#virtual-reality

1 messages ยท Page 91 of 1

sturdy coral
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I haven't tried eagle flight

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but I bet even there something with motion controllers could be better

clever sky
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For real. It kinda gives a nice kick in the nards to the main benefits of VR as well.

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But having said that... I've seen some people reporting preference for head look as forward.

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Most people prefer controller direction as forward.

sturdy coral
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yeah, I may put it as an option in what I'm working on

clever sky
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But some people... ... are weird.

sturdy coral
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but definitely not a default

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it is easy enough to add

clever sky
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Eh. I think it's a learned preference.

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i.e. they can unlearn that shit too!

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The only context in which head look as forward can occur is in VR!

sturdy coral
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yeah, I wouldn't want someone to use it because they think it is their preference and they just check it before spending any time without it

clever sky
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So that means bad developers have trained some users to like that stuff.

sturdy coral
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yeah, maybe give them a drug/alcohol test with and without it

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make them walk in a straight line

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while looking at a bunch of stuff

clever sky
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Haha... good idea.

vagrant mantle
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Why the custom render depth does not work for GearVR

clever sky
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"Teleporting between two points instead of walking between them is worth experimenting with in some cases, but can also be disorienting. If using teleportation, provide adequate visual cues so users can maintain their bearings, and preserve their original orientation if possible.
Movement in one direction while looking in another direction can be disorienting. Minimize the necessity for the user to look away from the direction of travel, particularly when moving faster than a walking pace."

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Outdated best practices guide.

sturdy coral
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Eww yeah, I guess they were mainly seeing it as a solution to avoiding artificial yaw

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and thinking with gamepads and mice

mighty carbon
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they are using Rift with backpacks. How is this possible ?

sturdy coral
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maybe orientation only?

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oh

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it says in the article: "The Optitrack large-scale positional tracking system provided enough positional horsepower to turn 50 square feet of show floor space into [...]"

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maybe they have markers on the headset somewhere you just can't see in the images

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in fact look closely and there is a shell over the HMD

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over the front of it

mighty carbon
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I see

glossy agate
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Dude, that things slick! Would be cool if it has a slide motor for recoil.

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Says it does in the article

normal thorn
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i just shot a missile in my face by accident in VR and had one of those OMGAARGH ...oh yeah VR

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hhah still gets ya

mighty carbon
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ha

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๐Ÿ˜ƒ

normal thorn
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its funny when you are in a generally stable environment those kinda of things are all the more jarring

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my mind is like ah this is all safe here, go into no worries mode

mighty carbon
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The transportive magic of VR is even better when itโ€™s experienced with other people. Late last year, we launched Oculus Rooms and Parties to let you hang out with friends in VR. Now, weโ€™re adding a new dimension to social VR with exciting updates to the Rooms experience for Gear VR, plus the launch of Oculus Events.

sturdy coral
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that snow globe is the perfect metaphor

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lock yourself in a bubble where you can't interact with people on other hardware

mighty carbon
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you can't be in Google Hangouts and chat with iPhone or Facebook users

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you can't be on Skype and chat with someone with Facetime

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I can go on

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you can't even cross play between PC and consoles

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or even between consoles

sturdy coral
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those are supposed to be good things?

mighty carbon
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they are what they are

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I never had issue with that

sturdy coral
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hangouts and skype work on lots of hardware

mighty carbon
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nor do millions of consumers

sturdy coral
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facetime seems similar though

mighty carbon
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there is no Facetime on PC

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so you can't talk between PC and Mac using Facetime

sturdy coral
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exactly, that's what seems similar

mighty carbon
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you just being political

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that's all

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Unlike Sony, for example, Oculus doesn't bind devs to make truly exclusive titles for Rift

sturdy coral
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explain what you mean

mighty carbon
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there are bunch of games I'd love to play on PC, but they will remain Sony exclusives for life

sturdy coral
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are you saying all oculus exclusives are only timed exclusives?

mighty carbon
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like Killzone series, or this last game, something Horizon

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hell, you can already play Robo Recall on Vive

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also, while I would make my project only available for Rift at the beginning, I'll definitely make sure it's released on Vive as soon as I have hardware to work with.

sturdy coral
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I'm trying to understand the sony thing

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are you saying all oculus exclusives are only timed exclusives, or did you mean something else?

mighty carbon
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yeah, that's exactly what I mean

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I don't even know why you asking, if you know that Robo Recall was Rift exclusive, yet you can play it on Vive

sturdy coral
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one != all

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@mighty carbon Oculus have publicly said all partially funded titles will only be timed exclusives, but fully funded titles will not all be timed exclusives, some will be fully exclusive, so I believe you are wrong on that

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it was in a Jason Rubin interview

mighty carbon
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Time will tell

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even so, why do you cry about it? How come you don't bash MS or Sony for not releasing their exclusives on PC or another console ?

sturdy coral
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that would be waste of my time

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what MS and Sony do is already their established practice and it would be very hard to convince people to care

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but on PC, having exclusive games for monitors isn't the established practice, so people care that it is happening

mighty carbon
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well, no monitors in VR

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There are games you run on Windows, but can't on MacOS or Linux

sturdy coral
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VR headsets are monitors + tracking

mighty carbon
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again, this bashing of exclusives is political agenda and not understanding how business works.

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this early adopters wave is small and wave of mass market is huge

sturdy coral
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I understand how business works--making a PR stink about exclusives is the only way to stop them

mighty carbon
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people don't care whether it's open source or if it's exclusive - if it's good, they will get hardware that works with it.

sturdy coral
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if they were good PR, everyone would do them all the time

mighty carbon
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and price is important as well

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and the wave of mass market will drown this political small wave of enthusiasts who don't care about long term well being of the market

sturdy coral
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if Oculus were just trying to make a gaming console out of rift by bootstrapping on PC I wouldn't really put a lot of effort into speaking against it even if I didn't like it

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but they are trying to own the next computing platform

mighty carbon
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oh, so you are jelly

sturdy coral
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it will be your facetime example times 100

mighty carbon
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I don't really care for things like that

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If Vive did what Oculus does and Oculus did what Vive does, I'd go with Vive because it will provide better stuff

sturdy coral
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what they see in the future is you will be at a party where everyone is talking about some virtual globe they can all see and pointing to where they went on their latest trip

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and if you didn't buy their brand of headset, you won't be able to see what everyone is talking about

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they want winner-take-all for the next computing platform, and they want it locked down worse than apple

mighty carbon
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lol, government already knows what you do and where you are

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it has known a way before Fb was a thing

sturdy coral
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I didn't say anything about caring who knows what you do and where you are

mighty carbon
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nm, misread your post about virtual globe

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that's my point - jelly

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you don't want to buy their hardware, but you want the same benefits

sturdy coral
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benefits of everyone being able to communicate and share the same reality?

mighty carbon
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even in communist China there is no equality

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Oculus vrAPI is open - make your own universe where Vive and Rift users can co-exist without any issues

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also, this is the beginning of VR era

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it has to be this way to succeed

mighty carbon
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once it's mainstream, there will be more players (vendors) and more platforms

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well, TimS got 10M from Oculus.. why should I listen to him?!

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anyhow, when VR is ubiquitous, there will be open platform with the same kind of goodies Fb has now (rooms, streaming, etc.)

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to get there, we need exclusives and closed platforms

tired tree
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no we don't

sturdy coral
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Carmack told me in the hall at Oculus connect that he wanted Oculus to follow the PC model, but the rest of the company won out and wanted an Apple model

mighty carbon
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Steam was walled garden once.. It reached critical mass, and opened up (and turned into shit hole, but that's another story)

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Linux was always open and could never beat Windows

tired tree
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Carmack is likely very upset about Oculus's practices to be honest, he is generally all about open software

mighty carbon
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Carmack said he wishes he never released his engines under GPL

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because now he can't use them for VR

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(he wishes he did so under MIT or BSD)

tired tree
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yeah? so MORE open

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whats your point

mighty carbon
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MIT can be used in closed source forks

tired tree
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it can be used for everything

mighty carbon
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GPL can't

tired tree
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its less restrictive

mighty carbon
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GPL spawns more GPL

sturdy coral
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MIT can be used in GPL

mighty carbon
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MIT you can modify and close it

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so, MIT can be used on consoles. GPL - can not.

sturdy coral
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GPLv3 you mean?

mighty carbon
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so, if Carmack was still pro-FOSS, he would have gone to Valve

tired tree
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lol

sturdy coral
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Carmack never released anything under that as far as I know

mighty carbon
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all engines from ID up to RAGE are GPL v2 and GPL v3

tired tree
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Valve is not the correct working enviroment for Carmack

sturdy coral
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v2 can go on consoles

tired tree
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you can't argue that

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and oculus was the future at the time, he was going with the boy

mighty carbon
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and you can even add VR to them using async timewarp/spacewarp. Just can't release on Oculus Store or use all the fancy things like Platform SDK.

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v2 can not, absolutely can not go to consoles @sturdy coral

sturdy coral
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@mighty carbon PS3 shipped with linux

mighty carbon
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There was game called Nexuiz that was developed using Quake fork called Darkplaces engine. It was going on PS3. Sony rejected it due to GPL v2 license. They had to switch to CryEngine.

sturdy coral
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you mean you can't link GPL in your game binary

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not that GPL can't go on consoles

mighty carbon
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No, I mean games that use engine under GPL license can not be released on PS or XB

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not even on App Store

sturdy coral
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sure, they can't link with the platform stuff that isn't GPLed

mighty carbon
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exactly

sturdy coral
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but that isn't what you said

mighty carbon
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but if source was under MIT license, you could

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don't be a dick

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you know exactly where I am going with all this

sturdy coral
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no, I really don't

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I said carmack said he wanted the PC model and the rest wanted the apple model

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and you went off on a tangent about GPL that

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PC isn't synonomous with GPL

mighty carbon
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Carmack said he is ok with exclusives, because that's what requires at this point

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and he would like to see open platform, but that's not feasible at this point

sturdy coral
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he told me he pushed for the open platform and he thought it was the way they should have gone

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that doesn't mean he will fight the decision

mighty carbon
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hell, Gear VR, that is Carmack's baby, is worse than Rift in that regard - you have hardware DRM

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again, if Carmack was you - he would have left to Valve or HTC

sturdy coral
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he said that is a samsung requirement, same as he has said in other talks

mighty carbon
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but apparently he is ok with walled gardens and closed platforms

sturdy coral
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he will go along with it, but he didn't think it was the approach they should have taken

mighty carbon
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same goes for the whole team of scientists at Oculus

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there is a big difference between thinking that it can be one thing, and going around bad mouthing platforms simply because they are not open.

sturdy coral
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if I had golden handcuffs of potentially $100million+ like Carmack I doubt i would be bad mouthing anything

mighty carbon
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you can think that it would be nice not to have exclusives and not go out of your way and trash Oculus. However, you chose to do otherwise.

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you are extremist !

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๐Ÿ˜›

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and you also have double standards

tired tree
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most of us don't talk about a particular company every day all day long

mighty carbon
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I only respond to injustice ๐Ÿ˜‰

tired tree
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you respond to yourself

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half the time

mighty carbon
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I respond to the chat room.. whether it reaches someone, that's not my concern

tired tree
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no-one really cares though, I prefere Steams practices, i'm not going to "Trash Talk" oculus though, they do a lot of good too

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you don't need to defend them constantly

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no-one here is all that militant about it

sturdy coral
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@mighty carbon which double standards? I'll prefer Daydream over Gear even if it has exclusives. That isn't a double standard--there just isn't a credible alternative that is more open. And in comparison to Gear it is way more open. I would support OSVR way over OpenVR, but its headsets and controllers right now don't provide a credible alternative. I'm not going to waste time talking on r/ps4 about how the PS4 should allow general purpose computation for everyone, because it isn't going to get anywhere and would be a waste of time. The bad PR backlash for Oculus from lots of people has gotten somewhere. It got them to drop hardware DRM.

mighty carbon
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but yet "if I had golden handcuffs of potentially $100million+ like Carmack I doubt i would be bad mouthing anything"

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hardware DRM should come back

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this way I would sleep better knowing my game doesn't get pirated as much

sturdy coral
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yeah, with $100million in future payouts I'm sure I would hold my tongue

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the hardware DRM caused the DRM to be broken whereas no one had even bothered to break the DRM before

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it had the opposite effect

mighty carbon
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consoles have hardware DRM

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and it actually does help with piracy

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sames goes for Gear VR

sturdy coral
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but the oculus hardware DRM didn't and we are talking about it

mighty carbon
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I assume Vive users were the ones whining about it

sturdy coral
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a pretty broad slice of people didn't like it

mighty carbon
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Why would Rift users cry about DRM ?

sturdy coral
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because the DRM just served to lock away their library from them

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if they ever changed headsets in the future

mighty carbon
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I mean, what did they have to lose by having hardware DRM ?

sturdy coral
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lol

mighty carbon
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hmm

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I guess

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but, you can't play Steam games without Steam

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because Steam injects DRM into exe

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so, if Steam goes down, or you chose to close your account, you lose your library of games

sturdy coral
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A) steam DRM is optional

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B) a user of a gen 1 headset is more likely to change in gen2 than for steam to go down

mighty carbon
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while DRM is optional, 99% of devs use it

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and yes, Steam is unlikely to go down, but that's not the point

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if Oculus would create something like Steam, why would you walk away from that ?

sturdy coral
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your point was "Why would Rift users cry about DRM ?"

mighty carbon
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valid point

sturdy coral
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because something is fairly likely to happen as a result of it

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"Why would Steam users cry about DRM?" couldn't be symmetrically answered with "something is extremely unlikely to happen as a result of it"

mighty carbon
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I mean, being locked out of your library is a valid point

sturdy coral
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that's what I mean by don't assume there is some double standard going on all the time

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you often point out some similarity in the character of some thing

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but in practice and reality they are totally different

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like why not spend all day talking about the closed PS4 platform: because it isn't going to matter and would be a waste of time

mighty carbon
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can you buy from Oculus Store being Vive user ?

sturdy coral
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too much inertia, etc., even if in character it is similar to what oculus is doing

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now that the DRM is gone you can, using unofficial support provided by a third party that they have implied they won't intentionally break but in the past they have gone back on that type of statement and done something totally opposite

mighty carbon
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I still think it's just what it is - if you switch from PS4 to XB1, you lose your library.

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If I switch from PC to Apple, I will lose most of my games in Steam's library too

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so, I still don't think it's a big of a deal

sturdy coral
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@mighty carbon but that would never be something you would ask for as a feature

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a feature request to lose your library?

mighty carbon
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lol, no

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but it's something you live with for any other platform

sturdy coral
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so if it wasn't there when the platform launched and you bought into it

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and then it was added

mighty carbon
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I guess as long as they have DRM that is tied to the account in the store and purchase verification system, then it's fine

sturdy coral
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you might expect some users to "cry"

mighty carbon
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while we are debating here, Squarepusher is typing an essay

carmine gulch
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Actually not. Just trying to fix my keyboard

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But I'm following your discussion;)

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I'm not a big fan of DRM, too. And that is why I bought a vive.

mighty carbon
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ha, looks like you are typing a wall of text ๐Ÿ˜„

carmine gulch
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I was a big fan of the rift from the first day I saw it. I even got a the DK2 and till the last two weeks, before I bought my Vive, I was clear for me to bye a Rift.

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It

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Buy... ๐Ÿ˜’

sturdy coral
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yeah I backed it on kickstarter, lots of talk about open source and stuff

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never would have backed it if I knew they were trying to do a big "platform" play using the open PC ecosystem to bootstrap something closed

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and it turned out before the kickstarter even started they had already raised more money in investments than the entire goal

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I'm sure those investors knew it was going to be a platform play lol

carmine gulch
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Yes, me to. But I'm not mad at oculus about that. They are a company and they want to earn money.

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It just changed my opinion on buying a hmd

sturdy coral
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yeah, I do think they should have been up front on that in the kickstarter though, that they had already raised more than the entire goal in other funding

carmine gulch
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Of course

sturdy coral
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I do see why as a company they didn't do it though, the kickstarter wouldn't have been as successful

eternal inlet
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this node... whats the math to convert that so it's relative to an actor?

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if i compose the Actors Transform with the loc/rot, i get something pretty far away

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basically i want the same as getting a MotionControllers location in worldspace

real needle
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@eternal inlet Why don't you just get the active player pawn camera's world location?

eternal inlet
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ah forgot to mention it's for a 3rd motioncontroller

candid viper
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@eternal inlet I've not tried this, but looking at the code they are in the tracking coordinate system , same as if you read the controllers with GetControllerOrientationAndPosition. So that position and orientation are relative, not world. If you query the relative transform from a motion controller placed near the extra tracker you should see the values are similar. Since you want the new tracked device relative to an actor, add a SceneTransform node to the actor, same parenting as your motion controller/camera and then set the relative transform on that to what you get from GetTrackedDevicePositionAndOrientation.

eternal inlet
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@candid viper is that the same as having a Cube in my actor and setting the relative location/rotation from the GetTrackedDevicePositionAndOrientation?

candid viper
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@eternal inlet Yes, if you have a cube with the same parenting in the actor as the motion controllers and call SetRelativeLocationAndRotation and feed in the location/rotation from GetTrackedDevicePositionAndOrientation the cube should appear in the Unreal world where the tracked device is.

eternal inlet
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hmm, will try

candid viper
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@eternal inlet The main actor transform positions the roomscale tracking volume into the world, then the tracking results are relative to that.

eternal inlet
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yeah i noticed that..

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jup u were right

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works, but wish i could figure out the math to do it manually

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just to understand how it would be done without parenting

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i mean as an excersice

candid viper
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@eternal inlet Ah, okay. It isn't too bad. The actor's transform has an location and an orientation. The tracking results are relative to that frame, so they need to be adjusted. So for the tracked location, rotate it with RotateVector using the rotator from the actor. Add the result of that to the actor's location and you should get the world location. For orientation, I haven't tried using rotators (usually work with quaternions C++ side), but you just need to combine the two. Think of the rotator on the actor as saying how the world is rotated from relative to the world origin. Then the tracked orientation is relative to that. So it's just applying a second rotation after the actor's rotation. You should be able to do that with CombineRotators using the actor rotator and the tracked one.

eternal inlet
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sounds like something i initially tried hehe

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i must have missed something

candid viper
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@eternal inlet Just checking the source - CombineRotators is actually ComposeRotators which multiplies the two as quaternions then converts back to a rotators - so it works as I'd expect. As more of a C++ programmer, I miss not having quaternions in Blueprint.

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Try the location first - that is easiest to see if it matches. Since you have the parented version working, you have a reference.

eternal inlet
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yes we need Quarternions in bp

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aye will give it a go

eternal inlet
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@candid viper sry i got sidetracked with bugfixing... will have to try it tomorrow, but thanks for the help mate

mighty carbon
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alright!!!

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btw, do you have to stand in one spot during combat in Robo Recall or can you teleport around and shoot ?

sharp swan
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teleport

clever sky
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Didn't know about Oculus getting more funding than their Kickstarter prior to the kickstarter. But it makes sense - given that the company attracted the help and assistance of pretty respectable industry vets like Iribe.'

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Before the kickstarter.

dusky moon
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Has any1 tried recording VR pawn's movements (hands+head) to a sequencer ?! I'm wondering it could be a nice way to record VR trailers ...

dusky moon
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@sturdy coral I tried the method and it works so nice! the good thing was It even recorded all the movements of the attached motioncontroller Actors! I expected to encounter a flood of Issues but it went well

sturdy coral
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@dusky moon cool I haven't tried it but I have wanted to

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glad it works without issues

dusky moon
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Oh and By the way, Whats the easiest way to get World position of MotionControllers from other BPs like Level blueprint ?! everytime I get the location from my level blueprint it has an Offset (seems like the world position of all the components inside pawn is mapped into the center of the actor)

sturdy coral
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weird, never seen that

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you should just be able to do get world location on the components

dusky moon
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yep I get the world location and it's in the middle of my play area all the time

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haha nevermind fixed it! donnow why but just restarted the editr

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weird

ebon musk
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Hi guys, just started learning unreal. I am trying to get it to work with my steamVR, but in the plugins it says the steamvr plugin is beta? what is that about?

real needle
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@ebon musk Don't worry about it, a lot of plugins are set to beta

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And yes sometimes you'll have to restart editor and SteamVR ๐Ÿ˜ƒ

ebon musk
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ok. Thanks :). I literally started learning today, I'm just going thru the tutorials. I am hoping to learn about how to make noise in Unreal. and in VR too would be fun ๐Ÿ˜ƒ

pearl tangle
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anything to do with VR is beta pretty much

clever sky
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Hey, do you guys know how to determine how many camera units there are for an Oculus Rift in Unreal?

real needle
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@clever sky Camera unit?

clever sky
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The Constellation trackers

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I'll have a peak at Robo Recall ๐Ÿ˜›

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it's doing it somehow in there.

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Because it turns on/off a warning if you've got roomscale or not.

stable shadow
sturdy coral
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@stable shadow look into the robo recall mod kit, I think they render a high score UI over the mirror window

mighty carbon
dusk yoke
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Does anyone know if UE4 forums support embedded Panaromas? It's something I'm experimenting with but only a few sites support (Facebook,Flickr,Tumblr,Youtube).

pearl tangle
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You can embed it in there as an image. It's not going to put it into an actual panorama though

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best bet is to just throw on google photos and provide a link

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@clever sky if it's coming through steamvr yes. if its through the Oculus plugin I am not sure if you actually can or not

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you would think it should say whether its in standing or 360 mode

clever sky
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@pearl tangle Figured it out. There's a HMD function that figures out the number of sensors

pearl tangle
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ah that is handy

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anybody know how to add a program to the steam vr dashboard? Like the vive home is added on so it's accessible through the bottom menu and you can add in big screen but also Kingspray I noticed you are able to which pretty much just makes it launch as soon as you open steam vr

real needle
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I would like to ask if someone know how to make an animated loading screen when changing LVL for HTC ? I followed many tutorials but with VR you always see the HTC room when loading a new lvl. I am not able to make it works ๐Ÿ˜ฆ

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Oh and I am only using blueprint.

clever sky
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@real needle Download the robo recall mod kit. It teaches a lot of cool things.

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Among which include a nice level change transition.

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Although you'll have to dig for the answer, because I haven't looked for it myself - but nearly all of Robo Recall's source code is accessible via BP.

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Also don't copy the code - just look and learn.

real needle
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@real needle Okay perfect I will check it out. Thank you so much

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@clever sky I saw that this demo is only for Oculus. Would this affect the blueprint's code. Maybe my only problem is some settings with HTC.

clever sky
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@real needle It shouldn't do. It has some Oculus specific code, but that's relatively clearly marked out

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You just won't be able to try it

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Unless you run revive

pearl tangle
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level streaming is usually the key. Although there was some recent updates with the steam vr code which changed the loading screen stuff a bit too

digital marlin
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coolio

clever sky
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@pearl tangle That's a sexy drone. Tracker is cool too. Gonna make hardware with it? ๐Ÿ˜ƒ

pearl tangle
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at the moment going to be strapping it to a rugby ball for an event ๐Ÿ˜‰

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drone should be good fun too but for different stuff.

clever sky
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Ahhh

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So that's why you guys are doing all this multi-vive in a large space stuff.

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But... hurling a tracker even on a ball? That's ballsy!

digital marlin
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Rugby ball eh

clever sky
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Pun intended.

digital marlin
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Yeah, how's that going to work?

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Could put it into a ball and duct tape the shit outta it.

clever sky
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Or it could be a transparent ball with a tracker inside it.

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But that'd mess up the incoming light rays something fierce ๐Ÿ˜›

digital marlin
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ah gp.

pearl tangle
#

hah it's not going to be thrown (hopefully) but it's a throwing game and it's much more natural to hold that rather than try and use the controller

clever sky
#

Ah ok. That makes more sense I guess ๐Ÿ˜›

#

Are you going to be mounting it to a ball controller?

pearl tangle
#

at the moment it's on the top of the ball with a tiny tripod and a lot of electrical tape while we test. but likely im going to take the bladder out of the ball, stuff it with foam and use a metal rod that goes right to the end and put a screw thread on the end to mount the tracker, that way it wont move at all

clever sky
#

Ok. So how do you 'throw it'? Normally on a controller it'd be releasing the trigger or grip button.

#

Just a velocity/momentum thing?

pearl tangle
#

nah not for this. Will be no button presses or anything but if i wanted to go further I would do pressure sensors and then have it on a short leash around your wrist

clever sky
#

Ah ok. Clever ๐Ÿ˜ƒ

pearl tangle
#

yeah pretty much all the stuff we have in place at the moment will work. Just instead of releasing the trigger it will be more of gesture recognition which we can train or just once it gets a certain point past your body at a certain speed we release it

clever sky
#

Pressure sensors in a foam body sounds pretty cool.

#

Like you'd squeeze it to hold it, and then 'release' to drop it... are there decent easily available sensors for this kinda thing though?

#

Or would you be building and integrating component parts into a custom controller?

pearl tangle
#

yeah i have a whole box full of that kind of stuff

clever sky
#

Seems like that approach might have decent potential as a general VR controller if done well ๐Ÿ˜ƒ

pearl tangle
#

hah maybe. Would need to make a lot more football games for it thats for sure!

clever sky
#

Yeah. Only problem is that balls vary in sizes a lot ๐Ÿ˜›

#

and hardness as well.

pearl tangle
#

hah yeah we are using a smaller womans ball for this and left it partially deflated at the moment but will be grabbing a bunch and tearing them apart to see what will work best

stable shadow
#

@sturdy coral Thank you , I'll find it

clever sky
#

Dayum. The tracker is huge

#

Well. I guess as big as the tracker on the Vive controller.

#

Lookin' good otherwise.

pearl tangle
#

it's a small football

#

closer to kids size

#

its pretty small and light but if it was 25% smaller would be really good for sure

clever sky
#

Can't really judge that without physically playing with it myself ๐Ÿ˜ƒ

#

So I'll take your word for it!

pearl tangle
#

For most controllers you would use I think it should work fine. Easy to clip onto a gun controller or whatnot. For smaller instruments like you may want on something like medical training equipment it's not ideal

clever sky
#

Yeah... but there's probably min spacing requirements between the diodes

pearl tangle
#

yeah that would be the reasoning for it im sure

#

I didn't get to go along to the course thing so still don't know all the technicalities around it

clever sky
#

So... not sure how VR would do fine tool manipulation

#

Other than 'abstractly' :p

pearl tangle
#

Well you can still attach it to the larger components and then you use the inputs on it to rig up with some other sensors

#

Like if I wanted to build a physical control panel that had some small levers and buttons and such on it, I would track the control panel

#

and then use the API from the tracker and some microcontrollers to handle the levers and buttons

clever sky
#

Yeah, that'd work. I was more thinking pens, paint brushes and scalpels as mentioned earlier. Small independent components.

pearl tangle
#

yeah would have to do that different kind of tracking on them whether they are connected back with other tools or something

#

so you get the motor positions rather than positional tracking

clever sky
#

I think... my best answer is to simply represent your hand and orientation accurately and put the virtual tool oriented to that hand.

pearl tangle
#

yeah the gloves can help with that

#

noitom gloves seem decent

clever sky
#

So you're still holding the controller... but at least you have a 'natural grip' on it.

#

Tried them?

pearl tangle
#

nah waiting on getting a pair

#

the other gloves are coming out now too but they want like $1k each

clever sky
#

Powered by unicorn blood I'm sure.

pearl tangle
#

would have to be for that much

clever sky
#

Hehe ๐Ÿ˜›

pearl tangle
#

I definitely plan to put the tracker onto a real bow once I get those gloves though

#

actually having to pull back the string will be awesome. did some archery on the weekend and realised how unfit i have gotten hah. although I was hitting the bullseye a lot so maybe all the vr helped ๐Ÿ˜‰

clever sky
#

@pearl tangle Nice. Will be a nice hardware challenge to get the bow draw registered in VR though.

#

But real hardware is definetly that next level seperation between home and out of home entertainment

pearl tangle
#

dont need to. If you are wearing the gloves you are already tracking it

#

you have the vive tracker puck on your wrist. so it's just the distance between your 2 hands

#

love how fast it is to get stuff going with vive

digital marlin
#

@pearl tangle is that for mocap purposes or for actual interactivity?

pearl tangle
#

it's going to be the actual game

digital marlin
#

oh man I'd love for a good rugby game

#

(Jonah Lomu Rugby aside)

pearl tangle
#

this is just a target hitting sort of game but if we had a lot more time and money would have gone for something more like setting up a pass for a touchdown type deal. Give different scenarios running through in slow motion and you have to make the pass then you speed up time once you let go of the ball. Would be awesome fun i think. like a sport version of superhot

digital marlin
#

yeah that's great.

#

Small steps.

pearl tangle
#

yeah i just need the clients to give us an extra 6 months and add a couple of zeros to the price and we would have built that

digital marlin
#

ha

sullen burrow
#

Did anyone already explored RoboRecall mod ? How does it store and retrieve scoring information for the current player ?

#

Trying to learn from that

sturdy coral
#

probably the online subsystem leaderboard stuff

sullen burrow
#

aha found it. thanks @sturdy coral

wicked oak
#

damn, they turned the lightbakes to 11

sturdy coral
#

I wonder how different the settings are for the hub vs the levels; static scale changes how dense the samples are in the indirect lighting cache right, so has some runtime impact

#

but for a small scene may not matter

raven halo
#

They also increased diffuse lighting of the lights. It's funny how they talk about PBR and physical correct lighting and then they have to resort to fudge values

mighty carbon
#

sometimes I feel like going back to my old engine :/

raven halo
#

I just hope they do a top to bottom revamp of the lightmapper

#

but I'm sure it's not a high priority for them :C

mighty carbon
#

does anyone know how to work with anim montage notifiers ?

clever sky
mighty carbon
#

๐Ÿ‘

mighty carbon
#

Qualcomm has debuted an updated version of their VR Headset Reference Design now with Leap Motionโ€™s new 180-degree hand-tracking to bring gesture control to mobile VR headsets. The new headset and Leap Motion tracking module was shown off during last weekโ€™s GDC 2017. Qualcommโ€™s VR Headset Reference Design has been upgraded to the companyโ€™s new โ€ฆ

wicked oak
#

there is a thing ive thought, why not use a magnetic system?

#

like razer hydra or sixense

#

and put it on the headset

#

while the headset has inside out tracking

#

and then, "recenter" the hands when they come in view with the frontal cameras, wich will happen often

mighty carbon
#

Rink for Gear VR was doing something like that

#

apparently wasn't robust enough

#

180 deg. hands tracking isn't bad at all, but can't compare to 360 deg. tracking ๐Ÿ˜ƒ

#

They funded it ๐Ÿ˜ƒ

#

btw, just saw article HTC bitching about Oculus exclusives.. I think they are threatened (otherwise they wouldn't be bothering to complain about it every time they can)

wicked oak
#

of course they are

clever sky
#

Launching on Steam was poop compared to Itch ๐Ÿ˜›

#

so much trouble.

#

The worst bit was the uploading process.

#

Shit kept throwing errors at me and cutting out.

#

Also didn't let me know if it was resuming (it is) or if I was reuploading the whole thing.

#

Stressful day that one! 3 gig upload with 50-100KB/s upload.

#

With about 50 drop outs to boot.

mighty carbon
#

welcome to Steam ๐Ÿ˜ƒ

clever sky
#

Yeah. :p

#

At least the updating process was decent.

#

You've got stuff on steam right @mighty carbon ?

mighty carbon
#

yeah

#

not VR stuff, but I assume the process is the same

wicked oak
#

@clever sky odd you had issues with the upload

#

i just click my "UploadDWVR.bat" file and up it goes

clever sky
#

It kept logging me out after a while.

#

Like timing out.

#

Sometimes it'd reconnect.

wicked oak
#

strange, in my case it has never loged me out

#

bad internet?

clever sky
#

And other times it just gave up.

#

Yeah, it was probably particularly crappy on the day I uploaded it.

#

Oh well. At least I've gone through it now.

#

So I know what to look out for.

wicked oak
#

just set your .bat properly

#

i make one per game

#

so i just click the button and it gets uploaded

#

cant get easier than that

clever sky
#

Yeah. I figured that out after the initial upload ๐Ÿ˜ƒ

wicked oak
#

becouse it links at the same folder unreal engine saves the build

mighty carbon
#

did you see the goodies that come with updated SDK for Rift ?

mighty carbon
#

Tempting, especially that it's more powerful than Gear VR, has positional and hand tracking

#

and does AR

glossy agate
#

@wicked oak Do you know of a vid tutorial on uploading it like that? For me I hade to use Steam cmd and do the build thing through those little script files where you set the directory.

mighty carbon
#

everyone has to do that @glossy agate

clever sky
#

@glossy agate in the steam builder directory there's a .bat file you can edit.

glossy agate
#

Ah okay.

clever sky
#

It's basically the same commands you've been entering in manually into the command prompt.

glossy agate
#

When you push updates do you do it the same way? I launched one but it wouldn't push until I uninstalled and reinstalled the game.

clever sky
#

What do you mean?

#

It's basically the same process as the first upload.

#

Just paste over the content files with the new files

#

Or point the bat towards the new content files.

#

Preserve directory structure.

#

And the system will figure out changes and upload those as needed.

glossy agate
#

Yeah, thats what I did. It just didn't update automatically. I got a message out to the rep from Steam to just see if its a bug or I missed something really simple.

clever sky
#

Ah ok.

#

Well... I can only hope it doesn't happen to me ๐Ÿ˜›

sturdy coral
#

if you restart steam

#

it forces it to pick up the updates

glossy agate
#

Yeah I did that a few times. I saw in the dev group a few other people had problems with it sometimes and one of the Steam staff just pushed the update for them.

#

So it might be a bug.

sturdy coral
#

ah could be

mighty carbon
#

yeah, that happened to me in the past too

vagrant mantle
#

Custom depth pass for meshes not working for GearVR, any suggestions?

mighty carbon
#

don't use them?

#

Gear VR is like mobile, but more limited. Not everything is going to work. So you have to be very conservative with your design.

vagrant mantle
#

@mighty carbon but somehow I have to highlight the meshes, what are the ways

mighty carbon
#

not offhand

#

maybe some material change will help

#

or don't highlight anything

#

it breaks immersion

#

work around platform's limitations

vagrant mantle
#

@mighty carbon but I have to, at least indicate while looking at a mesh

mighty carbon
#

ok

vagrant mantle
#

@mighty carbon another doubt, when I Teleport the character the camera position is set to center of character, what is the issue?

mighty carbon
#

sorry, I wouldn't know. I use FPS Template and have no such issues. UE 4.14.x

mighty carbon
#

interesting

wicked oak
#

they send me no traffic anymore ๐Ÿ˜ฆ

#

probably low priority now

alpine torrent
mighty carbon
#

well, if anyone gets Windows VR, please let's us know how it's compatible with UE4 and how is it compare to Rift/Vive. I have my reservations.

#

I wouldn't be surprised if MS would require UWP, which Unity supports, but UE4 doesn't

alpine torrent
#

yannick i think is getting hands on those

alpine torrent
#

@mighty carbon did you see Nvidia JetsonTX2 VR scanner

#

I am curious how this could communicate with Unreal Engine

digital marlin
#

hmm that's interesting.

mighty carbon
#

It's $26k, Carl !!! ๐Ÿ˜ฑ

alpine torrent
#

โ‚ฌ22.7k

#

I have seen they EVA in action real life and the bigger one in a video

mighty carbon
#

that's a lot of money

alpine torrent
#

@mighty carbon well Nokia Ozo VR camera is $65k

mighty carbon
#

that's why I don't have it ๐Ÿ˜ƒ

raven halo
#

@mighty carbon have you by any chance tried to compress HDR textures with ASTC for gearvr?

#

I believe Epic has not implemented such functionality in the cooker (probably because ETC2 is not capable of it, so no one at Epic bothered?)

#

so my HDR textures are left uncompressed in the packaged build ๐Ÿ˜ฆ

mighty carbon
#

nah, I tried ASTC in my project and I didn't see much of a difference between ETC2 and ASTC, except much longer build times and larger apk, @raven halo

#

and I believe HDR has to be uncompressed

raven halo
#

ASTC supports HDR compression though

#

I've tried it myself with Mali's standalone compression tool

#

a 2048x2048 HDR texture that is 48MB in size uncompressed turns into a 2MB compressed texture :C

#

just came across this

#

not only does there seem to be a problem with cubemaps set to default DXT compression, but HDR cubemaps are clearly left uncompressed

#

I just think that whoever implemented the ASTC compression just made sure to have feature parity with ETC2

#

and never implemented the extra features ASTC has to offer

#

:C

mighty carbon
#

yeah, probably a bug then

#

upvoted

#

why do you use HDR btw? Isn't it limited to small resolution in UE4? (maybe I mixing it up with something else)

#

in 3D apps / offline rendering HDR equirectangular images are used for image-based lighting and as environmental probes

raven halo
#

I'm using my own lightmaps baked in 3dsmax

#

up until now I was encoding the HDR lightmaps into regular 8bit RGB images

#

which works "fine"

#

you sacrifice some saturation

#

and some detail

#

but unfortunatly also some performance

#

as you have to de-encode it in the shader

#

I mean, if I have no choice I'll ship this

#

but I'd rather have proper HDR compressed support

#

so I can gain detail, saturation and performance by not having to do de-encoding in the shader

#

shipping with HDR uncompressed is not an option. as my game final package size increases from 200MB to 799MB

#

it's ridiculous

mighty carbon
#

yeah, I hear ya

pearl tangle
#

That's what high def stuff will do to you

raven halo
#

it shouldn't if ASTC is "implemented" xD

#

but they are clearly not taking advantage of its awesome features

pearl tangle
#

The HDR shouldn't compress though or you lose the quality

#

Odd that the other version handles it though

raven halo
#

you have to check out Mali's Compression Tool then

pearl tangle
#

Worth throwing something up on the answering perhaps

raven halo
#

HDR compression works really, really well

#

yeah

#

I posted ๐Ÿ˜›

mighty carbon
#

yeah, ASTC is a good compression. Not lossless, but really low artifact compression and is good with gradients (sky for example)

#

has anyone here worked with animation ? Seems like a black box system ๐Ÿ˜ฆ

granite jacinth
pearl tangle
#

also it would seem that @mighty carbon has found a gear vr buddy in @raven halo ?

raven halo
#

yeah

#

sometimes I feel like we are the only two working on it ๐Ÿ˜›

#

it's his name that pops ups whenever I google something related to gearvr and unreal lol

pearl tangle
#

hah i definitely feel like you are the only 2 working on it. I was about to be doing 2 client projects for gear vr and I just went ahead and bought another 5 Pixel XL's and daydream views instead ๐Ÿ˜‰

raven halo
#

haha

pearl tangle
#

@granite jacinth looks pretty interesting for 10 weeks work. whats your locomotion system on that?

raven halo
#

I'll be moving to daydream soon as well ๐Ÿ˜›

mighty carbon
#

๐Ÿ˜Š

granite jacinth
#

@pearl tangle It's actually analog thumbpad

#

I wanted RIP

#

But, I couldn't get it to work satisfactory in the time I had allotted

#

So, I chose to do something simple, you don't see it in the gameplay video, but I also have FOV Reduction on movement

mighty carbon
#

I don't think I will be moving to Daydream

pearl tangle
#

yeah the FOV reduction is quite an interesting little trick

#

if i was you I would be targetting every platform you can. especially since gear vr will technically be "daydream compliant" with the s8

granite jacinth
#

Aye, if you're doing Mobile VR

#

you might as well do it all

pearl tangle
#

yep pretty much the only way to get any kind of money out of VR at the moment is to put it in as many places as possible

granite jacinth
#

yeah, I don't own a Rift, but I was pleasantly surprised on how easy it was to get Rift setup for my Vive VR game

pearl tangle
#

yeah rift to me is just super restrictive to be actually playing the games in when you are stuck with the front facing setup

#

if you hadn't come from the vive and a big room scale setup you probably wouldn't feel the same way but it's definitely an issue for me

granite jacinth
#

Right

#

But, you know

#

With touch and 3 cameras

#

you can have full room now

#

I might grab one just for shits/giggles anyway, since they are pretty cheap now

#

Also, it will make my life a lot easier debugging VR Multiplayer

pearl tangle
#

I can't even order the extra cameras over here though. I can at least get the rift on amazon now, but not the accessories. I just bought 2 new rifts +touch 2 weeks ago as well just before the price drop

granite jacinth
#

I had to use fake VR characters for my MP testing, and it wasn't always that great

pearl tangle
#

but you also need to assume that 90%+ of people that have the touch still only have the front facing camera setup too so depends on what you are trying to achieve

granite jacinth
#

They won't do price match being so close @pearl tangle ?

#

And yeah, you're right

#

They should have included two cameras

#

not one

#

with touch

pearl tangle
#

I can probably get the $100 back from the controllers. But since the price of the headset itself didn't get reduced, it actually got discontinued since you can't buy just the headset anymore, you can only buy it bundled with touch now

real needle
pearl tangle
#

You don't want to use widgets like that for VR. It would be right on your eyeballs like that

real needle
#

Yeah I saw that widget doesn't work correctly with VR.

#

But I would like to see the blood around my eyes.

#

So I could know that I got attacked

pearl tangle
#

yep I get the intention but you never want to use UMG like that in VR. Probably better off using a post process effect

granite jacinth
#

I mean

#

I wouldn't use it

#

But, I never tried it either

#

I agree with ZoltanJR that it would be right up on your eyeballs though

#

As long as that doesn't jar the player, eh

#

Also, Widgets work fine in VR

#

you just use 3DWidgets instead

real needle
#

OKay, I never heard of that. I will check it out. What would you recommend to do in VR when u got attacked?

granite jacinth
#

Hmm, I did damage on my hands and head meshes

real needle
#

The problem with the widget is that it wont appear in 360 degree

granite jacinth
#

Yeah, with VR, you have to think outside the box

#

You won't be able to use traditional gamedev methods usually

#

Especially when it comes to UI

pearl tangle
#

yep you dont actually see little patches of blood if it actually hits you in the eyes in real life

real needle
#

I know XD

granite jacinth
#

I mean

pearl tangle
#

yep so think more around that rather than game design principles. All you want is to make the screen blurry and red, post process handles that easily

real needle
#

Okay thanks i will keep that i mind

#

in *

#

I was thinking to do like COD but probably not the best way to go.

#

Thank you guys.

digital marlin
#

@granite jacinth looks good.

granite jacinth
#

Thanks

clever sky
#

@real needle Robo Recall uses a half spherical mesh with animated texture applied

#

To simulate that sort of damage effect.

pearl tangle
#

yeah like a helmet

real needle
#

@clever sky Thanks, Robo Recall really has a lot of useful things.

clever sky
#

Yep.

#

Don't take the code, but it's definetly intended as a learning tool for UE VR devs.

#

To see UE approaches for a lot of common problems, like level load transition, damage to player, etc

granite jacinth
#

wait what?

real needle
#

I am a programmer so I am new with BP. I will check Robo Recall, Thnaks

granite jacinth
#

RoboRecall is out for us to pick through?

clever sky
#

@granite jacinth Well it's available for download as a mod kit.

#

And the source is 95% in BP in that kit.

granite jacinth
#

lol

#

That's cool though

clever sky
#

Again, don't copy code - but I don't see how they can avoid having people peek through and see how they've solved various problems ๐Ÿ˜›

granite jacinth
#

Right

real needle
#

I think that they are using 4.16, so we can not copy it directly.

clever sky
#

Well, there's definetly some 4.16 stuff going on in there. But most of its is still applicable to 4.14-4.15 users.

pearl tangle
#

yeah generic blueprint nodes are fine. Also you can just grab the master branch off github and you have all the new VR editor stuff to play with too

real needle
#

@pearl tangle It did exactly what I wanted with post process effect. ๐Ÿ˜›

clever sky
#

GJ!

pearl tangle
#

figured that would be the easiest bet

real needle
#

It was easy indeed.

pearl tangle
#

did you use an image on the post process as well or just turn it red?

#

cant remember who it was on here doing the medieval style sword fighting game where he had the blood in your eyes when you die and you had to wipe it off with your hand to respawn

real needle
#

I just turn it red with grains and I added some bloom. It's good enough for now.

#

I added some camera shakes also

granite jacinth
#

?

#

No you didn't

pearl tangle
#

camera shake? that sounds like a bad idea for vr

granite jacinth
#

Are you even testing this on VR?

real needle
#

Yeah, I tested with HTC. The shakes are very little. Just to make the player know that something just hit him.

clever sky
#

You can get away with some inadvertant camera motion if you know what you're doing. Keep the movement and time of motion small. Even so have an option.

#

Because even if you're hitting 80-90% of users, you're still making some of them sick.

real needle
#

Yeah, I realized that issue. That's why I changed my motion controller to teleport instead of walking. Many people are getting sick with VR. Very strange.

granite jacinth
#

Instead of shakes

#

Use HapticFeedback on controllers?

pearl tangle
#

yeah thats probably a better bet

#

or just rig up a robotic hand on their headset that slaps them in the face

real needle
#

Yeah I already used the Force Feedback for the controllers when shooting.

#

I will need to test with many random people how they feel about it.

pearl tangle
#

more as a vibration on death/ damage type thing I would say thats a better indication of damage rather than shaking the camera

real needle
#

I am aware of this, but I'm just following the specs XD.

full junco
#

I've implemented adaptive quality / dynamic resolution scaling (just the exact stuff Alex Vlachos talked abut at GDC 2016), and it looks horrible, UE4 doesnt seem to be able to have constantly changing screen percentages at all. it flickers like crazy. might be the temporal aa that doesnt like when resolution changes. has anyone here implemented it in UE4 and saw different results?

#

the issue mostly seems to be temporal AA, disabling that helps a lot

pearl tangle
#

is it just the txaa that it's having issues with?

#

@full junco

wicked oak
#

man, almost every frame?

#

its a system to use only every X frames

#

btw, in Oculus, its already integreated into the engine

#

not sure about others, but for oculus you set a min PD and max PD

#

and its hmd pdadaptive 1 to enable

zinc violet
#

@full junco I think @heady parrot explained some months ago how they did that

#

unless I confuse people now

#

@full junco do a discord search with "we implemented adaptive quality/resolution on the PS4 version" and you get the jump button to the discussion

fresh laurel
mighty carbon
#

Tl;dr version?

tired tree
#

@full junco Changing screen percentage every frame re-creates the buffer in engine

#

its going to hitch like mad

#

doing it properly would be changing it farther up the pipline and down/upscaling instead

mighty carbon
#

So, has anyone worked with anim montages?

candid viper
#

@full junco Look at how Oculus imlements PixelDensityAdaptive inside OculusRiftHMD.cpp. IIRC they keep the render targets sized to support the max resolution and just change the viewport. I think changing the actual resolution will recreate all the render targets which will clear out the TAA history buffer.

wicked oak
#

also dont change each frame

#

do it like half a second or 0.1 increments

tired tree
#

the target recreation hitching alone would cause frame drops and detect as needing the lower settings with that setup

#

ie: every frame sampling

heady parrot
#

We implemented a system for Valkyrie where the buffer is not recreated every frame but simply cropped. This was necessary mostly for PS4 perf.

We got really good results with our implementation, but it was not implemented by me.. I onlyl advised a bit on the idea behind it

#

And people here are right, when the algorithm is done correctly it does not change the res every frame

#
  • if you use MSAA (which we did not at the time) you can actually use this to control your MSAA level as well
zinc violet
heady parrot
#

oh cool it seems most of the GDC 2017 talks are online too

zinc violet
#

they are

#

been browsing them through today ๐Ÿ˜ƒ

heady parrot
#

poking someone about our studio Vault sub ๐Ÿ˜ƒ

zinc violet
#

too bad that the only talk I really wanted to see was behind paywall (and I don't have access)

heady parrot
#

yeah quite a few are for Vault sub only

zinc violet
#

yeah, well, at least now they put them free after 2 years

heady parrot
#

oh nice, didnt know that

zinc violet
#

all 2015 and older talks are free

#

and all from last years VRDC (as mentioned)

#

what kinda bugged me on this years content was that they usually put the slides free even if the talks were not

#

but this years GDC vault content often didn't have any slides for members only talks

heady parrot
#

odd. yeah I've seen some authors post their slides on their own sites etc

zinc violet
#

yeah, DICE does that for example

heady parrot
#

yep

zinc violet
#

but this one was from Ubisoft Toronto ๐Ÿ˜„

#

(talk about Watch Dogs 2 vehicle netcode)

full junco
#

@heady parrot it won't change the res every frame, yeah, but in theory it could increase it every 2 frames and reduce it every frame, even though it mostly stays stable for a while

#

@heady parrot when you say "cropped", that sounds to me like things on the edges are no longer rendered, and that would be something different?

heady parrot
#

we did a bunch of modifications to make things look better, and I believe we had some AA changes in there too. But I also remember the buffer resize (not reinit) caused some issues like PP and HUD things being cropped, so we had to change all those to be aware of a constant size but cropping buffer

#

You keep the same size buffer in memory the whole time instead of re-allocating a new one every frame

#

then when rendering we just draw in it what we are using

full junco
#

setting r.SceneRenderTargetResizeMethod to 2 should cause the RT to no longer be reallocated when res is changed

heady parrot
#

so one frame we perhaps draw only 80% of the frame size, then do a copy of that 80% for what we display

#

Like I said I didnt implement this code, but the PS4 drove a lot of our implementation details.. there were some restrictions there not in place for the PC

full junco
#

hm, ok, thanks

#

@tired tree like I just said, setting r.SceneRenderTargetResizeMethod to 2 should make the stuff to no longer get reallocated when size changes

heady parrot
#

but the dynamic res looked really good, I dont think no one has ever noticed any flickering

full junco
#

@candid viper I will look at the oculus implementation, thanks. didn't know that exists

#

@heady parrot did you use it with TAA?

heady parrot
#

nope we used FXAA

#

TAA isnt great for VR and was even worse back then

full junco
#

@wicked oak the algorithm would not with with "half a second or 0.1 increments", it needs to happen every 1-2 frames (the check). obviously when performance is relatively stable, it doesnt have to change res so often

wicked oak
#

@heady parrot hey, hows it going?

heady parrot
#

hey man, pretty good ๐Ÿ˜ƒ

wicked oak
#

i was able to get damn good performance on ps4 after all

#

90 fps

heady parrot
#

excellent news!

wicked oak
#

thanks for your tips, some where useful

#

so you used FXAA?

full junco
#

@heady parrot well I found TAA to be the best thats currently available, mostly because I need SSAO and all other AA looks very bad with SSAO

wicked oak
#

FXAA looked too pixellated for me

#

but then TAA looks blurry as hell

#

i have TAA becouse i prefer blurry to too pixellated

full junco
#

I increased the current frame weight for TAA

wicked oak
#

at 90 fps it doesnt run as bad

heady parrot
#

yep Valkyrie used FXAA, but for our new project we are using MSAA.. and had to do our own impementation for that on the PS4

wicked oak
#

ah, typical

#

i also tried to get the forward renderer on ps4

#

but nope

heady parrot
#

we are using it ๐Ÿ˜ƒ but yeah the MSAA was a problem initially

#

still working on PS4 perf, as usual the CPU is the first issue

full junco
#

ha, my game would run horrible on PS4 then ๐Ÿ˜„

#

good that I never plan to port it to Ps4

heady parrot
#

if you do, I hope you are ready to do some threading work ๐Ÿ˜ƒ

#

we havent been able to get the new BP to native compiler working with our graphs, so Im continuing my warpath killing BP logic ๐Ÿ˜ƒ mwuhaha

full junco
#

well I do, but even in a i7 5820k @ 4.2 Ghz the CPU spends a lot of time at ~90-100%, so it would take forever on PS4 I guess

wicked oak
#

lol

#

i had massive improvements by removing Overlaps everwhere i could

heady parrot
#

oh yes

full junco
#

its my own code, nothing UE4 related

wicked oak
#

and by pooling the projectiles

heady parrot
#

I converted a VFX in BP to native code and saved 6.5ms alone in that ๐Ÿ˜ƒ BPs are sloooowwwww

wicked oak
#

no instanced mesh fancyness (XD) but just the pooling was good enough

#

wow

#

that much?

heady parrot
#

ah great that worked out for you ๐Ÿ˜ƒ yeah pooling and instancing meshes ftw

#

you really should look into mesh instancing ๐Ÿ˜‰

wicked oak
#

i might do it

#

but right now ive cloned the bullet trails of Robo recall

#

that use a fancy material

heady parrot
#

we did some benchmarks in Valkyrie a while and BP ticks on average were 30x slower

wicked oak
#

they are great

#

30????

#

damn

heady parrot
#

yup insane

#

I havent dug into the new BP compiler but I hear that has substantial gains

wicked oak
#

they did it for Robo Recall

#

wich is a high percentage of blueprints

#

even if the logic itself isnt really that heavy

full junco
#

no, they did not do it for robo recall

#

unless they worked on robo recall more than a year ago

wicked oak
#

you sure?

#

they were doing it more than a year ago for sure

heady parrot
#

I heard they used the BP compiler in Robo Recall

full junco
#

the BP -> C++ compiler was almost 100% done more than a year ago

#

I used it back then

heady parrot
#

they did improvements on it specifically for cases they ran into there, Im sure I heard that on one of their livestreams?

full junco
#

they used all of their projects for finding the last remaining issues with it

heady parrot
#

but Jeebus.. the BP graphs in the RR modkit..

#

like the pawn

wicked oak
#

at least they are very ordered

#

have you seen the Nvidia FunHouse?

#

its 100% blueprint and 100% insane

heady parrot
#

no collapsing to macros or methods, all in one huge graph

#

I havent dug into it no

wicked oak
#

at least its with comments and stuff

#

funhouse is the stuff of nightmares

heady parrot
#

I tend to get rashes when I see too much BP

#

yay GDC Vault access sorted

wicked oak
#

i dont have access to that ๐Ÿ˜ฆ

#

ive emailed playstation spain, as they have some offices near where i live. To ask them if i could go test the game there

#

playstation london actually allows devs to go there to test stuff

#

there is a way to reserve a day for that XD

heady parrot
#

oh cool!

wicked oak
#

one thing, how did you do loading screens?

#

im having somewhat of a problem with them

#

for PSVR

#

just go to 2d mode and do a load screen like in a normal game?

heady parrot
#

looonnnggg question ๐Ÿ˜ƒ the simple answer is its all built into the latest UE, including stuff for PSVR

#

no

wicked oak
#

oh, that system?

#

i havent been able to get it to work well

#

you mean the "add loading splash screen",no?

heady parrot
#

are you getting the latest PS4 codedrops from Epic too? (they arent distributed on Github as you know)

wicked oak
#

wich is part of the stereo layer system

#

yes

heady parrot
#

the splash stuff yeah

wicked oak
#

i have 4.15

#

i was unable to get that working right

#

they just did blackscreen

heady parrot
#

there is an implementation for PSVR there that uses reprojection.. basically it displays a frame before loading, and then relies on reprojection to not headlock it

wicked oak
#

right now im using the morpheus "2d splash screen" one

#

to add a giant LOADING banner on the middle of a huge black space

#

and nothing else

#

no spinner or anything

heady parrot
#

yeah? and its not working?

wicked oak
#

good that even on the devkit "slow HDD simulation" it loads under 3 second

#

yes, but im not sure it will pass the TRC just like that

#

it just drops into a black void with a giant LOADING screen, and nothing else, no spinner, or loading bar, or sound, or anything

heady parrot
#

I believe the TRC states something needs to be animating on the screen, and I think having a non-headlocked image does qualify

wicked oak
#

uhmm

heady parrot
#

yeah I think we did a spinner for the PSVR version

#

that was being done when I was leaving the project, so not sure exactly what was done.. It was also before Epic implemented any of this

wicked oak
#

another thing is that it doesnt fully load the texutres

#

it loads ultrafast, i spawn in the level, and textures load

#

i was thinking on starting that spawning with a black screen, and then fading it out

heady parrot
#

lowres textures that then pop in?

wicked oak
#

yes, very low res textures then they pop the higher res ones

heady parrot
#

aye thats due to the texture streaming

wicked oak
#

i think that black fade should help

heady parrot
#

I think we ended up disabling that and doing our own

#

you can disable it to get rid of the popping

lament bay
mighty carbon
#

sounds like developing for consoles is still an utter mess and pain ๐Ÿ˜›

heady parrot
#

Epic can be very helpful if you ask them ๐Ÿ˜ƒ

mighty carbon
#

maybe if you are paying customer ๐Ÿ™„

heady parrot
#

true, we are on UDN

mighty carbon
#

I've been struggling with animation system (it's a f#cking mess compare to older non-UE engines) and still Epic is not being helpful at all (although I am not on UDN, so..)

clever sky
#

Dynamic res isn't done via set res is it? ๐Ÿ˜›

#

Because set res causes a momentary hitch.

wicked oak
#

i was on the true UDN

#

but not anymore ๐Ÿ˜ฆ

#

i dont know if console devs can get there

#

its the place for full licensees

#

its basically their own answerhub

#

same software in fact

#

but its an answerhub that only the elite devs access, and thats closely monitored by Epic staff

heady parrot
#

pretty much ๐Ÿ˜ƒ I also email them directly occasionally

clever sky
#

Was it of a significantly higher quality?

wicked oak
#

not even close

#

its super serious

#

very professional

#

the best one was the answerhub on the Rocket beta days

heady parrot
#

UDN tends to be used for much harder problems than answerhub or the forums

clever sky
#

Sounds about right ๐Ÿ˜›

wicked oak
#

when it was from the forum guys who got betatesting ue4

#

so it was only experienced people on there

#

that one was great

#

it was on a happy medium. beetween the ultra-serious-business of UDN, and the free for all noob-filled answerhub

mighty carbon
#

at this point it feels more like "we give you UE4 for free and you dare to ask for help and docs and tutorials from Epic ?!"

wicked oak
#

epic staff still roams around the forum and public answerhub

#

but the UDN is from the $$.$$$ minimum licensees

mighty carbon
#

yeah

heady parrot
#

heh, I think Epic is doing a stellar job ๐Ÿ˜ƒ they are only so many people

wicked oak
#

@heady parrot do you have extra ps4 documentation?

heady parrot
#

and the engine is huge

wicked oak
#

on the UDN docs

#

becouse the normal ue4 docs have NOTHING on ps4

#

just the "ps4.pdf" on the extra pack

heady parrot
#

not that I've seen

wicked oak
#

dammit

#

the docs are outdated as hell

mighty carbon
#

that's where it becomes clear that UE4 isn't a good fit for small indies

sturdy coral
#

does ShooterGame meet all the platform certification requirements for PS4?

mighty carbon
#

everything was somewhat easy and cool until I dug into animation system (and probably will get worse when I get into AI)

full junco
#

I don't like how epic only has answerhub where no hard thing ever gets an answer, and UDN that almost no single dev can afford I think

#

it's basically a "pay to win" system

heady parrot
#

its not really that black and white ๐Ÿ˜ƒ

#

I use the public forums way more than UDN

#

the UDN questions tend to be super specific and deep in the engine

full junco
#

but I so often have questions about "why is this code in the engine done in this way" and usually no one knows that apart from epic guys. and they usually never answer in the forums

heady parrot
#

probably since the few people that do know are simply too busy ๐Ÿ˜ƒ

full junco
#

yeah, sure they are busy

heady parrot
#

would you rather their lead engineers continue making the engine better or spend half their time on the forums?

wicked oak
#

@sturdy coral it does

#

both xbox and ps4

#

its a good thing to use as example

mighty carbon
#

Here is an example - I recorded a video, showed what I do and how I do it with montages, asked Epic anim programmer on twitter a few times about it and got no useful help. Then ask Epic's awesome community manager (he is awesome, no sarcasm here) for help. He brought in the same person to the forum and I got this: "You can play montage using Montage_Play on the animinstace. You can also add notifies in the montage." Well, no shit Epic, that's what I've been doing and you can see it on my video, except that doesn't work in my case.

full junco
#

I would like them to write detailed docs once so that I can know stuff without asking

wicked oak
#

its how i got my game to run fine XD

heady parrot
#

I do agree, but the problem with documentation is it gets outdated so fast

mighty carbon
#

it just depends on a person - if they are willing to go out of the way and help, if they capable of converting from programmer's mentality to instructor mentality, etc. etc.

heady parrot
#

its just very hard to keep that dual mentality

mighty carbon
#

well, anim docs are plentiful, but dry as dirt and all over the place

full junco
#

@heady parrot I mostly mean stuff like "how is the ue4 renderer working, how do the different classes work together" and stuff like that. it stays pretty consistent

heady parrot
#

Dont get me started on that stuff John ๐Ÿ˜ƒ believe me, I could rage for hours about actor and component lifecycles

full junco
#

I don't want "instructor mentality" from programmers

#

@heady parrot but you can ask about it on UDN and get an answer, I can't

heady parrot
#

the lifecycle that objects go through when spawned is absurd and depends on way too many variables.. "Oh you are running in editor, then you need this call.. but that never gets called in cooked builds"

#

honestly sometimes I'm close to sacrificing a goat and hoping for the best

#

believe me, UDN isnt the cure all ๐Ÿ˜ƒ

wicked oak
#

and then you enable the profiler and it drops fps to half

#

happens to me on ps4

#

on pc the profiler doesnt seem to us that much performance

sturdy coral
#

@wicked oak good to hear, I've been keeping things based on it pretty strictly so that I can merge when new engine releases come out and they make updates to it

wicked oak
#

but on console? it blows the fuck out of the frame times

#

even with the "use 7th core for stats" options

mighty carbon
#

well, I do actually want to more visual and practical training materials. I don't see how one can deal with visual stuff like animation by following dry docs that are written by programmers. It's nonsense.

heady parrot
#

rendering engineers tend to use different tools when profiling the consoles, like that Razor tool

wicked oak
#

yeah, gotta do proper captures with that

#

the cool thing is Razor CPU Live

#

ALL THE GRAPHS

#

all of them

full junco
#

does renderdoc work for consoles?

wicked oak
#

no, but they have a equivalent

#

wich works pretty much the exact same

heady parrot
#

bbl, lunchtime

full junco
#

I just hope I find a way to make the adaptive quality stuff work

sturdy coral
#

does robo recall hitch when it switches res?

full junco
#

the gpu load is just very different depending on where you look at in my game, so it would improve visual quality and lot

#

I guess robo recall uses that oculus implementation

sturdy coral
#

I think that Oculus implementation just tells you which res to use

#

and has some hysteresis

wicked oak
#

it just does it automatically

sturdy coral
#

but underneath it still just does calls to hmd sp

full junco
#

but hmd sp is oculus stuff

#

on vive only r.screenpercentage works

sturdy coral
#

yeah I'll have to look at the difference

#

I assumed it still did the same kind of changes to the render target

#

does r.screenpercentage force a reallocation or something?

full junco
#

not a reallocation if you set it do not do it

#

but it still recreates all the render targets I think

#

and then the game thread spikes to 50 ms

#

I kinda think hmd sp will do something more intelligent than r.screenpercentage

sturdy coral
#

@full junco both seem to end up just changing the result of NeedReAllocateViewportRenderTarget, but the Oculus plugin uses the result in a CreateTextureSet method that it implements, where SteamVR seems to not use it at all (and I assume the HMD base class or some viewport code picks it up and does the change)

#

still haven't found if the Oculus plugin is really doing it efficiently or not

full junco
#

@sturdy coral hm ok, but reallocating is bad

short locust
#

@wicked oak Hi, I see you mentioned the Splash screen thing needing you to toggle the Auto Loading option. I tried that but it didn't seem to work. When were you setting it and ticked or unticked?

#

Thanks

wicked oak
#

thats the thing, i was unable to get it to work well

#

damn Oculus allways throwing me a black screne

#

and when that loading screen worked it was randomly

#

some times it would work once

#

but not again if i forced it

short locust
#

Grr. It works in Robo Recall and I can get the screen to load when I bound it to a key. But I'm getting the same as you,Oculus is calling a black screen after loading

heady parrot
#

in the past when I've had issues with the loading screen being black its been one of two things:

  1. The texture format, a while ago alpha wasnt supported.
  2. A bug in the 1.10 Oculus SDK, manually integrating a new SDK fixed it
short locust
#

It's doing: [2017.03.13-17.22.03:683][477]LogHMD: FOculusRiftSplash::PushBlackFrame

heady parrot
#

are you using 4.15 @short locust ?

short locust
#

Yeah

heady parrot
#

that does have OVR SDK 1.10, which should have the fix I'm thinking of.

#

Are you building the engine yourself or using the launcher?

short locust
#

Launcher

wicked oak
#

same in my case

#

Push Black Frame

heady parrot
#

last time I had the black frame issue was in 4.14, and I solved that by integrating Oculus's latest integration manually

short locust
#

Once the black frame is on, I can still switch the LoadingSplashScreen on and off too

heady parrot
#

yeah it sounds exactly like the issue I had

short locust
#

I can try that I suppose

heady parrot
#

one sec, I'll see if I can dig up the emails I had with the Oculus engineers about it

short locust
#

Thanks

heady parrot
#

ok the issue is in the 1.10 SDK, it was 1.10.1 specifically that fixed the issue

#

I think UE 4.15 is still 1.10.0

#

the problem was that something was constantly overriding the texture set. I modified their code to push the loading frame EVERY frame and even that was flickering

short locust
#

So they must use that in the Robo build, maybe it'll hit 4.16

wicked oak
#

in robo, they spawn an actor that has a bunch of stereo layers

#

and then they trigger the loading

heady parrot
#

Robo runs off a feature branch thats a bit ahead of release yeah

wicked oak
#

a thing i tried, is to do the layers myself

short locust
#

That's how I'm doing it

wicked oak
#

just before loading, create the layers

#

but guess what