#virtual-reality

1 messages · Page 84 of 1

honest wyvern
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hey guys, is DFAO not available in VR at the moment?

sharp swan
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nope.

honest wyvern
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Dang, what a pity. Thanks!

mighty carbon
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"One such platform that’s launching at MWC and GDC (since both shows are happening simultaneously), is Qualcomm’s new Snapdragon 835 VR development kit. This new Snapdragon 835 VR development kit features a 2560×1440 AMOLED display, 6DoF tracking, eye tracking, foveated rendering and many other performance and power saving features."

wicked oak
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really not a bad thing

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so like that standalone oculus ?

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leap motion stuff for such a headset is a great thing

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inside out tracking adn stuff

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of course it has the FOV limit for the tracking

mighty carbon
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yeah

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I don't know if it's going to be a retail product or if it's just for R&D and available only to selected devs through Qualcomm's dev network.

wintry escarp
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pimax, review said that's 60hz and is only 1080p upscaled

mighty carbon
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I mean, you can use cheap Cardboard HMD, any phone and Nolo VR to play PC VR games (Steam VR)

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with motion controls and positional tracking

wintry escarp
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S8 may have a selling feature for me afterall

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has an iris scanner

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I apparently have very worn fingerprints, that's why the s7 fingerprint reader is near worthless when I use it

mighty carbon
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or you can just use pin code

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😄

wintry escarp
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I'm using pin most of the time just now

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once thumb has failed

raven halo
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hold on

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isn't the snapdragon 835 supposed to be in the samsung s8 as well?

mighty carbon
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yeah

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but I am sure S8 itself won't have all the bells and whistles as Qualcomm's VR dev kit

raven halo
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I'm super excited for that dev kit

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the specs are impressive

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I'm guessing that even if I could get my hands on one of those, we would need to wait for epic to add support :/

mighty carbon
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still 4Gb of RAM 😦

raven halo
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wow the qualcomms sdk is very reasonably priced

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only 300$

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😮

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I wonder how much more the 835 version will cost

mighty carbon
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I wonder if Qualcomm offers UE4 plugin for that dev kit

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I registered and asked them 😃

karmic kelp
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Hi guys, Need a quick advice. I'm planning to develop an application for Android Using AR [Agumented Reality] in UE4 what is the best plugin that has good support and documentation

raven halo
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@mighty carbon let me know if it turns out that they do have one, because if so I'll be ordering one! 😄

mighty carbon
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will do 😃

raven halo
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btw, just want to say that UMG sucks

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that is all

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I've taken a look with renderdoc...

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and jesus christ

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it already has aliasing in the render target

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even before it's rendered on a plane and on to the final render

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:C

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the reason why is because the background is black

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and it creeps into the white parts of the alpha channel

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haven't tested it yet, but I think it will look better if I add a "background" UMG plane behind the text

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at least then the only aliasing it will suffer is from the final render. At least the render target will be fine

wicked oak
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you can change background color

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to white for example

raven halo
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oh!

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can I?

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I'm going to check

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I'm totally new to it I gotta say

wicked oak
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or to fully transparent white

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maybe that works

mighty carbon
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it looks ok in Gear VR, but yeah.. It's one of those unresolved issues for mobile VR and AA

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also, Create Widget is performance taxing operation 😦

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I am guessing for mobile VR it's better to simply put all UMG icons in place and hide them. Then when needed - unhide them. The paid on this is there is no way to correlate inventory item in the array with widget/icon in the UMG

noble crater
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is everyone building their own VR keyboards? not seeing anything in marketplace or open souce

wicked oak
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looks great

mighty carbon
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do they use some special fork of UE4? I am surprised performance is great (supposedly) with all that foliage

tired tree
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They've always had a custom build of UE4, since they added their own Global GI (and tanked engine performance in the base game at the same time)

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dunno what they changed for their VR showcase, but hopefully a lot

mighty carbon
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I recall all improvements trickle down to Epic's master, don't they ?

reef totem
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Do y'all keep your textures at 2048 for the most part? Or bump everything down to 1024?

wicked oak
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i have everytihng at 4k

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then i push stuff down when packaging

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but textures are created at 4k

reef totem
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Hmm, so how do you push it down at packaging?

tired tree
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@mighty carbon Arks engine improvements trickle down? doubt it for the bug stuff like their GI. They might commit bug fixes back to main but their engine version is far behind now.

mighty carbon
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I see

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Valve today announced the Steam Audio SDK, a spatial audio plugin that the company says is made is designed to “enhance all interactive products, specifically VR applications.” The company has launched a beta of the SDK today supporting Unity, and support for Unreal Engine is on the way. Realistic sound is an important but often …

eternal inlet
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hi guys, are any of you guys doing hand collisions for vr? so the hands can't just move through meshes and stuff?

wicked oak
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nope

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i didnt like how that felt

mighty carbon
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@eternal inlet that would create disconnect between your physical and VR body - not good

eternal inlet
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yes i get that... so bad practice?

mighty carbon
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sounds like it

eternal inlet
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just feels weird that you can wave hands through meshes

mighty carbon
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make them draw over

eternal inlet
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although it's also weird when they're not where they are supposed to be

mighty carbon
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or make them ghostly

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or both

eternal inlet
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what do u mean draw over?

mighty carbon
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disable depth test

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so the hands draw over the scene

eternal inlet
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that sounds even more confusing tho

mighty carbon
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that's what FPS games have done with weapons since the dawn of gaming

eternal inlet
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but this is VR

mighty carbon
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(so that weapons don't go through walls)

eternal inlet
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whole new set of rules apply

mighty carbon
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yeah, but it's still to a certain point

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without anything to stop your physical body, you have to accept certain limitations beforehand

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either going through geometry or drawing over the scene is IMO a way better than moving your physical hand freely, but seeing your virtual hand being stopped by virtual world

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IMO

eternal inlet
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hmm

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with ie. head movement

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i feel its weird to get pushed back when moving into meshes

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therefore i went with a solution that fades camera to black

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with hands it's something different

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i did a test some time ago with a push mechanic

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that basically also allow you to push hands through walls, but to gain the feeling of pushing

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think you tried a demo of it earlier? the fullbody stuff i made?

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or maybe it was someone else?

mighty carbon
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nah, I don't have desktop VR

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only Gear VR

eternal inlet
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ah

dusky moon
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Valve today announced the Steam Audio SDK, a spatial audio plugin that the company says is made is designed to “enhance all interactive products, specifically VR applications.” The company has launched a beta of the SDK today supporting Unity, and support for Unreal Engine is on the way. Realistic sound is an important but often …

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I think 4.16 is all about Audio!

eternal inlet
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seems so 😃

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personally i look forward to play around with new audio features for sure

dusky moon
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same! It seems like a new door to some amazing stuff to discover

eternal inlet
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from the article video it sounds similar to the occlusion stuff epic games demoed earlier

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but im sure there are more going on behind the scene

dusky moon
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exactly! I guess if these two are going to pop at the same time I'd rather user Epic's solution

eternal inlet
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yeah me too probably

dusky moon
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just regarding to all the amazing stuff heard about their new Audio Engine . I have to say it was a feature that I've been waiting for a year

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@eternal inlet I'm watching over your tutorials about VR collission, it's really awesome man! just one point about the Eject from Wall

eternal inlet
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yes?

dusky moon
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I found that It can become a bit of a problem when you change the offset of user in Roomscale

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because at some point you're dragging and offseting user's position inside the roomscale space

eternal inlet
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u mean because u end up in a corner of the room?

dusky moon
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yes for instance

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it sort of drags you through the chaperones

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after some ejections!

eternal inlet
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true, but couldn't really figure out a better way

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as far as i could tell, it's about the same that would happen if i just left it to the pushback

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or maybe im wrong?

dusky moon
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right , it actually is ok for some projects ... but for example for my case ... I have a room in VR and I don't want user's offset to be changed in the room by colliding with walls of the room

eternal inlet
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ah

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what are your solution then to that?

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skip the ejection?

dusky moon
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yes I'd rather skip it for the room ... but !

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if the user is not inside the room . then I'm actually free to mess around with it's location

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so this ejection trick I think works best for Standing experiences

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not for Actual RoomScales

eternal inlet
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my ejection trick or yours works best for standing?

dusky moon
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hah generally ,,, yours

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don't you agree ?

eternal inlet
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hard to tell without trying yours

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feel free to send me some test material

dusky moon
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Ah I haven't implemented that yet . but will do when I did

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  • doing some sound reverb effects in conjunction with the Fade to black thing makes it more awesome and less confusing
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or even fading the general audio to silence

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#makeCollisionsGreatAgain

eternal inlet
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jup

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adding sound occlusion or reverb will make a huge difference indeed

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might add that to the series eventually, once im done recording how to build the core functionality

dusky moon
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Cool!

eternal inlet
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then again, it might be a better idea to postpone it to 4.16 when the audio stuff is more settled

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but i guess it could be done already with what we have now

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im hoping to be able to post a short grab/interaction series first though... as you may have noticed, im working on some of it now

dusky moon
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Yeah that's a thing. I'm postponing everything audio related to 4.16...

eternal inlet
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good plan

dusky moon
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Nice, I'm interested in testing some Force field stuff with motioncontrollers

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like attracting objects to your hand

eternal inlet
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force field stuff? in what sense?

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ah

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like using a physics handle?

dusky moon
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yeah maybe

eternal inlet
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i seem to remember seeing people do that using physics handles

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like the portal gun

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or hl gun thingie

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portalgun=gravitygun

dusky moon
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It might also work with radial force thing

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setting it's strength to negative

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and attaching it to hands

eternal inlet
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might work too

mighty carbon
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interesting.. seems like a lot of focus on mobile VR

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and mobile + UE4

real needle
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Steam Audio woo

eternal inlet
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@dusky moon think you're right about doing a force or add manual delta since using physicshandle alone, will more or less snap it to your hand

dusky moon
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@eternal inlet ah good to know! because I was about to dive into physicshandle..

eternal inlet
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physicshandles are good for manythings tho

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so it's not a waste to look into it

dusky moon
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will do then : )

restive blade
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I really wanted to go to GDC this year 😦

eternal inlet
dusky moon
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@eternal inlet yes something like that...

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only if it could pull more than one object

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at a time

eternal inlet
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Should be pretty easy to expand to a sphere trace and grab array of hits

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Or create a influence sphere of a kind where it hits to pick up actors to attract

dusky moon
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Nice! and you used the add force thing ?

eternal inlet
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Yes

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Could actually be a cool effect to have like some magnetic gloves that would pull in stuff in a general distance and direction of hands

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Based off distance to all actors of a class and dot angle to forward vector

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And once released they will all drop to the ground

dusky moon
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Ha yes thats neat! It feels great to vacuum stuff in VR

eternal inlet
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Hehee

glossy agate
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thats awesome! if you rverse it will it just do a force push?

eternal inlet
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Oh well gotta get some sleep.. talk later

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Yes

dusky moon
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later 😉

eternal inlet
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Just gotta play a bit with multipliers to get it to work

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And linear damping and gravity

pearl tangle
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yeah the force powers stuff is pretty easy to do

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I remember doing a lot of fiddling with that back in the leap motion and dk2 days

glossy agate
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Still having problems getting my steam demo to upload. Anyone on here that may be willing to help me out?

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At this point it only shows up in the non VR section of the steam app still, and when I install the file is empty. When I try to launch it says bad configuration.

restive blade
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Have you filled out the VR part ?

glossy agate
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yep

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Did the controller support stuff, launch steam vr option ect

glossy agate
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Sweet baby jesus I found the problem. Steam is only showing my main app and not the demo for download haha. Anyone know how to make the demo appear in my steam app?

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Just realized this is moving away from UE4 related, sorry

restive blade
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Hehe.. sorry.. I've not gotten that far in the steam process yet

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I'm pretty sure it's a separate submission

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You'll need to be issued another app Id. They only give you certain type of account for VR stuff

glossy agate
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Yeah, Im not the brightest crayon I guess. I emailed the steam guy to ask how to expose the demo to my steam app.

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It had its own app ID and depot already, but I may need them to grant me permission to test it.

restive blade
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Most VR teams are small ATM. Hard to know it all heh

glossy agate
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yeah, just me on this one

restive blade
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Let's see.. I need to be a 3d modeler, coder, audio engineer, video director, social networking expert, web designer, logo designer, 3d optimization expert, multi store submission expert, press kit builder, animator, vfx expert, material builder and computer builder. I'm sure I missed a few things

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So yeah.. hard to do it solo :p

glossy agate
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Plus the day jobs

restive blade
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Translation.. good luck getting anything out

glossy agate
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Haha, Im pretty stoked Im this close, just to have something release. Demo will be out next friday after this is figured out, and final game late may. Just 6-10PM everyday plus weekends

restive blade
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Then ppl complain that you little game for 3 dollars which gives them far more fun then anything else they can get for 10x the price is overpriced

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What you making

glossy agate
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Calling it trance VR. Just trying to make something big and fast

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Thats the latest video. Final game will have boss fights, and pickups for speed and boss shards to expose the boss. Most of it is written, but I have to grind on the work needed to make real good levels

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and my buddy is making all the music

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If it all works out Ill have wall running and rail grinding, but at this point I can't get either to work. Game is more for the hardcore free locomotion crowd

restive blade
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Lol.. the puke crowd

glossy agate
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haha yeah. Gonna hit up the blueshift and onward fans

restive blade
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sigh

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now I wanna play old school tribes again

glossy agate
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haha, thats what everyone says it reminds them of

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I had to look it up to see. In my head I was thinking SSX tricky with guns and robots when I made it

restive blade
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lol

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I miss ssx tricky

rugged abyss
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@glossy agate do you actually have a live build up on the steamworks page that you can make available for download?

glossy agate
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@rugged abyss not quite yet. I have it all working now, just need to make the page nice and submit for approval. Demo will go like I think next Thursday or Friday. Probably friday so I have all weekend to fix any bugs.

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When it goes live ill post it up. If you add me on steam "fatmoth1" I can DM you a link when its live too

rugged abyss
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ok cool. yeah I will check it out for sure

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let me know if you have any other issues getting the build live. its not very clear on their site how to go about it, but its easy once you have it figured out.

glossy agate
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Will do. It's figured now and runs good. Just want to release on a weekend so I can fix stuff

pearl tangle
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whats your game anyways?

mental chasm
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does anyone know what the best way to package a game for VR is?

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google tells me I should run fullscreen, stereo on and possibly some other console commands on begin play to do this

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but that sounds pretty hacky

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isn't there some better way to tell the packager to generate a packaged build as VR, or some fancy command line args that does the same

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I've tried -vr, doesn't seem to work

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also tested the bStartInVR bool in the general project settings, doesn't seem to do anything either

rugged abyss
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blueprints?

pearl tangle
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there is a toggle in the project settings that puts in the -vr 1 so you don't need to do that

mighty carbon
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VR is fucked 😦

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Zeni doesn't leave Oculus alone, supposedly going after Gear VR too and there is a rumor that another small company is going after Palmer

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I wish there was healthy alternative to Gear VR, in case it goes down

cobalt relic
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Meh

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Companies will be companies, the tech will be fine

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VR won't die because Oculus does

mighty carbon
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eeh, it definitely will be hurt big time

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AAA companies won't develop for Vive for a long time, contributing to catch-22

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Daydream is pretty horrible right now and there is nothing else in mobile VR field

cobalt relic
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If some company gets fucked, another will do the same thing the next year

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I can't think of any tech that died solely because of legal issues

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If that happens, it means nobody really gave a fuck

mighty carbon
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Well, Zeni seeks to stop sales of Rift, Gear VR, games/apps using SDK in any form and also seeks to make Unity and UE4 remove any code that supports Oculus platform.

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perpetually

tired tree
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AAA won't develop for vive?

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the hell you talking about?

mighty carbon
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and I can tell you that people who hasn't tried VR (majority of layman) don't care for VR

tired tree
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Oculus isn't the only one laying down money for VR, HTC and Playstation are doing it too. Steam is just the only one not going that route.

mighty carbon
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so, how many AAA companies develop for Vive? I haven't seen any announcements. All AAA project are being developed for Rift.

tired tree
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Oculus is paying out the ass for first play on AAA software

mighty carbon
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good

tired tree
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lol

mighty carbon
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if Valve doesn't do it now, what makes you think they will after (if) Oculus goes down?

tired tree
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HTC already does

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and one instance would be Fallout 4 VR btw, witch is currently vive only

mighty carbon
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AAA isn't about passion for VR.. It's a business and right now there is no money in VR

fallen wind
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No, see it the other way around, instead of who will pay for being exclusive VR, who wont pay for being exclusive vr, so then they'll develop for vive as they can get more money there from consumers who will also all have to use Vive if oculus stops

tired tree
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A lot of those games aren't locked to oculus forever

mighty carbon
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no, they aren't.. But Zeni seeks to stop sales of them.

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And no one wants to go to court to prove the code used is not related to Oculus and is 100% for Vive

tired tree
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Zeni is seeking a stop to sales of the rift itself

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the SDK can be ripped out easily if you use OpenVR

mighty carbon
tired tree
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and the SDK is the only thing that oculus has hands in

mighty carbon
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The company proposed Oculus be “permanently enjoined, on a worldwide basis, from using…any of the Copyrighted Materials, including but not limited to (i) system software for Oculus PC (including the Oculus PC SDK); (ii) system software for Oculus Mobile (including the Oculus Mobile SDK); (iii) Oculus integration with the Epic Games Unreal Engine; and (iv) Oculus integration with the Unity Technologies Unity Game Engine.”

tired tree
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yeah

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their SDK

mighty carbon
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Most of the games are either Unity or UE4 based

tired tree
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beleive it or not, anything made in unity or ue4 will work with openVR too

mighty carbon
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what I saying is Zeni can just continue on their path of VR destruction after Oculus is dead and go after other devs

fallen wind
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I think Unity already uses openVR instead, don't they?

tired tree
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no they cant

mighty carbon
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oh, but they can

tired tree
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the SDK is third party

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motor, you are really doomsaying here

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for no real reason

mighty carbon
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Zeni is known for their stupid lawsuits and C&D letters to indies

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so I have no reason to believe they will settle on something that benefit devs and users

prime iris
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@tired tree Do you mean through revive or are the Oculus store UE4 games working with vives out of the box?

tired tree
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I mean that any game that uses UE4 or Unity can switch to OpenVR and run with the vive if they have to

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if its entirely an oculus platform only integration then its a problem sure

prime iris
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yeah, it's pretty trivial if people are using the engine constructs to even have revive-like hacks to make it work too

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i mean outside of any huge api changes it'll be pretty much relink one game, relink them all

mighty carbon
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also, I am more concerned with mobile VR than desktop VR

wicked oak
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any game on UE4 works both on oculus, vive, and psvr at the same time

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the only thing that would need change is the imput mapping

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wich is quite similar in vive vs Oculus anyway

tired tree
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Mobile VR will live without Oculus, its the real future of the medium

wicked oak
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real future is AR

tired tree
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and its also the largest consumer base currently

wicked oak
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and AR is mobile

tired tree
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AR is a different medium :p

wicked oak
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but its closely related

prime iris
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@wicked oak yeah i understand that. i was just asking because i would have assumed that oculus would force you to strip SteamVR libraries from Oculus Home build

tired tree
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I would argue that fully immersive VR and true AR are relatable in importance though.

wicked oak
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they do

mighty carbon
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a poll showed that people don't want to use AR for gaming

prime iris
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because there's no place for open standards in mordor

tired tree
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they do, but you can just add them back in...

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when releasing elsewhere

prime iris
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yah

wicked oak
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they will reject your build if it has any steam libraries

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steamvr or steamworks

mighty carbon
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I personally wouldn't even bother playing AR games unless they are in some theme park

tired tree
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yet you are trying to make one yourself?

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you are a strange one

mighty carbon
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no, I don't work on AR

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I am working on Gear VR project

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VR, not AR

tired tree
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you wanted to room map with tango

wicked oak
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i have really cool ideas i want to try with AR

tired tree
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and run AI around the room

mighty carbon
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that wasn't for a game, @tired tree

wicked oak
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like a real world PvP shooter game that is played in a simple field

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the headsets maps a X by Y square of terrain, and adds holographic cover

tired tree
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decent AR is farther out than really good VR anyway though

wicked oak
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then its basucally paintball/lazertag

mighty carbon
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@wicked oak I'd rather play real painball than AR bs

wicked oak
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goddamit the cloudflare thing hit even the sony developer network

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the ip whitelisted ultrasecure one

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gotta change pass....

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can you add PvE on the AR bs?

prime iris
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@mighty carbon would you not rather play paintball on the surface of the moon with space artillery shelling the landscape?

wicked oak
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or fight aliens

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or a dragon

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or elevate card games to anime level

prime iris
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my grandfathers deck...

wicked oak
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AR will completely stomp the smartphone market

tired tree
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Yeah i'd rather pick up a Mac10 and shoot people in Real life than in counter strike /s

wicked oak
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and i mean completely destroy it

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becouse why look at the tiny screen

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if you can make a big screen appear in the air

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oh, you cant make selfies with that

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sorry then

mighty carbon
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no, @prime iris , I'd rather not. I prefer single player games in totally fictional worlds. I don't play MP. And after police academy where we had tactical games with real guns, but painball-like ammo, I can tell you that no VR/computer game can match that.

tired tree
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ouch that is a lot of BitCoin sites affected by the cloudflare issue.....thats not good

prime iris
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@mighty carbon and what i'm trying to say is you can still shoot each other with paintballs while playing AR/VR!

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you could use AR to augment the scenery without changing the gameplay

mighty carbon
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AR is nowhere near the level where it can show you moon surface (or whatever) in a satisfying way

prime iris
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sure, but one day it will be!

mighty carbon
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and it won't be there for decades to come

prime iris
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i'd say decade

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maybe ever so slightly in to the first plural

mighty carbon
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in a decade I'll be around 50 o.O

prime iris
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then you'll appreciate the augmented gravity of the moon!

tired tree
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Motor that is a silly argument, there are plenty of ex mil / police that play mil sims and FPS and really enjoy it

wicked oak
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you cant run around in pc vr

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becouse its a inside thing

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with AR, you are completely unthetered

fallen wind
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I've made an AR game once for a project which was somewhat like pokemon battles only set in jurassic park/world, where you had dino's you could collect on real cards, and then use the cards to battle other dino's, etc., which was kinda cool and worked way better as AR than it would've had it been VR, yet I've worked on VR games that work way better as VR than they would as AR, I think it mostly just depends on what kinda game you try to make

wicked oak
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and can run around with it

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you can do a game that plays like Raw Data, in a open ish field

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doing that with full VR is ridiculously dangerous

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AR can add robots and shit to that empty field

mighty carbon
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oh, I enjoy Crysis, Doom, etc. Don't enjoy military shooters. Know a lot of ex-mil who don't play games at all, and also who love CoDs. All of them would rather play real thing than stupid AR.

tired tree
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nah Blanco, you need Augmented Virtual Reality Reality

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VR with real world overlays overlaying AR overlays

mighty carbon
#

I, personally, see AR as non-gaming tech to enhance our every day lives

wicked oak
#

mixed reality XD

#

i see AR as really damn cool stuff once its properly developed

tired tree
#

The cool thing about AR is that VR research will directly impact it, so its likely to come along for the ride

mighty carbon
#

and before AR gets where it's of today's VR quality and complexity, and is accessible, I might not even care for gaming any longer

tired tree
#

and since AR has a higher tech requirement it needs the boost, people don't like to invest as much in something that won't see real results for a long period

fallen wind
#

AR can be cool, but people call stuff like POkemon Go AR, which it isn't really, and that seems to make people think of it as something it isn't really

raven halo
#

afaik, advanced AR can cover your field of view 100% with virtual geometry, in essence it becomes VR.
To me AR is "a feature" of VR of sorts. You control to what degree you want to replace the real reality

#

first we need to get VR to a place where it's affordable, useful, and cheap

#

AR should come after that

fallen wind
#

AR, if you don't limit it to just gaming, also includes stuff like the dog ear filter on photos, etc., so it already is pretty big

#

and affordable, since most people already have a smartphone

raven halo
#

I was specifically referring to "proper AR" I guess

fallen wind
#

however, it'll become way better when we have glasses for AR cheaply available

mighty carbon
#

it's funny to read remarks like that

#

VR isn't cheaply available yet and per VR heads it won't be any time soon

raven halo
#

it will take time

mighty carbon
#

a lot of time 😃

raven halo
#

what is a lot of time for you?

tired tree
#

its market driven

#

if the market takes off the cost will come down

raven halo
#

I'd say in 3 years time we will have pretty decent mobile VR

mighty carbon
#

with what platform ? :/

raven halo
#

it doesn't matter

#

like you were arguing before, even if Oculus fails, somebody else will step in

#

in terms of the technology.

#

in terms of funding, that's different

#

and I do agree it will be harder

mighty carbon
#

well, it does... Daydream isn't moving forward as fast as Gear VR did. And Gear VR was a pioneer tech. Now mobile VR should be moving forward pretty fast, and yet Daydream isn't moving.

raven halo
#

Daydream hasn't even been released worldwide yet

mighty carbon
#

It's an open platform, supposedly

raven halo
#

I had to go to Germany to buy a couple of Daydreams for example 😃

mighty carbon
#

so, nothing stops any vendor from making their phones Daydream compatible and release their own Daydream HMDs

raven halo
#

that's not true

mighty carbon
#

and yet, there is no rush it seems

raven halo
#

they need to get approved by Google

#

there is a certification process

#

and only if the phone's specs meet the demands will it get approval. I don't have any insight on the specific requirements.

#

but i'm sure it's not just hardware

mighty carbon
#

well, it is just hardware since OS is from Google

#

and Android 7 has native VR capacity

#

as long as vendors don't mess with that part of the OS, there is nothing else

raven halo
#

whatever the case it may be, there still a process you need to go through and you can't just release daydream compatible devices

mighty carbon
#

UE4 support for Daydream is still miles off compare to Gear VR support. HRTF audio doesn't even exist for Daydream. I saw people can't get controller to work with UE4 and can't use conventional gamepad to be a substitute .

raven halo
#

I want to think Google is at least trying to make sure the experience is as streamlined as possible to costumers. That being said, GearVR is the supperior product. And if the rumors are true, then the new GearVR version will blow Daydream out of the water.

#

dude

#

patience!

#

GearVR plugin has had a lot of time to mature

wintry escarp
#

couldn't you just buy daydream obline?

mighty carbon
#

It just seems that Google puts as little effort as possible into Daydream.. Kinda like what they did with Cardboard support.

raven halo
#

It was way more expensive online and to get it shipped to my country. I had a trip planned for germany anyway, so I bought 2 while there.

#

I do agree that Daydream is a rushed product

#

but it's Gen1 and a rushed response to GearVR

#

to get their foot in the door

#

I can't say much about what I know, but let's just say Google is investing a lot of money on daydream

#

on another topic

#

I've done some more tests with UMG and text

#

one thing to avoid completely is to have just floating UMG text

#

if you add a background to it through UMG it improves aliasing A LOT on mobile

#

the reason why it still might look a bit jagged is because the render target it generates has no mip maps

#

the render target is drawn on the plane as is

mighty carbon
#

@raven halo so, is there Daydream gen2 coming soon ?

raven halo
#

I know nothing about that specifically, I was referring more to funding

mighty carbon
#

I am waiting on Asus ZenFone AR.. This way I can mess with Daydream and Tango, assuming they price for the phone is ok

raven halo
#

I'm a bit skeptic about AR right now, admittedly I haven't tried any proper AR device. But the Hololense stuff, even though promising, it doesn't seem to be very compelling at the moment.

mighty carbon
#

well, gotta start evaluating AR somehow.. I am not going to use it for any game stuff. Just simple R&D for non-gaming applications.

#

plus, it's affordable. Hololens is not.

raven halo
#

right! yeah

mighty carbon
#

at this point I just wonder if it would be wiser to go back to conventional game dev until dust settles and competing solutions mature more (could be years from now) 🤔

#

(I don't have desktop VR and going with Vive isn't an option for me at this time)

raven halo
#

I think GearVR is the sweet spot

#

it's affordable to develop

#

and you have 5 million people with one

mighty carbon
#

well, yeah.. until it's killed off by Zeni

raven halo
#

then you port to whatever comes next if that happens

#

which I highly doubt

#

they have facebook money

#

facebook lawyers money

eternal inlet
#

noticed something funny with collisions with the vr template

mighty carbon
#

So, let's say I want to have my Gear VR project ported to Vive/Rift. How hard would it be to add motion controllers and whatever else is needed into my project ?

vagrant mantle
#

How to make a lever move along with the motion controllers

mighty carbon
#

set its transforms based on controller's ?

vagrant mantle
#

@mighty carbon can you share me an example

mighty carbon
#

I am just using logic here.. I don't have desktop VR

#

the way I see it, you need to either convert location of the controller into rotation of the lever, or you need to lerp between max/min rotations at variable rate based on how fast you move controller

vagrant mantle
#

@mighty carbon lookat node will do that rite?

eternal inlet
#

@mighty carbon i don't have Gear VR, do they have motioncontrollers?

mighty carbon
#

@eternal inlet nope, not yet.

eternal inlet
#

so how do you control "hands" with Gear VR?

mighty carbon
#

you don't

#

there is no hands 😃

eternal inlet
#

i see

mighty carbon
#

you'd use either toucpad on the HMD for simple gestures or bluetooth gamepad

eternal inlet
#

in that case, i assume it will be a matter of adding hands for Vive/Rift

#

and mapping movements to whatever buttons you like

#

do you move (have locomotion) with Gear VR?

mighty carbon
#

I teleport

eternal inlet
#

ok in that case, you can just borrow the code from the vrtemplate

mighty carbon
#

aye, cool. Thanks

eternal inlet
#

uw

tired tree
#

Kind of, there aren't room scale boundries, he'll have to rip out all of the roomscale parts.

mighty carbon
#

I see :/

#

@tired tree why would I have to rip out roomscale ?

tired tree
#

It has tracked bounds support by default

#

you don't have a need for that

#

just the arc / teleport point nodes is all you need

mighty carbon
#

you lost me on this one...

#

I was asking about converting Gear VR project into Vive project. Not other way around.

#

so I'd need roomscale, controllers and chaperone

tired tree
#

oh

#

sorry

#

yeah you'd be good just ripping it out then

#

they store the controllers in seperate blueprint actors in their template, its kind of perfect for conversion for you

mighty carbon
#

aye, cool

vagrant mantle
#

I have a steering wheel and I want it to rotate along the direction of controllers, when the vr controller is in touch

reef totem
#

World aligned textures and VR, do they play nice?

wicked oak
#

yes

reef totem
#

Sweet

real needle
#

I have created an explosion effect using a tessellated shader. It performs well in VR. I want there to be a flash of light at the moment of the explosion. I am handling this now by toggling a bright point light on and off. This is not working well performance-wise. (shadows are disabled). What is a performant way to achieve this effect?

#

ah. i changed to "stationary" and it no longer hitches

#

should have noticed that earlier

glossy agate
#

@real needle would a emissive mat work if you set it really high?

#

like a quick flash of an ord with a super high emissive, then a spotlight that points right in the players face. Seems like spotlights give a lot of bloom in VR

real needle
#

i will test this idea out, thanks!

mighty carbon
#

out of curiosity I ran Vive test on my PC

#

apparently my Skylake i3 is good to go

#

only GPU didn't pass the test

#

(I have 670 GTX)

restive blade
#

your going to chug alot man

mighty carbon
#

how so?

#

I am going to get 1060 6Gb

#

I don't plan on doing desktop VR with 670

#

@restive blade ^^

restive blade
#

Yeah.. decent card. The i3 is a litle painful however

mighty carbon
#

how so ?

real needle
#

3<5<7

#

lol

near steppe
#

how do I ge the AI to see the VR pawn so it will attack

wicked oak
#

the i3 is quite a bit on the limit

#

some serious bottlenecking to that 1060

prime iris
#

is the disconnected feel between an IK and motion controllers due to motion controller components having a late positional update? And if so is there any way to trigger the animBP to update as well?

#

at the moment i'm querying the motion controller positions in my animbp's update

#

and using them to drive the IK

eternal inlet
#

Which ik are u using @prime iris ? I personally use Ikinema and they have that lag as well

prime iris
#

just the two bone solver

eternal inlet
#

As far as i understand, ik calculations cant run on late tick

prime iris
#

:<

eternal inlet
#

Not sure of the specific reasons tho

prime iris
#

i had a feeling it might be something that was pretty deeply coupled in the engine

eternal inlet
#

Im sure @tired tree can give a better explanation

prime iris
#

quite a lot of work is passed off to other threads and working a frame ahead/behind for performance. i guess it makes doing a late update trickier than just asking twice 😄

eternal inlet
#

What ik stuff are u building? Arms?

prime iris
#

yeah, i wanted to try making a pipboy ui

#

which means forearms

eternal inlet
#

Nice

wicked oak
#

everything that doesnt use the late update thing will be 1 frame behind

#

something like an Ik, probably 2 frames behind

#

i think if you tick it properly like ticking it before animation, you can get it better

prime iris
#

i guess one solution is to have motion controller models be part of the skeletal mesh?

wicked oak
#

its what everyone does

#

another way is to do the skeletal mesh for the hands separated from the body or others

eternal inlet
#

@wicked oak how do u tick before animation?

wicked oak
#

and actually go and ATTACH the whole arm to the hand controller

#

and use late update on that

#

that might even work

eternal inlet
#

I mean is that possible with bp only?

#

With tickgroups?

wicked oak
#

i think it is possible

#

but i havent done it so i cant tell you

#

i use late update

#

and only a hand mesh

#

not whole arm with ik

eternal inlet
#

The vr template has the handmesh attached to the motioncontroller so as long as use late tick is checked it works ok i suppose

#

Just not with ik if u were to add a forearm

#

@wicked oak are u developing for vive?

wicked oak
#

and oculus

#

and psvr

eternal inlet
#

Oh dayum

#

Nice

#

I ran into a weird issue with the vrtemplate this morning. The left hand is a mirrored version of the right hand, and i introduced a box where i made the hand a child of. But i also wanted the box to be mirrored

#

Problem is that if i mirror the box, the left hand gets a slight rotation offset for some reason.. ever tried something like that?

#

The box acts as a collider and the collision also doesnt act as the right hand. It gets snaps in rotations and other weird stuff

#

Seems like a bug

wicked oak
#

not a bug

#

just a thing that happens

#

my 2 hands are carefully aligned

#

even if they are mirrored

#

becouse even if mirrored, the "attachment" point can easly not be the same

#

unless you use a socket as the attachment point or other things like that

eternal inlet
#

Its just strange it only happens for the left hand

#

Which is mirrored

#

I'll post a video showing the issue in a bit

#

Maybe im missing something

zinc violet
#

this is bit old already so sorry if someone already linked it

wicked oak
#

nice, i have the 7 of them

#

but i lean too much on the tech side

eternal inlet
#

here's the issue i talked about

real needle
#

has anybody figured out a good way of actually seeing the stats when VR previewing? (stat scenerendering, for example)

#

it is not aligned properly with the screen and is cutoff

sharp swan
#

custom UMG. I think it's pretty vital to debug out of a custom UMG tbh.

real needle
#

ahh, neat idea but dang...more work lol

#

a question for the profiling gurus - what is the best way to determine where my draw calls are coming from?

#

i am trying to figure out why under some circumstances it jumps up by an order of magnitude

sharp swan
#

the GPU profiler

tired tree
#

@wicked oak I've done late update on arms onyl to see how it feels, it obviously requires seperated arm meshes and they shift as a whole with the late update translation. Its not really any better since you have to throw out rotation.

real needle
#

re: GPU profiler - it shows me the times in ms, but how about the number of draw calls?

wicked oak
#

stat rhi

prime iris
#

yeah, i'm thinking of having several skeletons. a torso/body for the head for attaching stuff to (weapon holsters etc) and for querying shoulder poisitions. and then having the hands/forearm meshes directly driven by controllers and using the previous frames shoulder location

real needle
#

@wicked oak - thanks!

prime iris
#

but the sooner there are popular consumer priced fullbody mocap solutions the better! 😄

tired tree
#

if you change your skeletal mesh tick to post physics or post update you'll get less delay on the animation

prime iris
#

yeah, makes sense

#

but i'm also hopeful that it's only really the constraint points of the IK that really matter

#

i guess my plan for using a forearm UI might require a little juryrigging on the elbows upvector depending on what the player is doing

tired tree
#

IK is kind of where the entire concept of UE4's late update falls apart

#

You don't really want to run something that expensive on the render thread, and it also doesn't have full scene information.

prime iris
#

yeah. i imagine it's something that will be separated in future engine designs. things that the player influences directly will be rendered in a specialized way that allows it to be closer to the physical objects they're constrained to

#

but for now the engine assumes IK is as important as it is on npcs 😄

#

"is your animation walking up stairs?"

#

hmm, should i design my skeleton around a unit height and then scale it at runtime to match the players height?

tired tree
#

yes

prime iris
#

why are simple things so complicated?!

tired tree
#

its not that complicated

#

make the default 6' height

#

/182 cm

#

scale it by the difference

prime iris
#

yeah, i know. i just wanted to make a pipboy today and I had to learn about IK instead!

tired tree
#

add in a mobile app that people can use with their collectors edition fallout4 pipboy's

#

instant presence

prime iris
#

the fallout 4 collectors ed pipboy was functional?

#

or do you just mean for physical sensation of it being on your arm?

sharp swan
#

didn't you just put your phone in it and use an app?

tired tree
#

yeah

prime iris
#

sweet

#

has there been any word on fallout vr yet? they going to be showing off things at gdc?

#

or it still soontm?

tired tree
#

they already said that the game is fully playable, start to finish currently

#

and that multiple locomotion options are included

#

sounds nearly done

real needle
#

guaranteed to be a junkshow, imo

prime iris
#

awesome. want to see what the pros can do

real needle
#

ports just aren't what we need

tired tree
#

lol

#

ports are fine if done correctly

#

fallout is actually better suited to it than most

#

VATS and the concept of their screen interactions would all play nicely

prime iris
#

well i'm not a huge fan of fallout at least the first person variety. not even played vegas or 4. but if something will get me to play their walking simulators it will be a VR game!

real needle
#

VR and exploration is not compatible at the moment

#

it is very contrived

#

VR and exploration is not compatible at the moment

tired tree
#

what.....

sharp swan
#

how can you have not played Vegas or FO4? You scum !

real needle
#

new vegas is the only real fallout of the bunch

tired tree
#

F1-2 were best anyway

real needle
#

exactly

sharp swan
#

2 was best yeah

#

but they have got better all around

tired tree
#

they added polish and dropped depth of gameplay

#

seems to be pretty common

prime iris
#

i don't enjoy bethesda rpgs, they don't have any real gameplay beyond press your biggest x to continue. but that tends to be a controversial opinion so i'll leave at that

sharp swan
#

sure but thats fine really

prime iris
#

huge fan of fallout 1/2 though

real needle
#

MrBushido - play new vegas

tired tree
#

dunno man, in 1/2 i could have gotten away with killing everyone, in 4 even though they don't let you kill everyone I still soft locked my character from trying

real needle
#

it has chris avellone and other ex black-isle people

#

it is a real fallout

tired tree
#

same with skyrim

sharp swan
#

@prime iris I agree entirely but I still enjoy them. I'm a fan of the old school D&D stuff like Neverwinter nights and such. Ever since Oblivion I have seen rpgs go to shit. There are still good ones though like Divinity:OS and Wasteland 2 etc

real needle
#

the true sequel to F2

#

the others are just elder scrolls skins

prime iris
#

@sharp swan neverwinter nights was awesome! i enjoyed dragon age too but haven't played the recent titles

sharp swan
#

yeah dragon age origins and Inquisition were fantastic

tired tree
#

NoX still best RPG ever made, come at me

real needle
#

LOVED NOX

prime iris
#

pillars of eternity was the last rpg i sunk a bunch of time in to

real needle
#

best online experience ive had

#

those fists from the heavens

#

hahaha

sharp swan
#

I was going to play that as the sequel is upon us

tired tree
#

yeah, i stuck around NoX 12 years after it was dead

#

never been a better PVP game

sharp swan
#

NoX wouldn't run on my pc very well at the time iirc so I dont remember playing it

real needle
#

it was the most anarchic pvp experience of all time

tired tree
#

NoX was what MOBAS should have been to truly be esports, MOBA Quake

real needle
#

beyond even UO

tired tree
#

wivy did you play long enough to see our map editor? full scripting system, and LUA support for the game? was a lot of love left for it

real needle
#

i did not, unfortunately

#

i was never very good, i just really enjoy insanity in online gaming

#

that is why i loved Unreal Tournament

#

jack taht speed up

tired tree
#

even upgraded the renderer by injecting in and overriding the directx calls

real needle
#

amazing - i love when "the nerds" keep an old thing going

#

the world moves on from things too quickly

prime iris
#

@sharp swan if you're referring to the new pillars game yeah, the first is worth checking out. I wouldn't say it's a great story but the engine is pretty solid and the gameplay was fun

#

and by that i dont mean the story was bad, just kind of generic fantasy

#

they definitely put a lot of effort in to world building story writing. loads of neat details in a kind of tokeinesque fantasy

sharp swan
#

i'll set some time aside during the next school holidays for it

prime iris
#

I should probably play it again to refresh the story if the sequel is going to be related in some way

#

maybe even try one fo the achievements. there was a pretty crazy ironman challenge i think

#

something along the lines of not grouping with other characters on the hardest setting 😄

#

"The Ultimate - Complete the White March and Pillars of Eternity, defeat all dragons, all bounties, and both archmages on Expert, Trial of Iron, and Path of the Damned modes without taking any companions after Cilant Lîs." - 0.0%

mighty carbon
#

@wicked oak why do you say i3 is no good if Vive's test says it is ?

prime iris
#

it probably depends on the generation of i3. but you're probably going to be pushing things pretty close to the baremin spec doing vr with the most powerful i3s

mighty carbon
#

skylake, 3.7Ghz

#

2 cores, 4 threads

prime iris
#

you'll probably be okay for a most games at the moment, but quite a lot of simplistic graphics at the moment.

#

are you having an issue with it or just pricing things?

mighty carbon
#

have you tried Vive's test? It looks far from simplistic graphics

prime iris
#

sure, but the vive test is valves lab stuff running in highly optimized scenes right?

mighty carbon
#

I suppose.. What's how people should be making games - optimized 😉

prime iris
#

i agree, but outside of a select few studios that's not a priority :<

wicked oak
#

minimum by oculus is an i5

#

btw @mighty carbon can you test my game?

#

i would like to know how it runs on an i3

mighty carbon
#

if I had VR, I could

wicked oak
#

if you get a vive or a oculus

mighty carbon
#

just debating whether to get 1060 and then get VR, or get i7 and then 1060 and then VR

wicked oak
#

1060 then vr

#

the cpu is quite a bit on the limit

#

is it overclocked?

#

anyway, most games wont be an issue with the cpu

#

the absolute mayority are gpu bound

#

mine isnt due to the drawcalls

#

but it also isnt very multithread (thx epic)

prime iris
#

@mighty carbon you can probably get away with a 1060 and an i3 at the moment because a lot of the games are relatively simple

wicked oak
#

yup

#

by the time you want to get a CPU 2 things have happened

#

1: ryzen is good, you can get a kickass rycen cpu

#

2: intel lowers prices to compete and you get an intel for cheap

#

or a 3rd. you grab a secondhand i7 from the guys who are getting a ryzen

#

expect the secondhand i7 market to get flooded

mighty carbon
#

speaking of multithreading, I don't think any engine has multithreaded game code

#

Doom 3 BFG had it on a single thread, RAGE was the same, even DOOM 2016 has game code on a single thread I believe

#

so, same game in VR and not in VR would most likely consume same amount of CPU time

#

I can't go AMD route as I just upgraded to Intel system.

#

I got i3 because it was on sale at that time and Oculus lowered lower end specs to i3

#

so I figured I get i3, 1060 and I should be good to go as developing for the bottom line usually yields product that flies on better systems

#

(and eventually I can get i7 and be set for a loooong time)

#

and since Vive's test indicated I only need to get better GPU, I am guessing I was correct

#

it would be extremely painful to work with threaded game code

#

(especially debugging it)

wicked oak
#

all ubisoft games have multithreaded game code

#

Destiny has multithread game code

#

pretty much most console focused engines have multithreaded game code

sharp swan
#

I was wondering if to put this TrackIR in a seperate thread or not. Im not sure if it will benefit from it as it's tied to tick, but I could make it an event in the dll or call functions in unreal through pointers so it doesn't need to be. However it does need to stay consistent at a performant level

mighty carbon
#

@wicked oak well, Ubisoft has a lot more manpower than Epic or small studios to work with multithreaded gamecode

wicked oak
#

dakka 2.0

#

im testing lots of enemies at the same time for the hell of it

#

also becouse optimization

mighty carbon
#

I still don't get why you draw arc for teleport 😃

wicked oak
#

for aiming

#

you need some kind of reference to aim accurately

mighty carbon
#

just draw the end location reticle

wicked oak
#

nope

#

it becomes really hard to aim

#

ill probably end up making the arc less obvous, but you need the arc

mighty carbon
#

I don't have arc in my Gear VR project

#

don't have any issues whatsoever aiming

tired tree
#

the arc helps a lot visualing the path to point

#

ug

#

the hell did I spell there

#

was loading visual studio at the same time

wicked oak
#

in your gear vr project, you do gaze aim

#

not here

#

aim is with the controller

mighty carbon
#

I see

wicked oak
#

so you need something as reference of where you are aiming

#

every single game does this

#

maybe not an arc, but a line

#

but ALL do it

#

for a reason

tired tree
#

I like the bullet spread btw, makes those guns seem like they would feel powerful

mighty carbon
#

btw, they all do not because of a reason.. They just do because first dev did it and managed to justify it 😃

#

you don't have laser sight on every weapon

tired tree
#

what

#

motorsep, some things become common for a good reason

mighty carbon
#

not always

tired tree
#

arc trace allows you to teleport to things you normally couldn't, since it has a drop to it

#

without visualizing that drop its really hard to aim to what you want

wicked oak
#

even if its an arc or a line

#

allways has a line showing it

#

allways

tired tree
#

yes even then, it is a lot easier

mighty carbon
#

like I said, guns don't have leaser sights in every game.. It sure helps a ton having it, but not all of them do.. You just aim and shoot. Same can go for teleport

wicked oak
#

but you spam the guns

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or use the sights

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there is also a projectile or similar

tired tree
#

you get far more visual feedback from a line + point than you do a point only

wicked oak
#

the teleport is allways carefully aimed

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so you need to know where you are aiming

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the arc does that

mighty carbon
#

make it additively transparent maybe?

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for me arc breaks immersion

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it makes me think I will fly to the end point over the arc trajectory

tired tree
#

you are doing it from your head though...that is a lot different

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have you ever tried tracked controllers?

mighty carbon
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not yet, but I have a vivid imagination

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😃

tired tree
#

your imagination < actual experience

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in this case

wicked oak
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yup

mighty carbon
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and pretending I am in VR and imagining how things would go makes me wonder about the arc

wicked oak
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if its gaze aimed, no line is ok

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but with the hand controller, you need something

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becouse games have different arcs/trayectory

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so you cant just learn to do it

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its odd as hell if you dont have it

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source: i have done it for PS4

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until i optimized the spline

tired tree
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its also hard to "aim" down the sight of the controller when its in your hand, its not like a gun where you line it up with your perspective

prime iris
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@wicked oak needs more bunnyhopping!

mighty carbon
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when I get to it, I'll see first hand if I am wrong or right 😉

wicked oak
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too bad its on VR, good luck bunnyhopping there

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but Sairento VR does it XD

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i really dislike how they do it, i prefer my straight dash

tired tree
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you might be right for yourself, but the vast majority prefer the line, don't think its going away

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blanco, you can bunny hop in vr

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jump + turn ;p pretty sure people would get tired doing it IRLthough

prime iris
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@wicked oak lol really? not played many shooters though i keep hearing sairento come up

wicked oak
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they outplayed me

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basically doing the same game, but with more features

prime iris
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it do anything particuarly well/different enough to warrant trying out?

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:<

wicked oak
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things my game does better:

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everything Tech related, too many small things

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enemies

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i have spells

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Sairento has:

prime iris
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well you just need to come up with something to make your game more compelling than theirs! change the art to voxels and add a survival mode? 😄

wicked oak
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a waifu on the logo

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consistent art style

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a mission based system, with difficulty and unlocks and loot

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while the core mechanics are better on my game, my game is thin as a paper

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sairento has more playable hours due to the unlocks and loot and missions

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it sold better at launch due to a waaaaaaaaaaaaaaaaay better trailer

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the biggest mistake ive done for DWVR launch is the bad trailer

wintry escarp
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i see that company is trying to have all oculus sales blocked

fresh laurel
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Yep

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That they are

wicked oak
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not really

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its just legal extortion

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they ant to drain facebook money

mighty carbon
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I just don't see how it's possible

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if it was decided that Oculus didn't steal tech, and if current software has no code from what Carmack took from Zeni, what legal ground Zeni has to halt sales of Oculus/Samsung products and software with SDK in it ?

raven halo
mighty carbon
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oh those forecasts ...

raven halo
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yep

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xD

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i know

digital marlin
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Looks like a desperate startup pitching

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"Note the hockey stick.."

clever sky
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Why do you guys think that growth curve is unreasonable?

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I suppose the difficulty is its predicated on continuous year on year growth which would suggest constant updates/refreshes to hardware

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But even so, why wouldn't you expect pretty significant growth to VR from this current point in time?

mighty carbon
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I hear people say because VR is not essential and doesn't take off as fast as smartphones did, investors will lose interest to VR pretty soon

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plus Zeni being a bully to Oculus doesn't help industry overall

clever sky
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Expecting VR to have the same growth trajectory as smartphones is just ludicrous

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At least post iphone growth

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Given that smartphones were around for nearly a decade before that.

digital marlin
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Nah I don't think it'll be overly aggressive is all

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I think they'll be a big boost in 18 months time when the first wave kinks are smoothed out.

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Wireless, lighter, better resolution, hardware can catch up etc.

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and probably the biggest factor - an establishment of content standards.

clever sky
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Yeah... the steam approach right now is... creating a bad narrative in the marketplace D:

mighty carbon
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😃

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some people are just ... retarded 😦

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just finished talking to a dev

clever sky
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and yet, somewhat essential for creating VR skill pool for the future of the industry.

mighty carbon
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he says prices are too high for desktop VR. I suggested mobile VR. He saying phones are expensive. I said Axon is $400. He says he doesn't want Android VR phone.

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naysayers will find excuse to dismiss VR

clever sky
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Some people will lead and some people will trail a market.

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That goes for producers and consumers.

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To be fair, game devs on average are leading the market. But I don't know why there should be a suprise that some of them want to stay conservative and comfortable in their current niche.

mighty carbon
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just weird is all :/

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"Me: Have you tried VR? I think it's the future of gaming. A dev: Meh, I think it's a gimmick. Me: have you tried VR at all? A dev: Nope."

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that's a kind of conversation I've had many times with other indies

digital marlin
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I have yet to come across a dev that isn't excited to dev VR

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But opinions may vary.

restive blade
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I just got my Oculus touch controllers

digital marlin
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It's just time is all. I don't think it's going away any time soon.

clever sky
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Demoed my stuff to tech startup guys a couple days ago.

restive blade
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Hey zap

digital marlin
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Oh how'd it go?

clever sky
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Some comments I got was - "oh wow, I thought this was a gimmick"

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"But it's the real thing"

digital marlin
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ah good!

clever sky
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Dude was getting excited about been able to pick up a gun and fire it 😄

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Which in a certain sense IS super cool.

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Compared to what we've come from - keyboard/mouse/gamepad to point a cursor on the screen.

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@restive blade yo sup

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And they were all pretty impressed with my walking-in-place stuff

digital marlin
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oh yeah, it's great

restive blade
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@clever sky tried your demo btw

clever sky
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@restive blade Rift or Vive?

digital marlin
#

As Newell said, we're at the 1981 of personal computing.

restive blade
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Vive

clever sky
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Ah cool

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What did you think?

restive blade
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Was interesting

clever sky
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Haha... fair enough.

restive blade
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I think it would work for some people really well

clever sky
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Were you able to try it for long?

restive blade
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No.. I had to catch a bus home

clever sky
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I feel the biggest weakness to the thing is that... it does take people time to adjust and get used to it...

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30-60 minutes. So it's not great in a demo setting.

restive blade
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Yeah... Ppl get the teleport right away

clever sky
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Yeah. Teleport is great like that. But a few hours in, you're definetly feeling that limitation.

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This thing... is the opposite almost. Takes longer to learn, but after you're used to it... you find most things quite lacking by comparison! D:

restive blade
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For sure... That's not been a major issue yet.. most people don't spend long in VR

clever sky
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Yeah.... it's mainly the users that own the stuff that'd have that sort of exposure.

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And VR is still kinda been discussed in the context of new experience.

restive blade
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I think longest I ever spent in VR at one time was 20 mins

clever sky
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I mean I say that it takes 30-60 mins. But that's just a conservative estimate.

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Some people put it on and they just get it with minimal instruction.

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'Ok. Point the arrow? got that... walk on the spot? walks ok! It works! Excellent!'

restive blade
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Yeah... I got it... But only had a couple mins hehe

clever sky
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And some people are like... 'arrow? heading?' 😛

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Ah. Well... hopefully I can get the rift version done in the next few days.

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The code is done, but I just have to update graphics tutorials and stuff.

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Incidentally, it works better on the Rift IMO - due to the analogue stick.

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Easier to understand the stick as a device with which to set heading.

restive blade
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Well I've got my rift now.. I'll try it on that

clever sky
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The current version is highly incompatible with the Rift 😛

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it loads... just everything is messed up.

restive blade
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Story of my life

clever sky
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Anyway... so what did you think of your small initial impression? And where did you try it? 😛

restive blade
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At my previous boss s house

clever sky
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Ah cool 😃

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Did he try it too?

restive blade
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He's flying to LA today

clever sky
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For GDC?

restive blade
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New working venture

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I'll be joining him in a couple weeks

sullen burrow
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hello, I imported this model from C4D and trying to throw objects inside, nothing goes past an imaginary barrier

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I can't figure out why

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I had the exact same issue with an architectural model imported from 3DS, I couldn't navigate anywhere inside the object, nothing could pass through it

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great ways to spend my Saturday night lol

prime iris
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open the model and click the "collision" button

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it might have generated collision that encompasses both parts

sullen burrow
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mmmm let's try that

prime iris
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also concave hulls will probably require you to make your own collision geometry

sullen burrow
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make a UCX_something in C4D and export it with the mesh ?

prime iris
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yeah

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i think that's how it works

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not done it myself so probably check the docs first 😄

sullen burrow
#

aaaaah I seeeeee 😃 awesome thank you Mr 😃

prime iris
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a simple fix is to set it to use complex traces

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on the mesh/actors collision settings

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but that means it will use your models full polycount of collision and that can get pretty slow depending on how many you have/polycount

sullen burrow
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it's a very simple model, so that might work

prime iris
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yeah, use complex as simple

sullen burrow
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yeeeah it worked!!!

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😄

prime iris
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gz

sullen burrow
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woohoo thank you sir!!

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it litteraly took me like 2 hours

prime iris
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hehe, been there countless times

sullen burrow
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woo I need that!!

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yes its the UCX_

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so this is how UE identifies custom collision meshes

prime iris
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yup

sullen burrow
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awesome. That will save me a loooot of time. I have objects like that here and there. I just got to go back and fix em

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secrets don't come with the beginner's guide haha

prime iris
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tl;dr you can't simulate physics on complex collision (or at least couldn't in 2015)

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so while simulated objects can interact with complex surfaces, the complex collision object would have to be static in the world

sullen burrow
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mmmm that was exactly what I was looking at at the moment. I was trying to simulate physics

prime iris
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then I think you're gunna have to make a custom collision out of convex shapes like in that video. double check with #legacy-physics for the requirements, they'll know what is possible in the current engines

sullen burrow
#

awesome. Thanks for all of your help Mr

prime iris
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no idea, why it's unavail

mighty carbon
#

first look at new Gear VR controller

sharp swan
#

it should come with a can of mace attached for when the muggers try to steal it on the tube. :p

mighty carbon
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MWC begins tomorrow

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and so does GDC I think

#

will be a lot of VR news coming next week

eternal inlet
#

hi guys, anyone can tell me how to do this properly?

real needle
#

@eternal inlet thats very strange.. first things first, why are u introducing the box component? just to help with placement or?

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also, what engine version are u on, and is that just the default virtual reality template, or one of the many spinoffs?

eternal inlet
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Box is for collision later.. now i dont use it

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Its the defaultvr template yes

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4.15

real needle
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kk ill have a looksie if i can reproduce

eternal inlet
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Pretty sure it can be reproduced with a non vr setup

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Just easier to spot it with the motioncontrollers

real needle
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so far unable to reproduce

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@eternal inlet can u share a screenie of the exact sizing and rotation of the hand mesh (preferably unparented) and the box?

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been trying to eyeball similar angles, but have had no issue like the jump in rotation your having

mighty carbon
#

UE4 and mobile are weird combo

#

I get a ton of CPU stalls when profiling my game for Gear VR

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OnlineAsyncTaskThreadNull

raven halo
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can't wait for the gearvr controller 😄

mighty carbon
#

why am I getting so many CPU stalls ?

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900k PSVRs were sold

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I am about to throw in a tower with Gear VR development 😦

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(not because of sales numbers for PSVR but because piece of shit mobile hardware doesn't work well with UE4)

tired tree
#

yo anyone in the states with a vive have some time to test something in multiplayer?

#

tried with jonas but he is in denmark and region lock got in the way :p

real needle
#

anyone up for a discussion about the good or bad of scaling player ingame vs scaling playerspace?