#virtual-reality
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this way you can't boost your game by spamming free copies
so, gotta sell more copies and ask paid users to write reviews @wicked oak
i do have a good bunch of sales. Its just that a very very small percentage of users do reviews
and after the initial sales, DWVR dissapeared from existence
well, ask them to write reviews (ask in Discussion, post an announcement)
it has a huge probability of causing backslash
its really not a good image to see a "plz review the game" on the forum as sticky thread or similar
im also not interested on low effort or trash reviews
or "best game evaaaaaarrr" reviews
those are useless
well, people who value their time don't write reviews ๐
if i ask people to review the game, i tell them to just review it, not to put it as the best game ever
ill definitely have a look a that
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.
4.16 previews begin in 2 weeks
i neeeeeeeeeeeeeeeeeeed that for ps4
is there a VR Optimization checklist I can run through to pin point what's causing the issue?
I was waiting for such plugin for a loooong time.. Too bad I don't feel like making non-VR games any longer ๐ (or do VR for Steam)
they need some work on it
I was talking to them about actually implementing its base as a subsystem so it retains the current engine workflow
all of the additional features can still be there
re-implementing it yea
i couldnt get leaderboards to work so reimplemented them
their current version is manually calling all of the steps
which doesn't make much sense when the subsystem setup is intended for just this purpose
and i also had to do some strange achievement stuff to get them working well
Sessions work fine tho
sessions do not work fine with dedicated servers
i cases like this, im so happy i have the engine source code
and also use legacy variables
havent tried dedicated
you can get dedicated "working" with steam, but it requires edits to incorporate the authentication system
otherwise pirated users can join official dedicated servers at will
Anyone here have any experience using Leap Motion in VR with UE4?
does Arizona Sunshine have any story / lore progression or is it a sandbox ?
making yourself a game list already motor?
nah
yes it does
just wondering about VR gamers preferences
it has story mode
its one of the reasons it was so popular
plenty of zombie games around, but not a single one with story and levels
really? that's odd
(the only zombie game I played was Left 4 Dead)
I hope quality is good..
Az has a little bit of story. Not too but pretty fun
Had some puzzles
And coop mp which makes it way more fun
and the levels are linear
instead of an arena where enemies come from places
its more like a typical FPS in that regard
4.16 has twice as fast distance field shadows, that makes 4.16 great
and adaptive pixel density has better performance
and more other optimizations
and for those who dont do VR, it finally has custom hardware cursors out of the box
what?
the 4.16 stuff
well I always read through everything thats added to master
adaptive pixel density for vr?
or in general
becouse i could really, rEALLY use a generic version that works with PSVR
oculus has one
but i need a psvr one
its still only oculus, nothing has changed about that. but it has better performance
so they are merging 4.16 into master
but obviously the performance is better too of you modify it to support other headsets
like I did with vive
good, i need ps4 sdk 4.5 too. 4.15 is on 4.0 but its geting obsolete for sony
@MordenTral#2571 check the master commits
there is one of those superhuge compound commits
with awhole bunch of Character Movement stuff
yeah, saw that
since character movement stuff is quite irrelevant for VR I dont really care about it though
lots of stuff from there, optimizations in plenty of stuff
ok, if you have many AIs its relevant
yup, it does seem like 4.16 is incoming soon
they say previews start in april, so likely previews will start early may
I definitely want to update either to master or to 4.16 before releasing my game
I would prefer 4.16
because in a preview any relevant bug is usually fixed very quickly
@full junco what are you making? You have a trailer?
4.16 previews begin in 2 weeks
@glossy agate no, not yet
I'm not looking forward to creating a trailer
that's the hardest thing to do before releasing a game I think...
@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
I'm not happy if a trailer doesn't look at least like AAAA quality, but I know how hard that is to achieve
@tawdry dragon start with 1 ๐
can confirm
even more so with vr
lost thousands of dollars on a meh trailer
@mighty carbon I mean... like my code is stolen 1:1 from Robo Recall ๐
and I even had it working - then suddenly it just stopped
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
yeah
and do some good editing
and sound design
put some nice motion graphics on top
and you're set
not every programmer is good with nice motion graphics though
good editing, good sound design
No, but you wouldnt expect an artist to program something either, would you? ๐
it has to be badass
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
or go here and buy an AE template and plug in your own footage
https://videohive.net/?osr=tn&_ga=1.89486105.329842876.1486323370
Discover 449,028 Stock Footage, Video Effects and After Effects Templates on VideoHive. Buy Stock Footage and Video Effects from $1.
Eh, just throw a sexy manga girl in there, maybe some cats and a joke. Watch the money pour in.
@tawdry dragon interesting, didnt know such stuff is available
my beach ball valley trailer makes people happy
don't waste money on a trailer that doesn't show gameplay
gameplay is all people want to see
why do you set destroyed actor to ... NULL(?) .. right after you destroyed it @tawdry dragon ?
don't waste time. IF you are not showing epic content in the first 5 seconds, don't expect people to watch the rest
Just a force of habbit, you think it might be making it crash?
could be
@full junco check out the zenblade trailer at http://atomicvr.com
I had a crash when I was setting variable to itself (something you'd normally do in C/C++ with no harm)
click zenblade @full junco
ah scroll down
there you go, $28 and you can make an above average trailer ๐
I like doing trailers, because I've got a film background. Most of us film people snicker at template trailers though ๐
but most people aren't film people, so just try to show your game in a good light and roll iwth it
if your game doesn't make a good trailer, does it make a good game?
I think trailers and teasers works fine with the game crowd
Well.. games like Limbo had an awfull trailer(in my opinion) - was really nice gameplay
I may pick up that glitch transitions template. As long as it works in after effects.
everything in there is for AE
Sweet
@silk lodge that zenblade trailer is acceptable, I wanted to do something similar
@tawdry dragon and that BP stuff works fine without Stereo Layers?
@tawdry dragon that one you linked I dont like too much to be honest, that clearly only works for some action game ๐
@full junco was more like a proof of concept ๐
@tawdry dragon also, its $84, you need the extended license
@mighty carbon will try and delete the stereolayers and see how it does with 3d widgets
@full junco i'm glad you found the zb trailer acceptable.. I made it myself ๐
any thoughts on this?
Persoanlly I would just do it myself, but I have also worked with AE and Premiere for 8 years now
but I constantly see people rely on templates and they get okay results
@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"
@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
@mighty carbon yep, noticed that too
@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 ๐
I just use plugins to fill out my own shortcommings
"slower than expected" Didn't PSVR just come out in October? Not enough progress in 5 months?
Give it at least 2 years I would think
Or the article is just click bait
@full junco I didn't make zenblade, but I like it a lot so I made the trailer / logo for the guys behind it
@mighty carbon deleting the stereolayers and using 3d widgets works fine. Just without the whole, nice rendering above everything else that stereolayers provide
interresting even though it looks pretty cluncky
@tawdry dragon I spent the last 2 hours with looking at trailer templates lol
@eternal inlet I wonder how much
I wonder if we will stop seeing VR rendering improvements, since there are no VR projects in Epic's pipeline
doubtful
why would they throw away the biggest interest section of game dev currently?
that would be engine suicide
well, that sector of game dev doesn't bring them any money, aside from Robo Recall
epic has to care about what kind of games make money, not really that much where the interest is
ha, monoscopic renderer performs like shit and has issues rendering particles
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 ?!
@tawdry dragon I think I pretty much watched every single trailer template on that website now, and I kinda dislike most of them
mostly that excessive epicness just looks cheap
@eternal inlet For some reason, I like the look of this glove the most out of the various VR gloves I've seen.
Like, there's manus and there's dexmo
but this is the only one that seems like it might elegantly combine ease of use with restraint haptics.
Where manus has no restraint haptics... maybe rumbling at best... and dexmo is this exo skeleton cage that looks quite delicate
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.
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?
@fleet veldt strange
maybe they have implemented it differently in their custom source?
in regular UE4 it will look much worse if you disable that, I definitely dont have that checkbox ticked
@fleet veldt you mean if you disable the disabling it seems juddery?
@fleet veldt default in the engine or default in the game?
But checked it's silky smooth
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
Good morning VR devs ๐
@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.
@fleet veldt do you have 90 fps?
@full junco yeah, easily well beyond 90fps. just a simple scene (and 90fps showing in stat fps on screen)
so for you at least with your settings/ue4 version/renderer it works smoothly with that box unchecked?
@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
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)
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
@sturdy coral ^^^
"Low latency" probably means "unfiltered"
i don't know if it's a bug or not but at least it makes sense
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?
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
I don't think it works for vive yet
oh, and i'm pretty much near 0,0,0 it's a clean new map with default platform and skysphere.
@fleet veldt yeah the Vive doesn't have as much options as the Rift regarding mirror modes
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
oculus is pretty quick to push updates to epic through their github fork
the process is actually quite fast to do
but you need to compile it yourself, and a lot of people won't bother
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.
and chopping off top and bottom isnt really a good solution
and you dont even need to manually edit it, you can merge this PR too: https://github.com/EpicGames/UnrealEngine/pull/2753
so then you have the green one instead of the blue one
Still need to compile your UE4 yourself, it would be nice to have it directly integrated in the launcher UE4 by default ๐
yeah, but compiling UE4 isnt really hard to do
If you avoid it it's still nice
maybe there is a way to expose these settings directly in the editor ?
its probably quite easy to disable the black mask around the eyes, then you could take the yellow area
disabling the black mask will hurt performance though, so its nothing you would want to do permanently
@jaunty shell it would be easy to make them configurable as console variables, yeah
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
Is there any way, we can detect the watch wearing on character arms, to be detected when Vive controller is rotated ?
@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);
I had a look for Locomotion Armswinger, but seems like they provide option for Unity only
@jaunty shell then replace whatever hardcoded value in the code with CVarMyGreatVariable->GetFloat()
thanks, gonna try it out right now
so then you can just open the console and type something like "r.MyGreatVariable 2" and it would have the value 2
you can also start it with anything else, so you could also call it "xyz.WhatEvaaa"
look at the PR
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);
is it a rect ?
because the viewportwidth and height values have been changed aswell for the 16/9 tweak
Yeah I'm dumb its written at the start my snippet
what snippet?
dunno how to format it to code on discord :p
new: 0.0f, 0.3f, 0.4f, 0.4f
old 0.1f, 0.2f,0.3f, 0.6f,
and also the rectangle size for the normal screen, so its fullscreen instead of having black bars on sides
the fullscreen should be the first part of it right ? ViewportWidth/Height
one thing, remember to tag your engine edits
or/and put them somewhere
i mark all source code edits by commenting engine code, and adding //@mad_triangles
yeah I'm commenting it
and then i have a txt file on the engine folder that says all the edits ive done
and what they do
@wicked oak lol why?
ah good call
@full junco to upgrade engine easier
dont you have it in git?
its strange you are going to remember all the edits
for that reason, i write my edits somewhere. That way, when i get a new engine, i just check the stuff and patch it
can't bother with git :p
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)
@wicked oak but why manually write stuff into a text file? thats so super unconvenient compared to git
are you not using any source control?
sure, but then i dont have to setup everything about git and have it properly synced with main repo and the like
i am, but on the game itself
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
right gotta go, I'll try editing it and build it after launch. Catch yall later !
@fleet veldt is that video in a fresh project with them just normally attached, or is it in robo recall?
@wicked oak how do you have your engine stuff source controlled?
it is definitely worth setting up a git repo even if you want to keep things off of github itself
I found this post that contains lots of useful info on using git to 'easily' merge changes from various branches in Nvidia's fork of the Unreal repo together with your own.
https://forums.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration&p=690821&viewfull=1#post690821
I found it very handy.
... or to be more accurate. I WILL find it very useful in the near future... ๐
DWVR passed VR Consulation from sony
its a good enough version that it passes the technical requirements of VR games
not for full release yet, but its valid for public showing
congrats
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 ?)
Yes that is correct. You can also build/rebuild at the project level or the solution level.
Alrighty thanks
@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 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)
@sturdy coral its a bug? I never saw rebuilding the game not rebuilding the engine, so I assumed its meant to be like this
@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
well good thing I modified none :p
getting a build error tho
'''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);
I said use ->GetFloat()
oh, mybad
not really used to pointers and all
rebuilding
right got one error but not related to a steamvr module smh (iphone stuff ??)
what is it saying?
ergh I started a debug and it cleared the output console
doesn't seem to make the engine crash that's for sure
dammit forgot to assign default values to the preview rect ๐คฆ
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.
did you run the setup.bat after downloading the source code?
I did but excluded the targets I don't need
I guess that's why it throws an error about IOS since I excluded it
is there a header somewhere where I can remove the code from the target platforms I don't want ?
@full junco yeah it is a bug, can't find the right answerhub but there is one where they acknowledged it
@jaunty shell how did you exclude the targets?
C:\Github\VRWorks_4.15\Setup.bat -exclude=Linux -exclude=IOS -exclude=Android -exclude=HTML5
in the target of the .bat
well its only for the prerequisites afaik
Aah there we go the exposed variables seems to be working
Well would you look at that... Can't even see the commands I enter ๐ฆ
oh its in 30 minutes
Sounds a bit too early for West coast, unless their unveil it on the East coast or in EU.
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
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
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
To be fair, the PS4 Pro was twice as fast as the original one, and nobody cared
Doubtful the Scorpio will be any different
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
the thing with the ps4pro
is that you are required to do ps4 base games
you cant make a pro exclusive
Microsoft will do the same if they have any shred of common sense
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
What ? The XB1 is doing pretty well, the PS4 is just doing even better
ps4 has like more than twice the sales
they are so desperate that they are making the exclusives work on pc too
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
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?
yeah, the kinect is a bit laggy, not sure I would trust it to correct drift on controllers
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
No VR
100% compatibility with XB1
compatibility is ok, im interested if microsoft will let devs do scorpio exclusives
damn, thats really fucking brutal
for a console
We'll see, but honestly they'd be completely crazy to allow it
And very few devs would be interested in that anyway
Yeah, i'm dismayed by the lack of actual benchmarks
the clocks are like the ps4pro
but the ps4pro is basically just an overclock
not custom chips or whatever
they talk about some command processor thing
hardware dx12?
damn son
so reaaaaally cheap drawcalls?
I thought they had that already
no they didnt
no one does at least that i know
so a extremelly optimized semi-hardware based DX12
damn
promising
no VR - no money from me, MS
@wicked oak Xbox one has dx12 already
@jaunty shell that looks good
a bit too much though with those black edges
@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
Google-sensei has no info whether XBScorpio will support VR or not. Where did you get that info, @cobalt relic ?
and that a drawcall operation can be 100 times faster
like where they literally say "no VR support!" ???
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
@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
well, they say its improved even more
lets see
lets call xbox to port our games to it XD
@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
@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
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
0.03/0.2 0.42/0.6 for a preview without black areas (but it looks a bit distorted)
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
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
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
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
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
This best result without black bars I have right now. Problem is, its a bit stretched at 16/9
https://80.lv/articles/preparing-natural-scenes-for-vr/ << interesting
What about this one? I bookmarked it a while back. That's what I'm using currently. https://pastebin.com/TZxfyPN2
happy, that one looks better
sheesh work firewall block pastbin, can you believe it...
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
ViewportWidth, ViewportHeight,
0.006f, 0.2825f,
0.44f, 0.4425f,
It should be, yes.
I'll try them values later. Thanks Happy, MordenTral and Legend
Honestly, I didn't notice any difference between using what apparently is wrong numbers and these ones.
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
oh damn your settings are actually very, very good @graceful junco
I'm not even sure there's distortion
I didn't do the math to come up with these numbers :P. I think those were posted here or on the forums before.
gonna test myself
good grief ๐ 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
btw, do you know how to avoid fullscreen in steamvR?
steamVR allways goes fullscreen for me
while oculus doesnt
I just set resolution to windowed after stereo on
@graceful junco Those viewport params work great. Thanks.
for people with money https://www.nvidia.com/en-us/geforce/products/10series/titan-xp/
more money than sense in that case
wait wot, is that another new titan ?
well, if you need more performance than 1080Ti, here it is ๐
for VR, there is never enough power
its better to just get SLI-d 1080ti
from a consumer standpoint
since when VR supported SLI setup, @wicked oak ?
oohh
nah, those damn branches..
but you could implement the changes into your own engine
why can't they put it all in one place, namely UE4 master
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
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 ?
Alternate Frame Rendering is on the main UE4 branch since 4.15 afaik
thats not for vr games
games that support VR SLI get a massive boost
VR SLI scales really well
one gpu does each eye
it would be nice to have Oculus branch with all the Nvidia goodies
well its rendering an eye per GPU so in theory you'd have a 100% gain
Hey Vblanco... you're doing a smooth turning mechanic in your new shooter right?
"in theory"
how do you turn relative to the capsule?
becouse the capsule is my character
when i move, the capsule moves with you
its ALLWAYS aligned to the head
So you're just using the standard cahracter movement stuff?
Then how are you moving the capsule around? ๐
teleporting it
problem is that this breaks the replication completely
so i had to replicate it myself
oh
but thanks to @tired tree i know now how to fix it
so it can use character replication inside the engine
You can teleport the capsule independently of the actor?
i have a "vr origin"
he has it seperated
Is that the same as what you're doing Mord?
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
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
his is closer to what I was helping jonas work on
I'm hitting walls with my hacky implementation.
I never bothered to try....its pretty simple with a character
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"
yeah blanco, both of mine do that too
How would you rotate the character smoothly relative to the user position?
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
Then, you call the controller yaw function?
But your stuff has it turned off?
Ok. I'm going to go lie down now. Bloody rotation testing wrecks you ๐
but using an offset pivot point will require that the actor also move
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
I fixed the VR template rotation teleportation issue
There's a small window of time between executing teleport and actually calling the teleport function
come to think of it, I should probably make a rotate around pivot helper node for people...
where it's still taking touchpad input
So if you lift the thumb off during this window...
it defaults to 0,0.
Doesn't seem like it. Just keeps reading it up until the last moment.
oh, the capacitive
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
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
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?
Nope
What's the difference between lowpass and rolling average?
When I started, I did some crazy array based algorithm ๐
I also have an exponential but its not so nice for rip
so a clamp?
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
array of past vels for N frames is exactly what I was doing before.
yeah
i started with that for testing
then made rolling average and exponential instead
What's exponential do?
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
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.
yeah with my averaging, I just sample a different N of frames to get more/less sensitive results
clamping a min / max for movement
Fair call. So have you implemented hip/waist tracking yet?
Have had the hardware sitting around for a couple weeks ๐ I should integrate it soon...
Ah that sucks
i'm waiting on a firmware update
it workedfine for a singledaqy
even hard reset doesn't fix it
Dang. Well... hopefully that's an isolated issue.
i had issues with the controllers during the early days too, got ironed out eventually
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 ๐ )
no use buying the same thing in a different package for the 50th time
well, that's what I do outside of VR - buy AAA FPS games ๐
oh @clever sky have you played around with what VRTK does for its partial lock locomotion direction?
(people say they are all the same, but not for me)
I haven't touched Unity D:
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
Interesting.
its clever tbh
So prevents small changes in direction when moving the hands around?
yeah
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.
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
Yeah... those are the areas I'm trying to work on
So I stop getting random complaints ๐
Whats your steam game? I will come by with random complaints then! Muahhahah! ๐
Freedom Locomotion VR
Actually don't mind complaints. As long as they're constructive ๐
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
I disable wall collision when moving around in roomscale.
I turned it back on when moving.
different collision can be used for IRL walking than locomotion now
Oh D:
and they killing it again for 4.16
enums don't work the same as of 4.15
lots of changes on the character movement stuff
yeah I assume
yeah have to use new style enums on 4.15
That's gonna be a bit of work. How did they change?
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
only had a peek
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.
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
@mighty carbon Vindicta looks kinda fun. Single player FPS with arm swinging.
@tired tree is most of the 4.16 stuff in master?
looks like it
still don't see steam audio but might be looking in the wrong place
it might not be in master yet
but they've been doing movement component changes like every 2 days in it
not that i can see
in trello they have that as a goal and also something about merging in unreal tournament changes to it
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)
@mighty carbon search world origin shifting I think it was added in 4.6 or something
System for managing large worlds including origin shifting technology.
that's all I found :/
Has anyone tried Win 10 build 15063 (Creator's edition) with UE4 and the Vive yet?
Just came home from seeing "Ghost in The Shell"... Damn I would love experience me some Neo Tokyo in VR
looking at the screenshots/360 video, it seems a bit tame. How does it hold up inside the rift?
@fleet veldt they mentioned the jittery hands thing on the robo recall stream just now
gave some explanation having to do with mispredictions
@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.
@tawdry dragon it looks like shit in Gear VR, but I've heard it's all real time rendered on Rift
just tried it
meeeeeeeh
not impressed ๐
atleast, doesnt do the wonderfull envirionment, from the film, justice
have you watched original anime ?
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
watch the original, not 2.0
all those individual cubes with individual animation
without getting a huge performance hit
(2.0 is a touch up of the original, with CGI added)
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
@eternal inlet Great stuff man! MordenTral's plugin is shit-hot isn't it!
Ah, my mistake. Apols. Looks fantastic fun!
no worries ๐ and it is great fun... when it works... it sometimes craps out still
I did a similar test using MordenTral's superb plugin using Nvidia FleX ropes. Didn't get as much air as you though ๐
oho, flex ropes..
i used physics constraints for this only
and the cable component, but purely for visuals
Works really well. Am keen to try out the cable component too. Any gotchas/advice on that??
Jonas got the end point of cable to place right. I was having trouble with that part but he figured it out.
Ah yes, my ropes were statically placed.
I just shut down pc but will send a screen of the math for getting it right.. its a bit un-intuitive
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. ๐
@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.
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 headsetโs weight in line with the Oculus Rift. Beyond the obvious wants of next-gen headsets โฆ
but when I asked Valve about dev unit, they said I am not worthy
They can tell you havn't been praying to lord Gaben often enough. Try a chicken sacrifice.
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)
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
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")
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!
Closest I ever got to free dev stuff is HTC sending me a code for 10% off a Tracker. Guess I shouldn't complain. ๐ฆ
@sturdy coral the steam audio is in master already
@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 ?
@glossy agate also got my vive from epic, with the first batch they sent out I think. was roughly a year ago or so
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
@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?
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)
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.
thanks, that's both not very interesting to me
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
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
Im using instanced stereo so not sure if that even uses forward rendering? My projects still in 4.13
instanced stereo is independent from forward rendering
and in 4.13 there is no real forward rendering I think
@full junco I only started watching the stream now, and there is some very very cool stuff
@raven halo ok, like?
so, they are showing some of the default cvar's and explaining exactly what they do and why the changed them
r.scenecolorformat (i believe it's called) they set it to 3 and claim that saved 1ms
o_O
hm, ok
isn't that something you can also set in the project settings in a drop down menu?
yeah probably
@raven halo I actually already have that set to 2
@raven halo and I think that epic guy said that "r.scenecolorformat to 3, rarely makes a difference, saves usually a nanosecond or so"
I think he said it saved 1 milisecond? did I misshear? o_O
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
so quite sure he said nanosecond
a nanosecond is... nothing. it's not even worth mentioning then!
are nanoseconds even real?
same real like milliseconds
oh, steam has VR anniversary sale
http://store.steampowered.com/app/327140 free to use for next 2 days
same with raw data
has anyone ever resized a UMG element during runtime?
im looking to make a collapsable text field
i cant seem to find a setsize() in any of the widget classes in c++
similar to what you find here: https://www.w3schools.com/bootstrap/tryit.asp?filename=trybs_collapsible&stacked=h
where a button click toggles showing the collapsable area
@raven halo https://www.youtube.com/watch?v=y2-JsTAHjVA
@opal bobcat animate resizing of widgets and then play anim in runtime maybe ?
@mighty carbon yeah i'd love to be able to resize the components inside the widget
resizing the widget itself isnt really what i want to do
basicaly like i have a scroll area in the widget
and id like the things inside the scroll area to expand when i hit a button
i havent found anywhere to control the x/y size of a widget component
without scaling it
which scales the content inside of it
I don't know UMG that deep, sorry
@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
@sturdy coral the thing I found most interesting is the bloom optimization they did
@eternal inlet your climbing graple stuff looks great good job!
alright, added more particle effects: https://www.youtube.com/watch?v=WbyJzk0xaFk
I noticed that when I activate particle system, the game hitches
why would that happen?
@mighty carbon I dont know why it hitches
what are you actually doing in that game? I'm always seeing you click on stuff, but whats the goal the player has?
it's not a game, it's an experience
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
with HRTF sound it's pretty cool
ah
I am putting it all together right now and once all pieces work, I'll get back to assets, sounds and polish
while working on this piece I figured what I don't like the most about game dev - making particle effects ๐
I don't know yet.. Hopefully 10 min at least
yeah, people pay if price is right
I am thinking ~$1 would be a good price
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
ok
Gear VR is actually more about short experiences than fully fledged games
well, experiences are a lot more art heavy than games, so as an artist making an experience is way nicer I guess
true, but at some point it will be also true for games
vblanco already felt it
it's just Oculus/Samsung figured that Gear VR is used for passive experiences and video consumption a lot more than for games
there are some pretty not pleasing to the eye experiences on Gear VR.. Someone buys those.
what do you mean with "at some point it will be also true for games"?
good gameplay is way easier for "standing out" than good art
because regarding art you can never compete with AAA
not always true
true, you can't
but there are a ton of indies with good consistent art and those you compete against
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 ๐
some countries are adamant about the looks of a game
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
well, I have not played much of indie games because they have crappy visuals and "innovative" gameplay
those 2 things combined is instant turn off for me
can you show me a screenshot of the grid of UE4?
?
the grid, thats shown when you are around coordinate 0 in Z
I don't think it shows for me since I have terrain mesh above 0
one sec.. loading UE4
lol, wtf... 16Gb of DDR4 RAM and sometimes it takes forever to load
loading speeds arent dependent on RAM but on CPU and SSD
well thats a huge issue then ๐
I think maybe because I am downloading Dishonored 2 demo right now ๐
(~19Gb demo!)
4.15.1
@mighty carbon do you have any particle lights?
so just a hitch during the startup of it but not during?
@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
@mighty carbon thanks, that grid looks good
@tired tree Nvm, I just had to type that out to realize collision on the "owner no see" avatar was the cause...
@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.
they finally merged dev-vr into master today!
the oldest commit in there is from 2016/06/13 lol
I wonder if dev-vr really hasn't been merged to master for that long
a lot of stereo layer things in there
and they merged the PR to make steamvr work with vulkan on linux
and they fixed the LOD per eye issue
and they added "PSVR: Social Screen Support", no idea what that means but maybe @wicked oak cares about it
they also updated to newest openvr sdk
mobile multi view is no longer experimental @mighty carbon
Monoscopic Far Field also isnt
and they completely rewrote much of the adaptive pixel density oculus stuff, thats annoying
aaand the LOD per eye issue is not fixed for HISMCs, only for all other meshes
HISMCs have their own LOD calculation and obviously the VR guys dont know about that
@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
that makes sense
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
yeah I meant that they will hopefully also make it work for PC soon
It's been requested for quite a while, especially since it's required for mixed reality
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
The standard line right now is - just have a multiplayer observer!
Which is... a valid solution, but not the easiest one.
Certainly easier to do it on Unity!
@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
Exactly
I need to have you playtest my new locomotion system
But as soon as I got done with it I started prototyping destructible nests/actors
Destructible environments is very satisfying
Had a lot of "gasp" reactions when I showed it off yesterday
@real needle but the point of that social stuff isnt having a better preview, its having multiple people locally playing together
and destructibles are super expensive and completely abandoned by epic
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
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?
My game isn't very tough on the CPU so I have some leeway there
And destructibles are actually handled on the cpu
they will likely replace the whole apex stuff
I saw their in editor cloth sim generator, that looked awesome
I was pretty sure that was still apex though?
it was some super low level stuff, not apex I think
but the same that apex cloth is built on
That's interesting, I'm guessing it'll perform very well
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?
which, if the player lands a good shot, is a complete nest
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
find/afford
the people I did bring on doesn't understand VR and how important it is to test in editor and prototype for performance/fidelity
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
last dive now into the destructible mechanic and then I can flesh out the missions for the co-op campaign
doing an 8 player playtest at the end of next week, but I still have major issues with 3dwigetcomponents not responding to pointer events...
ok
I will probably have to build a repro project but the problems doesn't show up in PIE...
@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
Good mornin' everyone !
i'm just now about to go to bed
oh well, good night then ๐
thx @fleet veldt ๐
@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?
@eternal inlet what?
Mordentral and i was looking into the possibility of doing a splitscreen for assymetrical play
@mighty carbon thanks so much for the video yesterday!!! I owe you one!
but he found that the viewport was apparently locked to the hmd when it was playing in vr
i was hoping you could do splitscreen gameplay where one player was using the hmd and other was using the 2d screen
@eternal inlet it would be super expensive, it would have to render everything twice
and how is it locked to the hmd? I think you can always submit a different render target to the preview window
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
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
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
if robo recall is showing custom stuff then I guess anyone can look at the source and do it the same way, right?
I don't think they mean that you can't 'learn' from it though : )
@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
engine included?
i know game code is
also all assets
but engine code?
i think its a sourceless "rocket" style build
all source code is all source code unless they dont mean all source code
Morning all.
all source code for a game thats made with UE4 always has to include all engine source code too