyone here knows how to get the location of the center of play area
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)
@tawdry dragon Get actor location
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?
annoying but such is life
so, hang on.. you disconnect the collision component from the camera, and update it by hand?
Yeah
ok, sounds better than making kludgy stuff elsewhere. Thanks for the tip
definitely
It seems to work for me just by moving it from under VRCamera to under DefaultSceneRoot
so that hzb setupmips chewing 4ms frame time is legit or just a bug in-editor preview?
in editor bug
Just checking: i dont have htc vive and that doesnt stop me from packaging my vr project?
@radiant cairn Nope
Ofc if I dont have win8.1 sdk this wont work... #iamidiot
@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.
is it normal that no lens matched shading with sp 140 has worse performance than lens matched shading at 3 with sp 200?
according to nvidia the number of pixels should be much less
it is significantly less
in fact 3 has visual artifacts
run one of the mirror modes that isn't cropped, one of the circle ones
I use lens matched at 2 for the build I am working on
not noticing any artifact or quality loss compared to lms 1
you have to check peripheral vision, thats the whole point of lens matched.
I think that vr.lensmatchedshadingrenderingresolution overrides screen percentage though, or at least it assumes SP of 100
last I remember
r.screenpercentage does affect the rendering and performance when vr.lensmatchedshadingrendering is not 0
140 doesn't seem to be enough for my project, but maybe I can go lower than 200
perhaps 189
180
I didn't say it didn't, it just has a different effect
if renderingresolution is 0.75 then that 200 will be scaled
you don't actually have 200 SP on the entire view
yeah yeah I just want high sp in the middle
thats how you get the extreme performance out of VRWorks though, renderingresolution, you sacrifice more edge clarity.
f edges โค
Think I used to play around with 0.6 rendering resolution and SP 300, no issues except in very edges of view
but past 200 to maaaybe 250 SP doesn't really do much
@clever sky https://www.youtube.com/watch?v=HO_JGtub5T8
can only pack so much in that pixel density
@mighty carbon I'm quite familiar with Ryan's work.
which variable do you use to affect renderingresolution?
@clever sky seems like he doesn't bob his head or anything weird like that
think its vr.lensmatchedshadingrenderingresolution because it was vr.multiresrenderingresolution
type vr. in console and scroll through the options
The solution he shows off in that video definetly reads the head motion.
tried that, nothing useful I am actually considering withdrawing to multires. Are you using multires?
to determine speed of motion.
lens matched is a better multires, its based off of multires
Do we know what the percentage of VR players have an AMD graphics card? Are there any stats?
but no, i dropped testing VRWorks because it was broken for AMD and I got tired of fixing it
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
and also to use the Xbox gamepad to determine direction.
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.
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.
meh, its niche for now. He is looking down the road when everything has foot tracking
don't think his system is intended to be used in its current state
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.
Personally, looking down the road - it seems more than anything, there'll be a variety of systems with different specs.
Whether that's after market stuff users add on themselves, or just competitor devices that cater to the LCD.
@raven halo Steam Hardware Survey ?
motorsep, you can, but he placed the controller in his belt, most won't want to do that
why not to keep it in the hand? What difference does it make anyway ?
@mighty carbon because he wants to use leg motion to drive the forward motion of the avatar.
for any current use
it's a closer analogue to human motion.
it would be great if the user didn't have to currently sacrifice a handfor it
2 hands
its the obvious choice with real waist tracking
Actually (leg tracking using two controllers) is not dissimilar to the idea of arm swingers.
I still think all that is gimmicky, least to say.. Teleport/dash is the way to go for now.
Ok.
or, need to have attachable soles or something with sensors that convert steps into motion
waist belt would be enough
not bobbing or anything, but pressure I guess
full foot tracking is the dream, but its not required for a significant improvement
waist belt = real center of stance + bobbing + leaning support naturally
when VR is a ubiquitous as smartphone, then maybe all that will come around
right now people are hesitant to buy HMD alone (because it needs pricey PC)
nah, the moment pucks go on sale i'm making one for my personal use
i don't make games anyway
:p
Far out.
I knew the Rift had a smaller FOV.
I just didn't realize it was that much smaller
Maybe it's because I'm too used to my thin-foam Vive.
I get really good FOV on that ๐
Had early testers complaining about cut off UI in that. So I moved the arrow indicator up.
Well within a clear zone on the Vive (15 or so degrees above the bottom edge)
And on the Rift, the same arrow without alteration gets the bottom 1/3rd cut off.
I think on paper the Vive is supposed to have 110 and the Rift 100
Comparable.
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
So I'm probably getting optimal FOV with the Vive and sub optimal with the Rift (110+ to 80-90 degrees).
has anyone tried LPV in VR ?
read it first
hmm.. today is only Tuesday, but this channel is already dead :/
maybe nobody can see it because they have vr headsets on
lol, good point ๐
Discord needs VR plugin for UE4 !
@wicked oak have you tried LPV in VR with LMS ? (not necessarily in your game, but maybe in a test scene?)
@mighty carbon https://github.com/Hotrian/OpenVRDesktopDisplayPortal
that will let u drop any window in vr
no keyboard support yet tho, it seems
as in, steamvr's floaty keyboard*
and/or whatever oculus has
what about non-open source VR desktops? Like this one http://store.steampowered.com/app/382110/
or this one http://store.steampowered.com/app/457550/ ?
but you cant run those ontop of ue4 ๐
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)
@echo flax do you use LPVs in your game ?
not at the moment
Just using dfao and movable lights atm
Oh wait, the VR game? Nah just lightmass
It's pretty cheap but arduous to get good results with
Last time I checked it also only showed up in one eye in VR too but that was ages ago
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
oh.. hmm... I saw this https://forums.unrealengine.com/showthread.php?130970-Dynamic-GI-Getting-the-Most-out-of-LPV-(-Light-Propagation-Volume- and I figured it would look good in VR
PS4 doesn't support LPV ? o.O ouch..
says it works on PS3
but maybe UE4's implementation doesn't work on consoles since it's unfinished ?
oh well...
@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.
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.
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
Yeah, unlit and additive is pretty cheap, but you will still be rendering the opaque background behind it with stereo layer or not
@mighty carbon I think you have to render to texture either way
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
but UMG 3D widget itself has to get the UI into a texture somehow, right?
no
it's a component
just add component to your BP actor, specify your UMG widget and bam! - you have 3D widget
yeah but it still uses a texture underneath
whatever is done under the hood doesn't matter
making UMG to show up in stereo layer isn't automatic thing.
right, it is more implementation work
you literally have to do some stuff to make it happen
I just mean performance wise they are both rendering to a texture
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
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 ๐
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 ๐
yeah
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
well, solution is to make a game where you dont need a HUD
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. ๐
@fresh laurel i call hoax, gabe acknowledges the number 3, this cant be real
:L
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?
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
@raven halo Thanks, will try
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
What are your Profiling tools? Has anyone tried Intel GPA profiler?
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
๐
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 ๐
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
I was just checking out renderdoc as well. Are you guys using the renderdoc ue4 plugin? Cause I can't get it to compile.
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
are there any most recent and well supported Project Tango plugins for UE4 ?
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"
ooh, intriguing
@raven halo thank you for the tip, I'll try it tomorrow
I'm always scared to update :/
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
but it has monoscopic rendering for Gear VR @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
only if the distance in the level is enough that they can conjoin
its still a great feature though
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.
wait a bit
Vive is coming with new controllers and new tracking stations
maybe even this year
and maybe that will get Oculus to do something better !
(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 ๐ )
@sullen burrow can you tell me any apple machine that CAN meet the requirements?
official one, not something like a hackintosh
well I got the new 15" macbook pro, maxed out, it plays worderfully
better managed store front with no cross compatibility...
its not even a strong laptop GPU, just the integrated
okkkkkkk
they have no idea. It plays magnifically
lol, "Oculus ewwww" but "Apple is awesome" pffff
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
I am talking about developing, no lag
you need to test what you are developing
of course there isn't one to play maxxed out games
wtf did you buy a mac for this
@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
same price you get a brutal 1060 or similar laptop
that's why I bought a GTX 980 Ti and waiting for my Thunderbolt 3 akitio node
I dont think, it runs
can you link me that?
sure sec
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
yeah, in windows with bootcamp
and Apple doesnt use Nvidia cards in any of their products
then why do you need oculus in OsX?
unfortunatelly not anymore, but I am surprised with the new ATIs
you could have bought a laptop with a 1070 GPU for cheaper
their support team does a great job updating drivers and supporting
and you dont need to have both things with the dodgy connection
yes but my main job is graphic design, try illustrator, indesign, photoshop in Windows.. I used to.. never again
It crashes every hour. I know. I was a PC user my entire life
man you ate into mac marketing completely
the "macs for design" was more than 10 years ago
no matter what, windows will crash. on osx, I don't remember my last restart
funny because it still crashes on windows 10
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
its not about the hardware. All these dumb dll files cause thousand of incompatibilities
no they dont
lol, I am on Windows since i486DX and I don't see why graphic design people hate it..
if you are devving for mass market, Windows is the way
@mighty carbon only the one's not willing to pay for what makes them money. It's personal preference as well
there is literally no difference making design on Apple or on Windows, given same screen and equal hardware.
but for game dev. I so agree. Windows is the way to go
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
meh, politics and development don't go hand to hand
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
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?
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
this one isnt
look at the pictures, and its 14 inches VR ready pc
with support for a 4k screen
hell yeah, I saw everything, I bought my macbook 20 days ago. I searched everything. I wouldn't spent 3.250 if I didnt
you could have bought the high end model of this razer blade
wich comes with a 1080
on a thin laptop
@steel marlin eveyone here is with HTC Vive (and I am with Gear VR)
ok, then, do you have a consistent way to check if the HMD is on head or not?
I could, but in the same time I hate windows more than mac
@sullen burrow can't you simply return your Apple laptop and get your money back ?
well, you are paying 2000 dollars for MacOS
I am pretty excited about the mac, 4 Thunderbolt 3, battery lasts FOREVER. 4gb GPU, 16gb ram, 1tb ssd.. hell no
@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
razer blade with 1060 GPU, 256 ssd, and an i7 is 1800 dollars
hate the huge trackpad and the touchbar though. Both Unnecessary.
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
the razer goes to 3.6
uncomparable
I would never get a windows laptop, I am always on the road. Need something slick with lots of battery
that is a logical use then
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.
but its easier to just get a laptop that has that integrated
and still need to use windows anyway for any gamedev
there is another brand, BiZonbox, they basically copy Akitio..
yes, but I don't make money from game dev .. yet ๐
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
what
you dont need an antivirus
i dont use one
use Adblock and 99% of the virus are out
windows defender does the rest
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
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
Same here for the last decade
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
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
"open ports" lol
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
Same on Windows
well, at least, they don't have a dedicated snitch installed on the core.. not yet..
they do
have you tried attaching a traffic meter to the router?
all the OS but linux do that
actually no, I haven't
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
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.
they all make their money by selling data... I hate this world. Gathering free info, sell them for gold
Apple does it too (on iOS)
were is our brave local VR police?! lol
hahaha
did you come here to troll, @sullen burrow ?
It's not like there is a brand new UE version to try
It's dark and full of regressions
so back on vr, do you think that keyboard worth editing to use with oculus touch ? I am trying to create this VR keyboard for user input. http://tomofnz.wixsite.com/tomofnz/single-post/2016/12/04/UE4-VR-KEYBOARD-WIDGET-SWITCHER
and would be awesome if someone is interested to make some cash to put it in the marketplace. There is nothing like that
@eternal inlet I also am hopefully waiting for someone to know of an asymmetric gameplay tutorial.
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.
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 ๐
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.
right, from official reports. I personally use it and since my personal experience is different, I have to share it, right ?
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! "
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%
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
so why then complain about Oculus and their stance with OSX ?
because he wishes it was on OSX....why do you complain about people and tools ignoring gearVR so much?
well, Microsoft doesn't make apps for Linux, so...
RAHHAHHAHHAHHAHAHAHAHAHAHAHAHHAHA
Stop talking about non-VR shit in here
@mighty carbon better?
@granite jacinth You don't happen to be the guy that runs the Chicago UE4 group do you?
name sounds familier
I wonder if they simply stop VR hand/sword from going trough the enemy, while you real hand keeps moving naturally
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
yeah.,..the sword is just constrained to the hand in that video
wich is a very hard thing to do when doing melee combat
you can see it flail around on impact against the hand
the bow looks exactly like in my DGN prototype video
i wonder why they made an article about it
because its a common melee complaint and the devs are advertising themselves as fixing it...
but it desyncs
they don't exactly have that much to write about
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
well yeah, but then you either teleport it or auto drop
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
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
?
ive also tried physically simulated swords, that bump into things, but that dont attach the hand to it
then filter it by type
they had some physics problems, didnt feel as good
another mayor point of a fully physical sword + hand
it lags
no, it only lags in blueprint
it lags in late update, and time to update the physics thread
at most one update if you manage the late update
no, late update cant do anything with physics
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
yeah and i solved that, by not attaching, and manually late updating
you cant manually late update, that thing is done inside the engine in the render thread
you need a large eccentric motor in the controller so it could knock your arm off when you hit something in VR ๐
i don't use blueprint
i have custom controllers, that manage the late update as I want them too
interesting
instead of relying on attachto
they also have arrays that anything inside of getting additionally added to late update
and how do you late update without attaching to a motion controller component
i inject my lists of additionals into the component gathering step
are you sure it does late update properly?
is there any visible difference if you do a late updated motion controller component with the hand on it?
lots of debugging
ah, you made it before motion controller component was a thing?
no, right after
interesting
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
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
what is your game @tired tree ?
No game
I just make the plugin
and another plugin, and another one
gotta have a hobby
@tired tree can you make UE4 plugin for Tango ? ๐
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
@tired tree https://github.com/unktomi-g/ProjectTangoPlugin
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)
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
๐ฆ
was updated 4 days ago though
you sure its been dropped?
it has the tracking, and mesh reconstruction
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)
looks to me like you just use the mesh reconstruction component and the object tracking component
I see
I guess I gotta experiment and if it doesn't work - write off Tango phablet :/
Anyone here with a Fove?
@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)
bah, there is only one Tango device and it has crappy specs ๐ฆ
Gotta wait for https://www.asus.com/us/Phone/ZenFone-AR-ZS571KL/ and hope it's not Verizon locked :/
ZenFone AR is the worldโs first smartphone with Tango and Daydream by Google. Tango is an exciting new augmented reality (AR) technology that changes the way you interact with the world and expands your vision. And with Daydream, you can experience high-quality, immersive virtual reality (VR) with your phone. Its high-resolution WQHD display makes real and virtual environments come to life, and the optimized Qualcomm Snapdragon 821 processor delivers smooth performance for both AR and VR.
So tell me that 4.15 fixed the vive's square VR mirror ?! no ?! :/
I believe we get Dynamic GI for VR sooner than that fix
@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.
oh, damn ๐ฆ
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.
well, I wonder if making Tango plugin more functional falls into your definition of hobby. @tired tree ๐
@misty cloak, just disable the VR plugins for the project. Then steamVR won't start.
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.
@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
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
@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.
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
@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) ๐
Carmack's critique, if anyone interested https://www.facebook.com/permalink.php?story_fbid=1919971264904048&id=100006735798590
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
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
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
Does tango provide a live depth cloud too for moving objects, or only sort of reconstruction of a static scene?
it does everything in real time
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
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
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
more progress with my 3D HUD / inventory bar
(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)
swiping Touchpad up and down raises/lowers HUD
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?
Asus here
which one (there are too damn many to count, which model)
Oh lol I was talking about my laptop
oh, heh
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
i have an asus gx700 around here thats got the water cooling dock if you are using it as a desktop
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.
also got a zotak magnus 1070 that performs better than all of those for vr
are any of those actually mobile or are they just 'portable'
I'm looking at the MSI GS series 17 inch because they're .7 inches thick and weigh 5.3 pounds
I go between home and office frequently and it's a mile walk uphill and up stairs some places
and I'll use it both places
*for VR, that is
and development, and content creation, and etc.
also holy dick butt the GX700
yeah gx700 not so portable but it comes with a wheely bag hah
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
just definitely go for a 1070, 1060 gets too little performance
Really? Even though it is at 980 GTX level?
I have been working on a 1080 for a while so maybe I've completely forgotten the woes of working on a 970
yep exactly
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
true
and in a laptop it doesn't come out in reality to actually match a desktop 980 due to the thermal throttling
so on paper it seems fine, in practice there is quite a bit of differenece
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
also I'll be repasting through HIDevolution with their Coollaboratory metal thermal interface
hnnnnnnng
it's a priority that I don't spend too much money, since this is replacing my every-day carry laptop
which died
which really means that I'm buying one device that will serve my mobile purposes
the Magnus boxes are sexy, but expensive, and I need to find a screen when I use one
plus I still have the desktop to work on at home with the 1080
Does 4.15 add in key / value arrays? I read that somewhere but can't find anything on it.
mitch just told me 4.15 might break his way of getting low-latency update and physics at once =/
"BugFix: Fixed an issue where simulated bodies could have their transforms changed during simulations."
crap
yeah look on the blog post it's the MAPS stuff
huge fan of rick and morty
I think I've seen every episode at least 3 times
I'd love to see what they do. Accounting's narrative is compelling
hello there, is there any way to know if the hmd is on use (e.g. on the head)?
@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.
thx @fresh laurel that's what I think too, according to https://docs.unrealengine.com/latest/INT/BlueprintAPI/SteamVR/index.html and https://docs.unrealengine.com/latest/INT/BlueprintAPI/Input/HeadMountedDisplay/index.html
@steel marlin - I am not a vr dev Yet. So I would ask around
me neither ๐ but I need to be for a project ๐ 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
nope, I saw it, and I felt like I should use unreal the plain way
Alright
but maybe I'm wrong, I'll check unreal.js again
@winged shale i have one of those ultrahuge laptops with a 1070
its a goddamn beast
and runs VR better than my desktop with a 970
downside is a nonexistant battery life unless you set everything to minimal power
and the fact that its a huuuuge laptop
there is a razer one that has a 1080 in a low profile laptop
its also like 4k dollars
how I feel about vr laptops is 1060 is absolute winner here
meets the minimum specs on a low consume piece
I've seen vr laptops go as low as 1300 euros with that thing.
definitely
1060 laptop is a great thing
and it also runs VR
kind of the absolute limit, but it does run it
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 ?!
the asus 1 that I have with a 1070 in it is a decent size. its a 15" 1 too
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
ASUS STORE, Intelยฎ Coreโข i7 quad-core processor and with discrete NVIDIAยฎ GeForce GTX1070, 802.11ac 2x2 WiFi, Bluetooth 4.0, USB Type-C Gen 2, Up to 5 hours battery life, Red-backlit scissor-switch keys offering 1.6mm travel distance for tactile keystrokes, 15-inch G-SYNC panel with wide 160ยฐ viewing angles and Windows 10 pre-installed, 0.94 inches thick and 4.9 pounds for superior portability
the asus GX700 was $6000 SGD when I got it, like $4500 usd
hello there again
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.
so is there a way to catch the VREvent_TrackedDeviceUserInteractionEnded event in a blueprint?
@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. ๐
@tired tree โค
Inside HMD the bar is literally barely fit between the sides of the view, but on the video it has a lot of space.
what do you think ?
@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.
But then, it's not a real laptop so much as it is a conveniently portable VR machine.
bring a car battery and a power converter with you ๐
I wonder how long the car battery would last.
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 ๐
depends on the battery too
but, if we are talking about trade shows, wouldn't they have a power outlet ?
Yes.
Well, you'd expect, otherwise it wouldn't be much of a show.
I mean, I like the idea of having a car battery on emergency for VR anywhere gaming.
But I'm hard pressed to figure out a practical reason for it ๐
Go on a road trip but still have a hankering for high end VR.
yeah.. and if you have Tesla, you shouldn't worry about power ๐
you can use it to power an entire house
But does it actually have the interface to charge/run normal outlet devices easily/safely
(I don't know if that option made it out of experimental, speaking in UE lingo ๐ )
Any car has 12V power outlet. Just plug power converter to it and you have 110V (or whatever common voltage your country has) outlet
A cursory google search seems to say, no dice.
Fair enough. I wonder if that outlet will allow for sufficient power draw for a gaming laptop
car batteries can power a laptop for a long ass time
you would want deep cycle though likely
why's that?
handles long term large discharge way better
standard starter batteries are intended for temporary bursts.
Ah ok.
any time you want to add additional electrical capacity to a car you generally get a deep cycle
radio / electronics / w/e
Handy to know ๐ Cheers.
Jet is a shopping site dedicated to saving you more money. Everyday low prices are just the start โ our prices drop even lower as you shop.
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).
This is how to promote VR games: http://uploadvr.com/get-taste-ubisofts-honor-vr-360-trailer/
(I know the game isn't VR, but 360 deg. video is a must for VR games)
why is 360 degree video a must for VR games?
It's not like players have a 360 degree field of view
@clever sky you can power a home with a Tesla
its some of the features they have talked about
because you can use a VR headset for the commercial, get a taste of the experience before having the product
i dont know if its online or not
but the idea is to use the car to grab energy overnight, and then use it on daytime
becouse that way, you get the energy for cheaper if you have those kind of energy plans
pretty sure that with the amount of energy a Tesla can hold, you can power a VR ready laptop for quite a while
maybe a whole day?
mitch's UE4 VR cookbook is out: https://www.amazon.com/Unreal-Engine-VR-Cookbook-Developing/dp/0134649176
360degree is a waste of bandwidth, I don't care whats behind me
just do the 180 in front
cool Mitch wrote a book !
lol.. why do 3D / programing books always have those super boring covers hehe... suppose it makes them easy to spot.... bland!
anyone know if the new Force Feedback Component attenuates left and right controllers separately?
i haven't gotten home to try it on my vive but my hopes are not up
360 is all about context IMO
@lusty ledge if you expand the node with the dropdown button it should have checkboxes to let it know which controller to affect.
The one I use is the dynamic force feedback that has those options.
@sturdy coral That is awesome. Going to pick it up when i can
@glossy agate right - but what if I had a campfire that emits haptics depending on which hand is actually near or inside it?
Is the attenuation based on the position of each Motion Controller Component?
Or are they both linked to a single Character?
Guess I'll find out when I get home
Its just a bool for the small and large servos in the controller, so you can use that instead of the checkboxes
Here is the node so you have an idea of what you can do https://docs.unrealengine.com/latest/INT/BlueprintAPI/Game/Feedback/PlayDynamicForceFeedback/index.html
yeah, i've seen that... it's not really built for VR lol
it works but you still have to do a whole bunch of stuff manually
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
yay I managed to get accepted to get 1 vive tracker
not quite the 4 that I was hoping for but still better than nothing! ๐
Nice, I'm waiting to hear on one
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
@pearl tangle Nice, grats
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
yeah... a tad hard to get currently ๐
Only 2300 devs applied apparently and they have 1000 of them
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
We developed one of the showcase apps for it so should see one soon ๐ Only had my hands on one for a couple hours
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
They needed all of them for CES afaik
yeah isn't that where you were showing it?
Yup, but we don't make the hardware. I believe hardware folks got it
Our rifle still works with a controller
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?
That's a different gun
They cancelled the campaign
I don't think they knew about the tracker (and neither did we when they launched)
ah, were they not getting much traction on it or just wanted to do a new 1 once they knew about the trackers?
What is the best way to do UI in VR? A widget that renders to a texture?
@pearl tangle You made me write an email, because I actually don't know atm
@heavy tiger It depends, if you can make it 3d, make it 3d! If not, then 3dwidget components are great
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