#virtual-reality

1 messages · Page 85 of 1

real needle
#

kinda wondering if i should go for implementing player characters with variable height, or if i should even it out so every1 has the same height, then do some 'scaling' (on z axis, to the recieved positioning data) to reflect their ingame height?

#

reason im thinking about giving all players the same height is because it seems more fair towards tall and short players 😛

raven halo
#

@mighty carbon what kind of problems are you having?

mighty carbon
raven halo
#

oh shiet!

mighty carbon
#

@raven halo I am getting CPU stalls, a lot of them

real needle
#

well it is a mobile vr solution, with all due respect, you shouldn't really be expecting performance

#

for starters, try if its any different when the phone is plugged in the charger

raven halo
#

@mighty carbon when are those stalls happening?

real needle
#

im sure theres some very rigorous throttling going on to keep the thing from overheating/sucking dry the battery

raven halo
#

there isn't

mighty carbon
#

I don't overheat

raven halo
#

well, by default epic sets the CPU to 75%

#

I have it set all the way down to 25%

#

and the game runs fine

#

need to be more careful with draw calls, though.

#

but cpu is what causes the phone to overheat the most

wicked oak
#

motorsep. the WaitForEvent dont count

#

it means that current thread is not getting executed

raven halo
#

what ms times are you getting on GPU and CPU?

wicked oak
#

go to Game Thread and Render Thread

#

check the World Tick Time

raven halo
#

there is not much going on on screen, it should run fine. So there must be something wrong

wicked oak
#

told ya mate

#

GC

raven halo
#

:S

mighty carbon
#

GC ?

#

and what do I do about World Tick Time ?

#

@raven halo is it stat Unit that gives GPU and CPU timing ?

raven halo
#

yep

#

or better yet

#

stat unitgraph

raven halo
#

heh

#

you are still with 4.14 right?

mighty carbon
#

didn't take a screenie with UnitGraph because all it was showing the same as Unity + graph at the bottom.

#

yeah, 4.14.3

raven halo
#

gpu doesn't show up in 4.14

#

only 4.15

#

you can't do any sort of gpu profiling with 4.14

mighty carbon
#

can't do 4.15 until FMOD releases the update

raven halo
#

ok

#

but it looks to me like your main issue is GPU

#

then draw time

mighty carbon
#

too many tris or drawcalls or both ?

raven halo
#

could be pixel shader as well

#

draw time = probably too many draw calls

#

gpu, could be anything. Too many triangles on screen, expensive shaders, post process?

mighty carbon
#

hmm... I removed drones and crypt for testing purposes - same results

#

odd

tired tree
#

is your landscape material opaque?

mighty carbon
#

yep

tired tree
#

noticed a few VR devs using marketplace terrain materials that were really expensive and masked so they also didn't cull geometry

raven halo
#

you should take a frame capture with renderdoc and take a deeper look

wicked oak
#

no, thas a GC error

#

probably due to the memory of the landscape

#

thats not on the graphics side

raven halo
#

oh shit

#

never even thought of that

#

vblanco is right, could be a memory bottleneck

wicked oak
#

didnt thought of it with 130 ms on GC mark and sweep?

tired tree
#

they were talking about GPU time weren't they?

raven halo
#

I would never recommend using landscape, just in general, it has sucked for 8 years, and I'm sure it will continue to suck

mighty carbon
#

that's not Landscape

#

it's a mesh

#

mesh split into 16 pcs

tired tree
#

how large...is the total terrain...

raven halo
#

@wicked oak I was looking at the ms readings and got tunnel vision

mighty carbon
#

this way it doesn't render as whole

#

(and also LODed)

tired tree
#

it won't LOD it if its huge and close to you

mighty carbon
#

it will

raven halo
#

how do you handle collision?

mighty carbon
#

each chunk has 3 LODs

wicked oak
#

the meshes shouldnt be any kind of problem

mighty carbon
#

the chunk you stand on won't LOD of course

raven halo
#

polycount could be an issue though

tired tree
#

whats the texture resolution on it

#

and is it world aliigned or UV'd

raven halo
#

I've had, just last week, issues where 50K triangles on screen were causing frame drop because they were pretty concentrated on screen

mighty carbon
#

everything is UVed

#

texture is tiling and is 2048^2

#

eeh, I take it back - it's 1024^2

#

normal map is 2048^2

#

is there a stat that shows how much memory textures and models take up ?

#

@raven halo 100k tris is what S6 with Gear VR can take easily

#

my scene is ~60k when I stand at the point where performance drops

raven halo
#

(not always in my experience)

mighty carbon
#

so, is there a stat to see how much memory assets take up (preferably with breakdown for textures and models) ?

sharp swan
#

stat memory

real needle
#

stat rhi

noble crater
#

how would you go about making a vive controller mesh match user input e.g. virtual trigger depression = physical trigger depression? skeletal controller mesh?

real needle
#

@noble crater If you can rig it then a skeletal mesh running an animation blueprint would be the way to go, but you can also just rotate/move each individual mesh with some math. Have a look within the folder where SteamVR is installed and you can find the vive controller with each individual piece as it's own mesh

noble crater
#

@real needle thx

raven halo
#

are these screenshots taken from gearvr?

#

why is the ms so high and in the video so low?

wicked oak
#

its the Tick fucking it up

#

you are way below the normal thing in gpu

tired tree
#

25ms tick...

#

sweet jesus

mighty carbon
#

@raven halo yeah, running on the device in dev mode (so I wouldn't have to use Gear VR - wouldn't be able to bring console and type cmds)

#

so what do I do with tick ?

tired tree
#

figure out whats causing the issue, you profiled it earlier and it was GC right?

tribal citrus
#

Sup guys, have you've gotten Error unknown when trying to build your game for VR?

mighty carbon
#

@tired tree vblanco said it was GC.. I don't even know what it stands for :/

tired tree
#

Garbage collection

mighty carbon
#

ah, I see

#

the thing is that I don't do anything special on tick.. I have 2 traces happening and that's about

#

and when player moves away from the robot, there is nothing else happening

restive blade
#

arghh... I don't have enuf space to set up oculus touch

tired tree
#

you aren't spawning objects and deleting them?

mighty carbon
#

nope

tired tree
#

have you tested in a shipping build?

#

I know that verifying GC in test builds with mobile is supposed to hitch a lot

mighty carbon
#

no, haven't tried shipping build yet

#

never had this issue in 4.13

#

I guess I'll post on Oculus forums... This is just bizarre 😦

mighty carbon
#

looks like S6 owners are in luck with new Gear VR controller 😃

#

101 deg. FOV, better lenses and some distortion correction tech? (maybe to replace old code that Zeni is trying to use as legal reason for their injunction)

wintry escarp
#

yes you can controller for older gearvr

#

+buy

tired tree
#

I mean, thats not a "real" motion controller

#

its a vector controller isn't it?

real needle
#

@tired tree It's not, and if they continue to be a thing it's important that they are named for what they are

mighty carbon
#

it's a motion controller alright - you move your hand and your virtual hand moves too

#

thus - motion controller

#

there is no depth though - it moves in a plane and can rotate

#

3 DoF

#

and I am sure 98% of Gear VR users will be satisfied

#

when there are like 50M - 10M users, then maybe it would make sense to make something with positional tracking and proper motion controllers

real needle
#

Just saying that if we call 6dof and 3dof for "motioncontrollers", there can be quite a bit of misunderstanding

mighty carbon
#

but by then Santa Cruz will be out

real needle
#

We have a motioncontroller devkit for mobile VR, it doesn't work very well but it's def better than none

mighty carbon
#

@real needle you already have Gear VR controller? o.O

real needle
#

No, Ximmerse

mighty carbon
#

oh, that one

#

I already forgot about it 😃

#

IMO Nolo VR already beat all of the 3rd party solutions for mobile VR input

real needle
#

Yeah I've seen better, but haven't tried anything else

#

We didn't focus on the Ximmerse because it's not as good as it needs to be

#

And generally speaking mobile VR is not as much fun, so if I can choose I'd go PC every time. I don't feel present without pos tracking

#

'feel vr' kappa

wise thunder
#

I think the best part of that is "sweatproof"

#

Ha, good luck with that

prime iris
#

definitely don't see chest subwoofers as a particularly interesting technology, in the same way they were pretty crappy as seat peripherals for racing games

#

that said, more tracking points would be nice

#

hands > elbows > chest > feet > knees > waist

#

feet maybe being a little higher priority if a faked alking locomotion turns out to be compelling

#

and by hands i mean some degree of finger interaction in place of controllers 😄

real needle
#

ye we just need gloves and feet trackers, dont really need the rest

prime iris
#

i think body/arm tracking might be slightly better than feet tracking. being able to have a virtual gun holster or something is good, but doing that well without extra tacking points for your torso/waist/thighs gets akward

real needle
#

its not that hard tbh

#

just get the angle of the 2 motion controllers (get angle between motion controllers, find 'forward') and get angle of hmd, then body sits between those 2

prime iris
#

that isn't where you know your body is though

real needle
#

tru

prime iris
#

which means you often have to look down

real needle
#

well, if it rotates along with the hmd and controllers predictably you wont have to look

#

where most ppl seem to mess up the implementation is when they start adding movement direction too the mix

#

wich really shouldnt be relevant, since instead you should look at letting your characters walk in all directions

prime iris
#

well it's a not enough information problem given the current number of tracking points

real needle
#

again, it wont be perfectly aligned with real life body

#

but still better

prime iris
#

how do you tell if a player is looking left and have both arms pointing left shooting a pair of pistols!?

real needle
#

it is when u add a little logic, humans cant rotate around their own backs, etc

#

you use the roomscale data for that

prime iris
#

pfft! show me your 3 point skeletal tracking system and i'll show you how to break it! 😄

real needle
#

no ty, im still to unsure about it myself xD

prime iris
#

you can definitely do it well using just 3 points

#

but i think there's enough value to add more tracking points before feet (unless VR walking works as a good locomotion method)

real needle
#

seems to be holdin up tho, and yea, doin just that, calculating the angle between the motion controller positions, then use the hmd angle to help decide on a 'forward' position for them controllers, and then also use hmd angle, and then i just go sit in the middle between those 2 angles

#

ye i do wanna see better tracking too

#

but its not as impossible as some ppl/some games make it seem

#

@real needle @prime iris They're not subwoofers, they're pretty powerful rumble motors with a wide range of haptics

#

The sdk allows you to play them in sequences, and do interesting things like heartbeats

#

It's a great experience, and it allows me to communicate in which direction players get shot from

prime iris
#

@real needle i'm sure it's a neat addition to the VR experience but i think body tracking needs to come before it

real needle
#

It does support "audio feature" to make it playable with any game, but that's only a bonus feature. Best execution comes from direct integration. Otherwise one can just use a subpac

prime iris
#

it's $500, body tracking needs to be cheaper than that to see the adoption that will make it worthwhile

#

similar issue with the gloves that have been showing up frequently. They're charging 1k euro. Should have sent a poet because all i have is this sad face :'<

real needle
#

I agree it's a bit hefty, but if all of us who said we will be supporting the suit at launch there will be a good range of games supporting it. It's niche, like most of VR right now 😃

prime iris
#

if there's a market for those vests it will be at commercial vr centers

#

vr lazer tag places

real needle
#

I can atleast tell that these guys are gonna pull it off, they've already manufactured different sets of units with just their seed funds

#

I've also helped their plugin dev with the integration for unreal and it's pretty solid

#

@real needle i never said there was subwoofers, i just said 'look at dis <ks link>'

prime iris
#

meh. if $500 is them selling at cost to try and get investors then the product is destined to fail. the dk1 was cheaper lol and provided signficiant more value in terms of what it did

real needle
#

@real needle bushido did, sry for the confusion

prime iris
#

i made the comparison to the old subwoofer cushions 😄

real needle
#

^^

#

If you guys can try a subpac I would recommend that

#

i do like the idea tho

#

a suit that has little piezo speakers, them things the size of a coin

#

and then like a 100 across the suit

#

also, some1 please make a version with some sort of solenoids/linear actuators, so u can simulate bullet impact xD

#

(like, actual weight moving into your chest lol)

#

would be insanelly heavy to wear tho, but if somehow it could be done it would be the best thing ever

prime iris
#

pfft, just hire a kid from a 3rd world country to shoot you with a paintball gun when you take damage!

real needle
#

lol

mighty carbon
#

I think I found the issue, but I can't really explain why it's happening :/

real needle
#

@real needle one of the hardlight prototypes had linear actuators in the arms, it worked alright but they would need more powerful ones to actually simulate recoil and that's why I think they decided to not do it

#

so hey, question, should i have scale-able player character height, or should i scale playerspace z so i can have all players same height without their cams/controllers beeing in wrong places

#

@real needle yea realisticly it would require some heavy weights wich would make it shitty

prime iris
#

@mighty carbon what do you expect it to do?

mighty carbon
#

@prime iris what do you mean?

#

I had horrible unexplained performance issues earlier. Posted profiling results and screenshots of various stat cmds taken on the device.

#

had something to do with tick and GC

#

so then I remembered I had all these inventory items stashed under the terrain mesh. I move them around and performance issues were gone.

#

I don't get why, since those were suppose to be culled anyway.

real needle
#

A question for those that have put a game up on steam - how many Oculus users do you get?

#

is it worth the effort to make a game work for them? (assuming it is a standing-friendly game)

#

its always worth it to try reach more customers

#

but no experience releasing to steam myself so lets see what awnsers u get ^^

#

but do oculus users actually use steam? or is "no home, no go"

#

i think they do

#

any1 care to pitch in on my player height question?

prime iris
#

@mighty carbon ah, i didnt see the earlier stuff. only saw the video you just linked where you moved around some primitives under a landscape

real needle
#

player character scaling vs 'scaling' the tracking z data so all players can b same height

digital marlin
#

Anyone, aside from Zap, at GDC?

prime iris
#

@real needle assuming you're using ue4's VR abstractions in your game i can't see how it would hurt to make an oculus home version

#

assuming the rumours are true oculus do have 1/3-1/2 of the desktop vr market, so if your motivation is making sales then it's probably not a terrible investment

real needle
#

i would assume oculus has at least half the market, if not more

#

theres just alot more people that have heard of oculus

prime iris
#

stats and rumours say no

real needle
#

vive/valve/htc dont do nearly as much marketing afaik

prime iris
#

tim sweeney hinted that it's 2:1 in the vives favour

real needle
#

hm

prime iris
#

because of china

real needle
#

hmm, i see, i wish he/the article would have something to back up those statements tho

prime iris
real needle
#

i mean i have a vive too and tell every1 to get one instead of oculus lol, but i doubt im making a dent in facebooks marketing budget

prime iris
#

it's probably not an unfair assumption to say that if you have a pc that's good enough to run a VR headset you'd probably have steam installed as well

real needle
#

any1 remotelly interested in vr will see ocolus ads all day

#

provided theyre in the social media circlejerk, ie; 70% of the world population

prime iris
#

advertising doesn't really matter in the current market. the market is enthusiasts

real needle
#

hmm

prime iris
#

they see adverts then research what they're buying

real needle
#

also that graph is nice but (obviously) doesnt include stats from oculus home, so not really representive

#

i guess you have a point tho with the enthousiasts thing

prime iris
#

@real needle how many owners of an enthusiast pc will own a rift but not have steam installed for regular games!? 😄

real needle
#

also a fair point, but isnt oculus also goin for the non gamers already?

prime iris
#

i'll gladly accept that it will be the case in some fringe cases, but 90%+ are likely to have steam installed on their VR machine 😄

real needle
#

fine 😛

prime iris
#

oculus will probably take back some of the market as consumer desktop VR starts becoming a thing. when it's console priced and everybody has a gpu that can handle the min specs

#

so starting with the next generation of nvidia gpus probably, and a few years after

real needle
#

i see

prime iris
#

because that's when the facebook marketing will start having bigger influence on purchasing decisions

#

but still not completely clear cut since steam is also a huge name in the game industry

#

either way, i see valve and oculus still releasing headsets in a decade 😄

real needle
#

yep true

#

and honestly i see oculus introducing 'steam support' as some feature, with alot of hype

#

in maybe a year from now

prime iris
#

nah. oculus are in it to trap people

#

they'll support other platforms supporting them

#

but they'll never support other platforms/headsets 😄

real needle
#

idk

#

if what we discussed/you say is true, then they will have to give in at some point

#

i guess it kinda depends on future headsets, what platform will have more/the coolest

#

that one will get most attention and games developed for it

prime iris
#

they don't care about being the most adopted product so much as they want to be percieved by the public as providing the better product (even if they are just average or perhaps even worse than other products)

#

the apple marketing branch of technology

real needle
#

hehe

prime iris
#

thinner, elegant, silky smooth, and perfect

#

the kind of tech company that markets for the professional but doesn't have a discrete gpu and thermal throttles their i5s

real needle
#

i was gonna say 'next up, white oculus!' but then i remembered gear vr

#

anyway ye lets just see how it unfolds ^^

#

i think (even tho id like it to be different) that oculus is gonna be the big player, just cuz they can already reach so many people trough facebook for practicly no fee

prime iris
#

yeah, too many variables in a fledgling market to make a real call on what will happen

real needle
#

and steam will really have to have some nice hmd partners to compete with that, even if the experiences may be better

prime iris
#

my bet is that desktop vr will be a tough sell

#

but it's possible that it's benefits will outweigh the mobile options for a considerable time

real needle
#

dunno, the few ppl ive shown it that have also seen mobile vr all go 'i want your pc'

prime iris
#

yup. console/desktop vr is going to be the pinacle of the experience for the next 10-20 years

real needle
#

mobile vr is cool but imo its just limited, mobile devices arent really ready yet, despite the whole marketing bs going on atm

#

so yea, i agree, pc will have better vr then mobile for the forsee able future

#

and console will prolly follow suit, psvr isnt even that bad lol

#

tried it and was pleasantly surprized

prime iris
#

psvr sucks

#

because i can't play rhombus of ruin on my vive when it's exclusive to psvr!

real needle
#

the tech, taking price into concideration, is pretty good

#

that sucks tho, i agree 😛

#

also all the games they hyped and then all turned out to be crappy short 'experiences'

mighty carbon
#

PSVR sold 900k units

prime iris
#

and double fine sold out :'<

#

yeah, but i think that all the short experiences are what we need right now

#

make games on budgets that reflect the number of people who will buy your game/experience/app

#

not on projected figures that might not happen in the timeframe your studios bank will want them to be turned around in ;P

mighty carbon
#

900k is actual figure, not a forecast

digital marlin
#

It's not nothing

#

And I'd wager creating a great VR game has a better chance to penetrate than something on greenlight (RIP)

#

Then again I'm a guy on the internet, what do I know

prime iris
#

@mighty carbon yeah, i know. i meant about taking exclusive paychecks that create a bubble for developers

mighty carbon
#

it's what necessary at this time

#

look at the Oculus/Epic line up for GDC

#

I'd buy Rift only because of those titles

prime iris
#

people said the same thing about the throw away experiences that got released 6 months ago 😛

#

i'll be more supportive of making an industry bubble when i see something created that has the substance to carry the medium forward

mighty carbon
#

are there non-VR games with substance? Give me a break 😛

prime iris
#

in the meantime i'd be happier that it was a hipster medium that gamedevs and creatives use and aspire to make consumer friendly

mighty carbon
#

you go to see a movie that is less than 90 min and a 3 hr movie. You pay the same price. You don't complain that short movie as expensive as the longer one. You also don't ask for refunds.

prime iris
#

no

mighty carbon
#

So, why should it be any different with VR ?

prime iris
#

i think movies are terrible value for money

mighty carbon
#

lol, well, you are the minority

prime iris
#

it's not even the value thing. i guess it's just that movies are a bad medium for story telling full stop. 90 min isn't enough time to tell a meaningful story start to finish

#

anyway, i'm just a realist. VR isn't ready for the consumer. Throwing money at it will not make it ready. It will just make it so that some studios expect extra sugar money

mighty carbon
#

how is it not ready ?

#

maybe on PC side, it's not (too expensive, still glitchy )

#

PSVR is very ready

#

Gear VR has been ready

prime iris
#

psvr and mobile VR is gimmick VR though

#

the virtual boy shipped 770k units!

#

while the psvr sales are promising, i think seated vr has the potential to cause disinterest in VR because it's just an expensive pair of 3d glasses

pearl tangle
#

have you tried it?

prime iris
#

i have a vive and have played seated games

#

and wouldn't buy it if it was just for that kind of experience

#

as fun as elite and racing games are

pearl tangle
#

I think there are plenty of genres that work fine for it you dont really need room scale to play the racing games

#

i personally am the same, i only do room scale games. but im not the majority.

raven halo
#

": it's not even the value thing. i guess it's just that movies are a bad medium for story telling full stop. 90 min isn't enough time to tell a meaningful story start to finish" <--- wtf

steep hamlet
#

hey guys, anyone knows how vive controller haptics work? I am calling PlayHapticEffect in both code and BP, and controllers are vibrating, but only thumb pads are vibrating. the wands don't have haptics, where they suppose to have

real needle
#

@steep hamlet You need to use "Client Play Force Feedback"

#

It's a function within the PlayerController so it doesn't show up unless you uncheck "context sensitive"

pearl tangle
#

Today at Mobile World Congress in Barcelona, Samsung announced the brand-new Gear VR with Controller, with 70 titles coming soon. The controller is said to add a deeper level of immersion, using motion sensors, and an intuitive touch pad and trigger input. Announced today at the Mobile World Congress in Barcelona, and revealed on the …

steep hamlet
#

PlayHapticEffect is a function in PlayerController as well

#

I wonder the difference though

mighty carbon
#

@pearl tangle yep. Also, it will work with S6 😃

real needle
#

Haptic works on the rift

raven halo
#

you can see some of the games working with samsungs new controller here:

pearl tangle
#

well not the motion parts of the controller no

mighty carbon
#

Oculus said it will

#

in their Twitter, answering to someone

pearl tangle
#

nobody has made the games to support it. everything needs an update to handle motion controllers. it would be like the oculus games magically working with touch

steep hamlet
#

@real needle so it's a vive specific issue where PlayerHapticEffect doesn't fully work? and all I have to do is use ClientPlayForceFeedback?

mighty carbon
#

what are you talking about, @pearl tangle ?

pearl tangle
#

the controller has motion input stuff like daydream, the previous games can't do anything with that

real needle
#

@steep hamlet Yeah

#

There's a dynamic one for force feedback aswell, you don't have to make a feedback curve

mighty carbon
#

@pearl tangle I was saying that I can fully utilize motion controller and new Gear VR with S6, making new game that supports controller. Of course old games won't support it unless devs add support for it/

steep hamlet
#

what if I do want to use a feedback curve? @real needle

mighty carbon
#

I don't even care for old games since I don't like any of them :/

real needle
#

Then use it 😃

steep hamlet
#

PlayHapticEffect does fully work on oculus right? I can't tell anything wrong with it

real needle
#

Yeah

steep hamlet
#

thank you very much!

prime iris
#

@raven halo 90 minutes to encapsulate an entire story just doesn't do it for me. by the time they're done introducing the characters the film is almost over! i prefer tv series

#

and don't even get me started on action movies where that 90 minutes has to include 30 minutes of explosions and other pauses in story telling!

raven halo
#

My jaw is on the floor I don't even know what to say

prime iris
#

or that fantastic method of story telling technique called "fast cut" so that you can't tell what's going on

raven halo
#

I think any medium whether it's movies, tv shows, VR, mobile VR is capable of telling compelling stories

mighty carbon
#

someone please give @prime iris a blue pill and put him back into Matrix 😛

prime iris
#

that was actually one of the last action films i enjoyed

raven halo
#

I get the impression you have only watched a handful of blockbuster movies and that's it xD

prime iris
#

john wick was okay too for an almost ironic story to sew together action scenes

#

but the vast majority of cinema is pretty bad

#

actually, i used to work at a movie store

mighty carbon
#

Game of Thrones is a good one, but it's TV series

prime iris
#

and if you look at the context of the quote it's not that i don't think that all cinema is bad. just that i dont pay to go to the cinema because i'm disappointed too often to care

mighty carbon
#

LotR was good too, and had plenty of length to develop characters

prime iris
#

it was also 3 hours per movie

#

and 3 movies written in to a single story

#

lotr was a miniseries that was shown at the cinema 😄

mighty carbon
#

I've learned to enjoy a lot of mediums (as long as it's a genre I like).. I don't think too deep when it comes to entertainment.

prime iris
#

i just find myself wishing i wasn't sat in a cinema when i go to the cinema

mighty carbon
#

lol

prime iris
#

rogue one was pretty and well made

#

but the story was absoulte garbage

mighty carbon
#

I enjoy almost all of those "dumb" Hollywood blockbusters

raven halo
#

if you can't stand the dumb hollywood blockbusters, you know, there is more out there in the cinema to go watch

#

anyway, let's stay ontopic

#

someone was criticizing VR as not being a valid medium

real needle
#

i have to say, I have been disappointed by the number of units being sold (rift, vive)

#

i definitely think this will not be a fad, i just think the graphs and projections will be pushed further out than it felt like back in the devkit days

prime iris
#

I'm not. I think too many people have them at the moment!

#

people who should be getting on the VR train at the moment are developers and creatives

#

silly consumers are buying it and getting disappointed that there's not enough content for them ;P

real needle
#

chicken/egg problem methinks - not enough numbers to get every dev on board, but enough numbers to expect decent software selection

prime iris
#

i think letting the numbers grow organically is better than creating a bubble with unsustainable content!

#

with outside funding at some point there will be too much money invested in VR than can be made from the market

real needle
#

well, when you put it that way i think i have to agree

#

i guess what i really feel is i'd like to fast forward 10 years 😉

prime iris
#

definitely 😄

raven halo
#

I don't think there is a bubble

#

getting funded for VR is HARD

prime iris
#

there is more money going in to VR than can be made from it. at some point there will be less/no money going in to VR and it will have to stand on it's own feet. i guess what i'm trying to say is be mindful that that transition will come

raven halo
#

again, I don't think that is true

#

95% of publishers are not even looking at VR right now

#

there just waiting

#

they are curious, but it's still too risky

#

if there was a bubble, they would all be handing out checks

prime iris
#

we'll see! just be careful with your dependencies!

raven halo
#

you should never put all your eggs in the same basket basically 😛

mighty carbon
#

what's easier / more practical - make BP to move an actor (not player) along a spline or use Sequencer ?

#

(assuming tracking is better than PS Move)

prime iris
#

@mighty carbon go with the method you'd find easiest. there's probably not a wrong way to do it

#

sequencer is probably the engine idiomatic way of doing it, but then i guess there could be reasons you'd want to control it programatically

mighty carbon
#

well, I don't know either method. Haven't had a need yet to use either 😃

#

I guess Ill try spline

#

I just don't know how to make actor always look down the spline, so to speak (remain tangential to it when moving)

prime iris
#

splines have functions for retrieving the tangent at a given point (on the spline or near it)

mighty carbon
#

I use BP only

wise thunder
#

USplineComponent is exposed to BP? @mighty carbon

mighty carbon
#

dunno, but I'll check

wise thunder
#

And I see that the tangent functions seem to be exposed, at least most of them

#

Yes, I'm telling you it is, sorry haha 😛

mighty carbon
#

I still wonder if I should make BP system to govern BP actors following spline (tripping triggers, calling events on time, etc.) or if it's possible to make actor follow spline and do the rest in Sequencer

prime iris
#

yeah, splinecomps are available to bps

#

if you just want to do lerp along a spline i'd say sequencer is probably better

mighty carbon
#

the idea is that I can have actor to follow different splines at random, play different anims when required, change speed, etc.

#

I am sure I can do it in BP, but I don't know anything about Sequencer besides it's a tool to make cinematics

#

would hate to write something custom if there is already a system ready out of the box

prime iris
#

i haven't touched sequencer yet, it lets you keyframe actor properties and manipulate their curves like you would in an animation program right?

#

not sure that you'd have a spline if you used sequencer to create your animation, but in a way you would because you'd access to the animation spline in the form of a curve editor

#

most 3d tools have the ability to see your animation curves in 3d too as the path of the object you're animating

#

so if sequencer does that there'd be no real difference at all

#

the reason to not use sequencer is probably if you want to dynamically change the spline path

mighty carbon
#

aye, thanks

glossy agate
#

Sequencer is super easy once you get the hang of it. If you are going to use it for part of the feature, may as well use it for the whole thing.

marble trail
#

I saw a youtube talk a while ago about how to design interaction in VR with motion controllers. It was by two guys making a surgery simulator in VR. It was Unity based, but lots of the ideas were applicable. Anyone know the video I'm talking about? I can't find it now

marble trail
#

Are there guidelines on implementing things like drawers, hinged objects etc. with VR motion controllers?

#

Not sure if I should use physics constraints, manually do some math in blueprint, re-parent objects or what.

real needle
#

@marble trail Depends of the rest of your interactions. If you have collisions on your controllers for example, physics constraints can be tricky and jittery as you will be able to push for example a door, past it's constraint.
You can find a shared project with examples of drawers and doors on the forum in the VR section.

spiral zephyr
prime iris
#

Kind of a reasonable price taking the included headphones in to account

#

They just need to pull a sub $100 miracle with the tracking pucks 😄

#

If they can get them out for $60ish then it's a no brainer to have multiple pucks, and the concept will thrive for body/feet/custom peripheral tracking

#

oh. nevermind. they announced it at $99 too

#

hmm, might be a little on the expensive time for what the community will want. at that price you're looking at a 1-of or maybe 2-of max

wicked oak
#

tracking pucks are a bit too expensive

#

at least normal people will just need 1

#

for the props

#

but come on, 100 dollars + the plastic prop wich is also $$$

#

meanwhile, PSVR has the AIM controller wich will sell for 50 dolalrs (seems so)

prime iris
#

yeah, but that's the least interesting application!

#

2 tracking pucks on rubber domed overshoes = footstep prescence!

#

3rd party glove peripherals need a trackign solution too so pucks were meant to fill that gap

#

want to know where your chair is in vr game? another $100

wicked oak
#

sure, now that soft glove looks real good

#

the one that is like a wool glove

prime iris
#

yeah. but 1k euro :<

wicked oak
#

wait what

prime iris
#

it's all falling apart

wicked oak
#

meanwhile PSVR is selling all the stock in some places

#

nowhere near the same with pc vr

prime iris
#

the one that looks like a fingerless sports glove is 1k euro

wicked oak
#

that + oversaturation of games, im jumping ship

#

wow, really?

#

1k euro for the sports gloves one?

#

jesus christ

prime iris
#

it has a lot of snsors and haptics in each finger

#

but yeah, the 1k euro number was thrown around in discussion

tired tree
#

1k for the dev kit

#

its not for sale yet

#

Also I would take 2x tracking pucks on a belt before 2x on feet

tired tree
#

more stable center of mass

prime iris
#

several gloves all using the same color scheme 😄

#

@tired tree yeah, hands > forearms/elbow > torso

#

but feet have some potential too

#

walking on the spot locomotion and such

tired tree
#

Well walking on the spot isn't really feasible

#

its still jogging really

#

and waist tracker gets that fine

prime iris
#

i guess

#

but with tracked feet you'd have foot steps too!

tired tree
#

for animation the feet are great, and running step mechanics

prime iris
#

regardless. $100 is putting me at the slightly disappointed spectrum of the trackign puck announcement pricing :<

tired tree
#

it was never going anywhere mass market

#

its something you can support on the side

prime iris
#

but i want to track all the things!

tired tree
#

its bulky and really good accessories are going to use their own sensor array

prime iris
#

i can't turn my cat in to a pet dragon without more pucks!

tired tree
#

buy the sensor kit

#

make dragon costume with sensor array

prime iris
#

like that's cheaper! you need to attend a $3k training course still don't oyu? 😄

tired tree
#

no

#

they just dropped that

prime iris
#

cool, i must have missed out on the fnews

#

did they put up some online training instead?

tired tree
#

dunno, but their link to buy the sensors is 404 atm

tired tree
#

so I think its still getting set up

#

ah nvm

#

works now

#

mmmm

prime iris
#

$600 for something that might end up on my shelf unused...

#

it's seriously tempting 😄

#

but i need to focus on making games

#

not catdragons

spiral zephyr
#

I mean, if someone sells a 500$ catsuit(tracked and preferably with software incl) we would have to very seriously consider building the budget for next few months around that...

#

but I would use it on the baby 50% of the time

tired tree
#

it wouldn't cost 500, dev kits are far more expensive than actual product

spiral zephyr
#

if its cheaper we would get several

prime iris
#

just to be the worlds first crazy dragon guy

#

house filled with dragon poop, smell of dragon urine on their clothes

spiral zephyr
#

we dont need our smell yet in VR, can be temp disabled with superglue

#

immersion

#

remeber to trim nosehairs first, really

tired tree
#

additional trackers are an interesting problem though in the end

#

people that buy them will want to use them in everything

#

whether they use them for feet/waist/elbow or external objects

#

but its another subset of a subset

mighty carbon
#

this is getting interesting

#

interest rate is too high IMO.. I could probably get a loan in my bank for lower interest rate

tired tree
#

they aren't a bank

wicked oak
#

the JD.com interest rate is 30 dollars

#

800 new, 830 with the 6 payments

tired tree
#

and small loans have high interest

wicked oak
#

well, suck it up and save that money

tired tree
#

more so for rent to own

wicked oak
#

then get gen 2

mighty carbon
#

regardless, good to see they are offering payment plan. Most people are not going to go to their bank for VR loan 😉

wicked oak
#

i have a deep hatred for bank loans

#

you just pay more for everything, while making others rich

mighty carbon
#

well, if you need something and you don't have deep pockets, you have no other alternatives

clever sky
#

You take out a bank loan if the bank thinks you can generate money faster than their interest rate.

mighty carbon
#

if not for my bank, I wouldn't be able to get laptop for my kid for college

clever sky
#

I don't think bank loans money to consumers looking to buy luxuries.

mighty carbon
#

they loan for everything

clever sky
#

Well, as long as you can pay 😃

mighty carbon
#

indeed 😃

tired tree
#

Zap, most banks do, but the interest rate is a lot higher

#

its a high risk loan

clever sky
#

Fair enough. Ok, I guess I kinda just tipped my hat on how I manage my finances 😛

mighty carbon
#

oh, don't go with banks.. go with credit unions

clever sky
#

Aren't they the worst?

mighty carbon
#

nope

#

much better than banks

#

for average person at least

clever sky
#

ok

mighty carbon
#

also depends on credit union. same goes for anything really.. Some banks suck, some don't.

clever sky
#

Which shouldn't be read as 'Valve is working with SMI to bring eye tracking to the next gen of Vive'.

tired tree
#

oh it would be glorious though

clever sky
#

Yes, indeed, indeed it would be.

#

When do you guys estimate we'll get a gen 2 premium PCVR?

mighty carbon
#

what do you need eye tracking for ? Don't visuals get progressively blurry at the edges of the lenses ?

clever sky
#

Research seems to be rolling fast... lot's of really compelling tech just becoming real... can see them been in a dilemma

#

if we wait another 6 months, we'll have this really important feature... but we said that 6 months ago about this other really important feature.

spiral zephyr
#

hw q4 2018, decent sw using it q2 2019 😉

clever sky
#

That's a reasonable guess.

#

But then the cut-off point for feature inclusion is way before that.

spiral zephyr
#

@mighty carbon You only need high LOD where you looking. Way less to realtime render

clever sky
#

Because of manufacturing, testing lag.

mighty carbon
#

@spiral zephyr so you look to the side, where image is blurry because of lenses. And you render it at higher quality. You won't see that quality because of the lenses. What's the point?

spiral zephyr
#

and of course sweet eye control over ui

#

we cant be using fresnel lenses for long, curved displays or something with eye tracking im "guessing"

clever sky
#

@mighty carbon It's most useful when you get higher resolution displays.

mighty carbon
#

the only use, at this stage, for eye tracking I see is to have avatar showing (to other players in MP projects) where you looking at

clever sky
#

And also the current premium VR headsets aren't that blurry at the edges - they merely reduce the quality compared to the center.

#

It's not like it goes from perceptual 1080p to perceptual 480p just because it's at the edge.

spiral zephyr
#

vive isnt premium anymore, damn

#

cause its blurry as shit with its lenses

#

unless you center your line of sight

clever sky
#

Well, you need it in the sweet spot.

mighty carbon
#

well, on mobile VR that's exactly how it is - edges are so blurry that can't really have anything there (I wanted UI on the sides - nope, doesn't work)

tired tree
#

motor that is flat wrong

#

the peripheral vision is far stronger than you assume, and foveated rendering is very useful even on low res displays

#

looks at VRworks, which kind of does the same thing to a lesser extent

#

the more pixels you can render lower res or throw out entirely the better

clever sky
#

@spiral zephyr @mighty carbon doing some first hand testing - I can confirm that I can read text in steam VR menu (smallest text) with relative ease from the corner of my eye. Image quality is reduced at corner, but not significantly.

#

So foveated rendering would definetly help. Especially at potentially higher gen 2 resolutions.

tired tree
#

foveated rendering gets you that 300% supersampling that everyone wants, pretty much for free

clever sky
#

That too.

spiral zephyr
#

problem with vive at least is lens artifacts, no matter the res it will be pretty bad at edges

tired tree
#

hell VRWorks manages you get you to 300% at around the cost of 200% without it

clever sky
#

Who cares? The point is it still benefits from foveated rendering.

#

@tired tree I'm hard pressed to notice significant quality improvements above 150% TBH... 300% seems quite overkill.

tired tree
#

there isn't much

#

but it is noticable

#

eye tracking also allows you to do better focusing / non infinity focusing

clever sky
#

Even above 130% I find that improvements diminishes quickly.

#

But yeah, eye tracking would be sweet.

#

And not just for foveated rendering - for eye track UI, for fake focus, for social VR gestures, for AI response.

tired tree
#

Zap it isn't the texture quality that improves with more supersampling, its the geometry edges

#

you don't need AA as much

#

obviously resolution limits how fine an edge can be

clever sky
#

@tired tree Yeah, I'm looking at the edges. But my point of reference is FXAA with deferred.

tired tree
#

ug FXAA

#

hate that

clever sky
#

So that does change it 😛

#

Can see improvements with TXAA upto 200.

tired tree
#

TAA benefits a lot more, that is true

clever sky
#

Personally, can't stand TXAA myself 😛

#

it just smooshes fine details at lower resolutions.

spiral zephyr
#

i thought FR and msaa was the way to go, are you talking about something else?

tired tree
#

MSAA is the way to go for solid geometry

clever sky
#

Need around 160+ to recover a lot of that detail.

#

MSAA on UE is heavy.

tired tree
#

you don't want to run it with billboards or foliage

#

MSAA is heavy period

clever sky
#

Kills much of the benefits of FR.

tired tree
#

its about even though

#

in their testing

clever sky
#

You might as well go TXAA and up the res.

tired tree
#

and the visual fidelity for non foliage scenes is worth it

clever sky
#

That way you get better AA across textures too.

spiral zephyr
#

I'm not doing geometry heavy stuff anyway, small spaces etc. also on 1080. msaa for now on projects, but realize it wont necvessarily stand if we go for a release

tired tree
#

MSAA is intended to be their goto VR AA

#

thats the whole point they implemented it for Robo Recall

#

its not suited to everything

#

but its still the overall best

clever sky
#

Not from the way I hear them tell it.

#

It's more of a - we implemented it because... there are some advantages in some use cases, and Robo Recall is one of them.

tired tree
#

yes, solid geometry

#

you don't beat msaa

clever sky
#

i.e. rectilinear geometry

#

Architecture heavy scenes.

tired tree
#

the stuff currently the most made in VR

clever sky
#

True.

#

But that's because it's easy 😛

tired tree
#

Even have GodCarmacks word itself saying that MSAA is the goto AA solution

clever sky
#

@mighty carbon So what's your thoughts on rotationally tracked controllers now? Wasn't here to see your reaction with the Gear VR announcement 😛

spiral zephyr
#

wait what

tired tree
#

they aren't 3axis tracked

spiral zephyr
#

hgow

#

oh

#

its like a phone

clever sky
#

@tired tree oops. got words mixed up

tired tree
#

they aren't positional-ally depth tracked afaik

clever sky
#

Nope. Just rotationally like the daydream controllers

tired tree
#

yeah, can't beat the drift....

mighty carbon
#

@clever sky It's 3 DoF controller. Pretty hyped as it works with S6 too. Hopefully UE4 support will be coming soon.

clever sky
#

You planning on making it compatible with your game?

#

If nothing else, would be much more fun for yourself to play 😛

mighty carbon
#

I am working on a semi-interactive cinematic experience, so it doesn't really need motion controller.

spiral zephyr
#

put a fisheye low latency webcam on the back of the phone and track their depth shittily™

clever sky
#

And for me... means I'm potentially willing to build some gear VR content.

mighty carbon
#

I might fully utilize it in another project I will be working on (a game)

#

it would be nice if UE4 use same components it uses for Rift/Vive for Gear VR controller (accounting for limitations of the hardware of course)

#

this way porting it to Rift/Vive would be a breeze

tired tree
#

why wouldn't they

#

its a gloal motion controller interface

mighty carbon
#

Daydream controller has a different components in UE4, afaik

tired tree
#

daydream wasn't implemented by them

#

right?

clever sky
#

Daydream stuff is google stuff.

mighty carbon
#

I am not 100% sure.. For all I know people have had hard time getting it to work

clever sky
#

in the sense you need that google plugin to build for daydream 😛

tired tree
#

yeah...

#

and thats googles bad not using an available interface

mighty carbon
#

Zeni's injunction overshadows MWC and GDC for me 😦

#

but judging how Oculus moves forward on various fronts, it seems like they are not bothered

raven halo
#

you shouldn't either.

#

Samsung and apple are suing one another all the time

#

wouldn't be the first time either that one requests the other to halt production of their phones

#

it will never happen

prime iris
#

Ooo, theres already eyetracking vive prototypes in the wild?

#

foveated rendering confirmed for next generation?

mighty carbon
wicked oak
#

well, not anymore

#

you could call Multires/LMS a kind of foveated rendering

#

it renders the center at better res than the sides

#

they can be modified to render another part instead of the straight center

prime iris
#

and being able to do 4k-8k per eye on current hardware would be worth it!

wicked oak
#

he said that becouse Nvidia GPUS with stuff like multires or LMS wich have hardware support werent ready

#

but now it is

prime iris
#

even if there was a bit of latency

wicked oak
#

multires and LMS can do foveated rendering

#

LMS not sure

#

but multires can

prime iris
#

how long until gdc opens up?

wicked oak
#

with relatively little changes, you could even implement the moveable multires in ue4 probably

prime iris
#

i want to hear what the VR related people have on display 😄

wicked oak
#

ill tell Sony if i can show my game at E3 XD

#

doubt it tho

prime iris
#

well this floorplan image has me intrigued what might be there

#

that gallery ballroom beneath hall B has 3 exhibitor id's but only valves 104 is on the list of exhibitors

#

so there's a chance they've booked an entire sealed off from everybody area to themselves

raven halo
#

wait what

#

valve is at gdc?

prime iris
#

they're the only exhibitor on that list that has anything in the gateway ballroom!

#

so there's a chance they're not just 104, but 102-104

tired tree
#

Pretty sure Carmack was also primarily talking about mobile hardware for Foveated in that quote, that being said Foveated rendering on mobile hardware is the huge leap forward that it needs to get the weaker hardware providing desktop level graphics.

prime iris
#

yeah, carmack is right about mobile vr being the end goal. I just think it's going to take a while

#

desktop and high end consoles will be the only platforms with the chops to do the ideal 4k/8k resolutions in the near future

#

even with foveated tech

raven halo
#

well, supposedly snapdragon 835 is the key to foveated rendering

#

we will know soon enough

mighty carbon
#

March 29th

wicked oak
#

foveated rendering is not a panacea

#

it just covers the pixel crunching part

#

CPU power and drawcalls and the amount of vertices rendered still exist

#

but with foveated you can go ultra overkill on the screen reslution

prime iris
#

which is why i want it!

#

i suspect headsets will have a release cycle that's synchronized with gpu release cycles

#

just because of their dependency on gpus to raise the bar. so i suspect that with foveated rendering tech we'll definitely have 4k per eye in the next gen, and maybe even have an 8k option

wicked oak
#

Nvidia is on the best side right now

#

with their hardware acceleration for this stuff

#

from MultiRes to foveated rendering is a very small step

#

instead of having the center at more res, have it variable for the location of that high res window

#

they also have actual foveated rendering research

#

they have a great demo around

#

they found that you had to apply sharpening filters

#

and "oversharpen" it

sharp swan
#

is a real nvidia fanboy

wicked oak
#

if you just did a blur, the eye notices

sharp swan
#

i dont normally fanboy for companies, but Nvidia are the shit.

wicked oak
#

i dont famboy at all, i give no craps. I just buy the one with the features i need

prime iris
#

i dont really care if it's red or it's green, but nvidia have been doing a lot more developer friendly technology pushing things

wicked oak
#

sadly, AMD gpus dont have a cool VR implementation in ue4

prime iris
#

amd just got "it's fast and it's cheap, look at me!"

sharp swan
#

thats why i like them. They do things. AMD just play catchup on the chreap

#

*cheap

wicked oak
#

AMd just follows the MOAR CORES phylosofy

#

thats why AMD gets such a massive boost with DX12 and Vulkan

prime iris
#

we're so pro-developer, our sources are open, aka. go do it yourselves we can't be arsed

wicked oak
#

amd is real bad writing drivers

#

but on DX12 and vulkan, its better due to much more slim drivers

sharp swan
#

yeah they are certainly making efforts

wicked oak
#

interesting enough, have you seen how amd cards get more power over the years?

#

a Nvidia card releases, and its similar performance for all its life

#

maybe a bit better

#

you can see amd cards getting 20% more power than they had at release

#

becouse they manage to improve the drivers XD

prime iris
#

yeah, they deserve credit for mantle/vulkan. i'll probably never write anything in it but it sounds like the right direction things need to go

sharp swan
#

I hope AMD do come from behind and introduce real competative development. I have no issue with that as it benefits everyone

wicked oak
#

they compete quite well

#

a big issue with amd right now is that they get lower profit

#

Nvidia has a "more optimized" chip

#

for gaming

#

their chips are smaller

#

and more energy efficient

#

AMD makes parallel machines

prime iris
#

so they can fit more in the salsa?

wicked oak
#

with a fuckton of cores

#

thats why they are normally more power hungry

#

the problem is that the chip itself is bigger

#

so its actually more expensive to make

#

nvidia gets MAD profit from each sale

#

and then they have the AI market, where they sell the Tesla accelerators

#

those ARE "moar cores"

#

just a fuckton of cuda cores

#

and then they sell those at 10k dollars per card

#

anyway, for VR im on Nvidia 100%

#

for now

#

Multires, LMS, singlepassStereo, holy shit

#

if you use the nvidia branch of ue4 and enable the stuff, you get a lot extra power

#

ive been doing that when i demo my game at trade shows

#

i use a laptop with a 1070, wich is already quite powerful

#

but then i go and build the "demo" version with the nvidia multires branch if i can

#

and enable singlepass stereo and LMS or whatever

#

and go from 140 screen percentage to like 180 screen percentage

#

on a laptop

#

without any drop in fps

prime iris
#

how nice does the nvidia branch play with amd devices?

wicked oak
#

features just wont work

#

but i still dont use it for the public branch just in case

prime iris
#

i meant more are they configurable extensions that can be turned on/off as needed or do they replace some systems in the process meaning you'd have to keep an unpatched version for intel/amd

wicked oak
#

yes they are

#

just config stuff

prime iris
#

neat

wicked oak
#

enabled and disabled at runtime as you wish, but shaders got to be compiled

tired tree
#

don't know about that

#

they had a lot of AMD compatibility issues

#

they are made to be toggled on/off but their hardware testing isn't that stringent with amd

#

when 4.13 came out, they ran a NVIDIA only API call regardless of card that crashed AMD cards right out before screen init

#

thats something that any prelim test on AMD at all would have found

#

I wouldn't use it for production builds without multiple AMD cards and rigs to run tests on

#

thats with ALL VRWorks features off btw, also when I fixed that had shadow ghosting and duplicated objects between eyes still because they were still running some of the VRWorks shader code on AMD since it wasn't checking on the amd side for if the variables were enabled or not.

tribal citrus
#

Anyone here with any knowledge for building a packaged build for VR? Mine's keep failing

prime iris
#

@tribal citrus I probably can't help, but are you getting any error message inparticular?

tired tree
#

yeah post log errors, there are a ton of reasons it could be failing

sharp swan
#

im guessing a plugin/module that isn't packaged. /waits for the answer

tribal citrus
#

Everything or just the errors/warnings?

tired tree
#

evcerything is fine

#

if its faster

#

use a pastebin or something

wicked oak
#

Nvidia just pushed some Vulkan extensions for multires stuff

tired tree
#

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

#

wat

wicked oak
#

the what

tired tree
#

well thats the error blocking you

tribal citrus
#

hehe

#

so, how to fix it?

prime iris
#

where on the doll did you touch visual studio 2015?

tired tree
#

oh

#

you forgot to install C++ package when installing visual studio

#

thats one of the required steps for community

#

I didn't know it reported like that though

tribal citrus
#

Oh

#

I'll try

tired tree
#

"Before Setting-up your UE4-to-VS Workflow

It's important to note that Visual Studio 2015 (VS2015) doesn't install C++ tooling support by default. When installing VS2015, choose Custom installation and then choose the C++ components that you'll need for your workflow. If you've already installed Visual Studio 2015, choose File > New > Project > C++ to install C++.

The following table lists which versions of Visual Studio are integrated with the binary version of UE4."

raven halo
#

@wicked oak nvidia pushed vulkan extension? whaat? 😮

mighty carbon
#

I wonder if that extension is Nvidia-only 😃

#

(sounds like OpenGL story all over again)

tired tree
#

Kronos just announced openxr as well

#

though there is no real details

#

about expected features

prime iris
#

where are you folks keeping up to date with gdc news?

mighty carbon
#

what I don't like about AMD is they naive approach to game dev - they would rather adhere to standard and lack feature and have crappy drivers. Nvidia on the other hand doesn't care much for standards and provides awesome features and stable drivers.

prime iris
#

mantle kind of makes that not entirely true

sharp swan
#

didn't mantle die?

prime iris
#

and they did make their own gameworks

#

they gave it to khronos and it became vulkan

sharp swan
#

so the mantle point is irrelevent :p

prime iris
#

but they could do more!

sharp swan
#

they could, thats what annoys me. They choose not to

#

they could make a crapload more money if they supported cuda stuff

prime iris
#

not really. i mean mantle was worked on by many other parties, but it was the blueprint for how it would work to this day

sharp swan
#

and directcompute versions of gameworks are a start but not enough

#

its all lagging behind

prime iris
#

still no physx-like lib either holding back nvidia

#

devs wont go full physx support because they get a backlash for not writing their own version for amd

#

but still! dont' make amd out to be complete grinches! they do do some cool stuff! 😄

sharp swan
#

they are starting too and mantle was exciting when it was announced, but just like a 20 dollar hooker, it's always exciting until it's done then it's disappointing.

prime iris
#

well the thing with graphics api's is you can't really strong arm adoption when you're only 25% of the marketshare

wicked oak
#

its the same as with opengl extensions

#

nvidia is really REAAAAAALLY active with them

#

they have super cool extensions for lots of things

#

amd doesnt

#

when both amd and nvidia do a extension that does the same, that extension merges as a "official" extension

#

then it becomes part of the official spec

sharp swan
#

if I was nvidia, I would undercut AMD until they dropped out of the market. Then I would continue my domination of the 3d world from my Babylonian tower wearing a 1870's ruffian hat !

wicked oak
#

and get sued

#

they cant let that happen

#

why do you think intel hasnt tried to oblierate AMD?

#

if they were a real monopoly, they would be targeted with massive anti monopoly lawsuits

sharp swan
#

monopoly laws?

wicked oak
#

becouse governments themselves need the competition to happen so they can get the hardware

#

cpus are ridiculously important worldwide

#

at the very least

sharp swan
#

meh capitalism is so hypocritical at times. :p

wicked oak
#

if amd falls

#

intel would lose the monopoly to x86

tired tree
#

Intel was forced to pay AMD to keep them alive back in the day

wicked oak
#

governments will invalidate that patent stuff

#

so 3rd parties can get into desktop market

#

its better to just be better than AMD and charge 4 times as much

sharp swan
#

Maybe we should start a campaign to oust AMD then. Refuse to make things work well on their hardware. :p

tribal citrus
sharp swan
#

yeah thats broken :p

mighty carbon
#

4.16 will have Gear VR controller support. Also coming to github early March.

tribal citrus
tired tree
#

what engine version are you on

#

and did you include FMod in your build.cs

tribal citrus
#

14.3 , I'll double check

tired tree
#

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3.3699607s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:

#

still getting that

#

did you regenerate your project files after re-installing?

#

its specific to the fmod oculus plugin though, I don't know the exact installation steps for that, last I heard it had binaries that needed copying. Think Motorsep has it working in his project

mighty carbon
prime iris
#

the honeymoon period is over!?

#

valve about to become the nympho of vr

tired tree
#

good

#

thats always been their intention

prime iris
#

yeah, i'm happy with htc's contribution and will continue to buy their headsets if they keep up with other devices in recognition of that

raven halo
#

holy crap

prime iris
#

but daaaaamn, compeition is gunna be good!

raven halo
#

is this GEN 2?!??!?!

prime iris
#

unless foveated rendering is announced along with it, probably not gen 2

tired tree
#

could be a price drop though

prime iris
#

if they make their screens higher res they'll be more expensive and more niche than desktop vr already is

#

yeah

tired tree
#

if they want to play their cards well

prime iris
#

i definitely get the sense that htc are quite comfortable with the lack of price competition at the moment 😄

tired tree
#

they compete with oculus

#

both sets are priced pretty closely with controllers

mighty carbon
#

Rift + Touch is $2 cheaper 😛

prime iris
#

oculus weren't competition until they started shipping touch ;P

tired tree
#

but a third party will ruin that

#

rift + touch is 2$ cheaper assuming you don't buy a third camera

#

which you kind of need to get equivalent performance.

prime iris
#

especially LG. they're pretty healthy businesswise right? a pretty big name in display tech

mighty carbon
#

yeah

prime iris
#

how deep in bed will samsung be with oculus i wonder

noble crater
#

anyone know if the bug with vive left/right controller detection was fixed in 4.15? I remember seeing it got merged but not sure it happened in time

prime iris
#

i wonder if they'll start doing lighthouse/daydream in the same way they support android

#

@noble crater you mean the trackpad being glitchy?

noble crater
#

no - openvr has a feature to autodetect which controller is left hand vs righthand

#

and ue4 wasnt using it

prime iris
#

oh, cool

mighty carbon
#

I hope Oculus drops price a bit, when LG releases their HMD and it turns out to be cheaper than Rift

prime iris
#

i was projecting my hopes for my buggy trackpad being fixed in an update 😄

#

@mighty carbon oculus needs to do more than drop their price. they need to drop constellation

mighty carbon
#

1.12 beta provides almost flawless tracking

tired tree
#

your buggy trackpad isn't software

#

its the trackpad

mighty carbon
#

it's all solvable in software (constellation tracking that is)

tired tree
#

its still kind of a terrible solution compared to lighthouse though

mighty carbon
#

Lighthouse is not a scalable solution

prime iris
#

oculus's idea of roomscale is that you take a room, you scale down the space to 0.9 of it's dimensions!

tired tree
#

yes it is....

mighty carbon
#

Engineer who worked on Lighthouse wrote about it

tired tree
#

alan yates?

mighty carbon
#

yeah

tired tree
#

yeah he wrote the first gen doesn't scale well, thats why single pillar lighthouses are coming out

mighty carbon
#

we shall see.. I am not happy with Constellation requiring a ton of USB ports and cables, but Lighthouse is not a perfect solution either

tired tree
#

that same Alan Yates also wrote a bunch of heavy handed text about how constellation is terrible

mighty carbon
#

we'll see what future holds

tired tree
#

he is a little over the top

prime iris
#

there are also ways to make it scalable that aren't being applied right now because first gen tech. using different frequencies of light would be one way to have mulitple lighthouses without making the tracking math overly difficult

tired tree
#

the new lighthouses will sync better in quantities over 2

prime iris
#

mordentral confirmed mole

tired tree
#

they confirmed it already

#

its not just the power draw and vibration reduction that they switched over

prime iris
#

valve has never confirmed anything relating to numbers greater than 2

#

time to get some icecream

wicked oak
#

single rotor lighthouses also become smaller, more FOV, and should be cheaper to make

#

1 motor instead of 2

#

with added reliability

tired tree
#

yeah

#

its all +++

#

don't think three lighthouses or more can come to first gen headsets though

#

its second gen that is supposed to be able to handle more with the new design

mighty carbon
#

that being said, we don't know what Oculus has in store for Gen 2

#

could be inside out tracking

prime iris
#

nah, that would be a productive solution. they'll have nicer marketing

#

"Here at oculus tech we understand what is important to VR. That's why we're releasing a designer satin headstrap making Oculus once, again the most comfortable headset on the market! drops mic triumphantly"

mighty carbon
#

Apple does this already.. 😛

#

One of the points of getting Oculus is that you can release in Oculus store and on Steam. If you only have Vive, you are bound to Steam only.

prime iris
#

but i also got to keep my soul

#

so not a complete loss!

mighty carbon
#

well, if you don't value your business (or you are into enterprise where you don't need to support multiple platforms to maximize your target audience), then be silly like that

prime iris
#

I guess you're right, you should design your software for the lowest common denominator

raven halo
#

I can't wait to see LGs HMD, I wonder what kind of screen they will have. LG screens are awesome!

mighty carbon
#

I don't see how Rift is the lowest common denominator. PSVR or Gear VR maybe are.

wicked oak
#

psvr is the common denominator

mighty carbon
#

bizarre - no one seems to know at #animation and lounge and on the forums

#

are there any good animation tutorials floating around youtube? (working with anims in UE4 that is, using IK, blending, etc.) I am skimming through official docs and it's a massive system which requires more actual production examples I guess.

prime iris
#

i kinda learned the little i know piecemeal

#

there was an official video that covered animbp's pretty well. i think it was a 3rd person template tutorial

#

don't think it covered IK but that's relatively simple to do if you're familiar with IK from 3d packages already, just a bp node that solves for you

mighty carbon
#

basically I have an actor moving on a spline and I need to play main animation for it, and randomly blend it into a secondary animation, then blend back into main animation

prime iris
mighty carbon
#

I'll check it out, thanks

#

lol, Ryzen is more expensive than i7 Kaby Lake

wicked oak
#

its also 8 cores vs 4

prime iris
#

i thought they already announced it at $400-500?

mighty carbon
#

I doubt I will need more than 4 cores / 8 threads

tired tree
#

Ryzen pricing is wasy cheaper

#

where did you read that

mighty carbon
#

newegg

tired tree
#

for what vs what

mighty carbon
#

$314 Kaby Lake vs $399 cheapest Ryzen

tired tree
#

lol

mighty carbon
#

4Ghz vs 3.4Ghz

tired tree
#

they only have 1700-1800x out so far for ryzen

#

1600/1500 are the lower tier

mighty carbon
tired tree
#

and that is 4 ghtz turbo btw

prime iris
#

did anywhere do realworld benchmarks yet or are they still going off the launch event numbers?

tired tree
#

a few, its on lockdown till 2nd

#

so no official official

#

all leaks so far looking good though

#

fairly competitive on single thread, blows everything out of the water on highly multi threaded operations, thats to be expected though

mighty carbon
#

this one is still cheaper than Ryzen

#

I don't like 91W though

wicked oak
#

do not get the nonK version for that thing

#

that is a massively overclockable chip[

#

get the overclockable version

#

its basically a intel 6000 but a bit overclocked by default

mighty carbon
#

I don't overclock, ever

wicked oak
#

and the 6000 is a slightly better 5000

#

you can get a 5000, overclock it, and get more than the 7700 performance

#

easily

tired tree
#

if you want to compare quad cores than wait for the Ryzen quad cores, why are you price checking different tiers of CPU's?

#

you are literally saying a 4 core is barely cheaper than an 8 core

mighty carbon
#

to go with Ryzen I'd have to change mobo and I am not going to

wicked oak
#

and not with the intel?