#virtual-reality
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the LOD is not done per distance, but with the screen size
and thats obviously different per eye
maybe it also has to do with HISMCs, thats where I see the issue
never saw it on static meshes, I also don't really have any static meshes in my game that switch between LOD
I know that HISMCs have their own LOD calculation
not VR, but funny https://www.youtube.com/watch?v=vNOllWX-2aE ๐
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?
I would be adding more later anyway but I don't know if less would be better to incorporate more feedback into new levels.
Plus I am out of ideas for now
depends on the price and the state of those 3 levels
if you put it as "part one" or "beta" or "demo" then its alright
but those 3 levels better be good
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
But you can go as fast or as slow as needed.
So it would be 6 levels total if I keep the demo content in.
It will be the $7.99 price point
Yeah I may have to. Just need to focus on polishing instead of adding more stuff haha. Gave myself the scope creep.
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.
anyone doing roomscale movement with character capsule?
anyway, if someone is, pls let me know... i got something simple i would like to have tested, can send a small packed project
only tested it myself with vive
Send it to me if you want. I can test in 10 min when I'm home
Awesome. I'll do you my email
Attack on titan style grapples are really fun in VR.....
Widget interaction doesn't press some times, what will be the issue?
@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)
Make sure you give each hand a pointer index, if you have two widget interaction components
what's attack on titan style grapples?
ah the game
looks fun for sure... ryan and i was talking grappling hooks yesterday too
ive uploaded a beta branch for DWVR. This beta branch has the testing for a new version i have
wich improves performance twofold, wich allows me to make MSAA the default, for perfect image quality
and lots of game fixes around
PM me to get a key or the password for the beta branch, i need some testing before making it public
@tired tree how about motion sickness when swinging on those AoT cables in VR ?
anyone had any luck using ranmas multithreading guide? https://wiki.unrealengine.com/Multi-Threading:_How_to_Create_Threads_in_UE4
im having an intermittent issue where occasionally threads will fail to launch
oh i thought i was in there -.-
Here is an early look at the grapple in my game. It is super fun going around buildings like spiderman https://youtu.be/GFX_737Ag20
neat
May try a swinging type version later. Worried a non linear swinging move might make people sick though.
Kind of lake taking camera control away during cut scenes
@wicked oak I could help you test today if you still need it, we can swap keys
@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
@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
Any sickness with it?
no for me
but likely for others it would be
dunno
feels amazing to be swinging and set out a second tether and hang from them though
and then combining it with climbing, so you hit a wall and scamper up it
Haha awesome. I'll be trying it in a couple hours. You have a package I could try?
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
nah
too buggy atm
still playing with things
just sat down today
last few tweaks to make super unrealistic velocity was pretty harsh
is anyone here good with particles ?
Haha. I was just worried about losing too much control and making it disorienting.
Maybe there is a good way to fake momentum boost on the up swing similar to how you would use a real swing
@mighty carbon what are you trying to do with them?
see how they shoot straight down ?
https://s27.postimg.org/e3kvzoer5/ue4_particles_wind.png << I need them to be "blow by the wind" at the bottom (gray particles is a mock-up I did to show what I need)
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
Like blowing away from the base of the launch
Or to make them react with collision I think you have to use gpu particles
no, I want to fake them reacting to the wind
even if I add second emitter, I am not sure how to offset it from the first emitter
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?
nah, can be done with one emitter
I added Velocity over Life and it somewhat does the job
The future of gaming? It's in Rift โ and we can't wait to show you what's next. https://t.co/6j7m5EVxvP https://t.co/52t985Ylg3
"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
hmm, trying to replicate the zero-g hand movement mechanic from mission ISS is harder than I thought it'd be.. heh
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..
haha just got it working flawlessly ๐ Even managed to prevent the player from moving their head through walls. xD
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!
@mighty carbon nah didn't order the vuze. Have the samsung 1 and a gopro omni rig
@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
@pearl tangle Neither of those is stereo VR, correct?
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
@pearl tangle thanks for the help! Great name by the way as well.
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.
does someone have a good amount of knowledge according steamvr and lighting scenarios?
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.
left eye sees LOD0 and right eye sees LOD1
lol wtf
oh but they replied to you saying that screen size should be pre-calculated once and not for each eye?
never had issues with LOD on Gear VR
I have LOD on both static and skeletal meshes
looks like you got a tough competition on PSVR now
its static
you cant move around like in mine
it does have a far better trailer
maybe i should shameless rip it off
they give that one a 6/10 rip DWVR
gonna get blasted to hell
meh, as long as i get sales
also, check the "one of the few shooters for PSVR"
but damn, that grapple idea is fucking genious
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 ๐
then your game will be up to US/EU political correctness standards ๐
w00t!
๐
just put motorsep in a skirt on the cover image
@tired tree but the game isn't about Scotland ๐ (nor am I Scottish; nor do I wear women clothes )
@wicked oak ah, that kind of sexy ๐
@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
so if theres any spare keys going like..... ๐
really bad idea
its cool, but PSVR isnt really that good. Specially if you have access to PC vr
PSVR is for the ones who dont have a gaming Pc but have a ps4
I told her that but she is determined
she cant play on mine much because I work so much
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
RE7 will come to PC pretty soon
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
(btw, I am speculating about RE7 for PC)
she will shit a brick when I tell her Batman is coming. She's completed all the ue3 games several times.
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
restart compile then
Have tried that... doesnt really seem to change anything
I remember that plugin specifically took me like 45 minutes to compile
No idea why, somebody else had that experience too
I would just wait it out, to be honest
Yeah, seems like I wont get to play much around with it tonight ๐ฆ
first compile takes a long ass time, even after optimizing headers
it has to touch a lot of the engine
but you can compile it debug editor instead
which will complete in like 5 mins
the development editor takes a while on the first time
so whats the difference?
one is running with debug symbols and less optimization
dev build will be fast after the initial compile
Alrighty. I have set to compile and will just wait it out
yeah, i just dev in debug mode because most of the time i'm specifically testing plugin behavior
and the iteration time is nice
development editor is better for using
seems like HTC is adding montly fee for Vive
no
thats to "rent" games by the month
using viveport
subscription service instead of directly buying them.
i don't really like it
granted a lot of VR games are currently pretty short, so for end users willing to use viveport it might be good
but sounds like hell for devs
I am very excited to see what Valve has in store. Gabe confirmed they are working on full length VR games
depends how they make it
I was on OnLive at one point - never saw a penny from them due to how the whole bundle rent thing was set up
that business model only benefits users and platform holder. Not devs.
its prob based on play time right?
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.
probably was based on play time, I am not sure at this point
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.
@tired tree Whuu! Full compile clocked at 16 minutes \o/
it used to take long tbh, I moved to epics newer header style recently
alright, Oculus shipped me Gear VR controller ๐
lucky one! I havent heard back from them! Seems like experiences focused on industrial clients didnt tickle their fancy
additional compiles of it should be faster though, they generate a PCH file on first compile, which is why it takes forever
I am making an experience
@tired tree based on play time would be nice ๐
I have been very active on their dev forums and did a lot of bug reporting / test cases while working on my thing
now I am gonna have to build engine to get controller to work ๐
Sweet, curious to see how those controllers will work.
Can you have 2 or is it 1 as the limit?
I am guessing 1 is the limit
it doesn't even have vibration feedback
it's sort of gimmicky, IMO
Too bad. First iteration i guess
well, Nolo VR offers fully tracked wands and positional tracking for Gear VR
Yeah, is that the kickstarter one? Looks pretty cool for only like $200
I still dont know, what exactly are wands in the context of VR?
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.
@full junco https://www.nolovr.com/
whatever she holds on her hands is "wands"
controllers?
cant do games properly with no official gamepad
gearVR is indeed casual
but if it does come bundled with the controller, then we devs can start to do games that use that thing
@glossy agate only $150
you still cant create real games on mobile VR, because of performance
in China it will be big
- License Harry Potter 2. Make spell casting game 3. Profit?
with really good voice recognition it would be awesome @glossy agate
is Minecraft real enough game for you @full junco ?
boring that made billions of dollars to Notch and continues making money for MS
Was actually thinking of ripping off quiddich type gameplay and just call it something else.
(I am not a fan, but I see the value)
@mighty carbon well we are talking about VR here
yeah, Minecraft runs on Gear VR
how long does it run on GearVR?
as long as batter lasts
and how long is that?
well I wanna know how long
Or until it blows up in your face
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 ?
no, because spending only 45 min in a game isn't really that great
gear VR is casual
those who buy your games
For vr I think 45 is actually pretty long. On of it is at least
people is going to play on short burst
what you need is a short play loop, or a game that seamlesly loads in and out
On pc*
you can save, recharge, resume.. Not sure why is it a big deal.
@mighty carbon play 45 minutes, charge your phone 45 minutes, play 45 minutes and so on? yeah, surely a great experience ๐
I am sure it can run longer on S8, since it's very power efficient and has large battery.
59.9 fps actually
I dont want to create a game where people will (have to) forget about it after 45 minutes again
(Android screens don't pull actual 60 fps as PC monitors do)
@full junco why not? my game would be fine for that
and with 60 fps you are probably way easier getting motion sickness than with 90 fps
I want to create Matrix @full junco but let be realistic here
not much people can stay for 45 mins straight
specially on something like the GearVR wich has no positional tracking and only 60 fps
on a pure roomscale vive game then maybe
or similar thing on oculus
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)
@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
yeah, but its a "bursty" game
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
and select another level or similar
im going to add some misc interactuable items to the main menu
just stuff you can pickup and does stuff
probably a pistol or 2 around you can grab and shoot
or a ball that bounces
so the level feels a bit more alive
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.
how long does it take to even find a single diamant in minecraft?
not really that much if you do it well
i played a lot of minecraft, i used ot like hardcore survival maps
or trap filled adventure maps
like the Super Hostile series
now THOSE are tense
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.
when you have nothing but the items you have on yourself, and you are going through a zone without protection
and you know there are traps around
funny enough, there is minecraft speedrunning
i want to try those with vivecraft, but im worried that being older maps they will be broken
and the main category is "to diamond"
lulz
ive seen the parkour maps
basically like KZ maps in counter strike, but in minecraft
and they are serious business
take this map
super hostile infernal sky
there is no ground
only floating islands
oh its to "kill ender dragon" now, and record is 4 mins
how about that, in VR, if you are afraid of heights XD
still, I can't imagine anyone building huge stuff in GearVR minecraft
the absolute bullshit of that map, is that if you fall, you lose everything you had
the creator is pure evil
there is a hugely amusing lets play series
of a guy called Zisteau
and a map called Legendary
the map creator knew about the letsplayer
as he was popular
and made traps specifically for him
and the player ate them
and it was quite hilarious
this are the maps
but a lot of them are on older version
the guy just fucks around in a custom server and stuff, doesnt make full maps anymore ๐ฆ
you can build maps on PC and play them on Gear VR, I think
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.
btw, the "Nightmare Realm" map is ridiculously brutal
you start in hell, with a wooden house
with dynamite inside the walls
you have around 10 minutes before the house explodes
to gather some wood and fuck off the starting zone
and then you are on your own
i had massive amounts of fun on those maps, playing with friends
but games in VR is just part of the whole VR thing.. I really like experiences.
and getting rekt
i remember hacking full diamond gear for us, and getting rekt anyway
(we were really bad)
this is about 5 years ago
@mighty carbon but most people dont I think
people dont want to spend $800 just for some short "experiences"
they want real games where they can spend hours with
well, if you are buying Gear VR most likely you already have a compatible phone
and if you didn't know already, more people out there are willing to buy bite-size experiences than fully fledged games.
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
i'd certainly pay for good 10-15 min experiences in VR if they take me wonderful places
@glossy agate yeah that is awesome, with 85 hours that is a real game
Some dudes were showing over 400 in it haha. I'm not that hardcore though and have life responsibilities
there are a lot of gamers, sure.. But there are a magnitude more people who would get into VR for experiences, not for games
no, I dont believe that you can make more money with experiences than with good games
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
so gameplay is what has to keep you there, not just the graphics
what on Earth are you smoking.. Do some research.
all research you need to do is look through a VR headset, then you'll see its pixelated
not sure how you can doubt that
"experiences" is a bit vague to me, is it like "passive entertainment"? VR is so much bigger than entertainment..
@full junco have you tried Mission ISS ?
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
@mighty carbon no, what is that?
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..
@spiral zephyr I don't see VR used for anything but entertainment, education and some industrial applications.. Maybe it's just me.
i agree, but in a few years itll melt toghether with AR for the mainstream
which has smartphone-like promise for mass adaptaion. hoping tech is there in 10 years
you are smoking something for sure.. In a few years AR will not be where you want for it to be
maybe in 10 years...
impressive indeed
lol i said 10 years ๐
well, 10 years isn't a "few years" ๐
READ
"i agree, but in a few years itll melt toghether with AR for the mainstream"
CONTINUE
you contradicted yourself
"i agree, but in a few years itll melt toghether with AR for the mainstream which has smartphone-like promise for mass adaptaion"
im not here to argue. is "a few" really a specified amount=?
that and after you say hope it will be there in 10 years
"Arthur Barthur: which has smartphone-like promise for mass adaptaion. hoping tech is there in 10 years"
meh
โค
@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
no, its far from the real human
maybe you are watching it on gearvr or something like that ๐
lol, you are a snob
while arms/hands and head might not be accurately tracked, legs and body pivoting is spot on
@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
don't destroy them.. Just turn off visibility so they won't render.'
Turning them invisible still renders them o.o
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
yep
its some funky stuff
๐
man... working with stereolayers just keeps crashing my editor
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
@wicked oak do you do anything special to destroy them?
destroying the actor they reside in doesnt remove them from rendering
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
at the moment that crashes my editor on play :p
hmm
might be my PC needs a restart
@wicked oak AA isnt an issue once you turn on responsive AA on widgets
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
my widgets are opaque, so havent tested background
and im pretty sure text did alias terribly
opaque text on transparent background
Masked mode
@tawdry dragon what are you trying to do with stereo layers?
+1 @fresh laurel
although, how is it applicable to UE4 ?
btw, do you folks know by chance if this system is good and worth getting https://www.unrealengine.com/marketplace/object-pool-plugin ?
@tired tree ^^ any idea by chance ?
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
are you talking about object pool plugin ?
yep
I see
@mighty carbon there's still no reason why you would need a plugin for object pooling
there is - I don't want to waste time writing one from scratch
you dont really need more than an array where you add stuff and remove stuff from
not sure why he sells that for $10
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
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
@pearl tangle - I will take one
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
is the user index for the person changing or something when they join?
@real needle yeah, I think I know that issue
@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)
I think its a known bug
And this should work even after servertravel since OnPostLogin
Only fires once
I saw answerhub posts from early last ear
year*
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
ok then its a different bug then the one I think about
odd that it would affect that type of button press stuff
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
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?
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)
but from regular key presses or anything else it doesn't have the issues?
@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
yeah guess the trying to debug stuff like that might not be running so well for vr stuff
not at that price.. jeez
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
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
I just tried the PSVR. The DK1 wants it's screendoor back.
that bad ?
thought people said its SD was better due to them adding a diffuser?
I hope MS will make Scorpio Rift-compatible
we'll find out in 2 days
ha
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
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.
so I take it as you couldn't convince your wife to not purchase PSVR ๐
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 :/
@pearl tangle what are you working on that you got so many pixel/vr kits? ๐ฎ
@fleet veldt building out a daydream application for a client as a sales tool to their on the road guys
awesome ๐
Up to 10 vice trackers now though so that's much more fun ;)
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
I know :/
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
well if you can share you fix for the one we've been discussing I'll buy ya beer ๐
I'll take anything at this point
and im not even sure it solves things
@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?".
I was playing with values and got rid of the edge at one point, but had bad ghosting and jitter
interesting
haha, that was smart move @sharp swan ๐
were you able to eliminate the edge enough with your hack to where you couldn't see it in the hmd?
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
ya, if you're playing normally you don't notice it, jsut when you shake your head unnaturally
@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)
but they don't want that and will fail it
o.O
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
becouse you were over correcting
rendertime * 3 is "predict the position in 3 frames"
ya like I said, I was doing heavy experimentation
smaller changes didn't seem to make a difference
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
interesting, maybe I have the overheard, I almost make 90 on a standard ps4
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
ah, ya, good point
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 :/
so where would we adjust? I'm less savvy on the cpp side of things
ya, you crank it up to 140-150 its looks fantastic
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
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
yep quite often you can see other peoples fixes up on the UDN too.
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
yep they actually get proper support tickets and things for it too and assigned to the correct person
imagine an answerhub that has epic reading it more, plus only the actual COMPLICATED issues
not "how do i code"
that would be nice
"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.
i can see it clearly on the Vive, less clearly on the rift, but no screendor on the PSVR
but pixels are big
it wasn't until the CV1 that it started to not be a problem
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
hmmm I will have another look later but it was pretty much a cross hatched effect, increased around the edges and in lighter areas
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
see im not sure how the missus set it up. She might have has no AA (looked like no AA) and 60fps or something
mostl likely sub 120 screen percentage and only FXAA or similar
happens on most PSVR games
they render at low res
the shimmer from lack of AA was pretty bad
so they end up pixellated due to aliasing
have you pushed how far you can take it on a regular PS4?
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
ok good to know I can tweak it out a bit
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
60fps should be fine for the slow games
mine isnt
took this video yesterday
its on pc, on a rift, but its the exact same settings and stuff of the PSVR version
120 was what I used at 90fps on teh pro as well
huge difference going to 140 tho, so much cleaner
yeah that would annoy me somewhat framerate wise. I dont think the wife will mind. She doesn't even care tbh.
ya, 150 was pointless for the frames you give up for the quality
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
the game is looking good
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
I can see what you're talking about with bad reprojection edges in that main menu ๐
why would you even mess with screen percentage ? Isn't MSAA not enough ?
more expensive
quality is bad on psvr
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 ?
maybe dedicated chips for it
psvr pixels are bigger
god knows what is in a sony phone these days.
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
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
he wasn't saying it was deferred, the mobile forward renderer is not the same as the desktop forward renderer
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 ๐ฆ
bit crap for a VR game but it still works
4.13 forward renderer wasn't functional
really?
yeah...
much simpler renderer has nothing to do with MSAA @wicked oak how is it much simpler btw? It's GLES 3.1 or Vulkan
holy moly
it was just deferred without the gbuffer
4.14 was first real forward renderer I think
hmm. I didn't do the tests myself, just got the report.
damn. missed opportunity then. I dont think it's going to get updated now
@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
the new forward renderer is clustered isn't it?
yeah, the tech idea pretty much hit mainstream after they finished their deferred
its overall a better renderer architecture
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
yes
and megatextures
so the whole environment has 1 material
with 1 texture set for everything
and then decals
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
wonder how their tech inovation is going to fare in the future
they abuse the shit out of decals
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.
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
what does Robo Recall use ?
what about it
"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
DOOM pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures โฆ
i'm aware of how it works, I wasn't aware they kept it for doom 4
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
@wicked oak those are dynamic decals. All the grit and grunge decals are stamped before megatexture is baked.
look at the next slides
I did and it's not done in runtime
get yourself RAGE game and see how it's done (tools are there)
not same engine
it's exactly the same base process
...he is talking about doom
well, id tech 6 was built from id Tech 5. That's where megatextures come from
and 6 over 5 implies that changes have been made..
lol, so what's the point in using megatexture at all?
it still keeps the atlas... its still less drawcalls
the decals look like they are atlas'd too
hmm
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
they also say that the decals use 0 drawcalls because they are part of the geometry rasterization? interesting, wonder how they flag for that.
they use both
screenpercentage at about 130 i think, plus msaa
but you can change that on settings
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
@tired tree probably by setting uniforms in the static mesh shader?
..thats what the forward renderer is
and oculus does have a fork
with a simpler forward renderer than the official ue4 one
but that one is definitely much less featured
yeah, epic didn't like just HOW less featured it was
no
I don't see any "special" branches in Oculus github
its called ovr-forward
not there
and even if it's somewhere there, it's obsolete
this is the last branch
yeah they said it wasn't kept up with...
http://www.develop-online.net/interview/decima-engine-new-horizons/0231345 << somehow I thought they used UE4 :/
@full junco just being pushed to main or are they putting that in a hotfix too?
prob isn't to be honest, but good that it is fixed
def worth keeping the commit number though
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
commits are usually pretty concise directly to master
its not commited directly to master, its to dev-vr and then all new dev-vr things are merged into master
btw, I really like what Steam did for reviews - now my game shows "Mostly Positive" reviews ๐
@full junco hold on what! you managed to get epic to fix the different LOD per eye? ๐ฎ
@raven halo yeah
awesome!
yeah, seems they just didnt know about that issue
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.
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.
how come I never had this bug with LOD on Gear VR ?
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.
Anyone else have an issue with sequencer events not firing reliably in a packaged VR game?
@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 ๐
my way of "solving it " was to push them further away
;/
don't you find the default LOD settings to be too close anyway?
I have foliage that very quickly shows the billboard for best performance
so I want the foliage to move to billboard after something like 50 meters
Yeah, in vr they were, plus I scaled them up so it got really wonky
I always set the LOD screen sizes manually to optimize it most
usually I want the transitions to be way sooner than whats default
performance is more important even if its very visible that the LOD just switched
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
well, Epic made it clear they are not going to make distance based LOD in UE4
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?
Why do you think screen size isn't better ?
Distance works too but it's way harder to work with imho
because you move your view (head or in non-VR) and LOD switches
also in VR you might have several actors having same kind of screen size, but located at different distances from the camera.
no, I don't because it kills performance in mobile VR
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.
why would I do that?
becouse meshes are scaled for different uses
thats why it goes by screen size in unreal
makes no sense
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?!
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
thats what screen size lod is
if you get a statue and scale it to huuuge levels, it will keep being lod 0 even if its far
becouse you can see all the details
you can't see all the details at the distance
just like you can't see details on far away objects in real life
but that depends on the size...
no, it doesn't
you can't see all the cracks and crevices on a mountain
unless you get closer
and since video games still depend on hardware specs, LOD based on distance is preferable
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
sounds like someone doesn't get out to outdoors too often
you're just living in your alternative reality where many things are always different ๐
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"
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"
In non-VR news - Dishonored 2 gets lengthy free demo this Thursday
(3 missions or something like that)
and why do you mention that here if its non-VR stuff?
because I can? ๐
no, we should talk about that AMD is way too slow with their async reprojection support and way too few things are supported
I am trying to get you off track with your development and get you to play Dishonored 2 ๐
you already going for a sale ? o.O
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
@spring pond "under rendered"?
things were really pixelated like the frame buffer was well below the res it should be
but something was wonky. Reboot seems to have fixed it
with a SP of 71 everything will look really bad
@wicked oak lol you write "New engine" in the title, shouldnt that be "updated engine"? "New engine" sounds like you switched to unity
he never had any HISMCs in his game
turns out it does help, but not that much, but it duplicates memory used and looks ugly
i did merge a lot of actors myself
I see.. Interesting
@mighty carbon
Nougat slower than Mashmallow confirmed
it's an issue on Samsung's side, it's not even Oculus's fault
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 ๐ฆ
ok, I just found out Samsung S8 doesn't even work with GearVR yet
it isn't?
omg I'm so out of the loop
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?
nope, no idea
probably should ask Epic about it or re-read EULA
I don't think EVE Gunjack has any UE4 logo, but I ran it long time ago.. Don't recall by now
Is anyone using stereo layers? I can get QuadLayers to work (Rift) but I can never seem to get Cylinder layer to show anything.
@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.
Thanks for the info guys!
@fleet veldt yeah, but not on Rift. I used cylindrical on Gear VR
@mighty carbon hmm it just uses a normal texture right? anything special about it?
yep, just a texture
can't have layers view locked
only world locked or tracker locked
i'm downloading their sample project from that page to see if theirs works.
in 4.15.1
hopefully it will have a cylindrical example
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?
ah dang you are right
note that the cylinder layer only appears cylindrical when viewed on Gear VR
Because cylinder layers are not currently supported on the Rift, ...
bummer
"Cylinder and cubemap support currently support mobile development only"
from that docs page I linked
I think Github app for Windows can pull folder
How can I download only a specific folder or directory from a remote Git repo hosted on GitHub? Say the example GitHub repo lives here: git@github.com:foobar/Test.git Its directory structure: T...
and this is the app I used https://desktop.github.com/
@raven halo well, spinner is fixed and like I said it was the Oculus driver issue. They said the update will be propped soon.
hey @mighty carbon you were having build issues with the sdk version last week or so right? Major/minor version issue right?
eeh, no?
๐
I don't build anything .. yet
(only projects, but not engine)
I have issue when monoscopic renderer crashes
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
annoying that Unreal doesn't handle flipbooks in UMG natively
so much faster than trying to do spritesheets and materials and whatnot
bah and then it's having a bitch about vs 2017
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
probably explains why 4.16 wasn't building for me either
oh that
I had to re-install Android SDK / NDK because UE4 doesn't support Android N yet
API 25 I recall
so I had to revert to API 24
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
yay for wasting time rebuilding and reinstalling stuff
well, that was the fix
after I installed latest SDK I couldn't roll back
actually it was Android Studio
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
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
@fleet veldt you'll want a sparse checkout: http://stackoverflow.com/questions/600079/how-do-i-clone-a-subdirectory-only-of-a-git-repository
the vrworks branch for 4.15 is finally out: https://www.reddit.com/r/Vive/comments/63iwh3/nvidia_vrworks_415_branch_for_unreal_engine_4/
https://github.com/NvPhysX/UnrealEngine/tree/VRWorks-Graphics-4.15 You need UE4 git access (free) to view the repo:...
@pearl tangle have you messed with Gear VR controller yet ?
Nope haven't got it
pretty much exactly the same as the daydream controller though just with an extra button
so they took the daydreams functinoality and the vives controller shape
smart ๐
anybody know where the launcher stores its installed files stuff? it doesn't seem to like you manually deleting plugins
ah you can do a verify on the engine version and it will recheck the plugins it seems
@sturdy coral thanks!
@mighty carbon now when we are talking mobile VR https://www.youtube.com/watch?v=hjKd24UCPYY
Yeh, saw that one last week :)
I like it (and the message at the end too)
I don't get why Samsung isn't being more aggressive with Gear VR ads
I only see those online
because it's not a popular money making product and it costs millions to run a tvc
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
@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.
no, do they only support face tracking? I probably had them set to world tracking
dang you had me excited lol
ahhh, fuck, the VR sale starts today, but i have no reviews
turns out that it only shows the last month of reviews for the store page
but no thumbs up or down
and if you search for it it has nothing
wtf valve
did you work with someone on that? I thought i had seen that game posted in here before but thought it was someone else.
no its me
but one guy made the maps themselves
i have a character artist who did the enemies, and i did everything else myself
nice ๐ it looks great
it would have sold better if i had a better trailer
current one is shit tier
im fininsh it, giving it a progression system with unlocks and the like
turns out, players DONT like to get everything at the start
i often compare it with sairento vr, wich is the most direct competition
my tech and core gameplay is much better, but they have good progression systems and cyborg ninjas
sairento Vr has sold at least 20 times more
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.
yup, the video is recorded directly from gameplay clips
this is a full "mission" on the medium difficulty
directly recorded from my PC
its better than the trailer, much newer version
gotta love skeletons with machine guns ๐
pistols XD
the blue guys are some knid of cyborgs, they are the ones with the machineguns
there is a new pistol model coming, and a magician enemy
how many reviews do you need before it will rate you as positive?
who can summon more skeletons and throw homing magic
1
it was as positive
its just that those are "older" reviews
i will grab a copy after lunch ๐
thanks