#virtual-reality

1 messages ยท Page 92 of 1

wicked oak
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push black frame overriding everythingh

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or working randomly

heady parrot
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yes its broken in that SDK version

short locust
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I mean, I copied the Robo way of doing things

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But it's the SDK thing that's killing it, so it doesn't matter how we do it

heady parrot
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its not your method guys, specifically the layer push is broken there

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yeah

short locust
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I can pause on the loading screens and wait until 4.16 and hope they update

heady parrot
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in 4.14 that is

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I dont know why Epic didnt update the Oculus SDK in 4.15

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1.12 integration for 4.15 is out btw

stable shadow
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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 ...

heady parrot
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oooh 1.12 has GPU multi-view support ๐Ÿ˜ƒ

short locust
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Nice

heady parrot
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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"

full junco
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@heady parrot ASW is oculus stuff

heady parrot
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oh I thought you were doing your dev on Oculus first ๐Ÿ˜ƒ sorry my bad

full junco
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I don't use oculus, so it very likely won't have to do anything with it

wicked oak
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at the moment im PSVR first

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i tried the robo recall method, it worked half the time

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the other half reprojection would kick in and i would get that artifact ๐Ÿ˜ฆ

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so i just go to a black void with a massive LOADING banner

full junco
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@heady parrot I only have a vive

heady parrot
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@wicked oak Do you have access to Epic's Perforce server? I sometimes cherrypick fixes from there ahead of major releases

short locust
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Fingers crossed for 4.16 then, I hope you get it working

heady parrot
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meh, 4.16 still has OVR 1.10 SDK :/

full junco
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updating a sdk manually usually isn't hard

heady parrot
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its not, but they are both using the launcher build

wicked oak
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@heady parrot nope

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thats for UDN

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i once did have access to that

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but not anymore ๐Ÿ˜ฆ

full junco
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@heady parrot well switching from launcher to source also isn't hard and has many advantages

wicked oak
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i use both

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rip HDD

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but my team members use base 4.15

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or whatever

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so my perforce server version is on the launcher build

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but i develop on my own 4.15 sourcecode build

heady parrot
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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."

wicked oak
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with ps4 stuff

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neat

heady parrot
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this is from.. last week

wicked oak
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in 4.15 source build?

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or in master?

heady parrot
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their internal VR branch

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they havent made the 4.16 branches yet

wicked oak
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@heady parrot i sent the game to VR consultation

heady parrot
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@wicked oak How are you getting the PSVR sources if you aren't on UDN or Perforce?

wicked oak
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they give you an FTP

heady parrot
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ah yeah, I just heard about that new step yesterday.. curious to see what it is

wicked oak
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its simple

short locust
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I'm pulling the Oculus branch now. Busy day as I'm also building the UWP build to play with

full junco
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I also want to have access to all branches... especially dev-vr and dev-rendering

wicked oak
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they give you access to a ftp server

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that has a "ue4-ps4" folder

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that folder has a bunch of .zip

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each of them corresponds to a specific engine version

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its not just "ue4.15"

heady parrot
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yeah none of this is in main yet, I just checked

wicked oak
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but the full changelist number

heady parrot
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ah gotcha

wicked oak
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so its more like UE4.15.0-CL1234321234

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i go to github, get the engine

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and then grab the nearest .zip

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that .zip contains the extra code you need

full junco
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and how to you add that zip?

wicked oak
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you unzip it on top of the github engine version

full junco
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how annoying. they should really make that stuff available in github for those who should receive it

heady parrot
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licensing issues :S

full junco
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why?

heady parrot
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Sony

wicked oak
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yup

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50 page contract + NDA

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literally 50 pages

full junco
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I mean, what's the difference between github and ftp server regarding licensing?

wicked oak
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becouse that ftp is manually checked by epic games

heady parrot
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and not in the hands of a third party

wicked oak
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they will only give you access to it once you verify with epic + sony

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and they can check that in fact, you do have access to ps4 developer sites

full junco
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they could also give you access to a specific github repo, that's not an issue

wicked oak
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did you know that in 4.7, there was a bug in the launcher that downloaded the console sources too?

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i reported that to Epic silently, got a Nvidia shield as "bug bounty"

full junco
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lol

wicked oak
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it would have been a HUGE SHITSTORM if it went public

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they hotpatched it like 30 minutes after i reported it

full junco
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too bad it didn't went public

wicked oak
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it did

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for a while, everyone that had the 4.7 source code version installed from the launcher had the ps4/xbox engine code

heady parrot
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reporting you to Epic now for reporting the report.. I need another Shield

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๐Ÿ˜„

wicked oak
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when i saw it i thought it was super fishy, so i PMd Chance

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turns out Xbox is DX11 LOL

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with some extensions

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ps4 uses its own API

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its slightly similar to DX12 or Vulkan

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with the whole command list recording and the like

full junco
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Xbox should mostly use dx12 now I think

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4.7 is super old now

heady parrot
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the Xbox can do DX12, but its in progress last I knew

wicked oak
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they have DX11 + extensions, so not much of a difference anyway

heady parrot
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DX12 in general hasnt been doing too well

wicked oak
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ps4 uses a api called GNM, and GNMX

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the GNMX is a bit more high level, somewhat like Opengl

heady parrot
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sounds like AMD stuff ๐Ÿ˜ƒ

wicked oak
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it actually comes from Ps3

heady parrot
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oh ok

full junco
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since they use amd gpus, why did they create their own api for them?

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they could have used mantle or whatever

wicked oak
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Mantle didnt exist

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DX12 didnt exist

full junco
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ah

wicked oak
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they made their own high performance low level api

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it does look like Vulkan

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with the multithread command list creation

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thats the reason my game runs faster on ps4

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my game has a whole lot of drawcalls, but no overdraw and not that much shader complexity either, so the biggest bottleneck is drawcalls

full junco
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I just want vr vulkan support on PC

wicked oak
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and turns out, multithread lightweight drawcall creation runs fast

heady parrot
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any reason you prefer Vulkan over say DX12? I havent been following it much lately so curious ๐Ÿ˜ƒ

wicked oak
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multiplatform

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thats it

full junco
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I don't want to use Windows 10

heady parrot
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hah ok ๐Ÿ˜ƒ

wicked oak
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but then you have apple

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Vulkan runs on windows, linux, Android, and the Switch

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and the ps4 api is similar

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if apple actually supported vulkan, it would be damn near to be the ultimate graphics api

full junco
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for Apple there's that vulkan to metal stuff

wicked oak
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bullshit

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that doesnt work well

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its basically emulation

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they want to make devs use Metal

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so they are locked into the platform

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like with the Swift lenguage

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thats the whole reason they did Metal and refuse to support new opengl

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or vulkan

full junco
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metal was created before vulkan

heady parrot
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ugh.. why does no one understand that developers dont want to support platform-specific APIs? it sucks up a ton of time ๐Ÿ˜›

full junco
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they had to do their own

heady parrot
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sunset it and go with Vulkan then? ๐Ÿ˜ƒ

wicked oak
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but then they refuse to support vulkan, and they refuse to upgrade opengl

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in desktop

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Macs are at opengl 3.3

heady parrot
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well Im glad I dont make games that support Mac ๐Ÿ˜›

wicked oak
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opengl is at 4.5 version right now

full junco
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can't you make a graphics driver for Mac that just supports vulkan?

wicked oak
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this is what i mean with the drawcall thing

full junco
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thought for a second the triangle count would be the draw call count...

wicked oak
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this is on Forward btw

full junco
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then it would have made sense that it's slow lll

wicked oak
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also the most stressful part view

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but its still 2k drawcalls

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the ps4 crunches thgrough it like nothing

heady parrot
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do I need to say it again?... ๐Ÿ˜„

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use Instanced Meshes.. ๐Ÿ˜„

wicked oak
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cant

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they wont work with instanced stereo

heady parrot
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but yeah its amazing how much modern hardware can actually do

wicked oak
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and give issues with lightmaps

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yeah

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this is clearly cpu bound

heady parrot
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really? we use them a ton, even on the PS4

full junco
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instanced stereo is slooooow

mighty carbon
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for Rift/vive, but not for PSVR

wicked oak
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not in my case

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i do have faster frames with instanced stereo

full junco
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yeah because you have many draw calls

wicked oak
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again, bounded by drawcalls, instanced stereo halves it

full junco
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I'm completely gpu bound

wicked oak
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its at around 1000 drawcalls when instanced stereo helps

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and im at 1200-2000

full junco
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I'm at 300

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or 500

wicked oak
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wtf you doing to be gpu bound?

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too many lights?

full junco
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lol? In vr you are usually gpu bound

wicked oak
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at least with gpu bound you can just lower the resolution

full junco
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almost always

wicked oak
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CPU bound is not so easy

heady parrot
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on the PS4 it is ๐Ÿ˜ƒ

full junco
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I have 1 light

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and a slow gpu ๐Ÿ˜

wicked oak
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i can bump screen resolution to 140-150% on the Pro XD

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at 90 frames a second

full junco
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and I made my code super threaded, so I spread cpu stuff enough for never having an issue with the cpu

wicked oak
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i left it at 120% for the VR review

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so frames are 99.9% stable

heady parrot
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if you got threaded code then the PS4 CPU crunches it yes ๐Ÿ˜ƒ

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but a lot of people who dev PC first then port to PS4 run into CPU issues

wicked oak
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how much did it took for your game to pass the review?

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for PSVR

heady parrot
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I had left the team at that point, but it was a ton of effort ๐Ÿ˜ƒ I took part in some of it but wasnt there for the real crunch

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I will be doing that process for my current game soon-ish ๐Ÿ˜ƒ

short locust
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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.

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They'll never be viewed on anything less than a 1070, I've got 4k textures on everything, it's hilarious.

wicked oak
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just tested 4.15 Forward + Msaa plus more than 10 hours of Production lightbakes

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on a Release build, for Oculus

heady parrot
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hehehe ๐Ÿ˜ƒ we did a lot of 4k textures on the original Valkyrie prototype too

wicked oak
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damn thing looks amazing as hell now

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such perfection

heady parrot
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forward+msaa is great yeah

wicked oak
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the Ps4 optimizations also allows me to have higher frames, and 4.15 is more optimized for the forward renderer

heady parrot
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plenty more forward path goodies coming in future releases ๐Ÿ˜ƒ

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4.15 seems to have fixed the masked materials not being AA

short locust
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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.

heady parrot
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they seem to have an idea for how to support dynamic shadows, but not sure if we are getting that in .16 or not

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Keep us updated on progress MrCheese and when you got something to show ๐Ÿ˜ƒ

short locust
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Will do. I literally started today.

wicked oak
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why are they having problems with dynamic shadows?

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shouldnt it be like usual?

short locust
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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.

heady parrot
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nah some of their optimizations relied on some G buffers iirc

glossy agate
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Is PSVR made to run at 70 or 90 FPS?

heady parrot
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it can do 60, 90 and 120

zinc violet
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this is from last year but linking since it's now available to all :p

heady parrot
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wait a minute.. someone is saying .15 has dynamic shadow support

wicked oak
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PSVR has 60 fps "timewarped" to 120, 90 fps native, 120 fps native

full junco
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@heady parrot dynamic shadows work fine on forward

heady parrot
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on moving lights?

full junco
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yes

heady parrot
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not in 4.14 they didnt

full junco
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yeah, support was added in 4.15

heady parrot
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nice!

full junco
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just SSAO doesnt work ๐Ÿ˜ฆ

heady parrot
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yeah that doesnt surprise me

full junco
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HBAO+ does work, but it super slow in VR

short locust
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Yeah, I have a torch in my 4.15 work stuff. It works great.

heady parrot
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neat! great news ๐Ÿ˜ƒ 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

short locust
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I have AA off completely, I need people to be able to carry an image around with them that they can actually read.

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and scroll around.

heady parrot
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you should try MSAA in forward ๐Ÿ˜ƒ its great

short locust
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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 ๐Ÿ˜‰

tired tree
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MSAA is better than SP 200

short locust
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Even for jamming an 8k texture in front of your face and reading it?

heady parrot
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yes

tired tree
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you don't need an 8k texture with MSAA

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and you really shouldn't use 8k for VR

short locust
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I'm loading construvction plans on to an object and they have to be able to read them

full junco
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MSAA looks bad on certain stuff

short locust
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construction*

full junco
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it doesnt fix aliasing in textures

tired tree
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MSAA looks terrible on planer geometry

heady parrot
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MSAA pretty much only looks bad on specular in my experience

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normal maps etc

full junco
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I have set many of my textures to unfiltered because I want a pixelated look on the texture, and MSAA absolutely hates that

heady parrot
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and yeah some geo can trigger it too

full junco
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and oculus adaptive quality seems to set the ResolutionOverrideRect of the scene view, that looks very nice

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looks like that could easily be done for vive too

short locust
heady parrot
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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 ๐Ÿ˜›

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tl;dr They are fine if you use them on a single actor and never ever inherit that actor

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.. mostly

short locust
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Yeah. I used one for attaching a wrist connected menu system

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I didn't work properly, so I killed it off

heady parrot
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just hope that is all you'll do with it ๐Ÿ˜ƒ its weird it takes and serializes the spawned actor into the archive for the owning parent

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haha figures

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Im going back to spawning and managing sub actors on my own

short locust
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That's what I did

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That part of the image you can see is about 1/12 of the full image

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You need to be ablle to see the shape when zoomed out and read the text when zoomed in

heady parrot
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try MSAA ๐Ÿ˜ƒ MSAA is literally about rendering the whole scene in a higher resolution and then downscaling with sampling

short locust
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There is much smaller text on the other parts too

tired tree
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does it HAVE to be a 3d object?

short locust
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I'll give it a go

tired tree
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that is pretty much made for stereo layers

short locust
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After this week, stero layers can eat a bag of dicks.

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๐Ÿ˜„

heady parrot
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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

short locust
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The object needs to follow you around while you look at the stuff in the background

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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

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So, having it a 3D object people can postion themselves works great

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No HUD, because they're going to be getting thier face right in that thing. Hence the stupid levels of texturing

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I just pulled the Oculus branch down, I'm gonna try that out tomorrow

heady parrot
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still sounds like something that can be handled with good AA and filtering

short locust
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kool.

heady parrot
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also for VR thin black lines on white background look better than white on black, so you already got that helping you

tired tree
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would work way better as an actual vector implementation rather than an image

short locust
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I haven't really tested AA since I moved on the Forward REndering

tired tree
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but obviously that takes a lot more work

heady parrot
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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

full junco
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can I somehow emulate running a rift? just want to be able to step through the oculus code in UE4 ๐Ÿ˜›

heady parrot
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dont believe so? some parts of the runtime live in the Oculus runtime

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there is the UE4 integration, then the OVR SDK and that communicates with the runtime

wicked oak
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@short locust use stereo layers

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that way its outside of the world

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yes, you can do that

sturdy coral
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@short locust do you have mip levels for that texture? looks like undersampling

wicked oak
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i use that for the HUD, they are perfect resolution

full junco
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@wicked oak did you get them to work with UMG?

sturdy coral
full junco
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ah, interesting

wicked oak
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@full junco yes i did

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lol, his way its easier

full junco
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I only know that when I tried world position and rotation always wanted to be wrong

short locust
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There are no mips on it

wicked oak
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even if the layer is world locked?

short locust
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Gimme a mo, I'll a stereo layer and see how it looks

sturdy coral
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without mips TAA will usually make it look fairly ok, but any other AA method is going to have lots of undersampling

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unless you get it close to where texel density drops below pixel density

mighty carbon
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has anyone gotten cubemap world aligned Stereo Layer working ?

mighty carbon
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@raven halo ^^ ?

raven halo
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nop :/

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I mean

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haven't looked into it

short locust
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Ok, so the Stereo layer looked sweet. Thanks @wicked oak et al

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Now I need to figure out how to zoom and scroll on it

mighty carbon
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aye

alpine torrent
heady parrot
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I fear MS is doing its own thing in the corner and its going to be bad ๐Ÿ˜ฆ at least judging by people who have tried the upcoming Windows VR headsets

mighty carbon
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are they awful ?

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@heady parrot ^^

sturdy coral
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they still haven't shown any motion controllers have they? just that air pinch gesture from Hololens?

heady parrot
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based on reports yes they are.. some are even 60Hz

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motion blur smearing and all

mighty carbon
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I had a feeling MS will pull that kind of trick on VR

heady parrot
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most of these are from 3rd party vendors they work with, I dont think I've seen one made by them

mighty carbon
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I don't see how they can beat PSVR with such horrible VR on Project Scorpio

heady parrot
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agreed, they better pull out a decent headset for Scorpio

wicked oak
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or add Oculus support

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wich is not that strange

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given that they gave Oculus some windows 10 improvements and the 360 controllers

heady parrot
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thats what I thought at first, but given their effort to push their own "Windows AR/VR" hardware I'm starting to think not

mighty carbon
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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.

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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

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and then they figured they can make quick buck with their own VR HMD ๐Ÿ˜›

alpine torrent
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some research things to make from low end to high end

vagrant mantle
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While teleporting the camera sets to the actor's origin in GearVR any suggestions?

sturdy coral
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@vagrant mantle we'll need a lot more details than that, are you using a spring arm?

vagrant mantle
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I'm using the default motion controller pawn blueprint from vr template

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It's working perfectly in the editor but this happens in the buikd

sturdy coral
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@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

vagrant mantle
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I have deleted everything thing in the event graph

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I have tried with a first person character also same thing happens

sturdy coral
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@vagrant mantle are you using the Teleport blueprint function?

short moat
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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?

mighty carbon
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maybe you should have started with basic FPS template (non-VR) and build it up slowly to where you wanted it to be?

short moat
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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

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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

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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

full junco
heady parrot
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ok cool, Ive had to work around GC-related issues in the past

full junco
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I never had GC problems

mighty carbon
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what are clusters?

heady parrot
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the times I've had problems, usually its a hard pointer or adding a MarkPendingKill() call as well as destroy has fixed it

short moat
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when using vr preview, do the values against components in the world outliner get updated in realtime?

rustic cargo
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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?

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I dont have to be back in LA for a while after ... so there might be some potential for Spring Jam collaboration that weekend

granite jacinth
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@rustic cargo Come to East Coast

rustic cargo
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west coast best coast

granite jacinth
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๐Ÿ˜ญ

rustic cargo
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i grew up in Charlotte - not much of a VR scene there :-p

heady parrot
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+1 on East Coast ๐Ÿ˜ƒ

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but yeah few and far between here

digital marlin
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Hey Victor, does your game use a locomotion system or something?

heady parrot
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Any of you played around with the Vive trackers yet? I got some locomotion ideas to prototype, but they do require leg tracking ๐Ÿ˜ƒ

digital marlin
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I think @clever sky is playing with em.

clever sky
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No, that's Zoltanjr

digital marlin
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Oh, soz. Got my Z's wrong.

clever sky
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I'd like to do some leg tracking locomotion if I had tehm ๐Ÿ˜›

digital marlin
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heh

heady parrot
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Im wondering about signing up, especially since we are already doing full body IK. Just not sure I got enough spare time atm ๐Ÿ˜ƒ

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right now they want devs signing up to have an immediate use for em

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I think theyre available to purchase for anyone soon anyways

clever sky
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I think they had enough people applying with the same leg locomotion idea as I did ๐Ÿ˜›

granite jacinth
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@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.

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I have a week or so, until the next quarter starts up to experiment and see if I can get RIP working properly

clever sky
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Good luck! Like to see various RIP implementations.

digital marlin
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RIP?

granite jacinth
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Run-In-Place

digital marlin
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Ah.

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I liked the jump mechanic.

granite jacinth
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Ah yeah, the jump is trigger

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I had to add an FOV reducer to help with VR sickness

#

But, once people get comfortable, they don't need it anymore

digital marlin
#

Is the FOV reduction only during movement?

#

I came across that with another game and I was surprised with how well it worked.

granite jacinth
#

Yeah only on movement

digital marlin
#

cool

granite jacinth
#

Yeah, I am trying to make it dynamic

clever sky
#

In my game? ๐Ÿ˜›

granite jacinth
#

@clever sky is yours dynamic or just static?

digital marlin
#

What's your game, Zap?

clever sky
#

Freedom Locomotion

#

it's dynamic

#

you can also tweak all the FOV sizes

granite jacinth
#

(as in, does it close tighter as you move faster)

digital marlin
#

Is that downloadable?

clever sky
#

Not dynamic based on speed. dynamic based on type of motion.

granite jacinth
#

Hmm, how did you get it scaling properly?

digital marlin
#

This was like a wave shooter, the name escapes me.

granite jacinth
#

oh

clever sky
#

I found changing it based on speed a little distracting.

granite jacinth
#

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

clever sky
#

@digital marlin yeah, you can grab it on Steam now

granite jacinth
#

Yeah, I don't think anyone has complained about it just being there

clever sky
#

Yeah you can do that. Just have it update on a tick

#

and have the tick read the speed value

granite jacinth
#

Your eyes tunnel anyway naturally

clever sky
#
digital marlin
#

oh snap.

#

I was play testing another game and the bloke wouldn't accept that I was getting motion sickness from his control scheme.

clever sky
#

Haha... what kinda scheme was it?

mighty carbon
#

wow, did you see that dipshit's thumbs down review ?!

#

why do people do that?!

clever sky
#

Yeah. ยฏ_(ใƒ„)_/ยฏ

#

I figure that anything that attracts reasonable attention will also attract the attention of dipshits ๐Ÿ˜›

digital marlin
#

The scheme was just.. addActorOffset

#

I was whinging hard about it. It ruined my day

#

I was like "No, you gotta change this. "

unique notch
#

@clever sky nice work!

clever sky
#

Addactoroffset is just sliding isn't it?

#

@unique notch Cheers!

digital marlin
#

"People will just get use to it. Like back in the day, how people would get headaches from video games."

#

@clever sky Yep.

clever sky
#

Ah the sliding camp.

digital marlin
#

His was attached to the HMD though

clever sky
#

Oh ho ho

#

The worst kinda sliding.

digital marlin
#

Yeah

clever sky
#

Gotta cater to sliders even if I have no love for them ๐Ÿ˜›

#

Otherwise they'll come in with their BS and ruin your day!

#

And I'm not someone doing just teleporting!

digital marlin
#

teleporting is okay for certain things.

#

But we need to think outside of that, I guess.

full junco
#

now that I look through UE4s HMD implementations, its really noticeable how theres just a lot more oculus code than steamvr code

glossy agate
#

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

full junco
#

as an example, a function that oculus library implemented is 192 lines. same function implemented in steamvr is 65 lines.

digital marlin
#

if (facebook_likes > 40)

#

Probably heaps of that shit

full junco
#

no ๐Ÿ˜›

digital marlin
#

heh

clever sky
#

@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 ๐Ÿ˜›

digital marlin
pearl tangle
#

@clever sky big changes since the original prototype i tested out im guessing?

clever sky
#

@pearl tangle The one I sent you a few months back - yes.

pearl tangle
#

maange to get it going on the rift as well or just vive still?

clever sky
#

They work perfectly on both now ๐Ÿ˜ƒ

pearl tangle
#

oh nice. I could see it being more useful to me on the rift with the damn front facing only setup hah

clever sky
#

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)

pearl tangle
#

did you manage to integrate into robo recall already?

clever sky
#

Not yet. Planning to, but have been busy on other work.

pearl tangle
#

I wonder how the new game from the survios guys handles theirs compared to your setup

clever sky
#

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

pearl tangle
#

they haven't got any actual head bounce calculation stuff going on?

clever sky
#

Didn't look like it. I was watching the Tested guys preview it.

#

No mention of head track from any one.

pearl tangle
#

looks like a decent bit of fun still

clever sky
#

Yeah. I'll be lining up to try it.

pearl tangle
#

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

clever sky
#

Not sure if I'd incorporate eye tracking into locomotion.

pearl tangle
#

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

clever sky
#

Maybe teleportation

#

I see.

#

Like a aim assist ๐Ÿ˜›

pearl tangle
#

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 ๐Ÿ˜‰

#

Also epic needs to get on this

clever sky
#

Sweet

pearl tangle
#

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

clever sky
#

Yeah. Seems like Unity/UE are really closest to making the metaverse ๐Ÿ˜›

#

They just need to tweak it to be more 'fun'

#

rather than utilitarian.

rustic cargo
#

and social

clever sky
#

Yes

pearl tangle
#

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

clever sky
#

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!

pearl tangle
#

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

digital marlin
#

I couldn't read a single thing in the VR editor.

pearl tangle
#

The new VR editor looks like a much better idea

mighty carbon
#

finally solved anim montage playback and notifies ๐Ÿ˜…

mighty carbon
#

still need to tweak anims, but the base is working

clever sky
#

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.

mighty carbon
#

๐Ÿ˜ƒ

pearl tangle
#

you are rigging up all of your components with hand built animation for everything they do @mighty carbon ?

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

pearl tangle
#

any other reason that you didn't just go for animating them using sequencer along the splines and whatnot?

mighty carbon
#

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

digital marlin
#

Ah, I don't like blender.

#

Not hate. Hate is a strong word.

mighty carbon
#

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 ๐Ÿ˜‰

#

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 ?

pearl tangle
#

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

mighty carbon
#

any tutorials available ?

digital marlin
#

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.

reef vigil
#

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

digital marlin
#

What do you guys think of Modo (if you've ever tried it) ?

reef vigil
#

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

mighty carbon
#

Modo? It's not free ๐Ÿ˜›

#

There is no way I am switching from Blender any time soon

digital marlin
#

Not overly expensive though

#

but I see your point.

vagrant mantle
#

@sturdy coral no everything custom made functions only

#

@mighty carbon hi motorsep

alpine torrent
#

think AR, VR. MR people edit the same project at the same time

pearl tangle
#

@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

stable shadow
#

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

pearl tangle
#

replace it with what?

stable shadow
#

Yes i need that exactly what i must use for that

pearl tangle
#

still dont understand the question. You want to replace a line of code, what do you want to replace it with?

stable shadow
#

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

pearl tangle
#

so whats the functionality that you actually need to achieve?

pearl tangle
#

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?

stable shadow
#

It will uses on render size window

pearl tangle
#

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

trail shale
#

Is there a way to use an Oculus DK2 to the current Unreal Version? Even if I disabled some VR features could it work?

pearl tangle
#

you would have to update the old oculus stuff to work with the new version but it's pretty unlikely

tired tree
#

Thought DK2 was still supported?

#

in oculus SDK and steamvr?

pearl tangle
#

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

tired tree
#

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

brittle crystal
tired tree
#

lol, thier implementation is so much worse than that space games implementation.

brittle crystal
#

What space game?

tired tree
#

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

brittle crystal
#

Yeah, their animation is pretty bad (there isn't really one, lol). But still better than what UE usually has, like at 1:25

tired tree
#

that isn't UE's fault though, its not that hard to implement per finger contact

#

Jonas was playing around with it too

mighty carbon
#

~8k for cheapest setup ๐Ÿ˜ฆ

#

just hardware

#

for the first year software is free, then 50% off

#

(which is like $2.5k annually)

dusk vigil
#

@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

mighty carbon
stable shadow
#

@pearl tangle Really, I couldn't find anything for mirror window editing, can you send some of them for me please

pearl tangle
#

look up vive fullscreen mirror

#

@mighty carbon the perception neuron is your best bet for doing decentish motion capture. otherwise go with a kinect

mighty carbon
#

have you tried iPi Soft with several PS Eye cams, @pearl tangle ?

pearl tangle
#

nah did with kinects

mighty carbon
#

but what software did you use to record and process data ?

pearl tangle
#

motion builder previously

mighty carbon
#

what do you use nowadays ?

pearl tangle
#

havent been doing any for a fair while but I have a perception neuron and access to an optitrack setup

mighty carbon
#

I see

#

Perception Neuron isn't cheap and too fiddly ๐Ÿ˜ฆ

#

I think iPiSoft is the most affordable option currently

pearl tangle
#

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.

mighty carbon
#

last advice is quite interesting ๐Ÿ˜ƒ

spiral zephyr
#

dramamine is more controversial than weed for me :p

#

i know weed works great though

full junco
#

@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

stable shadow
#

@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 ?

full junco
#

you have to add the steamvr module to your build.cs for being able to include those files

stable shadow
#

already added

full junco
#

then what errors do you get?

stable shadow
#

for ISteamVRPlugin i've openvr.h not found, and for the SteamVRFunctionLibrary an error about my custom function, but engine compiled without any error

full junco
#

you also have to add the openvr module

stable shadow
#

thanks the module name is same openvr in lowercase?

full junco
#

I think it's OpenVR

stable shadow
#

ok i'll try it

mighty carbon
#

While itโ€™s been possible to run basic benchmarks on VR-capable GPUs for a rough understanding of performance, NVIDIAโ€™s new FCAT VR tool allows detailed logging and analysis of runtime data captured from any VR app on any GPU. Weโ€™ve thrown the latest VR Ready GPUs at the tool to see what we find. While the โ€ฆ

eternal inlet
#

@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

tired tree
#

Wish IK was a little less cpu intensive

#

its the obvious choice

#

IK target the hit location on the finger bone chain

eternal inlet
#

yes

#

i actually asked IKinema about it... for some reason they didn't wanna comment much on it

tired tree
#

I had finger IK going for my controller arm tests in my original template

eternal inlet
#

oh, i wanna try it

#

send me a demo man

tired tree
#

just do the simple way, use a FABRIK node

eternal inlet
#

FABRIK doesnt allow setting up constraint limits does it?

full junco
#

and the ikinema plug in only works with launcher builds, so it's kinda useless anyways

eternal inlet
#

fingers would end up flipping back

tired tree
#

problem is also held items need to not be late updated

eternal inlet
#

@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...

tired tree
#

unless you are just hand mesh

eternal inlet
#

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

tired tree
#

ik is best quality result, animation is cheapest

mighty carbon
#

let's make Quake for Gear VR !

tired tree
#

ok, go and aim with vision, have fun

eternal inlet
#

hehe

tired tree
#

Still think I should release a challenge game that just throws all of the worst VR sickness things at you

eternal inlet
#

hehe, like the barf station is not enough?

tired tree
#

pfft, my son doesn't even notice that thing

spiral zephyr
#

it would have to include constant randomized visual puzzles so we know people arent closing their eyes

tired tree
#

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

mighty carbon
#

4.15.1 is already out? I didn't see any announcements

tired tree
#

its not, he could have built incoming changes from Github or has a typo

#

or that was preview 1

mighty carbon
#

I see

full junco
#

if you get 4.15 from github then its 4.15.1

#

so I also use 4.15.1

mighty carbon
#

any idea when 4.15.1 is out officially ?

full junco
#

should be soon

#

havent seen anything relevant in there though

glossy agate
#

@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

alpine torrent
#

@full junco you asked the runtime

full junco
#

@alpine torrent ?

alpine torrent
#

that does it cover runtime

#

that FCAT software get runtime too

full junco
#

@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

eternal inlet
#

cool stuff with the cloth and dangly bits stuff ๐Ÿ˜„

#

would love to see that in vr

mighty carbon
#

what would it take to make Robo Recall multiplayer mod ?

candid viper
#

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.

eternal inlet
#

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.

mighty carbon
#

@wicked oak any idea what would it take to make Robo Recall multiplayer mod ?

candid viper
#

@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.

wicked oak
#

@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

mighty carbon
#

I see

eternal inlet
#

@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 ๐Ÿ˜‰

mighty carbon
#

Not everything needs to be replicated. A lot of stuff should run client-side only.

glossy agate
#

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?

odd garnet
candid viper
#

It isn't soo heavy on the maths, but shows how fabrik works, including with constraints.

real needle
#

@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

odd garnet
#

Aww @real needle

deft badge
#

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?

clever sky
#

Does it already exist in some form?

granite jacinth
#

@deft badge I would make a game in secret

deft badge
#

@clever sky, yes

granite jacinth
#

And when 85%-95% complete, start marketing the hell out of it

deft badge
#

@granite jacinth Yeah, we're thinking the same

#

It's pretty easy to replicate

granite jacinth
#

Not saying someone else may not beat you to it before then

clever sky
#

Really depends on your objective.

granite jacinth
#

But, eh

#

He wants to make some money and some fame

deft badge
#

yes.

#

and yes

granite jacinth
#

๐Ÿ˜ƒ

clever sky
#

But, reality is, people's preference for locomotion varies widely.

deft badge
#

๐Ÿ˜ƒ

granite jacinth
#

That was pretty obvious for me

#

So

#

You have two option really

deft badge
#

@clever sky Yeah, I agree. It is adjustable like I said.

clever sky
#

Wide testing is best for ascertaining that your system works as well as you think/hope it does.

granite jacinth
#

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

clever sky
#

But at the same time, kinda reveals the cards.

mighty carbon
#

oh @granite jacinth is back!

granite jacinth
#

OR You can let me buy your locomotion system and you are guaranteed some money

deft badge
#

It has some other major advantages.

granite jacinth
#

And attribution

#

But nothing off any game I create

deft badge
#

Works on all Vive, Rift and Gear VR

granite jacinth
#

๐Ÿค”

deft badge
#

It solves the multiplayer teleport cheating problem

granite jacinth
#

@mighty carbon Yeah, I had to take a break for finals...I was dying

clever sky
#

Well, I'm curious! Hit me up if you wanna share notes.

deft badge
#

As in, it's time correct

clever sky
#

But if it involves teleportation and avatars, that's already a thing ๐Ÿ˜›

deft badge
#

Are you the CAOTs dude?

clever sky
#

Yeah.

deft badge
#

Sweet, love your work.

clever sky
#

Cheers.

deft badge
#

... it's better than your methods so far.

clever sky
#

If it is, that's great.

deft badge
#

not so humble brag

granite jacinth
#

lmfao

#

GET REKT

deft badge
#

lolz

clever sky
#

shrug People have a wide range of preference.

granite jacinth
#

That's some confidence you have

clever sky
#

I've had people love my stuff and some hate it.

granite jacinth
#

I'll give it a try sometime this week

#

I haven't had the chance

deft badge
#

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.

granite jacinth
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@deft badge Telling you. I got some ๐Ÿ’ฐ for you if it's legit

deft badge
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I realize they're big claims.

granite jacinth
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Either that, or you gotta make a damn game with it

deft badge
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Well, I am, but it's slow ass going.

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This was a dicovery during the dev process

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Would be nice to capitalize on it, to fund full time dev on

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game

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Don't know if that's reaching too far

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I'm busting to share it, but it's pretty easily copied.... once the cat is out of the bag.

odd garnet
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make a game but make it open source

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like if i buy it and have ue4 I should be able to look at it

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or make a market place thing for it

frosty geode
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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?

granite jacinth
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@frosty geode Wall of text op. Paragraphs are your friend

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Also, check out VR Expansion plugin

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You will get your answers in there

mighty carbon
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maybe you can move the world away from player when it hits walls ?

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while it's cool, I think stereo 360 videos is where VR potential is.. Mono 360 is dated already ๐Ÿ˜ƒ

real needle
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@frosty geode The VRExpansionPlugin has that feature

full junco
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@deft badge can't you... patent it or something like that? ๐Ÿ˜„

deft badge
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๐Ÿ˜ƒ

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Go capitalism!

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Its seems like an unsolved problem in a growing field. I would like to make some coin on it if possible.

full junco
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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 ๐Ÿ˜›

deft badge
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People have written books about what I don't know about patents

full junco
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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

full junco
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anyone knows of a good way to capture every single frame that's sent to the HMD?

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I only want to have this for debugging

hard light
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it's probably doable, but I'm not sure you want to do that

full junco
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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

hard light
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for what purpose?

full junco
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for debugging why sometimes one frame flickers

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its hard to see what exactly is wrong with that one frame while only seeing it for 11 ms

deft badge
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We had that here. Are you using streaming levels?

full junco
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I am not using streaming levels

deft badge
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Are you opening levels? Or is it all on one map

hard light
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you need to be aware that raw capture of SteamVR footage is going to come in at nearly a gigabyte of data per second

full junco
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it flickers because of my code, its not UE4 stuff

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I just need to know what my code is doing wrong

hard light
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you need to be able to write to disk fast enough, and have enough free space to store it

full junco
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it can be low res

deft badge
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What about a matinee video output

full junco
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that would capture UE4, not whats sent to the HMD

hard light
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if it's lower resolution then you're not capturing what's sent to the HMD

deft badge
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SteamVR plugin?

full junco
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@deft badge yes

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@hard light well that steamvr display mirror is also lower res than whats sent to the HMD

hard light
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yes, because it is a mirror, and you've already said that capturing the mirror does not work

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(it's not the same rendered output, it's rendered twice)

deft badge
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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.

full junco
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I mean, I would be fine with only getting what the mirror sees, just at full 90 fps

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it doesnt need to be exactly whats sent to the HMD. just needs to be whats sent to steamvr

hard light
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in which case that would likely be possible with some quick tampering in the source code

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also, there's no difference between 'what is sent to the HMD' and 'what is sent to SteamVR'

full junco
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there is

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distortion is applied by steamvr

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UE4 sents an undistorted frame to steamvr

hard light
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I see what you mean, I guess

full junco
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@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

deft badge
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Is that not what matinee does with its video output?

full junco
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I dont know, have never used that

deft badge
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You may even be able to get 90 fps output

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Not sure

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The slider says you can get 200 fps if you so desire

full junco
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hm well thanks, I guess I have to search in UE4s code then to see how its done

deft badge
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I'm saying that you may not need to

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Just add a matinee cinematic, and click the movie button

full junco
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that would capture UE4 stuff, not the final thing thats sent to SteamVR

deft badge
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You could find out in about 300 seconds or so

full junco
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@deft badge there is no regular reason why matinee should ever capture steamvr stuff, so it won't do it

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it captures what a camera sees as far as I know

deft badge
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Are you seeing the flicker only in the headset?

full junco
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yes

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I dont see it in the windows UE4 shows I mean

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I also see it in the steamvr display mirror

deft badge
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Yeah strange John. Looks like it time to hack away at the plugin

full junco
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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

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and somewhere there I did something wrong that causes it to send one wrong frame

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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

alpine torrent
digital marlin
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Nothing says credible like a star trek costume.

alpine torrent
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@digital marlin just a example as you have mixed reality setup

eternal inlet
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@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

tawdry dragon
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Anyone here that have any idea how the made the scoreboard UI that only shows on the Oculus Mirror inside Robo Recall?

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its refered to as SpectatorUI inside the RoboRecall project it self

wicked oak
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i could really use that too

mighty carbon
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well said

wicked oak
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it sure is clunky

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but twice the sales as pc vr

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and no competition for DWVR ๐Ÿ˜ƒ

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the ps4 is not that underpowered

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im running DWVR at same quality and fps as PC on a Pro

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its the tracking

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wich is terrible

mighty carbon
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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.

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or rollercoasters

sharp swan
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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

raven halo
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this is quite impressive ๐Ÿ˜ฎ

sharp swan
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no its not. vertical filming is a crime

mighty carbon
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lol, like 5 fps ?!

raven halo
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@sharp swan lol!!

clever sky
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@mighty carbon Chicken and egg problem for the industry writ large. Gamers want great games. Great games on VR needs people to buy them.

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If you're a developer, how much can you afford to sell based on uncertainty?

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How much investors afford to invest based on uncertainty?

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Some bigger companies are taking big bets.

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And for the rest... it's just going to take time to ratchet up.

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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.

mighty carbon
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Oculus funds development of interesting games and projects

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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.

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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

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obviously that doesn't work well as we can see

tawdry dragon
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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

mighty carbon
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except that if it's a gimmick and you aren't the first, you won't be remembered

tawdry dragon
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which also makes your marketing strategy cheaper because you already have a communications channel

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True - you need to innovate no doubt. Its two very different strategies

mighty carbon
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well, you don't need to innovate

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you can make conventional game executed well and succeed

tawdry dragon
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but games do have large expenses and long development times

mighty carbon
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it's all about story, settings and how well you apply existing mechanics to it

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yes, they do.. But, VR folks are dedicated and hungry for good content

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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.

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(Gear VR is a bad example because there is no core/hardcore gamers on it; but it would work better for Rift)

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it's obvious that Robo Recall like quality and variety isn't achievable by 1-man team.

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But there are a ton of examples on PC where stylized consistent art style in indie games was as strong as AAA quality assets

tawdry dragon
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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

mighty carbon
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why can't they? They do on PC and consoles

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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

tawdry dragon
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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

sharp swan
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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)

mighty carbon
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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.

cobalt relic
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Indies will always have strengths of their own. Mostly the basic one is that they can try new stuff

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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

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AAA have the strength of giant projects with high polish

mighty carbon
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I don't care for groundbreaking. As a matter of fact, as a gamer, I don't like all that weird shit indies make.

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"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.

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Give me an FPS, with decent story and environments and you can take my money

cobalt relic
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Sure, that's what everyone likes

mighty carbon
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even if it looks like Minecraft

cobalt relic
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The point is, indies can do stuff that isn't a military shooter in space

mighty carbon
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well, they can, and that's why on VR we'll have this situation

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like, I work in the office all day, every day. WTF would I want to play Office sim in VR?!

tired tree
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HAVE you played office sim?

tawdry dragon
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Or EuroTruck Simulator ๐Ÿ˜› Appearently that is big in germany

cobalt relic
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Pretty sure no one is going to argue that you actually do like Office Sim, @mighty carbon

mighty carbon
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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)

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I want to do in games (VR or not) what I can't do in real life

cobalt relic
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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

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Doesn't stop me from playing BOTW, Destiny and Doom too

mighty carbon
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sounds like you have a lot of free time on your hands ๐Ÿ˜ƒ

cobalt relic
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Well that's 6 games in like 3 years, too, so there's that ๐Ÿ˜‰

mighty carbon
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I stopped playing Diablo 3 because of grind. Grind is what I absolutely dislike in games.

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I think I only played 2 games last year.

cobalt relic
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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

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But there is value to new stuff

mighty carbon
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we are talking about profitability and mass market

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right now people don't care for VR because there is nothing to play

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price point is more or less affordable now

cobalt relic
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Maybe people just don't care about VR

mighty carbon
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they don't until they try it ๐Ÿ˜ƒ

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and for some reason some people refuse to try it :/

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(like, as if they are afraid they are gonna like it)

cobalt relic
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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

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So :/

tired tree
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are you afraid you would like office sim?

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or do you just assume its a boring gimmick game?

cobalt relic
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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.

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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.

real needle
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vr headset 800$ normal screen 100$

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lel

cobalt relic
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Just like no one bought PC games on early mobile marketplaces

mighty carbon
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Office sim IS a boring gimmick game

real needle
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might as well buy 8 screens

mighty carbon
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my gaming time would be better spent playing Dead and Buried or Robo Recall

real needle
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awww crap I thought this was lounge

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this is awkward

tired tree
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ok Motorsep, well to a bunch of people VR IS a boring gimmick

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I think you actually udnerstand where they are coming from if you think about it

mighty carbon
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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.

cobalt relic
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Pretty sure we all tried VR here

mighty carbon
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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.

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(as most of survival open world games on the market)

cobalt relic
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Your point being ?

tired tree
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mmmmm, the RoboRecall spectator UI is directly drawing to the oculus mirror window render target

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they added a new oculus function library entry that returns the render target for the mirror window in their engine build

mighty carbon
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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,.

tired tree
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of course hardware can be a gimmick

cobalt relic
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Sating that VR is a gimmick because of one game is nonsense, sure

tired tree
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more so to people that tried previous iterations of it

cobalt relic
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We can definitely say that both are a gimmick though

mighty carbon
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don't get all butthurt @tired tree because I say Office Sim is a boring gimmick, unless you were one of the devs ๐Ÿ˜›

tired tree
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i'm saying that you are acting just like the people you "can't understand"

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i haven't tried office sim myself

cobalt relic
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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

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People said the Wii was a gimmick, too, it still sold 100M

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Maybe VR will do the same

mighty carbon
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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).

cobalt relic
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There are also people who have tried VR and think it's a gimmick, like me ๐Ÿ˜ƒ

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Well not a gimmick, but definitely not something i'd pay for

mighty carbon
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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.

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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

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Going back in time, until I played Wolf 3D I thought PC gaming was junk

cobalt relic
#

And people thought mobile gaming was junk before Angry Birds, too

mighty carbon
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but PC, as a tech, never seemed junk / gimmick

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I still think mobile gaming is junk ๐Ÿ˜›

cobalt relic
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PC started out as a professional tool for wealthy engineers

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And accountants etc

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VR started out as a new way to experience games

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There is a reason it's often compared to 3D movies

mighty carbon
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I see VR as gaming, entertainment and educational platform

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speaking of movies, I wonder how it would feel to watch a movie in VR on a big screen, but with ambisonic sound

cobalt relic
#

Some people see VR as an industrial tool, too

mighty carbon
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they sure do

cobalt relic
#

And imho it's probably going to be its most successful field in the long run

mighty carbon
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I doubt that

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AR is more flexible and useful for industrial applications

cobalt relic
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Yeah

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But I don't see mass market VR happening, so.

mighty carbon
#

I do

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People always want entertainment

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and VR can deliver a wealth of it

spiral zephyr
#

when it all converges into easily wearable AR, it'll take over the world like smartphones did

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5-10 yrs ๐Ÿ˜‰

mighty carbon
#

like I said many times before, I don't want to play non-VR games any longer. They don't feel immersive.

sharp swan
#

as soon as they make the AR app that removes women's clothes on the fly, it will take off :p

cobalt relic
#

Not everyone wants immersion though.

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Even in games

mighty carbon
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do you own any VR (cardboard doesn't count), @cobalt relic ?

cobalt relic
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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

mighty carbon
#

ha, so what are we talking about here ?!

tired tree
#

oh man, when did they make the OpenVR system struct publicly accessible....I can throw out hundreds of lines of code

mighty carbon
#

Most people play games to escape reality. The same people will enjoy VR, where it's gaming or simply getting out of this world.

cobalt relic
#

We're talking about how people have different needs and ways of playing @mighty carbon

sharp swan
#

happens all the time to me. I fix a missing feature or issue, then after hours of work, it gets fixed/added

mighty carbon
#

There are a ton of people who don't play games at all. Those people will not use VR for gaming for sure.

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But there are even more people who will use VR for entertainment

sharp swan
#

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

mighty carbon
#

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.

cobalt relic
#

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.

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What i'm saying @mighty carbon is that by dismissing games like Office Sim, you might be dismissing the entire platform

sharp swan
#

@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.

cobalt relic
#

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 ?

mighty carbon
#

I still enjoy AAA games, a lot. Hate mobile as much as I always hated it.

cobalt relic
#

They were wiped out by people who actually understood the platform

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The same thing will probably happen to VR

sharp swan
#

@cobalt relic : Epic :p

mighty carbon
#

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

cobalt relic
#

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

mighty carbon
#

I see people who complain a lot about AAA games play a way too many games every damn day.

cobalt relic
#

Just like Angry Birds made mobile gaming relevant

mighty carbon
#

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

cobalt relic
#

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

mighty carbon
#

(which is a good thing)

cobalt relic
#

AAA on mobile is wildly different than AAA on PC or console

#

It will be different in VR too

mighty carbon
#

it could be, and it will die if it has clones of Office Sim

cobalt relic
#

No one knows that

mighty carbon
#

mobile is different

#

mobile is casual

#

VR is definitely not

#

VR is more like PC gaming

cobalt relic
#

VR PC gaming is a super small market that will stay a small market because it's a subset of PC

mighty carbon
#

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.

cobalt relic
#

Well let's not argue all day there

mighty carbon
#

then that's where I belong, if they make games that satisfy my needs ๐Ÿ˜ƒ

#

the argument that is every gaming platform, except mobile, was driven by AAA games

cobalt relic
#

All gaming platforms were driven by indies first