#virtual-reality

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mighty carbon
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thus, Intel for the next few years

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no

wicked oak
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you sure?

mighty carbon
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I already have LG1151

wicked oak
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you need a new motherboard pretyy much every generation

tired tree
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thats fine, but still, whats with the comparing 8 core to 4 core pretending that the price should be lower for the Ryzen

mighty carbon
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no, Kaby Lake goes into same socket and Z170 works with Kaby lake

tired tree
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top tier ryzen vs top tier intel is like 400 cheaper

wicked oak
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more

tired tree
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lol sec

wicked oak
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8 core i7 is 1100 dolllas

mighty carbon
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from what I recall reading the whole idea is that Ryzen should cost less or same with more cores

wicked oak
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the 1700X competes with it

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and 1700X is 400 dollas

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then you have the 1800X that is basically the better binned 1700X

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and costs more for no reason

tired tree
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found that amusing

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Intel has great chips, lets hope that now there is actual competition probably that they will drop prices

mighty carbon
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why is older CPU cost a ton more than newer CPU? (Intel)

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Broadwell is older than Kaby Lake

tired tree
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thats an 8 core

lucid elm
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I think I want two of the ryzens and Ill stop complaining about compile times. I have been a bit annoyed that intel hasn't increased cores in their mainstream cpus, finally AMD is giving them a kick in the butt

mighty carbon
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well, if you get (3) Kaby Lakes it will still be cheaper than (1) Broadwell ๐Ÿ˜›

tired tree
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intels prices are stupid is the point

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and lower core counts can clock higher sometimes due to less heat on chip

mighty carbon
wicked oak
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not really. For extreme overclocks the overclockers disable cores

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awmaaaaan

tired tree
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talking about stop

wicked oak
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if only i was there

tired tree
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stock

wicked oak
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i have tons of experience on gitting gud due to the time spent on my own game

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i dont even have to aim in VR games, most of the time i can aim by hand

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without looking at the sights

prime iris
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@mighty carbon why didn't epic target the lowest common denominator?

wicked oak
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epic games robo recall is PAID by oculus

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as an exclusive title

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Vive users will be able to play it, with ReVive

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but its a Oculus game designed around Oculus strenghts and weakneses

prime iris
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i'm being facetious ;D

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but meh. i'm not going to buy a rift to play roborecall and i'm not going to give them money to make more exclusives by using revive

wicked oak
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its still free i think

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even if you use revive

prime iris
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and by the time the exclusivity expires it will probably have been emulated a bunch by other wave shooters

wicked oak
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like Bullet Train, most likely

prime iris
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ah

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that's kind of cool of oculus

wicked oak
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why do you complain? we get good stuff from it

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"but exclusives suuuck"

prime iris
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i know!

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but they do

wicked oak
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well, look at the Vive market

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all small indie games

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Oculus is going to start publishing high profile games wich will probably never turn a profit

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and vive users can just use Revive

spiral zephyr
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is games really the main thing driving it? So much good creative stuff on vive at least, very promising..

wicked oak
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its exclusive to Oculus store

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and you know perfectly that steam needs competition

mighty carbon
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exclusives suck? Seems like the opposite since Sony, MS and N doing really well in their console business.

spiral zephyr
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games is all i read about but its like a tiny part of it

wicked oak
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people dont understand that those games would have never been made without oculus paying the devs

prime iris
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i understand that

wicked oak
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Robo recall definitely wouldnt exist

mighty carbon
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@spiral zephyr what kind of creative stuff?

wicked oak
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and without robo recall

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no forward renderer

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no instanced stereo

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no vr msaa

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the Oculus paid unreal engine features also are good for Vive games

spiral zephyr
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soundstage vr, tilt brush(people talk about it like its a game tho), the grafitti sims, kodon and other 3d modellers

mighty carbon
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Rockband VR on Oculus ๐Ÿ˜ƒ

prime iris
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i liked how arizona sunshine had content that only worked on intel cpus

spiral zephyr
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also know people at 3 architecture offices in town, they all confirm that everyone is looking at cad stuff etc in vr, and the tracking is recognized as essential

prime iris
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i mean intel helped fund the game so it's only right that they could lock it down to hardware

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and i'm certainly looking forward to all the nvidia gpu only games coming in the future!

spiral zephyr
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thats a philosophical debate bushido ๐Ÿ˜‰

prime iris
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and maybe the razer mice only games

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but money!

wicked oak
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if the game only exists due to razer....

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and also, not the same thing

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the arizona sunshine was in fact quite bullshit

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but i understand them

prime iris
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i think the not existing without funding aspect of some titles is greatly exagerated

wicked oak
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sure as hell robo recall wouldnt exist

mighty carbon
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Well, we had 3Dfx Voodoo games back in the days... Then Riva TNT games.. And we still have games that run well only on one or another GPU.

wicked oak
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ive released VR stuff, and its a bleak market. You need as much help as possible

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thats why im jumping ship to PSVR

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my next game is in fact probably going to be psvr exclusive

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i might port it to PC, but as an afterthought

spiral zephyr
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easier than to port it the other way

wicked oak
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yup

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i would in fact do exclusivity for 10k dollars

mighty carbon
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Google paid for bunch of exclusives for Daydream.. But Oculus is the evil one ๐Ÿ˜’ ๐Ÿ™„

wicked oak
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probably even 5k if there is a marketing push

prime iris
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all the exclusives are evil

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oculus set the trend

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now you have to pokemon hmds

wicked oak
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as if the Vive starting games werent funded a bit by Valve

spiral zephyr
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@mighty carbon soundstage vr is getting midi support, so it'll be essentially a midi interface for any DAW. Stuff like that is what makes "everyday life" +"work" really pleasurable in vr. games is something else, for many its a "waste"

wicked oak
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keep in mind Steam gives no fucks about VR

prime iris
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@wicked oak and they've all had some official support through steamvr being crossplatform

wicked oak
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they want the STORE

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becouse they dont care about hardware

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they want to have control over the store

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well, in fact, they want to keep their monopoly

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Oculus wants to be THE Vr storefront

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thats why its a simplified store that works great inside vr

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becouse its designed for vr

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and thats why they actually have a review team

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steam gives no fucks

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Vive wouldnt exist if oculus didnt want to make their own store

mighty carbon
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All Valve cares about is as many games on Steam as possible. It doesn't benefit us devs, but it sure benefits Valve.

wicked oak
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Vive exists only to compete against oculus store, not against oculus headset

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valve wants as many games in steam as possible, with as little effort as possible

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what they did with greenlight is disgusting, and the completely free VR market is also incredibly bad

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at least they could check the games run

spiral zephyr
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i'm fine with absolutely everything being available on steam, instead of weird rules. Never browse steam anyway, get all my inf elsewhere online. I love that its getting more and more open for non-game stuff too.

mighty carbon
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are you not a developer ?

wicked oak
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its really fucking bad for indie developers

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and steam has shown they dont give a crap about us

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they changed their store so it would push the highest selling games even more

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while not showing any indie game

mighty carbon
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sometimes I wonder how many "devs" are actually devs and not someone who doesn't care whether their product sells at all

fresh laurel
prime iris
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it sounds like you don't care about if your product sells! you expect steam to do all your marketing for you ;P

mighty carbon
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lol, @fresh laurel is late to the party ๐Ÿ˜ƒ

spiral zephyr
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im not sure, old model turned every devs life into a marketing bonanza. I understand that is still and will always be the case, but I'd rather focus on making something truly cool and unique, and spread info elsewhere. Dont like the fee on steam tho. Its a bunch of unavoidable issues with most solutions

mighty carbon
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back when I started, you didn't need any marketing

spiral zephyr
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i only expect steam to be a place people can download/pay for my shit, and also a way to deliver patches+handle parties etc.

mighty carbon
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all you had to do was to make a decent game and shoot a few e-mails to the media

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that was in 2008

spiral zephyr
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now the game has to be really good, OR you market the shit out of it

mighty carbon
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so that's when you could focus on making games

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now all you do is PR/marketing

spiral zephyr
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game/thing. Im not making games but im doing vr in urneal

mighty carbon
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game can be as crappy as hell as long as you do clever PR and know the right people

spiral zephyr
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I guess my viewpoint is weird, Im catering to niches, not the masses, and people in niches will market for you if its good. They try it because what I offer is rare and fresh. if its good it spreads fast

prime iris
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you should make friends at oculus and get them to pay for you game! that way you don't have to worry about the competition because you'll have made bank already

mighty carbon
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wow, this is a massive disrespect to game devs ๐Ÿ˜ฆ

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I would not want to have my game in that pool

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alright, looks like Mobile renderer will improve (hopefully for VR too)

prime iris
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ccg strategy game?

sturdy coral
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what is disrespectful, the price?

mighty carbon
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subscription service

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it's a bundle basically

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I hate bundles

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(as a developer and as a consumer)

sturdy coral
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but for the most part it looks like you can still individually buy all that stuff

raven halo
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Lol, bundles is what will pay the bills for most indie devs

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I think it's a great idea

sturdy coral
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I wonder if compensation is based on usage data, similar to netflix

raven halo
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It's a shame I can't talk about figures and contracts due to NDAs

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All I'll say is that @wicked oak is right

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And boundles are a good thing, for 99% of indie devs who's games would not get bought otherwise

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I get the feeling a lot of people here haven't publisher a VR game or haven't even tried to look for funding.

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Get any money and having to give exclusivity in return is freaking awesome

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And I absolutely stand behind it.

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It's the early days

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And it's totally necessary

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Valves stance that they are willing to, and I quote: "talk to developers to help them make the right decisions and figure out how to manage their cashflow so that they can manage without exclusivity" I personally find ridiculous

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I don't even know what that means

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It's a tough situation out here, and projects need the funding to exist.

sturdy coral
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managing cash flow supposedly means giving them advanced payments on future revenues

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like a publisher's advance

raven halo
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Well, I can only speak for myself, but it's been extremely hard to get any replies from Valve.

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So I'm not sure who we devs are supposed to email to get help with "managing cashflow"

sturdy coral
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all "managing cashflow" means is that without a publisher or anything you are paying out for development, then after release you are receiving money from consumers

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managing cashflow just means balancing the two out over time

raven halo
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I understand the term. I don't understand how that helps me fund a project. Money does not appear out of thin air

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It's simple. I can make a tiny game with my own money. Or I can ask a publisher for more, and make a bigger and more compelling one

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I don't understand how "managing cashflow" will help me so that I don't need funding

sturdy coral
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If you don't think the game will ever make enough money to pay for its development, managing cash flow won't help you

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unless you convince Valve that it will even though you personally don't believe it

raven halo
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It's te chicken and egg argument then.

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I think we can all agree that VR needs great games

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To sell devices

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That's what valve says atlesdt

sturdy coral
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I think they obviously don't expect 100% of funded projects to pay back the advance

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so it still acts as a subsidy, and they are of course expecting to get value in other areas than direct game sales, like building stronger network lockin effects for their platform

wicked oak
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and valve does nothing

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they say they subsidy devs, but i have never heard of one who got money

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oculus pays the dev more than whatever they would get by themselves

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look at it, Oculus paid 4 million dollars for Robo Recall

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the biggest game in VR is Raw Data and that one has around 1 million dollars

sturdy coral
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assuming Valve is paying out these advances, then sometimes they pay devs more than they would get themselves too

wicked oak
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and nearly 1 third of all vive users bought it

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high profile games have to be funded

sturdy coral
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unless they have a 100% success rate in funding

wicked oak
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Oculus funds them

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valve doesnt

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look at SteamVR

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there are a few big games, but the rest is all indie prototypes

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and those few games are basically the launch games

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or indie projects that got big like Onward

raven halo
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I have not heard of valve giving out money to anyone

sturdy coral
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Oculus blew perhaps 250 million on gamepad games; I'm glad Valve focused first on getting the right tech for what makes VR unique

raven halo
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all I have been offered was to have questions answered , meaning sales figures, what to expect, etc

wicked oak
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nope, the 250 million is also for the Touch games

sturdy coral
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Oculus is playing with Facebook funny money, throwing conferences at the place where they do the Oscars ceremony, etc.

wicked oak
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Chronos and Eve and others werent that expensive

sturdy coral
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yeah, some portion of that $250 million included the Touch launch titles, I don't think any of the third party ones were in development for more than a year

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Eve, Chronos. Edge of Nowhere, and many others, that face shooter thing

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I bet they spent the bigger portion of that $250 million on gamepad

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and that number included Gear stuff

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meet Oprah in 360 video, etc.

raven halo
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I don't know what you are saying?

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are you saying they are not funding the right projects?

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they are funding all sorts of things imo

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those 4 millon on robo recall have been the best investment they could have made for Oculus and VR in general

wicked oak
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definitely

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Better UE4 is one hell of a investment

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as indie devs use it

sturdy coral
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Yes, I think they funded the wrong stuff, lots of stuff that could have worked in 2D and didn't need to be VR exclusive

wicked oak
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similar with unity. Valve has their own plugin

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and, like typical, they abandoned it

raven halo
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@sturdy coral I give you that, but it was to be expected with the first titles.

wicked oak
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the community still makes it work tho

sturdy coral
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I think they are funding better stuff now, but they blew a lot of that money on the wrong stuff

raven halo
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I think devs are maturing also

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at least I can speak for myself, it has taken some time to think outside the box and to unlearn a lot of stuff

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and I think I'm doing awesome stuff now

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If I were to develop a Oculus game 1 year ago, or 2 years ago. It would have been probably not very suitable to VR

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or really it wouldn't have taken much advantage from it

sturdy coral
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yeah Valve's approach allowed a lot of that discovery to happen IMO

raven halo
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agreed

sturdy coral
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Backing AAA stuff before knowing what works has just burned a lot of cash that could have better been spent on tracking, subsidizing the hardware, etc.

raven halo
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just for the record, I'm not shitting all over valve. They are doing great things, pushing for motion controllers has been huge. And to me, it's been the biggest deal. It has opened up the doors to so many possibilities.

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In hindsight, you are right.

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I think at the time, Oculus was not expecting any competition

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and was focusing on building a catalog that focused on Rift + xbox controller

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I think they are in the right direction now

wicked oak
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they need a better tracking system. the cameras are a disaster

raven halo
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I think they have been on the right track for the entire last year, pretty much.

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yes

wicked oak
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Lighthouse is so much better, the only reason Vive has an use

raven halo
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agreed

wicked oak
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becouse oculus wins in everything BUT the tracking

raven halo
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yup

mighty carbon
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paying bills with bundles? well, if you live in parents' basement or in India, maybe yeah

wicked oak
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source: got 600 dollars out of Deathwave bundling

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and it was a big-ish bundle

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of course, humble bundle is on a whole other level

sturdy coral
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it is enough lighter that it wins for me in everything but tracking.. price is pretty crazy after you buy all the extra cameras and USB stuff

raven halo
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I'm specifically talking about gearvr bundles

mighty carbon
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my rent is $1000 and I don't even live in huge and expensive city in US

sturdy coral
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hopefully this patch fixes things so I can try my 4th camera

mighty carbon
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my car insurance is $200 and my light bill is $200

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so, in no way one can pay bills through bundles in USA

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(well, maybe when all your bills is Internet and cell phone)

sturdy coral
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if you look at that vive bundle they say a big portion is made up of stuff they funded through Vive Studios

raven halo
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what has been funded by vive studios btw?

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it's been the only guys I have not been able to get through

glossy agate
sturdy coral
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that's from last year

raven halo
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oh shit

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they are uploading talks already?

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oh

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you are right

prime iris
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releasing last years videos today?

glossy agate
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Its from last year, but its the latest I could find on markets at least

raven halo
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that's pretty lame

prime iris
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specifically one on the nature of the VR market? lol

sturdy coral
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yeah problem is it was before any of the headsets had really launched

raven halo
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I think there has been a lot of data released for the VR market since then LOL

prime iris
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how relevant is that any more? i'm guessing there were quite a lot of unknowns when this was recorded

glossy agate
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Its from the Nov talk so almost 4 months old

sturdy coral
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oh ok

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I thought it was from feb or march

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that actually may have some good stuff then

glossy agate
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Yeah, they didnt have consumer versions for sale last feb, so no real info would be available haha

raven halo
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interesting!

glossy agate
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I thought it was pretty decent

prime iris
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oh cool, they have a video by double fine on broken ages art

sturdy coral
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it really sucks that that Vive audio strap isn't out until June

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I don't care about the audio part of it, just the comfort

prime iris
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i'm probably going to pick one up but yeah, i thought the preorders were opening up next month

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i'd have thought they'd be fulfilling them much sooner than that

glossy agate
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Yeah, and a cheap wireless would be cool. Im almost thinking of doing the ceiling hook set up to keep from getting wrapped up

prime iris
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i mean it's got to be crazy cheap to make. they must be doing a production run between their phones or something

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as cool as wireless is i'm gunna wait for it to be a completely integrated solution. the battery life and head mounting seems pretty janky

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i mean i guess you can just got cabled when the juice runs out, but that's how my wireless controllers end up being wired as well! ๐Ÿ˜„

sturdy coral
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if it can also use a generic USB power pack that would be great

near steppe
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how would i get the AI to attack Vr Pawn (motion controler )

prime iris
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what genre of games?

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you making a the lab style controller = ship game?

glossy agate
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Seems like it works the same way as non vr games. My enemies follow/attack/shoot at the same way

mighty carbon
sturdy coral
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that's good.. fucking height bug

mighty carbon
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hopefully by the time I get Rift I won't have to deal with these issues ๐Ÿ˜›

sturdy coral
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You don't have one?

mighty carbon
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nah

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I am still with Gear VR

sturdy coral
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have you tried their dev relations people?

mighty carbon
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still need to upgrade GPU before I get Rift

sturdy coral
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oh

mighty carbon
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I think I should finish my Gear VR project first, so I have some VR stuff to show for

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on top of that, desktop VR is more complex, longer dev time and have to compete with AAA projects

sturdy coral
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I would have thought you would want desktop VR just do develop for Gear though

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do builds launch to the phone pretty fast?

mighty carbon
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yeah, why wouldn't they?

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Build project into apk, copy it to the phone, install, launch

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same as for non-VR mobile

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not as instant as desktop though ๐Ÿ˜ƒ

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but gameplay wise I do it all in PIE

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there is literally no reason to test on the device all the time

sturdy coral
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yeah I guess that is easy on gear since there aren't a lot of VR specific controls

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just to do PIE

mighty carbon
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there are touch and swipe and regular gamepad for now

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with Gear VR 2017 there will be 3DoF motion controller

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or is it just shadows that make it look slimmer and sexier ?

sturdy coral
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It is probably taken at a far distance through a zoom

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so lack of perspective distortion doesn't make it look as big

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anyone think eye tracking will be big for actual gameplay (I don't at this point from what I've seen but I'm sure some innovative stuff will make me reconsider that)

prime iris
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@mighty carbon nope, that's original vive controllers and touch controllers

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are the prototypes for the new style controller

sturdy coral
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1.12 patch notes had a couple UE4 things:

Improved support for Unreal Engine UE4 content.
Fixed flickering issue when Asynchronous SpaceWarp is active on lower-spec systems.
Fixed rendering efficiency issue with intermediate render targets.

mighty carbon
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oh, that reminds me - ran Oculus tool last night on my rig. i3 CPU passed. Sames as for Vive. So apparently i3 is the min, not i5.

near steppe
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Does anyone know how to get the AI to see the VR pawn and get it to to attack the pawn

digital marlin
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Some very bright AI-specific in that channel

mighty carbon
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folks, can someone explain the difference between the two video cards here:

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besides the physical size

digital marlin
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Ahhh AC 3.0

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yeah I have no idea.

near steppe
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number of fans

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@mighty carbon all i can see is the number of fans

mighty carbon
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something about ACX 2.0 VGA cooling vs ACX 3.0 VGA cooling

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ACX 3.0 seems to be better cooling

glossy agate
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Only $10 for that extra fan

mighty carbon
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they are different fans actually

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3-phase

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alright, ordered ACX 3.0 card

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another step closer to desktop VR ๐Ÿ˜Š

digital marlin
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Hooray!

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I'm gonna upgrade my card too soon I think.

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Currently on a 970

mighty carbon
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I am on 670

tired tree
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I started with the vive on a 780

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it worked ok

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"ok"

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for devving that 1060 will be fine

pearl tangle
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1060 is like the minimum you should go for but it will get you by, especially if you are mostly devving for mobile vr

digital marlin
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I have no real issues with the 970, but I know there's a big performance boost.

mighty carbon
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well, developing for bottom line will cover wider userbase

real needle
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"if you want a fast program, use a slow computer"

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truer than ever with VR these days lol

prime iris
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if you're a developer you want a 970 because that's your minspec for this generation of VR

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aiming lower is fine but you should probably have an actual 970 for testing ๐Ÿ˜„

mighty carbon
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well, I want to play VR games too ๐Ÿ˜›

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I think 1060 should be fine

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I bet they will do some magic with drivers and stuff and 1060 will be just fine

pearl tangle
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thats why i put my other developer on a 1070 so that he could build until breaking point and then we run the builds on a 1080 and it should be stable

mighty carbon
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that is not a sound plan for gaming.. For enterprise it's fine perhaps

real needle
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underclock that sucker

pearl tangle
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yeah thats what im doing, i don't care about low powered machines. we run the event stuff on water cooled 1080s so just want it to work on that

mighty carbon
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๐Ÿ˜„

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nice

pearl tangle
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yeah makes things much easier. then we have a range of mobile devices for other testing. but trying to avoid having to do anything for mobile because you waste more time on optimization than content creation

clever sky
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Is the 1060 equivalent to a 970?

mighty carbon
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better

clever sky
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significantly?

pearl tangle
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nah they are pretty similar, the 1060 just uses a bit less power

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lab results show it being a bit better but in practice it's about on par

clever sky
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Fair enough ๐Ÿ˜ƒ

mighty carbon
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it's better, in a better different way

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๐Ÿ˜›

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I am still n00b when it comes to anims, but if I want to blend anim of my actor (non-player, non-AI) into another anim, keep it in that second anim for some time, and then blend it back into original anim (or into another), what do I need to use? (I am moving my actor along a spline in BP)

pearl tangle
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you need to setup a blend space for it

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have a look in the third person pawn and see how they do theirs to animate between walk and run

digital marlin
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I'm probably thinking the 1080

fresh laurel
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RX 500 soon!

fresh laurel
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@mighty carbon You won me over with the Star Wars Music ๐Ÿ˜„

mighty carbon
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hehe.. as soon as I uploaded the video I got slammed with copyright thingie

fresh laurel
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LOL

mighty carbon
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(the music was playing on Pandora when I was recording video)

fresh laurel
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hehe

mighty carbon
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now I just need to blend anim into banking

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@pearl tangle yeah, but how do I trigger anim blending from actor's BP ?

full junco
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@raven halo you dont need AA for widget components, you can downscale them

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@mighty carbon I wouldnt want to use an i3 for desktop VR

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just because oculus or valve might say that its min spec that doesn't mean that games will run on it. every game can specify its own min spec

#

I can tell you that my game definitely won't run on a i3 ๐Ÿ˜›

mighty carbon
#

then your game will sell 100 copies and that's all

#

I don't know what makes you think core audience spends ton of cash on top of the line VR PC

full junco
#

majority of people who have a rift or vive surely have at least i5 or i7

mighty carbon
#

you got stats for that? I don't

#

making a product to run on i3 guarantees that when VR will begin penetrating into masses, the product can be played on i3 and lowest acceptable GPU

full junco
#

if someone pays $900 for a vr headset then he also had a good pc, its simple. people who can't afford a good PC also can't afford a desktop vr headset

mighty carbon
#

it's always easy to add extra as option, than chop down an extremely demanding game

#

I can't afford to throw money on VR

#

that's what it's taking me forever to even build VR rig

#

and what I have now is plenty enough to play any non-VR game on the market for years to come

full junco
#

well as a dev when using c++ you really need a good CPU to not become completely crazy due to compile times, so I had to buy a good CPU. my GPU is VR min spec though

mighty carbon
#

VR offers nothing right now for average consumer

#

so, if I wasn't a dev, I wouldn't go out of my way to get VR HMD

#

I don't use C++ ๐Ÿ˜ƒ

#

4.15 cut compiling times down dramatically

full junco
#

not really

#

I have not felt a difference in compile times from the header update

mighty carbon
#

I am sure Robo Recall will run fine on i3 and 1060

full junco
#

and making a VR game without c++ is quite hard when you really want to do it the best way possible

pearl tangle
#

i3??

mighty carbon
#

I am making VR game for Gear VR in BP... Doing pretty good with performance.

#

Skylake i3-6100 3.7Ghz

#

you guys sound like Valve and Oculus have no clue what they were doing when they were making test apps.

#

If i3 was not good enough, it would rate it so

full junco
#

they want as many people as possible to buy their hardware

mighty carbon
#

sure, but if they misrepresent requirements, it sounds like a lawsuit

#

so I am certain they do not

full junco
#

and many games will surely run fine on a i3, especially games that just use BP in UE4 since there you really don't need many cores, render thread and game thread are just two cores and the rest from windows in the background will surely work fine on the other two threads from hyperthreading

mighty carbon
#

you really have to do something bizarre in the game code and have 100s of AIs thinking at the same time to bog down CPU time

#

Skylake i3 should be plenty of a game without massive amount of CPU particles and some crazy AI crowds

full junco
#

well your AI will run on the gamethread anyways ๐Ÿ˜›

#

just the animations will get their own thread when possible

mighty carbon
#

i3 is 4 threads CPU

full junco
#

yes, but 2 cores

#

and 2 cores isn't much

mighty carbon
#

multithreading runs on threads, not cores.. At least Doom 3 BFG / RAGE / DOOM do

#

(idTech 5 / 6)

full junco
#

still there are only 2 real cores

mighty carbon
#

so?

full junco
#

2 core CPus will probably (hopefully) die soon. Now AMD made 8 core the new standard

#

8 core 16 thread, thats how it should be

mighty carbon
#

they won't die

full junco
#

they will

mighty carbon
#

lol, man, you live in a parallel world

full junco
#

well I surely live in a different world than you do it seems, but I think it's due to you being in a strange world ๐Ÿ˜›

mighty carbon
#

look at the trend

full junco
#

intel only continued with the 2 core because they had no real competition and it was cheap

#

but now AMD is back, and intel has to do something. they started with giving their pentium 2 core hyperthreading now

#

soon i3 might have 4 cores

mighty carbon
#

also that ratio hasn't really changed since 2010

full junco
#

that survey is irrelevant for VR

mighty carbon
#

yeah... because people who use VR throw away they 2-core rigs and buy whole new ones

#

or because they never open Steam and don't get they data collected

full junco
#

no, people who have 2 cores are poor and can't afford VR

#

or have laptops

#

where you can't add a VR capable GPU

mighty carbon
#

there are different priorities in life

#

can I get a loan to get i7 and RIft? Yeah.. Am I going to do that? No

#

but I did get i3 and 1060

#

good amount of people on this planet are poor for VR, because VR is not a necessity

#

but smartphone is

#

and PSVR is a way cheaper too

full junco
#

smartphone is not a "necessity"

mighty carbon
#

oh but it is

full junco
#

I still know dozens of people personally who don't have a smartphone, usually older people

mighty carbon
#

a lot of folks don't even have PC/laptop and they do quite a lot through smartphones

#

those people are definitely outside of target audience ๐Ÿ˜ƒ

full junco
#

yes, sure they are

#

just like people with an i3 are outside your target audience when doing a high end desktop VR game

#

but you shouldnt buy a different CPU, for developing a game its great to be on the lowest possible one, then at least you know that everyone can play it. as long as you don't need extra power for stuff like compiling

#

I'm waiting since almost an hour for ue4 to compile (multiple times), so I would hate having to wait 2 or 3 times as long as I already do now. but since I'm used to my good CPU, my game will probably only run good on a i7 and not on an i5

#

my game will also run horrible on CPUs that can't do AVX

pearl tangle
#

im compiling it on a laptop at the moment actually

mighty carbon
#

@full junco people with i3 is my target audience

full junco
#

well then its very good if you have the same hardware like your target audience

#

in the long term I hope I can move the heavy CPU work to a server once I implement multiplayer

#

and there are different i3. a skylake i3 is really good compared to i3 that are 4 years old

pearl tangle
#

I wonder what the % of current VR users have i3 vs i7

full junco
#

@pearl tangle if I would guess I would say 5% i3, 50% i5 and rest i7

#

I don't get why the prepass and basepass time in the gpu profiler is getting more when I add stuff outside of the players view

#

is there some way to check what its actually doing there, so where it spends the time in the prepass and basepass?

pearl tangle
#

dont think the gpu profiler goes that in depth on it

full junco
#

yeah the gpu profiler doesn't have any more info than the overall time of the prepass and basepass

#

I heard some people here mentioned renderdoc, would that tell me more?

raven halo
#

Yes it would

#

It gives you a breakdown of how long everything takes to get drawn

#

And you can follow the steps from start to finish of a frame

#

It's also very cool because you can see what textures are loaded in memory

full junco
#

I only have very few textures, so those arent too relevant

#

but if I see what takes the time in the basepass and prepass then thats what I need

#

especially since the prepass takes twice as long when the camera just points at the ground instead of looking in the distance where much more stuff is rendered

#

@raven halo is using renderdoc trivial or is there some doc about how to use it correctly with ue4?

raven halo
#

It's pretty simple

#

You launch it

#

Select the exe of your development build (or even Ueditor.exe) and launch it

#

Make sure to check "hook into children"

#

And then at any given time press F12

#

It will save a captured frame to a folder

#

You can specify the folder somewhere in the settings, do that first

#

And once is captured open the captured file with the program

full junco
#

ok, that sounds great, thanks very much! development build works, it doesn't need to be debug?

raven halo
#

Development works

#

Even shipping, but in that case you won't get as many details

full junco
#

ok

#

and then once I look at the captured frame, is it relatively easy to find the specific thing I'm looking for, in my case for example the prepass?

raven halo
#

It should be, might take a bit getting used to

#

But you should have a window with a list, which is essentially a breakdown of your frame

#

There is a little clock icon above of that panel, if you click it it will show you te timings in micro seconds that each call took

full junco
#

ok

#

is renderdoc slowing down the whole rendering a lot?

raven halo
#

It shouldn't... it's strange now that you mention it. I have had it slow down the Vive versiรณn, but not the oculus version. Like, at all.

full junco
#

I'm using it with vive

#

and fps are horrible when launched through renderdoc

#

so where I would usually see 11 ms I now see 30 ms

raven halo
#

I can't help you there. I have had the same problem with Vive, but because I'm mostly working with the Rift these last couple of weeks I haven't bothered to look into it :S

full junco
#

well I guess I should just do it without VR then

#

but I see how it works now, it basically shows the same thing like profilegpu but in the basepass it also shows per material how long the rendering took

#

I see that for static meshes it shows the name of the material and then the name of the static mesh

#

thats very nice

#

I wonder why profilegpu can't show the same info

full junco
#

without VR the fps stay fine with renderdoc attached

#

@raven halo every time I click on the clock icon it displays different durations, isn't that a bit strange?

raven halo
#

I'm not sure exactly of the reason, but my understanding is that it's an estimate

#

so it might fluctuate a bit

full junco
#

but how can the estimate be different every time on the same captured frame?

raven halo
#

ยฏ_(ใƒ„)_/ยฏ

#

it's not like they are radically different

#

they are within the ball park

#

but, still, yeah

#

it's a bit strange

full junco
#

well they are between 600 and 850 for example

#

thats not a small difference

raven halo
#

I haven't seen those types of fluctuations in my experience

#

it's still micro seconds what we are talking about

wicked oak
#

profile gpu is a rough value

#

renderdoc is every single drawcall

#

thats why it slows stuff

#

i used it to check wtf happens beetween the 4 render combinations. Instanced Stereo/Normal and Forward/Deferred

full junco
#

but I mean on the same frame

wicked oak
#

its interesting that ue4 has official renderdoc support. so renderdoc says the name of the meshes and the different passes

full junco
#

just looked at another thing, the duration is between 8 and 32

#

so every time I click on the click icon a different duration between ~8 and ~32 is shown

wicked oak
#

odd

full junco
#

thats the same captured frame

wicked oak
#

different drawcalls

#

most likely due to culling shanenigans or similar stuff

full junco
#

what different drawcalls?

wicked oak
#

sorry, mistook the number. THat is the nanoseconds, no?

#

its possible that the actors are ordered in different ways from frame to frame

#

and that affects gpu times

#

but dunno

full junco
#

its the ฮผs

raven halo
#

it's micro seconds

full junco
#

and you see its not just the individual meshes that have different times, the general time is also different

raven halo
#

I don't think they are something to obsess about.

#

it's to give you a rough estimate

#

like

#

this one draw call takes on average 4 times longer than this other one

wicked oak
#

yup, there is variation. a bit at least

full junco
#

but if the same draw call sometimes takes 4 times longer (32 instead of 8) then it doesnt help much

wicked oak
#

too many reasons for that to happen

#

maybe the texture has loaded higher res

#

maybe its rendered before a mesh that was near it so it renders more pixels

#

maybe its "cache misses"

full junco
#

I'm talking about the same captured frame, I'm not sure you get that?

wicked oak
#

do not stress about idividual drawcalls unless its ridiculously extreme

full junco
#

the game is closed, I'm only having that captured frame here in renderdoc

#

so I started the game with renderdoc, captured a frame with F12 and then closed the game and now I'm looking at that frame

wicked oak
#

and the frame data changes beetween loads?

#

wtf

full junco
#

not between loads, just every time I hit the clock icon

wicked oak
#

wtf

full junco
#

it calculates different durations every time I hit the button

wicked oak
#

thats ridiculous

#

i thought it was beetween 2 similar frames

#

i guess it is becouse renderdocs works on a not very exact timing, but wtf

#

even the count of drawcalls changes?

full junco
#

no, the amount of materials/meshes I see there stays the same

wicked oak
#

how much does the overall timing changes?

full junco
#

the frame time fluctuates between ~6000 and ~7000

wicked oak
#

damn, thats 1 ms fluctuation

#

no idea about that

raven halo
#

1ms fluctuation insane

#

all I can say I've never had that happen

#

I have experienced fluctuations but in the range of 20 micro seconds tops

full junco
#

well but theres no reason why I see fluctuations and you don't lol

#

have you ever hit the clock icon 50 times and looked at the fluctuation?

raven halo
#

yes

#

I have seen them, but not as big as the ones you are getting

#

for whatever reason

full junco
#

where does it get the time values from? could it be gpu driver related?

#

well but even if it gets inaccurate results somewhere, it should display the same inaccurate results every time...

#

this looks like floating point fluctuations

#

I think theres no other reason why the durations would seem to be different every time they are calculates, its perfect randomness I think

#

it shouldnt be too important though, I dont really need the timings too much I think

cobalt relic
#

1ms is hardly surprising in a threaded program

#

I also get that kind of difference between random frames

full junco
#

ok

cobalt relic
#

Focus on the high values

full junco
#

well yeah I'm seeing what the issue is, render doc is awesome

#

isn't the reason for a prepass to look at the depth values for all pixels and see if its actually visible?

#

I'm wondering why in the basepass its going over meshes where it should have been clear in the prepass that they are invisible because they are hidden behind other opaque meshes... 2/3 of my basepass is spent on meshes that are 100% invisible

#

is there a reason why the basepass renders the exact same meshes like the prepass, even though most of them are not visible?

raven halo
#

if you leave the main buffer open and click through the different draw calls you can actually see them being drawn

#

in the prepass and in the basepass

full junco
#

yes I see that

#

its great

#

thats why I'm wondering why its going over the same invisible meshes in both the prepass and the basepass

raven halo
#

what is it drawing when it draws the invisible mesh in the base pass?

#

like... can you see the wireframe of the staticmesh?

full junco
#

when I select the "highlight drawcall" overlay I can see it, yes

#

but its not drawing anything into any buffer in the basepass with that drawcall

#

so after that draw call the buffers all are the same, which makes sense for an invisible mesh I think?

raven halo
#

An invisible mesh; meaning a culled one simply shouldn't be drawn in the base pass o_O

full junco
#

well its not culled by UE4s culling due to its bounding box being quite big

#

meshes have multiple sections (static meshes one per material) but one bounding box for the whole mesh, so a section might be 100% invisible but only a full mesh can be culled by UE4s culling

#

but now that I think about it, in my case the mesh is actually completely hidden behind other meshes...

#

so it really shouldnt be rendered ideally

#

well I'm not sure

raven halo
#

I think you can see the meshes's bounding box in the pre pass

#

maybe it's too big

#

or maybe it's peeking enough to be considered "visible"

full junco
#

how would UE4 know if a mesh is completely hidden behind another opaque mesh?

raven halo
#

that's the culling. If one bounding box is completely covered by others it's considered as not visible

full junco
#

but a bounding box is, well, a box, right?

raven halo
#

yep

full junco
#

so lets say you have a single triangle, it would have a bounding box that would be a box?

raven halo
#

yep

full junco
#

you can't just remove everything behind that box, since the triangle doesnt cover the whole box

raven halo
#

I see what you mean

#

but in order for that to be noticeable, whatever is behind the triangle should be small enough so that its bounding box would not be bigger than the triangle's bounding box on screen.

#

I see the reasoning

#

maybe it doesn't work as simply as I thought it did

#

I know for a fact that if you want more sofisticated per-triangle culling then you need to use something like Umbra

full junco
#

hm

#

is there actually any (dynamic) culling apart from frustum culling in ue4?

raven halo
#

not afaik

#

I've never tried the precalculated one

full junco
#

well if there is none then its no surprise that the mesh still appears in the prepass

full junco
#

ok I'm getting how the culling works now, if every single edge point (all 8) of a mesh bounding box is "inside" (when looking at it in 2D) the bounding box of another mesh, its culled

#

no, I'm not understanding it xD

#

the blue box is the bounding box, and the yellow sphere seems to be the bounding sphere

prime iris
#

yup

#

it's why level designers tend to use modular assets (other than it makes them reusable)

wicked oak
#

problem with modular assets its that they blow drawcalls like mad

#

i had to abuse HLOD brutally, becouse my map was going into the 6000 drawcalls due to modular meshes

full junco
#

there is the console command "FreezeRendering". it will freeze the culling, so you can then move your camera and see what meshes are invisible (those are culled)

#

in the 1st case the box can't be culled, but its still completely inside the cones bounding box

#

in the second case its also completely inside the bounding box, but it should be culled

#

and it actually works

#

in the second case the cube will not be rendered

#

when you see the cursor for a second I entered the "FreezeRendering" command

#

and you see the cube disappears

#

@raven halo any idea how it finds out that the cube is behind the cone? its definitely not with the bounding box, that is useless here...

raven halo
#

no idea :S

full junco
#

ok

raven halo
#

now that I recall, I've had this strange issue with culling as well recently

#

specifically with a particle system

#

a made sure that the bounds were correct

#

and even so, through renderdoc I can see that it's not being culled at all

#

I never found the solution has I had no time left to figure out why that was

full junco
#

hm, ok

#

well the "being 100% inside the other mesh bounds in the current view" is probably one requirement for being culled, just that something else also has to be true

#

I asked in #graphics about this, and there 0lento said its probably the collision of the mesh thats used

candid viper
full junco
#

@candid viper oh, thanks!

#

@candid viper unfortunately that site only mentions this:

Hardware Occlusion Queries (Default)
This occlusion querying is handled by using the Camera View Frustum and the bounds of a mesh to determine if it should be rendered or not in the scene.
#

but in my test case I have shown that the bounds of the mesh can't be the only thing that is used for the culling

#

but it isn't, the cube is only culled if its really not visible due to the cone being in front of it

#

so something else has to be considered for culling

wicked oak
#

@full junco the queries are 1 frame behind

#

they render the bounding box, and they compare it with the Z-depth of the previous frame

#

if any pixel of that box gets rendered, the query succeeds

#

and later, when it syncronizes, the CPU grabs the data and renders the whole cube

#

i still dont know why they dont do that for lights...

#

lights arent culled AT ALL

full junco
#

@wicked oak so how is the bounding box used for it if its determined by the depth buffer?

wicked oak
#

it renders a bounding box

#

a cube

#

and if it actually gets rendered, the query is successful

#

you try to render the cube against the fully rendered scene depth

full junco
#

ok, and if isn't rendered due to being behind the other mesh, its culled

#

and then it won't appear in the prepass and basepass, right?

wicked oak
#

yup

full junco
#

@wicked oak but then I wouldn't see all that stuff in renderdoc happening in the prepass and basepass... the bounding box of that stuff is absolutely "behind" the scene buffer from last frame

raven halo
#

I think the cube is still drawn in the prepass

#

but not in the basepass

#

technically they are still draw calls

#

even though they are not drawn in the basepass

#

they need to be called first, then culled

#

and then drawn (or not)

full junco
#

well I saw that prepass actually equals basepass regarding what is drawn

mighty carbon
#

We need an article about anatomy of the render frame in UE4 (similar to article about DOOM)

raven halo
#

we need more documentation... in general

#

lmao

full junco
#

but why do you think that culled meshes would appear in the prepass?

#

and just to be sure, the culling happens per component, not per actor, right?

#

so multiple static mesh components in one actor are still culled individually

raven halo
#

Uhhh that is a good question

#

One mesh having different materials... I think it still culls based on the staticmesh bounding box

#

Not based on each component's own bounding boxes

full junco
#

now you mean sections, not components I think?

raven halo
#

Right

#

Sorry

full junco
#

so it happens per component, right?

mighty carbon
#

Sounds like Gear VR controller better than Daydream one ๐Ÿ˜‰

tired tree
#

Its per component

#

occlusion culling that is

#

my voxel terrain was all under one actor, and components have seperate bounds

mighty carbon
#

ugghhh, #animation is no use ๐Ÿ˜ฆ

#

if I want to blend anim of my actor (non-player, non-AI) into another anim, keep it in that second anim for some time, and then blend it back into original anim (or into another), what do I need to use? (I am moving my actor along a spline in BP)

#

I assume I need to call BPI in my BP code and have BPI event in anim graph. Is that correct ? Or is there a better way of doing it ?

#

can someone please advise ?

#
PCGamesN

My biggest issues with VR right now are the restrictive Cthulu-like tenctacles of VR cabling. Wireless tech might well solve that, but for Oculus itโ€™s way down on their list - getting more people into the VR ecosystem is the number one priority for them and the best way to do that is to cut the price. You still need a pretty beefy GPU for VR so hereโ€™s our pick of the best graphics cards to buy today.

tired tree
#

Dunno about that, according to TPCast testers it isn't really distinguishable from non wireless.

#

that is also something they would say right as a wireless solution for their competitor is coming out....

uneven moon
#

When I preview as a simulation, I can see animations playing out in my scene but when I do a VR preview, they never move. Why is this?

mighty carbon
#

@tired tree they said wireless is no good even before Vive got one.

tired tree
#

good for them

#

it also doesn't work with their headset

#

vive has multiple wireless solutions coming out, another one was announced today

#

if they were so concerned about perfection they wouldn't have released a patch that broke their tracking

#

not exactly standing on the most solid ground here...

#

innovation is good for the industry

mighty carbon
#

lol, haters are gonna hate

tired tree
#

not hating on them, saying that is a ridiculous thing to say right as workable solutions are coming out.

#

as an add on option, not even a base part of the headset

mighty carbon
#

it all goes back to our last night talk here about i3 CPU

#

for consumer market you need lower price solution

#

and like they said in the article, if they go with higher res screens, wireless won't be able to power through all that data and keep the quality

#

and it's $200 + taxes + shipping on top of already expensive VR system

tired tree
#

wireless tech for what they are doing is technically easily capable of higher quality

#

res

#

its a direct beam and has a ton of data throughput

mighty carbon
#

so for enterprise I am all for it (I'll probably get Vive if I ever get some enterprise business)

#

so, can someone please explain to me about BP + anims ?

uneven moon
#

Does anyone know?

"When I preview as a simulation, I can see animations playing out in my scene but when I do a VR preview, they never move. Why is this?"

mighty carbon
sharp swan
#

bet they didn't announce our game for Oculus that we spent 2 years making for Oculus who then decided not to allow us on the Oculus store with no reason and no further contact. Oculus. A company of dicks.

mighty carbon
#

what's your game ?

sharp swan
#

CDF Starfighter VR

#

happened to go early access around the same time as Eve Valkyrie for 25% of the price. Not saying it's a conspiracy but .... it's a conspiracy.

wicked oak
#

looks quite good

#

have you thought of porting it to PSVR?

#

they want those kind of games, specially if your game is sold for 20 dollars or similar

#

Sony has been nice to me for now, with your game that looks fairly good, you could actually get one of the loaned devkits

#

you, like me, seem to suffer of bad marketing. Your trailer looks meh, and the steam image is terrible

#

the game looks very nice on the videos

#

but who the fuck thought it was a good idea to have the font like that

#

what role did you have on it @sharp swan ? Programing?

mighty carbon
#

@sharp swan it's how it is... If you had a bigger partner and then some smaller dev comes along and pitches the same kind of game as big partner has been working on, would you screw over big partner for a smaller dev you don't have any prior relationship with ?

#

niiiiiceee

#

not sure if that will run on i3 / 1060 :/

clever sky
#

Valveโ€™s Joe Ludwig talks about the latest updates on the Khronos Groupโ€™s VR standardization process that is now being called โ€œOpenXR.โ€ Ludwig says that OpenXR is still primarily creating an open and royalty-free open standard for virtual reality, but that they wanted to plan for the future and eventually accommodate augmented reality as well. In โ€ฆ

#

Sweet googlies.

zinc violet
#

@wicked oak he probably did that image ๐Ÿ˜„

wicked oak
#

yeah, but it does look incredibly cheap

#

just removing that 3d filter on the text will do wonders

sharp swan
#

@mighty carbon : We are a different type of shooter. First and foremost, because I have morals, I would give anyone the same chance on my platform and if I was scared an indie game made by one guy with some outsourcing was going to ruin that deal, I would question the deal, not the indie guy.

wicked oak
#

did you meet the performance requirements?

#

you could make a new developer account and resubmit it, or email them again now

sharp swan
#

im not sure, they wouldn't tell us

wicked oak
#

off, if you fail, they tell you exactly why and where you failed

#

on the review

#

if you fail many times they just slap you with "keys only"

sharp swan
#

I would guess so but it was early access.

wicked oak
#

are you sure it wasnt becouse they were overworked to hell due to launch?

#

and couldnt answer your email

#

becouse that kind of thing happens

sharp swan
#

they answered with something along the lines of "we are not accepting it. We will not have any further communication on the issue"

wicked oak
#

wow

#

thats shady as hell

#

have you thought of doing like me, and putting it on ps4?

sharp swan
#

indeed. I could have accepted it under grounds of performance if it was a full release though

wicked oak
#

it looks good, they will probably even give you a free devkit

#

no, the performance doesnt matter if full or not

#

they wont publish anything that doesnt met their performance needed

#

even in the Gallery section

sharp swan
#

well its going on xbox one/scorpio as a an exclusive non-VR version but we have had no discussion about PS4 yet

wicked oak
#

its becouse your game is perfect for PSVR

sharp swan
#

we goto release in about 4 weeks and will probably be bug fixing any issues and improving some things I complain about, but after that the boss talked about making a PS4 VR game

#

same IP, different game though. More a teleport shooter. I dont think it's the best idea so I probably wont be working on it

wicked oak
#

well, you would be competing directly against me

#

its not easy to do a teleport shooter there,you have no joysticks

sharp swan
#

yeah thats why I think it's a bad idea. the saturation for teleport shooters is going to be thick by next year

mighty carbon
#

@sharp swan eeeh, what? You can't be serious. If Oculus were to accept you and had you lined up for release, and then pulled the plug, I'd understand that and probably would sue them. However, if they didn't commit and chose another game to back up, well, that's business.

sharp swan
#

sueing them wasn't really possible money wise. We just took the punch in the gut and focused on getting it done anyway. The oculus support is there if they ever accept it upon resubmission but we missed the boat I think. Everything was timed with the launch of Oculus store.

#

at which point we had done just over a years work iirc

mighty carbon
#

what I am saying is if you didn't have any contractual obligation with set release date signed with Oculus, what's there to complain about ?

tired tree
#

he is complaining that they won't allow it on their store at all....

#

with no resolution given

#

and no explanation of why

mighty carbon
#

I was in a similar boat back in the days and I was so pissed off at the other party (not Oculus), but they hey - I didn't have it in writing.

tired tree
#

its pretty idiotic

#

on their part

sharp swan
#

it's business as motorsep says really

mighty carbon
#

well, we don't know the whole story, do we @tired tree ?

sharp swan
#

they had a product they needed to protect

wicked oak
#

you can still publish now i thnk

#

if your game is good you can go into the full section

#

or early access section

#

those get good money

tired tree
#

reagular little Heanny555 here is Motorsep

mighty carbon
#

yeah, I am sure right now Oculus will accept any space game since it's been a while since EVE launched.. Unless you called them dicks in public and they heard it ๐Ÿ˜›

sharp swan
#

@mighty carbon that is the whole story. We worked with oculus since dk1 days and they were always aware of our product and supported us via a personal manager. Then when it launched and we submitted, we get the reply I stated and the personal manager (who had previously been on holiday for 3 weeks) won't get back to us.

#

maybe they saw the spaghetti blueprints and said "nope" :p

mighty carbon
#

nah

#

I am sure it has all to do with EVE and relationships between CCP and Oculus

wicked oak
#

most likely

mighty carbon
#

there is a PS4 game made entirely in BP and it was released on PS4

wicked oak
#

they didnt want to split on the 2 spaceship games

#

but you should have tried 1 month later or things like that

#

or for Touch launch

#

instead of being on the gamepad, using the touch controllers as some kind of space split gamepad?

sharp swan
#

I perosnally would have but im not the boss so I just do my job ๐Ÿ˜ƒ

wicked oak
#

how many are you?

sharp swan
#

well the boss is the one guy running the show/company. He outsources what he needs. Voice actors, coders, etc. Low budget, like really low. I would say maybe 20 people have worked on it all together

wicked oak
#

lots of peopl

sharp swan
#

mostly different voice actors

#

I know there is one other coder than me but he does AI exclusively. The boss does blueprints and all the art. I do the code and implementation stuff.

mighty carbon
#

some Robo Recall gameplay is shown there

raven halo
#

hold on

#

has amd helped Epic make the forward renderer? o_O

#

or is there new improvements from them coming soon?

mighty carbon
#

I don't think the author has any idea what they write about

#

Oculus were the ones who created forward rendering path for UE4

#

Epic then made their own implementation

#

I don't know if they did it from scratch or borrowed from Oculus fork or if AMD was behind it all the time (highly doubt that)

raven halo
#

yeah, I thought so too. Epic maybe took some stuff from Oculus, but I was under the impression it was mostly their doing

#

now all of a sudden AMD is involved?

mighty carbon
#

AMD fanboys gotta make noise ๐Ÿ˜ƒ

raven halo
#

somebody explain this to me

#

xD

#

at 1:07:05

#

are they saying that Forward with MSAA is 30% faster than deferred with no AA at all?

#

o_O

mighty carbon
#

@wicked oak can explain ๐Ÿ˜ƒ

wicked oak
#

forward IS faster

#

as long as your scene is of not that big complexity

#

once your scene has too many drawcalls, it becomes slower due to the double pass it does

raven halo
#

well, switching from deferred to forward in Unreal, gains you about 25 to 30%. Switching MSAA leaves you right were you were before though.

#

i don't see how they can claim "forward + msaa" is 30% faster than "deferred no AA"

#

unless Vega does some crazy awesome shit

full junco
#

@wicked oak my game is always doing a full prepass even though I'm using deferred, so I wouldnt call it a disadvantage of using the forward renderer

wicked oak
#

you can disable the prepass

#

i have it disabled

full junco
#

but there is probably some reason why its enabled

wicked oak
#

complex materials

#

it does that to save pixel performance on complex materials

#

that way the complex materials are just rendered once per pixel

#

no overdraw

#

i have simple shaders, so i dont care

full junco
#

wel I have a lot of foliage, so overdraw is an issue

wicked oak
#

my shader complexity is fully green

#

and that foliage is rendered in the depth prepass?

full junco
#

I would think so?

wicked oak
#

if its transparent it doesnt

full junco
#

foliage is masked

wicked oak
#

if its Masked, then its depth prepass i think

#

ok then

full junco
#

prepass takes between 1 and 2 ms, so I guess I should disable it

#

and see if the basepass takes a lot longer then

#

but first I want to understand the stupid culling lol

#

because its not working

wicked oak
#

im not sure culling works well with masked

raven halo
#

@wicked oak quick question. Imagine you had basically the same level of complexity for every shader on screen. Would it make sense to turn off prepass?

wicked oak
#

depends on the overdraw

#

that depends on the scene

full junco
#

@wicked oak I'm not having issues with culling + masked, I'm having issues with opaque + culling

#

the ground is a cube, the cone is a cone and the white thing is a big stretched cube

#

I'm looking at the stretched cube (the wall), then I'm looking straight down at the ground and call "freezerendering". and you see that the wall is not occluded by the ground, its still rendered

#

even though its bounding box would be completely invisible in that occlusion query thing because its either off screen of "behind" the ground

pearl tangle
#

@mighty carbon just FYI I managed to get some early preview code from Google on their Tango integration. They are expecting to have it finished by around June

mighty carbon
#

For UE4, officially ?

pearl tangle
#

yep

#

the stuff that I have is still pretty/ very work in progress. I had to make changes to get it to compile, but I was sitting with the guy in charge of it all so at least was working through the bugs with him hah

#

but yeah June you should expect it to be released

mighty carbon
#

will it save reconstructed environments and all that? (in other words, 100% features of Tango supported)

#

lol, typos time

prime tulip
#

just downloaded 4.15 โ€“ does anyone know where the vr templates are for 4.15 mac?

full junco
#

@wicked oak how can the prepass be disabled? I tried r.EarlyZPass 0, but it still runs. I also set the early z pass to "none" in the project settings, but it still runs

pearl tangle
#

yeah by june. and the environment stuff is part of ADF which is the Tango core. It wont actually construct the environments for you, you will need to do that yourself based on the ADF file @mighty carbon

mighty carbon
#

eh, ouch ๐Ÿ˜ฆ

pearl tangle
#

hah you do have to do some work yourself. Have a look at what ADF is. thats how it remembers environments and stuff. They will probably have a demo in their plugin release that shows how to do the procedural mesh creation based off an ADF file

#

I have all their current code on me but it wouldn't be much use to you in it's current state

mighty carbon
#

what about object tracking?

#

is it going to be supported, @pearl tangle ?

#

(like on the video I posed about object tracking in Blender)

pearl tangle
#

object tracking was never part of tango

mighty carbon
#

oh, I see

#

oh well, then I have no use for it

#

(probably can still mess with it, but object tracking is what I really needed)

sturdy coral
#

@full junco certain features force the prepass on, like deferred decals

full junco
#

@sturdy coral oh, I recently added a few of those...

sturdy coral
#

I wonder what the 1080ti pricing will be

mighty carbon
#

~$1000

sturdy coral
#

no way

#

I thought usually they drop the non-ti version price and then the ti fills in at a little more than the old non-ti price

mighty carbon
#

they said it will be below Titan X

full junco
#

I don't get why nvidia drops the price for the 1080 now, they could have waited till Vega release since they have no competition currently

sturdy coral
#

with the founders edition stuff they started doing it might be near $1000 for a while I guess

pearl tangle
#

for object tracking just integrate in open cv library @mighty carbon , or use a realsense

#

tango is designed for environment awareness and location based things, it doesn't handle people or object tracking

sturdy coral
#

has any game done anything cool with the vive camera?

pearl tangle
#

dont think anybody has

sturdy coral
#

only thing I've seen is that vive paper thing

#

and I don't want to read magazines in low res VR at the wrong focus distance

#

but that fiducial marker stuff they used could be cool for keeping track of where your keyboard or steering wheel is

pearl tangle
#

yeah generic AR stuff from it could be handy for that type of thing

#

but still the better bet is integrating the vive tracking stuff and I think thats the way they will want to go

mighty carbon
#

@pearl tangle is there a hardware with Realsense and UE4 plugin?

sturdy coral
#

yeah, seems too expensive for keyboards right now though, they only showed the volume pricing up to around 500 units, but it was like $100 for the full package

#

of sensors and the board

pearl tangle
#

you mean the realsense camera?

mighty carbon
#

yeah

#

like a tablet with realsense camera or something like that

pearl tangle
#

you can just plug it into 1

#

i have an AIO dell machine that has it in there

#

im pretty sure there was a couple of laptops with it in too

full junco
#

@sturdy coral thanks for mentioning the deferred decals, is there anything I can do to use decals without a prepass?

pearl tangle
#

Isn't that exactly what the deferred decal does?

full junco
#

@pearl tangle what?

digital marlin
#

Isn't the res on the vive camera kinda shite

#

?

fresh laurel
#

GTX 1080 price is also dropped to $499

full junco
#

@fresh laurel "also"? we only talked about the 1080 price drop here I think

sturdy coral
#

@digital marlin yeah it is pretty low

#

@full junco I think if you put them only in directly lit areas by movable or stationary lights they will show up without the dbuffer and without the prepass

full junco
#

@sturdy coral well I only have one movable light, nothing more

#

but how can I disable the prepass?

sturdy coral
#

I think you can just disable dbuffer decals

#

and then disable the prepass through project renderer settings

#

and the decals will still work as long as directly lit

#

decals won't show up in any shadowed areas

#

without it

full junco
#

dbuffer decals are already disabled

#

I never enabled them, and by default they are disabled

#

prepass is also disabled in the project settings

#

but the prepass still runs

sturdy coral
#

weird, I don't know any other options that force it other than dbuffer decals

mighty carbon
#

UE4 anim system is complicated ๐Ÿ˜ฆ

full junco
#

@sturdy coral hm, would have made so much sense since I only recently added decals and never before saw the prepass in the profiler...

sturdy coral
#

@full junco you can try removing them and see if it goes away; it may be that the dbuffer decals setting just adds in the shader permutations for them (it makes you restart and recompile shaders), but the prepass enforcement may happen either way

full junco
#

ok

#

so dbuffer decals seem to be enabled by default in new projects, and it also says in the profiler that the prepass is forced because of those

sturdy coral
#

while you are looking at all this remember that depending on your scene the prepass can save you time even if it is showing up in the profiler as a significant portion, it may be offsetting other overdraw enough to make up for it. but if total frame time has gone up you probably will still want to get rid of it

#

dbuffer unfortunately forces the heaviest prepass available though, with masked materials etc. in it

full junco
#

I know the prepass might actually help, but I definitely want to compare with and without prepass and then decide what to use

sturdy coral
#

yeah

#

another similar thing to this is screen space reflections and ambient occlusion will force HZB occlusion culling even if you have it off in project settings; precomputed visibility can be a good bit faster than HZB

#

screenspace reflection and ambient occlusion tracing relies on the HZB buffers to speed themselves up and so they force it on

full junco
#

oh, but I compared r.HZBOcclusion 1 and 0 yesterday and I definitely thought I saw a difference

#

I'm using SSAO, so you say no matter what I set r.HZBOcclusion to, it will always be true?

sturdy coral
#

yeah

full junco
#

well I'm seeing it in the profiler, so its probably enabled... but still strange because I thought less stuff is culled when I manually enabled it

sturdy coral
full junco
#

I never saw it taking long in the profiler

sturdy coral
#

yeah it is a weird glitch only in some scenes

#

may depend on your gpu drivers and stuff too from the jira ticket the entered for it

full junco
#

the prepass takes between 1 and 2 ms here, so I definitely dont want to have that if it just eats up time

#

but its really annoying that it doesnt say why its enabled

sturdy coral
#

are you using the forward renderer?

full junco
#

no, deferred

#

I wish I could use forward, but I need SSAO

pearl tangle
#

anybody here have any experience with ghosting on temporal AA? Can't seem to find any solutions that solve it. using the cinema camera and the blur on it looks rubbish with FXAA or no anti aliasing but txaa just ghosts the objects which have out of focus objects behind them

#

only thing I have seen is around SSR but I have it disabled and still get it

sturdy coral
#

you can lower the temporal samples but you will get more aliasing

pearl tangle
fresh laurel
#

Pretty

pearl tangle
full junco
#

@sturdy coral well thanks very much for you help, I guess I have to post on the AH or the forums and hope that someone knows what else enables the prepass...

sturdy coral
#

I don't see the FXAA noise unless you mean on the rocks to the left that are supposed to be blurred

pearl tangle
#

the background of it

sturdy coral
#

oh yeah I see it now zoomed

pearl tangle
#

like really badly

sturdy coral
#

that is because the DOF stuff is stochastic

#

temporal AA hides that normally

#

you can try gaussian DOF instead but it generally has other problems

pearl tangle
#

im upping the project to 4.15 to see if msaa and forward helps

#

i have that disabled since im using the cinema camera its handled by the actual focal point of the camera and whatnot