#virtual-reality
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i'm just waiting for amazon to open it's first virtual store
i mean lumberjack + photogrammetry
instead of just being a photo you get to see a scale model
yeah im keen to do a few bits with that with the hololens actually
will have to have a bigger chat with you on your kinect stuff later charles.
I am hopefully going down to the south of argentina to do a photogrammetry shoot in a few weeks ๐ if the client finally signs off on the budget
I am about to throw out a new job ad too for anybody thats on the 3D and design side of things and wants to move to Singapore let me know. gotta hire somebody within this month
gee, where and how do you get your clients
the handy part of being tied in with a creative advertising agency
ah RoboRecall does let you build some C++, in the mod menu way at the bottom there are C++ classes. I'll have to see why the steamvr one wasn't picked up
@storm vortex what's the game? I want to see it
they probably put a block in there to kick it out or something. Maybe even just renaming the plugin would make it show up?
lol, they remove the blank c++ mod if you name it SteamVR ๐
going to try naming it GNS, GNS's not SteamVR
if you name it Steam and then drop in the SteamVR and and SteamVRController files in Steam/Source, and regenerate, it seems to at least add them to the solution file
build fails with:
4>EXEC : error : System.NullReferenceException: Object reference not set to an instance of an object.
4> at UnrealBuildTool.UEBuildModuleCPP.CachePCHUsageForCPPFile(CPPHeaders Headers, FileItem CPPFile, UEBuildPlatform BuildPlatform, List1 IncludePathsToSearch, Dictionary2 IncludeFileSearchDictionary)
4> at UnrealBuildTool.UEBuildModuleCPP.CachePCHUsageForModuleSourceFiles(CPPHeaders Headers, CPPEnvironment ModuleCompileEnvironment)
4> at UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessary(UEToolChain ToolChain, UEBuildTarget Target, CPPEnvironment GlobalCompileEnvironment, List1 UObjectModules, FileReference ModuleInfoFileName, ECompilationResult& UHTResult) 4> at UnrealBuildTool.UEBuildTarget.Build(UEToolChain TargetToolChain, List1& OutputItems, List`1& UObjectModules, ActionGraph ActionGraph)
4> at UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments, FileReference ProjectFile)
maybe caused by:
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenVR");
@pearl tangle Do you know if the wireless stuff is disruptive based off LOS? i.e. can I put a wall or a curtain between the two users and be able to use multiple wireless systems?
@glossy agate https://www.youtube.com/watch?v=HkfKUH0Yl9o
The one wireless headset attach is LOS only
the GigaWifi ones should go through walls
Whatever it is called, the one releasing soonest
Nice! reminds me of Golden eye
Thanks that's what I'm aiming for
Looks pretty clean too
I want to overhaul the way inventory is handled before I push out a demo
I'm thinking of pooling the magazines so if you have more than one it just goes either into a pool of them or maybe a bag
Also adding limited slots for carrying items otherwise its too easy to go rambo with many guns on inventory
Yeah, you could set a slot system or something, but its nice being able to create your own load setup to where you like reaching for stuff
there is a menu not in that video, you pick what weapons you want to start with
you place them onto slots for left and right
I want it to be kinda like the matrix where you pull guns off a shelf and put them on you before you go into a mission
thanks, I'll be sharing some steam demo keys hopefully in next few weeks depending on my progress
cool. You have to have demo keys? My demo is coming out friday, but they said it would just show up on the store page, or are you doing the non public beta key order?
I have the demo uploaded to steam but it isn't public yet. I need to put together images for the store page still and have Valve approve it. Without being on the store page you can still give people keys to test while it is still private.
I've only tested the keys with one of my spare accounts so far. I was able to install it from Steam and play it
Going to test updating it tonight. I'm curious if it makes me re-upload the 2gb pak file
Oh yeah, I did all that and ordered one key to test. Just have to hit publish
For mine I just migrated the levels to a new project so it only packaged the demo items. Size was only 450 MB
I found there is a setting you can use to select only what levels you want to include
That made my game files go down from 10gb to 2gb (I have lots of marketplace sample maps and content bloating stuff)
If you go into the project settings and go to packaging > list of maps to include and pick some, it will only bundle the ones you list
Yeah I used that too
@clever sky it's not lifi or anything, it's radio so it will go straight through a curtain
Wall?
better chance of helping yeah
Fair enough. But I guess travelling around with a convention display under arm isn't exactly easy or convenient.
yeah the backpack PC is the best bet at the moment for shared space stuff. wireless would definitely be much better but we are a while off that
got animation blending working (props to someone from #animation): https://www.youtube.com/watch?v=PKFxzg0ciIY
(drones bank to the right)
ugg Robo Recall made me almost sick from the disorientation, that teleport style is terrible
thats the problem with the front facing only rift
i had the same problem when i was trying it out a few months back but Epic was only focussing on front facing cameras because thats what Oculus wants to push
@mighty carbon have you seen the path follow plugin up on the marketplace?
@pearl tangle yeah I agree.. I wrote this 10 months ago: https://np.reddit.com/r/oculus/comments/4ffmni/quick_and_dirty_touch_gdc_version_tracking_tested/d28wmrj/
@sturdy coral cant you mod that now?
https://answers.unrealengine.com/questions/569563/widgetinteraction-doesnt-work-when-two-is-present.html has any of you guys run into this issue?
@tawdry dragon wrote you reply on the answers hub
basically "There's an option like Widget Index in the Widget Interaction Component properties, in order to use two of these you need to set one as "0" and other one with "1"."
or you can always switch the index based on which hand is tracing etc
Cool, and the widget supports runtime switching of that paramater or should I do it inside the construct?
that's just the idea, haven't tested it myself
when I did this I had two motion controller components in my pawn
i have some lists of vectors representing some relative tracepoints, and want to use those in corelation to a VR-hand. Those points need to be rotated during gameplay, but since i have those vectors currently in a textfile (csv), what is the best way to load them into ue4 so they can be rotated there?
so I just had two separate wiget interaction components
best way i can think of myself, is to use a datatable, since they pr. default support reading from a file and then move them from the datatable into an array, but are very open for ideas
@shell karma seems like it did the trick.. No idea how I missed that
@tawdry dragon trust me, took a while for myself to figure it out and it was so obvious I was pissed at myself
@shell karma Same, feeling a bit ashamed at the moment! Thanks for the help mate ๐
@tawdry dragon you give sth in to community, you get sth out ๐ anytime pal
@sturdy coral Yeah, it's super bad coming from the Vive. You gotta learn to keep your feet planted facing forward like Rift users D:
Once you get over the teleportation that only really works for front facing users, it's a damn fun game.
yeah, just even staying planted it disoriented me a lot
That bad huh? ๐ Well, gotta admit, it still messed with me a bit. But if you get over the hump, the game is imminently playable.
it has a lot of cool stuff; I don't have my oculus cameras in a good state right now so am not getting 360 tracking
so when enemies came from behind it basically felt like it broke the game
you would turn around, lose your hands, or try and teleport and just come up with the wrong orientation half the time
I think it really needs click turning
turn without teleporting
is the curved widget stuff they are using only a 4.16 feature? seems to have a cylinder geometry property that isn't in 4.14 but I haven't checked 4.15
Oh... Robo Recall is running 4.16?
That's why stuff looks a little different.
Trying to find the teleportation function that actually sets the rotation. Not quite as straight forward as their VR Template ๐
im interested on the settings they use
they are using the forward renderer
and it looks just incredible
https://www.linkedin.com/pulse/hiring-senior-3d-designer-virtual-reality-dean-reinhard iris Labs is the digital production arm of iris Singapore. We create amazing VR, AR and interactive digital or non digital works. Getting people involved and interacting with a brand rather than being passive observers is our passion. We are looking to hire a new 3D designer, specifically with Unreal Engine experience who wants to work on awesomely exciting projects. Would require being located or relocating to Singapore. Get in touch dean.reinhard@iris-worldwide.com
Hey guys how can i set the reosultion of my game to fullscreen in VR I tried Console commands HMD mirror mode x but those didnt worked out
@karmic kelp do you mean fullscreen or do you want to get rid of black borders when running the game ?
My dev friend just decided to make a multiplayer spectator to avoid having to start wrangling with the engine c++ code to get the fullscreen window setup
@pearl tangle yeah, but why use plugin when it's pretty easy to make actor follow path (at least in my case)
(Anim blending was used for banking)
who was it i was talking to about fingertracking? i was doing this very heavy 10-40 sphere trace solution but someone else had an alternative solution to this, just cant remember who it was?
Me?
no, someone else
does anyone know at what screenpercentage Robo Recall is running?
I tested the game briefly yesterday and it looked incredible
@raven halo it is mostly from the sharpness of the forward renderer
by default it looked like it went up to 130sp
it has dynamic resolution scaling; in the menu you set the max
ok, so not 140 like the VR template. (I believe it was 140 for the VR template)
oh
really? ๐ฎ
and the max defaulted to 1 which I assumed was really the rift default of 130
at least I think rift is 130, it may be 140
its forward renderer + very careful materials + MSAA
and honestly, msaa is glorious unless you have specular sparckles, and robo recall doesnt
the oculus plugin has a dynamic resolution scaling thing built in
so is the dynamic shifting of screenpercentage something wildly used? first time hear about this (at least for VR). I'm aware they were using something like it for paragon.
I've found msaa bad on some stuff, like tessellated ground materials with lots of polys
it works for monitor games
and the perf gets real bad with that too
on vr games, its part of the oculus sdk
oh, so that's the smooth frame rate setting?
ah what was it?
I had this enabled: http://puu.sh/uqMHr/b709051fb4.png
just enabled it because it sounded like an option to improve performance
ah interesting, I have that on too
I found a bug in it one time when it first came out
do you know what it actually does?
yeah, what it does is if your object is only indirectly lit it sets some kind of single-bit flag in the gbuffer instead of zeroing out some larger amount of data in the gbuffer that directly lit stuff uses
so saves on memory bandwidth
or at least something like that
basically anything that is fully within a baked shadow and only gets bounce lighting
I dont use any baked lighting
I wouldn't think it would help for dynamically shadowed stuff but I'm not 100% sure
did you actually measure performance savings from it?
hm
if the base passpixelshader is guarantied to not output any precomputed shadow factors, instead of exporting (0,0,0,0) to GBufferE , it does not export to it (saving bandwith)
since I'm never outputting any precomputed stuff, it should please always write that flag lol
I have disabled all precomputed lighting, so hopefully it does that
what is the PostProcessCombineLUTs actually doing?
takes really long compared to all the other stuff
seems to be tonemapping stuff
is it also taking so long for you?
not sure, my profiler view has been screwed by a bug for several engine versions now
the hzb thing
it really sucks
are you profiling in the editor?
it happens in editor or standalone
not having any issue with the hzb stuff
yeah, it isn't actually hzb causing it
I went through and disabled everything that forced that on
and setup particles or something like that started taking the same sized slice
I wonder if people will mod Robo Recall
@mighty carbon I don't
the LUT stuff seems to be doing all the tonemapping stuff: http://puu.sh/uqNQe/ecbd5138c4.png
but almost 1 ms is crazy much
Examine Robo Recall @full junco and follow in their footsteps to make good looking high performance VR project
together with the other tonemapping stuff that means the tonemapper alone is taking 1.06 ms
just for converting some colors
@mighty carbon I have better things to do lol
Their project is more about the art pipeline and gameplay than the VR setup itself
the VR setup isn't anything special
yeah
Well, art pipeline is what apparently makes it or breaks it performance wise in VR, doesn't it?
and thats something that everyone should already know..
the art pipeline involved definitely involved a $55 purchase from the marketplace =): https://www.unrealengine.com/marketplace/retro-office-environment#&gid=1&pid=1
lol, more than that
they even left in the same vietnam maps on the bulletin board and stuff
I found it funny how much marketplace assets Conan Exiles uses, like 20 packages
and used a lot of assets from infiltrator and stuff
same big flying robot that was in infiltrator, and bullet train
granted studios tend to get modeling done by third parties anyway, just weird t osee all the package names you recognize in the asset list
I see a lot of UE4 devs making the big mistake of buying marketplace assets for VR though, and leaving them as is and putting them into games.
terrrrrible for performance most of the time
yeah
I think the $10million budget was maybe much more about stuff like the forward renderer and other engine features
I don't know though, there was still a lot of work
I don't know how much the buildings come from previous projects
and they definitely had to rework them to make them look good with msaa, they said baking down a lot of features and stuff
hopefully with recall out the door, and paragon being more stable, we can get more iteration over base features
but yeah, no facial animation and very few heavily skinned meshes, mostly rigid stuff
it is definitely a ton of work to get to the level of polish it is at etc.
the game is too expensive for its lenght
i guess most of the money went into ue4 features
which game?
its free
i mean the 10 million
yeah the forward renderer will hopefully help many future games
yeah. Its given us VR devs a lot of cool features
I think it was definitely more of a partnership type thing too, epic announced the 0% fees on Oculus Home sales at the same time
if only I could use the forward renderer
Oculus's $10million number might have been an estimate of all the fees they are going to pay
I want to get a multi executable (or whatever it takes) solution going for launching with and without the forward renderer in the same game
haven't looked too much into what actually happens when you change a setting that requires a restart for shaders
lol I just added more profiling markers to the LUT stuff in the source, and now its suddenly fast and the cost appears at a different place
@sturdy coral probably similar to what you described
@full junco yeah that is similar to the hzb thing
they say in the jira ticket that it is a gpu driver bubble
and they aren't going to fix it because it will go away with directx 12
but the thing is that post processing always takes over 2 ms which is a lot I think
unless thats also just a broken reading from the profiler
@tired tree I asked Daniel about that on rendering stream and he said they'll not do that
yeah, but you can't even trust that it is all contained in that category
I know TAA takes ~1 ms
(allow deferred + forward on same project as it'll double the shader compilation time)
but the other 1 ms is what I want to get rid off
well, besides the simple forward on deferred that is
which nobody actually knows how to use it
@zinc violet they won't do it but I wonder how hard it is to do
and it has no normal maps etc
yeah they said they wouldn't do it because of the overhead
the oculus forward renderer was changable at runtime, but had a lot less features
not talking about them doing it
and probably less permutations
@zinc violet can that simple forward be used in VR?
my game doesnt have any normal maps anyways lol
because if someone really needs to enable both, such person understands it's slow to compile
So... what folder do you put the .robo file into for mods? ๐
@full junco no idea, I understood it was even more bare bones as mobile renderer ๐
@zinc violet yeah I don't understand why there aren
@zinc violet then probaby shadows dont work too
aren't three options : on off and dynamic or something
they likely don't want peoplecomplaining about materials that don't cross compile
inexperienced devs
I have scenes where I want dbuffer decals and scenes where I don't too
and it is the same issue
it's just silly that they don't make forward fully featured
but then they also don't allow forward VR + deferred on same build
which would be typical use case for game that has additional VR mode
and not built only for VR
I mean...they are working on making forward as fully featured as it can be
that's not what I've understood
they've said in past that they only put in feats that can be used in VR
I bet it could get use on Switch
I was surprized to see they did add movable light shadows
they were adding VR features first
which is probably fine
or more exactly "when daniel has time"
outside of VR, deferred is better for most cases
they didn't want a seperate rendering path to begin with, VR forced their hand
if epic would have more than 1 low level feature rendering guy then it would be faster
๐
well they tended in the past to get merges from AAA clients
I want Vulkan VR support
yeah they had all that stuff from fable legends
think with how fast engines are iterating now that its probably not enough for 1 guy though, i agree there
does VR support DX12?
I found it funny that they promoted Vulkan crossplatform on their 2017 highlight reel
DX12 is slower than shit right now
@tired tree is it?
at the same time, they've backlogged SM5 vulkan + other vulkan stuff
implementation is half finished
@full junco I think so, doesn't work with the nvidia branch though
but they had a GDC announcement about it
should be working soon
parallel rendering?
oh just threaded?
sending draw calls in parallel to the GPU
Moved further down the backlog due to changing priorities
likely that was the forward renderer that got in the way
vulkan would support it
yeah
they were all in dx12 and vulkan before that
that will help a lot for things like doing scene capture renders that add a ton of draw calls
actually I think scene captures may already be parallelizable though
they have seperate guys for every API
saw some note about that in the 4.15 changelog
as soon as vulkan and dx12 are stable i'm going back to my voxel project and removing my batching....my god is it good for that
yes you can finally spam draw calls ๐
:p
i got 90htz update rates wit hbatching, bet I could hit 200 on dx12
@zinc violet trello was always inaccurate about that
you can even run the editor with vulkan already
and that like the most extreme thing possible
need that vulkan support for steamvr linux too
I want to get back off of windows so bad
at the dev days vulkan talk they talked about it like integrating it was so easy
I think all the guys on the panel wanted to sound like it was easy for them
he didnt say it was easy
Ok, so I made a mod for Robo Recall that fixes the rotation problem.
Except I don't know how to get the game to load the pawn through the mod.
I can only do it in editor...
I haven't looked but you can override gamemode getdefaultpawn or something like that
@wicked oak how much time do you spend with post processing in your game?
Yeah, I made a new game mode as part of the package actually.
I just don't know how to make the mod say - 'Hi, let me use this game mode on you game.'
btw, did you see the volumetric lighting branch from nvidia?
is that like the fallout/skyrim enhanced edition thing?
where it is tessellated geometry
the fallout thing, yeah
that sounds cool then
that approach would work really well in VR right?
not screen space
and I guess only really useful with dynamic lighting
I would like to test though, it wouldnt hurt to implement it as an option that people can toggle on
for people with a 1080 ti
and because it would look good in a trailer lol
targeting 30-60 fps desktop games, that 1.8 ms sounds too good to be true
like, thats pretty fast
seems to be a lot slower on AMD cards
since they mention 3 ms on a Fury X
and a Fury X is almost as good as a GTX 1070
everything they do is
well I'll merge it and see how good it works ๐
its that anything with tessellation is
only thing I fear is when I want to use master and their stuff makes merge conflicts then
are they saying this shipped with F4? or that it was integrated for the future?
because they list console ports too
its shipped with I think
it definitely looks awesome on their screenshots
currently fetching from their repo, thats takes a while
yeah it shipped with
thats right, they were touting light scattering in some previews
anyone have a link to the documentation on the oculus adaptive res thing; wasn't able to google it but I've seen it before
I think on one of oculus's pages and not epic's
F4?
you can easily implement it in your game manually
fallout?
it was added on some later patch
they added nvidia only accelerated rubble too
so if you shot into ground, there were something flying around
it was silly
you think right
so, ryzen and 1080ti ftw?
already on newegg.com
ryzen going to be so nice for compilation....
Guys, can I play Robo Recall with Vive as well ?
no
revive ?
probably
you'd need to buy it from oculus still
as it's only free for touch owners
ah I see
well, I'd rather not to pay for an officially unsupported title
but anyhow , any1 installed this mod kit ?
I'm curious to know about epic's approach to Forward rendering
is there anything interesting to learn from it ?
eh? It's VR related, so.. ๐
hes talking about the mod kit
@dusky moon @mighty carbon you don't need to buy it: https://www.reddit.com/r/Vive/comments/5x2bg8/psa_you_can_get_robo_recall_for_free_through_the/
No need to buy on Oculus Home--you can get Robo Recall through the Epic Games launcher: https://www.unrealengine.com/download Once you install...
Eh so cool ! I'll go for it then
you can get the normal engine through that same launcher
and learn about the forward renderer
but I guess you won't be able to access the leaderboard and online stuff with editor mode
you can see in robo recall how they set up their materials for it and stuff
they do some things to minimize specular aliasing
Good to know, Forward is a bit tricky and would like to see specially how they avoid aliasing for distant objects
@dusky moon you might be able to use the scoreboards still
it has the OculusAppIds in it
you would need to launch standalone
and maybe switch the OculusDemoAppId for the OculusAppId in the DefaultEngine.ini
but I wouldn't do it
I have pulled nvidias volumetric lighting branch into my branch now
just need to wait for the compile
muchthankscharles! ๐
that's mod kit and it has missing assets
and from yesterday's chat I recall no one was able to get it compile for Steam VR and it wasn't running on Vive
but It seems to work in standalone or VR preview mode from the editor..
@dusky moon for Vive ?
haven't tried it yet ... but as muchcharles said :
https://www.reddit.com/r/Vive/comments/5x2bg8/psa_you_can_get_robo_recall_for_free_through_the/
No need to buy on Oculus Home--you can get Robo Recall through the Epic Games launcher: https://www.unrealengine.com/download Once you install...
@sturdy coral was the one who tried and failed to get it running with Vive, unless he succeeded after I was gone
@mighty carbon we aren't sure the assets are actually missing
haven't done a full playthrough yet, it may just be assets that were turned off for release, etc.
should work with revive as is
I gave up on fixing the steamvr plugin for it until we know if it will be allowed to be redistributed
so I have the nvidia volumetric stuff running now...
just that I have no idea how to get any volumetric effects lol
its definitely not "easy to setup"
there arent any relevant cvars
only for enabling stuff and they are all enabled by default
I'm only getting fog and no light shafts
ah now
forgot I had shadow casting disabled
well it uses ue4 shadow maps
so for looking good you have to have high shadow res
but it is cheap
is the scattering good>?
I would say the ue4 light shafts look better, but nvidias arent disappearing when the light is off screen and that looks really nice of course
it looks awesome together with fog
it doesnt look too good if you dont want your whole scene to be foggy
with the default shadow res of 2048 it looks really bad
so you need 4096 shadow res
it seems to be pretty much impossible to have nice light shafts without having so much fog that you can no longer see the sky
but it should be possible I would think
but I'm really surprised how cheap it is (apart from having so switch shadows to 4096 lol)
so definitely worth looking at
Robo recall Teleport 360 mod is up.
Only works through the mod menu and selecting a level from mod menu though.
what does it do ?
D:
Forward teleport is now set to the direction your head is looking.
As opposed to the direction of the actor/roomscale environment.
I thought you could teleport anywhere by pointing your hand
(haven't gotten Rift yet, so judging by youtube videos )
You can... but the rotation is set to room forward.
So if you're facing room backwards and teleport, the arrow is actually pointing in the opposite direction to where you think you'll be facing.
I see.. So in original no matter where you teleport, you end up facing forward ?
In the original, teleport rotation only makes sense if you're facing room forwards.
It becomes extremely disorienting once you start turning around.
maybe you could make a youtube video showing original and then showing your mod? ๐
No.
meh
People that care knows what it does.
Because that's like the second biggest piece of news about robo recall today.
I care, but I don't understand what you mean \
After the fact that it was released ๐
@clever sky have you seen rec room's click turning?
Can't recall the mechanic.
Although I've been in it a few times in the last month or so.
It is basically heavy FOV restriction and the a quick animated turn
All I noted was - I didn't have problems ๐
I think it would be good for teleport rotation
Ah ok.
Teleport you into place, then snap you into rotation with the animation
Well, I haven't made a specific teleport function. I just 'fixed' the existing one for 360 users.
Yeah probably not worth the work for Robo recall but maybe something for your ultimate locomotion system
Thanks for the tip. I'll have a look at it.
I've already got 2 currently though.
1 allows you to do walkabout
the other is a snap turn that turns you instantly depending on how much your hand is rotated compared to your HMD.
Works super well, and I use it as my preferred turning method actually.
Yeah that could be good for PSVR too
Yeah. That's half the reason I invested so much time getting front facing working right.
The other is the Rift. hahaha.
I could mimic the gradual (quick) turning in Rec Room if it tests well. Just means another option to add... D:
I almost think STEM would be better than PSVR and front facing touch
STEM is 360 right?
Probably not a feature to advertise.
Just like Oculus wasn't really wanting to advertise roomscale with their setup prior to 1.12.
It doesn't have 2 USB ports? Or does PS Camera use a different port?
Pretty sure it is different
I think it is really USB underneath and some people have hacked adapters
But it is a different shape
Anyone know about widgets on VR applications? How do you handle scaling and angles? Ideally I would like something that functions like a book that someone can look at in their hand - is that basically going to be an object with a material that changes and not a widget, or are their VR widget tools?
they did ask me for confirmation
with a private email
"you say your game has psvr support, is it ONLY PSVR? or supports psvr but can be played in monitor?"
not for Rift
It's my understanding that Rift's store is least saturated
I bet (or rather I hope) Oculus will push PR for Rift after there are several solid AAA titles to choose from
@clever sky why don't you post your mod here (and/or upload it to the launcher) https://forums.unrealengine.com/forumdisplay.php?87-Projects ?
No idea.. I thought that's how you get mods for ARK and other games - through launcher
Maybe? But the instructions are sparse, and it seems like the package is just a mod installer, which is super handy.
Can be distributed any way you see fit.
mods for ark come in through steam workshop
Isn't there a button on the top toolbar in the editor that says "submit mod" or something like that? Same bar where it you can select, play, build ect.
I'll have a check
@glossy agate It says 'share mod'
The button just lets you package the mod files into a .robo package.
That might be it. I just saw someone else messing with it yesterday and saw that button.
Anyone else noticed that the mod editor for RoboRecall is versioned as 4.16.0
Wonder what kind of goodies that will bring once they release it
The nodes look different
And there's a very handy up/down arrow next to input/outputs variables
That let you reorganize them without having to expand all of them.
sweet. I was actually wondering if they were using a stock engine for it. Seems like that is a no and hopefully whatever they have been cooking gets merged into the main branch
4.16 is going to be stacked as hell
has anyone had an issue where a HMD device platform switch works in the editor, but doesn't work when deployed to the rift store?
so for example, if using oculus, use texture a, else, use texture b (pseudo code) works fine in the editor, but testing the beta build in the rift store is still loading texture b
got the bullets trails from robo recall in my game
(not exact migrate, but similar implementation)
damn nice they are
and being just a mesh with a shader, they use little to no performance
i was really struggling with trails on my game
@wicked oak how did you do it? Had a similar problem. I was thinking just a mesh with a masked material on it with a pannar node moving fast, the just make it visible for like .2 seconds. maybe. Curious to know a better way.
you can look at how the system works for robo recall
first, its a cylinder with inverted normals. It blends opacity beetween the "object center" and the current location
thats how it gets the distance for the trail
Im on vive
you can still open the editor
True, probably worth at least poking around in.
So I have been looking a bit around in the RoboRecall project trying to get a hang of what is happening. I can see they do have quite a lot of C++ classes, and correct me if I am wrong, but it seems they only use these classes to store/create events they are later calling in BP
IE
can anyone point out if this is correct?
and what is to be gained by doing this instead of just having a master/base blueprint
-- and I just realized I should be asking this inside UE programming. sorry bout that
yes
as typical, C++ being the "framework", and blueprint for the details
robo recall has a quite high blueprint to c++ ratio
Interesting. Basically, there would be no major difference if they had used a base BP instead right?
ive just adapted robo recall weapon trails into my own game
they look great
such a massive improvement for what im doing
i was trying to do particle trails, and this method is way better
is it possible to mod the vive support in?
Someone in the FB group already managed to get robo recall to work on vive haha
He wont say how until Epic gives him permission
Might be missing something here, but isnt it just a matter of rebinding the inputs. I mean, the motion controller components etc. are the same regardless if its a vive or not
unless they have specifically modified the engine not to run when detecting a Vive
it doesnt have the SteamVR plugin
its harcoded to the oculus plugin
and no, you cant add the steamVR plugin easily
you can run it with re-vive most likely
@tawdry dragon only 4.16 feature I found so far was a cylinder option for widget components
Ah ok I hadn't seen it in the changelog
Confirmation we can distribute a SteamVR.robo file based on the steamvr engine plugin?
@full junco do you have any screenshots from the light ray stuff you added in?
going to throw this 1 in here again for the different timezone guys
[PAID - Full Time]
https://www.linkedin.com/pulse/hiring-senior-3d-designer-virtual-reality-dean-reinhard iris Labs is the digital production arm of iris Singapore. We create amazing VR, AR and interactive digital or non digital works. Getting people involved and interacting with a brand rather than being passive observers is our passion. We are looking to hire a new 3D designer, specifically with Unreal Engine experience who wants to work on awesomely exciting projects. Would require being located or relocating to Singapore. Get in touch dean.reinhard@iris-worldwide.com
@sturdy coral I don't have any, but just look at that Nvidia PDF, there are many Screenshots
Got to play Farpoint with the PS aim controller, it was alright but made me a little nauseous. Tracking is ok, but not as good as one would like
tracking would be exactly the same as the regular controller right? It's still just the 1 ball on the end isn't it?
Could have an updated IMU, move game out a real long time ago
(though maybe newer move controllers have a better IMU too)
@sturdy coral https://i.gyazo.com/bf0e5afd57062e0fa5a678691436aed9.gif
thats one of the sample projects from nvidia
this is another: http://puu.sh/urFfn/1089c07ea1.png
I dont like that too much, the thing is that if you are inside of the light shaft, stuff like the sky becomes basically invisible and you only see the light shaft color
my 1060 has arrived ๐
that edge corona is pretty fake too
Someone confused light shafts for custard.
i assume xb1 won't run it, only scorpio ?
Anyone have a problem with objects looking like double when they move fast, and is there a fix?
using motion blur or TAA?
do you keep auto exposure enabled or disabled in VR?
I always had it disabled because auto exposure is unrealistic in VR I think
Enabled.
The screens don't have the sort of dynamic range that would allow for natural full range adjustment.
well, the screens have perfect black I think?
Yes, but the overall range of information is reduced.
e.g. your lightest brights are like 100 in a dark scene
Meaning you only have 100 levels of brightness to provide all the tonal information.
and it doesnt feel strange when stuff suddenly gets brighter or darker due to the auto exposure?
auto exposure is for simulating what a camera would do, so I just cant imagine that feels good in VR
just like lens flares
do you also have lens flares enabled?
Yeah ๐ I have glasses tho.
A little bit
Doing A-B contrast between lens and not lens out of the corner of my eye, I can see light artifacts with the lenses I can't without them.
But not nearly as dramatic as the actual lens flare in Unreal... so yeah, good point.
I expected everyone would keep lens flares and auto exposure disabled in VR..
Dunno about auto-exposure. But lens flare yeah.
And no, it doesn't feel weird when things get brighter or darker in VR due to auto-exposure ๐
ok, thanks
the volulumetric lighting stuff is super annoying...
@tired tree you mean generally in ue4 or generally in vr?
pretty sure vr
it makes up for not being able to adapt to the screens
but is soooo expensive,
if scenes are fairly evenly lit, don't want it
ie: manual exposure
ok
I don't do auto exposure in unreal
light your stuff the way you want it
and save the ms
I also do use auto exposure, your does in fact adjust exposure in real life as well. That's why your Iris changes size. The key in VR is to not use the default speed up and speed down settings. They are way too fast and makes it weird. I slow them down considerably. Obviously only turn on the feature if it makes sense in your environment, if you have evenly lit environments it makes no sense. If you have darker interiors and bright exteriors then go for it!
ok, thanks
is there nothing like a steamvr hardware survey? would like to know the most common amount of RAM a steamvr user has
I would guess 16GB
nope, its 8
@wicked oak source?
the most common amount of RAM by all steam users (including non VR) is 8GB
I talk about VR
the most common amount of VRAM among all users is also 1 GB which is like nothing, so these values have no relevance for VR
yeah most machines these days would come with 16gb in the VR ready range
good, thanks!
@real needle I read about that, yeah
they have not mentioned which GPUs will get it though
I talked to nvidias dev rel about vrworks and she said it works out of the box w amd but all the features will just be turned off
W the latest ue-branch
I dunno who wouldnt push things further with the gain in performance to the point where the game cant be played wout
I need to read some data on % of vr amd users
Im heavily considering using it
why do you hate the word "with" so much?
Im on my phone
well but its the only word you dont write out lol
I asked myself the same thing. GDC does things to you.
Ive seen more shitty gloves and hardware that'll never make it than before. But ive also seen some of the best stuff so I guess it balances out
The new headstrap makes the vive a new product
it does?
Most comfortable hmd
I consider that too much just for more comfort
like, for $100 you get 2 touch controllers from oculus, right? thats a better value than $100 just for some fabric
Ah, I thought it was just the bundle
so its 499 rift + 99 touch now I think
I tried a 180 fov hmd
Its impressive to have that peripheral view, but the hmd itself was so bad I didnt even bother to remember the name
ha
Why make one thing better but everything else worse
when will we see new hmds with better screens?
LGs
No, not for someone eho has a vive
rift and vive are already a year old now, and screens should have improved in a year
There will be more news
when?
Dunno, but good things comes to those who wait ;)
well its clear that things will always improve, but the question is when
the LG 1 does look quite interesting. their controller design is pretty funky
any decent gloves there @real needle I saw Manus is releasing dev kits now but they are 1000 EUROS
@pearl tangle Manus is def good, but they need to solve relative location of hand vs puck
the neuron 1s look relatively decent actually. Would be happy to put them with the perception neuron suit instead of the crappy 1s it comes with
And yes, more expensive than one would like. Knuckles will be more worth it
There was another imu suit w valves diodes for 500$
I do still like the concept of having the tracked gloves and then different tracked controllers. Can't imagine people doing that at home
oooh who did that?
16 imus
I have his card somewhere dont remember the name
Ill get it to you tomorfow
shoot me through a pm if you manage to find it sometime would be interesting for sure
@pearl tangle im not really interested in the controllers either. Analog gloves are the way forward. Its probably really easy to make too with the quality of tracking cameras these days
stitch a few qcodes on it, call it Mill Blackbird, hand edition
@sharp swan you want something to grip, just using hands feel stupid
ooh my vive trackers are on their way here from the UK now actually. should get here early next week! ๐
Yeah i want to combine the gloves with other tracked props
@pearl tangle we got ours confirmed as well :)
@real needle that is where my concept comes in. I have a theory about how to produce resistance for such things
My partner tried the ultrasound feedback, he said it was a great demo
I just need some technical assistance really to figure out the best method to make it work
ah yeah there are a bunch of gloves that try to provide resistance too with air or other methods
Air bladders
I have done 1s with robotic things before too which are much better but not for consumers
my method uses multi-point taughtening devices. The basic theory is producing a glove that can stiffen in sections and let the collision reponses in game trigger the taughtening points. It's a more mechanical and physical approach than air but I think it would give more immersion if you gloves could simulate grabbing something with an edge or a softbody
yeah I have tried out a few 1s like that at the Uni's over here
they use the same tech in robots that have soft gripping arms to pick up fragile ojects and things. interesting but still too bulky
imagine is like this . http://www.cheapdisabilityaids.co.uk/ekmps/shops/podcmedia/images/pin-art-[2]-7281-p.jpg
yeah I experimented with something like that too
I also wanted to build something like that for a locomotion system as well that can actually adjust its surface
I cant imagine it being too difficult to prototype but getting it down to hand size and variable per user is the key. Especially when you dont want heavy bulky objects in your hands. However that leads me onto arm bracing that could simulate something being heavy
if someone would only fund me, I would go Steve Jobs on this kind of thing and end up making something really hipster :p
hah sounds like you also need the engineers in there to build the thing though ๐
guys, I can't see my animations inside of the VR preview mode, only in simulation mode - any thoughts?
yeah I have a friend who is an engineer for fun (not businss) who knows cad and programming so he might be interested
have a workshop to fabricate parts and build the prototypes?
Sinnmeiser, I have no trouble but have not yet upgraded to 4.15
I'm still on 4.14.3 I don't see the option to upgrade to 4.15
ah I see it now
I'll give that a shot
I would probably try to figure out the issue before updating, since I have all animations working fine in 4.14.3.. but who knows
@spiral zephyr : kind of. He has a shed and a lathe :p
@dusk vigil I imported the animations from 3ds max and I spawn them into the scene at a certain time. And they just play out until they're over and I destroy the actors. They do not spawn in VR preview but they work perfectly fine in Sim
The 'blueprint class' is being spawned
Should I be spawning something else with an animation blueprint instead?
Hard to say, I am not currently spawning any animated actors.
Hi guys, how can we set WideScreen display In VR while playing in UE4.14 ?
I presume with camera aspect ratio (how its normally done)
one setting to lock aspect ratio, one for aspect ratio as float value (although in editor you can use the extra text box to type 4:3 or 16:9 if you want
I'm working on a gear vr app, in that total poly count is 85000 will it render without latency?
@wicked oak before I used to have 16lakh it does not render
If you want to go fast in VR I put up a free demo of TRANCE VR on steam to get some feedback. Any suggestions you guys/ladies have is appreciated! http://store.steampowered.com/app/601080/
fast you say. How many Unreal units per second does it cover? ๐
@vagrant mantle if your entire mesh is > 10k tris, you will have issues with rendering on mobile
theoretically you can have 100k tris in the view with ~100 drawcalls. It's all about how you have tris distribution and culling setup.
@sharp swan not sure. Start speed is about 1200 and it increases with time. Looking for feedback on when it's fast enough to be unplayable so I cap it before that speed.
hah cool. Only reason I ask is our game moves about 35k units at top speed. I guess it's a moot question when you could be teleporting :p
haha, give me a link man. I know mine moves at many units of speed. Hope someone plays it on a stream so I can see a reaction from someone not just trying to be nice to me.
"be the only actual vr headset on the market for nearly 2 years"
How to make the steam vr output in full screen?
such ideas are worthless unless it's technically possible to make it happen
oh rats, discord wasn't scrolling again
that was for the glove thing
Can anyone help me with , how to make a full screen view of steam vr
@vagrant mantle stop
Finally GDC is over
anyone experienced the screen starts to flicker if i have my pawn with my camera in rotated different from 0deg?
i mean, if i rotate my pawn at certain angles, then the camera starts to flicker
nope that is odd
very odd
starts about at 20deg yaw
up til then, it's fine.. no flickering
ah found the error, it was just a logic bug in my bp, was triggering a teleport to same location (hence the flicker/switch to black)
๐
250hz eye tracking for $10. my "too good to be too meter" just pierced teh right side of the guage but i don't know why!? ๐
can I assign a widget on preview window only? I do the VR preview and I would like to have some info from the widget on the screen only
when I do "add to viewport" it appears cluncky somewhere in the bottom right corner of the VR, and nowhere on the preview
use a 3d widget
ah yup got it ๐
@sullen burrow were you able to get this working so you could see data on your pc screen, but not in the vive?
Not yet. It appears that I can't use the same widget twice on a 3D widget and hud at the same time.
I have to reconstruct the blueprint to be used just on the 3D widget. It's weird why I can't be using the same 3D widget more than once on the same level
odd. I'm just wondering how funhouse did it so you can see things on the screen, but not in vr
Who here has tried the new VR editor?
It's pretty damned good
Subdivision surface modelling (not unique to the vr editor) is pretty cool too.
I still wish for one more feature. Reaching out and grabbing an actor to move and rotate it into place. Ideally with their new smart snapping.
Its frustrating seeing an actor that you're trying to place be out by a little bit, but not being able to just grab it and adjust.
I might suggest it to the VR dev team.
so, finally installed 1060. Both Vive and Oculus test apps say specs exceed what's required for VR. It would be interesting to put that to the test.
@mighty carbon you should try out the nvidia branch with it, should do better than the 970 since it can do lens matched shading
I don't have HMD yet
CrossVR was able to move the SteamVR plugin over for a native SteamVR mod for Robo Recall: https://www.reddit.com/r/Vive/comments/5xpk04/roborevive_proofofconcept_adds_native_vive/
That's cool stuff. Wonder if it's easy to fix up the specific mechanics for the Vive.
you mean the teleportation probably
because that's the one everyone is complaining about if anything
@zinc violet for Vive a toggle grip is probably better than a hold grip, but I don't know, there is a lot of gun throwing
and since you grab your guns to reload constantly, toggle might be annoying
Yeah... RR is very much tailored to the strengths of the Oculus Rift+Touch setup.
Which is good design, but not so great for the injector port ๐
Ideally you'd want for the grab behaviour to be grip to toggle pick up...
then to throw, you hold grip and throw in the desired direction, then release allows it to release the object.
It might also be desirable to have trigger as initial grab.
Yeah. It's good fun with free locomotion... but the game isn't balanced for it, and it can only be played through the mod menus (you can't make progress playing with mods).
how long did it take you to throw together the little mod you did for it @clever sky ?
Not long. Most of the time was spent figuring out how to get it working.
Because the documentation doesn't do a particularly good job of letting you know that mods will only work through the mod menu... and that pawn/character mods only work when the level is loaded.
weapons mods can be tested in the lobby.
About 20 minutes to put the important bits of the mod together. About 2-3 hours to get it from editor to actually get it working in game.
Which... now that I know how, should only take 10 mins in future ๐
interesting. i haven't had a chance to play around with it. I have 2 new rifts sitting on the floor next to me at the moment actually that are unopened hah
show off
gotta give 1 of them away to a client
thats just my desk covered in too much crap. still haven't even had a chance to try out the fove or the backpack pc
hah yeah just got a bunch of stuff in last week so we are busy getting all that sorted. got :
Omni 360 rig
DJI Inspire 2 + osmo setup
Canon 5D Mk4
Backpack PC
2* rift + touch
finance is not a big fan of me right now hah
Nice. But you're giving away the Rift already!
Or is that just part of a packaged deal?
And have you tried the Omni yet?
nah they wont ship the damn thing to me here. they refunded all international backers
yeah the client bought 1 setup to keep in their office after the event
yeah they are charging like $250-$300 for shipping just within the US
they definitely didn't do their design and research up front
pretty much they are purely focussing on arcades with it now
Yeah... it's got limited use case really.
But ironically, yours would've been one of them!
Event specific VR applications.
Hahaha... I was just imagining a super low cost version of an ODT used in conjunction with Freedom Locomotion...
slippy mat, pipe frame, attach 3 point strings to a harness from the ground.
... and the user gets in, starts slip walking on the mat and falls over.
yeah I am actually potentially going to have to build my own 1 for an event
will be a huge 1 for the end of the year for a client that makes VR hardware. something with a very specific use case and we will be likely setting it up in museums and stuff so should be cool
Nice.
But also, shit's kinda tricky without kinda squashing a lot of nice VR advantages.
i.e. having that harness limit your range of motion.
Maybe you'd have more luck with KatVR?
Although I watched a video of that, and it's about as loud as you'd expect it to be - with a person using hard soles and smashing them against thin metal plating constantly.
nah this is more of a warehouse scale thing with some slight differences to it
Ah ok. It's a multi-user thing?
likely to be yeah
Tricky to reconcile artificial locomotion and multi-user representation though.
definitely not going to be something small and portable. think more of big ass crane type things
not artificial so much as altered locomotion
Unless they all have their own play space.
so room scale with a twist
Hmm. Intriguing!
need to figure out how it's all going to happen. will be working with Framestore on the visuals. the guys that did Gravity and Guardians of the Galaxy
Nice. That's gonna be fancy as.
What's it going to be? a game, or some sort of media/movie tie-in thing?
Movie tie-in from the sounds of it.
it will be more of a game type thing
nothing related to a movie. just going for super high end type stuff with it
ooh. So trying to build a competitor to 'The Void'
Well, whatever it is, looking forward to hearing more about it when you can reveal more :p
Added 2 more classes to our game
not really a competitor to it since it's for a specific client but will run it at some museums and other stuff. more of a massive brand awareness campaign type thing
@odd garnet axe, ???, long sword, wand?
going to throw this 1 back up again too in case anybody new is hanging around
[PAID]
https://www.linkedin.com/pulse/hiring-senior-3d-designer-virtual-reality-dean-reinhard iris Labs is the digital production arm of iris Singapore. We create amazing VR, AR and interactive digital or non digital works. Getting people involved and interacting with a brand rather than being passive observers is our passion. We are looking to hire a new 3D designer, specifically with Unreal Engine experience who wants to work on awesomely exciting projects. Would require being located or relocating to Singapore. Get in touch dean.reinhard@iris-worldwide.com
If anyone has extra Rift + Touch sitting around and collecting dust, I am willing to give it a good home ;)
just send an email to oculus dev relations
There is no email, there is submission form. Already did, but never heard back :( (although I didn't have VR ready PC when I did)
they wouldn't bother with you unless you were a registered company anyway I shouldn't think. Otherwise everyone would just say "Oi Oculus, im a dev, giz a headset". If you are though, definitely get in touch. They gave us dk1, dk2 and rift/touch for nothing
which submission form/email are we talking about here?
Because that could be very interesting for my company ๐
bear in mind you will need some evidence you are going to use it to make something for Oculus store
yeah of course
Re: Oculus - seek out Callum Underwood, he is a content manager, friendly fellow. Of course a strong prototype and existing company are good things to have to get a shoe in the door
@Marc_Rogerson that very well may be, except Rift isn't PS4 and Sony (maybe Nintendo too) is the only company I know that requires incorporation. I also showed them a prototype (video) of my game from pre-VR era. Plus I have verifiable track record as indie game dev. I assume they maybe didn't think it worth giving Rift for that kind of game or application just fell through.
@tawdry dragon there is no secret link. Check dev section on their website
It may also take a while, when did you request it?
For me it took around 3 months or so to receive confirmation
We got confirmation of two rifts and two touch devices like 24 hours after we requested them
this was back in november, though
it's muy understanding that they are more strict now than before
Or maybe the amount of requests
your pc is now vr ready? what gpu did you get?
EVGA 1060 6Gb
Bad texture quality in gear vr app, what will be the issue?
bad original texture?
If anyone wondered why Daydream has crisper image than Gear VR, here is why: https://forums.oculus.com/developer/discussion/50192/gear-vr-reportedly-visual-clarify-is-worse-than-in-daydream-using-pixel-xl-why
@mighty carbon every black color darker and too intense
@mighty carbon the quality is good in editor
no idea
quality is identical in my project whether it's Editor or phone
post it on Answer Hub maybe? With comparison screenshots from Editor and from Gear VR and downloadable texture from your project (and showing texture settings from the Editor)
@mighty carbon I'll do that
What are default settings for gear vr Android, can you provide a screenshot or an empty gear vr project of yours
There is enough info online (even in official docs) for you to build Gear VR project
@mighty carbon no issues bro
Hello guys, I want to know is it possible to render UI only on desktop screen and not in HMD for VIVE?
@stable shadow That's currently not possible without changing the source
@mighty carbon holy shit, what? you can change the screen percentage in gear vr?
๐ฎ
you can't
"You have the ability to scale up the eye buffers on Gear VR using pixel density (hmd pd)."?
if (GConfig->GetBool(GearVRSettings, TEXT("bOverrideScreenPercentage"), v, GEngineIni))
{
CurrentSettings->Flags.bOverrideScreenPercentage = v;
if (GConfig->GetFloat(GearVRSettings, TEXT("ScreenPercentage"), f, GEngineIni))
{
CurrentSettings->ScreenPercentage = f;
}
}
should be able to set bOverrideScreenPercentage
hmm.. interesting. @raven halo going to try that ?
not yet, I'll probably use it whenever the S8 comes out
I'm currently at 50mins with GPU set to 2 with all the bells and whistles on the S7
I'll probably just increase the resolution for S8 then ๐
hehe
just asking stupid here, what do you mean with "GPU set to 2" @raven halo ? Because I have to clean up some shuddy work from a past colleague, we're getting 25 mins on a S6 - but the application is just a simple panoramic viewer
Would be great if there were other places I could optimize it
heh
well, motorsep found out that there were blueprint nodes that would let you downclock the device
btw @tawdry dragon , were you able to use Stereo Layers to display your cubemap or do you use sky sphere ?
as a matter of fact, this is very common in Unity
except, those blueprint nodes were never compiled in the launcher versions of Unreal
lmao
they have never worked!
xD
you can still call the functions through code
@mighty carbon never got it working. Problem is our project is in 4.13, and stereo layers recieved a huge overhall in 4.14, however upgrading it breaks the project
you have to downclock the cpu and gpu as low as you can to avoid thermal issues
so you're using a custom version of unreal, or are you doing it with C++?
@mighty carbon could you point out the blueprint nodes he is refering to? Would love to take a look at them and see if I can get it working ๐
or I could just search.. I am guessing you're refering to this:
https://docs.unrealengine.com/latest/INT/BlueprintAPI/GearVR/SetCPUAndGPULevels/index.html
those are the ones
if you use the engine version from the launcher they won't work
they won't even show up
so you can either download from github and compile yourself
or use it in C++ directly
I do have a custom 4.14.3 laying around, do you make changes to the source code or is compiling the source fine?
weird that launcher builds don't have it, the code doesn't have an caveats for that
also return HMD->GetTemperatureInCelsius(); seems pretty cool
shows you how close to disaster you are ๐
start reddening the color pallette the warmer things get
cool, thanks for the heads up
ah, its not whitelisting the development platform...pfft
yeeeeeeep. Guess I will have to try and pull the 4.13 code and make the changes
the problem is that whitelisting it doesn't work with launcher version of UE4
but yeah
yeah it wouldn't
pretty weird though, it had those platforms listed in 4.13
someone deleted them thinking they were fixing an oversight
so the launcher version of 4.13 should feature the blueprint nodes?
if you REALLY don't want to compile from source, could just pull the plugin out and rename it and put it in project level
yeah
those underclock functions are god send I tell you ๐
Unreal sets the cpu by default to 2 and gpu to 3
in my game I have CPU set to 0 and GPU to 2
it's my understanding that CPU causes more heat than GPU
but don't take my word for it
So understanding this right.. All you have to do, in your custom build engine, is edit the uplugin file to feature "win64", "win32"?
well, the thing is you can't just downclock it. If I downclock GPU in my project, I will never achieve 60 fps
@mighty carbon right, it depends on the content of course
they were trying to keep people from packaging it out for non mobile builds, since it could be confusing
i've not been able to get to 45 mins with gpu set to 3
so I had to downclock to 2 and optimize shaders accordingly
Might been the problem, found out my project files for the engines are fucked.. Will try and download a clean version of 4.13 and rebuild that
thanks for the help by the way ๐ You, @mighty carbon and @raven halo might be todays heroes
if I can get the app to run longer thant 30-40 minutes, our client will be filled with joy and throw money at us
np
strap a fan to their face and accept it in cash only
besides reverting code and recompiling, you need to edit gearvr.uasset
@tawdry dragon ^^
will have a look at it, in worst case, I hope you can point me in the right direction ๐
if you get Oculus fork and build it, you should have it working out of the box
might be worth it just do it this way, saves me the headache ๐
but this is basically just C++ code available in launcher version right? Guess it should be possible, even with low c++ skills to create a custom class I can call ๐
Yup
void FGearVR::SetCPUAndGPULevels(int32 CPULevel, int32 GPULevel)
seems like thats the one I need to call if needed
I am planning on switching to Oculus branch eventually since official builds always lack some current features
for GearVR, go Oculus branch no doubt
i cant go oculus branch becouse my game is multiplatform
but a GearVR is a GearVR game, and making it work with Daydream needs some effort, so just use the Oculus branch
roger roger
Will have a go once Im put on the project
or last guy that did the menu system wasnt experienced in mobile dev. So the menu system he made never actually garbage collects. Meaning even though the menu isnt active, its always running ~100-150 actors in the background
Aka. melting an S6 in about 5 min
UE4 suppose to take care of GC automatically :/
sorry, wrong choice of words. He never deleted the actors he created to show thumbnails