#virtual-reality

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sturdy coral
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I've got remote telepresence working with kinect v2 now.. I think it is better than being in the same space because you can see each other and don't mutually occlude the depth camera with each others bodies ๐Ÿ˜ƒ

prime iris
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i'm just waiting for amazon to open it's first virtual store

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i mean lumberjack + photogrammetry

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instead of just being a photo you get to see a scale model

pearl tangle
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yeah im keen to do a few bits with that with the hololens actually

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will have to have a bigger chat with you on your kinect stuff later charles.

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I am hopefully going down to the south of argentina to do a photogrammetry shoot in a few weeks ๐Ÿ˜‰ if the client finally signs off on the budget

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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

mighty carbon
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gee, where and how do you get your clients

pearl tangle
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the handy part of being tied in with a creative advertising agency

sturdy coral
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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

glossy agate
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@storm vortex what's the game? I want to see it

pearl tangle
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they probably put a block in there to kick it out or something. Maybe even just renaming the plugin would make it show up?

zinc violet
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lol, they remove the blank c++ mod if you name it SteamVR ๐Ÿ˜„

sturdy coral
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going to try naming it GNS, GNS's not SteamVR

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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

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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)

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maybe caused by:
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenVR");

clever sky
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@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?

tired tree
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The one wireless headset attach is LOS only

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the GigaWifi ones should go through walls

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Whatever it is called, the one releasing soonest

glossy agate
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Nice! reminds me of Golden eye

storm vortex
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Thanks that's what I'm aiming for

glossy agate
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Looks pretty clean too

storm vortex
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I want to overhaul the way inventory is handled before I push out a demo

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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

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Also adding limited slots for carrying items otherwise its too easy to go rambo with many guns on inventory

glossy agate
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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

storm vortex
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there is a menu not in that video, you pick what weapons you want to start with

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you place them onto slots for left and right

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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

glossy agate
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yeah, that sick!

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I subbed your YT to keep up with the dev

storm vortex
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thanks, I'll be sharing some steam demo keys hopefully in next few weeks depending on my progress

glossy agate
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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?

storm vortex
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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.

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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

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Going to test updating it tonight. I'm curious if it makes me re-upload the 2gb pak file

glossy agate
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Oh yeah, I did all that and ordered one key to test. Just have to hit publish

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For mine I just migrated the levels to a new project so it only packaged the demo items. Size was only 450 MB

storm vortex
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I found there is a setting you can use to select only what levels you want to include

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That made my game files go down from 10gb to 2gb (I have lots of marketplace sample maps and content bloating stuff)

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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

glossy agate
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Yeah I used that too

pearl tangle
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@clever sky it's not lifi or anything, it's radio so it will go straight through a curtain

clever sky
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Wall?

pearl tangle
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better chance of helping yeah

clever sky
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Fair enough. But I guess travelling around with a convention display under arm isn't exactly easy or convenient.

pearl tangle
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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

mighty carbon
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(drones bank to the right)

sturdy coral
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ugg Robo Recall made me almost sick from the disorientation, that teleport style is terrible

pearl tangle
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thats the problem with the front facing only rift

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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

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@mighty carbon have you seen the path follow plugin up on the marketplace?

sturdy coral
zinc violet
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@sturdy coral cant you mod that now?

tawdry dragon
shell karma
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@tawdry dragon wrote you reply on the answers hub

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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"."

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or you can always switch the index based on which hand is tracing etc

tawdry dragon
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Cool, and the widget supports runtime switching of that paramater or should I do it inside the construct?

shell karma
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that's just the idea, haven't tested it myself

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when I did this I had two motion controller components in my pawn

eternal inlet
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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?

shell karma
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so I just had two separate wiget interaction components

eternal inlet
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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

tawdry dragon
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@shell karma seems like it did the trick.. No idea how I missed that

shell karma
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@tawdry dragon trust me, took a while for myself to figure it out and it was so obvious I was pissed at myself

tawdry dragon
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@shell karma Same, feeling a bit ashamed at the moment! Thanks for the help mate ๐Ÿ˜ƒ

shell karma
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@tawdry dragon you give sth in to community, you get sth out ๐Ÿ˜‰ anytime pal

clever sky
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@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:

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Once you get over the teleportation that only really works for front facing users, it's a damn fun game.

sturdy coral
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yeah, just even staying planted it disoriented me a lot

clever sky
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That bad huh? ๐Ÿ˜› Well, gotta admit, it still messed with me a bit. But if you get over the hump, the game is imminently playable.

sturdy coral
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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

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so when enemies came from behind it basically felt like it broke the game

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you would turn around, lose your hands, or try and teleport and just come up with the wrong orientation half the time

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I think it really needs click turning

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turn without teleporting

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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

clever sky
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Oh... Robo Recall is running 4.16?

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That's why stuff looks a little different.

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Trying to find the teleportation function that actually sets the rotation. Not quite as straight forward as their VR Template ๐Ÿ˜›

wicked oak
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im interested on the settings they use

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they are using the forward renderer

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and it looks just incredible

pearl tangle
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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

clever sky
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I could potentially mod my system into Robo Recall.

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๐Ÿ˜›

karmic kelp
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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

shell karma
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@karmic kelp do you mean fullscreen or do you want to get rid of black borders when running the game ?

dusk vigil
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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

mighty carbon
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@pearl tangle yeah, but why use plugin when it's pretty easy to make actor follow path (at least in my case)

mighty carbon
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(Anim blending was used for banking)

eternal inlet
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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?

clever sky
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Me?

eternal inlet
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no, someone else

raven halo
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does anyone know at what screenpercentage Robo Recall is running?

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I tested the game briefly yesterday and it looked incredible

sturdy coral
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@raven halo it is mostly from the sharpness of the forward renderer

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by default it looked like it went up to 130sp

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it has dynamic resolution scaling; in the menu you set the max

raven halo
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ok, so not 140 like the VR template. (I believe it was 140 for the VR template)

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oh

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really? ๐Ÿ˜ฎ

sturdy coral
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and the max defaulted to 1 which I assumed was really the rift default of 130

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at least I think rift is 130, it may be 140

wicked oak
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its forward renderer + very careful materials + MSAA

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and honestly, msaa is glorious unless you have specular sparckles, and robo recall doesnt

sturdy coral
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the oculus plugin has a dynamic resolution scaling thing built in

wicked oak
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and it does work in ue4

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automatically

raven halo
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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.

wicked oak
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its a console command to enable it

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yup, that is the Smooth Frame Rate thing

sturdy coral
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I've found msaa bad on some stuff, like tessellated ground materials with lots of polys

wicked oak
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it works for monitor games

sturdy coral
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and the perf gets real bad with that too

wicked oak
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on vr games, its part of the oculus sdk

raven halo
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oh, so that's the smooth frame rate setting?

wicked oak
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but i havent tested it on vive

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yup

full junco
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I found why I have a forced prepass

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looked through the source to see what forces it

sturdy coral
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ah what was it?

full junco
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just enabled it because it sounded like an option to improve performance

sturdy coral
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ah interesting, I have that on too

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I found a bug in it one time when it first came out

full junco
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do you know what it actually does?

sturdy coral
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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

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so saves on memory bandwidth

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or at least something like that

full junco
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only related to indirectly lit objects?

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what kind of indirect lighting?

sturdy coral
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basically anything that is fully within a baked shadow and only gets bounce lighting

full junco
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I dont use any baked lighting

sturdy coral
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I wouldn't think it would help for dynamically shadowed stuff but I'm not 100% sure

full junco
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did you actually measure performance savings from it?

sturdy coral
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nope

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here was my bug report, Andrew Hurley explains some of what it is doing

full junco
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hm

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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)
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since I'm never outputting any precomputed stuff, it should please always write that flag lol

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I have disabled all precomputed lighting, so hopefully it does that

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what is the PostProcessCombineLUTs actually doing?

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takes really long compared to all the other stuff

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seems to be tonemapping stuff

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is it also taking so long for you?

sturdy coral
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not sure, my profiler view has been screwed by a bug for several engine versions now

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the hzb thing

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it really sucks

full junco
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are you profiling in the editor?

sturdy coral
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it happens in editor or standalone

full junco
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not having any issue with the hzb stuff

sturdy coral
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yeah, it isn't actually hzb causing it

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I went through and disabled everything that forced that on

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and setup particles or something like that started taking the same sized slice

mighty carbon
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I wonder if people will mod Robo Recall

full junco
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@mighty carbon I don't

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but almost 1 ms is crazy much

mighty carbon
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Examine Robo Recall @full junco and follow in their footsteps to make good looking high performance VR project

full junco
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together with the other tonemapping stuff that means the tonemapper alone is taking 1.06 ms

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just for converting some colors

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@mighty carbon I have better things to do lol

tired tree
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Their project is more about the art pipeline and gameplay than the VR setup itself

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the VR setup isn't anything special

full junco
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yeah

mighty carbon
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Well, art pipeline is what apparently makes it or breaks it performance wise in VR, doesn't it?

tired tree
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and thats something that everyone should already know..

sturdy coral
tired tree
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lol, more than that

sturdy coral
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they even left in the same vietnam maps on the bulletin board and stuff

tired tree
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I found it funny how much marketplace assets Conan Exiles uses, like 20 packages

sturdy coral
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and used a lot of assets from infiltrator and stuff

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same big flying robot that was in infiltrator, and bullet train

tired tree
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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

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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.

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terrrrrible for performance most of the time

sturdy coral
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yeah

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I think the $10million budget was maybe much more about stuff like the forward renderer and other engine features

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I don't know though, there was still a lot of work

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I don't know how much the buildings come from previous projects

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and they definitely had to rework them to make them look good with msaa, they said baking down a lot of features and stuff

tired tree
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hopefully with recall out the door, and paragon being more stable, we can get more iteration over base features

sturdy coral
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but yeah, no facial animation and very few heavily skinned meshes, mostly rigid stuff

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it is definitely a ton of work to get to the level of polish it is at etc.

wicked oak
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the game is too expensive for its lenght

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i guess most of the money went into ue4 features

full junco
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which game?

wicked oak
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cant complain about it

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Robo Recall

full junco
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its free

wicked oak
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i mean the 10 million

full junco
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ah

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have you payed so much for the game?

sturdy coral
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yeah the forward renderer will hopefully help many future games

wicked oak
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yeah. Its given us VR devs a lot of cool features

sturdy coral
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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

full junco
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if only I could use the forward renderer

sturdy coral
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Oculus's $10million number might have been an estimate of all the fees they are going to pay

tired tree
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or buying exclusivity :p

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epic is pretty open generally

sturdy coral
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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

tired tree
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shouldn't need multiple executables

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have to compile both sets of shaders

sturdy coral
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haven't looked too much into what actually happens when you change a setting that requires a restart for shaders

full junco
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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

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@sturdy coral probably similar to what you described

sturdy coral
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@full junco yeah that is similar to the hzb thing

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they say in the jira ticket that it is a gpu driver bubble

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and they aren't going to fix it because it will go away with directx 12

full junco
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but the thing is that post processing always takes over 2 ms which is a lot I think

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unless thats also just a broken reading from the profiler

zinc violet
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@tired tree I asked Daniel about that on rendering stream and he said they'll not do that

sturdy coral
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yeah, but you can't even trust that it is all contained in that category

full junco
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I know TAA takes ~1 ms

zinc violet
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(allow deferred + forward on same project as it'll double the shader compilation time)

full junco
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but the other 1 ms is what I want to get rid off

zinc violet
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well, besides the simple forward on deferred that is

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which nobody actually knows how to use it

sturdy coral
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@zinc violet they won't do it but I wonder how hard it is to do

zinc violet
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and it has no normal maps etc

tired tree
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yeah they said they wouldn't do it because of the overhead

sturdy coral
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the oculus forward renderer was changable at runtime, but had a lot less features

tired tree
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not talking about them doing it

sturdy coral
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and probably less permutations

full junco
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@zinc violet can that simple forward be used in VR?

zinc violet
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I don't get the shader compilation time issue

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it's nonissue

full junco
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my game doesnt have any normal maps anyways lol

zinc violet
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because if someone really needs to enable both, such person understands it's slow to compile

clever sky
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So... what folder do you put the .robo file into for mods? ๐Ÿ˜›

zinc violet
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@full junco no idea, I understood it was even more bare bones as mobile renderer ๐Ÿ˜„

sturdy coral
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@zinc violet yeah I don't understand why there aren

full junco
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@zinc violet then probaby shadows dont work too

sturdy coral
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aren't three options : on off and dynamic or something

tired tree
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they likely don't want peoplecomplaining about materials that don't cross compile

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inexperienced devs

sturdy coral
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I have scenes where I want dbuffer decals and scenes where I don't too

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and it is the same issue

zinc violet
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it's just silly that they don't make forward fully featured

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but then they also don't allow forward VR + deferred on same build

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which would be typical use case for game that has additional VR mode

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and not built only for VR

tired tree
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I mean...they are working on making forward as fully featured as it can be

zinc violet
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that's not what I've understood

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they've said in past that they only put in feats that can be used in VR

tired tree
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they aren't doing gbuffer with it obv

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ouside of VR its generally worse

sturdy coral
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I bet it could get use on Switch

zinc violet
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I was surprized to see they did add movable light shadows

full junco
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they said they will add all features

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but it can take a while

tired tree
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they were adding VR features first

full junco
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yes

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and the rest is more like "when we have time"

tired tree
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which is probably fine

full junco
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or more exactly "when daniel has time"

tired tree
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outside of VR, deferred is better for most cases

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they didn't want a seperate rendering path to begin with, VR forced their hand

full junco
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if epic would have more than 1 low level feature rendering guy then it would be faster

zinc violet
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๐Ÿ˜„

tired tree
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well they tended in the past to get merges from AAA clients

full junco
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I want Vulkan VR support

sturdy coral
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yeah they had all that stuff from fable legends

tired tree
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think with how fast engines are iterating now that its probably not enough for 1 guy though, i agree there

full junco
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does VR support DX12?

zinc violet
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I found it funny that they promoted Vulkan crossplatform on their 2017 highlight reel

tired tree
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DX12 is slower than shit right now

full junco
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@tired tree is it?

zinc violet
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at the same time, they've backlogged SM5 vulkan + other vulkan stuff

tired tree
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implementation is half finished

sturdy coral
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@full junco I think so, doesn't work with the nvidia branch though

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but they had a GDC announcement about it

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should be working soon

full junco
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I want parallel rendering

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like on console

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but on PC

sturdy coral
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parallel rendering?

tired tree
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Going to feel way better about AMD when DX12 really hits

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and vulkan

sturdy coral
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oh just threaded?

full junco
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sending draw calls in parallel to the GPU

zinc violet
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Moved further down the backlog due to changing priorities

full junco
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its in UE4, but only on console API and DX12

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DX11 doesnt support it

tired tree
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likely that was the forward renderer that got in the way

full junco
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vulkan would support it

sturdy coral
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yeah

tired tree
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they were all in dx12 and vulkan before that

sturdy coral
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that will help a lot for things like doing scene capture renders that add a ton of draw calls

full junco
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they are still working a lot on vulkan

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it should have most SM5 features now

sturdy coral
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actually I think scene captures may already be parallelizable though

full junco
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they have seperate guys for every API

sturdy coral
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saw some note about that in the 4.15 changelog

tired tree
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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

full junco
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yes you can finally spam draw calls ๐Ÿ˜„

tired tree
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:p

zinc violet
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they don't update trello?

tired tree
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i got 90htz update rates wit hbatching, bet I could hit 200 on dx12

full junco
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@zinc violet trello was always inaccurate about that

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you can even run the editor with vulkan already

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and that like the most extreme thing possible

sturdy coral
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need that vulkan support for steamvr linux too

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I want to get back off of windows so bad

full junco
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rolando is very communicative about vulkan

tired tree
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lol

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a man of many words

sturdy coral
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at the dev days vulkan talk they talked about it like integrating it was so easy

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I think all the guys on the panel wanted to sound like it was easy for them

full junco
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he didnt say it was easy

clever sky
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Ok, so I made a mod for Robo Recall that fixes the rotation problem.

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Except I don't know how to get the game to load the pawn through the mod.

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I can only do it in editor...

sturdy coral
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I haven't looked but you can override gamemode getdefaultpawn or something like that

full junco
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@wicked oak how much time do you spend with post processing in your game?

clever sky
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Yeah, I made a new game mode as part of the package actually.

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I just don't know how to make the mod say - 'Hi, let me use this game mode on you game.'

full junco
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btw, did you see the volumetric lighting branch from nvidia?

sturdy coral
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is that like the fallout/skyrim enhanced edition thing?

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where it is tessellated geometry

full junco
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the fallout thing, yeah

sturdy coral
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that sounds cool then

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that approach would work really well in VR right?

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not screen space

full junco
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its quite expensive

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1.8 ms in a regular game (non-VR) on a GTX 970

sturdy coral
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and I guess only really useful with dynamic lighting

full junco
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I would like to test though, it wouldnt hurt to implement it as an option that people can toggle on

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for people with a 1080 ti

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and because it would look good in a trailer lol

tired tree
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targeting 30-60 fps desktop games, that 1.8 ms sounds too good to be true

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like, thats pretty fast

full junco
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seems to be a lot slower on AMD cards

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since they mention 3 ms on a Fury X

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and a Fury X is almost as good as a GTX 1070

tired tree
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everything they do is

full junco
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well I'll merge it and see how good it works ๐Ÿ˜„

sturdy coral
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its that anything with tessellation is

full junco
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only thing I fear is when I want to use master and their stuff makes merge conflicts then

tired tree
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are they saying this shipped with F4? or that it was integrated for the future?

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because they list console ports too

full junco
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its shipped with I think

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it definitely looks awesome on their screenshots

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currently fetching from their repo, thats takes a while

tired tree
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yeah it shipped with

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thats right, they were touting light scattering in some previews

sturdy coral
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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

zinc violet
#

F4?

full junco
#

you can easily implement it in your game manually

zinc violet
#

fallout?

full junco
#

something I maybe should do too

#

@zinc violet yes fallout

zinc violet
#

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

full junco
#

oh wow we always have 2nd march

#

that means ryzen is released already I think

mighty carbon
#

you think right

zinc violet
#

so, ryzen and 1080ti ftw?

mighty carbon
tired tree
#

ryzen going to be so nice for compilation....

dusky moon
#

Guys, can I play Robo Recall with Vive as well ?

zinc violet
#

no

dusky moon
#

revive ?

zinc violet
#

probably

#

you'd need to buy it from oculus still

#

as it's only free for touch owners

dusky moon
#

ah I see

mighty carbon
#

@dusky moon yes, Revive

#

and $30

dusky moon
#

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

mighty carbon
dusky moon
#

is there anything interesting to learn from it ?

mighty carbon
#

eh? It's VR related, so.. ๐Ÿ˜‰

tired tree
#

hes talking about the mod kit

sturdy coral
dusky moon
#

Eh so cool ! I'll go for it then

sturdy coral
#

you can get the normal engine through that same launcher

#

and learn about the forward renderer

dusky moon
#

but I guess you won't be able to access the leaderboard and online stuff with editor mode

sturdy coral
#

you can see in robo recall how they set up their materials for it and stuff

#

they do some things to minimize specular aliasing

dusky moon
#

Good to know, Forward is a bit tricky and would like to see specially how they avoid aliasing for distant objects

sturdy coral
#

@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

full junco
#

I have pulled nvidias volumetric lighting branch into my branch now

#

just need to wait for the compile

dusky moon
#

muchthankscharles! ๐Ÿ˜ƒ

mighty carbon
#

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

dusky moon
#

but It seems to work in standalone or VR preview mode from the editor..

shell karma
#

@dusky moon for Vive ?

dusky moon
mighty carbon
#

@sturdy coral was the one who tried and failed to get it running with Vive, unless he succeeded after I was gone

sturdy coral
#

@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

full junco
#

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"

tired tree
#

just run a quick search on the branch for CVAR

#

usually the best starting point

full junco
#

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

tired tree
#

is the scattering good>?

full junco
#

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

clever sky
#

Robo recall Teleport 360 mod is up.

#

Only works through the mod menu and selecting a level from mod menu though.

mighty carbon
#

what does it do ?

clever sky
#

D:

#

Forward teleport is now set to the direction your head is looking.

#

As opposed to the direction of the actor/roomscale environment.

mighty carbon
#

I thought you could teleport anywhere by pointing your hand

#

(haven't gotten Rift yet, so judging by youtube videos )

clever sky
#

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.

mighty carbon
#

I see.. So in original no matter where you teleport, you end up facing forward ?

clever sky
#

In the original, teleport rotation only makes sense if you're facing room forwards.

#

It becomes extremely disorienting once you start turning around.

mighty carbon
#

maybe you could make a youtube video showing original and then showing your mod? ๐Ÿ˜ƒ

clever sky
#

No.

mighty carbon
#

meh

clever sky
#

People that care knows what it does.

#

Because that's like the second biggest piece of news about robo recall today.

mighty carbon
#

I care, but I don't understand what you mean \

clever sky
#

After the fact that it was released ๐Ÿ˜›

sturdy coral
#

@clever sky have you seen rec room's click turning?

clever sky
#

Can't recall the mechanic.

#

Although I've been in it a few times in the last month or so.

sturdy coral
#

It is basically heavy FOV restriction and the a quick animated turn

clever sky
#

All I noted was - I didn't have problems ๐Ÿ˜ƒ

sturdy coral
#

I think it would be good for teleport rotation

clever sky
#

Ah ok.

sturdy coral
#

Teleport you into place, then snap you into rotation with the animation

clever sky
#

Well, I haven't made a specific teleport function. I just 'fixed' the existing one for 360 users.

sturdy coral
#

Yeah probably not worth the work for Robo recall but maybe something for your ultimate locomotion system

clever sky
#

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.

sturdy coral
#

Yeah that could be good for PSVR too

clever sky
#

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:

sturdy coral
#

I almost think STEM would be better than PSVR and front facing touch

clever sky
#

STEM is 360 right?

sturdy coral
#

Even with the poor accuracy of magnetic, 360 tracking is just that important

#

Yeah

clever sky
#

Ah ok. So it's standing 360.

#

Or wonky room scale.

sturdy coral
#

I think you can walk a bit with it compared to Hydra

#

Yeah probably wonky

clever sky
#

Probably not a feature to advertise.

#

Just like Oculus wasn't really wanting to advertise roomscale with their setup prior to 1.12.

sturdy coral
#

Yeah

#

I also wish PS4 pro had had a second port for an optional additional camera

clever sky
#

It doesn't have 2 USB ports? Or does PS Camera use a different port?

sturdy coral
#

Pretty sure it is different

#

I think it is really USB underneath and some people have hacked adapters

#

But it is a different shape

clever sky
#

Yargh.

#

I don't know who makes these decisions.

#

They need a slapping.

trail shale
#

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?

mighty carbon
wicked oak
#

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?"

mighty carbon
#

heh

#

well, sounds like a lot of quirks and a lot of competition is coming

wicked oak
#

lots of people doing PSVR

#

nowhere near as extreme as pc vr

mighty carbon
#

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
#

Upload it to the launcher?

#

How do you do that?

mighty carbon
#

No idea.. I thought that's how you get mods for ARK and other games - through launcher

clever sky
#

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.

tired tree
#

mods for ark come in through steam workshop

glossy agate
#

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.

clever sky
#

I'll have a check

#

@glossy agate It says 'share mod'

The button just lets you package the mod files into a .robo package.

glossy agate
#

That might be it. I just saw someone else messing with it yesterday and saw that button.

tawdry dragon
#

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

clever sky
#

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.

tawdry dragon
#

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

wicked oak
#

4.16 is going to be stacked as hell

urban shell
#

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

wicked oak
#

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

glossy agate
#

@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.

wicked oak
#

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

glossy agate
#

Im on vive

wicked oak
#

you can still open the editor

glossy agate
#

True, probably worth at least poking around in.

tawdry dragon
#

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

#

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

wicked oak
#

yes

#

as typical, C++ being the "framework", and blueprint for the details

#

robo recall has a quite high blueprint to c++ ratio

tawdry dragon
#

Interesting. Basically, there would be no major difference if they had used a base BP instead right?

wicked oak
#

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

south summit
#

is it possible to mod the vive support in?

glossy agate
#

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

tawdry dragon
#

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

wicked oak
#

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

sturdy coral
#

@tawdry dragon only 4.16 feature I found so far was a cylinder option for widget components

wicked oak
#

it was already on 4.15

#

im using it right now

sturdy coral
#

Ah ok I hadn't seen it in the changelog

sturdy coral
#

Confirmation we can distribute a SteamVR.robo file based on the steamvr engine plugin?

sturdy coral
#

@full junco do you have any screenshots from the light ray stuff you added in?

pearl tangle
#

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

full junco
#

@sturdy coral I don't have any, but just look at that Nvidia PDF, there are many Screenshots

real needle
#

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

pearl tangle
#

tracking would be exactly the same as the regular controller right? It's still just the 1 ball on the end isn't it?

sturdy coral
#

Could have an updated IMU, move game out a real long time ago

#

(though maybe newer move controllers have a better IMU too)

full junco
#

thats one of the sample projects from nvidia

#

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

mighty carbon
#

my 1060 has arrived ๐Ÿ˜ƒ

tired tree
#

that edge corona is pretty fake too

clever sky
#

Someone confused light shafts for custard.

mighty carbon
#

i assume xb1 won't run it, only scorpio ?

glossy agate
#

Anyone have a problem with objects looking like double when they move fast, and is there a fix?

tired tree
#

using motion blur or TAA?

full junco
#

do you keep auto exposure enabled or disabled in VR?

#

I always had it disabled because auto exposure is unrealistic in VR I think

clever sky
#

Enabled.

full junco
#

ok, why?

#

shouldnt the real eyes adjust?

clever sky
#

The screens don't have the sort of dynamic range that would allow for natural full range adjustment.

full junco
#

well, the screens have perfect black I think?

clever sky
#

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.

full junco
#

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?

clever sky
#

Yeah ๐Ÿ˜› I have glasses tho.

full junco
#

lol

#

do you see lens flares in real life with glasses?

clever sky
#

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.

full junco
#

I expected everyone would keep lens flares and auto exposure disabled in VR..

clever sky
#

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 ๐Ÿ˜›

full junco
#

ok, thanks

full junco
#

the volulumetric lighting stuff is super annoying...

tired tree
#

auto exposure is generally off

#

sorry meant on

#

but its expensive

full junco
#

@tired tree you mean generally in ue4 or generally in vr?

tired tree
#

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

full junco
#

ok

silk lodge
#

I don't do auto exposure in unreal

#

light your stuff the way you want it

#

and save the ms

raven halo
#

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!

full junco
#

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

wicked oak
#

nope, its 8

full junco
#

@wicked oak source?

wicked oak
#

8 gb of ram is very very popular on steam hardware stats

full junco
#

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

pearl tangle
#

yeah most machines these days would come with 16gb in the VR ready range

full junco
#

good, thanks!

real needle
full junco
#

@real needle I read about that, yeah

#

they have not mentioned which GPUs will get it though

real needle
#

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

full junco
#

why do you hate the word "with" so much?

real needle
#

Im on my phone

full junco
#

well but its the only word you dont write out lol

real needle
#

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

full junco
#

it does?

real needle
#

Most comfortable hmd

full junco
#

hm

#

how expensive is it?

real needle
#

100

#

W headphones its a great deal

full junco
#

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

real needle
#

Did they lower buying just touch controllers?

#

I missed that

full junco
#

they lowered the price for the rift and for the touch

#

both by $100

real needle
#

Ah, I thought it was just the bundle

full junco
#

so its 499 rift + 99 touch now I think

real needle
#

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

full junco
#

ha

real needle
#

Why make one thing better but everything else worse

full junco
#

when will we see new hmds with better screens?

real needle
#

LGs

full junco
#

well thats not much better

#

I read it looks just like rift and vive

real needle
#

No, not for someone eho has a vive

full junco
#

rift and vive are already a year old now, and screens should have improved in a year

real needle
#

There will be more news

full junco
#

when?

real needle
#

Dunno, but good things comes to those who wait ;)

full junco
#

well its clear that things will always improve, but the question is when

pearl tangle
#

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

real needle
#

@pearl tangle Manus is def good, but they need to solve relative location of hand vs puck

pearl tangle
#

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

real needle
#

And yes, more expensive than one would like. Knuckles will be more worth it

#

There was another imu suit w valves diodes for 500$

pearl tangle
#

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?

real needle
#

16 imus

#

I have his card somewhere dont remember the name

#

Ill get it to you tomorfow

pearl tangle
#

shoot me through a pm if you manage to find it sometime would be interesting for sure

real needle
#

It wasnt demoed w diodes but he showed me the imus. Looked solid

#

Jesus

sharp swan
#

@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

real needle
#

@sharp swan you want something to grip, just using hands feel stupid

pearl tangle
#

ooh my vive trackers are on their way here from the UK now actually. should get here early next week! ๐Ÿ˜ƒ

#

Yeah i want to combine the gloves with other tracked props

real needle
#

@pearl tangle we got ours confirmed as well :)

sharp swan
#

@real needle that is where my concept comes in. I have a theory about how to produce resistance for such things

real needle
#

My partner tried the ultrasound feedback, he said it was a great demo

sharp swan
#

I just need some technical assistance really to figure out the best method to make it work

pearl tangle
#

ah yeah there are a bunch of gloves that try to provide resistance too with air or other methods

real needle
#

Air bladders

pearl tangle
#

I have done 1s with robotic things before too which are much better but not for consumers

sharp swan
#

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

pearl tangle
#

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

pearl tangle
#

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

sharp swan
#

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

pearl tangle
#

hah sounds like you also need the engineers in there to build the thing though ๐Ÿ˜‰

uneven moon
#

guys, I can't see my animations inside of the VR preview mode, only in simulation mode - any thoughts?

sharp swan
#

yeah I have a friend who is an engineer for fun (not businss) who knows cad and programming so he might be interested

spiral zephyr
#

have a workshop to fabricate parts and build the prototypes?

dusk vigil
#

Sinnmeiser, I have no trouble but have not yet upgraded to 4.15

uneven moon
#

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

dusk vigil
#

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

sharp swan
#

@spiral zephyr : kind of. He has a shed and a lathe :p

uneven moon
#

@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?

dusk vigil
#

Hard to say, I am not currently spawning any animated actors.

karmic kelp
#

Hi guys, how can we set WideScreen display In VR while playing in UE4.14 ?

sharp swan
#

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

vagrant mantle
#

I'm working on a gear vr app, in that total poly count is 85000 will it render without latency?

wicked oak
#

yes

#

thats very low polygon count

vagrant mantle
#

@wicked oak before I used to have 16lakh it does not render

glossy agate
#

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/

sharp swan
#

fast you say. How many Unreal units per second does it cover? ๐Ÿ˜ƒ

mighty carbon
#

@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.

glossy agate
#

@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.

sharp swan
#

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

glossy agate
#

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.

mighty carbon
prime iris
#

"be the only actual vr headset on the market for nearly 2 years"

vagrant mantle
#

How to make the steam vr output in full screen?

zinc violet
#

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

vagrant mantle
#

Can anyone help me with , how to make a full screen view of steam vr

sturdy coral
#

@vagrant mantle stop

mighty carbon
#

Finally GDC is over

eternal inlet
#

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

sharp swan
#

nope that is odd

eternal inlet
#

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)

sharp swan
#

๐Ÿ˜ƒ

prime iris
#

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!? ๐Ÿ˜„

sullen burrow
#

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

sharp swan
#

use a 3d widget

sullen burrow
#

ah yup got it ๐Ÿ˜ƒ

silk lodge
#

@sullen burrow were you able to get this working so you could see data on your pc screen, but not in the vive?

sullen burrow
#

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

silk lodge
#

odd. I'm just wondering how funhouse did it so you can see things on the screen, but not in vr

fresh laurel
deft badge
#

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.

mighty carbon
#

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.

sturdy coral
#

@mighty carbon you should try out the nvidia branch with it, should do better than the 970 since it can do lens matched shading

mighty carbon
#

I don't have HMD yet

sturdy coral
clever sky
#

That's cool stuff. Wonder if it's easy to fix up the specific mechanics for the Vive.

zinc violet
#

you mean the teleportation probably

#

because that's the one everyone is complaining about if anything

sturdy coral
#

@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

clever sky
#

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 ๐Ÿ˜›

#

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.

clever sky
#

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).

pearl tangle
#

how long did it take you to throw together the little mod you did for it @clever sky ?

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 ๐Ÿ˜›

zinc violet
#

show off

pearl tangle
#

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

clever sky
#

You need an assistant man ๐Ÿ˜›

#

Assistant, unpack the gear and get it setup!

pearl tangle
#

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

clever sky
#

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?

pearl tangle
#

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

clever sky
#

Fair call.

#

Makes sense on the omni not shipping.

#

That shit must be like... 50kg

pearl tangle
#

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

clever sky
#

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.

pearl tangle
#

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

clever sky
#

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.

pearl tangle
#

nah this is more of a warehouse scale thing with some slight differences to it

clever sky
#

Ah ok. It's a multi-user thing?

pearl tangle
#

likely to be yeah

clever sky
#

Tricky to reconcile artificial locomotion and multi-user representation though.

pearl tangle
#

definitely not going to be something small and portable. think more of big ass crane type things

#

not artificial so much as altered locomotion

clever sky
#

Unless they all have their own play space.

pearl tangle
#

so room scale with a twist

clever sky
#

Hmm. Intriguing!

pearl tangle
#

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

clever sky
#

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.

pearl tangle
#

it will be more of a game type thing

#

nothing related to a movie. just going for super high end type stuff with it

clever sky
#

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

odd garnet
pearl tangle
#

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?

pearl tangle
#

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

mighty carbon
#

If anyone has extra Rift + Touch sitting around and collecting dust, I am willing to give it a good home ;)

sturdy coral
#

just send an email to oculus dev relations

mighty carbon
#

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)

sharp swan
#

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

tawdry dragon
#

which submission form/email are we talking about here?

#

Because that could be very interesting for my company ๐Ÿ˜ƒ

sharp swan
#

bear in mind you will need some evidence you are going to use it to make something for Oculus store

tawdry dragon
#

yeah of course

dusk vigil
#

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

mighty carbon
#

@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

dusty wedge
#

It may also take a while, when did you request it?

#

For me it took around 3 months or so to receive confirmation

mighty carbon
#

3 month ago

#

Oh, I see

raven halo
#

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

dusty wedge
#

Or maybe the amount of requests

mighty carbon
wicked oak
#

very smart

#

and not that badly priced

mighty carbon
wintry escarp
#

your pc is now vr ready? what gpu did you get?

mighty carbon
#

EVGA 1060 6Gb

vagrant mantle
#

Bad texture quality in gear vr app, what will be the issue?

mighty carbon
#

bad original texture?

vagrant mantle
#

@mighty carbon every black color darker and too intense

#

@mighty carbon the quality is good in editor

mighty carbon
#

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)

vagrant mantle
#

@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

mighty carbon
#

There is enough info online (even in official docs) for you to build Gear VR project

vagrant mantle
#

@mighty carbon no issues bro

stable shadow
#

Hello guys, I want to know is it possible to render UI only on desktop screen and not in HMD for VIVE?

real needle
#

@stable shadow That's currently not possible without changing the source

raven halo
#

@mighty carbon holy shit, what? you can change the screen percentage in gear vr?

#

๐Ÿ˜ฎ

mighty carbon
#

you can't

raven halo
#

"You have the ability to scale up the eye buffers on Gear VR using pixel density (hmd pd)."?

mighty carbon
#

except, you can't

#

not in UE4 at least

tired tree
#

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

mighty carbon
#

hmm.. interesting. @raven halo going to try that ?

raven halo
#

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 ๐Ÿ˜„

mighty carbon
#

hehe

tawdry dragon
#

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

raven halo
#

heh

#

well, motorsep found out that there were blueprint nodes that would let you downclock the device

mighty carbon
#

btw @tawdry dragon , were you able to use Stereo Layers to display your cubemap or do you use sky sphere ?

raven halo
#

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

tawdry dragon
#

@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

raven halo
#

you have to downclock the cpu and gpu as low as you can to avoid thermal issues

tawdry dragon
#

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 ๐Ÿ˜ƒ

raven halo
#

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

tawdry dragon
#

I do have a custom 4.14.3 laying around, do you make changes to the source code or is compiling the source fine?

tired tree
#

weird that launcher builds don't have it, the code doesn't have an caveats for that

#

also return HMD->GetTemperatureInCelsius(); seems pretty cool

tawdry dragon
#

shows you how close to disaster you are ๐Ÿ˜‰

tired tree
#

start reddening the color pallette the warmer things get

mighty carbon
tawdry dragon
#

cool, thanks for the heads up

tired tree
#

ah, its not whitelisting the development platform...pfft

tawdry dragon
#

yeeeeeeep. Guess I will have to try and pull the 4.13 code and make the changes

mighty carbon
#

the problem is that whitelisting it doesn't work with launcher version of UE4

#

but yeah

tired tree
#

yeah it wouldn't

#

pretty weird though, it had those platforms listed in 4.13

#

someone deleted them thinking they were fixing an oversight

tawdry dragon
#

so the launcher version of 4.13 should feature the blueprint nodes?

tired tree
#

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

raven halo
#

those underclock functions are god send I tell you ๐Ÿ˜ƒ

#

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

tawdry dragon
#

So understanding this right.. All you have to do, in your custom build engine, is edit the uplugin file to feature "win64", "win32"?

mighty carbon
#

well, the thing is you can't just downclock it. If I downclock GPU in my project, I will never achieve 60 fps

raven halo
#

@mighty carbon right, it depends on the content of course

tired tree
#

they were trying to keep people from packaging it out for non mobile builds, since it could be confusing

raven halo
#

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

tawdry dragon
#

running 4.14.3

#

custom build

tired tree
#

SS didn't load...

#

ah nvm

#

did you recompile?

#

gotta recompile

tawdry dragon
#

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 ๐Ÿ˜ƒ 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

mighty carbon
#

np

tired tree
#

strap a fan to their face and accept it in cash only

mighty carbon
#

besides reverting code and recompiling, you need to edit gearvr.uasset

#

@tawdry dragon ^^

tawdry dragon
#

will have a look at it, in worst case, I hope you can point me in the right direction ๐Ÿ˜‰

mighty carbon
#

if you get Oculus fork and build it, you should have it working out of the box

tawdry dragon
#

might be worth it just do it this way, saves me the headache ๐Ÿ˜ƒ

#

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 ๐Ÿ˜ƒ

raven halo
#

Yup

tawdry dragon
#

void FGearVR::SetCPUAndGPULevels(int32 CPULevel, int32 GPULevel)

#

seems like thats the one I need to call if needed

mighty carbon
#

I am planning on switching to Oculus branch eventually since official builds always lack some current features

wicked oak
#

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

tawdry dragon
#

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

mighty carbon
#

UE4 suppose to take care of GC automatically :/

tawdry dragon
#

sorry, wrong choice of words. He never deleted the actors he created to show thumbnails