#virtual-reality

1 messages ยท Page 94 of 1

dusky moon
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@ripe kindle here's what your lookin for :

sturdy coral
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ah yeah that's the one

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so @ripe kindle use hmd mirror [0-2] and it will work, hmd mirrormode will black you out

dusky moon
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@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

sturdy coral
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@dusky moon ok yeah I'm going to download that now

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I've been hearing about it off and on

dusky moon
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tell me if it worked with ue4

ripe kindle
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@sturdy coral ill try that if i can get back into my project. cant find the right ini to edit to let me open

dusky moon
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and I saw a video on youtube by nvidia telling what it actually does

sturdy coral
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@ripe kindle you can move Saved/ to Saved.bak and it will work again

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@dusky moon yeah I hope it isn't just for standalone and doesn't get confused by the vr preview

ripe kindle
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@sturdy coral thank you very much

sturdy coral
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np

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@dusky moon hmm fcat doesn't seem to run live

odd garnet
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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

full junco
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@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

deft badge
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Crazy, I said just the same thing to my wife.

full junco
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@deft badge I guess that was not related to what I said?

deft badge
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Rubbish, I chat wife Kell about LastFrameViewportSizePercentage issues daily

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It's what holds our marriage together

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shuts up

full junco
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๐Ÿ˜„

deft badge
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๐Ÿ˜ƒ

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How goes the rendering challenges?

full junco
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well still trying to make the adaptive pixel density look best with TAA ๐Ÿ˜„

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Brian found that line where the size for the TAA history is calculated

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so now I try to let it calculate the correct size there

full junco
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wow, I think this actually works pefectly!

stable shadow
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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...

full junco
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motion controller component works with all existing motion controllers, yes

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at least all that I know of

stable shadow
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Thank you john another great help from you ๐Ÿ‘Œ

full junco
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it was added to 4.14 as a hotfix, but never to 4.15

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1 ms less render thread time for steamvr

pearl tangle
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@full junco whats the actual end result/ benefit of your stuff above with the adaptive pixel density?

full junco
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@pearl tangle which stuff?

pearl tangle
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you got that working right? Or still can't get it configured how you want?

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you were trying to make it scale based on current performance yeah?

full junco
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just wondering if you asked about that commit there or only about the pixel density stuff

pearl tangle
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just the pixel density

full junco
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I have not really tested it much in the real game, only tried to make it work

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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

pearl tangle
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but the idea was just to raise and lower based on current performance yeah, nothing around eye tracking type deal for foveated rendering yeah?

full junco
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yeah

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if you get eye tracking to work on vive or rift then I would be surprised ๐Ÿ˜›

pearl tangle
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i have a fove sitting here i haven't touched yet

full junco
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I mean, if you get it to work without any new hardware on vive or rift

fleet veldt
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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)

pearl tangle
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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

fleet veldt
pearl tangle
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hah that looks like a handy node for that

fleet veldt
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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.

pearl tangle
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yeah sounds like a decent way to do it

fleet veldt
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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.

pearl tangle
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yeah i saw that was a new 1 in 4.15

clever sky
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This... this is good chatter ๐Ÿ˜ƒ

pearl tangle
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damn project files didn't generate properly trying to grab the new vr editor branch

full junco
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was added to master a while ago

pearl tangle
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hah so you spent a tonne of time trying to do it yourself and they have already got it going for 4.16?

full junco
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no

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this is just an optimization they did

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that I would benefit from now

pearl tangle
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ah not so bad then

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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

full junco
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never saw that

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is it clean master?

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I hate how its not possible to cherry pick individual commits... ๐Ÿ˜ฆ

pearl tangle
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yeah just pulled down all of it ran setup and i get that issue on the generateprojectfiles.bat

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you can

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rebase just those modifications

full junco
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they are always part of giant merges

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since 1 commit on github includes hundreds of invividual commits theres nothing you can do if you only want a specific one

pearl tangle
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ah depends who is doing the commits as to how often they do that i guess.

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a bunch of the daily commits are just 1 or a few files

full junco
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I talk about how they merge their dev branches to master as a whole

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they always wait at least a month or so before merging them, so theres a lot of stuff in them

pearl tangle
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yeah but you can just pull that 1 out of the dev branch

full junco
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no, they are not available on github

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epic said they would like to improve that in "early 2017"

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so I really hope they soon do

pearl tangle
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well I would like to actually be able to build the engine files too so hopefully they fix that 1 soon hah

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something odd with the xml in the unreal build tool but it looks fine to me

full junco
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maybe try to see what stuff was changed in the last few days

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or just get master from a week ago or so and try to generate project files there

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and if that doesn't work, get master from 2 weeks ago

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I don't think its broken for weeks

pearl tangle
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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

full junco
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ah well, all epic devs are probably using VS 2017

pearl tangle
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will see what happens once 2017 is on there

full junco
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always use 2017, it's so much better than 2015

fleet veldt
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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

pearl tangle
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ah well i am on 2015 and it wouldn't build...

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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

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seems the windows 8.1 sdk may be the culprit actually

full junco
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IRC lol

wicked oak
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gonna ask Valve for a 3rd Steamworks AppID for my new game

mighty carbon
mighty carbon
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how long does it usually take from getting approved for dev hardware with Oculus and until it gets shipped to you ?

wicked oak
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not much

mighty carbon
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aye, thx

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someone said it took several month to be shipped to them :/

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I wonder what fake news + VR can muster ๐Ÿ˜›

plain badger
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๐Ÿ˜‚

sturdy coral
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@full junco grr, apparently the nvidia branch forces r.SceneRenderTargetResizeMethod to the slow resize method

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if you are using multires shading

tawdry dragon
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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 ๐Ÿ˜›

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#paddingmyselfontheback

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also, thanks for the help you guys !

glossy agate
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Nice, what industries

tawdry dragon
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not disclosed to say, the project type and client is under heavy NDA ๐Ÿ˜ฆ

mighty carbon
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military ?

tawdry dragon
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nop

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I can say that much ๐Ÿ˜ƒ

mighty carbon
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ha

glossy agate
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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.

tawdry dragon
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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

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however huge industrial companies dont mind spending large amount of money on it

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atleast, thats the state in Denmark

glossy agate
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Yeah, that's what I am seeing. Even in CA the margins are too thin for a big budget right now.

tawdry dragon
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That being said, the barrier of entry is always high on the first product. The savings come from doing it repeatily ๐Ÿ˜›

mighty carbon
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I wonder if SpaceX and Tesla in US have the money to spend on VR ๐Ÿค”

glossy agate
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Was trying to set it up as a value add for a smaller fee in order to finance a whole development as a partner.

tawdry dragon
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That or do subscription based services ๐Ÿ˜›

glossy agate
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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.

mighty carbon
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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.

tawdry dragon
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well that depends on how you will be pusing out content

glossy agate
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New homes get us closer to 10k though.

tawdry dragon
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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

glossy agate
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I am the artist.

tawdry dragon
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there you go

mighty carbon
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me too! ๐Ÿ˜ƒ

tawdry dragon
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there you both go!

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Without your 3d services, their subscription would be worthless

mighty carbon
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if I do real estate, I'd go for elite stuff

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they have the money

glossy agate
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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

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Yeah, most new homes near me are in the 500k range. Trying to push some heavy volume.

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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

tawdry dragon
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Hope it works out for ya!

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Would be interesting to see

glossy agate
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Me too! Building a game for now to boost my VR dev skills while other companies try to sell builders on the idea haha.

tawdry dragon
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I really miss having some VR hardware at home ๐Ÿ˜ฆ So many small demoes I want try and make, in order to further my skills

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I have applied for the Oculus Dev hardware, havent heard back since they requested a portfolio

glossy agate
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Nice, I got a vive through the unreal grant program, got really lucky.

tawdry dragon
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not bad ๐Ÿ˜›

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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

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like trade show experiences for the industry(where my expertise lies)

glossy agate
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Try vive maybe. They seam to believe in enterprise a bit more.

tawdry dragon
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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

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I'd rather be autonomous ๐Ÿ˜›

glossy agate
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Yeah, more freedom to realy play around wilder ideas.

tawdry dragon
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yep. I could also just stop being a cheap ass and buy the rift+touch. They are not very expensive anymore ๐Ÿ˜‰

eternal inlet
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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

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it goes into that pulsing green mode

sturdy coral
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@tawdry dragon pretty much if your stuff isn't consumer facing, they consider you a consumer

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(same with Valve)

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@eternal inlet only with UE4?

eternal inlet
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nope

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right now all 3 are tracking

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and live

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but after a while the one connected via USB goes idle and starts pulsing

sturdy coral
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hmm, do you see any difference between the steamvr beta branch and stock?

eternal inlet
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how do i use steamvr beta?

sturdy coral
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right click steamvr under library/tools then click properties

tawdry dragon
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@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

sturdy coral
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and there is a beta tab

tawdry dragon
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but in the broad image that is just pennies to oculus anyways

eternal inlet
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inside steam?

sturdy coral
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yeah

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click library>tools then look for steamvr

eternal inlet
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nice, got it

sturdy coral
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right click it, click properties, click betas tab

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np

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anyone know what the magnitude of the performance difference talked about here is:

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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.

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?

eternal inlet
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sorry no

real needle
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Does anyone know why stereo doesn't work when PIE with dedicated server?

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1 player

eternal inlet
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@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

sturdy coral
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@eternal inlet ah, strange. maybe a powersaving option

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people have fixed some rift camera issues by messing around with the powersaving settings

eternal inlet
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could be.. just couldn't find any thing special, and it used to work

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will have a look later.. thx again

sturdy coral
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@real needle there is a pull request on github that fixes it

real needle
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@sturdy coral Darn, I'm not in source build for this project

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I can work around it for now, atleast I know it's a bug

sturdy coral
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@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

real needle
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Yeah that's how I usually test

full junco
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@sturdy coral I'm using that PostPresentHandoffThing

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it improved performance quite a bit

real needle
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@full junco It was on by default in 4.14 but it broke several things

full junco
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I'm using it since I saw the github commit that added the cvar

real needle
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Doesn't work with CaptureComponents and has an issue with 3dwidgets as well

full junco
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I didn't see any issues

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using 3d widgets

real needle
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Yeah it was just unexposed in 4.14 but it broke our main mechanic so we got valve and epic to fix it ๐Ÿ˜ƒ

sturdy coral
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@full junco in the release notes for 4.15 it says it only breaks if ATW is on

real needle
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Or interleaved reprojection

sturdy coral
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(and you are using scene captures or UMG)

full junco
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not interleaved

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only asynchronous things are an issue

real needle
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I tested with both widgets and scenecapture components, it broke both in 4.14

sturdy coral
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from looking at the render target resize code it seems scene capture uses the same gbuffer as the main viewport?

full junco
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and since AMD doesn't support it I can't use any async reprojection and so I can't see any issues with it

sturdy coral
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maybe that's the reason

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well I don't know the final output buffer would have to be different

full junco
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and also widgets are really not important in my game and I have no scene captures

sturdy coral
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yeah I have widget components.. hmm

full junco
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well I also have, but they aren't important

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and I guess moving then to stereo layer would probably fix any issue with async reprojection and that cvar

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so I could always do that if I would see an issue

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but for now I'm just happy about better performance

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and I've actually implemented that other cvar thing, forgot how it was called, but it should make that postpresenthandoff thing unnecessary

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that UsePostInit or something like that

tired tree
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mmm, actually right now I'm making a VRStereoLayerWidgetComponent, using Mitches good idea of hacking around the stereo world locked not working currently

sturdy coral
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@full junco I do see a black flicker with rift when changing screen percentage, probably the TAA thing

full junco
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@tired tree oh great!

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if there would be a simple way for making widgets work with stereo layer that would be really awesome

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@sturdy coral screen percentage?

tired tree
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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

sturdy coral
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@full junco yeah just when changing resolution

mighty carbon
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how complex is Robo Recall BP stuff? Is it well organized and commented ?

tired tree
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its "ok"

full junco
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@sturdy coral well but you aren't doing it too often I think? because of performance issues I mean

mighty carbon
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aye, I hope it wouldn't be too hard to add new weapon or something like that

sturdy coral
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@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

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@full junco what was the main change for speeding it up in your new method for doing it on Vive?

crimson tide
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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?

sturdy coral
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@crimson tide the modkit has all the engine source and game source

crimson tide
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cool I'll check it out, thx

full junco
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@sturdy coral main change? well there wasn't one main change... just many small ones

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well maybe the main change is to set the ViewRect on the FSceneView

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that's what's basically doing the same like setting a screen percentage

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and I was wondering if the rift had the taa issue with their adaptive pixel density, not with setting screen percentage

sturdy coral
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@full junco ah I thought their adaptive pixel density went down the same code path

candid viper
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@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.

full junco
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@candid viper yeah, did you see what I wrote earlier today/yesterday about the TAA stuff?

full junco
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would fix all your draw call issues I think

wicked oak
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it would

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in ps4 they are completely fixed due to the low level API

full junco
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yeah, and vulkan would make PC as great as PS4 for that

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I like how DX12 is pretty much dead already ๐Ÿ˜„

real needle
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@full junco Well, Microsofts 300$ HMDs will have a say about that :b

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Easiest set up out of all the pos tracked vr units

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Since it's markerless inside out

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And low cost

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If it's decent, it'll make a big splash

full junco
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I believe that when I see it ๐Ÿ˜›

real needle
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Hehe

full junco
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and a HMD alone doesn't make DX12 popular

real needle
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nooope but if it's anything like the psvr market then we'd all probably want to jump on the bandwagon

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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

pearl tangle
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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

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bit of a long shot but is anybody going to be heading to the Unreal Open Day next month in Shanghai?

mighty carbon
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why does Cascade have such bizarre UI ?!

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Blender UI beats Cascade any day o.O

pearl tangle
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it's legacy stuff. will be updating to Niagara soon hopefully

odd garnet
pearl tangle
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is potato face the game or the company?

clever sky
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Company. The game is a dungeon crawler

pearl tangle
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hah yep I have his prototype here to test and didn't get around to it!

mighty carbon
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๐Ÿ˜Š

fleet veldt
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nice! really love the atmostphere and sound effects

mighty carbon
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thanks ๐Ÿ˜ƒ

fleet veldt
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anyone on that has built master with vs 2017? was there anything special you had to do?

full junco
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@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

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also using VS2017 for like forever now

sturdy coral
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@eternal inlet new beta changelog says it fixes the power down issue

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"Fixed issue that caused Vive controller to turn off while they were being used."

pearl tangle
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I tried removing 2015 and got a different error @fleet veldt

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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

fleet veldt
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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)

pearl tangle
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ah maybe I should try open a solution first and see what that does then

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wow yeah

fleet veldt
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ah yeah you have to install .NET because the unreal build tools are written in c#/.net

pearl tangle
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running windows 10 it's already in there but seems having VS 2015 and then changing to 2017 had some issues

eternal inlet
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@muchcharles#2724 ah, nice spotted. I'll have to try again tonight

pearl tangle
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hah now back to the XML issue again

native cedar
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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?

native cedar
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thanks!

real needle
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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

pearl tangle
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does the rift work fine with it running through steam vr rather than the Oculus plugin?

sharp swan
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works fine for me

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mind you, I cant say with CV1 and that is at the office so I use a dk2 atm

real needle
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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?

pearl tangle
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disable the rift plugin and switch on steam vr and I think you should be running through steam vr

real needle
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Plugins -> Oculus Rift -> Uncheck Enabled? Disable like this?

pearl tangle
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yep

real needle
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The SteamVR Plugin is enabled

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so it should then use the SteamVR?

pearl tangle
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thats the theory anyway

real needle
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hmm but SteamVR should not be the issue because other projects or games work fine

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with the vive

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rift works with steamvr

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i found the source of the issue. It has something to do with my post processing volume

full junco
real needle
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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

vagrant mantle
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How to draw gaze pointer instead of line trace line in be?

real needle
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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?

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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 ๐Ÿ˜‰

sharp swan
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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

vagrant mantle
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I have did the line trace, instead of red line I want a mesh or texture like reticle in unity

sharp swan
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so spawn a mesh at the start of the trace and rotate it's forward vector to point to the end

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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

vagrant mantle
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@sharp swan I can't get what your saying can you provide me an example or something

sharp swan
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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

vagrant mantle
#

@sharp swan ya need a clear explanation

sharp swan
#

@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).

strong tendon
#

Anyone who has got getnamo's Leap Motion plugin working in 4.15?

vagrant mantle
#

@sharp swan but I want to the mesh to be in the center without hitting anything

sharp swan
#

so you want a screenspace cursor?

vagrant mantle
#

I'm creating for the gear vr

eternal inlet
#

@John_Alcatraz#2916 What is adaptive pixel density excactly? sorry for the noob question

sharp swan
#

@vagrant mantle : you can just place a texture in the centre of the viewport in front of the camera then

vagrant mantle
#

It doesn't work

#

It's not in the center

sharp swan
#

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

vagrant mantle
#

I'll try that

#

Can I just create a widget and add to view port

sharp swan
#

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.

tired tree
#

@full junco nice, didn't take that much to change either.

deft badge
#

@full junco congrats on seeing it through.

native cedar
#

anyone having issues with single pass stereo from nvidia vrworks and instanced meshes?

shell karma
#

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

mighty carbon
sharp swan
#

is he watching VR porn there?

mighty carbon
#

Hah, no.. She is shooting webs being Spiderman in VR. At least that's what they want us to think ๐Ÿ˜‰

sharp swan
#

wel it's just.... ahh nevermind ๐Ÿ˜ƒ

sturdy coral
#

@full junco awesome, good job man!

mighty carbon
#

does Rift have the same issue with adaptive pixel density ?

sturdy coral
#

@mighty carbon I need to test more and see

mighty carbon
#

@raven halo have you tried 4.15.1 with Gear VR? Any issues so far ?

sturdy coral
#

@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

mighty carbon
#

doesn't make sense to stick with 1.11 since it's plagued with tracking issues, right @sturdy coral ?

sturdy coral
#

I'm on the nvidia branch which forces r.SceneRenderTargetResizeMethod to use the reallocate method

raven halo
#

@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.

sturdy coral
#

@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

mighty carbon
#

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 ๐Ÿ˜ƒ

raven halo
#

cool! ๐Ÿ˜„

#

I'm pretty happy with 4.15 I gotta say

mighty carbon
#

yeah, it has a lot of nice improvements and additions

#

4.16 should be better though ๐Ÿ˜„

#

(especially for Gear VR)

#

interesting

sharp swan
#

and it only needs a ยฃ1500 phone to use it :p

raven halo
#

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

mighty carbon
#

there will be no spoon ... err phone, @sharp swan

#

S8 has 835 in it

raven halo
#

for sure?

mighty carbon
#

(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

raven halo
#

wow

#

I'll be getting my new gearvr with motion controller sometime this week ๐Ÿ˜„

mighty carbon
#

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 ๐Ÿ˜„

wicked oak
#

@raven halo even if you dont render that high

#

it will look much better

raven halo
#

that is true

#

I want to know how much higher res I can go with my current game on the S8 before it burns

#

๐Ÿ˜„

wicked oak
#

lul

#

what about the 60 FPS and the no positional tracking?

raven halo
#

+1

#

I cringed at that part as well

#

they should bump it up to 90fps before increasing resolution imo

mighty carbon
#

60 fps doesn't make me sick per se

wicked oak
#

and FOV

mighty carbon
#

FOV is 100 deg, also doesn't get me sick

raven halo
#

I do see the flickering unfortunately, it doesn't make me sick, but it gives me a headache

mighty carbon
#

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 ๐Ÿ˜ƒ

#

that's all

raven halo
#

I'm a bit confused with that concept anyway

#

a gearvr with built in screen? what for?

#

what's the point?

mighty carbon
#

I don't see any flickering :/ I don't see flickering on conventional monitor either and it runs at 60 Hz too

raven halo
#

if you tell me it's a standalone device, then that's another thing.

wicked oak
#

thats the idea

#

standalone VR headset

raven halo
#

ahhh gotcha

#

but that's the Santa Cruz prototype,right?

wicked oak
#

didnt you saw the oculus prototype?

#

yeah

mighty carbon
#

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

raven halo
#

@mighty carbon it's different than regular monitors. The screen in the gearvr turns off between frames to achieve low latency

wicked oak
#

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

mighty carbon
#

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.

raven halo
#

@wicked oak for PSVR?

#

I have just recently clamped values bellow 5 to get rid of the smearing with the samsung screens

mighty carbon
#

how did you do that? with tonemapper ?

raven halo
#

because all my materials are unlit and I'm doing all the shader work there... I just add a clamp after the tonemapper

mighty carbon
#

I see

#

I like deep black colors. Helps with 3D effect.

#

I don't particularly care for smearing of black colors.

raven halo
#

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

mighty carbon
#

I see

raven halo
#

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

#

๐Ÿ˜›

mighty carbon
#

ha ๐Ÿ˜ƒ

#

I wonder if it will run with Rift / Touch

sharp swan
#

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

mighty carbon
#

I mean, can they block hardware of a specific vendor ?

sharp swan
#

shrugs

mighty carbon
#

is anyone here up for collab (when I get my Rift) ?

sturdy coral
#

@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

mighty carbon
#

well, I did see flickering on CRT

#

I just don't see it in Gear VR or my IPS screen

sharp swan
#

I kept a CRT for years. Still kind of miss it but I love 4k monitors. So crisp

mighty carbon
#

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++)

#

๐Ÿ˜ฆ

mighty carbon
#

oh well, I guess another solo "adventure" for me ๐Ÿ˜’

raven halo
#

@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

mighty carbon
#

@raven halo quoting from Oculus forum: "The command to set the pixel density in UE4 is hmd pd"

raven halo
#

even for gearvr? ๐Ÿ˜ฎ

#

thanks anyway! ๐Ÿ˜„

mighty carbon
#

oh, I don't know.. That thread was about Gear VR

#

so I assume Oculus was talking about Gear VR

candid viper
#

@full junco No, I'd missed the view rect. Glad you got it all working.

mighty carbon
#

@raven halo did it work for you?

raven halo
#

haven't tested yet

#

programmer will take care of it while I do other stuff

#

I'll report back!

mighty carbon
#

ah, I see

#

ok

raven halo
#

all I want to say is that S6 sucks big time compared to the S7 XD

mighty carbon
#

how so? (besides obviously being less powerful and not having special cooling system as S7 )

raven halo
#

it's less powerful... supposedly it's just 10% less powerfull if I recall correctly

#

but it feels more like 50% less powerful

mighty carbon
#

damn

raven halo
#

I've had to turn off normal maps, tonemapper, and I have to use regular cubemaps instead of parallax corrected ones

mighty carbon
#

odd

#

I use normal maps

#

no cubemaps or tonemapper though

eternal inlet
#

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

tired tree
#

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

mighty carbon
eternal inlet
#

@tired tree ah ok, thought it was harder

tired tree
#

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

eternal inlet
#

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?

tired tree
#

client has to send the position to the server

#

since it is moving locally only

eternal inlet
#

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

tired tree
#

yup

#

can do a replicated var instead

eternal inlet
#

sounds pretty doable

tired tree
#

though instead of multicast

eternal inlet
#

ah, so make a var and set that to replicate and then just read it off from the other clients

tired tree
#

then on Rep_Notify set the pos on the clients

eternal inlet
#

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

tired tree
#

yes

#

two pcs

#

one set of lighthouses

eternal inlet
#

oho, how does that work with two pcs? where are the lighthouses connected to then?

tired tree
#

why would they be connected

#

the usb cable is for updates

#

and if setup correctly they can wirelessly update

eternal inlet
#

lol u're right haha

#

been a while since i looked at them

tired tree
#

this ain't rifts USB tree of doom :p

eternal inlet
#

๐Ÿ˜„

#

speaking of rifts... how many of their microphone stands (or whatever they're called) can you connect at max?

tired tree
#

3 officially

#

more than 3 if your comp can take it

eternal inlet
#

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

tired tree
#

lol no

eternal inlet
#

would need something totally different

mighty carbon
eternal inlet
#

ah yes, i planned on doing that

#

it was mentioned on the stream too, thx @mighty carbon

mighty carbon
#

๐Ÿ‘

eternal inlet
#

@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

storm hare
#

Hello, is there any good solution to record a video in VR without the black borders and distorted rendering?

fleet veldt
#

@storm hare which headset are you using? I know oculus has a mirror mode 4 that is nice

storm hare
#

I'm using Vive

fleet veldt
#

(watch full screen)

storm hare
#

this is the mirror mode 4

#

?

fleet veldt
#

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.

storm hare
#

does not work on the vive

#

actually

#

it causes a black screen

#

need to revert a saved config to get back the window ๐Ÿ˜„

fleet veldt
#

doh

storm hare
#

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

mighty carbon
#

maybe they recorded it in non-VR ?

fleet veldt
#

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

storm hare
#

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

fleet veldt
storm hare
#

I'll get the latest branch, maybe they changed the way they are rendering it

fleet veldt
#

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.

mighty carbon
#

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)

fleet veldt
#

probably but not without some work. i don't think there's an out of the box method to do it

mighty carbon
#

I see

fleet veldt
#

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)

mighty carbon
#

nah, it shouldn't be that complicated.. Initially you couldn't record multiplayer anyway. Epic added that capacity in more recent versions of UE4.

fleet veldt
tired tree
#

@eternal inlet not likely, at least not in a way that supports when they go out of sync,

sturdy coral
#

@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

storm hare
#

@sturdy coral what plugin are you refering?

sturdy coral
#

@storm hare the SteamVR plugin (part of the engine)

storm hare
#

ah, got it ๐Ÿ˜ƒ

sturdy coral
#

@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);

fleet veldt
#

@sturdy coral very cool ๐Ÿ˜ƒ

eternal inlet
#

@tired tree hmm but how are the capsule different from the replication of hmd or motioncontrollers?

tired tree
#

@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

eternal inlet
#

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

tired tree
#

your movement base is simulating.....

eternal inlet
#

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

mighty carbon
#

sooo, is anyone open for a collab project ?

fleet veldt
#

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.

fleet veldt
#

@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

mighty carbon
#

one thing about UE4 + Oculus + FMOD is that their shit is never in sync ๐Ÿ˜ฆ

viral sparrow
#

I have an oculus and would be interested in a collab project, but I too am very busy

#

still could commit some time

tired tree
#

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.

sturdy coral
#

@tired tree how about VR "magnesis" (new zelda)

tired tree
#

well, thats not really hard

#

its just a wobbley constraint

#

so...already done with the plugin

sturdy coral
#

yeah, the pointing it around part seems easy

full junco
#

is there some way to prevent different LODs from being used for the eyes?

#

can look really bad sometimes

sturdy coral
#

@full junco shouldn't instanced stereo fix that?

full junco
#

I'm not using instanced stereo, thats too expensive

sturdy coral
#

ah

full junco
#

only makes sense for makes with many draw calls

sturdy coral
#

I have found LOD levels changing when you turn your head feels pretty bad too

full junco
#

yeah

sturdy coral
#

there is some code that tries to get how many screen pixels an object is taking up

full junco
#

I wish it would stay constant no matter if its at the edge of the screen or at the center

sturdy coral
#

yeah

#

exactly

tired tree
#

I got that stereo rendering widget pretty much done today. Think its best use is still in headspace not world space.

sturdy coral
#

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

full junco
#

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

sturdy coral
#

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

full junco
#

it looks like its completely off, yeah

sturdy coral
#

@tired tree yeah I noticed a little floatiness with what mitch had when it was in world space

full junco
#

so instanced stereo is the only way to make sure that both eyes see that same LOD?

sturdy coral
#

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

tired tree
#

its not floatyness

#

its that they don't occlude

#

or get occluded

full junco
#

@sturdy coral it would be great to actually do something once without having to dig through UE4 source for days lol

glossy agate
#

Is instanced that much more expensive than forward?

sturdy coral
#

@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

tired tree
#

they draw in front of everything, its a totally seperate later

full junco
#

@glossy agate that question doesn't make much sense, you usually use both

sturdy coral
#

@tired tree there is a supports depth checkbox on stereo layers

tired tree
#

doesn't do anything

sturdy coral
#

ah

#

maybe only on rift

#

or something

tired tree
#

its not all platforms

glossy agate
#

Oh I thought robo recall was using some new forward shader to replace instanced stereo. I'm still using 4.13

sturdy coral
#

@tired tree that sucks, cause I was thinking of using it for a sniper scope

#

and lower the game res while it was up

tired tree
#

it def is cleaner than normal widgets

#

also has the issue that it doesn't show up in miror window

real needle
#

Lol that would make for some funny game previews if it was a sniper scope

sturdy coral
#

I guess you could still throw it in game as well

real needle
#

I've been looking into rendering different LODs in the SceneCapture VS the HMD render targets, but my foo wasn't enough

sturdy coral
#

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

real needle
#

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

sturdy coral
#

@real needle hmm, LODs are supposed to be calculated from screen pixels right? so at a zoom (low fov), the high LODs should show

real needle
#

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

glossy agate
#

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.

full junco
#

as far as I know the LOD a scene capture renders is completely independent from the LOD the regular camera renders

real needle
#

I tested this in 4.10, could this have changed?

sturdy coral
#

were you using HLOD?

#

might be some differences with it

full junco
#

there was a major rework of how LOD sizes are calculated since then

real needle
#

No just regular for meshes

glossy agate
#

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.

full junco
#

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

glossy agate
#

That's what I'm thinking. I'll try it later and adjust the screen space requirements.

full junco
#

always not sure if LOD0 is higher or lower than LOD1. the number is lower, but the detail is higher ๐Ÿ˜›

glossy agate
#

0 is the best one

full junco
#

yes I know

sturdy coral
#

does the dithered lod transitioning look ok in VR?

full junco
#

the nice thing about teleport is you dont need any transitions

#

you want to turn all transitions off

sturdy coral
#

@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

full junco
#

๐Ÿ˜›

#

yeah

sturdy coral
#

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

full junco
#

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

sturdy coral
#

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

full junco
#

the issue with screen space LOD is also that with adaptive pixel density, the LODs can constantly switch

#

at least a bit

sturdy coral
#

ah right

full junco
#

mostly the size stays constant though

#

so its not a significant problem

sturdy coral
#

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

full junco
#

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

sturdy coral
#

yeah it would need to be a distance based on a virtual center eye

full junco
#

yeah

sturdy coral
#

or just pick one eye

full junco
#

would also work, yeah

sturdy coral
#

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

full junco
#

yeah, right

sturdy coral
#

wouldn't work for like doing LODs in something like job simulator obviously

#

or like an intricately detailed japanese tiny apartment simulator ๐Ÿ˜›

#

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

full junco
#

if there wouldn't be that evil word "precalculate"

sturdy coral
#

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

full junco
#

I dont use any HLOD stuff

#

and I'm always GPU limited

raven halo
#

John_Alcatraz: so instanced stereo is the only way to make sure that both eyes see that same LOD?
yes afaik :/

sturdy coral
#

@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)

full junco
#

@raven halo hm

sturdy coral
#

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
#

hm, good question

#

never actually looked at what LOD is used in the shadow maps

sturdy coral
#

(but doesn't look like the same issue)

fleet veldt
#

@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.

fleet veldt
#

the thing i wanted to do the most that I couldn't figure was rotate my teleport destination, like you do in robo recall

pearl tangle
#

@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

fleet veldt
#

@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

pearl tangle
#

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

fleet veldt
#

hehe "floppy laser" . that is weird i wonder why they did that.

pearl tangle
#

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?

fleet veldt
#

i like your name for it though ๐Ÿ˜ƒ

pearl tangle
#

trademarked ๐Ÿ˜‰

fleet veldt
#

just touch so far

#

although i imagine it works the same on the vive replacing thumbstick with touchpad

pearl tangle
#

hopefully

fleet veldt
#

ha, ty XD i should make something out of that

pearl tangle
#

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?

fleet veldt
#

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

pearl tangle
fleet veldt
#

oh yeah i did see that on r/oculus. it really looks cool ๐Ÿ˜„

pearl tangle
#

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

fleet veldt
#

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..

flint pasture
#

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.

pearl tangle
#

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

flint pasture
#

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.

pearl tangle
#

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

flint pasture
#

Yep.. Saw an 8K headset but what hardware is going to be needed to run games for it? Would likely make the GraniteSDK mandatory.

pearl tangle
#

you don't need to run at the native resolution anyway, the higher res just gets rid of a lot of other issues

full junco
#

@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

pearl tangle
#

@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...

eternal inlet
#

@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?

real needle
#

Hey everyone ๐Ÿ˜„ 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'm using 4.15.1

tawdry dragon
#

and how it performs regarding hitting 90 fps

clever sky
#

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 ๐Ÿ˜›

#

That's what it's like... reverse LOD!

tired tree
#

distance based tessellation doesn't have pop in

#

it lerps from min to max value

#

its also nothing innovative and is fairly expensive

tawdry dragon
#

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

tired tree
#

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

tawdry dragon
#

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

tired tree
#

if its on characters then doubtful they did anything special, its not going to kill you like terrain

#

but who knows

mighty carbon
#

"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

mighty carbon
tired tree
#

we weren't talking about OpenSubdiv

#

he brought it up as being innovative is all

mighty carbon
#

ah, I see

mighty carbon
#

do you think 4.16 will have all dynamic lights supported in VR ? What about LPV ?

sturdy coral
#

@mighty carbon I want distance field AO

mighty carbon
#

what's missing from FR that is in DR ?

sturdy coral
#

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

mighty carbon
#

I see

#

point light shadows are only expensive when you have bunch of shadow casting lights, and have them overlapping

tawdry dragon
#

Can you actually see what they are working on for 4.16 somewhere?

#

or do you need to follow github closely?

storm hare
#

@tawdry dragon that's actually something I've always wondered too if we can know what they are working on atm

tawdry dragon
#

I know they have a Trello board

#

with a roadmap etc., but its not easy to look through it all

storm hare
#

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

mighty carbon
#

I remember @full junco was posting excerpts from github commits showing what they implemented in the master.

full junco
#

@mighty carbon what?

mighty carbon
#

or was it someone else? :/

#

I remember someone was posting screenshots with commits to master (selected features)

#

I could have swore it was you ๐Ÿ˜ƒ

tired tree
#

you can post select commits

#

but their main pushes are monolothic

mighty carbon
#

but there are notes about what was in those monolithic commits, right ?

full junco
#

@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

tired tree
#

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

heady parrot
#

yeah I just cherry picked a few CLs from that checkin ๐Ÿ˜ƒ

mighty carbon
#

get a cup of coffee, a pastry and get to it - it's a massive read ๐Ÿ˜ƒ

tawdry dragon
#

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 ๐Ÿ˜„

mighty carbon
#

Oculus just released UE 4.15.1 with latest SDKs

wicked oak
#

i got VOIP working over Steam

tired tree
#

what about it

wicked oak
#

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

tired tree
#

you don't want voice reliable

wicked oak
#

ill do a playtest with a few people later to see how that thing works

tired tree
#

people have been getting around it by upping client bandwidth limits

wicked oak
#

@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

tired tree
#

?

#

there are two settings

#

did you adjust configured speed AND max internet client rate?

mighty carbon
#

Does Rift have mic on it ?

wicked oak
#

@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

tired tree
#

post 4.14 after they fixed a bug multiple games are using it

#

without changes

heady parrot
#

all 3 big HMDs have a mic on it

wicked oak
#

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

heady parrot
#

yeah its quite good ๐Ÿ˜ƒ the only thing so far that rival it is my Blue Yeti hah

tired tree
#

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 >

mighty carbon
#

having mic on HMD is a good thing, cool stuff

heady parrot
#

we are doing our own voice solution using a Teamspeak backend. If you use Steam or Oculus voice you cannot do cross platform

tired tree
#

waiting on that discord API

wicked oak
#

i cant do crossplatform anyway

#

no resources

heady parrot
#

yeah Id love to use Discord ๐Ÿ˜ƒ the Opus codec is sooo nice

tired tree
#

they have a SDK already, but its private testing

heady parrot
#

ooohhhh

tired tree
#

they spool up voice servers like discord, on app / game basis

heady parrot
#

our community guy has contacts there, I'll ask him to poke peoples

tired tree
#

sounds fantastic

mighty carbon
#

how hard would it be to make NPCs understand voice commands, kinda like what Siri/Google Assistant/Alexa do ? (using UE4 of course)

tired tree
#

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

mighty carbon
#

I wish someone made a plugin already ๐Ÿ˜„

tired tree
#

the problem is filling in the context and command libraries

#

enough to be useful

heady parrot
#

tbh if they release that SDK they could make money from game devs wanting voice hosting

tired tree
#

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

heady parrot
#

is there any public info on this?

tired tree
heady parrot
#

cheers

mighty carbon
tired tree
#

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

heady parrot
#

that "build custom UI and submit for approval" is a bit weird

tired tree
#

it supports chat

#

as well as voice

#

thats why

heady parrot
#

well sure, but what if you just want to use the voice part? chat isnt great for vr ๐Ÿ˜ƒ

tired tree
#

then no ui?

heady parrot
#

aye

tired tree
#

also branding probably requires discords logo

heady parrot
#

thats fine

wicked oak
#

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

heady parrot
#

we do a mirror guy opponent ๐Ÿ˜ƒ

tired tree
#

everything has to be client side pretty much, thats how I default it in my plugin

heady parrot
#

I stopped working on spaceships .. 8 months ago ๐Ÿ˜ƒ

#

client side is prone to hacking ๐Ÿ˜ƒ so we tend to do server-authoritative with instance client updates, then the server corrects you if client is wrong (within a threshold)

wicked oak
#

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

tired tree
#

movement is server auth for the plugin, grips turn off movement replication and move locally client / server, with server having final say on drop

wicked oak
#

i do client side movement

tired tree
#

its still server auth, but the objects "act" local

wicked oak
#

then update the locations to the server

#

i had massive problems with the server correcting my movement

tired tree
#

for your pawn?

wicked oak
#

yes. Becouse im cheating the pawn in a way that it keeps the capsule directly below the head

#

even if you walk IRL

tired tree
#

did you inject the movements into the saved movmeents array?

wicked oak
#

no

tired tree
#

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

wicked oak
#

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

tired tree
#

i have a simple character that does it without major refactors

#

and a complex one that re-writes the character pretty much totally

wicked oak
#

so those FSavedMovements help if you are doing arbitrary "add world offset" to the character?

tired tree
#

oh yes...

wicked oak
#

neat

#

gonna have a look at that, i can use better movement replication

tired tree
#

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

mighty carbon
#

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

tired tree
#

thats not going to work with relative offsets due to tracked objects

#

client has to be authority on head position

wicked oak
#

i do that

#

i call RPCs to the server with the head and hand positions

#

other players just interpolate to those

tired tree
#

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

wicked oak
#

my capsule location is allways below the head. Head movements offset the capsule in the XY plane so its aligned

tired tree
#

in your case it would be that offset

ripe vault
#

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?

tired tree
#

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

mighty carbon
#

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

wicked oak
#

damn, you rewrote most of it

mighty carbon
#

you should have just used @tired tree 's plugin ๐Ÿ˜‰

wicked oak
#

i heavily dislike gameplay plugins

tired tree
#

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

sturdy coral
#

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

mighty carbon
#

@wicked oak it's like Unity or Epic saying they dislike middleware ๐Ÿ˜‰

sturdy coral
#

no changes to character movement

tired tree
#

are you handling multiplayer charles?

sturdy coral
#

yeah, just sending head and hands with world rotations and location relative to player capsule

tired tree
#

ah, i'm talking about full server validated multiplayer though

sturdy coral
#

head is relative to player capsule, hands sent relative to head to use lower precision

mighty carbon
#

@ripe vault No one here works with Daydream ๐Ÿ˜ฆ I'd try pinging Google

tired tree
#

oh, you are using two actors?

#

that is how I suggested to Jonas to handle it in blueprint

sturdy coral
#

nah, but I'm updating the VR root location and rotation every tick

tired tree
#

yeah or that

sturdy coral
#

to keep it in place

tired tree
#

thats what my simple one does pretty much

sturdy coral
#

so what validation scenarios do you get with the complex one?

ripe vault
#

@mighty carbon I'm using ue4 to make apps for google daydream. Trying to at least.

sturdy coral
#

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

tired tree
#

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

sturdy coral
#

have you seen trello has an item for decoupling character movement from character?

tired tree
#

that would be nice

sturdy coral
#

yeah.. right now spectators are fucked

tired tree
#

they already denied me asking for pathfindings root position to be decoupled

sturdy coral
#

and tons of the game framework code has spectator stuff hardcoded

#

they are stuck with flying pawn movement and no replication

tired tree
#

well, you can use a character with flight mode

#

but thats overhead

sturdy coral
#

yeah, problem is you can't make a spectator that is a character

tired tree
#

the fact that the engine is missing a simple replicated movement for just lerped motion is pretty sad

sturdy coral
#

yeah