#virtual-reality
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ah yeah that's the one
so @ripe kindle use hmd mirror [0-2] and it will work, hmd mirrormode will black you out
@sturdy coral I still haven't tried FCATVR by Nvidia yet .. but it seems to be a nice tool to benchmark and get some useful info on frames
@dusky moon ok yeah I'm going to download that now
I've been hearing about it off and on
tell me if it worked with ue4
@sturdy coral ill try that if i can get back into my project. cant find the right ini to edit to let me open
and I saw a video on youtube by nvidia telling what it actually does
@ripe kindle you can move Saved/ to Saved.bak and it will work again
@dusky moon yeah I hope it isn't just for standalone and doesn't get confused by the vr preview
@sturdy coral thank you very much
We got some 360 degree vr footage from sxsw
When my friend is done stitching and everything I'll share it
If you have virtual desktop it just works
@candid viper I've now added a "LastFrameViewportSizePercentage" variable that holds how big the viewport was last frame compared to this frame, so if the current frame has a pixel density of 1.0 and the last frame had 0.9 then the value is 0.9. I bind that to the TAA shader and use it to multiply the PostprocessInput1Size.zw with it
Crazy, I said just the same thing to my wife.
@deft badge I guess that was not related to what I said?
Rubbish, I chat wife Kell about LastFrameViewportSizePercentage issues daily
It's what holds our marriage together
shuts up
๐
well still trying to make the adaptive pixel density look best with TAA ๐
Brian found that line where the size for the TAA history is calculated
so now I try to let it calculate the correct size there
so just like this: https://puu.sh/uR1WQ/7b225fe162.png
wow, I think this actually works pefectly!
Hello guys, I want to know if i use motion controller component, does work with Oculus touch too ? I've a project setup for VIVE but I want to add Oculus touch support for that too...
motion controller component works with all existing motion controllers, yes
at least all that I know of
Thank you john another great help from you ๐
btw, I've also implemented this now in 4.15: https://github.com/EpicGames/UnrealEngine/commit/af9d6262473492e4e9850133a128c95663ebb5be#diff-21c28f9e689b5345850555c6108735feR2292
it was added to 4.14 as a hotfix, but never to 4.15
1 ms less render thread time for steamvr
@full junco whats the actual end result/ benefit of your stuff above with the adaptive pixel density?
@pearl tangle which stuff?
you got that working right? Or still can't get it configured how you want?
you were trying to make it scale based on current performance yeah?
just wondering if you asked about that commit there or only about the pixel density stuff
just the pixel density
I have not really tested it much in the real game, only tried to make it work
if it works the way it should work and I dont find any more issues then it should improve visual quality and make sure that the game always runs at 90 fps
but the idea was just to raise and lower based on current performance yeah, nothing around eye tracking type deal for foveated rendering yeah?
i have a fove sitting here i haven't touched yet
I mean, if you get it to work without any new hardware on vive or rift
has anyone else here been diging through the robo recall project source? I've been going through figureing out how they did certain things and one thing I'm curious about is how they play music aross loading scenes. they don't seem to be using level streaming (although maybe it is and i'm just looking at the wrong thing)
dont think you would be getting any kind of eye tracking on the current versions of rift and vive. You can do some approximations and just assume they are looking straight ahead all the time for the foveated rendering and get some decent improvements
ah derp.. that was easy.
hah that looks like a handy node for that
yeah, they spawn it with that and save a reference of the returned instance in the GameInstance blueprint so they can turn it off when they want to after the next level loads.
yeah sounds like a decent way to do it
The way the loading screen is done is kind of neat too if you haven't tinkered with that. They call a function that sends textures with associated 3D transforms to the oculus/steam runtime and the HMD runtime/drivers actually show those textures in 3D space with head tracking while the level loads then when the level loads you tell the Oculus/Steam runtime to stop showing that scene. If you search UE4 blueprint nodes for "splash screen" you can see the related functions. I'm on master but i'm assuming these are in 4.15 too.
yeah i saw that was a new 1 in 4.15
This... this is good chatter ๐
damn project files didn't generate properly trying to grab the new vr editor branch
@candid viper @sturdy coral just saw this: http://puu.sh/uRefN/3fa37297cb.png
was added to master a while ago
hah so you spent a tonne of time trying to do it yourself and they have already got it going for 4.16?
ah not so bad then
im trying to rebuild master at the moment and getting this damn thing. searching through all the files to actually figure out which 1 would be throwing that
never saw that
is it clean master?
also, there was this optimization for those who use the forward renderer: http://puu.sh/uRer4/530ed9bdf8.png
I hate how its not possible to cherry pick individual commits... ๐ฆ
yeah just pulled down all of it ran setup and i get that issue on the generateprojectfiles.bat
you can
rebase just those modifications
they are always part of giant merges
since 1 commit on github includes hundreds of invividual commits theres nothing you can do if you only want a specific one
ah depends who is doing the commits as to how often they do that i guess.
a bunch of the daily commits are just 1 or a few files
I talk about how they merge their dev branches to master as a whole
they always wait at least a month or so before merging them, so theres a lot of stuff in them
yeah but you can just pull that 1 out of the dev branch
no, they are not available on github
epic said they would like to improve that in "early 2017"
so I really hope they soon do
well I would like to actually be able to build the engine files too so hopefully they fix that 1 soon hah
something odd with the xml in the unreal build tool but it looks fine to me
maybe try to see what stuff was changed in the last few days
or just get master from a week ago or so and try to generate project files there
and if that doesn't work, get master from 2 weeks ago
I don't think its broken for weeks
seems like it might be having an issue with visual studio. another guy on UDN i just found had a similar issue and 2017 VS solved it
ah well, all epic devs are probably using VS 2017
will see what happens once 2017 is on there
always use 2017, it's so much better than 2015
this may be what you were just talking about but i tried to build master recently with 2017 and it wouldn't build. can't remember what the error was
ah well i am on 2015 and it wouldn't build...
Hey Tim,
A user on IRC who had a similar issue to mine posted this:
either change WindowsTargetPlatform.WindowsTargetSettings CompilerVersion to VisualStudio2017
or change the order in UEBuildWindows.cs GetDefaultCompiler // Second, default based on what's installed, test for 2015 first
it goes 2015, 2013, 2017
change to 2015, 2017, 2013
until they fix the -2017 passing which should override it anyway
seems the windows 8.1 sdk may be the culprit actually
IRC lol
gonna ask Valve for a 3rd Steamworks AppID for my new game
how long does it usually take from getting approved for dev hardware with Oculus and until it gets shipped to you ?
not much
aye, thx
someone said it took several month to be shipped to them :/
interesting http://edition.cnn.com/vr
Immerse yourself in 360 videos from around the globe at CNN.com/vr
I wonder what fake news + VR can muster ๐
๐
@full junco grr, apparently the nvidia branch forces r.SceneRenderTargetResizeMethod to the slow resize method
if you are using multires shading
not directly UE related. But our latest VR project was a huge success running on two trade shows in Las Vegas and Bali with around ~800 visitors. There is a good market for VR in the industrial sectors ๐
#paddingmyselfontheback
also, thanks for the help you guys !
Nice, what industries
not disclosed to say, the project type and client is under heavy NDA ๐ฆ
military ?
ha
Ah. I am working on some real estate stuff because I'm a broker for my day job. I have gotten some bites but still waiting on landing a good client.
Personally I had some RnD using it for more visual presentations like real estate, furniture etc... but those companies dont seem to have budgets large enough to support VR.. yet
however huge industrial companies dont mind spending large amount of money on it
atleast, thats the state in Denmark
Yeah, that's what I am seeing. Even in CA the margins are too thin for a big budget right now.
That being said, the barrier of entry is always high on the first product. The savings come from doing it repeatily ๐
I wonder if SpaceX and Tesla in US have the money to spend on VR ๐ค
Was trying to set it up as a value add for a smaller fee in order to finance a whole development as a partner.
That or do subscription based services ๐
Yeah. Financing the deal grosses us about 5k per house between 4 people so 50-100 units per year would make it pretty good for us on top of our existing business.
for subscription based you'd have to roll out your auth server and see if they paid their fee to extend license. I don't really see other way to ensure you get paid.
well that depends on how you will be pusing out content
New homes get us closer to 10k though.
most real estate brokers dont have 3d models of their homes, so you could team up with a 3d artist and have a fixed fee for making the content, and then monthly/yearly payments to use the system
I am the artist.
there you go
me too! ๐
there you both go!
Without your 3d services, their subscription would be worthless
I just know a bunch of people here in the industry from doing it for 10 years. I also offer mobile and desktop versions. Been trying to get a good streaming version using x.io also but it's still laggy
Yeah, most new homes near me are in the 500k range. Trying to push some heavy volume.
But margins are in the 15-20% range and shrinking because the new bills haven't gone into effect yet. One of my friends is starting on some big custom homes so I asked him to throw me a bone haha
Me too! Building a game for now to boost my VR dev skills while other companies try to sell builders on the idea haha.
I really miss having some VR hardware at home ๐ฆ So many small demoes I want try and make, in order to further my skills
I have applied for the Oculus Dev hardware, havent heard back since they requested a portfolio
Nice, I got a vive through the unreal grant program, got really lucky.
not bad ๐
I hope to hear back from them, but dont expect it. I dont think Oculus is gambling much on VR that isnt targeted at the average user
like trade show experiences for the industry(where my expertise lies)
Try vive maybe. They seam to believe in enterprise a bit more.
well, to be honest I could just ask my company and borrow a kit home, but my guess is that would come with the expectation that all I do should be in the interest of my work
I'd rather be autonomous ๐
Yeah, more freedom to realy play around wilder ideas.
yep. I could also just stop being a cheap ass and buy the rift+touch. They are not very expensive anymore ๐
anyone that has more than 2 motion controllers connected to their vive, where additional controllers are hooked up via USB cables? I noticed since a few days ago, that the one being connected to the USB cable keeps falling asleep, and i have to pull it out and reconnect after 20-30 secs in order for it to stay awake
it goes into that pulsing green mode
@tawdry dragon pretty much if your stuff isn't consumer facing, they consider you a consumer
(same with Valve)
@eternal inlet only with UE4?
nope
right now all 3 are tracking
and live
but after a while the one connected via USB goes idle and starts pulsing
hmm, do you see any difference between the steamvr beta branch and stock?
how do i use steamvr beta?
right click steamvr under library/tools then click properties
@sturdy coral that is what I thought. Bit funny as the industrial clients dont mind spending money on buying 10-20 pieces of hardware for tradeshows
and there is a beta tab
but in the broad image that is just pennies to oculus anyways
inside steam?
nice, got it
right click it, click properties, click betas tab
np
anyone know what the magnitude of the performance difference talked about here is:
Added in a new CVar vr.SteamVR.UsePostPresentHandoff, which defaults to 0. When set to 0, we do NOT use the SteamVR Post Present Handoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like Scene Capture components and Widget Components.
For users that were using 4.14.1, and seeing a GPU timing improvement, that behavior is now off by default. You can re-enable it by setting vr.SteamVR.UsePostPresentHandoff on your project to get it back. Be aware that SceneCaptureComponents or WidgetComponents may cause async reprojection in SteamVR to fail in that case.
?
from the 4.15 release notes https://www.unrealengine.com/blog/unreal-engine-4-15-released
sorry no
@sturdy coral motion controller still falls asleep, but i figured it had something todo with my usb ports... i plugged it into a different port, and now it stays awake just fine
@eternal inlet ah, strange. maybe a powersaving option
people have fixed some rift camera issues by messing around with the powersaving settings
could be.. just couldn't find any thing special, and it used to work
will have a look later.. thx again
@real needle there is a pull request on github that fixes it
@sturdy coral Darn, I'm not in source build for this project
I can work around it for now, atleast I know it's a bug
@real needle you can also start it outside of the editor and then connect, but yeah then you can't debug the blueprints of it
Yeah that's how I usually test
@sturdy coral I'm using that PostPresentHandoffThing
it improved performance quite a bit
@full junco It was on by default in 4.14 but it broke several things
I'm using it since I saw the github commit that added the cvar
Doesn't work with CaptureComponents and has an issue with 3dwidgets as well
Yeah it was just unexposed in 4.14 but it broke our main mechanic so we got valve and epic to fix it ๐
@full junco in the release notes for 4.15 it says it only breaks if ATW is on
Or interleaved reprojection
(and you are using scene captures or UMG)
I tested with both widgets and scenecapture components, it broke both in 4.14
from looking at the render target resize code it seems scene capture uses the same gbuffer as the main viewport?
and since AMD doesn't support it I can't use any async reprojection and so I can't see any issues with it
maybe that's the reason
well I don't know the final output buffer would have to be different
and also widgets are really not important in my game and I have no scene captures
yeah I have widget components.. hmm
well I also have, but they aren't important
and I guess moving then to stereo layer would probably fix any issue with async reprojection and that cvar
so I could always do that if I would see an issue
but for now I'm just happy about better performance
and I've actually implemented that other cvar thing, forgot how it was called, but it should make that postpresenthandoff thing unnecessary
that UsePostInit or something like that
mmm, actually right now I'm making a VRStereoLayerWidgetComponent, using Mitches good idea of hacking around the stereo world locked not working currently
@full junco I do see a black flicker with rift when changing screen percentage, probably the TAA thing
@tired tree oh great!
if there would be a simple way for making widgets work with stereo layer that would be really awesome
@sturdy coral screen percentage?
yeah. not doing it in blueprint means that I can just pass the rendertarget in directly, make it one component, and if VR is not enabled fall back to standard rendering
@full junco yeah just when changing resolution
how complex is Robo Recall BP stuff? Is it well organized and commented ?
its "ok"
@sturdy coral well but you aren't doing it too often I think? because of performance issues I mean
aye, I hope it wouldn't be too hard to add new weapon or something like that
@full junco yeah not doing it often, just thought I remembered you were looking for someone to test on rift and see if they worked around it somehow
@full junco what was the main change for speeding it up in your new method for doing it on Vive?
is it possible to see how they did the mirror overlay in robo recall in the modkit, or did they do custom engine stuff for that?
@crimson tide the modkit has all the engine source and game source
cool I'll check it out, thx
@sturdy coral main change? well there wasn't one main change... just many small ones
well maybe the main change is to set the ViewRect on the FSceneView
that's what's basically doing the same like setting a screen percentage
and I was wondering if the rift had the taa issue with their adaptive pixel density, not with setting screen percentage
@full junco ah I thought their adaptive pixel density went down the same code path
@full junco Those commits look to be some little performance tweaks added for RoboRecall. I'm surprised at how quick they tend to be at getting things out - they work in Perforce, have to manage/sync the branches there, QA and update Github.
@candid viper yeah, did you see what I wrote earlier today/yesterday about the TAA stuff?
@wicked oak http://puu.sh/uSaw3/5be0fa50f0.png
would fix all your draw call issues I think
yeah, and vulkan would make PC as great as PS4 for that
I like how DX12 is pretty much dead already ๐
@full junco Well, Microsofts 300$ HMDs will have a say about that :b
Easiest set up out of all the pos tracked vr units
Since it's markerless inside out
And low cost
If it's decent, it'll make a big splash
I believe that when I see it ๐
Hehe
and a HMD alone doesn't make DX12 popular
nooope but if it's anything like the psvr market then we'd all probably want to jump on the bandwagon
Although I'm doing as best as I can staying out of PSVR just because I personally don't think it's good enough for my games
yeah i think microsoft's headsets will have a gigantic impact on the industry because it's going to flood the market with another 10 headsets by this time next year most likely
bit of a long shot but is anybody going to be heading to the Unreal Open Day next month in Shanghai?
it's legacy stuff. will be updating to Niagara soon hopefully
is potato face the game or the company?
Company. The game is a dungeon crawler
hah yep I have his prototype here to test and didn't get around to it!
nice! really love the atmostphere and sound effects
thanks ๐
anyone on that has built master with vs 2017? was there anything special you had to do?
@fleet veldt I'm not using master currently, but I was a few months ago, and then there was nothing special you had to do
also using VS2017 for like forever now
@eternal inlet new beta changelog says it fixes the power down issue
"Fixed issue that caused Vive controller to turn off while they were being used."
I tried removing 2015 and got a different error @fleet veldt
Gotta do a restart and see if anything fixes. I think you need the windows 8.1 SDK in there from what I could gauge. Epic guys couldn't reproduce my error
I noticed when I firs ttried to open the ue4.sln in vs2017 it offered to update the SDK to windows 10 and the toolset to 2017 (which i wasn't sure if i should accept that or not)
ah yeah you have to install .NET because the unreal build tools are written in c#/.net
running windows 10 it's already in there but seems having VS 2015 and then changing to 2017 had some issues
@muchcharles#2724 ah, nice spotted. I'll have to try again tonight
hah now back to the XML issue again
does anyone have a link to that source code tweak guide to have the vr preview full screen on the monitor when someone is playing?
thanks!
I have an issue with a map of mine and the htc vive and hopefully someone can help me, because with the oculus everything runs fine... When I start or travel to a certain map the htc vive has problems to possess the vr pawn, kind of breaks and kills the framerate... the vive can possess the same pawn in an other map. So maybe this is an issue with the map? But then why does the oculus work perfectly smooth with the map where the vive breaks =/ Even after shutting down the play-mode when the issue appears the frames are very low
does the rift work fine with it running through steam vr rather than the Oculus plugin?
works fine for me
mind you, I cant say with CV1 and that is at the office so I use a dk2 atm
hmm good question, I guess yes, but I never enforced it on purpose to test it (Sometimes the steamvr opens up, but I don't know if the rift will use that or the plugin). How may I do that?
disable the rift plugin and switch on steam vr and I think you should be running through steam vr
Plugins -> Oculus Rift -> Uncheck Enabled? Disable like this?
yep
thats the theory anyway
hmm but SteamVR should not be the issue because other projects or games work fine
with the vive
rift works with steamvr
i found the source of the issue. It has something to do with my post processing volume
I have pushed the steamvr changes for supporting adaptive pixel density to github: https://github.com/JohnAlcatraz/UnrealEngine/commit/063df74ba8bbb47eed1f79f16b17cf569ac0b8ed
@candid viper @sturdy coral @deft badge
and apparrently it was connected to "screen percentage", after I changed that the vive worked until one of my lighthouse sensors somehow lost connection but that is a different issue
How to draw gaze pointer instead of line trace line in be?
what do you mean by "gaze pointer"? Are you talking about the point where your gaze hits an object, so you know what you are looking at?
If yes, then you should do the line trace and use the location of your hit for the location of your representative mesh or something ๐
widget interaction component is pretty good for that stuff. I have made a gaze cursor before that was available and it was a logistical nightmare as you were controlling the position of the mouse and that introduces user unfriendliness
I have did the line trace, instead of red line I want a mesh or texture like reticle in unity
so spawn a mesh at the start of the trace and rotate it's forward vector to point to the end
if you use a simple cylinder mesh, you can set the cylinder width as thick as you want the line, then scale it along one axis to stretch it, and point it to the end
@sharp swan I can't get what your saying can you provide me an example or something
not unless I either write one (because i cant share my code, under nda) or google it for you. So if you need a clearer explanation, I can give that, but I can't implement the solution
@sharp swan ya need a clear explanation
@vagrant mantle : Ok you have a trace. It has a start location and end location. Then you have a hit location when the trace hits something. You could have a mesh/texture, that has been spawned already, move to that location. Then you tweak it for your purpose (such as checking the hit normal direction to rotate according to the angle of what it hits and so on).
Anyone who has got getnamo's Leap Motion plugin working in 4.15?
@sharp swan but I want to the mesh to be in the center without hitting anything
so you want a screenspace cursor?
I'm creating for the gear vr
@John_Alcatraz#2916 What is adaptive pixel density excactly? sorry for the noob question
@vagrant mantle : you can just place a texture in the centre of the viewport in front of the camera then
get the camera location. spawn the texture there. Then move it along the forward vector until it doesn't get affected by the stereo effect
you need a 3d widget. You can't use screenspace in VR in such a way.
you could literally just attach it to the camera in the blueprint though. Just make sure its enough units away so it doesn't appear in stereo.
@full junco nice, didn't take that much to change either.
@full junco congrats on seeing it through.
anyone having issues with single pass stereo from nvidia vrworks and instanced meshes?
anyone got any experience with doing glass shaders for VR (Oculus/HTC), I udnerstand that doing translucent one kill the performance, wondering if anyone has any alternatives
is he watching VR porn there?
Hah, no.. She is shooting webs being Spiderman in VR. At least that's what they want us to think ๐
wel it's just.... ahh nevermind ๐
@full junco awesome, good job man!
does Rift have the same issue with adaptive pixel density ?
@mighty carbon I need to test more and see
@raven halo have you tried 4.15.1 with Gear VR? Any issues so far ?
@mighty carbon they have an issue with it in their 1.11 SDK release notes where adaptive pd will force rift into permanent space warp
but it is fixed in the 1.12 release
you can disable spacewarp through the debug tool to test probably
doesn't make sense to stick with 1.11 since it's plagued with tracking issues, right @sturdy coral ?
I'm on the nvidia branch which forces r.SceneRenderTargetResizeMethod to use the reallocate method
@mighty carbon no yet! Saw the fix we were talking about regarding the GearVR plugin not being properly included! :D
Because we are doing it through code we don't need it right now. Our programmer has the changes in the engine locally and he is the one doing the builds right now. We will update to it so that we don't need any custom changes of the engine and we can simply use the launcher version. Maybe tomorrow we will update. I'll let you know if anything strange comes up.
@mighty carbon tracking issues are mostly fixed in the 1.12 runtime, even if you use an older SDK version
UE4 is still on the 1.11 sdk by default
but the 1.12 runtime apparently doesn't fix the adaptive pd issue if you are on the 1.11 SDK, so you have to upgrade that
I see.. I guess 4.16 or current Oculus github should have 1.12
thanks @raven halo I saw FMOD finally released 4.15 compatible plugin and since 4.15 has monoscopic rendering, I am thinking it's time to upgrade ๐
yeah, it has a lot of nice improvements and additions
4.16 should be better though ๐
(especially for Gear VR)
interesting
and it only needs a ยฃ1500 phone to use it :p
uhmmm
the screen might have that res but... there is no way you can render that out
if the S8 has the Snapdragon 830 in it... then it could render at higher res than the S7 for sure
for sure?
(or equally powerful Exynos)
yep
Samsung bought out entire first batch of 835, so S8 will be the only phone using it, at launch at least
you can actually get controller only
it pairs to your phone via Bluetooth anyway
I still use Gear VR IE2, so I am getting controller for it. When (or even if) I get S8, I'll get Gear VR 2017 or whatever they come up next with ๐
that is true
I want to know how much higher res I can go with my current game on the S8 before it burns
๐
when resolution reaches 1,500 PPI, it will significantly solve virtual reality sickness, including general discomfort, headache and stomach awareness."
Read more at http://www.trustedreviews.com/news/gear-vr-2-to-offer-a-staggering-1500ppi-resolution#p2FzdWIqiETzvUA2.99
lul
what about the 60 FPS and the no positional tracking?
+1
I cringed at that part as well
they should bump it up to 90fps before increasing resolution imo
60 fps doesn't make me sick per se
and FOV
FOV is 100 deg, also doesn't get me sick
I do see the flickering unfortunately, it doesn't make me sick, but it gives me a headache
lack of positional tracking doesn't make me sick either if I use swivel chair
but I'd take all these articles with a grain of salt
they got info from a "legit source" that one of the upcoming Gear VR's will have built-in screen at 1500 ppi. They take that and roll with it assuming a lot of stuff and adding on top of that
the takeaway from this article is that potentially one of the future Gear VRs will have built in high ppi screen ๐
that's all
I'm a bit confused with that concept anyway
a gearvr with built in screen? what for?
what's the point?
I don't see any flickering :/ I don't see flickering on conventional monitor either and it runs at 60 Hz too
if you tell me it's a standalone device, then that's another thing.
that I don't know.. Streaming from the phone in your pocket ? Standalone mobile HMD is a fail if it costs as much as cheap VR PC + Rift
@mighty carbon it's different than regular monitors. The screen in the gearvr turns off between frames to achieve low latency
the ps4 one doesnt do that
but it runs at 120 fps
im still finding myself having to clamp to dark grey to get no smear
I see flickering only if I turn on dev mode on the phone. Otherwise I don't see any flickering when wearing HMD without dev mode being on.
@wicked oak for PSVR?
I have just recently clamped values bellow 5 to get rid of the smearing with the samsung screens
how did you do that? with tonemapper ?
because all my materials are unlit and I'm doing all the shader work there... I just add a clamp after the tonemapper
I see
I like deep black colors. Helps with 3D effect.
I don't particularly care for smearing of black colors.
It's very ugly in my game, I do fade to black sometimes
and as it does you can see a 100% blackness crawl it's way into the scene
I see
like, there is no transition betwenn 100% black and 90% black
it's a bit disturbing, cause it looks like... I don't know
mold
๐
ha ๐
I wonder if it will run with Rift / Touch
the game is like Unreal really in that its scalable and does so pretty well so it will run with a loss of quality overall but then they will have gone deep into refactoring everything to squeeze the performance out that they can. One thing you can always rely on with Bethesda too, is that they do proper R&D when it comes to new techniques and VR is a perfect platform for that
I mean, can they block hardware of a specific vendor ?
shrugs
is anyone here up for collab (when I get my Rift) ?
@mighty carbon a conventional screen is high persistence and is in a narrow part of your FOV where your eye is less sensitive to flicker. Even with low FOV lots of people did see flicker with CRTs at 60hz and would run them at >70 to compensate
cause CRTs had a lot lower persistence than LCD
@mighty carbon they could potentially hardware block like Google Earth did or like Oculus did for a while. it should be easy to work around it though
I kept a CRT for years. Still kind of miss it but I love 4k monitors. So crisp
I still have 1 CRT left (and it still works!), but I don't really care for it after years spent with IPS screens
so, collab, anyone?
(will be looking for a programmer, BP and maybe just a tad of C++)
๐ฆ
oh well, I guess another solo "adventure" for me ๐
@mighty carbon do you recall what the cvar was to change the resolution on gearvr? I might change the res on S6 a tiny bit
@raven halo quoting from Oculus forum: "The command to set the pixel density in UE4 is hmd pd"
oh, I don't know.. That thread was about Gear VR
so I assume Oculus was talking about Gear VR
@full junco No, I'd missed the view rect. Glad you got it all working.
@raven halo did it work for you?
haven't tested yet
programmer will take care of it while I do other stuff
I'll report back!
all I want to say is that S6 sucks big time compared to the S7 XD
how so? (besides obviously being less powerful and not having special cooling system as S7 )
it's less powerful... supposedly it's just 10% less powerfull if I recall correctly
but it feels more like 50% less powerful
damn
I've had to turn off normal maps, tonemapper, and I have to use regular cubemaps instead of parallax corrected ones
does anyone know how to replicate HMD and MotionControllers?
just came off the Replication stream, and maybe they mentioned it, but i missed it in that case
im looking for a good example... preferably in BP
its pretty easy in BP, clunky but easy
send location to server via RPC, replicate it back down to clients from the server, ignore the replicated value on the owning client
you don't have to change authority settings with motion controllers anymore since 4.14 i beleive
ok, I believe this source more than the one I linked earlier : http://www.techradar.com/news/next-samsung-gear-vr-could-have-a-built-in-super-high-res-display
@tired tree ah ok, thought it was harder
no, it used to be a bigger issue because the controllers had bad authority code
if you want to do it better I would quantize and pack the data a bit though
and maybe do some naive smoothing and lower the update rate
ok
any particular reason to use RPC? or is it just me that don't understand differende between RPC or call to server and ask it to replicate to all clients?
aye
so client sends position to server
server makes a multicast or whatever it's called
and owner ignores
others update
right?
and smooth possibly
sounds pretty doable
though instead of multicast
ah, so make a var and set that to replicate and then just read it off from the other clients
then on Rep_Notify set the pos on the clients
ah ofc
gotcha
will try that once i get to the replication
other question... not sure u know, but is it possible to have two vive sets in the same room? i mean 2 light houses, but 2 hmd's and 4 motion controllers
hooked up to same pc, possibly two if it's not doable
oho, how does that work with two pcs? where are the lighthouses connected to then?
why would they be connected
the usb cable is for updates
and if setup correctly they can wirelessly update
this ain't rifts USB tree of doom :p
๐
speaking of rifts... how many of their microphone stands (or whatever they're called) can you connect at max?
ok that's what i thought too
i was talking to some people which hoped to track 15 people with Rifts
15!
in a 300m2 area
i told them no way
lol no
would need something totally different
@eternal inlet you should probably read this before getting into multiplayer stuff https://forums.unrealengine.com/showthread.php?111608-Free-Network-Compendium-Gets-you-started-with-Multiplayer!-Current-Version-1-5-0&p=534686&viewfull=1#post534686
ah yes, i planned on doing that
it was mentioned on the stream too, thx @mighty carbon
๐
@tired tree you think i could do location replication the same way as the controllers, with the capsule? since my capsule is a physics simulating one, i suppose i need something more reliable
Hello, is there any good solution to record a video in VR without the black borders and distorted rendering?
@storm hare which headset are you using? I know oculus has a mirror mode 4 that is nice
I'm using Vive
vive might have it too now. here's what it looks like https://www.youtube.com/watch?v=r_nf6jveyNI
(watch full screen)
yeah try typing "hmd mirror mode 4" into console while playing. although i'm on master branch so it may be something new. The first time i noticed it was playing with robo recall.
I notice master branch has the new VR editor changes (but not mesh editing yet or at least I can't find how to enable it) https://www.youtube.com/watch?v=WiyjQAbXv-s
does not work on the vive
actually
it causes a black screen
need to revert a saved config to get back the window ๐
doh
these guys are doing it
for example
and it looks so high quality
the recording
wondering how they recorded that video, I can only get the black borders
maybe they recorded it in non-VR ?
you can use r.setres 1920x1080f to make the mirror window full (or higher if your monitor supports it)
then record that
then crop the video in handbrake
to 16:9
that looks to me what's probably going on here
this is what is looks like at 1920x1080f
big big black bars, if I crop that, it's going to be very low resolution 16:9
@mighty carbon but they are using the vive controllers and interacting with them, I don't think you can do that without being in the VR preview
here's what i get. it's not too bad, especially once you put it in motion http://i.imgur.com/ifVgzqM.png
I'll get the latest branch, maybe they changed the way they are rendering it
when you compare a full screen grab from your video example it seems pretty much on par with what I showed above. the scene is a lot "softer" (there's much less contrast due to it being mostly all bright/white environment) but just judging on fidelity it seems about the same.
well, isn't it possible to record a demo in VR, then playback it on PC and record conventional video ?
(by demo I mean a gameplay session, like back in the days when playing Unreal / UT or Quake)
probably but not without some work. i don't think there's an out of the box method to do it
I see
also you're game would have to be setup for replication
if you were to use the built in recording/playback features
(although after thinking that may not be true actually i haven't it tried it)
nah, it shouldn't be that complicated.. Initially you couldn't record multiplayer anyway. Epic added that capacity in more recent versions of UE4.
yeah i guess you could follow this https://docs.unrealengine.com/latest/INT/Engine/Sequencer/HowTo/SequenceRecorder/
Record your actions with the Sequence Recorder, and use that data inside of Sequencer.
@eternal inlet not likely, at least not in a way that supports when they go out of sync,
@storm hare you can modify the coordinates the mirror view uses in the plugin; you basically want a crop zoom of the right aspect ratio
@storm hare you can turn off the hidden-area mask as well (black circular borders), but it will impact your performance
@sturdy coral what plugin are you refering?
@storm hare the SteamVR plugin (part of the engine)
ah, got it ๐
@storm hare UnrealEngine/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp
search " if (WindowMirrorMode == 1)" in there and you will see the place here it sets up the crop for mirror mode 1
RendererModule->DrawRectangle(
RHICmdList,
ViewportWidth / 4, 0,
ViewportWidth / 2, ViewportHeight,
0.1f, 0.2f,
0.3f, 0.6f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);
@sturdy coral very cool ๐
@tired tree hmm but how are the capsule different from the replication of hmd or motioncontrollers?
@eternal inlet well you are having your movement driven by physics, so replicating that is not going to work like you want. Also player on player interaction is going to have issues because you don't have server enforcement and there is no play back of movements
Ook.. and how is that different from the hmd and mc?
I meant to: on client, send location of where i am to server, let server keep track of that either using rep_notifiers or multicast
your movement base is simulating.....
Hmm im missing a point here..
So isnt it possible to not simulate on the clints then?
I should probably just read up on replication and do some experimentations
sooo, is anyone open for a collab project ?
proly everyone is already so busy. there just aren't enough hours in the day sadly.
i could maybe collab on something if it was a very smalllll in scope.
@eternal inlet sounds like you've already done this but I noticed there was a replicated motion controlelr class used in robo recall. I've seen a lot of multiplayer support coded in there. They must have had plans to include some multiplayer support but dropped it for time. http://i.imgur.com/JhIvVg6.jpg
one thing about UE4 + Oculus + FMOD is that their shit is never in sync ๐ฆ
I have an oculus and would be interested in a collab project, but I too am very busy
still could commit some time
Figure out some neat new interactions that I haven't already implemented and i'm down to help you motorsep. Running out of ideas to add to my plugin at this point, its pretty stable.
@tired tree how about VR "magnesis" (new zelda)
well, thats not really hard
its just a wobbley constraint
so...already done with the plugin
yeah, the pointing it around part seems easy
is there some way to prevent different LODs from being used for the eyes?
can look really bad sometimes
@full junco shouldn't instanced stereo fix that?
I'm not using instanced stereo, thats too expensive
ah
only makes sense for makes with many draw calls
I have found LOD levels changing when you turn your head feels pretty bad too
yeah
there is some code that tries to get how many screen pixels an object is taking up
I wish it would stay constant no matter if its at the edge of the screen or at the center
I got that stereo rendering widget pretty much done today. Think its best use is still in headspace not world space.
and you don't want hard cutoffs, you want it to transition and then stay in place with some hysteresis
not sure if there is anything in place for that
I primarily have this issue with foliage. sometimes turning your heard makes it switch from geometry to billboard, and that looks really ugly. but it also looks really ugly when one eye shows the mesh and the other one the billboard
that makes it require state instead of just calculating on the fly what LOD it should be
yeah differences between eyes would be really bad
it looks like its completely off, yeah
@tired tree yeah I noticed a little floatiness with what mitch had when it was in world space
so instanced stereo is the only way to make sure that both eyes see that same LOD?
might have been due to spacewarp or something, I was using rift when I checked it out
@full junco I don't know that for sure; seems like it should be possible to change the calculation
I looked into the code that did it one time, I don't think it was customizable but it might be
@sturdy coral it would be great to actually do something once without having to dig through UE4 source for days lol
Is instanced that much more expensive than forward?
@tired tree hmm I thought he had it doing some occlusion, I was wondering how that worked, the app would have to send the z buffer or something and it wouldn't work with translucency
they draw in front of everything, its a totally seperate later
@glossy agate that question doesn't make much sense, you usually use both
@tired tree there is a supports depth checkbox on stereo layers
doesn't do anything
its not all platforms
Oh I thought robo recall was using some new forward shader to replace instanced stereo. I'm still using 4.13
@tired tree that sucks, cause I was thinking of using it for a sniper scope
and lower the game res while it was up
it def is cleaner than normal widgets
also has the issue that it doesn't show up in miror window
Lol that would make for some funny game previews if it was a sniper scope
I guess you could still throw it in game as well
I've been looking into rendering different LODs in the SceneCapture VS the HMD render targets, but my foo wasn't enough
ah yeah that was the other thing
I wanted to use HLOD to lower the draw calls
but still have the high lod in the scope
the draw calls shouldn't be too bad there because a scope will have a very narrow FOV
I currently can't have any LODs because when you zoom in it all looks terrible, so have to design levels to look good up close but not be too expensive
@real needle hmm, LODs are supposed to be calculated from screen pixels right? so at a zoom (low fov), the high LODs should show
I'm not sure about that. My experiment just led to the conclusion that either I change source or low quality LODs won't work because when you zoom in on them they don't go to LOD 0
So that's what I was wondering too for LOD too, is it double the screen space calculation in VR?I'm using instanced stereo but they all seem to update closer than they should.
as far as I know the LOD a scene capture renders is completely independent from the LOD the regular camera renders
I tested this in 4.10, could this have changed?
there was a major rework of how LOD sizes are calculated since then
No just regular for meshes
No hlod in my game yet. I have big buildings but I have to get pretty close for them to update so it looks bad.
May have to just not degrade them so much and compromise somewhere else.
since the FOV is a lot higher in VR, all objects are a lot smaller and that means they more quickly fade into higher LODs
or lower LODs
That's what I'm thinking. I'll try it later and adjust the screen space requirements.
always not sure if LOD0 is higher or lower than LOD1. the number is lower, but the detail is higher ๐
0 is the best one
yes I know
does the dithered lod transitioning look ok in VR?
the nice thing about teleport is you dont need any transitions
you want to turn all transitions off
@full junco 4.11 release notes have this:
New: Added support to tie update rate optimization directly to LOD level instead of selecting the amount based on screen size.
grr n/m
that is for skeletal
yeah, robo recall has insanely small culling distances
but since you are mostly only teleporting it is ok
you can see everything popping like crazy when you fly through the robo recall levels in editor
lol I just noticed, if you look at a flat surface from a flat angle then UE4 shows super high mip levels of the texture
so super low quality
for VR I think you basically want distance based LODs instead of screen size, and then to keep the transitioning from ever rapidly going back and forth but also keep from having state on every static mesh I think you basically would want to calculate some kind of bounding sphere of the player's recent head movement
the issue with screen space LOD is also that with adaptive pixel density, the LODs can constantly switch
at least a bit
ah right
MSAA probably really wants certain lods at certain pixel densities for more reasons than performance
I think in the robo recall stuff they talked about having to bake the upper window geometry details into textures
because anything with a lot of dense geo gets bad aliasing with MSAA
and I guess causes bad performance
but with distance based LOD you would still have the same issues with the eyes seeing different LODs
since eyes have different distances to objects
yeah it would need to be a distance based on a virtual center eye
yeah
or just pick one eye
would also work, yeah
but I don't know if the code where that stuff happens has the right info easily available
with artificial locomotion I'd rather it just be centered on the play space or something
and never change lod from walking around or moving head in real space
only change it when moving artificially
yeah, right
wouldn't work for like doing LODs in something like job simulator obviously
or like an intricately detailed japanese tiny apartment simulator ๐
there was a talk on ghost recon wildlands that had an interesting thing of calculating a LOD bias heatmap over the whole world
precalculating
and then using that to use more aggressive LODs in areas that were more dense with objects
if there wouldn't be that evil word "precalculate"
yeah
you could also do a dynamic bias since you are also dynamically adjusting the viewport size now
if you aren't hitting framerate you could assume it was due to CPU I guess and go to a more aggressive HLOD level
wouldn't help if the slowdown was from GPU geo processing
if you are using something like HLOD though you are precalculating anyway I guess
John_Alcatraz: so instanced stereo is the only way to make sure that both eyes see that same LOD?
yes afaik :/
@full junco I wonder how it works for shadows, if they calculate their own LOD to use (with a shadow bias to avoid self shading errors from differing LOD)
@raven halo hm
or if they can calculate from a different viewpoint
if there is some kind of hook for that you could possibly abuse it to tell both eyes to calculate LOD from the same viewpoint
@full junco this says "target fix" 4.14: https://issues.unrealengine.com/issue/UE-34057
marked as duplicate of this which says fixed in 4.15: https://issues.unrealengine.com/issue/UE-35028
(but doesn't look like the same issue)
@full junco Hmm that objects more quickly transition into lower LODs in VR due to the higher fov is very interesting, i never thought of that.
@pearl tangle It's on master now, i made a quick video of it. Still takes some getting used to though. https://www.youtube.com/watch?v=WiyjQAbXv-s
the thing i wanted to do the most that I couldn't figure was rotate my teleport destination, like you do in robo recall
@fleet veldt I was trying to get master updated on my machine but keep having issues rebuilding the damn thing. You managed to solve your problems I see
@pearl tangle yeah, i just created a new git repository of UE4 master and started from scratch and it seemed to work. I was also able to build it in vs2017
im still getting this bastard trying to generate the project files
i just want them to add a feature where you can use controls more like in a game and just walk over and pick up an oject rather than using the floppy laser
hehe "floppy laser" . that is weird i wonder why they did that.
gotta be some reason for it i guess but it does seem a bit odd
did you try out with the vive as well or just touch?
i like your name for it though ๐
trademarked ๐
just touch so far
although i imagine it works the same on the vive replacing thumbstick with touchpad
hopefully
just saw this 1 that you did too, love it! https://www.youtube.com/watch?v=oQuK2T2hkbE
ha, ty XD i should make something out of that
have you seen the puppets 1 somebody did using the touch and the string physics plugin?
did you just drive that guy around and try and time it up with the music?
yeah I just moved him with WASD controls
I think i did see the touch puppets.. but i'm getting so forgetful that i can't remember what it looked like.
just turned 45 this month bleh
https://medium.com/shopify-vr/marionettes-in-vr-6b596620c3ca#.x4v3n7ntg @fleet veldt haven't fired it up yet to play around with but keen to give it a try when i have some time
oh yeah i did see that on r/oculus. it really looks cool ๐
yeah I need to find some time to actually setup a rift again and do something with it. too much effort plugging in all those stupid usb cables and whatnot hah
i like that it's easier to achieve roomscale with the Vive but I love the ergonomics of the Rift. It's so easy to put on and off and just pick up the controllers since they don't take up much space..
That demo is great. And yeah, I like that I can just slide Touch controls further onto my hand and start typing or using the mouse without setting them down (although kind of awkwardly). Hopefully more controls will become available for all platforms.
yeah i like that too, but the heat from the damn screen gets really annoying to me
I also think the grip on the touch controller needs to be a bit bigger personally, about 3-5cm longer or so and it would hold in the hand a bit better for myself, another dev here has the same thoughts
really keen to get the audio strap for the vive once those come out and that ergonomics of the headset at least should be cancelled out but the controllers are still better with touch for our stuff. for simple ease of use I think the vive is closer but still not amazing either
at least the tracking pucks will let us start to do interesting custom stuff
I don't have a cat to put in VR anymore :/
Hopefully in the next year or two there will be an open standard that can adapt to whatever hardware you're using, instead of having any kind of "platform wars". Mixing up hardware designed for different devices, etc.
well thats where they are trying to get with things with the openXR stuff or whatever it is
keen to see what the next entrant into the PC vr space is going to do. I have the fove but don't see it succeeding but the tech from it will be interesting for the other bigger players
Yep.. Saw an 8K headset but what hardware is going to be needed to run games for it? Would likely make the GraniteSDK mandatory.
you don't need to run at the native resolution anyway, the higher res just gets rid of a lot of other issues
@sturdy coral in 4.15 there was that refactor of the screen size calculation stuff, yeah
it made things better, but its still based on screen size so it still has the issues
@fleet veldt seems like my bug has bigger issues with the building. I can't actually run an android package at the moment either, even though I can launch on the device oddly enough...
@fleet veldt No actually i haven't done it yet, i'll have a look at that in roborecall for sure when i get to it. thanks man
@MordenTral#2571 Ook.. and how is that different from the hmd and mc?
I meant to: on client, send location of where i am to server, let server keep track of that either using rep_notifiers or multicast
on other clients i would then turn off physics, and have the position be driven by the owning client's location... but that might be a bad practice?
Hey everyone ๐ Does someone know why a change in light scenario with the vive is more troublesome than with the rift? I'm doing some archviz stuff and i have 3 lighting scenarios which work fine on rift, but when I try to use them with the vive, the program stutters, shows me the steam vr loading screen from time to time or kicks me back into my mainmenu for some reason
I have the same issue like this dude, but nobody answered him as well https://answers.unrealengine.com/questions/528340/414-lighting-scenarios-vr-lag.html
I'm using 4.15.1
Anyone here tried something like this yet?
http://polycount.com/discussion/184728/distance-based-tessellation-in-ue4-for-virtual-reality-applications
and how it performs regarding hitting 90 fps
That looks pretty slick.
But honestly, getting up close to things in VR doesn't seem too bad.
I mean obviously, you see the blockiness more... but it doesn't seem to be particularly immersion breaking.
Ideally that solution would be imperceptible, meaning you can't tell when it's transitioning in.
If it's like LOD that pops obviously, it's probably worse for immersion than just leaving it.
Better for screenshots, but worse for everything else ๐
That's what it's like... reverse LOD!
distance based tessellation doesn't have pop in
it lerps from min to max value
its also nothing innovative and is fairly expensive
well, since Sony has added it as a part of their PSVR sdk, it seems to me like they might have found a way to make it feasible
the earliest tessellation demos were doing that back when dx11 was first touted, the problem was getting the mapping right so that it didn't tear / intersect
they are likely baking a high poly to a height map for it
yeah, tesselation by it self is nothing new, but adding it to VR was expensive, like you were saying - so for Sony to add it and showcase it at GDC makes me wonder if they have cracked the code and got something working
like Pixar did with OpenSubdiv
if its on characters then doubtful they did anything special, its not going to kill you like terrain
but who knows
"OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This code path is optimized for drawing deforming surfaces with static topology at interactive framerates."
nothing to do with distance
https://www.linkedin.com/today/author/0_0u7PS3t43RknAjhjuX3uj1 << could be interesting read (I haven't read it yet)
ah, I see
do you think 4.16 will have all dynamic lights supported in VR ? What about LPV ?
@mighty carbon I want distance field AO
what's missing from FR that is in DR ?
not sure of everything, I think point light shadows still aren't supported
but they are really expensive anyway
some stuff that only works well with TAA still isn't in even though you can use TAA with forward, like SSAO
I see
point light shadows are only expensive when you have bunch of shadow casting lights, and have them overlapping
Can you actually see what they are working on for 4.16 somewhere?
or do you need to follow github closely?
@tawdry dragon that's actually something I've always wondered too if we can know what they are working on atm
I know they have a Trello board
with a roadmap etc., but its not easy to look through it all
yea but sometimes they have cards there that are more wishlist than actual development, would be nice to know what's actually scheduled in for 4.16 for instance
this one has been there for a looong time
really wish they would do this one
I remember @full junco was posting excerpts from github commits showing what they implemented in the master.
@mighty carbon what?
or was it someone else? :/
I remember someone was posting screenshots with commits to master (selected features)
I could have swore it was you ๐
but there are notes about what was in those monolithic commits, right ?
@mighty carbon well I have surely posted it, but I have no idea what you talk about, so just tell me what I have posted
you can browse through them, but they are sometimes too large for github
epic has subbranches up for awhile that has commits too but a lot of it is pushed all at once from offline
yeah I just cherry picked a few CLs from that checkin ๐
this one is rendering commits https://github.com/EpicGames/UnrealEngine/commit/2826204161186f948cca2061f89d41febc31e723
get a cup of coffee, a pastry and get to it - it's a massive read ๐
Starting up my next RnD project. Step-by-step installations inside VR... No idea how to go about it yet, but I guess it will be fun ๐
i got VOIP working over Steam
what about it
had to edit some bugged source code
by basically comenting a bandwidth test, and telling it to make the voice packets reliable
not the best, but seems to work
you don't want voice reliable
ill do a playtest with a few people later to see how that thing works
people have been getting around it by upping client bandwidth limits
@tired tree it drops everything if its not
nope, couldnt do that
i upped everything to 1000000 and still all dropped
every single voice packet
?
there are two settings
did you adjust configured speed AND max internet client rate?
Does Rift have mic on it ?
@tired tree i did
it was bugged
no matter what you do, it will drop every single packet from voice
thats why i commented out the bandwith check on it
all 3 big HMDs have a mic on it
and the rift one is quite high quality
really high quality
ive had several microphones on headsets, and not a single one was even close to the Rift microphone
Vive one is worse
yeah its quite good ๐ the only thing so far that rival it is my Blue Yeti hah
which is why I was asking if you tried all of the bandwidth settings btw, its working for other people on steam in 4.14 and >
having mic on HMD is a good thing, cool stuff
we are doing our own voice solution using a Teamspeak backend. If you use Steam or Oculus voice you cannot do cross platform
waiting on that discord API
yeah Id love to use Discord ๐ the Opus codec is sooo nice
they have a SDK already, but its private testing
ooohhhh
they spool up voice servers like discord, on app / game basis
our community guy has contacts there, I'll ask him to poke peoples
sounds fantastic
how hard would it be to make NPCs understand voice commands, kinda like what Siri/Google Assistant/Alexa do ? (using UE4 of course)
when its open i'm making an engine plugin for it, since its game by game basis currently wouldn't be allowed yet
its not that hard using open source libraries that already exist motor
I wish someone made a plugin already ๐
tbh if they release that SDK they could make money from game devs wanting voice hosting
well. licensing wise a lot are probably not compatible with ue4
they plan on releasing it, its too alpha for general use form their info page
is there any public info on this?
cheers
https://devpost.com/software/pennapps-2016f << interesting
looks like it has been iupdated i nlast week or so
might be out of closed access
page design is different and has users listed now
that "build custom UI and submit for approval" is a bit weird
well sure, but what if you just want to use the voice part? chat isnt great for vr ๐
then no ui?
aye
also branding probably requires discords logo
thats fine
making VR mp is such a headache lol
cant test without doing massive test systems that "emulate" vr movements.
and everything needs to cheat to be low latency or it will feel really wrong
you guys got it easy with the spaceships @heady parrot XD
we do a mirror guy opponent ๐
everything has to be client side pretty much, thats how I default it in my plugin
I stopped working on spaceships .. 8 months ago ๐
client side is prone to hacking ๐ so we tend to do server-authoritative with instance client updates, then the server corrects you if client is wrong (within a threshold)
right now im dealing with players that can pick up and use weapons. Ownership ends up having to change midgame, and things having to get replicated to others but not the owner
i finally got my weapons to work well, but damn
movement is server auth for the plugin, grips turn off movement replication and move locally client / server, with server having final say on drop
i do client side movement
its still server auth, but the objects "act" local
then update the locations to the server
i had massive problems with the server correcting my movement
for your pawn?
yes. Becouse im cheating the pawn in a way that it keeps the capsule directly below the head
even if you walk IRL
did you inject the movements into the saved movmeents array?
no
i use a character for the plugin, you have to do that
otherwise replication ordering can be off
use the built in character saved movements setup, override the RPCs to the server with custom FSavedMovements
i ended up turning off the movement replication and doing it on my own, but i lose the great interpolation the character movement has
uhmm, gonna have a look at that
i have a simple character that does it without major refactors
and a complex one that re-writes the character pretty much totally
so those FSavedMovements help if you are doing arbitrary "add world offset" to the character?
oh yes...
if you aren't doing Add Input then when it replays moves on the server it will have the wrong offset
saved movements aren't always going to be played back in order with your replicated Add World Offset
so you place the world offset in the FSavedMoves, the client and server play back the same moves in the same order then
you basically get full default character functionality in VR
I would imagine if you do stuff on server and send small essential packets to client for update, it should be quite performant
like events based system
thats not going to work with relative offsets due to tracked objects
client has to be authority on head position
i do that
i call RPCs to the server with the head and hand positions
other players just interpolate to those
talking about multi user collision
I don't send controllers / head via saved movements btw
just the capsule locaiton
which is set based off of those
my capsule location is allways below the head. Head movements offset the capsule in the XY plane so its aligned
in your case it would be that offset
Trying to find some samples or tutorials for google daydream but there just isn't much out there. Does anyone have any good resources? I have some point and click features working with the controller using a tutorial online but I'm trying to figure out how to do more fluid character movements like in the wonderglade game. Where you use axis inputs on the touch pad to direct the movement of the object or character. I have no frame of reference though. And the tutorial I found on YouTube by Strigifo just discusses action mappings for movement, but not axis, which is what I think one needs. Any ideas?
yeah yours works like my simplechar, you would just want to add your HMD offset to the saved movements
instead of replicating World Offset setting
playing MP games maybe fun for some (although I'd play something big, like Westworld), but ultimately you need a truck full of money and well staffed team to support MP in a long run. Otherwise it's not worth the effort implementing MP and making the rest of the game mediocre
lol
@wicked oak I inject the hmd offset in the simple char in the movement modes here if you want an example: https://bitbucket.org/mordentral/vrexpansionplugin/src/debfd149e170f3d140ed4154970e816494cb24ba/VRExpansionPlugin/Source/VRExpansionPlugin/Private/SimpleChar/VRSimpleCharacterMovementComponent.cpp?at=Master&fileviewer=file-view-default
damn, you rewrote most of it
you should have just used @tired tree 's plugin ๐
i heavily dislike gameplay plugins
not really, I just had to inject it like the root motion animation offsets
a lot of it is commented out code from the other character which is a total refactor
I just have the character folllow the head when walking around IRL and the VR root stay in place, and then have VR root follow the character when moving with joystick
@wicked oak it's like Unity or Epic saying they dislike middleware ๐
no changes to character movement
are you handling multiplayer charles?
yeah, just sending head and hands with world rotations and location relative to player capsule
ah, i'm talking about full server validated multiplayer though
head is relative to player capsule, hands sent relative to head to use lower precision
@ripe vault No one here works with Daydream ๐ฆ I'd try pinging Google
oh, you are using two actors?
that is how I suggested to Jonas to handle it in blueprint
nah, but I'm updating the VR root location and rotation every tick
yeah or that
to keep it in place
thats what my simple one does pretty much
so what validation scenarios do you get with the complex one?
@mighty carbon I'm using ue4 to make apps for google daydream. Trying to at least.
with the way I'm doing it people can definitely stick their heads through walls and stuff, I will probably adjust it to teleport back to the capsule if you get too far from it
the complex one actually repositions the root components collision to the relative offset
both of my characters have character collision like a standard character, I figured using collision channels to control that is good, people that want walk through (like Zaptruder did with it) can do it
have you seen trello has an item for decoupling character movement from character?
that would be nice
yeah.. right now spectators are fucked
they already denied me asking for pathfindings root position to be decoupled
and tons of the game framework code has spectator stuff hardcoded
they are stuck with flying pawn movement and no replication
yeah, problem is you can't make a spectator that is a character
the fact that the engine is missing a simple replicated movement for just lerped motion is pretty sad
yeah