#virtual-reality

1 messages ยท Page 97 of 1

wicked oak
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still seems strange

full junco
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the LOD is not done per distance, but with the screen size

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and thats obviously different per eye

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maybe it also has to do with HISMCs, thats where I see the issue

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never saw it on static meshes, I also don't really have any static meshes in my game that switch between LOD

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I know that HISMCs have their own LOD calculation

mighty carbon
glossy agate
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Contemplating if I should release with 3 levels, and put a coming soon for more levels, or build out more levels before release? Anyone have suggestions?

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I would be adding more later anyway but I don't know if less would be better to incorporate more feedback into new levels.

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Plus I am out of ideas for now

wicked oak
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depends on the price and the state of those 3 levels

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if you put it as "part one" or "beta" or "demo" then its alright

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but those 3 levels better be good

glossy agate
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Yeah, I have 3 simple levels in the free demo. The 3 new ones I have are about 10-20min play through with a boss if you know where all the pickups are

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But you can go as fast or as slow as needed.

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So it would be 6 levels total if I keep the demo content in.

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It will be the $7.99 price point

mighty carbon
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release

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you can always tweak and add content post-release if needed

glossy agate
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Yeah I may have to. Just need to focus on polishing instead of adding more stuff haha. Gave myself the scope creep.

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I guess if it's fun people will get a decent amount of playtime with 3 levels to start. One dude put over 8 hours into the demo somehow haha. Probably longer than I have actually "played" the game for fun.

eternal inlet
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anyone doing roomscale movement with character capsule?

eternal inlet
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anyway, if someone is, pls let me know... i got something simple i would like to have tested, can send a small packed project

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only tested it myself with vive

glossy agate
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Send it to me if you want. I can test in 10 min when I'm home

eternal inlet
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cool thx ryan

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i'll pack it up

glossy agate
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Awesome. I'll do you my email

tired tree
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Attack on titan style grapples are really fun in VR.....

glossy agate
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Yeah they are.

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You set it for both hands or one?

tired tree
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both

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rooted to waist

vagrant mantle
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Widget interaction doesn't press some times, what will be the issue?

real needle
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@vagrant mantle By default widgets are set to trigger on release, not down. You can change it on each button (or make a parent button that you inherit from)

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Make sure you give each hand a pointer index, if you have two widget interaction components

eternal inlet
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what's attack on titan style grapples?

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ah the game

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looks fun for sure... ryan and i was talking grappling hooks yesterday too

wicked oak
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ive uploaded a beta branch for DWVR. This beta branch has the testing for a new version i have

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wich improves performance twofold, wich allows me to make MSAA the default, for perfect image quality

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and lots of game fixes around

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PM me to get a key or the password for the beta branch, i need some testing before making it public

mighty carbon
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@tired tree how about motion sickness when swinging on those AoT cables in VR ?

opal bobcat
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im having an intermittent issue where occasionally threads will fail to launch

full junco
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@opal bobcat you might have more luck in #cpp

opal bobcat
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oh i thought i was in there -.-

glossy agate
wicked oak
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neat

glossy agate
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May try a swinging type version later. Worried a non linear swinging move might make people sick though.

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Kind of lake taking camera control away during cut scenes

real needle
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@wicked oak I could help you test today if you still need it, we can swap keys

wicked oak
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needs to be Oculus

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i havent tested on a Vive yet

tired tree
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@mighty carbon not that bad, though I am largly immune, when I had a velocity bug though and was swinging in circles it was pretty bad

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@glossy agate that looks pretty neat, but yeah mine I was testing yesterday was different, wasn't a direct to point velocity, behaved more like a spiderman circumference swing arc

glossy agate
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Any sickness with it?

tired tree
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no for me

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but likely for others it would be

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dunno

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feels amazing to be swinging and set out a second tether and hang from them though

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and then combining it with climbing, so you hit a wall and scamper up it

glossy agate
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Haha awesome. I'll be trying it in a couple hours. You have a package I could try?

tired tree
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still figuring out the best combination of realism and fun with the velocity though, its not very fun to have true to life arc momentum, as you lose velocity

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nah

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too buggy atm

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still playing with things

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just sat down today

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last few tweaks to make super unrealistic velocity was pretty harsh

mighty carbon
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is anyone here good with particles ?

glossy agate
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Haha. I was just worried about losing too much control and making it disorienting.

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Maybe there is a good way to fake momentum boost on the up swing similar to how you would use a real swing

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@mighty carbon what are you trying to do with them?

mighty carbon
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see how they shoot straight down ?

glossy agate
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Hmm. You just have the particles moving -z right now but you want them to also react with wind? I'm not sure how to do wind interaction but you could probably fake it with a second particle

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Like blowing away from the base of the launch

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Or to make them react with collision I think you have to use gpu particles

mighty carbon
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no, I want to fake them reacting to the wind

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even if I add second emitter, I am not sure how to offset it from the first emitter

glossy agate
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You should be able to set the second emitter to move along x or something too. So it looks like they are blowing to the side?

mighty carbon
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nah, can be done with one emitter

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I added Velocity over Life and it somewhat does the job

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"and we can't wait to show you what's next. " << I wonder if there will be an official announcement for some new features or peripherals

feral maple
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hmm, trying to replicate the zero-g hand movement mechanic from mission ISS is harder than I thought it'd be.. heh

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I've almost got it.. but can't for the life of me figure out how to now translate the velocity of the hand at moment of grip-release, to the player's body/pawn, so that they continue to drift like in space.. but each method I've tried, the body stops all movement on release.. even with a physics mesh as root. I must be missing something..

feral maple
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haha just got it working flawlessly ๐Ÿ˜„ Even managed to prevent the player from moving their head through walls. xD

trim flower
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Hi All, I'm still a bit of a noob when it comes to VR. I want to make a leaning locomotion system in blueprints based on the head position. I'm a bit lost on how to go about this and was wondering if anyone knew of any posts online where people have tackles this? Thanks!

pearl tangle
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@mighty carbon nah didn't order the vuze. Have the samsung 1 and a gopro omni rig

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@trim flower the guy you want to talk to is @clever sky . But you will pretty much just want to check the tilt position of the headset and then give yourself some forward vector

mighty carbon
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@pearl tangle Neither of those is stereo VR, correct?

pearl tangle
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nope. Stereo complicates things way too much. I have found it's better to get a higher quality image than get stereo with end users. for those of us spending all day in VR it's a little bit different. That 1 does look very similar to the stereo camera that samsung made though actually. Project Beyond

trim flower
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@pearl tangle thanks for the help! Great name by the way as well.

fair comet
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I was wondering if anyone here using Revive for Robo recall, has had the latest patch break the game for them?, For some reason I am like 2 meters above the ground since latest patch.

real needle
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does someone have a good amount of knowledge according steamvr and lighting scenarios?

full junco
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this is the issue with different LODs per eye that I'm seeing. I find it quite strange that no one noticed that before, it happens with regular static meshes.

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left eye sees LOD0 and right eye sees LOD1

tired tree
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It was reported before

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got a response from someone at epic at the time too

wicked oak
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lol wtf

tired tree
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oh but they replied to you saying that screen size should be pre-calculated once and not for each eye?

full junco
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@tired tree not "pre" calculated

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just calculated once

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it seems to be a bug

mighty carbon
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never had issues with LOD on Gear VR

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I have LOD on both static and skeletal meshes

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looks like you got a tough competition on PSVR now

wicked oak
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its static

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you cant move around like in mine

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it does have a far better trailer

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maybe i should shameless rip it off

mighty carbon
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you could ๐Ÿ˜ƒ

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and you need to add hot anime chick into the trailer too!

wicked oak
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they give that one a 6/10 rip DWVR

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gonna get blasted to hell

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meh, as long as i get sales

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also, check the "one of the few shooters for PSVR"

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but damn, that grapple idea is fucking genious

mighty carbon
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or, if you want to win more players, you should make it like this - have a multiple choice menu first. "Are you 16 yo and over?" > "Do you like men or women?" > "Do you like <describe body type / image> ?" and then based on that have a hot or not ladies or lads in your game ๐Ÿ˜„

wicked oak
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i have the sexy archmage

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XD

mighty carbon
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then your game will be up to US/EU political correctness standards ๐Ÿ˜›

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w00t!

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๐Ÿ˜ƒ

tired tree
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just put motorsep in a skirt on the cover image

wicked oak
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sexy as fuck just look at dem hips

mighty carbon
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@tired tree but the game isn't about Scotland ๐Ÿ˜‰ (nor am I Scottish; nor do I wear women clothes )

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@wicked oak ah, that kind of sexy ๐Ÿ˜’

sharp swan
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@wicked oak : the wife ordered a PSVR. Cant afford it but she's been dying to play Resident Evil. I couldn't really stop her :p

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so if theres any spare keys going like..... ๐Ÿ˜„

wicked oak
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really bad idea

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its cool, but PSVR isnt really that good. Specially if you have access to PC vr

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PSVR is for the ones who dont have a gaming Pc but have a ps4

sharp swan
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I told her that but she is determined

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she cant play on mine much because I work so much

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I told her next time I go on a PS4 mission to finish a game she can have my pc vr to play with but I dunno when that will be. Work is thick and fast atm

mighty carbon
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RE7 will come to PC pretty soon

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Batman is going to be released on PC this week, Robinson was released on PC, something else coming to PC too.. Hell, Destiny 2 is going to be released on PC

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(btw, I am speculating about RE7 for PC)

sharp swan
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she will shit a brick when I tell her Batman is coming. She's completed all the ue3 games several times.

wicked oak
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good point

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Batman for PC

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the ultimate version

mighty carbon
tawdry dragon
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anyone here with any experience compilling @tired tree vrexpansion plugin? I have a quite strong machine(6 core i7) and its been sitting at 15% CPU utilization inside visual studio for like.. 15 minutes now

full junco
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restart compile then

tawdry dragon
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Have tried that... doesnt really seem to change anything

wise thunder
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I remember that plugin specifically took me like 45 minutes to compile

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No idea why, somebody else had that experience too

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I would just wait it out, to be honest

tawdry dragon
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Yeah, seems like I wont get to play much around with it tonight ๐Ÿ˜ฆ

tired tree
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first compile takes a long ass time, even after optimizing headers

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it has to touch a lot of the engine

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but you can compile it debug editor instead

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which will complete in like 5 mins

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the development editor takes a while on the first time

tawdry dragon
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so whats the difference?

tired tree
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one is running with debug symbols and less optimization

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dev build will be fast after the initial compile

tawdry dragon
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Alrighty. I have set to compile and will just wait it out

tired tree
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yeah, i just dev in debug mode because most of the time i'm specifically testing plugin behavior

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and the iteration time is nice

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development editor is better for using

alpine torrent
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seems like HTC is adding montly fee for Vive

tired tree
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no

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thats to "rent" games by the month

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using viveport

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subscription service instead of directly buying them.

wicked oak
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not sure about that, really

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i wonder how much vive pays the devs

tired tree
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i don't really like it

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granted a lot of VR games are currently pretty short, so for end users willing to use viveport it might be good

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but sounds like hell for devs

tawdry dragon
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I am very excited to see what Valve has in store. Gabe confirmed they are working on full length VR games

mighty carbon
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depends how they make it

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I was on OnLive at one point - never saw a penny from them due to how the whole bundle rent thing was set up

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that business model only benefits users and platform holder. Not devs.

tired tree
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its prob based on play time right?

mighty carbon
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I forgot what it was, but there were 2 tiers - one for AAA games, where user could rent 1 game and there was another tier where several games got rented for a fixed monthly fee, and I recall they'd rotate them.

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probably was based on play time, I am not sure at this point

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it's the same nonsense as bundles.. you have 20 games in a bundle and it goes for $20 (that's if people are willing to pay target price). Minus to charity, minus to bundle operator and each dev is left with nothing. And since userbase isn't shared with devs, it's pretty crappy way of doing business. For devs that is.

tawdry dragon
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@tired tree Whuu! Full compile clocked at 16 minutes \o/

tired tree
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it used to take long tbh, I moved to epics newer header style recently

mighty carbon
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alright, Oculus shipped me Gear VR controller ๐Ÿ˜„

tawdry dragon
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lucky one! I havent heard back from them! Seems like experiences focused on industrial clients didnt tickle their fancy

tired tree
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additional compiles of it should be faster though, they generate a PCH file on first compile, which is why it takes forever

mighty carbon
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I am making an experience

full junco
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@tired tree based on play time would be nice ๐Ÿ˜„

mighty carbon
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I have been very active on their dev forums and did a lot of bug reporting / test cases while working on my thing

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now I am gonna have to build engine to get controller to work ๐Ÿ˜’

glossy agate
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Sweet, curious to see how those controllers will work.

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Can you have 2 or is it 1 as the limit?

mighty carbon
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I am guessing 1 is the limit

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it doesn't even have vibration feedback

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it's sort of gimmicky, IMO

glossy agate
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Too bad. First iteration i guess

mighty carbon
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well, Nolo VR offers fully tracked wands and positional tracking for Gear VR

glossy agate
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Yeah, is that the kickstarter one? Looks pretty cool for only like $200

full junco
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I still dont know, what exactly are wands in the context of VR?

mighty carbon
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Samsung just doesn't see Gear VR as core/hardcore product and thus don't feel like they need make anything serious for it. After all, 90%+ of people who use Gear VR use it for movies/stills/experiences, not for games.

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whatever she holds on her hands is "wands"

full junco
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controllers?

wicked oak
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cant do games properly with no official gamepad

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gearVR is indeed casual

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but if it does come bundled with the controller, then we devs can start to do games that use that thing

mighty carbon
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@glossy agate only $150

full junco
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you still cant create real games on mobile VR, because of performance

tired tree
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nolo's usage rate is going to be reallllllly low...

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i wouldn't depend on that thing

mighty carbon
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in China it will be big

glossy agate
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  1. License Harry Potter 2. Make spell casting game 3. Profit?
full junco
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with really good voice recognition it would be awesome @glossy agate

mighty carbon
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is Minecraft real enough game for you @full junco ?

full junco
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@mighty carbon no, thats way too boring lol ๐Ÿ˜›

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and how long does it run on GearVR?

mighty carbon
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boring that made billions of dollars to Notch and continues making money for MS

glossy agate
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Was actually thinking of ripping off quiddich type gameplay and just call it something else.

mighty carbon
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(I am not a fan, but I see the value)

full junco
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@mighty carbon well we are talking about VR here

mighty carbon
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yeah, Minecraft runs on Gear VR

full junco
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how long does it run on GearVR?

mighty carbon
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as long as batter lasts

full junco
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and how long is that?

mighty carbon
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depends on the phone

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what difference does it make ?

full junco
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well I wanna know how long

glossy agate
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Or until it blows up in your face

mighty carbon
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if they managed to get Doom 3 running on Gear VR for 45 min, would it still qualify Doom 3 VR as real game or not ?

full junco
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no, because spending only 45 min in a game isn't really that great

mighty carbon
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get a life ๐Ÿ™„

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that's all I can dedicate to gaming most of the time nowadays

full junco
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well I also dont spend time with games

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but we talk about what gamers do here

wicked oak
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gear VR is casual

full junco
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those who buy your games

wicked oak
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short times are fully ok

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we are talking about mobile gaming, but VR

glossy agate
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For vr I think 45 is actually pretty long. On of it is at least

wicked oak
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people is going to play on short burst

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what you need is a short play loop, or a game that seamlesly loads in and out

glossy agate
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On pc*

mighty carbon
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you can save, recharge, resume.. Not sure why is it a big deal.

wicked oak
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autosaves and fast load times

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45 is long on VR

full junco
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@mighty carbon play 45 minutes, charge your phone 45 minutes, play 45 minutes and so on? yeah, surely a great experience ๐Ÿ˜›

mighty carbon
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I am sure it can run longer on S8, since it's very power efficient and has large battery.

full junco
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also, how much fps is it?

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60?

mighty carbon
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play 45 min and get back to your life..

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60 fps

wicked oak
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has to be 60

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and oculus is BRUTAL about that

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59 is fail

mighty carbon
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59.9 fps actually

full junco
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I dont want to create a game where people will (have to) forget about it after 45 minutes again

wicked oak
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wich means GC is an issue, it can mess your frames

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if you arent careful

mighty carbon
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(Android screens don't pull actual 60 fps as PC monitors do)

wicked oak
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@full junco why not? my game would be fine for that

full junco
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and with 60 fps you are probably way easier getting motion sickness than with 90 fps

wicked oak
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it plays in bursts of 5-10 minutes

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yeah, also motion sickness

mighty carbon
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I want to create Matrix @full junco but let be realistic here

wicked oak
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not much people can stay for 45 mins straight

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specially on something like the GearVR wich has no positional tracking and only 60 fps

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on a pure roomscale vive game then maybe

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or similar thing on oculus

mighty carbon
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I never use Gear VR for long, unless it's a 90 min movie (I think S6 overheats after than, even if battery still has enough juice)

full junco
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@wicked oak I also wouldnt play your game for only 5-10 minutes if I really would play it. even when testing it for the first time I spent more than 10 minutes in it and didnt even really play it. if I'm playing it then I would surely spend an hour with it

wicked oak
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yeah, but its a "bursty" game

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you have the high action of the rounds, wich is 5-10 minutes, and you go back to the main menu to breathe a bit

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and select another level or similar

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im going to add some misc interactuable items to the main menu

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just stuff you can pickup and does stuff

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probably a pistol or 2 around you can grab and shoot

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or a ball that bounces

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so the level feels a bit more alive

full junco
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and @mighty carbon talked about minecraft as an example for GearVR, minecraft is not a "bursty" game at all. so it doesn't make much sense at gearvr I think. its just samsung marketing.

wicked oak
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but minecraft is a game you can drop in and out very fast

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and its a chill game

full junco
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how long does it take to even find a single diamant in minecraft?

wicked oak
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not really that much if you do it well

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i played a lot of minecraft, i used ot like hardcore survival maps

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or trap filled adventure maps

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like the Super Hostile series

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now THOSE are tense

mighty carbon
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realistically, you can't build non-burst game in reasonable amount of time with a lot of content @full junco You'd need a team and you'd need to do it full time.

wicked oak
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when you have nothing but the items you have on yourself, and you are going through a zone without protection

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and you know there are traps around

tired tree
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funny enough, there is minecraft speedrunning

wicked oak
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i want to try those with vivecraft, but im worried that being older maps they will be broken

tired tree
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and the main category is "to diamond"

wicked oak
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lulz

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ive seen the parkour maps

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basically like KZ maps in counter strike, but in minecraft

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and they are serious business

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take this map

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super hostile infernal sky

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there is no ground

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only floating islands

tired tree
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oh its to "kill ender dragon" now, and record is 4 mins

wicked oak
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how about that, in VR, if you are afraid of heights XD

full junco
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still, I can't imagine anyone building huge stuff in GearVR minecraft

wicked oak
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the absolute bullshit of that map, is that if you fall, you lose everything you had

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the creator is pure evil

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there is a hugely amusing lets play series

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of a guy called Zisteau

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and a map called Legendary

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the map creator knew about the letsplayer

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as he was popular

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and made traps specifically for him

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and the player ate them

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and it was quite hilarious

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this are the maps

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but a lot of them are on older version

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the guy just fucks around in a custom server and stuff, doesnt make full maps anymore ๐Ÿ˜ฆ

mighty carbon
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you can build maps on PC and play them on Gear VR, I think

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it's not the point though - the point is that you can make games for Gear VR and people will play it. Just not a lot of people as most of Gear VR owners aren't core gamers.

wicked oak
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btw, the "Nightmare Realm" map is ridiculously brutal

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you start in hell, with a wooden house

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with dynamite inside the walls

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you have around 10 minutes before the house explodes

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to gather some wood and fuck off the starting zone

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and then you are on your own

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i had massive amounts of fun on those maps, playing with friends

mighty carbon
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but games in VR is just part of the whole VR thing.. I really like experiences.

wicked oak
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and getting rekt

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i remember hacking full diamond gear for us, and getting rekt anyway

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(we were really bad)

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this is about 5 years ago

full junco
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@mighty carbon but most people dont I think

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people dont want to spend $800 just for some short "experiences"

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they want real games where they can spend hours with

mighty carbon
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well, if you are buying Gear VR most likely you already have a compatible phone

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and if you didn't know already, more people out there are willing to buy bite-size experiences than fully fledged games.

glossy agate
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I got about 85 hours in onward so far. Replayability due to MP I'd huge. Got quite a bit into Pavlov and az too

mighty carbon
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i'd certainly pay for good 10-15 min experiences in VR if they take me wonderful places

full junco
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@glossy agate yeah that is awesome, with 85 hours that is a real game

glossy agate
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Some dudes were showing over 400 in it haha. I'm not that hardcore though and have life responsibilities

mighty carbon
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there are a lot of gamers, sure.. But there are a magnitude more people who would get into VR for experiences, not for games

full junco
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no, I dont believe that you can make more money with experiences than with good games

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also that "take me wonderful places" stuff is pretty much impossible with current gen VR, because no matter what "place" you are in, its always a very pixelated place

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so gameplay is what has to keep you there, not just the graphics

mighty carbon
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what on Earth are you smoking.. Do some research.

full junco
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all research you need to do is look through a VR headset, then you'll see its pixelated

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not sure how you can doubt that

spiral zephyr
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"experiences" is a bit vague to me, is it like "passive entertainment"? VR is so much bigger than entertainment..

mighty carbon
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@full junco have you tried Mission ISS ?

spiral zephyr
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soundstage vr convincingly shows part of that future. I think it will really get good and widespread in parallel when AR is more in the mix

full junco
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@mighty carbon no, what is that?

spiral zephyr
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btw, anyone know any news, sites or communities that focus strictly on non-gamey vr applications? Most of my regular sources are drowning in in-depth game design pieces..

mighty carbon
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@full junco eeh.. Google it ?

full junco
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@mighty carbon oculus? I don't oculus ๐Ÿ˜ƒ

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I vive

mighty carbon
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@spiral zephyr I don't see VR used for anything but entertainment, education and some industrial applications.. Maybe it's just me.

spiral zephyr
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i agree, but in a few years itll melt toghether with AR for the mainstream

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which has smartphone-like promise for mass adaptaion. hoping tech is there in 10 years

mighty carbon
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you are smoking something for sure.. In a few years AR will not be where you want for it to be

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maybe in 10 years...

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impressive indeed

spiral zephyr
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lol i said 10 years ๐Ÿ˜‰

mighty carbon
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well, 10 years isn't a "few years" ๐Ÿ˜ƒ

spiral zephyr
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READ

mighty carbon
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"i agree, but in a few years itll melt toghether with AR for the mainstream"

spiral zephyr
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CONTINUE

mighty carbon
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you contradicted yourself

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"i agree, but in a few years itll melt toghether with AR for the mainstream which has smartphone-like promise for mass adaptaion"

spiral zephyr
#

im not here to argue. is "a few" really a specified amount=?

mighty carbon
#

that and after you say hope it will be there in 10 years

spiral zephyr
#

"Arthur Barthur: which has smartphone-like promise for mass adaptaion. hoping tech is there in 10 years"

mighty carbon
#

meh

spiral zephyr
#

โค

full junco
#

@mighty carbon that ikinema stuff might be impressive, but not really useful that much

#

it doesn't look too good, and also no one is buying 6 vive trackers for that

mighty carbon
#

eeh? it looks the same as real human movements

#

like, almost 100% accuracy

full junco
#

no, its far from the real human

#

maybe you are watching it on gearvr or something like that ๐Ÿ˜›

mighty carbon
#

lol, you are a snob

#

while arms/hands and head might not be accurately tracked, legs and body pivoting is spot on

tawdry dragon
#

@mighty carbon do you need to do anything special in order to destroy stereolayers?

#

I have an actor with some in it, and when I destroy that actor - the stereolayers still renders

mighty carbon
#

don't destroy them.. Just turn off visibility so they won't render.'

tawdry dragon
#

Turning them invisible still renders them o.o

mighty carbon
#

I'll be home in a few hrs.. I can check if I am doing something special, but afaik I just set visibility on the component

#

odd

tawdry dragon
#

yep

#

its some funky stuff

#

๐Ÿ˜›

#

man... working with stereolayers just keeps crashing my editor

full junco
#

I just stopped using them....

#

not worth the time to try to make those work, on vive

wicked oak
#

just make sure they get destroyed too

#

source: mine work

#

but they are skewed and moved compared to the oculus ones

#

yes, they are annoying as hell

#

but they look good and dont stutter or get AA-d

tawdry dragon
#

@wicked oak do you do anything special to destroy them?

#

destroying the actor they reside in doesnt remove them from rendering

wicked oak
#

destroy the component

#

if destroying the actor doesnt work

#

i had a case of that

#

so i just destroyed the component on the event Destroyed of the actor

tawdry dragon
#

at the moment that crashes my editor on play :p

#

hmm

#

might be my PC needs a restart

full junco
#

@wicked oak AA isnt an issue once you turn on responsive AA on widgets

wicked oak
#

still problematic for text

#

artifacts and stuff

full junco
#

it looks same like without AA

#

so it looks perfect

wicked oak
#

uhm i think i did that and it didnt antialias the baackground behind the letters properly

#

thats why i changed my game to use layers

#

and for PSVR, to use 3d widgets, but static, not head locked

full junco
#

my widgets are opaque, so havent tested background

wicked oak
#

and im pretty sure text did alias terribly

#

opaque text on transparent background

#

Masked mode

tired tree
#

@tawdry dragon what are you trying to do with stereo layers?

fresh laurel
mighty carbon
#

+1 @fresh laurel

#

although, how is it applicable to UE4 ?

#

@tired tree ^^ any idea by chance ?

pearl tangle
#

i got it, haven't had a chance to play around with it much yet @mighty carbon I have done a lot of that stuff with instances before but was interested to test it out to make some animation stuff a bit better

mighty carbon
#

are you talking about object pool plugin ?

pearl tangle
#

yep

mighty carbon
#

I see

full junco
#

@mighty carbon there's still no reason why you would need a plugin for object pooling

mighty carbon
#

there is - I don't want to waste time writing one from scratch

full junco
#

you dont really need more than an array where you add stuff and remove stuff from

#

not sure why he sells that for $10

mighty carbon
#

I am sure it's more to it than just having array and adding/removing actors to it

#

and since I'd rather spend time making art / anims / design, I don't mind spending $10 on a plugin (assuming it's a quality product)

#

anyhow, off for today

pearl tangle
#

yeah those little plugins are interesting

#

I just grabbed the 1 to do flipbook in UMG which seems like a feature that should definitely exist. Saves me probably a couple dozen hours work and was $10

fresh laurel
#

@pearl tangle - I will take one

pearl tangle
#

that would break my pyramid though

#

productive usage of my time...

real needle
#

Has anyone experienced issues with 3dwigetcomponents in a client/server scenario? Whenever a client joins, the host can no longer interact with his menu

#

I've set unique user indexes as per the docs

pearl tangle
#

is the user index for the person changing or something when they join?

full junco
#

@real needle yeah, I think I know that issue

real needle
#

@pearl tangle When they join, I assign them an ID which I then set on the pawn every time I spawn it

#

OnLogin->Add PC To Array -> Get Index Of PC in array -> Set that index as ID on pawn every time it spawns (so that it's consistent for that player and stays unique)

full junco
#

I think its a known bug

real needle
#

And this should work even after servertravel since OnPostLogin

#

Only fires once

#

I saw answerhub posts from early last ear

#

year*

full junco
#

yeah

#

its still the same I think

real needle
#

But none of them have issues with the host not being able to interact

#

Anyway I found a stupid workaround

#

Which is to change all button presses to "down" instead of "down and up"

#

But the menu is not nice to use like that

full junco
#

ok then its a different bug then the one I think about

pearl tangle
#

odd that it would affect that type of button press stuff

real needle
#

well widgets deal with how their focused and such... so I might have discovered a weird bug where "left mouse button pointer event down" grabs the right user index, but "left mouse button pointer event release" doesn't

#

it completely breaks playtesting for me and I'll have to do "stereo off" and open the menu in the viewport, but I can't do a public alpha with a development build

pearl tangle
#

yeah that is odd

#

tried not doing it through the input side of things (from project settings) and done just with the blueprint input commands instead?

real needle
#

It is done with the blueprint input commands, that's the only way to use the widget interaction component

#

Well, in code too ofc, but using the blueprint node that simulates a pointer event is what I'm doing (as per the docs/tuts)

pearl tangle
#

but from regular key presses or anything else it doesn't have the issues?

real needle
#

@pearl tangle Yeah when adding widget to viewport there are no issues. I even tried using the "real" left mouse button (which doesn't matter because the same pointer is called but I'm desperate) and that didn't work either

#

So at this point I'll use the "trigger on down" to keep all the functionality, but I'll try to reproduce it soon enough. I should make a simple project that connects via LAN to have around for when things like this comes up

pearl tangle
#

yeah guess the trying to debug stuff like that might not be running so well for vr stuff

pearl tangle
#

has anybody picked up any of these yet?

sharp swan
#

not at that price.. jeez

pearl tangle
#

yeah it does seem slightly over the top thats for sure. considering I just got 9 vive trackers for like 900 GBP or so which would only get me 2.5 of the HDK's

tired tree
#

yeah tearing down the trackers for the sub components would be more cost effective, the kit is third party and comes with a test board, doesn't expect massive purchases from the public. Main users will be industry

sharp swan
#

I just tried the PSVR. The DK1 wants it's screendoor back.

mighty carbon
#

that bad ?

tired tree
#

thought people said its SD was better due to them adding a diffuser?

mighty carbon
#

I hope MS will make Scorpio Rift-compatible

#

we'll find out in 2 days

#

ha

wicked oak
#

screendor is better on PSVR than on others

#

the issue is that on PC, devs render at 140% screen resolution and the like

#

good luck doing 140% screen res on a base ps4

#

ive done tests on my own games. If i crank screen percentage, the PSVR looks great

#

but damn it looks pixellated at not high resolutions

sharp swan
#

I had a look around in resident evil 7. I had motion sickness, even though im used to it. I also looked at a light on the wall and it looked like a minecraft object. The screendoor is more pronounced at the edges, like they have optimised the pixels around the centre of the focal point view. If I look down though it looks like I am playing with chicken wire wrapped around my eyes.

mighty carbon
#

so I take it as you couldn't convince your wife to not purchase PSVR ๐Ÿ˜‰

crimson tide
#

is anyone from epic monitoring the ps4 forums? could really use some support there but haven't seen anyone from epic post there in ages :/

fleet veldt
#

@pearl tangle what are you working on that you got so many pixel/vr kits? ๐Ÿ˜ฎ

pearl tangle
#

@fleet veldt building out a daydream application for a client as a sales tool to their on the road guys

fleet veldt
#

awesome ๐Ÿ˜ƒ

pearl tangle
#

Up to 10 vice trackers now though so that's much more fun ;)

wicked oak
#

they are using multires style rendering

#

for lower resolution at borders

#

i was playing it on a PS4Pro and it looked good

#

its higher res on that

#

ps4 forums are a wasteland @crimson tide XD

crimson tide
#

I know :/

wicked oak
#

come on epic support is kind of meh for ps4. Im finding myself doing engine edits constantly

#

and the next one is probably going to be a big one, adding the custom VR dialog of "setup VR"

#

as epic only uses the most basic warning one that does nothing

crimson tide
#

well if you can share you fix for the one we've been discussing I'll buy ya beer ๐Ÿ˜›

wicked oak
#

its a hack

#

i just replaced it for rendertime*3

crimson tide
#

I'll take anything at this point

wicked oak
#

and im not even sure it solves things

sharp swan
#

@mighty carbon : she came over to me, grabbed my hand, pressed my finger on her mobile phone and said "awww what have you done?". I said "Did I just order a PSVR by chance?".

crimson tide
#

I was playing with values and got rid of the edge at one point, but had bad ghosting and jitter

wicked oak
#

interesting

mighty carbon
#

haha, that was smart move @sharp swan ๐Ÿ˜„

crimson tide
#

were you able to eliminate the edge enough with your hack to where you couldn't see it in the hmd?

wicked oak
#

no

#

its probably going to fail vr consultation. But while on the levels it looks fine

#

its on the main menu where the mirror thing is kind of obvious, against the white text

crimson tide
#

ya, if you're playing normally you don't notice it, jsut when you shake your head unnaturally

mighty carbon
#

@wicked oak it's the oldest trick in the book - they give you a tech for "free" which works for generic stuff, and when you need something more than generic, you have to pay up (UDN subscription and custom license)

crimson tide
#

but they don't want that and will fail it

wicked oak
#

@mighty carbon not the case motorsep

#

this stuff isnt fixed for UDN guys

mighty carbon
#

o.O

wicked oak
#

the UDN guys use the exact same build we do

#

they just fix it themselves

crimson tide
#

but for me, when I changed my first early rendertime * 3 to 6 and my later render time * 2.5 to 5.5 I got ride of the edge, but got ghosting and flip errors

wicked oak
#

becouse you were over correcting

#

rendertime * 3 is "predict the position in 3 frames"

crimson tide
#

ya like I said, I was doing heavy experimentation

#

smaller changes didn't seem to make a difference

wicked oak
#

rendering more would actually fix it

#

but at a lower performance

#

one could increase the size of the hidden area mesh

#

so instead of rendering the exact circle, it renders more at the borders

#

but on exchange, it will run slower as you are rendering more than you should

crimson tide
#

interesting, maybe I have the overheard, I almost make 90 on a standard ps4

wicked oak
#

the ps4 ddoes this

#

as does the rift and others

#

this is from the vive

#

but it works more or less the same

#

by making the edges be less, it could be fixed

#

but then you render more stuff

crimson tide
#

ah, ya, good point

sharp swan
#

I just read an article that said PSVR has virtually no screendoor effect. Who the hell paid for that promo? Sony have lied in the past but they ain't that blatent :/

crimson tide
#

so where would we adjust? I'm less savvy on the cpp side of things

wicked oak
#

@sharp swan it doesnt

#

its just that the game runs at a low screen percentage

sharp swan
#

huh?

#

I could see it plain as day though

crimson tide
#

ya, you crank it up to 140-150 its looks fantastic

pearl tangle
#

UDN gets you access to proper dedicated support for things. they can't be expected to add in every feature and fix everything straight away, lot of different components to UE4

wicked oak
#

and they arent working on a PSVR game

#

companies fix stuff, but for themselves

#

honestly if you are a ps4 dev you probably need less babysitting than a normal indie

pearl tangle
#

yep quite often you can see other peoples fixes up on the UDN too.

wicked oak
#

i had access to it, but not anymore

#

i was in a company that had access to it

#

wasnt really this magic place

#

just a more professional answerhub, WAY more professional

pearl tangle
#

yep they actually get proper support tickets and things for it too and assigned to the correct person

wicked oak
#

imagine an answerhub that has epic reading it more, plus only the actual COMPLICATED issues

#

not "how do i code"

crimson tide
#

that would be nice

sharp swan
#

"It wasn't just my eyes, either. Most people who are lucky enough to have tried PSVR agree: you have to actively try to see the screen-door effect, rather than actively try not to see it. " <--- erm.. if im looking at it, im gonna notice it. I dont get it. If I ignore it, sure, I can trick myself into pretending its not there. But I do see it because im looking for it. All the time.

wicked oak
#

i can see it clearly on the Vive, less clearly on the rift, but no screendor on the PSVR

#

but pixels are big

sharp swan
#

it wasn't until the CV1 that it started to not be a problem

wicked oak
#

so if the game doesnt antialias or it renders at low res, its obvious

#

RE7 is much better on the Pro for this reason

#

it renders at higher resolution

sharp swan
#

hmmm I will have another look later but it was pretty much a cross hatched effect, increased around the edges and in lighter areas

wicked oak
#

my game looks great on the Pro at 90 fps with 120% screen res + TAA

#

i could put it at 150% screen percentage, but 90 fps feels better

sharp swan
#

see im not sure how the missus set it up. She might have has no AA (looked like no AA) and 60fps or something

wicked oak
#

mostl likely sub 120 screen percentage and only FXAA or similar

#

happens on most PSVR games

#

they render at low res

sharp swan
#

the shimmer from lack of AA was pretty bad

wicked oak
#

so they end up pixellated due to aliasing

sharp swan
#

have you pushed how far you can take it on a regular PS4?

wicked oak
#

200%

#

ah, that on the pro

#

on only the main menu wich is very simple

#

on the regular ps4, i need to hold 60 fps ALLWAYS

#

and i dont have variable resolution

#

ive fixed it at 115 screen percentage plus FXAA

#

60 fps

#

looks ok

sharp swan
#

ok good to know I can tweak it out a bit

wicked oak
#

on the pro i run it at 120 screen percentage + TAA + 90 fps

#

and looks very similar to how it looks on pc

#

only blurrier

#

of course

sharp swan
#

60fps should be fine for the slow games

wicked oak
#

mine isnt

#

took this video yesterday

#

its on pc, on a rift, but its the exact same settings and stuff of the PSVR version

crimson tide
#

120 was what I used at 90fps on teh pro as well

#

huge difference going to 140 tho, so much cleaner

wicked oak
#

140 is the sweet spot

#

you dont get much more quality going past that

sharp swan
#

yeah that would annoy me somewhat framerate wise. I dont think the wife will mind. She doesn't even care tbh.

wicked oak
#

also on a rift/vive

#

going to 150% is about it

crimson tide
#

ya, 150 was pointless for the frames you give up for the quality

wicked oak
#

more than that you are going overkill

#

im going to put that version on steam later today, if i can debug a couple things

#

for the VR sale starting tomorrow

sharp swan
#

the game is looking good

wicked oak
#

i want people to see my game has a recent update that uses forward render and looks GLORIOUS

#

just look at the video. This is a recording of the hmd mirror mode 3

#

wich is actually zoomed

#

and see the aliasing it has

crimson tide
#

I can see what you're talking about with bad reprojection edges in that main menu ๐Ÿ˜›

mighty carbon
#

why would you even mess with screen percentage ? Isn't MSAA not enough ?

sharp swan
#

more expensive

crimson tide
#

quality is bad on psvr

mighty carbon
#

I think processing power is better spent on more detailed world than on rendering extra pixels

#

hmm.. what strikes me odd is that MSAA is "free" on Gear VR

#

yet somehow it's taxing on PC

#

how is it even possible ?

sharp swan
#

maybe dedicated chips for it

wicked oak
#

psvr pixels are bigger

sharp swan
#

god knows what is in a sony phone these days.

wicked oak
#

you need better antialiasing

#

and btw msaa doesnt work on ps4 yet

#

@mighty carbon gearvr is a forward renderer

#

and the msaa is only 2x

#

or x4 on the most powerful phones

#

its also a muuuch simpler renderer than the desktop one

mighty carbon
#

so, you still use deferred ?

#

MSAA x2 looks quite good

#

x4 on S6 has no performance impact as that's what hardware supports

#

and S6 is now the least powerful phone for Gear VR

tired tree
#

he wasn't saying it was deferred, the mobile forward renderer is not the same as the desktop forward renderer

sharp swan
#

we went to 4.13 with starfighter and tried to switch to forward renderer and the game ground to a halt because it wasn't designed for it. So we stuck with deferred and 4.12.5 ๐Ÿ˜ฆ

#

bit crap for a VR game but it still works

tired tree
#

4.13 forward renderer wasn't functional

sharp swan
#

really?

tired tree
#

yeah...

mighty carbon
#

much simpler renderer has nothing to do with MSAA @wicked oak how is it much simpler btw? It's GLES 3.1 or Vulkan

sharp swan
#

holy moly

tired tree
#

it was just deferred without the gbuffer

#

4.14 was first real forward renderer I think

sharp swan
#

hmm. I didn't do the tests myself, just got the report.

tired tree
#

didn't even have MSAA

#

all around worse

sharp swan
#

damn. missed opportunity then. I dont think it's going to get updated now

wicked oak
#

@mighty carbon its a simplified forward renderer

#

it doesnt run the same heavy postprocess chain, and it doesnt pre calculate the tiled light stuff

#

honestly i would love to be able to use that renderer on PC

#

it would help me a lot

tired tree
#

the new forward renderer is clustered isn't it?

wicked oak
#

yes

#

pretty much the same renderer as the DOOM renderer

tired tree
#

yeah, the tech idea pretty much hit mainstream after they finished their deferred

#

its overall a better renderer architecture

wicked oak
#

problem is that is kind of hacked together. So its not as perfectly optimized as the doom one

#

and the doom one is even better becouse they use the same material for EVERYTHING

#

they have like 200 shaders total

#

i open my project and it has 15.000

#

so they can batch static geo better

tired tree
#

doom just went hard on PBM right?

#

so its just settings with textures

wicked oak
#

yes

#

and megatextures

#

so the whole environment has 1 material

#

with 1 texture set for everything

#

and then decals

tired tree
#

mm

#

thought they dropped mega and just use streamed large

wicked oak
#

no, its megatexture

#

its just a much better implementation than last games

#

and they use decals for the details

#

lots, and lots, and lots of decals

#

all those blood splatters?

#

decals

#

drawings on walls? decals too

tired tree
#

wonder how their tech inovation is going to fare in the future

wicked oak
#

they abuse the shit out of decals

mighty carbon
#

so, basically you saying GLES 3.1 games can't look like SM4/SM5 games ? Again, MSAA does AA on geometry edges. So my only guess is that mobile scene has less polygons than PC scene, and thus MSAA isn't as taxing.

wicked oak
#

correct

#

same way msaa was ok on old games

#

their triangle density was low

#

on current games of really high resolution, msaa means you are going to supersample a considerable percentage of the screen

mighty carbon
#

what does Robo Recall use ?

wicked oak
#

4.16 halfdone with forward

#

forward renderer was done for robo recal

mighty carbon
tired tree
#

what about it

mighty carbon
#

"Software Virtual Textures" << DOOM is built on top of the improved technique derived from that

#

there are no decals

#

not on runtime at least

#

artists just have fun with decaling levels offline, then renderfarm bakes it all into one massive texture

wicked oak
#

there are indeed decals

#

runtime decals

#

they call that on the presentation

mighty carbon
#

yeah, from gibs and whatnot

#

but not as world texture details

wicked oak
tired tree
#

i'm aware of how it works, I wasn't aware they kept it for doom 4

wicked oak
#

btw, note that they use a different PBR workflow

#

they dont have metalness

#

they have a specular texture and an albedo texture

#

instead of a albedo texture + metalnes

mighty carbon
#

@wicked oak those are dynamic decals. All the grit and grunge decals are stamped before megatexture is baked.

wicked oak
#

look at the next slides

mighty carbon
#

I did and it's not done in runtime

#

get yourself RAGE game and see how it's done (tools are there)

wicked oak
#

not same engine

mighty carbon
#

it's exactly the same base process

tired tree
#

...he is talking about doom

wicked oak
#

"REALTIME replacement to mega texture "stamping""

#

cant get more clear than that

mighty carbon
#

well, id tech 6 was built from id Tech 5. That's where megatextures come from

tired tree
#

and 6 over 5 implies that changes have been made..

mighty carbon
#

lol, so what's the point in using megatexture at all?

tired tree
#

it still keeps the atlas... its still less drawcalls

#

the decals look like they are atlas'd too

mighty carbon
#

hmm

wicked oak
#

megatextures for the whole environment

#

its just that decals are separate

#

that way you actually save memory and get more details

#

2 megatextures, one for map and other for decals

#

and the decal one is not that ultrahuge becouse there is only a small-ish selection of decals that get reused

mighty carbon
#

I see

#

back to Robo Recall, don't they use MSAA without screen percentage ?

tired tree
#

they also say that the decals use 0 drawcalls because they are part of the geometry rasterization? interesting, wonder how they flag for that.

wicked oak
#

they use both

#

screenpercentage at about 130 i think, plus msaa

#

but you can change that on settings

mighty carbon
#

I wonder why Oculus doesn't just hack UE4 to offer a fork with the same tools / capacity, but slimmer and faster VR oriented renderer

wicked oak
#

@tired tree probably by setting uniforms in the static mesh shader?

tired tree
#

..thats what the forward renderer is

wicked oak
#

and oculus does have a fork

#

with a simpler forward renderer than the official ue4 one

#

but that one is definitely much less featured

tired tree
#

yeah, epic didn't like just HOW less featured it was

wicked oak
#

thats the one they use for internal projects

#

at oculus

mighty carbon
#

does it keep up with master repo ?

#

like, 4.15.1 with that slim renderer ?

full junco
#

no

mighty carbon
#

I don't see any "special" branches in Oculus github

wicked oak
#

its called ovr-forward

mighty carbon
#

not there

#

and even if it's somewhere there, it's obsolete

#

this is the last branch

tired tree
#

yeah they said it wasn't kept up with...

full junco
#

thats about the LOD per eye issue

#

was fixed really quickly ๐Ÿ˜„

mighty carbon
tired tree
#

@full junco just being pushed to main or are they putting that in a hotfix too?

full junco
#

@tired tree only to main it seems

#

isnt worth a hotfix I guess

tired tree
#

prob isn't to be honest, but good that it is fixed

#

def worth keeping the commit number though

full junco
#

still I hope it will be more or clear what the fix is in that dev-vr merge to master

#

I wont update to master for that, I want to stay at 4.15 for now

tired tree
#

commits are usually pretty concise directly to master

full junco
#

its not commited directly to master, its to dev-vr and then all new dev-vr things are merged into master

mighty carbon
#

btw, I really like what Steam did for reviews - now my game shows "Mostly Positive" reviews ๐Ÿ˜„

raven halo
#

@full junco hold on what! you managed to get epic to fix the different LOD per eye? ๐Ÿ˜ฎ

full junco
#

@raven halo yeah

raven halo
#

awesome!

full junco
#

yeah, seems they just didnt know about that issue

raven halo
#

I think I should more often call out these bugs. Often times I just think they must know.

#

but now that I think of it, they are probably using instanced stereo for robo recall and so they haven't had the chance to notice.

glossy agate
#

I just assumed I was doing something wrong, until I saw other people had the same issue haha.

#

Kept making my LOD's less aggressive thinking they had decimated too far, or I had a screen space issue due to 2 screens.

mighty carbon
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how come I never had this bug with LOD on Gear VR ?

glossy agate
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Not sure. I was lucky for a while, where I probably had it but didn't notice. When I had really reflective meshes it really became noticeable.

keen solar
#

Anyone else have an issue with sequencer events not firing reliably in a packaged VR game?

full junco
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@raven halo @glossy agate I thought I would be the only one seeing this LOD issue since I didnt see any threads in the forums or the answerhub about it ๐Ÿ˜„

raven halo
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my way of "solving it " was to push them further away

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;/

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don't you find the default LOD settings to be too close anyway?

full junco
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I have foliage that very quickly shows the billboard for best performance

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so I want the foliage to move to billboard after something like 50 meters

glossy agate
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Yeah, in vr they were, plus I scaled them up so it got really wonky

full junco
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I always set the LOD screen sizes manually to optimize it most

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usually I want the transitions to be way sooner than whats default

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performance is more important even if its very visible that the LOD just switched

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ideally I would like the LOD to be calculated from the room center, so that when you move your head around the LODs wont switch and they will only switch when you actually teleport, like that its impossible to notice that a LOD just changed

mighty carbon
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well, Epic made it clear they are not going to make distance based LOD in UE4

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which is the right way IMO and I don't know why they went with screen percentage. It might have to do with deferred rendering and screen space effects, maybe?

cobalt relic
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Why do you think screen size isn't better ?

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Distance works too but it's way harder to work with imho

mighty carbon
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because you move your view (head or in non-VR) and LOD switches

cobalt relic
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Ah, I see

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Are you using the smooth LOD transition ? Might lower the issue

mighty carbon
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also in VR you might have several actors having same kind of screen size, but located at different distances from the camera.

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no, I don't because it kills performance in mobile VR

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I don't want for a massive statue far away from me to have the same LOD as something small in front of me. Thus distance based LOD is the way to go.

wicked oak
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and desktop vr too

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i tried to use it

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what if you scale the objects up or down?

mighty carbon
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why would I do that?

wicked oak
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becouse meshes are scaled for different uses

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thats why it goes by screen size in unreal

mighty carbon
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makes no sense

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so if I have an actors scaling up and down 1 km away from player, why on Earth would I want to change LOD for it?!

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whatever if close to player needs to be detailed. Everything else needs to have lower LODs, based on the distance from the player, since player won't be able to make out any details if actors aren't close to the camera.

#

the only issue with distance based LOD I see is when using scopes and security cameras

wicked oak
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thats what screen size lod is

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if you get a statue and scale it to huuuge levels, it will keep being lod 0 even if its far

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becouse you can see all the details

mighty carbon
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you can't see all the details at the distance

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just like you can't see details on far away objects in real life

wicked oak
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but that depends on the size...

mighty carbon
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no, it doesn't

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you can't see all the cracks and crevices on a mountain

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unless you get closer

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and since video games still depend on hardware specs, LOD based on distance is preferable

full junco
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a huge mesh in the distance will have exactly the same detail like a small mesh up close... you see exactly the same, it will also look 100% same

mighty carbon
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sounds like someone doesn't get out to outdoors too often

full junco
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you're just living in your alternative reality where many things are always different ๐Ÿ˜›

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thanks for posting that link, and damn, finally they release the driver with the async reprojection for steamvr and then it only works "on Radeon RX 480 and Radeon RX 470 graphics products on Microsoft Windows 10"

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that sounds like "only works on GPU X with OS Y and only when theres a full moon on the third friday of the month"

mighty carbon
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In non-VR news - Dishonored 2 gets lengthy free demo this Thursday

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(3 missions or something like that)

full junco
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and why do you mention that here if its non-VR stuff?

mighty carbon
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because I can? ๐Ÿ˜ƒ

full junco
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no, we should talk about that AMD is way too slow with their async reprojection support and way too few things are supported

mighty carbon
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I am trying to get you off track with your development and get you to play Dishonored 2 ๐Ÿ˜›

wicked oak
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i launched the DWVR update

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just in time for the sale tomorrow

mighty carbon
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you already going for a sale ? o.O

spring pond
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is the oculus screen percentage busted in 4.15? I get a screen percentage of 71 which is what I'm used to seeing as a value, but things are severly under rendered

full junco
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@spring pond "under rendered"?

spring pond
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things were really pixelated like the frame buffer was well below the res it should be

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but something was wonky. Reboot seems to have fixed it

full junco
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with a SP of 71 everything will look really bad

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@wicked oak lol you write "New engine" in the title, shouldnt that be "updated engine"? "New engine" sounds like you switched to unity

wicked oak
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i was mixed on that, but i think you might be right

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fixed it

mighty carbon
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why did you remove HISMCs ?

#

don't they help with performance ?

full junco
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he never had any HISMCs in his game

mighty carbon
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my bad, I meant HLOD

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it should help with performance, a lot

wicked oak
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turns out it does help, but not that much, but it duplicates memory used and looks ugly

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i did merge a lot of actors myself

mighty carbon
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I see.. Interesting

raven halo
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@mighty carbon

#

Nougat slower than Mashmallow confirmed

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it's an issue on Samsung's side, it's not even Oculus's fault

mighty carbon
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damn

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are they going to fix it ?

raven halo
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Samsung? who knows

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they better, gearvr is also their product

mighty carbon
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well, I am having issues with running UE4 with monoscopic renderer on Gear VR.. Epic says, as always, it's not the engine's fault. Oculus devs are still investigating ๐Ÿ˜ฆ

raven halo
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ok, I just found out Samsung S8 doesn't even work with GearVR yet

mighty carbon
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ha

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well, to be fair, S8 isn't really out yet ๐Ÿ˜ƒ

raven halo
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it isn't?

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omg I'm so out of the loop

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btw motorsep, do you have any idea if I have to have the Unreal logo on my game's splash screen?

#

is there like a policy I must follow?

mighty carbon
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nope, no idea

#

probably should ask Epic about it or re-read EULA

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I don't think EVE Gunjack has any UE4 logo, but I ran it long time ago.. Don't recall by now

fleet veldt
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Is anyone using stereo layers? I can get QuadLayers to work (Rift) but I can never seem to get Cylinder layer to show anything.

full junco
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@raven halo you have to sign a "Trademark License Agreement" from epic to be allowed to use the ue4 logo with your game. you are free to not show it at all.

raven halo
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Thanks for the info guys!

mighty carbon
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@fleet veldt yeah, but not on Rift. I used cylindrical on Gear VR

fleet veldt
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@mighty carbon hmm it just uses a normal texture right? anything special about it?

mighty carbon
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yep, just a texture

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can't have layers view locked

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only world locked or tracker locked

fleet veldt
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i'm downloading their sample project from that page to see if theirs works.

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in 4.15.1

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hopefully it will have a cylindrical example

mighty carbon
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also maybe Cylinder overlays are mobile-only ?

fleet veldt
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seems like to get the samples directory i have to download that entire github. unless you know of a way to just get the samples folder?

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ah dang you are right

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note that the cylinder layer only appears cylindrical when viewed on Gear VR

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Because cylinder layers are not currently supported on the Rift, ...

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bummer

mighty carbon
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"Cylinder and cubemap support currently support mobile development only"

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from that docs page I linked

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I think Github app for Windows can pull folder

fleet veldt
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ah

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@mighty carbon sep thanks ๐Ÿ˜ƒ

mighty carbon
mighty carbon
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@raven halo well, spinner is fixed and like I said it was the Oculus driver issue. They said the update will be propped soon.

pearl tangle
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hey @mighty carbon you were having build issues with the sdk version last week or so right? Major/minor version issue right?

mighty carbon
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eeh, no?

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๐Ÿ˜ƒ

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I don't build anything .. yet

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(only projects, but not engine)

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I have issue when monoscopic renderer crashes

pearl tangle
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ah i remembered you had some issue with upgrading on 4.15 and getting it to work on android or something. I just ran into a problem with mine but realised it's the horizon UI plugin I put on there that hasn't been compiled for android

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annoying that Unreal doesn't handle flipbooks in UMG natively

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so much faster than trying to do spritesheets and materials and whatnot

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bah and then it's having a bitch about vs 2017

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hah bloody visual studio wasn't signed in so the 30 day license expired and it just fails to build stuff rather than tell you that

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probably explains why 4.16 wasn't building for me either

mighty carbon
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oh that

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I had to re-install Android SDK / NDK because UE4 doesn't support Android N yet

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API 25 I recall

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so I had to revert to API 24

pearl tangle
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yeah I wasn't trying to do that at all, had the sdk's all updated and working properly. just died because the plugin didn't support android but then I was failing to rebuild because of visual studio being stupid

mighty carbon
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UE4 relies on android.bat, which is wiped clean with SDK API 25

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I see

pearl tangle
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yay for wasting time rebuilding and reinstalling stuff

mighty carbon
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well, that was the fix

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after I installed latest SDK I couldn't roll back

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actually it was Android Studio

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so I had to find a version that was bundled with SDK and that didn't give me hard time installing only bundles SDK and not to force-update to Android N

pearl tangle
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i have to reinstall vs 2015 because 2017 didn't have somehting on there and it doesn't have a "repair" thing to touch it back up after removing 2015

sturdy coral
mighty carbon
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@pearl tangle have you messed with Gear VR controller yet ?

pearl tangle
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Nope haven't got it

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pretty much exactly the same as the daydream controller though just with an extra button

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so they took the daydreams functinoality and the vives controller shape

mighty carbon
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smart ๐Ÿ˜ƒ

pearl tangle
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anybody know where the launcher stores its installed files stuff? it doesn't seem to like you manually deleting plugins

pearl tangle
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ah you can do a verify on the engine version and it will recheck the plugins it seems

fleet veldt
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@sturdy coral thanks!

wicked oak
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cylinder layers work on the rift

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on 4.15

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ive used them

tawdry dragon
mighty carbon
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Yeh, saw that one last week :)

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I like it (and the message at the end too)

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I don't get why Samsung isn't being more aggressive with Gear VR ads

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I only see those online

pearl tangle
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because it's not a popular money making product and it costs millions to run a tvc

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it would have cost them about $300k to make that ad, but then media buy to run on traditional media would be minimum $1mill. online media buys they can do for maybe $50-$100k, but since thats germany only on that 1 it would be pretty low media spend

fleet veldt
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@wicked oak Did you do anything special to use cylinder layers on rift in 4.15? They just don't seem to render for me in my project nor the Oculus layers sample project.

wicked oak
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are you sure you have them on the proper place?

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gonna confirm

fleet veldt
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no, do they only support face tracking? I probably had them set to world tracking

wicked oak
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ok you were right, they arent working.

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uhm, i thought i had it working there..

fleet veldt
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dang you had me excited lol

wicked oak
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ahhh, fuck, the VR sale starts today, but i have no reviews

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turns out that it only shows the last month of reviews for the store page

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but no thumbs up or down

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and if you search for it it has nothing

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wtf valve

fleet veldt
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did you work with someone on that? I thought i had seen that game posted in here before but thought it was someone else.

wicked oak
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no its me

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but one guy made the maps themselves

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i have a character artist who did the enemies, and i did everything else myself

fleet veldt
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nice ๐Ÿ˜ƒ it looks great

wicked oak
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it would have sold better if i had a better trailer

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current one is shit tier

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im fininsh it, giving it a progression system with unlocks and the like

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turns out, players DONT like to get everything at the start

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i often compare it with sairento vr, wich is the most direct competition

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my tech and core gameplay is much better, but they have good progression systems and cyborg ninjas

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sairento Vr has sold at least 20 times more

fleet veldt
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i see something in your trailer that i recognize in my own games that the teleport beam/becon looks wobbly in video due to head shake when in the real game/vr it's (likely) smooth as butter.

wicked oak
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yup, the video is recorded directly from gameplay clips

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this is a full "mission" on the medium difficulty

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directly recorded from my PC

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its better than the trailer, much newer version

fleet veldt
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gotta love skeletons with machine guns ๐Ÿ˜„

wicked oak
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pistols XD

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the blue guys are some knid of cyborgs, they are the ones with the machineguns

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there is a new pistol model coming, and a magician enemy

fleet veldt
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how many reviews do you need before it will rate you as positive?

wicked oak
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who can summon more skeletons and throw homing magic

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1

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it was as positive

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its just that those are "older" reviews

fleet veldt
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i will grab a copy after lunch ๐Ÿ˜ƒ

wicked oak
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thanks