#virtual-reality

1 messages ยท Page 98 of 1

mighty carbon
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now only reviews of paid users show up

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this way you can't boost your game by spamming free copies

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so, gotta sell more copies and ask paid users to write reviews @wicked oak

wicked oak
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i do have a good bunch of sales. Its just that a very very small percentage of users do reviews

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and after the initial sales, DWVR dissapeared from existence

mighty carbon
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well, ask them to write reviews (ask in Discussion, post an announcement)

wicked oak
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it has a huge probability of causing backslash

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its really not a good image to see a "plz review the game" on the forum as sticky thread or similar

mighty carbon
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although, be careful what you wish for ๐Ÿ™€

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yeah, that's what I figured

wicked oak
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im also not interested on low effort or trash reviews

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or "best game evaaaaaarrr" reviews

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those are useless

mighty carbon
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well, people who value their time don't write reviews ๐Ÿ˜‰

wicked oak
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if i ask people to review the game, i tell them to just review it, not to put it as the best game ever

mighty carbon
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I only ever wrote reviews for good games that were trashed by idiots

wicked oak
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ill definitely have a look a that

glossy agate
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Anyone try the free trial of the viveport subscription yet? Im actually not sure if I ever downloaded viveport on my machine. At lease I havn't ever used it yet.

tired tree
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don't bother

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its bloatware for the most part

mighty carbon
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4.16 previews begin in 2 weeks

wicked oak
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i neeeeeeeeeeeeeeeeeeed that for ps4

fossil stratus
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is there a VR Optimization checklist I can run through to pin point what's causing the issue?

wicked oak
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interesting

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i just implement what i need

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and its sloppy

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veeeery sloppy

mighty carbon
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I was waiting for such plugin for a loooong time.. Too bad I don't feel like making non-VR games any longer ๐Ÿ˜› (or do VR for Steam)

tired tree
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they need some work on it

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I was talking to them about actually implementing its base as a subsystem so it retains the current engine workflow

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all of the additional features can still be there

wicked oak
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basically just fixing the online subsystem steam

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wich has many issues

tired tree
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re-implementing it yea

wicked oak
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i couldnt get leaderboards to work so reimplemented them

tired tree
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their current version is manually calling all of the steps

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which doesn't make much sense when the subsystem setup is intended for just this purpose

wicked oak
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and i also had to do some strange achievement stuff to get them working well

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Sessions work fine tho

tired tree
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sessions do not work fine with dedicated servers

wicked oak
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i cases like this, im so happy i have the engine source code

tired tree
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and also use legacy variables

wicked oak
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havent tried dedicated

tired tree
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you can get dedicated "working" with steam, but it requires edits to incorporate the authentication system

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otherwise pirated users can join official dedicated servers at will

tawdry dragon
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Anyone here have any experience using Leap Motion in VR with UE4?

mighty carbon
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does Arizona Sunshine have any story / lore progression or is it a sandbox ?

tired tree
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making yourself a game list already motor?

mighty carbon
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nah

wicked oak
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yes it does

mighty carbon
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just wondering about VR gamers preferences

wicked oak
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it has story mode

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its one of the reasons it was so popular

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plenty of zombie games around, but not a single one with story and levels

mighty carbon
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really? that's odd

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(the only zombie game I played was Left 4 Dead)

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I hope quality is good..

glossy agate
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Az has a little bit of story. Not too but pretty fun

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Had some puzzles

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And coop mp which makes it way more fun

wicked oak
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and the levels are linear

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instead of an arena where enemies come from places

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its more like a typical FPS in that regard

mighty carbon
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yeah, that figures

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gotta work on story ๐Ÿ˜“

full junco
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4.16 has twice as fast distance field shadows, that makes 4.16 great

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and adaptive pixel density has better performance

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and more other optimizations

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and for those who dont do VR, it finally has custom hardware cursors out of the box

wicked oak
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wait what

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where you saw that?

full junco
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what?

wicked oak
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the 4.16 stuff

full junco
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well I always read through everything thats added to master

wicked oak
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adaptive pixel density for vr?

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or in general

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becouse i could really, rEALLY use a generic version that works with PSVR

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oculus has one

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but i need a psvr one

full junco
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its still only oculus, nothing has changed about that. but it has better performance

wicked oak
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so they are merging 4.16 into master

full junco
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but obviously the performance is better too of you modify it to support other headsets

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like I did with vive

wicked oak
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good, i need ps4 sdk 4.5 too. 4.15 is on 4.0 but its geting obsolete for sony

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@MordenTral#2571 check the master commits

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there is one of those superhuge compound commits

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with awhole bunch of Character Movement stuff

full junco
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yeah, saw that

wicked oak
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stuff from the Odin branch

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wich is robo recall

full junco
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since character movement stuff is quite irrelevant for VR I dont really care about it though

wicked oak
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lots of stuff from there, optimizations in plenty of stuff

full junco
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ok, if you have many AIs its relevant

wicked oak
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yup, it does seem like 4.16 is incoming soon

full junco
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they say previews start in april, so likely previews will start early may

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I definitely want to update either to master or to 4.16 before releasing my game

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I would prefer 4.16

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because in a preview any relevant bug is usually fixed very quickly

glossy agate
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@full junco what are you making? You have a trailer?

mighty carbon
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4.16 previews begin in 2 weeks

full junco
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@glossy agate no, not yet

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I'm not looking forward to creating a trailer

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that's the hardest thing to do before releasing a game I think...

tawdry dragon
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@mighty carbon is there any limits to how many stereolayers you can use? I really cant fathom why they are CONSTANTLY crashing my project and for some stupid reason, when I destroy the actor they belong to... they dont disappear

full junco
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I'm not happy if a trailer doesn't look at least like AAAA quality, but I know how hard that is to achieve

mighty carbon
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@tawdry dragon start with 1 ๐Ÿ˜‰

wicked oak
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can confirm

full junco
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even more so with vr

wicked oak
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lost thousands of dollars on a meh trailer

tawdry dragon
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@mighty carbon I mean... like my code is stolen 1:1 from Robo Recall ๐Ÿ˜›

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and I even had it working - then suddenly it just stopped

glossy agate
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Yeah, it seems like most people just record gameplay, that's what I did for my demo trailer. Unless you have a story I guess you have to hard sell some kind of gameplay element and hope it translates to 2d video

full junco
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yeah

tawdry dragon
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and do some good editing

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and sound design

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put some nice motion graphics on top

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and you're set

full junco
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not every programmer is good with nice motion graphics though

wicked oak
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good editing, good sound design

tawdry dragon
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No, but you wouldnt expect an artist to program something either, would you? ๐Ÿ˜ƒ

wicked oak
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it has to be badass

tawdry dragon
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Its okay to just accept that some things you cant do your self and then throw the money/time after somebody who loves that kinda stuff

glossy agate
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Eh, just throw a sexy manga girl in there, maybe some cats and a joke. Watch the money pour in.

full junco
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@tawdry dragon interesting, didnt know such stuff is available

silk lodge
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my beach ball valley trailer makes people happy

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don't waste money on a trailer that doesn't show gameplay

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gameplay is all people want to see

mighty carbon
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why do you set destroyed actor to ... NULL(?) .. right after you destroyed it @tawdry dragon ?

silk lodge
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don't waste time. IF you are not showing epic content in the first 5 seconds, don't expect people to watch the rest

tawdry dragon
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Just a force of habbit, you think it might be making it crash?

mighty carbon
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could be

silk lodge
mighty carbon
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I had a crash when I was setting variable to itself (something you'd normally do in C/C++ with no harm)

full junco
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@silk lodge where?

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I see no trailer there

silk lodge
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click zenblade @full junco

full junco
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ah scroll down

tawdry dragon
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there you go, $28 and you can make an above average trailer ๐Ÿ˜ƒ

silk lodge
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I like doing trailers, because I've got a film background. Most of us film people snicker at template trailers though ๐Ÿ˜›

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but most people aren't film people, so just try to show your game in a good light and roll iwth it

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if your game doesn't make a good trailer, does it make a good game?

tawdry dragon
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I think trailers and teasers works fine with the game crowd

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Well.. games like Limbo had an awfull trailer(in my opinion) - was really nice gameplay

glossy agate
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I may pick up that glitch transitions template. As long as it works in after effects.

tawdry dragon
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everything in there is for AE

glossy agate
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Sweet

full junco
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@silk lodge that zenblade trailer is acceptable, I wanted to do something similar

mighty carbon
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@tawdry dragon and that BP stuff works fine without Stereo Layers?

full junco
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@tawdry dragon that one you linked I dont like too much to be honest, that clearly only works for some action game ๐Ÿ˜›

tawdry dragon
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@full junco was more like a proof of concept ๐Ÿ˜‰

full junco
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@tawdry dragon also, its $84, you need the extended license

tawdry dragon
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@mighty carbon will try and delete the stereolayers and see how it does with 3d widgets

silk lodge
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@full junco i'm glad you found the zb trailer acceptable.. I made it myself ๐Ÿ˜ƒ

raven halo
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any thoughts on this?

full junco
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still thats super acceptable @tawdry dragon

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@silk lodge did you make the game?

tawdry dragon
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Persoanlly I would just do it myself, but I have also worked with AE and Premiere for 8 years now

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but I constantly see people rely on templates and they get okay results

mighty carbon
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@raven halo it's funny that now it's "slower than expected" when just a month ago "we didn't think we would sell so many units"

full junco
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@tawdry dragon for making it yourself in a good way you clearly need an understanding of art and how people react to certain art, which I dont have

raven halo
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@mighty carbon yep, noticed that too

tawdry dragon
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@full junco and thats totally cool. I am also sure you're able to a much better job at this basic programming I am doing ๐Ÿ˜‰

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I just use plugins to fill out my own shortcommings

glossy agate
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"slower than expected" Didn't PSVR just come out in October? Not enough progress in 5 months?

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Give it at least 2 years I would think

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Or the article is just click bait

silk lodge
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@full junco I didn't make zenblade, but I like it a lot so I made the trailer / logo for the guys behind it

tawdry dragon
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@mighty carbon deleting the stereolayers and using 3d widgets works fine. Just without the whole, nice rendering above everything else that stereolayers provide

eternal inlet
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interresting even though it looks pretty cluncky

full junco
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@tawdry dragon I spent the last 2 hours with looking at trailer templates lol

mighty carbon
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@eternal inlet I wonder how much

mighty carbon
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I wonder if we will stop seeing VR rendering improvements, since there are no VR projects in Epic's pipeline

tired tree
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doubtful

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why would they throw away the biggest interest section of game dev currently?

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that would be engine suicide

mighty carbon
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well, that sector of game dev doesn't bring them any money, aside from Robo Recall

full junco
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epic has to care about what kind of games make money, not really that much where the interest is

mighty carbon
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ha, monoscopic renderer performs like shit and has issues rendering particles

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maybe I should just let it go and use standard GLES2 without experimental features until Epic/Oculus stop f$cking around and get Gear VR stuff optimized so performs as good as Unity ?!

full junco
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@tawdry dragon I think I pretty much watched every single trailer template on that website now, and I kinda dislike most of them

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mostly that excessive epicness just looks cheap

clever sky
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@eternal inlet For some reason, I like the look of this glove the most out of the various VR gloves I've seen.

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Like, there's manus and there's dexmo

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but this is the only one that seems like it might elegantly combine ease of use with restraint haptics.

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Where manus has no restraint haptics... maybe rumbling at best... and dexmo is this exo skeleton cage that looks quite delicate

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this one looks like a glove that you can put on that'll give you the advantages of having little fingers that can restrain your finger movements.

fleet veldt
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I've noticed that Robo Recall disables the "Low Latency Update" on the motion controllers. I've noticed that if i leave it on by default the controllers seem juddery even though the framrate is easily hitting 90fps. When I disable it the meshes attached to them seem very smooth. I was wondering if that feature is broken currently?

full junco
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@fleet veldt strange

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maybe they have implemented it differently in their custom source?

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in regular UE4 it will look much worse if you disable that, I definitely dont have that checkbox ticked

sturdy coral
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@fleet veldt you mean if you disable the disabling it seems juddery?

fleet veldt
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When it's unchecked which is default it is juddery.

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For me

sturdy coral
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@fleet veldt default in the engine or default in the game?

fleet veldt
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But checked it's silky smooth

sturdy coral
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they mentioned in a stream or something that they are manually doing a spring model on the guns and stuff, so if you turn on low latency the gun might be getting rotated a frame behind the hands

jaunty shell
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Good morning VR devs ๐Ÿ˜ƒ

fleet veldt
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@sturdy coral That was one of my first thoughts (the spring model for the guns) but the guns are attached (grabbed and held) via a physics handle, not directly attached to the motion controllers or any of their attach children. To answer your earier question: I mean "Disable Low Latency Update" is unchecked by default when you add a new MotionControllerComponent to an actor. Which would seem to mean you were getting very nice low latency updates for the controllers. But the opposite seems true for me. It's juddery with that option unchecked and only smooth when it's checked as shown in the screenshot i pasted earlier. I'm also using the forward renderer in 4.15.1 and most of the same project settings as robo recall so i'm wondering if something related to that makes low latency update fail under those conditions which is why they had to turn it off.

full junco
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@fleet veldt do you have 90 fps?

fleet veldt
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@full junco yeah, easily well beyond 90fps. just a simple scene (and 90fps showing in stat fps on screen)

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so for you at least with your settings/ue4 version/renderer it works smoothly with that box unchecked?

full junco
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yeah

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4.15.1 im using too

sturdy coral
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@fleet veldt if they are attached via a physics handle then they don't have low latency update when the hands do; then if you turn on low latency update on the hands the hands are going to have low latency and the gun is going to be a frame behind, making them possibly flicker relative to each other

fleet veldt
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but in robo recall when you are holding a gun the hands are attached to the gun and the gun is held by a physics handle. (they do a bunch of swapping around of what's attached to what)

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i made a video, it's insanely obvious when viewed through the rift but i think you can see some hitching going on even at 60 fps. The left controller is default with Low Latency Updates enabled. The right controller has it disabled. I'm actually thouching the controllers together so they move in unison in the real world. In the first few seconds is when you can see the hiccups on the left. After that i start moving them to quickly to see anything. https://www.youtube.com/watch?v=RF-Umr-UXT4

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@sturdy coral ^^^

cobalt relic
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"Low latency" probably means "unfiltered"

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i don't know if it's a bug or not but at least it makes sense

brittle crystal
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Where are you in the world? I've noticed that happening when i'm like 1km from 0,0,0 and getting more smooth the closer i got to 0,0,0. Not sure why though. Also how did you record the VR preview as widescreen?

fleet veldt
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not sure how new it is but at least in 4.15.1 with the rift there is 'hmd mirror mode 4' which takes one eye's predistorted render and chops of the top and bottom to make it fit 16:9

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I don't think it works for vive yet

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oh, and i'm pretty much near 0,0,0 it's a clean new map with default platform and skysphere.

jaunty shell
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@fleet veldt yeah the Vive doesn't have as much options as the Rift regarding mirror modes

fleet veldt
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it came up in programming recently and someone said it should be fairly easy to implement for the vive as well so i'm sure it will be coming next update

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oculus is pretty quick to push updates to epic through their github fork

jaunty shell
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the process is actually quite fast to do

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but you need to compile it yourself, and a lot of people won't bother

fleet veldt
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wow, yeah that is a super simple change. I wish I understood the graphics api/programming stuff better. apart form some sparse official documentation there's not a lot of info on it.

full junco
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and chopping off top and bottom isnt really a good solution

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so then you have the green one instead of the blue one

jaunty shell
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Still need to compile your UE4 yourself, it would be nice to have it directly integrated in the launcher UE4 by default ๐Ÿ˜ƒ

full junco
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yeah, but compiling UE4 isnt really hard to do

cobalt relic
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If you avoid it it's still nice

full junco
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yellow

jaunty shell
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maybe there is a way to expose these settings directly in the editor ?

full junco
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its probably quite easy to disable the black mask around the eyes, then you could take the yellow area

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disabling the black mask will hurt performance though, so its nothing you would want to do permanently

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@jaunty shell it would be easy to make them configurable as console variables, yeah

jaunty shell
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Do you have any insight on how you can expose them to the console ? I have absolutely no idea on how to do it since I'm mostly programming with blueprints. I have the .cpp file opened and can rebuild the source during lunch time

quartz acorn
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Is there any way, we can detect the watch wearing on character arms, to be detected when Vive controller is rotated ?

full junco
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@jaunty shell sure, at the top of any .cpp or .h file, just add


static TAutoConsoleVariable<float> CVarMyGreatVariable(
    TEXT("r.MyGreatVariable"),
    1.f,
    TEXT("Set my great variable"),
    ECVF_Scalability | ECVF_RenderThreadSafe);
quartz acorn
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I had a look for Locomotion Armswinger, but seems like they provide option for Unity only

full junco
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@jaunty shell then replace whatever hardcoded value in the code with CVarMyGreatVariable->GetFloat()

jaunty shell
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thanks, gonna try it out right now

full junco
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so then you can just open the console and type something like "r.MyGreatVariable 2" and it would have the value 2

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you can also start it with anything else, so you could also call it "xyz.WhatEvaaa"

jaunty shell
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gotcha

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I'm trying to figure out what variables are changing what

full junco
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look at the PR

jaunty shell
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RendererModule->DrawRectangle(
RHICmdList,
ViewportWidth / 4, 0,
ViewportWidth / 2, ViewportHeight,
0.1f, 0.2f,
0.3f, 0.6f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);

full junco
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its the

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0.1f, 0.2f,
0.3f, 0.6f,

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I think

jaunty shell
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is it a rect ?

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because the viewportwidth and height values have been changed aswell for the 16/9 tweak

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Yeah I'm dumb its written at the start my snippet

full junco
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what snippet?

wicked oak
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yes

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it changes the coords

jaunty shell
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dunno how to format it to code on discord :p

wicked oak
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new: 0.0f, 0.3f, 0.4f, 0.4f

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old 0.1f, 0.2f,0.3f, 0.6f,

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and also the rectangle size for the normal screen, so its fullscreen instead of having black bars on sides

jaunty shell
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the fullscreen should be the first part of it right ? ViewportWidth/Height

wicked oak
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one thing, remember to tag your engine edits

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or/and put them somewhere

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i mark all source code edits by commenting engine code, and adding //@mad_triangles

jaunty shell
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yeah I'm commenting it

wicked oak
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and then i have a txt file on the engine folder that says all the edits ive done

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and what they do

full junco
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@wicked oak lol why?

jaunty shell
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ah good call

wicked oak
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@full junco to upgrade engine easier

full junco
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dont you have it in git?

wicked oak
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its strange you are going to remember all the edits

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for that reason, i write my edits somewhere. That way, when i get a new engine, i just check the stuff and patch it

jaunty shell
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can't bother with git :p

wicked oak
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yes, you could do it with git, but this kind of things are not that easy to get going(at least last time i tried)

full junco
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@wicked oak but why manually write stuff into a text file? thats so super unconvenient compared to git

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are you not using any source control?

wicked oak
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sure, but then i dont have to setup everything about git and have it properly synced with main repo and the like

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i am, but on the game itself

full junco
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well, the engine is where it helps most since thats where you have to keep your changes up to date with what hundreds of other people are doing

jaunty shell
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right gotta go, I'll try editing it and build it after launch. Catch yall later !

sturdy coral
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@fleet veldt is that video in a fresh project with them just normally attached, or is it in robo recall?

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@wicked oak how do you have your engine stuff source controlled?

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it is definitely worth setting up a git repo even if you want to keep things off of github itself

blissful bear
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... or to be more accurate. I WILL find it very useful in the near future... ๐Ÿ˜ƒ

wicked oak
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DWVR passed VR Consulation from sony

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its a good enough version that it passes the technical requirements of VR games

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not for full release yet, but its valid for public showing

full junco
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congrats

jaunty shell
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Hey I'm back ! Just to be sure, when building in VS it only builds the module you made changes for right ? (And Rebuild is to rebuild everything from scratch ?)

blissful bear
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Yes that is correct. You can also build/rebuild at the project level or the solution level.

jaunty shell
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Alrighty thanks

sturdy coral
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@blissful bear @jaunty shell that isn't 100% right, there is a bug with rebuild on your game project that will trigger a rebuild of the full editor and take forever

jaunty shell
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Ah I was actually talking about engine builds :p

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but that's good to know !

sturdy coral
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@jaunty shell yeah, the way around it if you need a rebuild is to manually delete your game's Intermediate folder, and then choose build (not rebuild)

full junco
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@sturdy coral its a bug? I never saw rebuilding the game not rebuilding the engine, so I assumed its meant to be like this

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@jaunty shell if you have modified any .h files that are used in multiple places in the engine, you can easily end up with the whole engine rebuilding even though you just changed a single file though

jaunty shell
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well good thing I modified none :p

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getting a build error tho

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'''RendererModule->DrawRectangle (
RHICmdList,
0, 0,
ViewportWidth,
ViewportHeight,
//Adding custom console variables
CVarVRViewportWidthX.GetValueOnAnyThread, CVarVRViewportWidthY.GetValueOnAnyThread,
CVarVRViewportHeightX.GetValueOnAnyThread, CVarVRViewportHeightY.GetValueOnAnyThread,
FIntPoint (ViewportWidth, ViewportHeight),
FIntPoint (1, 1),
*VertexShader,
EDRF_Default);

full junco
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I said use ->GetFloat()

jaunty shell
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oh, mybad

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not really used to pointers and all

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rebuilding

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right got one error but not related to a steamvr module smh (iphone stuff ??)

full junco
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what is it saying?

jaunty shell
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ergh I started a debug and it cleared the output console

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doesn't seem to make the engine crash that's for sure

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dammit forgot to assign default values to the preview rect ๐Ÿคฆ

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1>C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(1820,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "BouncyCastle.Crypto". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
1>C:\Github\VRWorks_4.15\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find file 'C:\Github\VRWorks_4.15\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, position 5.

full junco
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did you run the setup.bat after downloading the source code?

jaunty shell
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I did but excluded the targets I don't need

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I guess that's why it throws an error about IOS since I excluded it

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is there a header somewhere where I can remove the code from the target platforms I don't want ?

sturdy coral
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@full junco yeah it is a bug, can't find the right answerhub but there is one where they acknowledged it

full junco
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@jaunty shell how did you exclude the targets?

jaunty shell
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C:\Github\VRWorks_4.15\Setup.bat -exclude=Linux -exclude=IOS -exclude=Android -exclude=HTML5

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in the target of the .bat

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well its only for the prerequisites afaik

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Aah there we go the exposed variables seems to be working

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Well would you look at that... Can't even see the commands I enter ๐Ÿ˜ฆ

mighty carbon
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Xbox Scorpio announcement is today

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Hopefully it will support Rift

jaunty shell
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oh its in 30 minutes

mighty carbon
#

Sounds a bit too early for West coast, unless their unveil it on the East coast or in EU.

wicked oak
#

uhm, wonder if it will have VR

#

rumors say its going to be one hell of a powerhouse

#

leaving the ps4 pro as a noob machine

#

like running all xbox one titles at 4k native, while ps4 does the same but with checkerboard, so its not native

tired tree
#

they have to go VR at some point

#

PSVR is too big

#

and PS was already rocking them

#

whats their selling point? voice commands? They need to get full body IK with kinect and a headset going

wicked oak
#

1 million headsets sold

#

scorpio VR can leave sony like noobs

#

microsoft has inside out headsets

#

those can work 360 degrees and no occlusion

#

meanwhile psvr is very very small area

#

the camera has low FOV and tracking is bad

#

but dunno about the controller part

cobalt relic
#

To be fair, the PS4 Pro was twice as fast as the original one, and nobody cared

#

Doubtful the Scorpio will be any different

wicked oak
#

sounds like the scorpio would be 4 times faster

#

and much stronger cpu

#

lets see

cobalt relic
#

So basically you'd get the same thing in 4K, which nobody has

#

Higher graphics are not happening because it would be XB1-exclusive, while players are on PS4

#

Color me skeptical of future sales

wicked oak
#

the thing with the ps4pro

#

is that you are required to do ps4 base games

#

you cant make a pro exclusive

cobalt relic
#

Microsoft will do the same if they have any shred of common sense

wicked oak
#

you might be able to do that with scorpio

#

depends on how they market it

#

they might market it as a pseudo prebuiltpc almost new generation

#

letting devs do exclusives if they want

cobalt relic
#

There is just no way that happens within the XBox brand

#

That would kill them

wicked oak
#

its already dead lmao

#

they have failed HARD against ps4

cobalt relic
#

What ? The XB1 is doing pretty well, the PS4 is just doing even better

wicked oak
#

ps4 has like more than twice the sales

#

they are so desperate that they are making the exclusives work on pc too

cobalt relic
#

The XB1 sold 25 million, that's quite good

#

There is no desperation here

tired tree
#

Yeah blanco, with a kinect + inside out tracking, a headset could likely be fairly robust

#

you get two perspectives of the room / the user

#

lots of error correction

wicked oak
#

the issue is what do you do with the controllers?

#

for the headset only its fine

#

but are you going to stick inside out tracking cameras on the controllers?

tired tree
#

yeah, the kinect is a bit laggy, not sure I would trust it to correct drift on controllers

wicked oak
#

its not directly the kinect

#

more like kinect style tech

tired tree
#

I know, but its what they have

#

don't they basically use the same setup for the headsets inside out? two depth cameras?

#

I heard reports that the latency wasn't so good

cobalt relic
#

No VR

#

100% compatibility with XB1

wicked oak
#

compatibility is ok, im interested if microsoft will let devs do scorpio exclusives

#

damn, thats really fucking brutal

#

for a console

cobalt relic
#

We'll see, but honestly they'd be completely crazy to allow it

#

And very few devs would be interested in that anyway

wicked oak
#

so 8 cores, but much stronger

#

neat

#

i wonder the IPC difference

cobalt relic
#

Yeah, i'm dismayed by the lack of actual benchmarks

wicked oak
#

the clocks are like the ps4pro

#

but the ps4pro is basically just an overclock

#

not custom chips or whatever

cobalt relic
#

CPU IPC is going nowhere tbh

#

Short of going Intel

wicked oak
#

they talk about some command processor thing

#

hardware dx12?

#

damn son

#

so reaaaaally cheap drawcalls?

cobalt relic
#

I thought they had that already

wicked oak
#

no they didnt

#

no one does at least that i know

#

so a extremelly optimized semi-hardware based DX12

#

damn

#

promising

jaunty shell
#

sounds close enough !

mighty carbon
#

no VR - no money from me, MS

full junco
#

@wicked oak Xbox one has dx12 already

#

@jaunty shell that looks good

#

a bit too much though with those black edges

wicked oak
#

@full junco they say in the video that they have optimizing common parts of DX12 with a harware implementation

#

they say a state change can be like 10 cycles

mighty carbon
#

Google-sensei has no info whether XBScorpio will support VR or not. Where did you get that info, @cobalt relic ?

wicked oak
#

and that a drawcall operation can be 100 times faster

mighty carbon
#

like where they literally say "no VR support!" ???

wicked oak
#

if that is true and works like they say, looks like its going to crunch drawcalls like they arent even there

#

even more than they already do due to having a very thin driver

full junco
#

@wicked oak drawcalls are already super cheap with all low level apis, so on all consoles and on PC with dx12 and vulkan

#

so improvement there isn't really relevant at all

#

apart from allowing the marketing guys to tell that they improved stuff

wicked oak
#

well, they say its improved even more

#

lets see

#

lets call xbox to port our games to it XD

jaunty shell
#

@full junco okay so the values for the previous screencap (with black areas) are 0.0/0.2 0.4/0.6

#

it doesn't really scale with the size of your windows though, since the mirror is rendered at a fixed resolution

cobalt relic
#

@mighty carbon I don't, they just didn't say anything about it

#

Sounds like the kind of stuff you'd want to include about your fastest-console-ever

mighty carbon
#

well, maybe they are still working on it and don't want to get hype train going until they are absolutely sure VR works and works well

jaunty shell
#

0.03/0.2 0.42/0.6 for a preview without black areas (but it looks a bit distorted)

cobalt relic
#

It launches in 6 months, so they know

#

It's not exactly a plug-and-play feature

#

But sure maybe they have VR and just don't want to talk about it yet

wicked oak
#

they might announce it alongside the final look of the console and its price

#

keep in mind this reveal is specs only

#

tech only

#

no look, no price, no specific details, no exclusives or similar

cobalt relic
#

Sure, though it's not just tech : they do talk about backward compatibility and DVR

#

It's definitely possible that they announce VR down the road

tired tree
#

The mirror 16:9 that everyone is using is incorrect Legendre

#

you need to offset by 0.25

#

to avoid the black bars, and also use different values

#

i'll see if I can dig up my old fix for it

jaunty shell
tired tree
#

Ug, can't find my old source build where I fixed it, only have the UV values that provide the most eye room and centered the most 0.025, 0.3f U/V, the size on x/y I don't have

jaunty shell
#

This best result without black bars I have right now. Problem is, its a bit stretched at 16/9

tired tree
#

Try 0.025, 0.3, 0.4, 0.4

#

as initail

mighty carbon
graceful junco
tired tree
#

happy, that one looks better

jaunty shell
#

sheesh work firewall block pastbin, can you believe it...

tired tree
#

the original values everyone was using wasn't 16:9 and wasn't centered on the visible area

#

and that pastebin looks close to my values I used

graceful junco
#

ViewportWidth, ViewportHeight,
0.006f, 0.2825f,
0.44f, 0.4425f,

jaunty shell
#

thanks !

#

is that for a 169 ratio btw @graceful junco ?

graceful junco
#

It should be, yes.

blissful bear
#

I'll try them values later. Thanks Happy, MordenTral and Legend

graceful junco
#

Honestly, I didn't notice any difference between using what apparently is wrong numbers and these ones.

tired tree
#

there is a difference

#

for one it is sampling more pizels

#

pixels

#

original one cut off more than it needed to and wasn't fully 16:9

#

that being said, the total pixel count is low enough that it isn't going to make it look like the next blockbuster hollywood epic anyway :p

jaunty shell
#

oh damn your settings are actually very, very good @graceful junco

#

I'm not even sure there's distortion

graceful junco
#

I didn't do the math to come up with these numbers :P. I think those were posted here or on the forums before.

wicked oak
#

gonna test myself

jaunty shell
#

good grief ๐Ÿ˜ƒ now altering the screenpercentage does jackshiet, I guess its a matter of changing the window resolution in the editor parameters to get a better preview

wicked oak
#

btw, do you know how to avoid fullscreen in steamvR?

#

steamVR allways goes fullscreen for me

#

while oculus doesnt

tired tree
#

I just set resolution to windowed after stereo on

blissful bear
#

@graceful junco Those viewport params work great. Thanks.

mighty carbon
tired tree
#

more money than sense in that case

jaunty shell
#

wait wot, is that another new titan ?

mighty carbon
#

well, if you need more performance than 1080Ti, here it is ๐Ÿ˜ƒ

#

for VR, there is never enough power

jaunty shell
#

indeed. Need some VR benches though

#

to compare it against the 1080 and 1080 ti

wicked oak
#

its better to just get SLI-d 1080ti

jaunty shell
#

from a consumer standpoint

cobalt relic
#

Even the 1080 is hardly consumer grade

#

It's enthusiast hardware

mighty carbon
#

since when VR supported SLI setup, @wicked oak ?

wicked oak
#

depends on the game

#

Nvidia has VR SLI

mighty carbon
#

oohh

wicked oak
#

there is even a ue4 branch with that

#

i think Raw Data supports it for example

mighty carbon
#

nah, those damn branches..

wicked oak
#

but you could implement the changes into your own engine

mighty carbon
#

why can't they put it all in one place, namely UE4 master

wicked oak
#

better than AMD doing nothing

#

couse they are nvidia only fixes

#

they do nothing on amd

#

and ue4 really, really doesnt want nvidia or amd only features

mighty carbon
#

can't Epic have a check - if you run AMD, those feature don't kick in and if you run Nvidia, you use it all ?

jaunty shell
#

Alternate Frame Rendering is on the main UE4 branch since 4.15 afaik

wicked oak
#

thats not for vr games

#

games that support VR SLI get a massive boost

#

VR SLI scales really well

#

one gpu does each eye

mighty carbon
#

it would be nice to have Oculus branch with all the Nvidia goodies

jaunty shell
#

well its rendering an eye per GPU so in theory you'd have a 100% gain

clever sky
#

Hey Vblanco... you're doing a smooth turning mechanic in your new shooter right?

jaunty shell
#

"in theory"

wicked oak
#

yes ive done

#

but smooth turning is just the easy mode

#

Add Yaw imput XD

clever sky
#

how do you turn relative to the capsule?

wicked oak
#

becouse the capsule is my character

#

when i move, the capsule moves with you

#

its ALLWAYS aligned to the head

clever sky
#

So you're just using the standard cahracter movement stuff?

wicked oak
#

thats why you can walk out of ledges and stuff

#

yup

#

i am

clever sky
#

Then how are you moving the capsule around? ๐Ÿ˜›

wicked oak
#

teleporting it

#

problem is that this breaks the replication completely

#

so i had to replicate it myself

clever sky
#

oh

wicked oak
#

but thanks to @tired tree i know now how to fix it

#

so it can use character replication inside the engine

clever sky
#

You can teleport the capsule independently of the actor?

wicked oak
#

i have a "vr origin"

tired tree
#

he has it seperated

clever sky
#

Is that the same as what you're doing Mord?

wicked oak
#

i move the vr origin too, in a way that the head is allways on top of the cylinder

#

i think he has a better implementation

tired tree
#

no, I directly add the movement in to the character, or move the root relative to the actor, depending on which of the two characters is used

#

his is a third method

clever sky
#

I see

#

You don't happen to have smooth turning implemented do you? ๐Ÿ˜ƒ

tired tree
#

his is closer to what I was helping jonas work on

clever sky
#

I'm hitting walls with my hacky implementation.

tired tree
#

I never bothered to try....its pretty simple with a character

wicked oak
#

mine pushes you back

#

as you move the head, the capsule moves too

#

if you try to move into a wall, the capsule wont move but the origin will

#

so you get "pushed back"

tired tree
#

yeah blanco, both of mine do that too

clever sky
#

How would you rotate the character smoothly relative to the user position?

tired tree
#

you use a different pivot point

#

the pivot is the offset from actor root to the hmd location

#

its not just rotation that gets set, location of the actor also gets set

clever sky
#

Then, you call the controller yaw function?

tired tree
#

yeah controller rot, not actor

#

unless you turn that off on the character

#

or pawn

clever sky
#

But your stuff has it turned off?

tired tree
#

nope, mine is defaulted to normal character settigns

#

so it uses the controller yaw

clever sky
#

Ok. I'm going to go lie down now. Bloody rotation testing wrecks you ๐Ÿ˜›

tired tree
#

but using an offset pivot point will require that the actor also move

wicked oak
#

thats what i do on DWVR

#

i rotate around the camera as pivot

tired tree
#

there is code for it somewhere in my thread, i helped someone with

#

also I gave Jonas an implementation recently

#

think he got it working

clever sky
#

Oh

#

I'll have to bug him about it.

tired tree
#

yeah, his will be all blueprint

#

so should directly work for you

clever sky
#

I fixed the VR template rotation teleportation issue

#

There's a small window of time between executing teleport and actually calling the teleport function

tired tree
#

come to think of it, I should probably make a rotate around pivot helper node for people...

clever sky
#

where it's still taking touchpad input

#

So if you lift the thumb off during this window...

#

it defaults to 0,0.

tired tree
#

epics teleport doesn't store the teleport location?

#

/rotation?

clever sky
#

Doesn't seem like it. Just keeps reading it up until the last moment.

tired tree
#

mm

#

shouldn't clear on button release

#

thats silly

clever sky
#

No, it clears on thumb lift off

#

button release = teleport execute.

tired tree
#

oh, the capacitive

clever sky
#

Then it fades the camera, and then teleports

#

but if you lift off during the camera fade it'll read 0,0

#

when it goes to teleport

tired tree
#

lol

#

i'll have to fix it i my template then, I just used theirs so people had what they were used too, I don't use teleport so never noticed

clever sky
#

Same.

#

I only looked because Jonas asked ๐Ÿ˜›

tired tree
#

btw I am sampling hands + head at the same time for my RIP motion and then smoothing it with a low pass filter

#

are you using a lowpass for the input?

clever sky
#

Nope

tired tree
#

I have a simple rolling average in blueprint example i made for jonas

#

if you want it

clever sky
#

What's the difference between lowpass and rolling average?

tired tree
#

rolling average is a form of lowpass

#

throws out extreme values

clever sky
#

When I started, I did some crazy array based algorithm ๐Ÿ˜„

tired tree
#

I also have an exponential but its not so nice for rip

clever sky
#

so a clamp?

tired tree
#

samples N frames of motion

#

averages

#

so high/low have less effect

clever sky
#

Nice. Well, I'm using lerps right now.

#

So it could be an improvement ๐Ÿ˜ƒ

tired tree
#

the VRTK in unity does it, but just by using an array of all past velocities for N frames

#

rolling average is the same but calculated on the fly

#

no storage

clever sky
#

array of past vels for N frames is exactly what I was doing before.

tired tree
#

yeah

#

i started with that for testing

#

then made rolling average and exponential instead

clever sky
#

What's exponential do?

tired tree
#

I wanted to make a waveform low pass but cant think of an implementation where I wouldn't have to store past velocities

#

exponential has a different curve to the output

#

I don't like it with RIP at all

clever sky
#

Ah ok.

#

It favours larger motion or something?

tired tree
#

it ramps up based on a control variable

#

hard to find a nice control

clever sky
#

Yeah, I can see that.

#

I was dampening and removing small motions before... but it was problematic in the low end.

#

a lot of users didn't like it.

tired tree
#

yeah with my averaging, I just sample a different N of frames to get more/less sensitive results

#

clamping a min / max for movement

clever sky
#

Fair call. So have you implemented hip/waist tracking yet?

#

Have had the hardware sitting around for a couple weeks ๐Ÿ˜› I should integrate it soon...

tired tree
#

with the tracker?

#

no, my tracker is messed up

clever sky
#

Ah that sucks

tired tree
#

i'm waiting on a firmware update

#

it workedfine for a singledaqy

#

even hard reset doesn't fix it

clever sky
#

Dang. Well... hopefully that's an isolated issue.

tired tree
#

i had issues with the controllers during the early days too, got ironed out eventually

mighty carbon
#

I am guessing people are indeed tired of wave shooters and crave story driven FPS games

#

(didn't get into details for this game, just my observation based on reading stuff online ๐Ÿ˜› )

tired tree
#

no use buying the same thing in a different package for the 50th time

mighty carbon
#

well, that's what I do outside of VR - buy AAA FPS games ๐Ÿ˜ƒ

tired tree
#

oh @clever sky have you played around with what VRTK does for its partial lock locomotion direction?

mighty carbon
#

(people say they are all the same, but not for me)

clever sky
#

I haven't touched Unity D:

tired tree
#

they lock the forward vector to HMD within a radius of the hands forward vector

#

and if it goes outside of it (looking to the side), uses the hands

clever sky
#

Interesting.

tired tree
#

its clever tbh

clever sky
#

So prevents small changes in direction when moving the hands around?

tired tree
#

yeah

clever sky
#

Nice. Might give it a shot.

#

I've actually improved upon the current steam release in that area. But might be worthwhile improving it more.

#

I'm just dampening the controller direction.

tired tree
#

I have too much to do to really perfect any of the moments, I did basic implementations of everything and left enough variables for people to modify

#

I assume yours is smoother

clever sky
#

Yeah... those are the areas I'm trying to work on

#

So I stop getting random complaints ๐Ÿ˜›

tawdry dragon
#

Whats your steam game? I will come by with random complaints then! Muahhahah! ๐Ÿ˜„

clever sky
#

Freedom Locomotion VR

tawdry dragon
#

The reds are too red!

#

The blues are not yellow enough!

clever sky
#

Actually don't mind complaints. As long as they're constructive ๐Ÿ˜ƒ

tired tree
#

oh zap, you disabled all wall collision right? How are you handling climbing / standing on top?

#

the built in version I made works differently than how you would have had to do it

clever sky
#

I disable wall collision when moving around in roomscale.

#

I turned it back on when moving.

tired tree
#

ah

#

lol, i made that a feature eventually

clever sky
#

Turning it on/off?

#

Yeah, it's useful ๐Ÿ˜„

tired tree
#

different collision can be used for IRL walking than locomotion now

clever sky
#

Ah nice.

#

I'm still on an early 4.14 version of yours.

tired tree
#

yeah

#

4.15 had a ton of additions

#

epic kind of killed compatibility

clever sky
#

Oh D:

wicked oak
#

and they killing it again for 4.16

tired tree
#

enums don't work the same as of 4.15

wicked oak
#

lots of changes on the character movement stuff

tired tree
#

yeah I assume

clever sky
#

Really? Fuck.

#

the enums thing

tired tree
#

yeah have to use new style enums on 4.15

clever sky
#

That's gonna be a bit of work. How did they change?

tired tree
#

4.13 didn't allow it for replication, 4.14 did but allowed for old style too

#

blanco, are they merging the gravity changes into 4.16?

#

i haven't looked at incoming changes

wicked oak
#

only had a peek

clever sky
#

Wonder if they'll have in-place locomotion as one of the options in Fallout 4.

#

That'd be sweet. Give us all the options Bethesda.

tired tree
#

oh

#

its not that bad

#

its all accumulated forces fixes

#

going to be a hell of a lot more work for me to update than you blanco

#

oh fscopedmovement changes too

#

jeez

clever sky
#

@mighty carbon Vindicta looks kinda fun. Single player FPS with arm swinging.

sturdy coral
#

@tired tree is most of the 4.16 stuff in master?

tired tree
#

looks like it

sturdy coral
#

still don't see steam audio but might be looking in the wrong place

tired tree
#

it might not be in master yet

#

but they've been doing movement component changes like every 2 days in it

sturdy coral
#

are they doing the decoupling?

#

from character

tired tree
#

not that i can see

sturdy coral
#

in trello they have that as a goal and also something about merging in unreal tournament changes to it

mighty carbon
#

how would you make it where player is at 0, 0, 0 of the world and when player "moved", the world actually moves and players stays ? (for large worlds, to avoid precision loss)

tired tree
#

you don't

#

you use the new world offset stuff

mighty carbon
#

what's that ?

#

any docs/tutorials about it ?

sturdy coral
#

@mighty carbon search world origin shifting I think it was added in 4.6 or something

mighty carbon
#

that's all I found :/

zinc violet
#

Robo Recall Perf Optimization

blissful bear
#

Has anyone tried Win 10 build 15063 (Creator's edition) with UE4 and the Vive yet?

tawdry dragon
#

Just came home from seeing "Ghost in The Shell"... Damn I would love experience me some Neo Tokyo in VR

wicked oak
#

you can

#

they have some vr thing

tawdry dragon
#

looking at the screenshots/360 video, it seems a bit tame. How does it hold up inside the rift?

sturdy coral
#

@fleet veldt they mentioned the jittery hands thing on the robo recall stream just now

#

gave some explanation having to do with mispredictions

blissful bear
#

@sturdy coral I missed the robo recall optimization stream. Will watch it when I get a chance. What sort of optimization gave the biggest improvement would you say? Or was it the case of many smaller improvements adding up.

mighty carbon
#

@tawdry dragon it looks like shit in Gear VR, but I've heard it's all real time rendered on Rift

tawdry dragon
#

just tried it

#

meeeeeeeh

#

not impressed ๐Ÿ˜›

#

atleast, doesnt do the wonderfull envirionment, from the film, justice

mighty carbon
#

have you watched original anime ?

tawdry dragon
#

I have not, but will tomorrow

#

speaking of ghost in the shell'esque stuff... I was wondering how you would go about and achieve the "world degration/pixelation/voxelization" that they did for the Oculus First Contact tutorial that runs after you setup your Rift

mighty carbon
#

watch the original, not 2.0

tawdry dragon
#

all those individual cubes with individual animation

#

without getting a huge performance hit

mighty carbon
#

(2.0 is a touch up of the original, with CGI added)

eternal inlet
#

work in progress of my climbing and grapplehook experiments... filled with bugs and strange edge cases, so still a lot of work to do, but seems promising

blissful bear
#

@eternal inlet Great stuff man! MordenTral's plugin is shit-hot isn't it!

eternal inlet
#

it's actually not using any plugin

#

its all BP

#

and thx

blissful bear
#

Ah, my mistake. Apols. Looks fantastic fun!

eternal inlet
#

no worries ๐Ÿ˜ƒ and it is great fun... when it works... it sometimes craps out still

blissful bear
#

I did a similar test using MordenTral's superb plugin using Nvidia FleX ropes. Didn't get as much air as you though ๐Ÿ˜‰

eternal inlet
#

oho, flex ropes..

#

i used physics constraints for this only

#

and the cable component, but purely for visuals

blissful bear
#

Works really well. Am keen to try out the cable component too. Any gotchas/advice on that??

glossy agate
#

Jonas got the end point of cable to place right. I was having trouble with that part but he figured it out.

blissful bear
#

Ah yes, my ropes were statically placed.

eternal inlet
#

I just shut down pc but will send a screen of the math for getting it right.. its a bit un-intuitive

blissful bear
#

That'd be cool. Thanks! I'm always grateful for anything that saves me time, even if only a little. Time is what really limits what I can do, I'm sure it's the same for lots of us. I hope I can reciprocate in some way in the future. ๐Ÿ˜ƒ

fleet veldt
#

@sturdy coral cool, i asked the question at the start of stream but had to go to a meeting so missed it, i'm watching the archived video on twitch now.

mighty carbon
#

While the Vive is often criticized for its front-heavy weight, the headset has actually managed to slim down over time thanks to manufacturing improvements. HTC has managed to shave 15% off of the original 550 grams (1.21 pounds), bringing the headsetโ€™s weight in line with the Oculus Rift. Beyond the obvious wants of next-gen headsets โ€ฆ

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but when I asked Valve about dev unit, they said I am not worthy

glossy agate
#

They can tell you havn't been praying to lord Gaben often enough. Try a chicken sacrifice.

mighty carbon
#

something like that

#

I guess it's not customary in Asian countries to give dev kits for free

#

so HTC probably doesn't want to do it now (they probably had no choice at the beginning)

glossy agate
#

You check the dev grant program to see if they have any left? That's where I got mine.

#

Last I heard they were out though

mighty carbon
#

with Epic? Yeah, they are out

#

they've been out for a while

#

Oculus is the only company that still offers dev units (it's CV1, but they offer it as "dev unit")

glossy agate
#

Yeah. I submitted, and the stream like 2 days later said they were about out so I thought I missed out but chance emailed me a couple hours after saying I got one haha. Went from super disappointing to super happy!

blissful bear
#

Closest I ever got to free dev stuff is HTC sending me a code for 10% off a Tracker. Guess I shouldn't complain. ๐Ÿ˜ฆ

full junco
#

@sturdy coral the steam audio is in master already

raven halo
#

@mighty carbon little update regarding the vertical tearing I'm getting with Android 7. Oculus claims now that the issue was already fixed and that I should not be experiencing it, they are telling me to share my project with them so they can take a look, which I will.
They are suggesting I might have a project setting that is somehow conflicting with Android 7. Is there any chance you could share your project settings with me so I can compare? Stuff like Engine/Rendering/Optimizations or maybe Engine/General Settings/Framerate ?

full junco
#

@glossy agate also got my vive from epic, with the first batch they sent out I think. was roughly a year ago or so

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when I think that I'm already working on my game for more than a year, damn, that sounds so long

#

originally I wanted to have it released after a month or so lol

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@mighty carbon I also asked valve and HTC directly back then for a vive and never heard anything back

#

Was there anything interesting in that robo recall optimization stream? usually those streams are aimed at beginners so I don't really think this worth to spend time with it, or did they show some awesome source modifications to improve performance?

glossy agate
#

Dang, over a year is quite a while. Let us see a demo man! Hoping to have mine done next month (actually this month with some lead time for more marketing and little optimizations)

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I watched some of the stream. Had some interesting stuff about capsule shadows from the physics asset, and optimizing quad overdraw for the AA method they used.

full junco
#

thanks, that's both not very interesting to me

glossy agate
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Yeah it wasn't so I dropped out haha. I just like the tutorial based streams to make fun stuff

#

I mean it was interesting what can be done, but its stuff I will probably never touch

full junco
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I don't use any static lighting and I don't use the forward renderer, so both of what you mentioned are irrelevant for me

glossy agate
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Im using instanced stereo so not sure if that even uses forward rendering? My projects still in 4.13

full junco
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instanced stereo is independent from forward rendering

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and in 4.13 there is no real forward rendering I think

raven halo
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@full junco I only started watching the stream now, and there is some very very cool stuff

full junco
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@raven halo ok, like?

raven halo
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so, they are showing some of the default cvar's and explaining exactly what they do and why the changed them

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r.scenecolorformat (i believe it's called) they set it to 3 and claim that saved 1ms

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o_O

full junco
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hm, ok

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isn't that something you can also set in the project settings in a drop down menu?

raven halo
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yeah probably

full junco
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@raven halo I actually already have that set to 2

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@raven halo and I think that epic guy said that "r.scenecolorformat to 3, rarely makes a difference, saves usually a nanosecond or so"

raven halo
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I think he said it saved 1 milisecond? did I misshear? o_O

full junco
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I'm not 100% sure if he said nanosecond or millisecond, but it wouldnt make any sense to say that it rarely makes a difference but usually saves a millisecond, because then it would make a huge difference

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so quite sure he said nanosecond

raven halo
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a nanosecond is... nothing. it's not even worth mentioning then!

silk lodge
#

are nanoseconds even real?

full junco
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same real like milliseconds

zinc violet
#

oh, steam has VR anniversary sale

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http://store.steampowered.com/app/327140 free to use for next 2 days

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same with raw data

opal bobcat
mighty carbon
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@opal bobcat animate resizing of widgets and then play anim in runtime maybe ?

opal bobcat
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@mighty carbon yeah i'd love to be able to resize the components inside the widget

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resizing the widget itself isnt really what i want to do

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basicaly like i have a scroll area in the widget

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and id like the things inside the scroll area to expand when i hit a button

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i havent found anywhere to control the x/y size of a widget component

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without scaling it

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which scales the content inside of it

mighty carbon
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I don't know UMG that deep, sorry

sturdy coral
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@blissful bear it was lots of different things, aggressively lowering geometry detail to avoid quad complexity was the biggest GPU thing (they even do some custom stuff when you look at complex geometry of a building face from a glancing angle because all the tris get packed together and cause quad overdraw), and blueprint nativization and some object pooling was the biggest on the CPU

full junco
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@sturdy coral the thing I found most interesting is the bloom optimization they did

fleet veldt
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@eternal inlet your climbing graple stuff looks great good job!

mighty carbon
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I noticed that when I activate particle system, the game hitches

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why would that happen?

full junco
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@mighty carbon I dont know why it hitches

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what are you actually doing in that game? I'm always seeing you click on stuff, but whats the goal the player has?

mighty carbon
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it's not a game, it's an experience

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you just explore the land and find that drone that lacks power cell. Then you find power cell, insert it into drone and watch what happens

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with HRTF sound it's pretty cool

full junco
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ah

mighty carbon
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I am putting it all together right now and once all pieces work, I'll get back to assets, sounds and polish

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while working on this piece I figured what I don't like the most about game dev - making particle effects ๐Ÿ™€

full junco
#

๐Ÿ˜„

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and how long will that "experience" be?

#

do people pay for such "experiences"?

mighty carbon
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I don't know yet.. Hopefully 10 min at least

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yeah, people pay if price is right

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I am thinking ~$1 would be a good price

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I was going to put a lot more into it, but meh.. I'd hate to spend too much dev time and not make anything with it

full junco
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ok

mighty carbon
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Gear VR is actually more about short experiences than fully fledged games

full junco
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well, experiences are a lot more art heavy than games, so as an artist making an experience is way nicer I guess

mighty carbon
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true, but at some point it will be also true for games

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vblanco already felt it

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it's just Oculus/Samsung figured that Gear VR is used for passive experiences and video consumption a lot more than for games

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there are some pretty not pleasing to the eye experiences on Gear VR.. Someone buys those.

full junco
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what do you mean with "at some point it will be also true for games"?

mighty carbon
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you'll need good art to stand out

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consistent, pleasing to the eye

full junco
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good gameplay is way easier for "standing out" than good art

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because regarding art you can never compete with AAA

mighty carbon
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not always true

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true, you can't

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but there are a ton of indies with good consistent art and those you compete against

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you also compete with AAA for play time. So I doubt that good art is not important

#

or you gotta be first in the genre ๐Ÿ˜ƒ

#

some countries are adamant about the looks of a game

full junco
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a good game can have shitty art and good gameplay and still be a very good game. the other way, shitty gameplay and good art will not make it a good game, it will be a bad game, unless the art is extremely good, like the best looking game that was ever released

mighty carbon
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well, I have not played much of indie games because they have crappy visuals and "innovative" gameplay

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those 2 things combined is instant turn off for me

full junco
#

can you show me a screenshot of the grid of UE4?

mighty carbon
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?

full junco
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the grid, thats shown when you are around coordinate 0 in Z

mighty carbon
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I don't think it shows for me since I have terrain mesh above 0

full junco
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just open the static mesh editor

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that has its own grid

mighty carbon
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one sec.. loading UE4

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lol, wtf... 16Gb of DDR4 RAM and sometimes it takes forever to load

full junco
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loading speeds arent dependent on RAM but on CPU and SSD

mighty carbon
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CPU is fast enough

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SSD is what I don't have

full junco
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well thats a huge issue then ๐Ÿ˜›

mighty carbon
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I think maybe because I am downloading Dishonored 2 demo right now ๐Ÿ˜›

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(~19Gb demo!)

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4.15.1

sturdy coral
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@mighty carbon do you have any particle lights?

mighty carbon
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no, no lights at all

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and fps recovers back to normal after I activate emitter

sturdy coral
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so just a hitch during the startup of it but not during?

mighty carbon
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right

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and it doesn't happen in PIE

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only on the device

real needle
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@tired tree I'm seeing some odd behavior with the VRCharacter and Destructible chunks. A high "large chunk threshold" removes collision from the chunks, but with the VRCharacter they still collide. Any idea why this might be? Collision settings are the same on the default Character that I'm testing with

full junco
#

@mighty carbon thanks, that grid looks good

real needle
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@tired tree Nvm, I just had to type that out to realize collision on the "owner no see" avatar was the cause...

glossy agate
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@mighty carbon looks cool so far! For the hitch maybe try spawning an emitter earlier with no visibility and turn viz on when you need it. If it's a phone CPU issue maybe that will hide it? I actually can't really notice it as is.

full junco
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they finally merged dev-vr into master today!

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the oldest commit in there is from 2016/06/13 lol

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I wonder if dev-vr really hasn't been merged to master for that long

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a lot of stereo layer things in there

#

and they merged the PR to make steamvr work with vulkan on linux

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and they fixed the LOD per eye issue

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and they added "PSVR: Social Screen Support", no idea what that means but maybe @wicked oak cares about it

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they also updated to newest openvr sdk

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mobile multi view is no longer experimental @mighty carbon

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Monoscopic Far Field also isnt

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and they completely rewrote much of the adaptive pixel density oculus stuff, thats annoying

full junco
#

aaand the LOD per eye issue is not fixed for HISMCs, only for all other meshes

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HISMCs have their own LOD calculation and obviously the VR guys dont know about that

real needle
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@full junco the psvr social screen support probably means that we will soon be able to show a separate preview render target than only left/right eye, on pc aswell

full junco
#

that makes sense

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I don't think it has anything to do with PC though, it's highly unlikely that it will also work on PC

#

the code is only for PSVR I think

real needle
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yeah I meant that they will hopefully also make it work for PC soon

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It's been requested for quite a while, especially since it's required for mixed reality

full junco
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it doesn't make much sense on a pc

#

it makes sense on console

real needle
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I'd say it makes sense for both, there are alot of people who choose unity for the mixed reality/being able to show a better preview than UE alone atm

#

Cropping the portrait mode preview to make it 16:9 isn't great

#

I was prototyping a piece of UI similar to @clever sky's "direction" icon, and everyone watching couldn't see it with the cropped preview

clever sky
#

The standard line right now is - just have a multiplayer observer!

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Which is... a valid solution, but not the easiest one.

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Certainly easier to do it on Unity!

real needle
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@clever sky That works for The Nest atm since it's all networked, but for most projects it's a bit cumbersome to replicate events just for the sake of the preview

clever sky
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Exactly

real needle
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I need to have you playtest my new locomotion system

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But as soon as I got done with it I started prototyping destructible nests/actors

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Destructible environments is very satisfying

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Had a lot of "gasp" reactions when I showed it off yesterday

full junco
#

@real needle but the point of that social stuff isnt having a better preview, its having multiple people locally playing together

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and destructibles are super expensive and completely abandoned by epic

real needle
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I'm able to have about 250+ destructible actors (15 chunks each) without performance problems. Players can only use a skill every 4sec that fractures meshes within a 200cm radius, and knock of singular chunks with the regular weapons

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I can't use dynamic shadowing but I the debris timeout is 3-5 sec so they don't simulate for very long

#

When you mean abandoned does that mean that the entire apex pipeline is something epic won't continue supporting or just the in editor destructibles?

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My game isn't very tough on the CPU so I have some leeway there

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And destructibles are actually handled on the cpu

full junco
#

they will likely replace the whole apex stuff

real needle
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I saw their in editor cloth sim generator, that looked awesome

#

I was pretty sure that was still apex though?

full junco
#

it was some super low level stuff, not apex I think

#

but the same that apex cloth is built on

real needle
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That's interesting, I'm guessing it'll perform very well

full junco
#

and i'm wondering, where in your game can you switch weapons or have anything within 200 cm of the player that can be destroyed?

real needle
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200cm radius of the projectile itselt

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itself*

full junco
#

ah

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that makes sense then

real needle
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which, if the player lands a good shot, is a complete nest

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since I haven't been able to find an environment artist for the project, I decided to do it all myself with some asset packs that I'm modifying

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find/afford

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the people I did bring on doesn't understand VR and how important it is to test in editor and prototype for performance/fidelity

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I've also built a couple of very useful construction blueprints that allows me to build levels much faster, it's on the verge of being completely semi-procedural

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last dive now into the destructible mechanic and then I can flesh out the missions for the co-op campaign

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doing an 8 player playtest at the end of next week, but I still have major issues with 3dwigetcomponents not responding to pointer events...

full junco
#

ok

real needle
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I will probably have to build a repro project but the problems doesn't show up in PIE...

eternal inlet
#

@real needle which platform are you building for? if it's something i can play on vive, let me know if you need a tester and some feedback

jaunty shell
#

Good mornin' everyone !

fleet veldt
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greetings good sir!

#

30 minutes later lol

jaunty shell
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Haha all vr devs aren't up yet it seems

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greetings aswell @fleet veldt !

fleet veldt
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i'm just now about to go to bed

jaunty shell
#

oh well, good night then ๐Ÿ˜ƒ

eternal inlet
#

thx @fleet veldt ๐Ÿ˜ƒ

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@full junco u been able to spot if there's been opened up for overriding the viewports in vr to allow splitscreen between hmd and screen?

full junco
#

@eternal inlet what?

eternal inlet
#

Mordentral and i was looking into the possibility of doing a splitscreen for assymetrical play

raven halo
#

@mighty carbon thanks so much for the video yesterday!!! I owe you one!

eternal inlet
#

but he found that the viewport was apparently locked to the hmd when it was playing in vr

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i was hoping you could do splitscreen gameplay where one player was using the hmd and other was using the 2d screen

full junco
#

@eternal inlet it would be super expensive, it would have to render everything twice

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and how is it locked to the hmd? I think you can always submit a different render target to the preview window

eternal inlet
#

i suppose it would be pretty expensive yes

#

as i recall, it wasn't possible to change the render target

#

im just looking to see if htere's a way to do something like VR duo dinner in UE4 without two clients

#

super fun concept btw

full junco
#

VR duo dinner?

#

I dont see why it shouldnt be possible to change the render targets, in the end its just a DrawRectangle() call and you can put anything in there

dusk vigil
#

RoboRecall has a custom viewport on monitor, showing the game + the scoreboard on the side, perhaps digging into how they have done it could help

#

But it does not have a separate camera view. I am also assuming it should be possible

#

If Mordentral has already looked into it, it sounds a bit challenging though.

#

I'm guessing it's the 'Diner Duo' game that is being referenced

full junco
#

if robo recall is showing custom stuff then I guess anyone can look at the source and do it the same way, right?

wicked oak
#

robo recall engine is not open source

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only the game project i think

full junco
#

ah

#

I never looked at any robo recall stuff

dusk vigil
#

I don't think they mean that you can't 'learn' from it though : )

full junco
#

@wicked oak epic says "'we're proud to make all the assets and source code for Robo Recall available to everyone via the Robo Recall Mod Kit"

#

so they say all source code is available

wicked oak
#

engine included?

#

i know game code is

#

also all assets

#

but engine code?

#

i think its a sourceless "rocket" style build

full junco
#

all source code is all source code unless they dont mean all source code

blissful bear
#

Morning all.

wicked oak
#

robo recall source code is not engine source code

#

but gonna check anyway

full junco
#

all source code for a game thats made with UE4 always has to include all engine source code too