#virtual-reality
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yes its broken in that SDK version
I mean, I copied the Robo way of doing things
But it's the SDK thing that's killing it, so it doesn't matter how we do it
I can pause on the loading screens and wait until 4.16 and hope they update
this is the SDK update that fixed the issue
https://github.com/Oculus-VR/UnrealEngine/commit/14a14913a3004dc1b58a27716519cc2c70944559
in 4.14 that is
I dont know why Epic didnt update the Oculus SDK in 4.15
1.12 integration for 4.15 is out btw
Hello guys I need a little help to find equal to this code from OuclusRiftRender to SteamVRRender :
FIntRect SrcViewRect(FrameSettings->EyeRenderViewport[0]); i need equal to this in SteamVRRender ...
oooh 1.12 has GPU multi-view support ๐
Nice
Hey @full junco OVR 1.12 for UE 4.15 has this fix which might be causing your flickering?
"Fixed Adaptive Pixel Density flickering when ASW is enabled"
@heady parrot ASW is oculus stuff
oh I thought you were doing your dev on Oculus first ๐ sorry my bad
I don't use oculus, so it very likely won't have to do anything with it
at the moment im PSVR first
i tried the robo recall method, it worked half the time
the other half reprojection would kick in and i would get that artifact ๐ฆ
so i just go to a black void with a massive LOADING banner
@heady parrot I only have a vive
@wicked oak Do you have access to Epic's Perforce server? I sometimes cherrypick fixes from there ahead of major releases
Fingers crossed for 4.16 then, I hope you get it working
meh, 4.16 still has OVR 1.10 SDK :/
updating a sdk manually usually isn't hard
its not, but they are both using the launcher build
@heady parrot nope
thats for UDN
i once did have access to that
but not anymore ๐ฆ
@heady parrot well switching from launcher to source also isn't hard and has many advantages
i use both
rip HDD
but my team members use base 4.15
or whatever
so my perforce server version is on the launcher build
but i develop on my own 4.15 sourcecode build
well this CL might interest you, whats coming soon :)
"Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not."
this is from.. last week
@heady parrot i sent the game to VR consultation
@wicked oak How are you getting the PSVR sources if you aren't on UDN or Perforce?
they give you an FTP
ah yeah, I just heard about that new step yesterday.. curious to see what it is
its simple
I'm pulling the Oculus branch now. Busy day as I'm also building the UWP build to play with
I also want to have access to all branches... especially dev-vr and dev-rendering
they give you access to a ftp server
that has a "ue4-ps4" folder
that folder has a bunch of .zip
each of them corresponds to a specific engine version
its not just "ue4.15"
yeah none of this is in main yet, I just checked
but the full changelist number
ah gotcha
so its more like UE4.15.0-CL1234321234
i go to github, get the engine
and then grab the nearest .zip
that .zip contains the extra code you need
and how to you add that zip?
you unzip it on top of the github engine version
how annoying. they should really make that stuff available in github for those who should receive it
licensing issues :S
why?
Sony
I mean, what's the difference between github and ftp server regarding licensing?
becouse that ftp is manually checked by epic games
and not in the hands of a third party
they will only give you access to it once you verify with epic + sony
and they can check that in fact, you do have access to ps4 developer sites
they could also give you access to a specific github repo, that's not an issue
did you know that in 4.7, there was a bug in the launcher that downloaded the console sources too?
i reported that to Epic silently, got a Nvidia shield as "bug bounty"
lol
it would have been a HUGE SHITSTORM if it went public
they hotpatched it like 30 minutes after i reported it
too bad it didn't went public
it did
for a while, everyone that had the 4.7 source code version installed from the launcher had the ps4/xbox engine code
when i saw it i thought it was super fishy, so i PMd Chance
turns out Xbox is DX11 LOL
with some extensions
ps4 uses its own API
its slightly similar to DX12 or Vulkan
with the whole command list recording and the like
the Xbox can do DX12, but its in progress last I knew
they have DX11 + extensions, so not much of a difference anyway
DX12 in general hasnt been doing too well
ps4 uses a api called GNM, and GNMX
the GNMX is a bit more high level, somewhat like Opengl
sounds like AMD stuff ๐
it actually comes from Ps3
oh ok
since they use amd gpus, why did they create their own api for them?
they could have used mantle or whatever
ah
they made their own high performance low level api
it does look like Vulkan
with the multithread command list creation
thats the reason my game runs faster on ps4
my game has a whole lot of drawcalls, but no overdraw and not that much shader complexity either, so the biggest bottleneck is drawcalls
I just want vr vulkan support on PC
and turns out, multithread lightweight drawcall creation runs fast
any reason you prefer Vulkan over say DX12? I havent been following it much lately so curious ๐
I don't want to use Windows 10
hah ok ๐
but then you have apple
Vulkan runs on windows, linux, Android, and the Switch
and the ps4 api is similar
if apple actually supported vulkan, it would be damn near to be the ultimate graphics api
for Apple there's that vulkan to metal stuff
bullshit
that doesnt work well
its basically emulation
they want to make devs use Metal
so they are locked into the platform
like with the Swift lenguage
thats the whole reason they did Metal and refuse to support new opengl
or vulkan
metal was created before vulkan
ugh.. why does no one understand that developers dont want to support platform-specific APIs? it sucks up a ton of time ๐
they had to do their own
sunset it and go with Vulkan then? ๐
but then they refuse to support vulkan, and they refuse to upgrade opengl
in desktop
Macs are at opengl 3.3
well Im glad I dont make games that support Mac ๐
opengl is at 4.5 version right now
can't you make a graphics driver for Mac that just supports vulkan?
thought for a second the triangle count would be the draw call count...
this is on Forward btw
then it would have made sense that it's slow lll
also the most stressful part view
but its still 2k drawcalls
the ps4 crunches thgrough it like nothing
but yeah its amazing how much modern hardware can actually do
really? we use them a ton, even on the PS4
instanced stereo is slooooow
Share TweetAwaken on the Starship Avalon in this Oculus Rift and HTC Vive movie experience. Hurdling past Mars towards the Homestead Colony, you awaken on the Starship Avalon to find yourself face to face with a slew of critical malfunctions. Fellow passenger Jim Preston needs your help to fix them. With a multi-tool in hand, โฆ
for Rift/vive, but not for PSVR
yeah because you have many draw calls
again, bounded by drawcalls, instanced stereo halves it
I'm completely gpu bound
lol? In vr you are usually gpu bound
at least with gpu bound you can just lower the resolution
almost always
CPU bound is not so easy
on the PS4 it is ๐
and I made my code super threaded, so I spread cpu stuff enough for never having an issue with the cpu
if you got threaded code then the PS4 CPU crunches it yes ๐
but a lot of people who dev PC first then port to PS4 run into CPU issues
I had left the team at that point, but it was a ton of effort ๐ I took part in some of it but wasnt there for the real crunch
I will be doing that process for my current game soon-ish ๐
I'm only loading in one very small map at a time for my work projects. So I treat them like Tech Demos and throw everything I can at them.
They'll never be viewed on anything less than a 1070, I've got 4k textures on everything, it's hilarious.
just tested 4.15 Forward + Msaa plus more than 10 hours of Production lightbakes
on a Release build, for Oculus
hehehe ๐ we did a lot of 4k textures on the original Valkyrie prototype too
forward+msaa is great yeah
the Ps4 optimizations also allows me to have higher frames, and 4.15 is more optimized for the forward renderer
plenty more forward path goodies coming in future releases ๐
4.15 seems to have fixed the masked materials not being AA
I'm going to have to start concentrating on optimisations now. I've just finished my wife's PhD software and I'm going to start on my game. Should be fun.
they seem to have an idea for how to support dynamic shadows, but not sure if we are getting that in .16 or not
Keep us updated on progress MrCheese and when you got something to show ๐
Will do. I literally started today.
I have some updates from feedback my wife got today to do at the weekend and then it's going to Unreal Dev Grants to see if they can help me work on it more.
nah some of their optimizations relied on some G buffers iirc
Is PSVR made to run at 70 or 90 FPS?
it can do 60, 90 and 120
this is from last year but linking since it's now available to all :p
wait a minute.. someone is saying .15 has dynamic shadow support
PSVR has 60 fps "timewarped" to 120, 90 fps native, 120 fps native
@heady parrot dynamic shadows work fine on forward
on moving lights?
yes
not in 4.14 they didnt
yeah, support was added in 4.15
nice!
just SSAO doesnt work ๐ฆ
yeah that doesnt surprise me
HBAO+ does work, but it super slow in VR
Yeah, I have a torch in my 4.15 work stuff. It works great.
neat! great news ๐ this was one of our concerns for a while, but we didnt have a major need for movable shadows in our current game.. it was a "nice to have" but not a necessity
I have AA off completely, I need people to be able to carry an image around with them that they can actually read.
and scroll around.
you should try MSAA in forward ๐ its great
I might, but as I said, I get the rare opportunity of having a 1070 as minimum spec, so I just set screen percentage to 200 instead ๐
MSAA is better than SP 200
Even for jamming an 8k texture in front of your face and reading it?
yes
I'm loading construvction plans on to an object and they have to be able to read them
MSAA looks bad on certain stuff
construction*
it doesnt fix aliasing in textures
MSAA looks terrible on planer geometry
I have set many of my textures to unfiltered because I want a pixelated look on the texture, and MSAA absolutely hates that
and yeah some geo can trigger it too
and oculus adaptive quality seems to set the ResolutionOverrideRect of the scene view, that looks very nice
looks like that could easily be done for vive too
This is what I mean
Does anyone here use Child Actor Components? Its a feature I love the idea behind but multiple times I've wanted to throw my desk out the window because of issues with them ๐
tl;dr They are fine if you use them on a single actor and never ever inherit that actor
.. mostly
Yeah. I used one for attaching a wrist connected menu system
I didn't work properly, so I killed it off
just hope that is all you'll do with it ๐ its weird it takes and serializes the spawned actor into the archive for the owning parent
haha figures
Im going back to spawning and managing sub actors on my own
That's what I did
That part of the image you can see is about 1/12 of the full image
You need to be ablle to see the shape when zoomed out and read the text when zoomed in
try MSAA ๐ MSAA is literally about rendering the whole scene in a higher resolution and then downscaling with sampling
There is much smaller text on the other parts too
does it HAVE to be a 3d object?
I'll give it a go
that is pretty much made for stereo layers
they are broken in both 4.14 and .15 for Oculus, but like I point out above you can fix that by integrating a newer Oculus SDK yourself
The object needs to follow you around while you look at the stuff in the background
It's the plans for the stuff in the background and people have to be able to check the build against the plans and spot the mistakes
So, having it a 3D object people can postion themselves works great
No HUD, because they're going to be getting thier face right in that thing. Hence the stupid levels of texturing
I just pulled the Oculus branch down, I'm gonna try that out tomorrow
still sounds like something that can be handled with good AA and filtering
kool.
also for VR thin black lines on white background look better than white on black, so you already got that helping you
would work way better as an actual vector implementation rather than an image
I haven't really tested AA since I moved on the Forward REndering
but obviously that takes a lot more work
it easy, just set it to MSAA in the options and then you set the MSAA samplex (like 8x) in .ini file or a console command
can I somehow emulate running a rift? just want to be able to step through the oculus code in UE4 ๐
dont believe so? some parts of the runtime live in the Oculus runtime
there is the UE4 integration, then the OVR SDK and that communicates with the runtime
@short locust use stereo layers
that way its outside of the world
yes, you can do that
@short locust do you have mip levels for that texture? looks like undersampling
i use that for the HUD, they are perfect resolution
@wicked oak did you get them to work with UMG?
@full junco mitch put up a tutorial for them with UMG: https://www.youtube.com/watch?v=lxFqUDW5-fE
ah, interesting
I only know that when I tried world position and rotation always wanted to be wrong
There are no mips on it
even if the layer is world locked?
Gimme a mo, I'll a stereo layer and see how it looks
without mips TAA will usually make it look fairly ok, but any other AA method is going to have lots of undersampling
unless you get it close to where texel density drops below pixel density
has anyone gotten cubemap world aligned Stereo Layer working ?
@raven halo ^^ ?
Ok, so the Stereo layer looked sweet. Thanks @wicked oak et al
Now I need to figure out how to zoom and scroll on it
aye
I fear MS is doing its own thing in the corner and its going to be bad ๐ฆ at least judging by people who have tried the upcoming Windows VR headsets
they still haven't shown any motion controllers have they? just that air pinch gesture from Hololens?
I had a feeling MS will pull that kind of trick on VR
most of these are from 3rd party vendors they work with, I dont think I've seen one made by them
I don't see how they can beat PSVR with such horrible VR on Project Scorpio
agreed, they better pull out a decent headset for Scorpio
or add Oculus support
wich is not that strange
given that they gave Oculus some windows 10 improvements and the 360 controllers
thats what I thought at first, but given their effort to push their own "Windows AR/VR" hardware I'm starting to think not
I started to think not when Zeni vs Ocu went public and about at the same time MS removed any mention of "VR" from project scorpio.
I bet they got spooked that Zeni can shut down Oculus or stop Rift sales and whatnot and decided to not deal with it until it's 100% clear and safe
and then they figured they can make quick buck with their own VR HMD ๐
some research things to make from low end to high end
While teleporting the camera sets to the actor's origin in GearVR any suggestions?
@vagrant mantle we'll need a lot more details than that, are you using a spring arm?
I'm using the default motion controller pawn blueprint from vr template
It's working perfectly in the editor but this happens in the buikd
@vagrant mantle look into the teleport code, maybe it is checking the HMD name to do something different between rift and Vive and isn't checking for gear
I have deleted everything thing in the event graph
I have tried with a first person character also same thing happens
@vagrant mantle are you using the Teleport blueprint function?
I'm trying to set/change the 'Virtual User Index' on an existing WidgetInteractionComponent in a blueprint but even when I call set, it doesnt change in the instance. Can anyone tell me why?
maybe you should have started with basic FPS template (non-VR) and build it up slowly to where you wanted it to be?
Well we have started from a base template and built it up. We're a trying to get networked umg stuff working - we're 95% of the way there but just cant get round this issue
we're using the MordenTral template, have networked players spawning but have an issue where one persons pointer controls all players selection location on umg widgets
we're fairly sure its this but although when debugging the blueprints the widget interaction components VUI seems to change, however the value in the world outliner doesn't update
for those here that saw GC problems this might be nice ๐ http://puu.sh/uJ2OW/35bbc118a2.png
ok cool, Ive had to work around GC-related issues in the past
I never had GC problems
what are clusters?
the times I've had problems, usually its a hard pointer or adding a MarkPendingKill() call as well as destroy has fixed it
when using vr preview, do the values against components in the world outliner get updated in realtime?
Hey guys, I'll be driving up from LA to Silicon Valley in 2 weeks for SVVR. Might be cool to organize a UE VR lunch or dinner?
I dont have to be back in LA for a while after ... so there might be some potential for Spring Jam collaboration that weekend
@rustic cargo Come to East Coast
west coast best coast
๐ญ
i grew up in Charlotte - not much of a VR scene there :-p
Hey Victor, does your game use a locomotion system or something?
Any of you played around with the Vive trackers yet? I got some locomotion ideas to prototype, but they do require leg tracking ๐
I think @clever sky is playing with em.
No, that's Zoltanjr
Oh, soz. Got my Z's wrong.
I'd like to do some leg tracking locomotion if I had tehm ๐
heh
Im wondering about signing up, especially since we are already doing full body IK. Just not sure I got enough spare time atm ๐
right now they want devs signing up to have an immediate use for em
I think theyre available to purchase for anyone soon anyways
I think they had enough people applying with the same leg locomotion idea as I did ๐
@digital marlin The school project I am working on uses the trackpad on the vive sadly. I was trying to do RIP but, failed pretty hard and was on a time crunch. So sacrifices were made.
TBH, once you are comfortable with it, the trackpad isn't a terrible way to move. But yeah, would prefer a RIP solution.
I have a week or so, until the next quarter starts up to experiment and see if I can get RIP working properly
Good luck! Like to see various RIP implementations.
RIP?
Run-In-Place
Ah yeah, the jump is trigger
I had to add an FOV reducer to help with VR sickness
But, once people get comfortable, they don't need it anymore
Is the FOV reduction only during movement?
I came across that with another game and I was surprised with how well it worked.
Yeah only on movement
cool
Yeah, I am trying to make it dynamic
In my game? ๐
@clever sky is yours dynamic or just static?
What's your game, Zap?
(as in, does it close tighter as you move faster)
Is that downloadable?
Not dynamic based on speed. dynamic based on type of motion.
Hmm, how did you get it scaling properly?
This was like a wave shooter, the name escapes me.
oh
I found changing it based on speed a little distracting.
yeah, I was trying to do it based on speed, so it would lerp/scale down from the edges slowly, instead of just popping in
@digital marlin yeah, you can grab it on Steam now
Yeah, I don't think anyone has complained about it just being there
Yeah you can do that. Just have it update on a tick
and have the tick read the speed value
Your eyes tunnel anyway naturally
Walk, jog, run, climb and crawl across a range of locations and terrains in the Freedom Locomotion VR demo. This game showcases the revolutionary Freedom Locomotion System that provides you with a wide range of options, which will allow you to find the most immersive fit regardless of how motion sickness sensitive you might be.
oh snap.
I was play testing another game and the bloke wouldn't accept that I was getting motion sickness from his control scheme.
Haha... what kinda scheme was it?
Yeah. ยฏ_(ใ)_/ยฏ
I figure that anything that attracts reasonable attention will also attract the attention of dipshits ๐
The scheme was just.. addActorOffset
I was whinging hard about it. It ruined my day
I was like "No, you gotta change this. "
@clever sky nice work!
"People will just get use to it. Like back in the day, how people would get headaches from video games."
@clever sky Yep.
Ah the sliding camp.
His was attached to the HMD though
Yeah
Gotta cater to sliders even if I have no love for them ๐
Otherwise they'll come in with their BS and ruin your day!
And I'm not someone doing just teleporting!
teleporting is okay for certain things.
But we need to think outside of that, I guess.
now that I look through UE4s HMD implementations, its really noticeable how theres just a lot more oculus code than steamvr code
Saw only one thumb down on Steam for it. About to try in a minute.
Freedom locomotion is pretty cool man! Does arm swinging help you move faster?
climbing was pretty cool
as an example, a function that oculus library implemented is 192 lines. same function implemented in steamvr is 65 lines.
no ๐
heh
@glossy agate Cheers. Yeah, arm movement helps to move you faster when jogging and running.
But you should swing your arms naturally like when jogging/running IRL.
Not VR arm swinger style ๐
@clever sky big changes since the original prototype i tested out im guessing?
@pearl tangle The one I sent you a few months back - yes.
maange to get it going on the rift as well or just vive still?
They work perfectly on both now ๐
oh nice. I could see it being more useful to me on the rift with the damn front facing only setup hah
Actually probably a little bit better on the Rift because of stick and more buttons.
I have a dedicated turn button on the Rift.
Yeah, it works really well with front facing as well. I even have a back facing indicator to prompt you to turn around
(optional, can turn off in the menu)
did you manage to integrate into robo recall already?
Not yet. Planning to, but have been busy on other work.
I wonder how the new game from the survios guys handles theirs compared to your setup
They're doing arm-swinger.
It's just a take on arm-swinger - where you accelerate if you keep a steady swinging rhythm
They also have climbing acceleration and jump -> short flight
they haven't got any actual head bounce calculation stuff going on?
Didn't look like it. I was watching the Tested guys preview it.
No mention of head track from any one.
looks like a decent bit of fun still
Yeah. I'll be lining up to try it.
I have a Fove headset here I haven't done anything with yet too, wonder how well eye tracking could come in to assist in the direction for 1 like that where it's essentially a straight infinite runner type thing
Not sure if I'd incorporate eye tracking into locomotion.
not for a full 3D type 1 sure. But since that is just straight on you could potentially do some interesting stuff with it. Even if its just targetting some stuff a bit better
yeah something. I am keen to play around with it, just don't have the time
I just bought 5 Pixels n Daydream Views yesterday too to replace our Gear VR collection ๐
Also epic needs to get on this
Sweet
we just need to turn the engine into a multiplayer game and we are set
I still prefer the VR editor idea in unity rather than unreal. Get rid of the laser pointers and just pick up objects with physics would be a great option to have in 4.16
Yeah. Seems like Unity/UE are really closest to making the metaverse ๐
They just need to tweak it to be more 'fun'
rather than utilitarian.
and social
Yes
yeah the VR editor can really take off and be an actual go to tool for level design within the next 12 months or so I think.
The idea of multiple people on a computer and multiple in VR creating a level at the same time is very interesting
They've also got mesh editing going on.
Next they need texture painter. They've got a rigging tool
then they need an animation tool.
And it'll be set!
they have the texture painter in there already and you can use sequencer in there too
its more that for me I want to just be able to grab an object and move and scale it around more in the way you do in a game with 2 hands rather than using the laser pointers and dials
they are thinking too much like developers and not enough like the users
I couldn't read a single thing in the VR editor.
The new VR editor looks like a much better idea
finally solved anim montage playback and notifies ๐
I gotta say... Ironwolf VR is a super meh experience for me :P
I mean, it's a great simulation...
But it turns out been stuck in a WW2 sub isn't exactly exciting.
๐
you are rigging up all of your components with hand built animation for everything they do @mighty carbon ?
what do you mean, @pearl tangle ?
anims are where needed.. Stuff like basic movement and moving along splines is done via code (BP)
also, anims can be running on working threads, and BP code runs on only one thread. So having anims vs BP-coded is beneficial for performance
any other reason that you didn't just go for animating them using sequencer along the splines and whatnot?
that's overkill imo
it's so much easier to animate simple things like that in Blender, build montage, play it and then at some point send actor along the spline
I already made common class for that, so it's just a matter of a few clicks in order to send an actor along spline
Perhaps it's easier doing it using Sequencer, I don't know
how would it be easier to animate movement along spline in Sequencer ? (I assume I wouldn't need any triggers and I could just use anim notifies to kick off events when needed on the spline)
hate is just a word, @digital marlin ๐
why don't you like Blender ?
I mean, I hated it for the first month or so, but once I got familiar with workflow and UI, I kept using it
@pearl tangle quick google search yields nothing about moving actors on splines using Sequencer. Are you sure it's achievable ?
yep done it dozens of times
actually a really simple way of doing it is using the "camera rig rail" and then to move the element along the spline its just moving updating its value from 0-1. Zero being the start, 1 being the end. Can do that directly in sequencer super easily
A skiing game 1 that I built did exactly that, saves doing your own spline position transform stuff too. Then you can trigger off specific events in sequencer. 4.15 gave some nice updates in that side of things for passing across values and whatnot in there too. sequencer is quite amazing
any tutorials available ?
nah nothing against blender I guess
It's free. It works. I shouldn't be a tool.
I just found the GUI to be really frustrating - particularly if I resize viewports.
Blender takes some getting used to, but once you're comfortable with it you can really fly. It's got the best flow of any modeling software I've used
What do you guys think of Modo (if you've ever tried it) ?
I played around with it a bit, I liked it. The UI is really clean and nice. I would like to play with it more someday. The retopo and UV tools seem pretty sharp maybe could replace Maya for that. The price tag is quite steep though
Modo? It's not free ๐
There is no way I am switching from Blender any time soon
@sturdy coral no everything custom made functions only
@mighty carbon hi motorsep
think AR, VR. MR people edit the same project at the same time
@mighty carbon Epic did a couple of tutorials on sequencer. But just try dropping the camera rig into your scene, draw out the spline path and then just create a sequence with it on there and you will instantly be able to animate it along the path
Hello guys i need some help to replace this line of code from OculusRiftRender.cpp to SteamVRRender.cpp ,
FIntRect SrcViewRect(FrameSettings->EyeRenderViewport[0]);
This is from OculusRiftRender & i need similar code in SteamVRRender ... Thanks
replace it with what?
Yes i need that exactly what i must use for that
still dont understand the question. You want to replace a line of code, what do you want to replace it with?
I edit SteamVRRender, to add some line of codes from OculusRiftRender.cpp, There's a line in OculusRiftRender FIntRect SrcViewRect(FrameSettings->EyeRenderViewport[0]); that i can't find how to rewrite this in SteamVRRender.cpp
I need SrcViewRect in SteamVRRender.cpp
so whats the functionality that you actually need to achieve?
anybody done much with the mobile tilt/gravity side of things outside of VR?Essentially replicating the functionality without using the stereo warp for people not in a headset?
It will uses on render size window
there are a bunch of forks of the engine showing how to do that already adding in alternative mirror modes that will get you what you want
a lot of forum posts too that show what you need
Is there a way to use an Oculus DK2 to the current Unreal Version? Even if I disabled some VR features could it work?
you would have to update the old oculus stuff to work with the new version but it's pretty unlikely
dont think so. The oculus sdk was all updated and it doesn't support dk2 anymore and unreal is running the new oculus stuff. no idea if steam vr would handle it still though
you can just use 4.7 or 8 and it should work
mmmm
they say its "unsupported" but "may work"
and DK2 users are still playing games from Oculus home
they just flipped the switch and responsibility if something breaks with it
How would one implement finger movement like this? Create a grab animation for each finger and then somehow stop the animation as soon as it collides with something? https://youtu.be/xkCt17JHEzY?t=105
lol, thier implementation is so much worse than that space games implementation.
What space game?
I can't remember the name of it right now, but it lerps each finger into position over time until contact
they have it working really smoothly
Yeah, their animation is pretty bad (there isn't really one, lol). But still better than what UE usually has, like at 1:25
that isn't UE's fault though, its not that hard to implement per finger contact
Jonas was playing around with it too
~8k for cheapest setup ๐ฆ
just hardware
for the first year software is free, then 50% off
(which is like $2.5k annually)
@tired tree re : DK2, recently tested it on Unreal, worked fine in editor, works in Oculus Home, steamVR have not tried but see no reason why it should not work
http://vuze.camera/product/he_camera/ << not cheap, but stereo 360 deg. VR
@pearl tangle Really, I couldn't find anything for mirror window editing, can you send some of them for me please
look up vive fullscreen mirror
@mighty carbon the perception neuron is your best bet for doing decentish motion capture. otherwise go with a kinect
have you tried iPi Soft with several PS Eye cams, @pearl tangle ?
nah did with kinects
but what software did you use to record and process data ?
motion builder previously
what do you use nowadays ?
havent been doing any for a fair while but I have a perception neuron and access to an optitrack setup
I see
Perception Neuron isn't cheap and too fiddly ๐ฆ
I think iPiSoft is the most affordable option currently
2 kinects does a decent job but not as accurate as the perception neuron still. easier to occlude things. perception neuron sits at mid level in price and quality.
last advice is quite interesting ๐
dramamine is more controversial than weed for me :p
i know weed works great though
@stable shadow there is no equivalent to that variable in steamvr
I spent many hours with that code today to implement adaptive pixel density in steamvr
thanks to @candid viper for suggesting to look at the oculus code
@full junco I'm trying to make something like the Leaderboard window in desktop like RoboRecall, but i couldn't yet, For example i tried to include SteamVRFunctionLibrary or ISteamVRPlugin in my project but not working and i got errors, did you try to include those files ?
you have to add the steamvr module to your build.cs for being able to include those files
already added
then what errors do you get?
for ISteamVRPlugin i've openvr.h not found, and for the SteamVRFunctionLibrary an error about my custom function, but engine compiled without any error
you also have to add the openvr module
thanks the module name is same openvr in lowercase?
I think it's OpenVR
ok i'll try it
While itโs been possible to run basic benchmarks on VR-capable GPUs for a rough understanding of performance, NVIDIAโs new FCAT VR tool allows detailed logging and analysis of runtime data captured from any VR app on any GPU. Weโve thrown the latest VR Ready GPUs at the tool to see what we find. While the โฆ
@tired tree I was gonna go more into depth with it, but my solution currently only uses one single animation. I was hoping to add 2-3 more depending on what angle, size possibly other parameters, and then choose an appropriate animation to use as animation and then just do what i do today, trace along animationpaths til i hit something
Lonestar may do it in a more sophisticated way (i hope), and if someone at GDC saw their talk, i hope they can tell more about the approach
Wish IK was a little less cpu intensive
its the obvious choice
IK target the hit location on the finger bone chain
yes
i actually asked IKinema about it... for some reason they didn't wanna comment much on it
I had finger IK going for my controller arm tests in my original template
just do the simple way, use a FABRIK node
FABRIK doesnt allow setting up constraint limits does it?
and the ikinema plug in only works with launcher builds, so it's kinda useless anyways
fingers would end up flipping back
problem is also held items need to not be late updated
@full junco yes for those advanced enough to modify the engine themselves... unless u buy their shitless expensive one which includes sourcecode if im not mistaken...
unless you are just hand mesh
soon as im done with a project here for a customer, im gonna return to experiment with it
or rather experiment with the trace-version
i still think we can get pretty good results from that
3-4 animations, a bit of python to export baked keys, and some traces
aand some logic to decide which animation is best to use
ik is best quality result, animation is cheapest
let's make Quake for Gear VR !
ok, go and aim with vision, have fun
hehe
Still think I should release a challenge game that just throws all of the worst VR sickness things at you
hehe, like the barf station is not enough?
pfft, my son doesn't even notice that thing
it would have to include constant randomized visual puzzles so we know people arent closing their eyes
I am immune to all sickness EXCEPT for that platform, but like 6 12 year olds don't even notice it
island 359 wanting that feature...sure hope their platforms are large enough to avoid the invection
its not, he could have built incoming changes from Github or has a typo
or that was preview 1
I see
any idea when 4.15.1 is out officially ?
@tired tree make your game put a bunch of invisible "fire impulse" BP's around the map so the player just gets thrown around with no control haha
And randomly take away camera control for a couple seconds
guys https://youtu.be/VipgmnfrBMc FCAT VR from Nvidia
@full junco you asked the runtime
@alpine torrent ?
@alpine torrent but I never asked about anything like that
its surely a nice tool for measuring performance
stat unitgraph in UE4 isnt that different though
cool stuff with the cloth and dangly bits stuff ๐
would love to see that in vr
what would it take to make Robo Recall multiplayer mod ?
The FABRIK node included in UE doesn't have constraint support. It's not too difficult to add, but it tends to reduce the ability of fabrik to solve well for more involved chains. One thing that helps is starting from a known good pose rather than a base pose - if you have a pose you know is near the desired result using that as a starting point tends to give nicer results. UE does have the LegIK node - that is a Fabrik chain with constraints, but it is limited to solving a line of joints sharing a plane - so hinge joints. Epic added it for Paragon to handle multi jointed legs, but for solving fingers... despite the name it may well do the job.
interresting @candid viper ... i can imagine the LegIK as you describe it, would fit well for finger IK. Although fingers has an extra joint to get solved. I don't know anything really about IK solving, so don't know what implications that will have for solving logic.
@wicked oak any idea what would it take to make Robo Recall multiplayer mod ?
@eternal inlet Ik solving varies a lot depending on what you're solving and the method. Fastest is geometric - the 2 bone solver. That is just basic trig. Next comes fabrik. Usually 4 iterations will give a good result, with around 8 being the max. So solving the same leg chain as you could use 2-bone with is slower with fabrik, but not massively so. That's generalising. Last stage is speed is usually those that actually try to solve "correctly". That can still be quite quick, but is slower. It can come into it's own when solving multiple chains at once. My multiple chains I don't mean multiple fingers - they are likely to be independant chains for what you want. Rather, I mean solving two arms trying to reach goals pulling on a common body - that kind of branching problem is where costs tend to escalate. For ik on fingers, a LegIk chain per finger is something I doubt you'd notice cpu wise. What tends to be ingored with IK is the cost of finding the goal - for example with normal leg IK the trace to find the ground is often a more expensive than the IK solve itself.
@mighty carbon somewhere around a complete total rewrite of the game
the game has no replication at all
and its not made for it
its all based on physics, and physics dont replicate
I see
@candid viper i see... you know of some solid articles that talk about the theory behind IK solving besides what you mentioned? Would be interresting to look into. I mean litterature that aren't totally science-gibberish ๐
Not everything needs to be replicated. A lot of stuff should run client-side only.
I want to try that immediate mode physics in VR. Anyone know of a performant way to have like 200 characters in game? I have done about 20 zombies using physics anims before it gets really costly. Maybe some kind of character instancing or something?
I want to do this: https://www.youtube.com/watch?v=PQy7C1RowB0
But in VR, I see how things are managed through the camera and screen size.
What problems would I face and how to fix them?
@eternal inlet Best link for Frabik I've seen is probably this: http://wiki.roblox.com/index.php?title=Inverse_kinematics
It isn't soo heavy on the maths, but shows how fabrik works, including with constraints.
@odd garnet I did that over a year ago, biggest issue is that you don't have any parallax through the doors, it's just flat
Aww @real needle
Howdy all. Here's a hypothetical for you all....
If you found a locomotion method, that worked better than any other, that was adjustable to different levels of VR sickness sensitivity, allowed free walking and running, handled hills, ramps and stairs....
How would you capitalize on it?
Does it already exist in some form?
@deft badge I would make a game in secret
@clever sky, yes
And when 85%-95% complete, start marketing the hell out of it
Not saying someone else may not beat you to it before then
Really depends on your objective.
๐
But, reality is, people's preference for locomotion varies widely.
๐
@clever sky Yeah, I agree. It is adjustable like I said.
Wide testing is best for ascertaining that your system works as well as you think/hope it does.
You build the game yourself, and maybe make a hit, or it could suck balls gameplay wise and no one will talk about your game or locomotion system
But at the same time, kinda reveals the cards.
oh @granite jacinth is back!
OR You can let me buy your locomotion system and you are guaranteed some money
It has some other major advantages.
Works on all Vive, Rift and Gear VR
๐ค
It solves the multiplayer teleport cheating problem
@mighty carbon Yeah, I had to take a break for finals...I was dying
Well, I'm curious! Hit me up if you wanna share notes.
As in, it's time correct
But if it involves teleportation and avatars, that's already a thing ๐
Are you the CAOTs dude?
Yeah.
Sweet, love your work.
Cheers.
... it's better than your methods so far.
If it is, that's great.
not so humble brag
lolz
shrug People have a wide range of preference.
That's some confidence you have
I've had people love my stuff and some hate it.
I work in VR and UE4. I know what's available. Don't mean to sound so cocky, but I really think this is a thing.
@deft badge Telling you. I got some ๐ฐ for you if it's legit
I realize they're big claims.
Well, I am, but it's slow ass going.
This was a dicovery during the dev process
Would be nice to capitalize on it, to fund full time dev on
game
Don't know if that's reaching too far
I'm busting to share it, but it's pretty easily copied.... once the cat is out of the bag.
make a game but make it open source
like if i buy it and have ue4 I should be able to look at it
or make a market place thing for it
Hey guys, I checked out the recent ISS app Oculus put out. There's a seriously awesome system built in for dealing with players pushing their VR heads into walls. Instead of blurring out the screen, or fading to black, this game actually pushes the character back in a way that creates a more realistic sense of collision, and keeps the player's head completely out of walls. When the player pushes their head against a surface, it seems like the pawn is sent in the opposite direction backward, which has the visual effect of zero movement, but in reality the player is moving their head forwards. When the player pulls back their head, they're further away from the wall than when they started. This ends up being very comfortable, and in my initial testing even works for an FPS style game with Earth-like gravity. The problem in Unreal is coming up with an efficient way to have the pawn deal with this collision of the rest of a static or perhaps dynamic environment. I think you need to have each static mesh have "generate overlap events" turned on in order to get the pawn to respond correctly. Is there a better way to implement this kind of system?
@frosty geode Wall of text op. Paragraphs are your friend
Also, check out VR Expansion plugin
You will get your answers in there
maybe you can move the world away from player when it hits walls ?
while it's cool, I think stereo 360 videos is where VR potential is.. Mono 360 is dated already ๐
@frosty geode The VRExpansionPlugin has that feature
@deft badge can't you... patent it or something like that? ๐
๐
Go capitalism!
Its seems like an unsolved problem in a growing field. I would like to make some coin on it if possible.
well patents are something good. it means that some new awesome stuff is public and everyone can use it, just that people have to pay fees to the one who invented it. if you work for years on some game now and your locomotion is a million time better than any existing stuff that would mean every game thats released now woudl have an unessassary bad system. better if everyone can use your great stuff right away and just pay fees to you ๐
People have written books about what I don't know about patents
well if you think your stuff is so much better than any existing stuff then you will surely pay some lawyers or whatever to tell you everything about it
anyone knows of a good way to capture every single frame that's sent to the HMD?
I only want to have this for debugging
it's probably doable, but I'm not sure you want to do that
just screen capturing the steamvr display mirror does not work because I only have 60 hz monitors, but I need to capture the 90 fps
for what purpose?
for debugging why sometimes one frame flickers
its hard to see what exactly is wrong with that one frame while only seeing it for 11 ms
We had that here. Are you using streaming levels?
I am not using streaming levels
Are you opening levels? Or is it all on one map
you need to be aware that raw capture of SteamVR footage is going to come in at nearly a gigabyte of data per second
it flickers because of my code, its not UE4 stuff
I just need to know what my code is doing wrong
you need to be able to write to disk fast enough, and have enough free space to store it
it can be low res
What about a matinee video output
that would capture UE4, not whats sent to the HMD
if it's lower resolution then you're not capturing what's sent to the HMD
SteamVR plugin?
@deft badge yes
@hard light well that steamvr display mirror is also lower res than whats sent to the HMD
yes, because it is a mirror, and you've already said that capturing the mirror does not work
(it's not the same rendered output, it's rendered twice)
Sounds like you'll have to hack away at the steamvr plugin. There must be examples in engine of where they save a texture to disk every frame.
I mean, I would be fine with only getting what the mirror sees, just at full 90 fps
it doesnt need to be exactly whats sent to the HMD. just needs to be whats sent to steamvr
in which case that would likely be possible with some quick tampering in the source code
also, there's no difference between 'what is sent to the HMD' and 'what is sent to SteamVR'
there is
distortion is applied by steamvr
UE4 sents an undistorted frame to steamvr
I see what you mean, I guess
@deft badge I wish there would be examples for that, but I'm not sure if UE4 ever has to save a RT to disk every frame
Is that not what matinee does with its video output?
I dont know, have never used that
You may even be able to get 90 fps output
Not sure
The slider says you can get 200 fps if you so desire
hm well thanks, I guess I have to search in UE4s code then to see how its done
I'm saying that you may not need to
Just add a matinee cinematic, and click the movie button
that would capture UE4 stuff, not the final thing thats sent to SteamVR
You could find out in about 300 seconds or so
@deft badge there is no regular reason why matinee should ever capture steamvr stuff, so it won't do it
it captures what a camera sees as far as I know
Are you seeing the flicker only in the headset?
yes
I dont see it in the windows UE4 shows I mean
I also see it in the steamvr display mirror
Yeah strange John. Looks like it time to hack away at the plugin
it has to do with my own code, I have ported the oculus adaptive pixel density stuff to steamvr so I'm modifying whats rendered and how its sent to the HMD
and somewhere there I did something wrong that causes it to send one wrong frame
the part of the RT thats displayed on the headset is too big or too small the frame after the pixel density was modified, but printing out all the values of RT sizes and UVs shows me that everything is correct
would you guys do this? with UE? https://channel9.msdn.com/Blogs/Taste-of-Premier/ToP1715
Nothing says credible like a star trek costume.
@digital marlin just a example as you have mixed reality setup
@John_Alcatraz#2916 do u use stereo layers in your game? I noticed they dont get output to the preview, only the hmd and thus also the mirror
Anyone here that have any idea how the made the scoreboard UI that only shows on the Oculus Mirror inside Robo Recall?
its refered to as SpectatorUI inside the RoboRecall project it self
i could really use that too
it sure is clunky
but twice the sales as pc vr
and no competition for DWVR ๐
the ps4 is not that underpowered
im running DWVR at same quality and fps as PC on a Pro
its the tracking
wich is terrible
I didn't mean that hardware being clunky was a well said thing. I meant about shovelware and throwing cans in VR sort of thing.
or rollercoasters
I saw the "worlds first 4k HMD" the other day. Has no positional tracking. It may as well be a 0.4k HMd for all it's worth :p
ๆฑไบฌใใชใขใซใฟใคใ ใงใฌใณใใชใณใฐใๆธ่ฐทใฎในใฏใฉใณใใซไบคๅทฎ็นใ https://t.co/DDht17WelY
this is quite impressive ๐ฎ
no its not. vertical filming is a crime
lol, like 5 fps ?!
@sharp swan lol!!
@mighty carbon Chicken and egg problem for the industry writ large. Gamers want great games. Great games on VR needs people to buy them.
If you're a developer, how much can you afford to sell based on uncertainty?
How much investors afford to invest based on uncertainty?
Some bigger companies are taking big bets.
And for the rest... it's just going to take time to ratchet up.
Especially when the drawbacks of VR are so easy to see in photos and videos, while the strengths of VR can really only be enjoyed using it in person.
Oculus funds development of interesting games and projects
Can also make a games with IAP or smaller chunks of games that are designed to be extended with DLCs or mission packs and whatnot.
There is a potential for small teams to make money making decent games. Just everyone is after quick buck or self-promo for other purposes
obviously that doesn't work well as we can see
well, its also about brand build up. If you go for a quick project like a small experience instead of a large game, then you can get your name out there and start building a fan base
except that if it's a gimmick and you aren't the first, you won't be remembered
which also makes your marketing strategy cheaper because you already have a communications channel
True - you need to innovate no doubt. Its two very different strategies
well, you don't need to innovate
you can make conventional game executed well and succeed
but games do have large expenses and long development times
it's all about story, settings and how well you apply existing mechanics to it
yes, they do.. But, VR folks are dedicated and hungry for good content
If someone releases early access game for Gear VR I'd like to play and keep playing in a long run, I will buy it.
(Gear VR is a bad example because there is no core/hardcore gamers on it; but it would work better for Rift)
it's obvious that Robo Recall like quality and variety isn't achievable by 1-man team.
But there are a ton of examples on PC where stylized consistent art style in indie games was as strong as AAA quality assets
But will games like Robo Recall actually inflate the expectations of how future VR games should be done - so in the end, smaller more focused indie games/experiences would be seen as "bad" because they cannot compete with the polish/release timeframes of larger studios
why can't they? They do on PC and consoles
it's about atmosphere, immersion.. If you just throw assets from all over the place into your game and call it a day - yeah, that won't work
yeah, but VR is not a market that is divided between casual and hardcore. Most of the market is hardcore because they are the only people who are willing to invest into the ecosystems
with more gameplay elements arising, one day Robo Recall will be seen as the basic gameplay it is (as it really only has 3 points of gameplay with shoot, melee and teleport)
On PC, I only play AAA games. Not because of the looks, but because indies don't make games I like to play. If it was looking like one of those low-poly packs, but had great atmosphere, story, etc. - I'd buy it and play it. Same goes for me for VR. Yes, AAA visuals will always be more attractive than indie art. But it's the story/characters and how it's hooked up to the gameplay that will make me buy any indie game, where it's VR or PC.
Indies will always have strengths of their own. Mostly the basic one is that they can try new stuff
You're never going to have anything really groundbreaking in AAA because that'd be a risk, and you don't gamble $500M on risky things
AAA have the strength of giant projects with high polish
I don't care for groundbreaking. As a matter of fact, as a gamer, I don't like all that weird shit indies make.
"experimental gameplay".. pffff... I don't have time for this (nor it doesn't do anything for me). I want to play what I enjoy.
Give me an FPS, with decent story and environments and you can take my money
Sure, that's what everyone likes
even if it looks like Minecraft
The point is, indies can do stuff that isn't a military shooter in space
well, they can, and that's why on VR we'll have this situation
like, I work in the office all day, every day. WTF would I want to play Office sim in VR?!
HAVE you played office sim?
Or EuroTruck Simulator ๐ Appearently that is big in germany
Pretty sure no one is going to argue that you actually do like Office Sim, @mighty carbon
I don't even want to play it - I want to land on some unknown planet after work and blast aliens (or just explore that planet if it has no aliens with guns)
I want to do in games (VR or not) what I can't do in real life
The indie games i've played the most were Minecraft, Kerbal Space program and Besiege. i'm pretty sure none of those would ever exist as AAA
Doesn't stop me from playing BOTW, Destiny and Doom too
sounds like you have a lot of free time on your hands ๐
Well that's 6 games in like 3 years, too, so there's that ๐
I stopped playing Diablo 3 because of grind. Grind is what I absolutely dislike in games.
I think I only played 2 games last year.
Anyway, what I'm saying is, indies will always have a chance, whether it's in VR or not. Indies that try to do AAA stuff will always fail, obviously
But there is value to new stuff
we are talking about profitability and mass market
right now people don't care for VR because there is nothing to play
price point is more or less affordable now
Maybe people just don't care about VR
they don't until they try it ๐
and for some reason some people refuse to try it :/
(like, as if they are afraid they are gonna like it)
I know I only follow VR stuff because it might be the only market one day, but i'm definitely not interested as a gamer
So :/
are you afraid you would like office sim?
or do you just assume its a boring gimmick game?
I think the core VR audience is going to be enthusiastic for it, but most VR devs overestimate the reach the tech will have. Think Luckey saying it will replace regular screens.
Also VR has everything to prove yet in terms of gameplay, imho. People are not going to buy VR headsets to play the same shooter games.
Just like no one bought PC games on early mobile marketplaces
Office sim IS a boring gimmick game
might as well buy 8 screens
my gaming time would be better spent playing Dead and Buried or Robo Recall
ok Motorsep, well to a bunch of people VR IS a boring gimmick
I think you actually udnerstand where they are coming from if you think about it
I actually tried VR and there are only few things on Gear VR that I found worth my time. So, no, VR is not a gimmick but stuff like Office Sim is.
Pretty sure we all tried VR here
For me personally Minecraft is boring crap. Sure it made billions and a ton of people got hooked to it, but for me it's booooring junk.
(as most of survival open world games on the market)
Your point being ?
mmmmm, the RoboRecall spectator UI is directly drawing to the oculus mirror window render target
they added a new oculus function library entry that returns the render target for the mirror window in their engine build
the point is that hardware and what it can offer is not a gimmick. So saying "Office Sim is gimmick thus VR is too" is the same as saying "Minecraft is gimmick so PC gaming is too", which is nonsense. One can love the tech and platform and absolutely hate some games,.
of course hardware can be a gimmick
Sating that VR is a gimmick because of one game is nonsense, sure
more so to people that tried previous iterations of it
We can definitely say that both are a gimmick though
don't get all butthurt @tired tree because I say Office Sim is a boring gimmick, unless you were one of the devs ๐
i'm saying that you are acting just like the people you "can't understand"
i haven't tried office sim myself
Different people want different stuff. I have no idea how one can find minecraft boring, @mighty carbon has no idea how one can find VR to be a gimmick. That's life
People said the Wii was a gimmick, too, it still sold 100M
Maybe VR will do the same
you are missing the point. People who have not tried VR at all think it's a gimmick because they have not experienced the tech. It applies to any tech. I haven't played consoles and I thought it was junk. Then I tried Killzone 3 on PS3 and I was blown away (although hated gamepad aiming).
There are also people who have tried VR and think it's a gimmick, like me ๐
Well not a gimmick, but definitely not something i'd pay for
When people try it, they "get" it. However, in order to convince them to buy into it, they need to see stuff they would definitely play. I thought VR was meh. I tried it, I got Gear VR for development, because I absolutely don't like what the market has to offer in terms of games on it. Same goes for Rift / Vive - I didn't want to buy into it until I saw Arktika.1, Lone Echo and Robo Recall.
Same goes for other people - they don't find stuff like Office Sim worth their time and thus until VR offers more substance (real games), they will not invest into it
Going back in time, until I played Wolf 3D I thought PC gaming was junk
And people thought mobile gaming was junk before Angry Birds, too
but PC, as a tech, never seemed junk / gimmick
I still think mobile gaming is junk ๐
PC started out as a professional tool for wealthy engineers
And accountants etc
VR started out as a new way to experience games
There is a reason it's often compared to 3D movies
I see VR as gaming, entertainment and educational platform
speaking of movies, I wonder how it would feel to watch a movie in VR on a big screen, but with ambisonic sound
Some people see VR as an industrial tool, too
they sure do
And imho it's probably going to be its most successful field in the long run
when it all converges into easily wearable AR, it'll take over the world like smartphones did
5-10 yrs ๐
like I said many times before, I don't want to play non-VR games any longer. They don't feel immersive.
as soon as they make the AR app that removes women's clothes on the fly, it will take off :p
do you own any VR (cardboard doesn't count), @cobalt relic ?
I don't own any, like I said I'm not interested at all as a gamer. I'm interested in the tech aspects of it, and as a game dev that might have to follow up if it ends up being big
ha, so what are we talking about here ?!
oh man, when did they make the OpenVR system struct publicly accessible....I can throw out hundreds of lines of code
Most people play games to escape reality. The same people will enjoy VR, where it's gaming or simply getting out of this world.
We're talking about how people have different needs and ways of playing @mighty carbon
happens all the time to me. I fix a missing feature or issue, then after hours of work, it gets fixed/added
There are a ton of people who don't play games at all. Those people will not use VR for gaming for sure.
But there are even more people who will use VR for entertainment
I've had VR for two years now and all i use it for is to look cool in conversations. It's like my gamepad. Even though I am at my pc all the time, it only comes into play in certain scenarios
It's human nature to explore and fantasize - VR is a perfect outlet to fulfill that. Just needs content and not gimmicky stuff like Office Sim. I want to escape my real office and I definitely don't want to go into another, virtual, office.
I know I play videogames the same way I watch movies, using a videoprojector on a giant empty wall. I like immersion. I definitely don't want full immersion though, because my gf could be drawing something besides me, or because i'm cooking in the meantime, or because... etc.
What i'm saying @mighty carbon is that by dismissing games like Office Sim, you might be dismissing the entire platform
@mighty carbon I spent almost 10 years locked in a room learning my trade. Then I played Silent Hill 4. Amazing game but I couldn't complete it as it's about you being stuck in a room.
Just look at what happened on mobile - AAA tried to push the same shit they were doing, only with mobile controls
You know any traditional console AAA dev that does mobile too today ?
I still enjoy AAA games, a lot. Hate mobile as much as I always hated it.
They were wiped out by people who actually understood the platform
The same thing will probably happen to VR
@cobalt relic : Epic :p
If AAA makes Doom every few years, with new demons and new maps and deeper story, I will be playing it and not going to complain
What i'm saying is don't dismiss what you dislike as something that drags the platform down because it might be what saves it
I see people who complain a lot about AAA games play a way too many games every damn day.
Just like Angry Birds made mobile gaming relevant
I don't think into like you do - I play because I just want to fulfill my desires.
I don't think "oh, I need to diversify" or "this game could save gaming as whole"... Nonsense in my book. I just play a bit, and go back to my real life.
and apparently the world is full of people like me and that's why AAA will remain the same
Yeah, but watch out when saying VR "needs content and not gimmicky stuff like Office Sim", because VR could actually be just Office Sim clones 10 years down the road
(which is a good thing)
AAA on mobile is wildly different than AAA on PC or console
It will be different in VR too
it could be, and it will die if it has clones of Office Sim
No one knows that
mobile is different
mobile is casual
VR is definitely not
VR is more like PC gaming
VR PC gaming is a super small market that will stay a small market because it's a subset of PC
maybe one day VR will be in a pair of light shades and then it will be casual and then I will still only play AAA games or indie games that can scratch my itch.
Well let's not argue all day there
then that's where I belong, if they make games that satisfy my needs ๐
the argument that is every gaming platform, except mobile, was driven by AAA games
All gaming platforms were driven by indies first