#virtual-reality
1 messages ยท Page 100 of 1
Hey ALl,
so I was wondering if anyone knows how to make a VR character run around a plantet-like sphere with gravity
I'm trying to make something like Mario Galaxy, but can't figure out the gravity to make the VR orientation change and stick to the planet
@mighty carbon ah, that sucks. and I guess the oculus branch doesn't have the monoscopic stuff you are having a problem with yet?
oh n/m I didn't realize monoscopic was in 4.15
@trim flower check this out https://forums.unrealengine.com/showthread.php?57376-Dynamic-gravity-for-characters
so what exactly
does "VR ready" mean
lmfao
how does it differ
isnt vr basically the same as pc, but with two screens monuted to your face
and a different controller?
is there really any difference?
Do you mean as in the rating Steam gives you?
It's not a hard "ready" or anything, I guess it's just an indicator of how well you'll run it
no im just talking about how some people say "this asset is vr ready"
i feel like
its just a scam tactic
Ohhh
lmao
I have no idea
how is something vr ready
๐
Possibly, I really have no idea though hahah
do you have a vr headset/
I have a Vive and some random $20 android one, I use one a little more than the other ๐
@real needle technically, asset could be designed VR in mind, and it could have a big difference then
but I wouldn't trust that people who sell "VR-ready" assets have gone actually that far
but in practise that would mean, less complex materials, less drawcalls, polygons optimized where player would see them in VR, no shader tricks that break in VR where you can actually see the depth etc
so, there really is a difference if asset has been designed specifically for VR use
@fleet veldt Thanks Tmek! but this seems only to be in C++. Do you know if there is a blueprint solution for dynamic gravity with a VR character?
VR REady assets? Oh I didn't know they finalised the asset requirements for VR yet ๐
@trim flower For a simple solution (in BPs) you can just do a look at the center of the "planet" (sphere) and add force in that direction
I believe you'd want to turn off gravity on the pawn though
there is a video around there of how mario gravity works
on the planets
it basically works by a downwards raycast, plus a few other things like distance
I know there was a custom gravity plugin made for UE4 about 6 months or so after it released. Not sure if it was updated but it had a good setup
@trim flower What size of a planet are you planning to do? I'd be interested to see if it would cause motion sickness since the player will be "sliding" in a constant downwards curve
Not too big almost like the size of Mario Galaxy.
Tried using some cube renders for my level select area. Similar to how "the lab" has it setup. Just single static renders so its still pretty performant. https://youtu.be/ikjGZn4p_WU
@glossy agate that is really cool
Thanks man!
nice stuff @glossy agate
Meanwhile I am making some progress too: https://www.youtube.com/watch?v=R5roBMncLHc
I also added a subtle camera shake and it works really well - no discomfort at all
Nice man! And that giant ship looks really cool
pretty cool @mighty carbon
Following the launch of the more powerful GTX 1060, 1070, and 1080, NVIDIA revealed the latest in their low-end GeForce GPUs, the GTX 1050 and 1050 Ti in October 2016. While not the first in line for a premium VR experience, the more powerful 1050 Ti now officially meets the Oculus Minimum Specification. Update (4/9/17, 1:27PM โฆ
bam! Oculus VR just got a way more accessible than HTC's
๐ฎ
@mighty carbon you are wrong, its same accessible like before
minimum spec doesn't matter much with the hardware. it's the software that people make for it thats the important thing and most people aren't targetting that low level hardware
its like saying "UE4 just go way more accessible" just because they updated a value in the docs ๐
@full junco no, it's cheaper now
@mighty carbon no, its same cheap like before
you could use a 1050 ti with it before and you can now, no difference
now you can build PC with 1050Ti and get Rift for less money
before 1050Ti wasn't in the min specs, or was it? (I don't remember by now)
thats just a value, no one cares about that
@pearl tangle well, now people can build VR apps / games with 1050Ti in mind
I know you don't @full junco
they could have been doing that for ages. nothing was stopping them from doing that
yeah
and it will stay like that
that's dumb
no, someone who can't afford a good GPU likely also can't afford a rift or vive, so doesn't matter
if rift or vive would be $200 then it would matter
eeh, a lot of people have 1050Ti in their existing system. All they need is Rift
so, $600 vs 1070 + Rift
and I think ASW doesn't work that well for roomscale stuff, right?
I don't know what planet you are from, for the former is more affordable for many people
you don't need room scale for VR
it's an extra
a bonus
yeah, just like motion controllers are a "bonus"
or like GPUs are a bonus, you can also render on the CPU ๐
motion controls is like mouse for non-VR
room scale is like flight stick or steering wheel - certain games are better with it, but it's not necessary
I've never played any non roomscale VR game and I also don't want to
GPU been around for a loooong time. Intel has GPUs built into CPU. So, no, your analogies are retarded
there was a time when GPUs were new
you are not representing masses, you are niche
yeah, thats what VR is
exactly, and at that time Quake and Unreal has software renderers. So people with access and money to GPUs could enjoy GPU rendered Quake and Unreal, and the rest of us still used software renderers.
and it will remain niche if devs don't get their heads out of their asses and begin making their stuff for 1050Ti
I intend to
I don't know if you don't understand business side of it, or just being an ass, but you contribute to slow growth and potential demise of VR with that mentality of yours
it's hard enough to get decent quality VR stuff going with a 1080, and the 1080 is already last generation hardware. I would not expect much stuff out at the moment would manage to run on a 1050 at something playable. I don't know how good their different space warp stuff is with running things at 45fps constantly but I think next generation hardware for the headsets and software updates will make it that we can do better quality in VR than we can on a regular screen. But it's not going to happen this year
yeah
I already spent months just with optimizing everything as much as possible, so now it runs pretty good on my r9 390 which equals a gtx 970
I always have the missed frames counter from steamvr enabled, and there are none
resolution often isn't too high though, probably goes down to something like 90% depending on what you're looking at, and together with TAA that looks quite low res
but someone with a 1080 ti will probably always see a resolution of at least 150%, so everything will look great
and I will keep it vive only in the near future, so I don't even have to think about supporting any low tech stuff that oculus supports
just gotta put the advise on your minimum specs. If the oculus store tries to enforce that it will run on a 1050 then that would be very annoying. but at least on steam you can just put your minimum and recommended specs
yeah
my GPU is min spec so I'm 100% sure that it runs completely fine on min spec
I would love to actually play my game on a 1080 ti though
especially when showing it to other people locally it's a bit annoying to only be able to show how it looks like on min spec
https://gfycat.com/ThreadbareShamelessAmericancicada anyone else doing bungee type setup w/ vive ?
(discord plays that really fuckin' fast)
@Litruv its played too fast everywhere
anyone know a good app to make like a youtube video
of project output when your project is on the oculus
i need to make a video
@opal bobcat you mean a video editing software?
no
i mean like something capable of capturing some sort of usable output
from my project
like what do most people use when they make tutorial videos
obs
@full junco seems to play it slowly in firefox shrugs
<.< that Bungie setup is awesome. Wish I would have thought of that. LOLZ
Need more cord for that to work.
you can buy those things off amazon
you do it with 2 points on there works a bit better, it's getting the tension right thats the tricky part so it's not lifting off when you bend down
hmm Nods
You can try it with a retractable dog leash actually
Good morning gents and ladies
Found why there was such a cpu overhead on my current project, way too much dynamic entities affected by dynamic lighting. Unchecking "cast shadows" reduced cpu ms by half.
should pretty much avoid dynamic lights with VR
You can use plenty of dynamic lights. Dynamic shadows on the other hand...
draming of the day we can use plenty of dynamic shadowed lights without much performance loss
even dynamic lights utterly destroy performance on my endd
i had to remove the shadowless light from some particles, becouse when the fireball was trown, its light "only one" could take like 2 ms
@wicked oak I don't know what is up with unshadowed particle light performance, a regular unshadowed dynamic point light doesn't kill performance nearly as bad
might be related, i should make more tests.
but damn, it utterly murdered performance to have a orange light on my fireball
that its in my hand
becouse it was almost completely fullscreen
yeah I guess small radius ones are a lot cheaper and that is hard to do in first person without covering a ton of the screen
like muzzle flashes and stuff
and then you can do 2 fireballs, one per hand
so its now 2 fullscreen lights
still shouldnt be as goddamn expensive
creating a reflex sight by raytracing a sphere in the material
cool shit
and its a really simple material
its VR so i need an actual reflex sight that is view independent
this is the material
with a blue background instead of being fully transparent
cool I've wanted to do that but didn't know there was a node for it. right now I have just used tom looman's thing which uses parallax http://www.tomlooman.com/holographic-weaponsight-using-bumpoffset/
I ended up using masked because of problems with other refractive transparency in the scene
damn thats really cool
that seems a better way to do it, more custom
than just drawing a raycraced sphere XD
yeah, big advantage over the sphere is you can do lots of different crosshairs
and do hit reactions in the crosshair and stuff
the sphere is just that
a sphere
i think ill leave it as that for simplcity
but ill bookmark that
in case i need more complex sights
isnt bump offset much more complicated and can have artifacts?
Hi guys, I'm ecoutering difficulties to build for htc vive, I've started from a blank project, created a little pawn with a camera, a little map, and when I play in VR in the editor everything works well.
But when I create a package .exe and run it, it doesn't lauch in VR mode. Do I have something to do before the build? Or is there a hotkey to pass into VR mode once the game is running?
add "stereo on" in an "execute console command" node on your level blueprint ๐
+1
Anyone got some directions for a tilt brush like 3D painting tool in UE4 ? Doesn't have to be as complex, I just need to draw stuff in 3D easily
I think that you have to create your mesh generation
Damn
Yeah I do, but I tried a few times to do some ProcMesh things without really good results
ohwell I've found what to work on this afternoon then !
but if you want to prototype it
maybe use the particle systeme ribbon
You create the Particle when you press the trigger and when you release it, deattach it
And GG ^^
Would have to record the points to save it though
for the Procedural mesh ?
for both solutions I guess ?
For the proc indeed, but for the particle system, you don't need it because it do it for you ๐
even at runtime ?
don't think so
I used the ray particle emitter once
but yeah the procmesh tool should be better
this would be the solution but they only got the materials ready to use so far
spline mesh sounds like a good solution too
yeah !
For a physical drawing thing you could spawn small zero-gravity spheres(that resist movement but can be pushed). Don't spawn when overlapping. AFAIK this will bring pcs to their knees quickly, so might want to cap the max number of spheres and delete old or something. Fun to play with!
spawnpoint attached to hand or tool
How do multiplayer VR games handle replicated physics?
Like if i wanted to make a bowling game. The ball and the pins would simulate differently on each client. Of course the server would send position updates but because actors don't interpolate that would cause jitter.
Does UE interpolate VR headset and controller motion for that matter?
it doesnt
it doesn't even currently replicate the hmd / controllers
have to manually handle that
@little nacelle there is a checkbox in project settings to launch in VR mode. You have to check that, or you will have to start steamvr before launching the exe
are there any examples of adding VR preview to templets like first person shooter ?
@spring junco what do you mean? vr preview is just a button you can always use
Hey all, first post. Are any of you experiencing frame drops like I am describing in my forum post: https://forums.unrealengine.com/showthread.php?142001-Is-this-a-bug-Epic-VR-Template-teleporting-and-substantial-framerate-drop
Seems when teleporting on a vive or rift using the epic template I'm getting big fps drops if I 'hold' the teleport for a few seconds and bring it close to me so a high arc has been created, should that be expected?
@ryan#9503 Hey thanks! I just saw your answer, that works fine
@jaunty geyser the template is highly stupid
its recreating all the spline meshes on tick
instead of just saving the meshes and resync them with the spline
it just deletes all meshes and spawns them again
this stupid thing was costing me 4 ms a frame in ps4
@wicked oak Arrghh. I've been going nuts the last few weeks trying to solve why I was getting low fps. Could you share with me how you solved it please?
i didnt delete the meshes and create them again
just reatach them to the spline
if i need extra meshes i just create them, but i dont destroy them and create them again every frame
thats really stupid and its there by default
Do all the community templates do the same thing?
pretty much all templates leave epics teleport in place
since its the "base" that everyone starts from
@tired tree Thanks for the reply too. Haven't played about much with spline stuff ๐ฆ . Are the code changes necessary to implement the changes vblanco suggested just in BP_Motioncontroller under the Handle Teleportation Arc commented section?
yeah, its just remaking it in there
where it passes the point list in
but having a frame drop when it is held up to your face shouldn't be that, at least not more than angling it upwards away from you to get a longer arc
that may be due to the transparency and filling your entire view with it.......
I thought it was down to transparency only, but the tick stuff makes sense too now, more splines being created with larger arc
yeah, I was saying if it is slowing down only in front of the face then it isn't, but same thing with high angle away from the face its obviously the spline recreation
@tired tree @wicked oak Thank you both for the help, i'll try to give this a go
@jaunty geyser it calls "Clear arc" every frame before "updating" the spline and creating all of the meshes, just use the current meshes and drop / add as needed like Blanco said.
@full junco I created a new project from the first person templete but vr preview is grayed out.
does this maybe mean that vr isn't setup correctly in my settings or something ?
@spring junco it means your vr software isn't running
it's grayed out when ue4 didn't find any vr stuff running when it launched
anyone have the issue where they have to launch vr preview twice every single time for it to actualy show up on the hmd?
like the other half of the time it will render the PIE window but not in stero
and it wont go to the HMD
I think I had something like that a few times, but 99.5% of the time it shows up in the HMD correctly
well its super consistant for me
50% exactly
its not a gamestopper, but its fairly annoying
@tired tree @wicked oak Thanks again, was 100% the tick on the spline meshes, got it sorted, hacked something together and now getting solid 90fps no matter how long holding the teleport
@full junco ok so once I figure that out should any project be launchable in VR preview. then I'm guessing I'm responsible for implementing any VR spesific features such as telaport or grabing objects and so forth.
yes
excellent. thanks for the help.
@jaunty geyser also check out the teleport on mitch's vr content examples on the forums; his teleport parabola uses instanced meshes so it is all one draw call
or just use a linear teleport thing, no idea why people do those parabolic things, in my opinion it's annoying to use
i do parabolic
easier to get onto higher surfaces
imho
if you dont have parabolic and you cant see the floor of the surface above you you're trying to teleport to
then having a straight ray doesnt work
unless your ray goes through solids or something weird
Minecraft VR teleport totally requires parabolic
some cases it is needed
You know I had never really looked into epics teleport controller except just enough to get it working with my template for people....this shit is pretty terribly implemented for performance
square blocks
no curves
and many of the teleport locations are above you on top of blocks
@opal bobcat its easier to get onto higher surfaces, but thats not something good, its something bad I think
you could like, highlight blocks to teleport on top of them automatically, but the curve feels good and lets you target anywhere, even out of direct LOS
?
its minecraft
it would be hell to teleport without an arc
regardless, you should try it, not only is the game great in VR, but you'll see what I mean
in regular minecraft, if you want to get up somewhere, you have to jump. and you can't jump very high. so you have to build stuff to be able to get there. you can do the same in VR
I get that
its not that easy to "build" where you are in VR in it
but my point is, why do you not want to force the player to build something so that any place you want to teleport to is lower on Z than you are?
not like in PC where you look down and spam jump and build
its also not a competative game, the mod tries to keep usability over balance
its a valid choice
@opal bobcat its bad because it makes to game easier
MC Vr is pretty survival based
well, I should play it
I'm not reading much about it anywhere though
I'm lately reading though /r/vive and I think I didnt see it mentioned a single time there
so something has to be bad about it
its still popular
they even have an r/vive server for it
its just not "new"
been around since prior vives release
gets a ton of updates but there are other things to talk about
what I mean is that in a thread like this, no one even mentions it: https://www.reddit.com/r/Vive/comments/64dr34/must_have_titles_for_people_new_to_the_vive/
I see a thread about it at least once a week
dunno
its got some good interactions built in too, their climbing system is pretty robust and it supports multiplayer
what kind of AA does it have? ๐
use optifine
bet it has some PP ones available
regardless, its simplistic textures, and simple shapes
you don't need gods gift to MSAA to get it looking ok
"simplistic textures, and simple shapes" dont make AA less important
well I never really played much minecraft and I'm too lazy to learn how to install all the mods I would need, like you mentioned optifine
it runs with stable 90 fps?
ok
I have an expensive passion and for someone from a low income family, it's sadly... unfortunate to have it. I've spent the last 10 years teaching myself 3D animation and game development, learning more than I ever could in a couple of years in school. I got involved in the Virtual Reality indus...
@uneven moon I wish you all the luck! But I'm a little sad that you spoiled a great twist in your future game by already letting me know that I'll be on a space station. I would have loved to discover that while playing the game
I would also have liked to see what the 3,5k for "computer hardware" is actually for. I've bought what I consider a top notch dev machine and it only cost half of what your projections are for that
I'm assuming the 1500 for "Virtual Reality Hardware" is a Vive and a Rift, but it'd be good to know what platforms you're aiming for
@uneven moon your website doesn't appear to actually demonstrate any of the work you have created?
@real needle you get yourself some more trackers yet? My box of 9 should hopefully be turning up this week, they got into my UK office on Thursday ๐
@tired tree I've played it, for a while and nope. the arc works, but only because the distance is way too low, does not make fun to move bigger distances with it. and the whole game is very mediocre
thats up to you
the majority of devs and users like the arc teleport
nothing wrong with differing opinions
well they probably like it because they havent tried anything that they liked more ๐
why did everyone?
first thing many people played was probably the lab, and that has parabolic
and a lot of games got complaints that the lab teleport was better
I don't know man, opinion is subjective
yeah its subjective
but maybe you'll play my game and like it more
or I get shitstormed by people who want to have parabolic teleport, who knows ๐
doubt it, not because I don't think your teleport could be better than thiers, but because I just don't use teleport at all anymore
so if you have any alternative options I likely wouldn't see it :p
I dont have alternative options, I dont know of anything better
what option do you prefer?
even dash teleport is nicer to me
well my teleport is dash teleport I think
so the stuff where normal people get sick?
what would you call it?
its a minority that can play with regular locomotion without issues
there are a lot of numbers out there regarding that
its a large enough subset that can handle it that I am willing to play with it
after all, onward doesn't offer alternative and its sold really well
interesting, haven't played that
and onwards is one of the less friendly methods, being straight sliding
though they implement it pretty well
dont get how that can work for many people
I quite like the having to throw something to teleport concept since it gives some form of skill requirement in there rather than just instant jumping
well, or maybe its "the one who drops out last because of motion sickness wins"
john, they have sold hundreds of thousands of copies of that game...and many players are over the 200 hour mark.
maybe you should try some of these things out
But they got like 40k + sales and the most thriving vr mp community with tournaments.
well, 50k out of 500k vive users or something like that? thats still a minority then ๐
I get that it works for some people
sigh...
Not really. 5%+ market saturation in anything is amazing
its not just onward though
the majority of VR games are offering alternatives to teleport
even if they leave teleport in as an option
the majority of VR games are offering smooth locomotion?
alternatives
well alternatives dont have to be bad
there is armswing, smooth, RIP, climbing
I only say that smooth locomotion only works for a minority
and more
Onward is closer to the top of the top 10 vr too
onwards competators are also some of the highest selling games
and they also are non teleport focused
Yep. Creators of raw data have a new game in dev that has fast free locomotion now too.
Arm swing in hyper speed at least
Yeah Arizona sunshine put it in because of user backlash. I bought it once free locomotion was available.
not who I meant, but yeah Arizona did that as well
I'm hoping to convince the dude behind killing floor to put it in. He was super against it last time I asked.
@tired tree You're right that people do want free locomotion, and it makes for more immersive gameplay
It's hard to know what the actual % of people investing in VR atm gets sick and how many doesn't
Onward has allowed people who used to get sick to combat it and eventyally learn
I personally think it has alot to do with real world balance
I wonder if people who do board/snow sports are less susceptible to vr sickness...
Yeah, it seems like most people acclimate, at least owners and not demo users anyway. That's the market I'm going for because they own sets and they are the buyers.
VR legs is also kind of a thing, many can get over it. some can't though
Not really targeting first timers
First timers makes for bad playtesters imo, because it's either "WOW THIS IS AMAZING" or "wtf am I supposed to do"
Yes VR legs is a thing even though Chet from Valve denies it
I've been working on a locomotion system on and off for a while and I've been able to have my partner who used to get sick from everything liking it when he can customize it
Yeah, some people just take a little longer before the "wet mouth" goes away haha
I think he denies it as an absolute
because there really are people that literally cannot get over it
but I myself am proof of it being an effect, I am entirely immune to all vection sickness in VR now, even though I wasn't at the beginning
I had to lay down for over an hour and I usually don't get sick from anything
i couldn't even play past the tutorial on climbey
i guess 6 months of throwing my self around making locomotions will do that :p
I played climbey for 3+ hours straight the first time, one of the better sessions I've had in VR
Haha
I implemented your climbing for an experimental class in the nest, and combined it with my system
I really like your implementation, but the "step up" is a little tricky
Climbed demo made me sick because it was buggy and it made me nervous because I couldn't prepare for a fall haha
I still think my arm swinging locomotion system is the best solution so far ๐ I'm biased though
@quartz bay Yours is nice but if we're bragging... with mine you can run and shoot at the same time ๐
With mine, you can turn your head and look over your shoulder and still walk in the direction your torso is facing ๐
@quartz bay Did you try @clever sky
yeah thats pretty typical now though slaye
's Freedom Locomotion?
oh is it? dang, I thought I had a head start on the competition...
I just tried @clever sky thing for the first time. its not working well for me I think
@tired tree Yeah I tried changing the value but when having people test they still had a hard time doing it
I recently implemented hybrid armswinger.
Also I've got sliding in now because of all the sliding whingers ๐
I think its only running at 45 fps though @clever sky , so that will probably make it quite a lot worse than it should be
I haven't tried @clever sky 's locomotion stuff (or heard of it).
Or at least it's getting a bunch of frame drops from somewhere.
Walk, jog, run, climb and crawl across a range of locations and terrains in the Freedom Locomotion VR demo. This game showcases the revolutionary Freedom Locomotion System that provides you with a wide range of options, which will allow you to find the most immersive fit regardless of how motion sickness sensitive you might be.
@clever sky I didnt have missed frames in the game
have the steamvr missed frame counter enabled always, and that didnt show up
What's your slide like zap? Pretty standard or did you try out something new to add? Your first system was really good.
but the controllers looked laggy, so it was reprojecting all the time I think
It's an onward style slide I think.
@real needle you might have to set it to half capsule height + increase the helper value. But it can be turned off for a custom solution too
In that, I haven't tried onward much, but I've seen video descriptions of it.
So it's got things like - move arm further from body to move faster
and hold down touchpad to sprint.
Cool. Yeah it's just forward vector of the controller
@clever sky I also dont really move my head at all when walking on the place, so I think your system doesnt like that. I dont like moving my head though, thats wasted energy I think ๐
I went with swinging arms at hip level for walking, and if you bring your arms up into a jogging position, your character sprints
Onward does arm lower for more speed though so you don't have aiming sprinters
@full junco Yeah, my hybrid armswinger should be right up your alley.
Or the sliding locomotion ๐
Something will fit!
I hope so, can't imagine sliding will work ๐
@ryan#9503 Ah that's what it is. I've got my stuff going the opposite way.
Some of it has to be in game context though, so it just needs to be adjusted for balance
Yeah.
People were still getting pissed on onward because you can aim 1 handed and sprint with the off hand down to go really fast for surprise kills.
Yeah. You'd have to do something like a big spray for one handed kills and or while moving.
Artificial spray.
Which is in Pavlov. People seem to like it.
Pavlov is less tactical
Yeah that ones fun. They feel a bit floaty to my but attachments would probably fix it.
But you get much reduced spray when using two hands for weapons in Pavlov.
And yeah, you're right. I'm not a fan of tact shooters, much less sim shooters ๐
I think it's in large part also due to my crappy aussie internet.
You do in onward too, but if you have ap rounds loaded you can kill before the gun floats haha. It's a hack pretty much
@glossy agate Ah ok.
well theres no game I've played more than arma 3 in the last ~5 years, so in theory I should like onward I think
I really found it funny when they asked Chet why people were able to play onward without getting sick and he basically replied "Because onward doesn't make you sick"
Hahah yuuuup
and why doesnt onward make you sick?
Because he does it gud. Git gud.
If you get it hit me up on steam fatmoth1.
You think so?
And slow paced sliding
What's the rifles doing? Filling up your FOV?
Yeah, the rifles "ground" you just like all the cockpit games
There was alot of talk about that back in the DK2 days
Grounding and FOV restriction are interesting.
Not sure if it's two different effects or the same effect expressed in two different ways.
there is a ton of movement when the rifles aren't up to you though
I feel like it's two different things but highly interrelated.
Not unlike visual motion and vestibular motion!
I think he just was too heavy handed on sliding movement originally
It's all contextualization. Lots of cues letting you know where you are going
I tried my own with an empty map and got sick. Just a grid floor reduces sickness
any kind of Z velocity gives me motion sickness in a second or less
Personally I would do only 4 way or front and back locomotion and use the controller vector for angular movement so people have more precise control.
I found that stairs can make myself and other people queezy. The trick is to get people to look in the direction they're moving.
stairs shouldn't be "stairs" though
they should be ramps for collision
and even then, yea, ramp / height changes are one of the harder parts
my stairs are a smooth ramp, you don't step down the stairs. Still, even the smooth ramp going downwards causes motion sickness
Yeah I put flat collision on stairs so the movement is smooth not jerking.
Nah
I haven't done it yet, but you have to guide the players vision to look down the stairs in the direction they're traveling.
Pavlov used them but it's pretty smooth. Dropping off the glass hallways takes a little getting used too though
I had this idea as well: What if you don't use a smooth ramp on stairs, and instead of using an instant up and down movement with the stair collision, you simulate the smooth movements of a foot landing on a stair, and then the knee straightening as the body center of mass moves forward? You'd get a smoother upward motion and it would feel closer to walking up or down real stairs.
Build it, I'll try for you. Good idea like AS with ladders but a lerp instead?
For climbing, or the jumps? I thought the climbing worked really good as is
For going up/down stairs
I would build it, but I can't focus on tech building at the moment. I need to focus on sales and marketing to bring in the money and also build more content. Once I get more money and time, I'll build more tech ๐
Priorities haha.
yeah, I find getting money helps buy burritos and pay rent ๐
What are you making? I want to check it out
one sec... I'll get steam store page
Cut down from burritos to ramen!
Zaptruder you could use the fov restriction for falls too. Nobody has figured that out yet
I am ๐
My fov changes size depending on movement modality
But I'm going to make it a bit more dynamic
The game play trailer on my store page is over a year old and uses the DK2 with leap motion, it has since been updated for room scale with motion controllers.
Sweet @quartz bay I'll try it out later this week. I have seen it around
thanks ๐ that's like buying me two and a half burittos
@clever sky Did you use camera post process for fov reduction? I don't remember... when I implemented it I get a disparity between left/right eye that is a little bit disorienting
Vignette that is
Nah. I use a different technique.
And it still causes a disparity.
But not for the reason you think it does.
It's because....
Of your brain preferring the image of one eye over the other.
I was working on a masked inverted normal sphere but never finished it. Comfort options can come later...
So ironically... when you center it
so that it appears to the right from the left eye and left from the right eye
whichever eye is stronger ends up dominating the image
Interesting, that seems about right
And if you make them equal for both eyes, you get a goggle effect as the FOV shrinks.
Because I couldn't put my finger on what could cause the "issue"
like looking through two tubes.
Yeah I tried that
have you guys tried placing a sphere over the camera and using a material shader to darken regions of it?
Something similar yes
I have this really weird issue. When I start my level in VR on the Oculus Rift with a packaged build, everything is completely black. I have isolated it down to being specific to my level and some asset within it.
All of this started happening after I upgraded from 4.13 to 4.15
What's especially odd is that it doesn't happen with the HTC Vive.
@quartz bay It could be related to the "hmd mirror mode" bug
Are you executing that console command?
I'm not executing any console commands
I have isolated it down to a single level which contains a bunch of sub levels. I've deleted all of my sublevels and then removed everything from my persistent level except for my character, a point light, and a box to stand on. That worked, so it's a matter of figuring out what level is causing the black out and if its an asset or something else...
In which level do you have the main light source? In the default setup
know if there's any sort of warranty on the dev grant vives? possibly faulty lighthouse
@jagged vale unfortunately there isn't
they can repair it, for money
Any idea how much?
they are available to buy on the vive store page already
$130 from memory
if you were given free kit you cant really expect any kind of warranty on the stuff
Didn't expect them to cost that much, what a shame
not really that bad is it, since you already got a free vive?
They're $275 here for the record
I also really wish you'd stop accusing me of complaining, your wording is antagonistic, nothing wrong with me inquiring about this
$275, where is that? and i didn't say you were complaining. i said $130 is not too bad when you get the $800 piece of kit for free
Oh, maybe my interpretation was wrong then ๐
NZ
And I can only find one store with 1 in stock
ah they haven't opened up the accessories store in aus and nz yet you will need to import through the US or UK store most likely
@full junco Hey I'm running into issues I think I saw you had on answerhub where the hierarchical instanced static mesh component isn't using the correct LOD if you scale an instance. Did you have any luck with that later?
working on an asteroid scene and keep getting very obvious LOD pops and the LODs all change around the same area really close to the camera rather than being spread out over distance http://i.imgur.com/Rx7vfBd.jpg
quite the nice vista you have here @fleet veldt !
@jaunty shell thanks ๐ it's pretty neat in VR
I bet its an horror to optimize too :p
it .. was. but it runs fast now on 970gtx. just have this LOD popping issue ๐ฆ
@fleet veldt Looks really nice
tried giving the LOD distance a really long range at all @fleet veldt ?
@pearl tangle There's a problem between left/right camera. I'm not sure if john solved it though...
Here's a bit of (probably) unnecessary info: The alpha on WidgetInteractionComponents DebugTrace actually adjusts the thickness of the trace
The hit "blob" stays large though
When 4.16 hits I'm changing to source build
im still having problems on this damn machine with compiling at the moment. cant even get my android builds to go so im sitting here with a laptop next to me to grab the git updates and run the builds on there each time hah
ran out of time to try and fix it since it takes forever to reinstall the android and visual studio stuff so this is the faster way
We've since then decided to always update all machines at the same time to not accidently break anything
yeah i got an error when i was trying to compile source, saw on udn that vs 2017 should fix that error. then i got another error. fixed that, got another 1
ended up breaking my build capabilities entirely on this machine but gotta get this project out the door so don't have the time to fuck around
oh also we got the rugby game thing done with the vive tracker too. had the other project fall through so did that 1 in house
nice
Sliding locomotion sucks, especially when diagonal movement and side stepping are in the mix.
I don't see it working for mass adoption.
Why on earth would I want to get sick many times before I grow VR legs (that is if I grow them at all)? Maybe developers or folks without jobs can afford to lay it out for a few days, but regular people have day/night jobs and going to work being sick isn't an option.
so I have these nice textures with infographics and I'd like to use them in game and they look shit
the txaa is destroying everything and disabling it makes my level awful
the only thing that seems to work is brutal supersampling but does anyone have a better solution?
tried MSAA?
the scene has many polys so I was thinking of going deferred for this one work, but I guess I'll just have to go forward (lol)
how many polys?
We used forward for rendering some industrial machines(2.5 mil triangles) and a 500-600k triangle env
running smootly 90 fps on GTX970
wow
I think we are on a 5m poly scene, but it really depends on how many polys the least efficient view has
the artist is still working on it and the time is so that we can't do too much retopology
How many draw calls though
as I said the scene is not yet complete, but we'll be having less than 500 per eye for sure, we are going heavy with instanced meshes and we have little to no dynamic shadows
then you'll be fine in either renderer
i run forward with a absolute fuckton of drawcalls
its annoying, but it does run ok, msaa is just glorious for my game
screenpercentage 300 master race !
overkill SS is good?
nah 200 is enough most of the time honestly
200 + MSAA would look pretty sharp already
temporal does look really good at high SS
we use Def + FXAA, but I'm starting to wonder if Forward would not be better
temporal + 150% looks really good
but depending on your project temporal could be problematic
ghosting and all that crap
i use TAA + 120% on the ps4 pro at 90 fps
i had to adjust a lot of settings to get TAA to stop ghosting and look "ok", then Forward + MSAA on half the SS looked 10x better....
well, forward msaa just looks incredible
Legendre do you have much foliage / thin edges in your scenes?
or masked transparency?
mostly solid meshes, but some projects have a lot of transparent glass
thats glass isn't really an issue
try forward + msaa dude
sounds like your game is suited to it
ain't no game :p
But sharper is better for sure
you also don't have the transparency perf hit on forward that you do on deferred
Gonna try it on VRWorks and see if the difference is noticeable
Oh that's good to know
I had to go back to simplistic glass materials to not crush frametime on deferred
oh, vr works, thats how you are claiming 300 SS, thats not a true 300 if you are using lens matchede
Yeah I'm cheating a bit :p
the multires part of lens matched shading at high values undersamples the edges
300 SP with 3 lensmatched is like 200 or less SP without it
it also scales differently
the SP is scaled by the lensmatched, forget the variable name, been awhile
Yeah there's a lot to tweak
Gonna try forward on a simple project and see if it improves a lot
I honestly prefer forward + msaa over VRworks, and I put a lot of time into VRworks
why not both ?
its just....brand locked, and has had multiple instances where it wasn't fully tested on AMD hardware
I had to edit shaders a few times after engine updates where they didn't test implementations on AMD
Ah yes, I guess that's where we have a bit more leeway for internal tool developement
if you can enforce nvidia then yeah go for it
Since the target hardware is controlled
because the 4.13 port of VRworks had a hard crash on AMD, and I stopped trusting them to check fully
Wasn't there a news on Nvidia opening their game libraries to other platforms recently ?
ie AMD
VRworks is hardware enabled
to be exact, it uses special DX/GL extensions
gameworks isn;t the same
ah right
Volumetric Lighting
VXAO
Flex
HBAO+
TXAA
Soft Shadows
Depth of Field
FaceWorks
WaveWorks
HairWorks
Flow
PhysX
Destruction
Yea IC now
VR works is a library that uses some special GL/DX extensions to allow for things like multires
or direct front buffer rendering, or driver stuff
blanco, don't their 900+ series cards also have dedicated hardware around the multi window rendering too?
yeah
and the 10xx series has special "multicast" viewport stuff
its used for highly performant multi monitor gaming
amd has an equivalent, but really need a union
and VR stereo render and LMS
nah, amd just gives the extensions
and nothing else XD
ah I remember their talk about that tech
oh lol
thats the whole thing. Nvidia has libraries, samples, and a ue4 implementation
amd just gives you the library with the GL/DX extensions
"do it yourself lmao"
only serious sam VR has AMD "vrworks" equivalent
becouse they use their own engine
well its actually good enough, and ties into foveated rendering well enough, that we should expect to see it become standardized at some point
meanwhile, lots of ue4 vr games end up using VRWorks branch
vulkan/kronos ?
yeah raw data had to add it, they were hitting FPS walls like mad early on
and people wanted more and more SS from it
and nvidia delivered the 10xx
and people still want more
Good old Rift DK1 days where we could count pixels sounds like ages ago
more doesn't really matter when you get to 1080's and the like, you are hitting res limits at this point
need a new HMD more
yeah
right project switched to Forward, let's check out MSAA
no doubt msaa is better
doesn't feel like your lenses are smeared with Vaseline anymore does it?
haha that's more or less what FXAA SS and TXAA SS gave us yeah :p
MSAA still has some issues due to shadows being handled on deferred
their reasoning to that was that they didn't want to scrap or reinvent all deferred tech implemented for shadows
also has the specular glitters
the one that was reported on the forums ? (on the FPS map)
oh wow! Game works is open source now! ๐ฎ
Carmack doesn't seem to like Vulkan
@raven halo ?
we've had nvidias forks for gameworks stuff for 2 years now I think
or you mean stuff you get from nvidias own repo when you are a registered developer?
I mean this:
it was posted here a few minutes ago
I didn't expect such a move at all
well, it's not open for all atm in https://github.com/NVIDIAGameWorks
if you register as nvidia developer, you get sources for all mentioned things
or in unreals case, you get access to their ue4 fork just if you have ue4 account linked to github
also, while that article lists all kinds of nvidia tech there, TXAA is not amongs the freely available repos on github
how well does gameworks perform on AMD cards out of the box, do you know?
I don't, but should be easy enough to test, just build ue4 branch from their fork for specific tech
I haven't owned AMD GPU, ever
my last non-nvidia GPU was ATI Radeon 4890
@mighty carbon he isn't saying that he dislikes Vulkan, he is saying there is still room for a middle man so that you don't have to go pure barebones on small projects
@wicked oak check his Twitter
"When I write a simple tool or experiment, I don't want to use either Vulkan or a game engine."
its not disliking vulkan
its saying that a middling API wrapper still has its place
something like that @tired tree
but it would be a wrapper around Vulkan...
"For everyone saying "Vulkan!", the conclusion is that there is an opportunity for an API between Vulkan and the game engines. I agree."
I've heard people say Metal is more dev friendly than Vulkan (a lot more)
I don't think he has to worry about ti though, such things tend to surface
I just wonder why they would make Vulkan not as friendly as Metal :/
btw, https://uploadvr.com/free-gear-vr-s8/ << valid point
basically Gear VR needs a killer app for people to dust off their devices and start using them ๐
I'm so excited for gearvr! ๐
btw, @mighty carbon about the vertical tearing issue I'm getting in S7 with Android 7. Oculus now has my project files and is debugging the issue, as it is only happening on Android 7. I have my fingers crossed, hopefully they will find what is wrong
metal isnt as ridiculously low level as vulkan
its like halfway beetween opengl and vulkan
yeah, you can get better performance with vulkan when used right
for engine developers you really want to have an API as low level as possible
@fleet veldt the lod bug was fixed back then
I'm not seeing any issues with HISMC LODs apart from that left and right eye can use different LODs in vr
that's a huge issue, but has nothing to do with what you described
For those who may want to attend or exhibit here's a link to the first ever gaming convention that takes place entirely in VR | http://queue.vip/B14CVId
where are they getting those numbers from?
100+ speakers / 150+ exibitors
they only list like 15 speakers so far
and the 20,000 attendees?
We got the LEAP today
Its pretty cool
has some kinks, but all in all a pretty cool way to interface with the world
today im an animator
oh noes!
creating the new spellcaster enemy for DWVR
they will run around and annoy the shit out of you
mostly by throwing homing magic balls
and teleporting if you get close
video of the newest stuff
@tawdry dragon the new Leap? Or the old one?
when it first came out it was entirely useless
took about a year to get decent results out of the software
the new one coming out is supposed to be really good though, think at least one headset is planning on having it built in
@wicked oak you make the anims in engine, or over in Maya?
in Blender
im not going to buy maya
@ryan#9503 Maya cost is bigger than my game budget, i cant use it, or 3dsmax
Blender works for me
@tired tree does that mean there is a new one comming or?
yeah, one with better resolution and accuracy
sweet
the headsets using leap are using the new hardware
any news on a standalone release?
dunno
they seem to be focusing on mobile integration a lot
haven't heard much about 2.0 releasing lately
Alrighty ๐
guess we will just buy the new one when it comes out
until then, its very interesting
every external person we have tried VR on really struggle with the controllers for the first 3-4 minutes
so the leap, even with it kinks, offers a much more usuable interface right off the bat
how much does Oculus keep from any sale you make on their platform?
I would guess 30%
why?
every store takes that
if you think you will lose less than 30% by only selling on your own website, you can do that
I mean all they're doing is providing the platform
VR games don't have the same out-reach as standard games
taking 30% away from developers
especially if it's a team working on it
seems a bit much
for doing nothing but hosting the product
that's how oculus makes most of the money
Hosting and market reach for being on "THE" pc app platform is worth the 30% to me. Its the same as the apple app store takes. The amount of money it would take to get the same reach and transaction management on your own would cost much more.
I dont think its a good strategy from oculus though to try to quickly make money with the rift
I meant Steam, not occulus or viveport, my bad.
they have infinite facebook money, they could build a platform where devs for all headsets could sell without any cost so no one would sell VR games on steam any more, and then after a few years they can make it more expensive
I guess viveport does expose you to the Chinese market though which is worth something, although I don't have a Chinese language version.
I think my dad can speak Chinese, Ill see if he will set it up for me maybe.
you need to have chinese localization for viveport
heres the bug about eyes seeing different LODs with HISMCs in VR, please give it a vote ๐ https://issues.unrealengine.com/issue/UE-43763
if they dont fix it soon I would have to fix it myself since I definitely wouldnt want to release a game with that bug
@full junco they don't mention HISMCs in that ticket, hopefully they don't close it out if regular instanced static meshes work
@sturdy coral hm, interesting thought
it was entered by jack though, he is the HISMC guy, as long as he's the one who will fix it it will be fine
ah that's good
the fact that he entered it as a bug might mean he won't be the one to fix it though
@sturdy coral I mentioned that its HISMCs and not ISMCs now, just to be sure
Is there an easy way to have players fall with gravity?
what size do you typically keep your textures at for the vive?
@fossil stratus whatever looks best
I am trying to increase my frame rate .. i thought converting the textures from 2048 to 1024 would help.. it made no difference
yeah it doesn't really make any difference
but i also noticed textures at 1024 still look good.
just depends on the screen size
res in vr isn't too high, so anything that isn't huge or directly in front of your face doesn't need huge textures
but they also don't hurt performance, so just use whatever is easiest
maybe just don't throw 8k textures at small things in the distance ๐
Is China a big market for htc vive?
the biggest market for it
but having said that, China is the biggest market for nearly everything
Can Chinese people use Steam?
no, I think they can't
thats why they have viveport
Are numbers such as Vive devices sold by country available anywhere?
they are not publicly available no
I wonder if the Chinese viveport games are different from the ones on Steam. Like maybe certain types of games are more popular in China and so the markets may look very different
Arcades are big in china and they have a bunch of vive arcades
My dad goes there a lot for work so I asked him to help me translate my game earlier. You have to just localize it on viveport.
I lived in Thailand for 13 years and they pretty much play the same games as here in the US so hopefully the Chinese market is similar. I know they have a rip off COD there.
Yeah, I would expect that market to be flooded with zero effort games and ripoffs. Which can be good because real games will stand out more
Yeah that's what I'm hoping for haha. I will try and see if I can find the Chinese section on viveport to see what's available.
steam is flooded with that more than viveport
True. I haven't seen anything I would buy yet. 2017 was the most decent one I saw probably.
I hope that persists for a while. "Super VR MMO Zombie Kill Simulator RPG VR" is easier to compete with than an AAA game. I think that AAA companies will start doing VR very soon and it will change VR significantly.
its still too small for them
its going to take a long time for big companies to get into vr. just isn't enough of a market for it yet. maybe 2 years before we start seeing the big fellas put a proper title out unless somebody else funds it like Oculus does
probably once we have the next generation of headsets with better audio, ergonomics and wireless in them we should be good
But if Activision just tasked a number of developers to create for example a VR version of COD Zombies they wouldn't have to spend a lot of money on development, but the popularity of COD would ensure their presence on the market for the future
because what VR needs now are more shooters, right? ๐
the actual audio implementation stuff for VR is not great. Steam VR is trying to do it's audio thing, unreal trying to do theirs, oculus trying to do theirs. it's still a bit of a mess for content creators really. but also the vive with the inbuilt headphones will at least give ease of use for it. definitely much better quality to have good noise cancelling headphones but ease of use and pick up and play is a big deal. I hardly ever actually sit around and play games on my vive lately just because of the effort to get it up. and i haven't even unboxed my rift at home because of all the fucking around
Yes, more shooters where you stand in a circle with no objectives or progression
๐
its much easier for me to just grab the switch and it automatically switches on the tv and starts working
@pearl tangle UE4 isn't doing its own thing, UE4 is using the new steam audio stuff
big developers need to make sure that people can do that constantly with their game, since income generation in games now is based much more on microtransactions rather than just a purchase and walk away model of 20 years ago
well I wouldnt buy a game where microtransactions exist
you wouldn't. but you don't represent the majority of the poplation who obviously do since it's a gigantic money generator for most game businesses these days
you mentioned the switch, are there any microtransactions in the new zelda?
yep they have DLC
DLCs are different
why? it's an ongoing purchase that you make with the game rather than a once off thing. or you buy the season pass in advance essentially giving them more money and pre ordering new content
DLCs are usually few and with a lot of content, microtransactions are, well, "micro", so things like individual weapons or skins
I have no issue with a DLC that adds a few hours of gameplay
An example of a game with microtransactions that really stands out to me is Paper.io for mobile devices. In the game, you can buy skins for coins and you can buy coins with real money. The game lets you choose your nickname and acts like all muliplayer .io games. However, its all a ruse and you are always playing against AI that just has random skins and nicknames. So nobody will ever see your skin that you bought lol
still plenty of "DLC" that is nothing useful or just tiny pieces. the tales games on steam lately are terrible with that. $20 and you get some DLC that lets you play through the game easier, on a single player game
well thats bad then
yeah a lot of that going around. my point is though that more and more games are making money after the initial release, whether its microtransactions or DLC doesn't matter too much, the point is that they get the income from that only if people keep playing the game
Can someone explain what this function does
IsInLowPersistenceMode
should return a boolean value to let you know if the device is in low persistence mode or not?
some more progress: https://www.youtube.com/watch?v=N7MFOFItDD8
@pearl tangle But what is low persistance
@merry lichen that the display is basically black for most of the time
its nothing you can control
Ahh
http://bfy.tw/BB8W pretty good explanation on there
@mighty carbon why do you have videos with tens or hundreds of thousands views but only 299 subscribers on your channel?
because I don't post anything cool I guess ๐
well you have a video with almost 450k views
I mostly post dev videos
and people don't care for dev videos apparently
if I could talk a lot of shit as many of youtubers do, I could have more subscribers (or if I made tutorials and could make it fun to watch by talking shit ๐ )
you have the views though, so some people were interested in what you posted
yeah
and I just wonder why almost none of those are subscribers now
I don't subscribe to many channels myself
just visit them every now and then
maybe that's what people do with my channel
I personally don't really care
I link my videos on Twitter and Facebook
I did a single video where I got 600k views, and still >2k people for some reason subscribed to my channel, I didnt ask for it and never uploaded anything again since then
well, maybe I am under some curse spell ๐
and probably wont ever do
I literally haven't had any luck with PR for my projects
yeah, that's because the game I made was reviewed by TotalBiscuit and free Episode 1 was downloaded crap load of times. At the time of release Linux didn't have too many games and a lot of Linux/FOSS oriented web outlets covered it
but without coverage from big shots, no one really cares
at least in my case
well yeah, thats how it works
I am not really sure how I am going to PR this project
well I dont do dev videos because I want to surprise people, showing everything at once, not all the small things while they develop
at this point it's all about who you know or if you have enough cash to pay for PR.. I don't have either, so my only chance really is for my stuff to get word of mouth PR
once you get it to a certain point you could try and get a publisher involved
well, if you don't show anything and then don't do massive PR, you will go under the radar
so it's better show small pieces
I dont think so
surprise in VR comes from being there, hearing HRTF sounds, etc.
well yeah you can't really show that
as 2D video it's not really that impressive, especially if one haven't tried VR
right, so you just show people what kind of stuff you are working on, the main theme, etc.
if the graphics are impressive, it can be impressive in a 2D video
not for Gear VR.. People will judge it from non-VR perspective. However, if you compare it to common Gear VR titles, it's pretty good. So if a random person sees it, they might just shrug it off. So I need somehow to target Gear VR crowd, and people who are looking for VR devs.
@pearl tangle not for Gear VR though.. There isn't enough money to share with publisher
is there a popular gearvr subreddit?
I wouldn't say it's popular, but there is one
@mighty carbon there are several companies getting into gear vr stuff, oculus for 1. If you content is good enough you could get a publisher on board, just be prepared to hand over the rights and majority stake in your product but you can always just make another product after that
I wouldnt want to do anything with a publisher. I want to be able to do what I want
I think publisher doesn't work for things that are very unfinished on release
I want to keep working on it after release for one or two or threee or four years and maybe still completely change the game, I dont think thats something that works with a publisher ๐
@pearl tangle If Oculus would come out and say they'd pay me flat fee for it to be released for free, I'd probably accept it ๐
that seems highly unlikely. if you have a good sales pitch and content ready and go to them and ask for a regular publishing sort of deal where they would own the rights to it and pay you to do the development then thats a possibility
who wants to give away the rights for a game? I can only imagine people do that if they don't believe themselve that the game will be good
or if they think its completely impossible to make it good without publisher money
@pearl tangle Oculus doesn't do publishing, nor keeping rights.. They already mentioned that several times. They fund devs, but I don't know the whole deal. I know that they have a dev fund (grant).
plenty of people and companies do that. in fact a very large percentage of AAA games do that
@full junco making a good game is one thing, selling it successfully is entirely different matter. You can find very decent games overlooked and some shitty games sold crazy well.
well the good games probably did something wrong then though
just because you put a good game on the market doesn't mean it will sell well
maybe they are good, but not something that many people think is worth playing
99% of indie games wont be sucessfull
getting people to know about your stuff is a much bigger deal than creating the stuff
for VR, people are waiting enough for good games since there just aren't too many, so people are interested in new games if they look good
and majority of them dont, and most of them will disappear down the steam list within 2 days at the moment from all the shit
well 2 days is a lot
o.O
not really. how many copies has your games sold so far?
2 days is nothing
@pearl tangle none ๐
ask @wicked oak
if you have to compete with other similar games, yeah
that was @wicked oak primary problem
you always have games to compete wiht
doesn't matter if its different ornot if people cant find it
and theres always reddit
not like you can just search on steam for "cool totally different, amazing looking vr game"
not many people go on there to find a new game, they just look on steam or oculus store
r/vive has 71k subscribers