#virtual-reality
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does nvidias HBAO+ work well with VR?
why is this a thing?!
Are there a lot of people why sit in their parents' basement, jobless and never been to an office ?!
It's a simple game with humor, not a ton of replayability but people I've shown this to as their first game like it
just weird that's all
I thought you did it before
it wasnt working becouse last time, i had mipmaps enabled on the render target, that somehow didnt let the render target have Alpha
now it does work
ah, I see
not sure about perf tho, im rendering the texture and all of that. But its promising
I forgot, what's the benefit of using UMG in a Stereo Layer vs as-is ?
stereo layers use textures
umg is a umg, it can do fancy stuff
the idea is rendering umg into a texture, thne use that texture for the stereo layer
but of course it needs some stuff
what's the point though ?
with this you get HUD that is inmune to fps drops, and to TAA, and to postprocess
I see
gonna check how it goes for PS4
its the most important
at 90 fps constant, the stereo layers are cool but they arent that much important for a hud
at 60 fps reprojected to 120
holy shit they are
specially with the TAA
robo recall uses stereo layers for the loading screen
might make a wiki and forum thread if i feel like it
its a very important thing for VR devs
but is their loading screen a UMG ?
no, its textures
well, I use Stereo Layer for my loading screen too ๐
(since it's a simple texture with text)
btw, here we go with bad rep https://www.reddit.com/r/oculus/comments/5y9wm1/stresslevelzero_lied_about_plans_to_add_native/
how do you use it for the loading screen?
just have it in the black room, depth test disabled and world locked
bam! - loading screen ๐
(and meanwhile main level streams in the background)
robo recall is sneakier
they add them, then do a Open Level, and then remove them
and they add them in a way that its not directly an actor, so they are still there even while switching the level
im gonna check how to do that, becouse its baller as fuck
well, if you put it into permanent level, then it will always be there
i think i can try to do it like robo recall
even when you switch levels
do a "box" of black stereo layers to block everything, and add a Loading one
and do that "directly on the hmd" without actors
to bypass that level load stuff
that way i wouldnt need to do a stream level at alll
it's a component, so I don't see how you can do it without having a BP actor
if (LayerId)
{
StereoLayers->SetLayerDesc(LayerId, LayerDsec);
}
else
{
LayerId = StereoLayers->CreateLayer(LayerDsec);
}
the Stereo Layer Component does it
so basically just copy the code from that
well, I don't do C++, so..
i think robo recall does it anyway
without the c++ part
you could try to see how its done exactly
well, again, if it's a component, it has to exist somewhere
the component just calls the HMD code
the thing would be to just call it without that component
alternatively
I'd like to see how you'd do that in BP
create your own stereo layer ocmponent
that doesnt get destroyed
until you tell it to
well, it gets destroyed
but it doesnt "remove" the layers
afaik you can't add components to the scene
you have to have it in an actor, player or whatever actor
no standalone release is set so far
if i have a long usb cable, and wanna connect an additional vive controller, how come SteamVR keeps saying i can only have two controllers paired?
ok think i got them all paired
one of them is doing the fading up and down though
so, how do i actually get tracking data from it?
Tried adding a 3rd MotionController Component
Tried with other settings for Hand, Pad was just the next in the row
but none of them seem to give me movement of my Cube
aha, Get Tracked Device Position and Orientation gives me data
so just need to figure out if there's a way to tell the MotionController Component which Device it belongs to
or i guess Get Tracked Device Position and Orientation is just the way to go, and ignore the MotionController Component for any additional devices
yeah you can do that
you need to make an engine modification. they have some extra stuff in there now which relates to the steam trackers. I posted up some code on here before from Epic that worked
and its actually device id 5
id 3 and 4 are the lighthouses
Does that mean you could technically use three MCs?
you can use 14 actually
maximum tracked devices is 16 minus the 2 base stations
and you can use them wirelessly too if you use the steam controller wireless 1 to pair it instead of a usb cable
for science
well thats why the steam trackers are being made small ๐
it will be part of the steam vr setup for an IK rig with 3 trackers and 2 controllers. 1 of those trackers is on your pelvis so that helps
IK rig will be the new mixed reality!
important discoveries right here
i got my trackers...maybe ill do some tests to make sure yours arent "tainted"
๐
Quick. Someone make a joke about the skin between the balls and anus in this context.
i dont think anyone else has the balls to pull that off
lol, this is why i should stay off discord after a long day of working
how many trackers did you get? mine still hasn't shown up yet since I had to get it sent via my london office who are slow posting over here
2, but im in US, and we had been speaking w/ the htc guys a lot leading up to ordering them
bout other stuff
yeah i only managed mine by being on the phone with the head of vive in europe but then on the web I couldn't set the shipping location to be singapore and didn't want to delay it so just got them sent to my other office first
I have an event that hopefully we can use it for in 3 weeks time so need them to hurry up and get it here though
@pearl tangle @rare violet So how do you start a channel of communication with the HTC guys? Do you need an intro, or you just start sending them email via one of their websites?
@clever sky give me a lil, in a pair session, but ill chat w/ ya bout this soon
k ๐
I got an intro to the heads via the unreal enterprise guys. I also got invited to talk at the unreal conference in Shanghai where the CEOs and whatnot are going to be so hopefully get in that too
holy fuckshits, I just got my project switched over to 4.15, forward rendering frame time is 2.9ms, also my shader complexity view went from all red's to all greens
Lucky guy
what's the deal behind this?
magic
o_o
โจ
black magic
also: oooooh dynamic shadowed lights in fwr
were you MIA? ๐
๐
7ms on full Epic settings with a dynamic light, got DAMN it's beautiful
try Robo Recall too ๐
it's on the list to try for sure
@winged shale yo. So how'd your Daydream stuff go?
I had a lot of fun, but ended up almost bricking my Pixel so I stopped and got scared off. Unity is certainly better suited to doing Daydream, but I still love Unreal for desktop, especially now since the obvious performance upgrades. The last few months I've been in charge of undergraduate researchers which has been fulfilling but time-consuming initially. I'm hosting a lecture on learning CPP so they'll be all on the same page, and we can get some research done. That's wrapping up now, and they're a bit more self-directed. I've been spending weekends working on Iron Rain, a feature here, a feature there, that kind of thing.
Oh, and my good work laptop died, which is sad but had a silver lining, which was I had a reason to purchase a new VR ready laptop C:
Nice! Sounds like things have been hectic
Hell yeah. But fun
Also, I need the C++ tips! All the tips!
๐
Got me a VR laptop too. Damn good for demoing.
Well... by damn good, I mean it allows me to.
Because goddamn, setup and tear down of Vive is not trivial!
The main textbook is learncpp.com, just doing the chapters, and the comprehensive quizes at the ends of each chapter. It's working well, and I give lectures each week to supplement the material. I wish I had throught to tape them. I just gave a good interactive one on pointers and class organization, where we semi-collaboratively made a 'bicycle class' that you could 'ride,' which computed some nontrivial aspects of a bicycle, such as gear ratio, pedaling RPM, wheel size, etc. for the purpose of bringing together some software architecture stuff
Ah yeah.
That sounds a lot like the kinda stuff I need to wrap my head around...
architecture for reusability.
and yeah it's wonderful, I love how I can plug-n-play on the laptop and everything just works, I repasted mine with coollaboratory's liquid metal thermal compound, and aggressively undervolted the CPU to get absolutely no thermal throttling when in VR
I love that you can use just one base station for the Vive in A mode for tracking
Which laptop did you go for?
it's the MSI GS73VR Stealth Pro
I've got a big mofo.
Ah ok. Much more svelte then my selection.
On the upside, thing doesn't get thermal throttling ๐
I put a 1TB NVMe 960 pro in it and took out the HDD too, which helps with power and it's superfuckingfast
Nice... must've been a pretty penny!
That actually looks like a great price.
I looked at the G752 at Best Buy, it's a nice computer
Bloody australia ๐ can't get good deals like that over here.
yeah! I was super surprised
I got it from HIDevolution, it was wonderful, I'm sure they ship to AUS, but there's probably a lot of extra shit for customs etc.
I paid roughly the same for mine... but it was clearance stock with 1k off retail.
wowowowowow
They updated the CPU from skylake to kabylake... so they reissued the same laptop pretty much.
And retailers stopped stocking the older model.
AFAIK, there's not a hugely appreciable difference between the two chipsets.
there was a G702 at Best Buy with a 1060 in it for 1000 returned new condition, so tempting
yeah, I can undervolt it much better than skylake imo though
Fair enough ๐
In retrospect, I would've been much better off with the laptop you linked.
You don't appreciate how fat this thing is
until you try to buy a bag for it!
I bought a 17.3" laptop tote luggage thing from Samsonite.
it's the reason my next laptop was a 15 inch Gigabyte P35x
And the edges of the laptop stick out beyond the zipper!
lol
Sadness. Because otherwise that bag was pretty excellent.
Had all the pockets and space you'd want/need for portable laptop and VR gear.
nice
I'm going to take a trip to a few stores to look for proper 17" bags for the new laptop, I like to try it in person as much as I love Amazon
Yeah, that's a fair call.
Yeah how good is learncpp
?
Really good.
Sorry was replying to a message before.
My discord doesn't update immediately sometimes for some reason.
damn @mighty carbon that looks sick.
You still working on that hover racer game?
The adventure game you're making with the scripted drones
8\
That is it o.O
It's not a game. It's an experience.
And it definitely has nothing to do with hover racing :)
Oh okay
Well I might make a hover racing game
Something like road rash maybe. Ooohh hover bikes
my other developer has been working on 1 of those with hovercraft type physics and things
Have you enabled VR via plugins
yep it's pretty straightforward with any version of unreal after 4.7 I think
Plugins?
Let me look this up
It's nothing to do with Oculus not allowing games that isnt in their store?
you just click on plugins and then under VR you should have the Oculus Rift plugin enabled
huh
you are trying to run it in the editor right?
I'll try it tomorrow when I'm at school with the oculus.
Yeah, in the editor for now.
Then eventually I want to put it in an executable
and the preview in vr button is greyed out for you when you have the rift plugged in and all the software running and you are on a version of unreal >4.7?
Yup. It's greyed out. Running 4.15
Keep in mind, I have this setup at school and im at home now.
I'll try out that plugin tomorrow and get back to you
@pearl tangle so 3rd controller is always id5?
yep should be
@south blade if you start a VR template project it should be enabled by defgault
hm. I did start a vr template project
ill double check if the plugin is on tomorrow
if not, do you think it has something to do with the rift
because i know the vive is more open to any game
@pearl tangle And u said i can use them wireless if i use steam controller wireless.. how do i do that?
you just have to turn on steam vr for vive
Can u post a screenshot of where that is?
dumb Q but is the VR device on?
no sorry jonas. i was talking to zoltan
Aah lol
lol was that it?
Yeah, it was on. Because I was using the oculus app to configure it and run that mini-game that oculus gives you. Dream-something.
Even though, the "Preview in VR" option is greyed out. I tried choosing "Preview in external window". After choosing that, the oculus app would always open along side the external window of my level.
In the rift, I would see the main menu to the oculus app.
the rift works fine inside unreal, its probably the plugin
for @eternal inlet You pair it with the wireless receiver for the steam controller
Ok im clearly missing something
When i tried to pair the 3rd controller, it said that i could only have 2 paired
Is that because they're communicating with the hmd?
The wireless steamcontroller u say.. is that a dongle of a kind?
Sorry.. im super confused
thanks @pearl tangle ill test it out and get back to ya
Never touched the steamvr for other things that getting the standard vive running
Also u mentioned that i need to make engine modifications.. does this still hold for 4.15?
@eternal inlet Experimenting with multi-controller tracking now?
yeah the HMD can only handle 2 controllers. The third will connect over USB cable fine. if you want wireless you need to flash different firmware and use the Steam Controller. the xbox style gamepad. You take the wireless receiver for that and connect the vive wand to it instead of the controller @eternal inlet
and yes the engine doesn't have the default stuff in there for multiple controllers, need to make tweaks for the trackers and the like
Sounds like a mega hassle
@clever sky yes ๐ got tracking to work with a 3rd controller, though only via the GetTrackedDevicePositionAndOrientation node
And using a usb extender
@pearl tangle steamcontroller = software or a box?
look up steam controller on google and you will see
will give the best results and answer all your questions better than i can
its where most of my responses come from
So as i read it from google, the steam controller is a gadget to play games with that connect wirelessly via a dongle
๐
And u say i can connect multiple vivecontrollers to one steamcontroller dongle? Or i need 3 steamcontroller dongles?
For 3 vive controllers
1 dongle per controller
@wicked oak do you know if the forward renderer works with Gear VR and is there any performance gains to be had?
its the default @tawdry dragon
mobile doesnt use the deferred renderer at all, it never did
hmm. Okay - so nothing to gain there
At the moment I am getting 20 minutes on a S6 for such a simple app.. I dont get it. Running oculus branch of 4.13, setting CPUandGPULevels to 3,2
The biggest overhead is that when the menu is shown, I show ~15 individual widgets with an unique texture... But the menu is only visible for a few seconds at a time
I am building Oculus branch 4.15, hopefully upgrading gives me a bit of performance in it self
20 minutes as in battery life?
no, overheating
only uses around 10-12% battery
One thing I could do is texture atlas our thumbnails, so it only ever loads one texture
in hindsight, we probably should have done this app in Unity. So much easier to find danish freelancers to fix unity than UE :p
I do freelance work if you feed me danish pastries if that counts?
haha ๐
guys I'm trying to make a neat VR laser pointer for my UMG Interactions ... any suggestion ?! I actually liked Robo Recall's but can't see how they implemented it
@pearl tangle ok, that makes perfectly good sense. So in essense, its working the same way as the Pucks do. Think i'll just stick with the Pucks once they're out.
btw i didn't have need to mod any engine code to get tracking data out of it, so unsure what you meant by that?
well the pucks will work off a single receiver, you wont need 16 receivers for 16 pucks
@dusky moon there is many ways to skin that cat. it all comes down to the Line Trace functionality. Getting your starting location vector and the vector of the where the trace hits or ends. Then you can use a material to draw the line between, or a simple DrawDebugLine (not for production) or use a mesh to create a line. Depends on your needs
they are adding stuff in to identify the type between the different trackable actors
dont think it's made it's way into the main branch yet but shouldn't matter if you aren't caring about if its a puck or controller
@sharp swan Thanks good points, I think I'll try to skin it with spline meshes .
yeah thats one way but unecessary. You do the trace and you already have the start, end points. Then all you need is to put the mesh in but if you find it easier that way then all i can say is go for it.
Y the custom depth pass for static mesh does not work in GearVR
@dusky moon Robo Recall just uses a cylinder mesh that scales the Z axis according to the length of the line trace.
Apply appropriate material add sphere and voila. Laser pointer.
thats how I did it with my 3d radar for height indicator lines
I tried with debug lines first but then realised its not production flagged. Then I tried billboards with materials which was ok but I went with the base engine cylinder mesh and scaled it as it gave better options for animated materials
@clever sky Yes I'll go for that. just wondering to set the Z scale of the Beam Mesh ... should I get the length of my trace line and then calculate the scale ... right ?
I suck at vectors ๐
you might need to move it into position by half the length though as it will probably spawn it using the center as the pivot
and if you use a 1cm tall mesh, you don't have to do any additional work to scale.
i think you could probably use a custom mesh with a pivot point at the peak and scaling is easier maths wise
@sharp swan Yes a custom mesh is easier and has less calculations ...
I think I got it,,, thanks guys
gl hf
@sharp swan @clever sky I just did as you guys suggested ... It seems to work. except that now my pointer flicks alot and the Z updates like every 0.3 seconds ! it's so laggy ... am I doing any thing wrong here ?
Hmmm... well I haven't tried the mesh approach myself (I use a beam emitter particle), so I'll let marc comment
trace sometimes lags behind when being calculated during Post-Physics. Might wanna check and see if you can set the BP Tick group to Pre-Physics (or it might be the other way around)
I'm wondering If it needs to push up the trace it might not be so effiecient to do at all with this approach
Hey guys. A question regarding blueprints and GearVR. I am working on a fade function for a material that changes a scalar param, and I was wondering, what is most efficient when changing that param: Timelines, timer or on tick?
its pretty efficient. In our game you can get upto 20 items on our radar (I have tested it with 1000 and it added 1ms). This is a VR game too that is pushing the draw call count and high poly models
@tawdry dragon : if you are asking then you know its not Tick :p So timer or timelines is good
Okay, but doesnt a timeline update on tick anyways, or is it locked?
its framerate independent
it does work in the main thread but for all intents and purposes, consider it seperate
Okay - so the best solution would be a timer, where I can find the interval that is most efficient without any noticeable visual lag
or, the most effecient solution*
but easiest is clearly a timeline ๐
hmm got it Marc , I tried changing the Tick group but still super laggy
if it's flickering, are you spawning them each frame or just modifying the z-scale? Because flickering would indicate a fast cycle of spawn/destroy/spawn/destroy/etc
No I just made a simple Mesh and made it as a child of my Right Hand controller ... I'm just changing the visibility of it
but apart from the Visibility's flicks ... The Z scale updates with annoying interval
It's strange because with draw debug line ticks very smoothly
Packed with death bots and funny one-liners, this adrenaline-fueled, Oculus Touch-controlled arcade shooter for the age of VR is so much fun
@tawdry dragon I use timelines in my project a lot. Never had performance issues.
@dusky moon im not sure really as your screenshot looks fine
isnt Timeline just a wrapper function for SetTimer really?
@mighty carbon Cool, will use that then ๐
Well, there is also the entire curve editing etc. ๐
I wouldn't know @sharp swan :)
yeah thats what I mean. A more functional one
@mighty carbon btw, just an update on my performance thingy. So using the set CPU/GPU level didnt do much, even caused some instabillity. However, because I had rewritten some of the old code, I could update to 4.15 and BAM! Gone from 15 min to >35 min before overheating
@sharp swan btw I decided not to mess with figuring out length of the spline. I used triggers with manually set animation playback rate value :)
also did a test with stereolayers, but that crashes the app instantly upon using my GearVR
Ouch
@mighty carbon whatever works is all good ๐
@tawdry dragon I think you should use cpu/gpu throttling when they don't do work. Like when you are in the menu, or while loading level
alternate processes that don't need to be run concurrently too.
To be honest, Im at the point where I think my company should just throw money at you guys and solve our problems, instead of me having to learn every technical detail about every facet of software development ๐
Lol
I am getting stretched thin at the moment ๐ฆ
While trying to meet deadlines in 4 different production categories ๐
Btw, a rumor has it that S8 will cost $1000 and S8+ will cost even more
With prices like that it's becoming hard to justify mobile VR
Well...
excuse the crassness of my humour but it's all I see happening for mobile VR. Mobile AR I can see being something
agreed.. I am tired of all our customers have their arms in the air over mobile VR, where as every employee would rather do VR for the Vive/Rift
๐
If you do mobile VR, go lo-fi and charming.
Trying to squeeze decent visuals on mobile is like... squeezing nuts!
Whatever kinda nuts you're thinking, it's gonna be painful!
i found that the "auto loading vr splash screen" is broken as fuck
but if you toggle it once, it will stop blacking the screen when you load a map
wich allows you to do the layers and keep them visible beetween level loads
That's kinda cool.
Is that face locked layer? Or 360 sphere head tracking style?
Like robo recall
Tracker origin style, so like robo recall
I like working on mobile VR stuff. It's sure pain in the ass when it comes to optimizations (assets especially), but because it's limiting, people don't expect fancy visuals and when you deliver those, people get pretty excited. On PC you already have to compete with AAA companies and that's tough.
my new loading system is like the robo recall one, but i think the robo recall uses 4.16 improvements
becouse similar stuff gets broken on my end
so i added a "loading layers" array to the Game Instance
when the game instance detects a level load, it uploads the layers and makes them visible, then stores their layer IDs
after the level loads, the game mode Begin Play (on the topmost gamemode) calls the remove loading screen once the player spawns
did anyone try messing with the 4.16 robo recall version of the engine on his own project?
no i havent
im doing it on my own, this is mostly for ps4 after all
there are some very clear requisites to do, and the "have loading screens" is one of them
on pc no one gives a shit
and it loads fast enough anyway
DWVR loads in 0.5 seconds in my pc, i have to copy it to a slow as balls pendrive to test this stuff
what what you need a loading screen mode that works decently with no freezes ad stuff while the ps4 is loading your level?
you do
you are allowed to drop fps while loading
most games just switch to 2d mode
and use a generic loading screen
ok, now that it works 100% on pc, gonna try putting it on the devkit, see how the layers go on PSVR
wait, now i see that i keep the ingame hud
so thats how robo recall does it
sneaky bastards
they disable the autoload scren (on by default, blacks out the hmd on loading) and then add their Loading Actor to the screen. This loading actor has a bunch of stereo layer components
at switch level fast, it seems they are still there, but they can get deleted once the objet is GCd or something
fairly odd
I've never been able to deal with the application freezing when I load a level
even if I use level streaming I still get freezing from time to time which trigger vive's thing
never did anything in psvr yet
@wicked oak didn't I tell you yesterday how it should be done ๐
you were using a small load level
im bypassing all of that
im not streaming levels
just calling OpenLevel to the level i need
no streaming
@native cedar thats the idea
if you add the stereo layers right, the stereo layers are HMD sdk stuff, they dont care that your game is lagging or is frozen
are they added via c++?
there is a component for it too
I mean they do not work with ue but somehow you handle them in the application
stereo layer components do exactly that
they automatically call to the SDK to render that layer
on which version of the engine were they added?
btw, I am becoming more convinced that mobile VR will fail as gaming platform due to VR being secondary to mobile users. They mostly use it for videos / pics, sometimes for experiences. People who game don't seem to want to fork over $1000 (or $900) for S8 just for VR.
naah but they would fork it out to look like they got the latest phone with all the new snapchat apps and all that bullshizz
id be happy with two cups and a bit of string
that was their point when I complained about pricing.. They get latest and greatest phones to show off. Yes, S8 will be awesome for VR, but they don't really case as much for VR as for flashy new phone. Whether I'd be happy with my old Nokia as a phone. I got my S6 simply because of Gear VR (and it was on sale since S7 was already out for some time)
im still using a sony xperia. I barely touch it
robo recall not working with Vive even on preview xD
S7 costs $528 on Amazon, with US warranty (and unlocked). Without warranty it's $460. Not bad.
I guess in a few years S8 will be priced similarly
Hi, I'm having a bug using a Vive in Unity, and I was wondering if anyone here has experienced it as well or if it's Unity (or our project?) only. Basically when we use the controller to trigger something, in our case when the player holds the controller in a button then presses the trigger, a second controller appears for a few seconds. This second controller follows the original one, only it's placed a little higher than the actual controller, so it floats right above it. It follows the movement and everything. Anyone else experienced this or know potentially what is causing this?
We haven't really changed anything in the code, but all of a sudden it now always does this
Yes, but as I mentioned, I'm not sure wether it's Unity related or if it's caused by something in a driver update/anything else Vive related
Which seems like it may be the case as I haven't changed anything in the code of the game when this started happening, but there may have been an update to steamVR that I hadn't noticed
That doesn't sound like it has anything to do with unity, sounds like its your project.
@fallen wind No experience of what you've reported in any of my projects or any software I've used. Closest would be simple drift causing offset until I power cycle the Vive controller.
folks, what do you think about importance of visuals in VR? For example, I don't see a way to make quality content like seen in Robo Recall, Lone Echo, etc. in timely manner with small (like 2-3 people team) working part-time on the project. However something like Quake or MineCraft style is quite feasible to achieve (especially with low poly assets widely available for UE4).
from your experience, do people care too much about visuals in desktop VR ?
Having tried many VR experiences... visual cohesiveness matters most.
Detail is only a tool to serve that.
Also shadows and lighting are important in aiding depth perception.
well, that's given. Consistent art style is the key anywhere.
It's not hugely different from normal games in that sense.
AAA visuals will always be a big draw.
But gamers can and do enjoy other types of art.
except there are 100M gamers on Steam and only like 500k on PC VR
(I don't really know how picky PC VR gamers are)
Most PCVR gamers understand the current situation pretty reasonably.
VR has significant overheads.
VR development is small and underfunded.
But... they also do compare it to stuff that's out there.
So as the overall bar of VR visuals rise, so will expectations.
As for what's the expected bar for 'reasonably presentable'... maybe look at something like Onward?
It's not a pretty game... but it's ok. Good choice of meshes, good reactivity. Presentation cohesive enough to not draw away from gameplay.
By comparison, BAMVR is kinda ugly and amateurish looking.
Even though it has a reasonable fan base due to its mechanics.
Onward has a pretty high production value
no way to make it those characters single handily in timely manner
is this BAM VR http://store.steampowered.com/app/525640/ ?
(looks like different assets put together without even trying to make them consistently looking ๐ฆ )
I was thinking of getting this https://www.unrealengine.com/marketplace/simple-apocalypse and making something interesting with it
(or maybe one of the other packs they have)
it would imagine lighting, environmental/level design and animation would make it different from other projects that use those assets (and gameplay of course)
So my game uses 360 and room scale but some demo players on touch asked if I can put in snap turns or something because they don't have room scale. Do you think its better to do something like a 30 degree snap turn, or try smooth yaw turning with a joystick? I havn't tried touch so I don't know which experience is better.
@tawdry dragon "At the moment I am getting 20 minutes on a S6 for such a simple app.. I dont get it. Running oculus branch of 4.13, setting CPUandGPULevels to 3,2" Those CPU and GPU values are Unreal's default values and they are way too high for the S6, no matter what you do you wont get to above 20 minutes without lowering those values.
ok, just read your follow up message xD
yup, cohesiveness
look at my game DWVR
it does look good on screenshots, high quality models and visuals, but it makes no fucking sense
its something i never cared about, so you are some kind of cyborg-ninja/spacewhatever fighting skeletons and witches for "reasons"
its one of the first complains on the game, by everyone
in VR, the first thing people notice is if everything is logical and cohesive. Robo recall city is very realistic, and the robots all make sense in their slightly stylized way
Have you thought of just doing a re-skin on your game?
Maybe make it all sci fi
Or come up with a story like Doom, where you have futuristic gear, but your in another dimension where everything is old timey.
Yeah, it was just an example. He could come up with some original Lore to explain it.
About my earlier problem, apparently steamVR shows the Vive menu when your PC can't handle something too well. So I guess a problem more in my project, though it can also happen in UE4 and not just in Unity. So if any of you ever have this problem, just make sure your PC can handle the game ๐
Yeah, when I am testing in editor it does it when I have too much stress on the machine.
I just kept adding stuff to get an idea of what I can get away with in a level.
Hey, got a question about attaching things to the Player.
I currently have BoxCollisions placed at points where I want the player to be able to attach actors, like swords and shields.
They are children (hierarchy-wise) of a SceneComponent called "CharacterMid" which is constantly set to the X and Y location of the Camera.
When the Players Camera turns at least by 35 degree, the "CharacterMid" will Rinterp the rotation towards the Camera.
The Z location is left at 0. The Z Location of the BoxCollisions is currently something like "CameraZ - 50" to kinda match my hips or back.
What is your way of doing that? Is there a known good way of orienting these things? I saw a lot of games that let you equiped things to your chest.
Yours looks pretty good already! May be complicated, but you could maybe average the forward vector of the controller doing locomotion with the forward vector of the camera to get a more likely torso rotation?
That's what I do currently. Forward of CharacterMid dot product Forward of Camera
It looks good, but sometimes I grab into nothing on my back as the slow turned a bit all ready while moving my head
If you figure it out that would be awesome! Especially for games like onward where your crouched down frantically grabbing for ammo but the belts turned all wonky haha.
give it a lerp, too
dont 100% lock it
it feels better if it moves smoothly to the target location, less artificial
Thing is, you would also have to fake crouching for the actual position
Cause your hips are further behind
and your back is slight titled forwards
Could they just make these extra trackers a bit more cheap and generally easier available
-.-
waist tracking is 100x more important than foot
can get way better IK / motion with real waist location
even than foot
Would be cool if the trackers implemented like a basic leap motion or something like that xbox camera tracker to pick up basic body orientation.
Well the full body IK thing with I think 3 extra trackers seems to work quite well
2 feet, 1 waist
But people are barely buying the full rift. I don't see then buying expensive extra trackers atm
Sooo faking it for now
so, UE4 can already do object tracking ? o.O
(see Blackbird tracking vehicle)
Blackbird is tracked using ArrAIy right?
they said they would back port that into the engine in their presentation, don't know how much of that was fluff
would be nice for Tango devices (phones) to be able to do object tracking. Of if UE4 had native capacity to use phone camera and do object tracking.
"Introducing Avegant Light Field"
Empire Strikes Back
so technically Zeni doesn't own ID since they never finished paying for it
lol, it would be hilarious if JC takes ID back from Zeni
I'd love to play DOOM in VR
The mesh in SteamVR is a bit off, but it was impossible for me to occlude the tracker with one hand even though I gripped it over the top
This is what I am after - a bot that comes up to player (player is stationary), talks some nonsense, walks around player and maybe offers player a choice at the end of its monologue, and then goes away. Should I simply do animation montage for bot character or should I do actual AI ?
Are both hand trackers, and pods working?
AI
AI that triggers stuff like the montags and speech
that so they guy can be dynamic and go to where you are and that kind of thing
@wicked oak well, this is just to let player know what controls to use and what to do, generally. Player won't be able to change location as it will be in the black room with menu and stuff. If it's generally better to do as AI, I'd have to do it. If not, I'd rather not waste time on learning AI for this particular project as I don't really plan of having any AI in it.
you can use the behavior tree
as a "do this, then this, then this"
a simple Sequence selector, alongside one task for each thing
so like "Go To Player" -> Play Animation -> Move There -> Play other animation
I see.. So AI's logic is in BTs and not in BPs ?
generally, in UE4
hmm.. I'd need to dive into AI tutorials
its on both
the BTs is a way to do high complexity AIs in a manageable way
a similar thing on the controller would get out of hand FAST
and then you cant reuse the tasks
a "move to" task is just that, so it can be reused on many enemies
I was just about to say that too. "Move to" is simple and you can set how close they get to player character.
for example, i have a FireAt task
i use that for ranged enemies
the fire at task takes care of stopping, aiming, shooting for X time, and then stop shooting
several enemies use that
I see
so, why would I need AI if player doesn't move and I can just animate bot appearing and moving to specific designated location, play anim montage and the switch anims within the montage based on what player does next (and player will remain at the same location until player chooses to dive into the actual main level) ?
@wicked oak you might be able to win something with your game!
If it has an anim BP it will already do the walking anim for you with the move to. Its not really a real Ai system. Just a simple triggering system.
If the character is just standing there and the player walks up to it, you could just use a trigger box to set off the anim.
@glossy agate yeah, it's just scripted thing. I don't need AI to do any pathfinding or attacks or do something "intelligent" based on player's actor. It's more like an NPC character than does pre-defined things and in no way can be interacted with physically
that's why I wonder if I simply can use actor with anim montage and trigger anims / sounds purely from BP and notifiers
yeah this method is all done in BP. Its super basic. I use it for drones that chase my character.
has no pathfinding though so they can get stuck behind stuff.
aye, cool
so technically if navigating around obstacles, dynamically, isn't required, it all could be anim montage and Blueprints, instead of fully fledged AI with BTs ?
@glossy agate ^^ ?
Yes. Basically you can simply have them move to a point, or actor or anything.
Its good for your game because an anim montage would probably have a set location the player character would have to go to.
@mighty carbon This way the player character can be anywhere, and the tutorial would walk up, stop, then you can trigger the tutorial montage.
aye, thanks @glossy agate
Anytime man!
oh, also wondering if I need to use Sequencer at all for this purpose.
I wouldn't. Seems like extra work for something simple.
do you have a bunch of fancy anims for it, or is it just like an r2-d2 looking thing rolls up, talks for a bit, then rolls away.
What's best VR for ue?
@glossy agate something like r2-d2, maybe just a tad more articulate ๐
@opal quest Rift + Touch !
Rift is best?
the matter is complicated, really
what are you going to develop for? Mainstream or enterprise ?
Both
Rift has better software, better ergonomics, better games, it's affordable. Vive has larger room scale area, a bit better tracking.
They are both pretty impressive, i have vive but I heard oculus has a wider fov. Haven't tried it yet to see
Idk if I can get rift in New Zealand
I can definitely get vive
But it requires a smallish room
For the tracking
But Oculus just has this boom thing
I have both. Vive is amazing out of the box and less intense on physical resources. Much better tracking for 360 and easier to setup. Longer cables etc. Oculus touch setup is a massive pain in the ass in terms of cable length, sensor positioning and USB resources. Very good chance you wont have enough USB channels out of the box for rift, esp if you add a third sensor. If I'd started with Rift in VR I would have swore off VR altogether tbh.. its runs awful on my PCs.
Robo Recall is pretty great visual wise.
rift is just $200 cheaper than Vive now. But I think once the trackers start coming out more and the new audio strap and wireless the vive will be a very different beast to the rift
definitely going to be the most expensive option but it will be the best option for doing cool shit in vr
my tracker should finally get here today too!
lol, $660 vs $900
and better/more games
Rift is a no-brainer
unless you plan doing enterprise, don't care for better ecosystem and have a lot of disposable income
both systems have 360 deg. tracking
hardware requirements are lower for Rift
@opal quest ^^
@opal quest motorsep doesn't have a desktop headset
I am in the same boat as Joshua, thus I am offering unbiased comparison. Unlike you, Oculus haters ๐
(comparison from perspective of someone who is going to buy one HMD or another)
@mighty carbon Well, we've actually worked with both and I would say what was mostly said before: If you want to develop, get the vive. If you want to release, get both.
lol, Vive fanboy talk
I am aware of minor issues with 360 tracking on Rift, but that's about it
to say Vive is better is just plain arrogant
ergonomics are awful, price is too high, research team behind Vive isn't as strong as behind Rift, you don't get to release on Oculus platform with Vive, mentality behind Steam is awful
I have to enable/disable the plugin several times because it'll lock at 45fps for no reason
vblanco has been developing with Rift for a long time already and he said just recently he had no issues
I've had it since the touch dev kits, we've all been around for a while
AWS probably - something about dropping below 90 fps will get into 45 fps with AWS. Which is a good thing - you still get smooth tracking and performance
err, ASW
Lol I'm aware, and a gray scene doesn't hit 45 without actual problems
also, how does plugin relate to Oculus? Epic is the one making plugins
Actually, Oculus is providing a lot of support for the plugin
@mighty carbon Oculus has their own branch
and they get stuff merged from time to time
I'm done arguing, and I can't give you any details but it's not done the way you think it is
I work with Gear VR and I know Epic skips on certain things for unknown reason. So Epic's branch is always behind / missing features. Not Oculus falt at all
@mighty carbon you don't have experience developing with either headset as far as I understand it
I have experience with Gear VR
ok, so you can probably give great advice on Gear
same thing, just no motion controls / positional tracking. The same exact thing - Oculus makes SDK, Epic integrates it.
I wouldn't trust that advice vs Daydream unless you have developed with both
dude, same company, same kind of software
Oculus branch has current SDK, all BP exposed, Epic's 4.15 has old SDK, lacks some important BP funtionality
how on Earth this is Oculus' fault ?
I don't think it is, I was only responding to oculus makes SDK, epic integrates it; Oculus in fact does some of the integration work sometimes and epic merges it
the main pain points with rift for dev are the health and safety warning and the display turning off faster when it isn't worn blocking out the mirror view; there might be some workarounds
there are several of us here that have both/ all hardware
Rift costs $600, Vive costs $800. The vive ecosystem will be far far larger than rift due to it's flexibility
both are cool hardware, but Vive will dominate in a lot of areas. For early adopters a couple hundred bucks is rarely a deciding factor
depends on your playspace size too, by the time you add 4 cameras and all the usb shit you have to buy they are about the same price
The new audio headstrap makes the vive more comfortable and people with glasses can actually play with the vive
A developer should also be interested in developing for an ecosystem that will soon be releasing several headsets a year, whereas Oculus can't do more than 1 (at most), and I highly doubt they will be providing reference designs for other manufacturers like Valve does
I'm looking forward to wireless too
@sturdy coral Yeah it seems to work pretty well, but the greatest benefit for my day to day would be to use it at the office, and the current wireless solutions can't do more than 1 in the same space
So I guess it'll be a rock paper scissor game when it arrives...
@pearl tangle in a long run Vive won't dominate
it's all about mass market, and Vive isn't suitable for it
plus RIft has better library (higher quality)
Mass market is China. There are more potential customers in China than the rest of the world combined
HTC owns Chinese hardware and software market and arcades
@mighty carbon the full Rift library works on Vive
China is a black hole
first, one can't be in China without being represented by a Chinese company
second, China is all about arcades and f2p
good luck for small team making money there
@sturdy coral not exclusives
@mighty carbon which one?
(maybe through Revive?)
yes, through Revive
Revive has less bug reports than steamvr does for rift users
so if you want to play everything, go for Vive
nah, I won't go Vive
More desktop VR headsets have been sold in China than all other markets
I am dead set on getting Rift
I think we noticed
unless some shit with Zeni pops up before I buy it
Just had to turn on the plugin?
anyone have experience compiling BLUI?
if so, do you think it's worth it (performance vs. utility tradeoff in VR) for me to work on troubleshooting the compiler script so it actually works for me?
I managed to get it to compile but it wasn't an issue with the version I was working with. It was pretty good but it depends on what you want to use it for
it seems pretty cool to me, what with the small chromium running alongside the engine, rendering to texture, but that sounds a lot like it might be performance killing, especially for VR things
@tawny storm how does it differ from Epic's web browser subwidget
the perf seems okay, but that depends on what you let the user get away with: one page is probably fine depending, but heavy scripts obviously will impact perf
I would be writing my own pages and using it for UI mostly
I want to have a terminal in-game on computers that's programmable/interactible
I'm nto sure what their web component does but last time I looked it wasn't in a very usable state for anything other than simply displaying a page on a flat plane
and it seems like BLUI is a good way to go
Yeah it's probably fine for that
does the chromium update happen in another thread?
Not sure how it's set up, but probably
that would be brilliant
I'm reasonably sure it is
I think RadiantUI might be worth looking at too, they each have tradeoffs
RadiantUI? I'll put in the time with BLUI; so I'm getting: http://pastebin.com/E05papfu
you'll have to massage them to work with currnet builds yourself but that's not usually a huge deal since they mostly break due to small API changes
in UE4
sounds like a sweet deal for them, massage for code
C2220: warning treated as error - no 'object' file generated warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
so
it's saying there's a flag telling it to treat all warnings as critical errors
finding that error about a 32bit shift being converted to 64 which generates that warning
which then is considered critical (probably isn't) and fails
so either find the place it's doing that and fix it to really be 32 or 64 bit (not sure what to do there without it in front of me, and I'm not bit-wizard) or just turn off the warnings-as-errors flag
not sure what that is or where to change it but i'm sure some poking and searching will find it
wow that's annoying it's in the chromium code
I hate dealing with CEF
yeah I'll fuck with it tomorrow
I just don't want to go through a 1 hour build process everytime beforehand
actually the python build script is pretty easy to take apart wtf am I saying
thanks mate
np, shouldn't be too hard to get it past that warning
once you've got it compiling BLUI is pretty nice for sure
No @pearl tangle . It just worked when i turned it on. Not sure why. I'm assuming the computer thought another application was using the VR or something.
So from now on i'll just go through the same process.
after loggin in. open oculus app. then open ue4
Mass market is PS4 really
Rift's biggest downfall is that it's part of a public traded company.
does 4.16 in robo recall have alpha-to-coverage? The pine needles in DM_Chill don't look aliased and they are using masked materials, not translucent
how do they not have aliasing in robo recall with msaa L_L
I put msaa in my fwd project and there is stil aliasing here and there
becouse you have specular aliasing
robo recall assets are made in a way that they dont alias much
and it has some forward renderer feature that lowers roughness on high angles, so it doesnt sparkle
specular aliasing huh
specular aliasing is basically sparkles
from the normal maps and stuff
there is ways to make it better, like creating the roughness texture mipmaps in a way that it gets progressively rougher
i dont know if ue4 does that
It does
I just googled specular aliasing unreal and found a nice forum post
Even if it does not one could make a material function for that I guess
there is a tickbox on the forward renderer features on the material
it lowers roughness on high angles to avoid sparkles
or something
What concerns me is static shadows from long, linear shapes
thats shadow resolution
nothing you can do about that
but upping that shadow resolution
hi. how can i manually correct the camera height of my pawn when in vr? its a oculus so i'm using "set tracking orin floor" - but i need to substract some cm in height
msaa does not deal with that
set base rotation and base offset in meters ๐
I think there are two methods of fixing specular aliasing in the forward renderer, the checkbox does it in screen space by comparing how much the normals are varying
but there is another method that bakes it into the texture mip levels that is supposed to be better
@native cedar you might have had a problem too if you didn't set the r.MSAACount variable
Weren't they going to fix specular aliasing if forward renderer soon?
what do you mean?
haven't heard about that, where did you hear that?
I didn't hear about hybrid AA but I've read somewhere that specular aliasing will be fixed. Maybe I am mixing things up.
Soundstage VR went 1.0 today ๐ https://twitter.com/soundstagevr/status/840027802845896704
SoundStage 1.0 Release Candidate is now live. If you don't find any bugs by dawn, this app is leaving Early Access!
its not unreal eng, but its very interesting and well made interaction design in VR
nice, I picked up soundstage in the steam sale but haven't had a chance to mess with it yet
Know stuff about waves, music or DAWs?
if so youll have fun. youll have fun anyways but you know, extra
yeah a bit about that, should be cool. I definitely want to experience the UI design of it the most
about the AA thing, I think in VR there is no current solution
I customized the engine to have both msaa and fxaa, would probably be able to get msaa and txaa easily, but the thing is it costs just too much
I don't even think msaa and fxaa is better than msaa alone tbh
after a long, long, long, long journey I concluded that due to performance needs, aliasing is fought via msaa and best practices, maybe some supersampling if the performance allows but that's it
forward, msaa, some supersampling, making assets properly and designing around issues
well, you just have to live with MSAA in VR ๐
just like back in the days we had a lot of rendering limitations in games and we accepted it, same thing we have to do with VR
as tech evolves, we probably will have a good solution for aliasing in VR
hey vr devs - how do you recover from motion sickness while developing? it sucks ๐ forced to do a lot of rest this day
well, you are obviously doing something wrong ๐
I am quite susceptible to motion sickness, but I don't get any during development of my project because I made sure my locomotion system is designed not to cause it
ok - I was just playing around with different stuff and projects today - so no sickness prevention in these projects yet ๐ but driving a car in VR for hours is ... heavy - and just walking around in the realistic rendering room to check performance was too much for me now - I go to regular development for the rest of the day :)
may I ask what your lokomotion look like that you keep feeling fine? I definitly have trouble if I stay on my chair while testing things out with a lot of head movement
interesting, I would expect not to have sickness if you have fixed reference point (cockpit, interiors of the car, etc.)
could just be natural motion sickness. I get it even with a fixed point at times. Less so after 2 years but still some
even the military grade VR states you cant drive for 3 hours after
ok - so it is getting better over time? good to hear ๐ i'm relative new in this. but I stop for today, because I NEED to drive in half an hour.
while driving in vr i'm in cockpit perspective, with steering wheel and interitour - it doesn't really help. best is 3rd person behind the car so you see the full chasis - but it is not really immersive when doing this. when moving a character pawn walking is ok, looking around is ok - but please not both at the same time ๐ I'm planning to play around with shrinking the viewport while turning the HMD - maybe this's going to help
ha, I don't know about getting better over time - I still get sick instantly if it's conventional FPS locomotion in VR
I feel bad when FPS goes low
what helps you out for locomotion? i've seen a few approaches with swinging the controllers to move or so. or do you all only teleport around? Low fps is a good idea, I keep an eye on it. thanks
I actually don't get as much sickness from lower fps on my Gear VR
never run into bad fps
even while developing
you gonna regret when you have to rework half the game becouse it runs slow
have performance in mind from day 1
never be slow
yes, my projects are really lightweight - no heavy modesl and no heavy material (at the moment)
teleportation locomotion is the only one that doesn't make me sick (I'd imagine physically walking in the room scale setup wouldn't get me sick either, but Gear VR has no positional tracking)
Anyone else tried Mission ISS?
International Space Station game/sim for the Oculus Rift for the curious.
The game has a '2 hand rotation' function where you can grab and rotate the entire world with two hands in complete 360.
I didn't get motion sick while using it...
But now I've stepped out of it, my vestibular sense has gone wonky as hell.
Like initially I kinda lost my understanding of up.
The world would feel like up was the up direction of my head... and if my head was titled, the world would feel tilted as well.
Even now, after 20 minutes out from it... I still get a slight sense that the world is a little pitched or tilted...
sounds horrible ๐
@clever sky I bet being at the actual ISS in reality would cause a similar effect
welcome to space ๐
@sturdy coral yeah. Like after a bit of acclimatizing, you just end up ignoring your vestibular sense.
I bet that's what astronauts experience coming back to Earth
how is the quality? I will try it out soon
Actually found that my proprioceptive system was more informing me of my sense of up then vestibular.
I'm not sure if for ADR1FT is an update planned with oculus touch controllers - but this was heavy for me to play ๐
The quality is pretty great. Just need to go into the options and turn up the quality setting.
FYI - you access the options by pressing X on the left controller, which will spawn a tablet in that hand... then using the right controller, use the point finger gesture (index lift off completely, thumb touching surface), and stab the little 'settings' icon in the top right corner of that tablet.
It's cute, but kinda bad UI design.
You can also turn on 2 hand grabbing rotation in that menu. Otherwise you rotate by using the right thumbstick.
ADR1FT was terrible for me.
As far as motion sickness goes.
Really bad controls as well... and lack of motion controller support.
Just bad bad bad all around.
Refunded it after 4 minutes.
Quality on PSVR (not resolution) seems to be pretty neat
Well, Sony are a bit like Oculus.
They're spending good money on the software to help drive VR adoption.
Except unlike Oculus, they don't cop flak for it... because they have precedence on their side!
plus no credible alternative in the price range
Well... the Rift is now in that ballpark ๐
$400 for PSVR + camera + 2 move controllers = ~$550...
yeah but PS4 slim is like $250
Yeah, I guess if you're counting the cost of the system, they're ahead.
I do wonder how soon it will be before some VR stuff only works on Pro
I'm thinking Dreams may be the first
but PS4 slim isn't PS4Pro
Why do you think that?
sure you can't build PC from scratch for $250, but if your CPU is i3 Skylake, you can get 1060 for $250
@clever sky just from watching some videos of it and gauging performance
Fair enough.
and seeing they have to do a lot of temporal tricks to pull off the volumetric lighting
they could possibly scale a lot of it back
I think in the long run, we're definetly going to see the PS4 deprecated...
or make the VR editor only let you sculpt on a single character at a time or something
Rolling upgrade strategy seems to be working...
yeah, I wonder if they will roll through more than two iterations
and just never break compatibility again for a big streak
Well, they've moved to a PC-like architecture for that reason right?
basically at this point, if you have decent CPU and enough USB ports, it will cost about the same to get into PC VR or PS4 VR, except if you go with PS4 Slim, you don't get the same level of visual fidelity as with Rift.
yeah, but xbox 1 was was PC as well and then ended up going powerpc for 360
so they could go with something else eventually again I guess
True. There's no closed doors here... nor would we know about it if there were ๐
we're really going to hit the end of conventional moore's law before too many more console generations
It's gonna be a meh decade for computing while we wait around for the next viable computing substrate D:
it has been more than half of a meh decade for single thread performance already
Pretty much.
I'm still on a 2600 i7 I bought about this time in 2011
Nice. I had a 920 until last year.
I've got the 2600k i7 also, still fine for the most part
only oculus says you're out of spec
No worries with VR?
not for CPU
I have the 970 to be min spec there and its probably the biggest slowdown
i3 6100 beats i7 2600 for gaming
which is what it comes down to when you do VR
right
so when I was saying that i3 6100 is plenty enough for VR, I was correct
probably doesn't beat an overclocked 2600k though
yep
(unless there is a crowd of smart AIs running around)
the 2600 has a lot of OC room
I stopped messing with that tho, kinda not worth the power $$
below 70 degrees
with motherboard semi-automatic overclock
Sandy bridge overclocks like a dream
hopefully this console gen being 8 cores will drive a lot of innovation in mulithreading engine performance
the GDC talk last year of the the uncharted 4 multithreading approach was good
but adds a frame of input latency which would be bad for VR
well, you have rendering on one thread, game on another, sound on another and input on another
that alone should be pretty good
@mighty carbon and you still have 4 sitting idle
yeah
but it comes down to whether it's better to split game thread into those 4 threads and face issues with mounting complexity of the code and debugging issues, or leave it as is
intel will probably come out with some mainstream 8 core stuff now that ryzen is out
So... what kinda functions would benefit from multi-core?
And what kinda things would we have to change as game devs to support that multi-core optimzation?
from what I gather Nvidia's AI runs on GPU.. So, why not to have AI running on GPU? That would free CPU's game thread and then there would be no need in threading game code.
Is it a case of finding things that can tolerate latency and a bit of asynchronicity?
when they ported over some of their PS3 stuff that used Cell they found PS4's processors weren't enough
until they redid everything
Thanks. Will have a look through.
they did a lot of animation blending and stuff with cell
nvidia AI is not game AI
it has nothing to do with it
nvidia AI uses neural networks,games use hardcoded behaviors like state machines/behaviortrees/that kind of thing
neural networks are essentially massive matrix calculations
thats why they run fast on GPUs
but normal game AI ends up "if this then that"
on ONE thread
gpus really dislike that
Yeah, game AI are clever scripts.
Neural nets are computational models of biological neural functions.
Which are... massively parallel computational systems.
Like every neuron in your brain is kinda like its own slow pokey 200Hz processor.
I think we will see games using some of that stuff, but mostly discriminators that have been trained offline and not a lot of live training during play
Yeah, NN stuff isn't really for live gameplay, but for system training.
it used the neural net to evaluate if it was worth to attack or to defend
so if it has X attack power with Y health, vs Z attack power fo the enemy
But that's using a trained NN system (I'm guessing).
Which requires less computational power.
I'd imagine pathfinding/navigation takes a lot more than decision making. So having those on GPU would help a lot.
not that much
unless you are going to do massive amounts of AIs
also ray cast can be on gpu
So... you guys think we're going to get VXGI for gaming/VR in a reasonable timeframe?
(i.e. within 3-5 years)
depends how good the developers who make a game with it are.
i would say within 5 years is a nice ideal for pc
maybe next gen of consoles or scorpio if its as brutal as its rumored to be
have any of you guys tried the DM_Chill map for Robo Recall? I'm wondering if it actually runs at 90.. it had many thousands of meshes and draw calls
and probably still no
I can only run it in the editor build because I haven't picked up the full version yet
@sturdy coral someone asked you to post screenshots on the forum
@sturdy coral Didn't notice any frame drops when trying it.
Maybe ASW was picking up the slack... but I didn't notice ASW either (probably beacuse the action was hectic).
@clever sky ah sweet someone else replied too:
and linked to that ^
it is supported now
I might move to forward now
I don't think I was involved in that discussion.... but it looks handy.
Yes... looks like a good time to try out forward rendering.
Does forward do bloom?
yeah it will do bloom
Nice... wasn't doing it in 4.14 I don't think.
no ambient occlusion or screenspace reflections
the other bad limitation is on tessellated meshes
SSR loss is kinda a bummer.
But acceptable for many situations.
But... Robo Recall uses planar reflections!
yeah, planar works really well ever since 4.13 or so
But they smartly limit it to the robots for the puddles.
use box reflections for most of the scene, and put in any big objects that aren't along the wall into the always include list
then add all dynamic actors to the list
Nice.
and you get by without a lot of extra draw calls
not all scenes can work well with box reflections, but robo recall is almost ideal for it with the buildings
I'll have to do a closer observe of it later.
I've essentially just been enjoying the game ๐
Even appreciate the teleportation system now that I've gotten used to it.
Which sounds weird... but I appreciate that they balanced the game around the limitation of forward facing teleportation.
By giving you slow downs after coming out from teleportation. So as to reward you for teleporting often.
yeah, main thing I felt didn't feel good was you couldn't quickly turn in place
you had to teleport again to turn
As a way to counteract the fact that you'd have to teleport to turn around.
ah yeah I didn't notice slow downs were tied to that
Yeah... basically means that you can and should teleport around frequently to avoid bullets as much as possible.
Managed to get my scores quite high once I got used to that idea.
Playing the game in 360 style tends to make you physically turn around to face them rather than teleport around a lot I found.
Which is the most intuitive and obvious way to play.
Which is why everyone kinda moaned about the way it worked ๐
in 180 I felt frustrated just when robots would come up right behind me, try to grab them and your hand flys off into space because it lost tracking
It feels like getting used to looking by only turning your body and never your head or something
Did you reach around to grab?
Yeah... it takes some training to suppress the 360 instinct.
I just turned like half way with my upper torso and reached
head-look locomotion orientation always felt unnatural to me in a similar way
cause you would like look at something just to look, and it would pull your feet out from under you
Yeah.
because you forgot this natural thing was controlling as well
Who gave the advice to use head look as the forward vector?
It's bloody terrible advice.
you have to like surpress your normal instinct
Academic VR researchers found that stuff back in the 90s!
no one, I never used it as one
I just always thought it felt bad when I tried it in DK2 demos and stuff