#virtual-reality

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uneven moon
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I have 15 minutes to do it

vocal maple
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Is setting the transform of something every tick worse than having it as a child of an object to follow it?

pearl tangle
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yeah if you are trying to do it on the motion controllers like that it wont work very well

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you will notice the jumping of it

tired tree
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?

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no you won't

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everything sets transform in the end for its location

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my plugin does that instead of attaching as well

pearl tangle
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anytime I have done it without a plugin or see anybody else try it it hasn't gone well

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for physics objects anyway at least

tired tree
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well, yeah, for simulating objects its not goign to work

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for simulating objects you constrain them to a kinematic actor in the physics scene that you set the transform for instead

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that is how Epic does it, and how Nvidia says to do it

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unity VR does it with velocity changes but they have a fully fixed physics step, doesn't work with ue4

mighty carbon
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I am late to the party, but what's the cheap and reliable SVN service out there ?

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(Git isn't suitable for large files like art and whatnot)

sturdy coral
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@mighty carbon I just use a $5 digital ocean box (eventually added extra storage pretty cheap)

mighty carbon
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I've heard bad things about digital ocean

sturdy coral
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you can use google or aws or any other host, digital ocean just has pretty good bandwidth pricing

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google's bandwidth pricing sucks

pearl tangle
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use git lfs and its fine

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perforce is the better choice over svn

sturdy coral
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my worry with git lfs is stuff said github's LFS implementation was good, but that the git LFS you can run on your own server isn't production ready

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whatever that meant

pearl tangle
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its the same version that github would use. I use it with gitlab since you can use their free 1 with 10gb project size as opposed to like 2gb on github and 5gb on bitbucket

mighty carbon
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I hate working with git :)

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I like SVN

sturdy coral
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I have a few things on answerhub on making svn work much better

mighty carbon
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Is it even possible to use SVN with Google drive?

sturdy coral
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I think if you had a local crash you could corrupt the database

pearl tangle
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there is zero difference working with git vs svn

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will give you the same end result

sturdy coral
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because it wouldn't really have atomic changes anymore, one file might get synced and another not

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yeah I just didn't want to pay for github, etc. when I already had a small server

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one advantage of perforce over svn I have found is that if you only want to keep the last version of a file perforce has an option and svn doesn't

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(for _builtdata files to avoid wasting a lot of space on lightmass builds)

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the one from github says: "LFS Test Server is an example server that implements the Git LFS API. It is intended to be used for testing the Git LFS client and is not in a production ready state."

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and then from the ones from third parties there were so many choices I got scared off of them

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but if I wasn't self-hosting I would have been fine with using github or gitlab

pearl tangle
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you can self host gitlab or also the atlassian 1 as well which i cant remember the name of. but yeah the git lfs works fine, handles the larger files much better than svn does

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perforce is definitely the only 1 actually designed to handle the larger file stuff properly. plastic scm is also an interesting 1 but still not great for 3D files

mighty carbon
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Git was designed for ascii files

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also, I haven't seen git lfs services offered online.

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And while maybe the end result is the same for git and svn, I just like working with svn :)

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(And svn repo takes less HDD space as I recall)

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I never worked with perforce, but I assume hosting isn't cheap for it, correct?

wise thunder
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Free if you host it yourself

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๐Ÿ˜›

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Seems to work pretty well even hosted on a Raspberry Pi (may or may not have stolen that idea from someone here nudge)

mighty carbon
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Well, my own server would still be on-site, so to speak

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Better have off-site location

wise thunder
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Yeah, it would be better for sure

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Cost is still something to consider though

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I run P4 on the RPi and dump it to another location weekly

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Seems to work alright, I have LAN speeds for my P4 interactions and somewhat-live backups offsite

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But I don't pay for that one either haha, so maybe that's cheating bringing that up

glossy agate
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I was looking into perforce last week. It says helix is free for teams under 5 people, but I don't know if you can get a remote server with it. Maybe you can just instance a aws server to put it on?

wise thunder
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Yeah, for sure, you can self-host

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I used DO at one point for it, same thing

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There are even docker images out for it, if you're familiar with that

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Get it set up in like 15 minutes total probably ๐Ÿ˜„

glossy agate
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Nice, yeah with the images can you just spin up a server to sync then shut it off so you only pay for time used?

mighty carbon
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I hosted my own SVN server in the past. The downside is that's not usable with team, even if the team is 1 more person.

alpine torrent
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if you use in azure sure but havent looked aws side lately that much

wise thunder
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@mighty carbon what do you mean?

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You should just be able to expose the port and have it work

mighty carbon
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In US upstream is usually very crappy

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And if I am uploading something, and my family watching Netflix (which will be a pita), team mate won't be able to neither commit, nor pull from my server

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Not to mention running PC 24/7 adds to the light bill.

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(Second PC rather)

wise thunder
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Well fair enough, I'm not sure if SVN uses binary deltas for uploads but P4 felt usable on an 80/5 connection for others

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And that's a big reason I used an RPi...it uses like a 5W adapter and probably doesn't use all of that power anyways

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If you don't have one laying around though, external would probably be cheaper

alpine torrent
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you could use it in the cloud

pearl tangle
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you can use SVN with bitbucket as well im pretty sure. 5gb is probably enough space for you

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what is it about SVN that you find better/different to GIT? if you used the free gitlab 1 it's running replicated on AWS with a 10gb per project, and if you hit the 10gb cap you can just create a v2 and start over again from your current position. that's what I have had to do with gigantic repos

full junco
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@pearl tangle @mighty carbon @sturdy coral I use Visual Studio Team Services (VSTS) and I think it's definitely the best for an individual or small team to use

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it has unlimited git and git lfs space and is completely free for teams of less than 5

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way better than what github or gitlab or bitbucket offers

pearl tangle
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and it handles the git lfs for 3d models and textures fine?

full junco
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@pearl tangle it handles git lfs same like every other platform that uses git lfs

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just that you have unlimited space

pearl tangle
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Guess it depends where they actually house the files then. Worth a look, although we rarely ever hit the 10gb mark with ours now anyway once we got the process flow right

full junco
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why it depends where they "house the files"?

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I only have 25 MBits upload but that's fully used

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I think Microsoft servers are quite good

pearl tangle
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I have 950mb/s upload speed here to local servers that we run on AWS. Also certain clients have restrictions around housing files in the states

full junco
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ah, ok

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950 millibits isn't much though ๐Ÿ˜ƒ

pearl tangle
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Gigabit internet comes in handy

deep willow
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is there a way to show fps in vr mode? console commands show fps on far right side of the screen which is impossible to see in vr mode

full junco
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@deep willow I have no issue seeing the output of that in vr

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it's not too far on the side

deep willow
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well i can't see it with my oculus

full junco
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hm maybe it's easier to see on the vive then

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there is no other way to show fps though

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maybe you can edit the source and move that output further to the center

deep willow
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exept that i got no idea how to do that

fresh laurel
dusk vigil
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@deep willow I always make a little widget to place in a scene that shows fps. Sometimes I might attach it to the VRPawn as well if I want it to 'stick' with me.

pearl tangle
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yeah you can just do it with a widget, very easy

mighty carbon
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@full junco does VSTS have bandwidth limits? Does it have nice GUI like Git for Windows or TortoiseSVN?

full junco
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@mighty carbon no bandwidth limits, and I use sourcetree as the GUI

mighty carbon
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What's source tree?

full junco
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you can use tortoisegit too

mighty carbon
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I don't have C++ code. I have BPs and art assets.

pearl tangle
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Sourcetree is a GUI for version control

mighty carbon
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Oh, I see

sturdy coral
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@deep willow you can change where the FPS, console, etc. shows up by modifying:

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Source/OculusRift/Private/OculusRiftHMD.h
465: virtual void GetOrthoProjection(int32 RTWidth, int32 RTHeight, float OrthoDistance, FMatrix OrthoProjection[2])
const override;

deep willow
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thx

mighty carbon
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Sharing Gear VR to a screen is coming soon

eternal inlet
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is it possible to define your own Events like these?

wise thunder
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Any BlueprintAssignable delegate will show up there

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I'm not sure about BP only

eternal inlet
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no idea how to make a delegate in bp, if possible hehe

wise thunder
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Event dispatchers are pretty much the same thing

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BP allows you to just create an event instead of doing the binding manually though, it's nice

eternal inlet
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i hate event dispatchers with a passion

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i prefer to just make a custom event then

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and override that event

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like this

wise thunder
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You can do that just fine then, the panel is just for delegates/dispatchers

eternal inlet
wise thunder
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Just create the event and override it via the override dropdown in the child

eternal inlet
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like this right?

wise thunder
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Yeah, looks fine

eternal inlet
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great, i'll keep that

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thx man

opal bobcat
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how do you fix the height with the oculus

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my app is great sitting

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but i just tried it roomscale

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and i it feels like im 3 foot tall

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like the ground is way to close

sturdy coral
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looks like some changes for linux support for steamvr

tired tree
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man, that SteamVR keyboard is both awesome and terrible at the same time

sturdy coral
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@tired tree the actual keyboard or the api?

tired tree
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they api keyboard, same thing though

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it eats controller inputs, and brings up ghost controllers and the trackers

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but the functionality is good

sturdy coral
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@tired tree is it going to be usable for pulling up the console and entering commands during testing with the way you are implementing it?

tired tree
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yeah

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i have events tied to input keys and "on done"

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it polls it

sturdy coral
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awesome!

real needle
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@opal bobcat There's a function called "set tracking origin" or similar, you need to change it to "floor"

pearl tangle
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hey guys. got a current little project we have been working on for a client which will be releasing in the next few days, mainly an internal tool. Built the entire thing with UMG only, nothing else in there except UMG so Unreal maybe a bit overkill. It's up on the Play store for testing at the moment would be great to get some feedback or bug reports from different devices. https://play.google.com/store/apps/details?id=com.YourCompany.InfinityUp FYI not a VR 1 on this.

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also this

full junco
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@sturdy coral the 4.16 branch didn't exist last time I checked, and that was yesterday

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so good to see that it's finally there

eternal inlet
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damn @pearl tangle that's a whole bunch of trackers... niceness! ๐Ÿ˜›

pearl tangle
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got 1 that HTC sent us a couple months ago too but it was just a plain black box so didn't add it to the pile :p

eternal inlet
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appreciate... it will annoy my OCD ๐Ÿ˜„

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wish i had the funds to get those

pearl tangle
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dpeneds if you have something to do with them i suppose. not like you can play games with them or really make anything as a developer for them at the moment. for us doing events and 1 off type things they are perfect

eternal inlet
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well, i was gonna experiment with Orion from IKinema

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guess i'll have to wait until someone wanna buy them for me for a project ๐Ÿ˜‰

full junco
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hm, just noticed the HISMC LOD per eye bug is marked as fix 4.17 now, was 4.16 before

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so I will fix it myself now

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ok, I think I have it fixed, seems to work correctly now

wicked oak
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you got one hell of a mocap system there

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with so many of them, you can just spam the shit out of them for mocap

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and IK is highly simplified

tired tree
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ug, this late update transform being off bug is aggravating

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technically how they run late update makes sense, I don't know why it breaks down at high speed

fleet veldt
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@full junco what was the HISMC issue/fix if you dont' mind my asking. I'm using it currently as well. I was also like.. "4.17? what happened to 4.16 o.O" this past week lol

full junco
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@fleet veldt the issue was that left eye would show different LOD than the right eye

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when instanced stereo is disabled

tired tree
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Yo John, you ever try any high speed movements in VR yet?

full junco
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@tired tree well what is high speed?

tired tree
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um, anything close to vehicle speed

full junco
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how should I ever accelerate to such speeds in a 2x2 meter play area?

tired tree
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motion controller late updates break down during that, but was curious if anyone had ever moved that fast with someone attached to the camera, they run their late updates slightly different with that

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the pawn

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moving

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sorry, should have clarified that

full junco
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my pawn can't ever move on its own, the only movement comes from the player walking around in the steamvr play area

tired tree
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mm, k, wrong person to ask then :p

full junco
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yeah

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I think this is what steamvr is designed for

tired tree
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well, maybe, but Valve giving official support and having the Onward dev on campus signifies that they have at least considered a broader horizon

mighty carbon
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I think once Oculus releases gloves, they will release full body tracking solution that doesn't require any pucks like Vive does.

tired tree
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technically lighthouses don't need pucks either for it, they were made more for objects

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though it would be less easy to make knee bands and the like for lighthouse

mighty carbon
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I would like to have pucks to track object that player doesn't grab, but needs to interact with (like chairs and whatnot)

wicked oak
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trying to find an style for the dungeon crawler

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currently got a templar PC

mighty carbon
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As for stuff player hold in the hands, I'd say one controller can be used to track a gun prop, and another one can be held to interact with in-game stuff

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@wicked oak that low poly content from Synty doesn't work for you?

tired tree
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no point limiting one hand to a gun with a controller

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easy enough to have an "inventory"

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also two handed guns are enjoyable

mighty carbon
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It's not about limiting. It's about holding controller and gun prop handle at the same time - I find it problematic :)

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(Both don't fit in my hand)

tired tree
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oh, you meant that...you said one controller gun prop, you meant tracker?

mighty carbon
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I mean gun prop with tracker + wand or touch

tired tree
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any gun prop you are going to get for oculus won't be modular, will be a full prob in itself

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prop

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but thats fine imo

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i feel like vive trackers are more a developer thing than a consumer thing

mighty carbon
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Well, get a toy gun, and try to hold both, toy gun and controller in the same hand. It's just bizarre.

tired tree
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at least until official bases for them are available

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gotta get some belt holsters for controllers

wicked oak
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i also got hats

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vive trackers are great as they are a "enforced" standard

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that means anyone can do props that just work with an attached tracker

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so a VR enthusiast might want to get 2 trackers for misc stuff

tired tree
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oh its nice to have

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I think that SteamVR's device skins could be really useful with trackers

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downloading a model / texture that is set to a specific tracker would be really nice

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rather surprised that they didn't have support for that out of the gate with the trackers

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since the backend is all there

tired tree
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nice, linux is officially listed as a SteamVR supported platform in 4.16

full junco
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I think because some guy did some PRs

tired tree
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yeah they pulled it in

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uses vulkan

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updated to the newer OpenVR libs too

wicked oak
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wait, linux vulkan vr?

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i need to test that

raven halo
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"the colors are not up to par when you compared it with forward rendering" <- wut

tired tree
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LOL "demonstrates how forward rendering, a new game development technique,"

full junco
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๐Ÿ˜„

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the description was written by marketing guys it seems

mighty carbon
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AMD trying to follow Apple with claiming new-old inventions?

tired tree
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"frame time - 1000/frame rate", is this really an AMD owned channel?

full junco
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well whats wrong with explaining it?

tired tree
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dunno, it seems weird

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that they are going over all this like its new

full junco
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the target audience is used to fps values, not ms

tired tree
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oh..its a generic information video....

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like he talks like AMD did something

full junco
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AMD mentioned a while ago already that they worked with epic on the forward rendering path in UE4

tired tree
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should have gotten one of the people that worked with it to show it off then

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instead of misinformed man

wicked oak
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they really call it new?

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good lord

clever sky
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Nah, trackers are great for consumers too.

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At least in the sense that, the pricey component is a once off and can be reused for multiple props/uses.

wicked oak
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more detail textures in forward

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good lord

clever sky
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Your first purchase might be pricier for the tracker and prop. But everyone after that is cheaper.

wicked oak
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the C O L O R S

tired tree
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he also said "90fps is so old in VR" and "look at this 7ms frame time so much smoother in vr".....

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"forward renderign lowers VR latency"...

wicked oak
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@clever sky exactly. You can buy 1 tracker and share it on several cheapo props

clever sky
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Having said that... it's funny how the magnet rail things are still a more versatile solution for props than trackers ๐Ÿ˜›

wicked oak
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but how are devs going to implement that?

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magnet rail?

tired tree
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when steamVR brings out their skinning system for trackers

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it will work well

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without that, its clunky

wicked oak
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there is also the issue of devs having to change their transforms

clever sky
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Basically clip the controllers on and off a rail.

wicked oak
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i have mine aligned to the vive or oculus wands

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but the tracker is "misaligned" and you need to parent the gun to it properly

clever sky
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It'd be cool if it were somehow properly integrated.

wicked oak
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and that transform is different depending on the prop

clever sky
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So that the rail and the controllers were tracked.

tired tree
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skinning system you download the model

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from SteamVR

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directly

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like the controllers

wicked oak
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but not about the model, its about the transforms

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how do i align any gun prop to my DWVR guns?

tired tree
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the model data can be rotated to be correct to the tracker

clever sky
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Can you alter a mesh's pivot in BP?

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But vblanco is right... it's still kinda tricky, unless there's some easy access database of this stuff.

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Like... if there's 5 different rifles around, and the user base is split...

pearl tangle
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@wicked oak i already have a mocap suit and an optitrack setup we can use for mocap so wont be using them for that. but for props and other stuff they will come in handy. also keen to try out the noitom hi5 since the gloves on the perception neuron are pretty rubbish

tired tree
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thats why i'm saying 3rd party props would likely provide their own models with that

clever sky
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you gotta support them all!

tired tree
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otherwise.....would have to be manual calibration

clever sky
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Yeah...

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Some sort of tool in your game to shift the model in relation to the tracker ๐Ÿ˜›

tired tree
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for things like beer cozies and the like the skinning system would "just work"

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for guns..if you want your own geometry...

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welcome to funville

clever sky
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Heh.

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Then there's a matter of what you're aligning!

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I suppose you're aligning the handle.

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But unless your prop reasonably matches the mesh, I wonder if it'll negatively impact presence.

tired tree
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probably still better to keep the skinning system, so attachments could be downloaded from steam workshop, but give the RenderModels api a "offset' value as well

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then the dev just has to apply the offset, and the end user can select which attachment he is using directly in steam

pearl tangle
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we will pretty much need to align on the basic elements of a prop to make things modular

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the trackers themselves are still much better for us to create 1 off type experiences or release props with a game, without needing to sell the expensive tracker with it i suppose. you still are able to access all of the commands of the regular controller through the puck as well

tired tree
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yeah, its just a clusterfk using third party's though currently

pearl tangle
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yeah id say its more likely that a few props will take off and developers will start to support those. You can pass across a deviceType name with your controller when you connect it so if the game has been developed with that in mind then it should be able to handle things

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im not sure if Epic merged that in yet though but thats the stuff we were talking through about 3 months ago and they gave me that update

clever sky
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Right now the trackers themselves are 'invalid type'.

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So, you mean you can pass something else to UE4 if you connect it up to a prop with some electronics?

pearl tangle
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hmm it seems not actually now that i look back at the documentation. Would need to do all the setup in the software

clever sky
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Fair enough. Yeah, I think initially, tracker use will be from a couple directions - people doing avatar stuff, and people doing hip/foot tracking for locomotion... and hardware manufacturers partnering up with game devs to get their particular piece integrated into a game. Especially more high profile stuff like Onwards or Space Pirate Trainer.

tired tree
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you can get device type already, but no Epic hasn't managed it yet

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get manually query all sorts of information from tracked devices

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but epic is planning for it, they have a trackeddevicefunctionlibrary now in 4.16

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it just doesn't do much besides turn tracking on/off of devices

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DeviceProperties are a bunch of variables you can retrieve from OpenVR currently, including DeviceType and ManufacturerName

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oh and battery status, that one is fairly useful

clever sky
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Nice.

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I assume for warning users that their battery is low ๐Ÿ˜›

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Or better yet, displaying the controller/tracker batter indicators in game hud.

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... which is really not something we should do, but something Steam should do in the Steam VR menu!

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like just straight up - in the bottom dash board bar, give us the battery indicators!

tired tree
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those show up in the overlay on the controllers themselves

clever sky
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Oh yeah.

tired tree
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but for the trackers, muuuch more useful

clever sky
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Yeah.

tired tree
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i exposed all of that to blueprint a long time ago and now finally with trackers do I have a use for most of it

clever sky
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I upgraded to a 1080ti recently.

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Became very unproductive for the week while playing my backlog.

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playing a small small portion of my backlog.

tired tree
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mmm

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unless epic makes some last minute changes the trackers still won't be fixed in 4.16 for motion controllers

clever sky
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What's wrong with them now?

tired tree
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don't work with the motion controller component, no late updates, no button mappings

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that "invalid device" setting killed them for that

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when SteamVR changed software about two patches ago

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I had to make a temp replacement for them until they change some code

clever sky
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Doesn't the VRtemplate use the motion controller component?

tired tree
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yes

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if you are using the tracker as a controller replacement in software think it still counts

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or on old SteamVR

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but you are manually getting the positions in blueprint aren't you?

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thats different

clever sky
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I am grabbing their positions in some functions yeah.

tired tree
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yeah

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they used to register as a motion controller

clever sky
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So the real effect of not having late update is... that it's just a bit laggier?

tired tree
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Invalid Device is on Epics end

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its laggier and like I said, can't access the buttons, but for what you do it won't matter

clever sky
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Nah ๐Ÿ˜ƒ

tired tree
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movement tracking for locomotion isn't late updated anyway

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late updates are visual

clever sky
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Ah ok.

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I can check the visual lagginess by going into the steam menu and moving the tracker around.

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I assume the steam menu has proper late updates right?

tired tree
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it'll be like the controllers with late updates off

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yeah

clever sky
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Yeah. It's not too bad under normal movement. can't tell too much lagginess. I assume it's more an issue when under speed.

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Just lightly jostling around seems like 1:1

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That said... I've always been a bit latency insensitive, so maybe not the best judge of this ๐Ÿ˜›

tired tree
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well could be that SteamVR overlay Doesn't late latch them

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but would be a little surprised

clever sky
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I'll have to do more thorough testing tomorrow.

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Ooh. Square Enix is making a card based RPG for VR.

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It's weird! and so very japanese.

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Quite looking forward to seeing more VR efforts from bigger japanese developers.

tired tree
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been waiting for a game like that

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hopefully its more than a tech demo

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summoning card games in VR have a lot of potential

clever sky
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I've played a couple now.

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The Oculus paid for one... Dragonfront or something?

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And another indy one.

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Oh yeah, there's also ascension.

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There's actually quite a few of these. I think they're making a Blade and Soul card game for VR as well.

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Everyone's trying to tap that Yugioh!

tired tree
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just make Yugioh already...

clever sky
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Haha ๐Ÿ˜›

tired tree
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i'd buy THAT accessory

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my arm deck

clever sky
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What is it? a powerglove?

tired tree
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mm? no i mean the arm holster from Yugioh

tired tree
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there see, just needs a pucj

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puck

clever sky
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Haha... well, the red and blue things are perfect puck locations.

mighty carbon
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StarVR is a VR headset in development by Starbreeze Studios which aims to excel in two places: field of view and resolution; presently offering a whopping 210 degree field of view and 5120ร—1440 resolution. The latest version of the still in-development headset adds low-persistence to keep the image sharp even during head movement, better emphasizing โ€ฆ

wicked oak
#

thats a lot of pixels to render

eternal inlet
#

anyone seen that video where some unity guy shows a kinda window frame in vr that allow you to peek into a different reality, and step though it into that other reality?

#

i've been looking for that video to see if i could figure out how to replicate that in ue4

#

but can't find the video again

mighty carbon
#

card games? in VR? what a waste..

sharp swan
#

not really. I wanted to make one. It seems like a perfect way to evolve it

mighty carbon
#

maybe I just don't like card games outside VR..

#

We need Matrix ๐Ÿ˜ƒ

#

with minigames

tired tree
#

card game minigames

#

ez

sharp swan
#

yeah card games are a niche thing really. You love them or hate them. I never bothered with them until one of the Heroes of might and magic card games. It was complex and interesting. Then I tried Hearthstone and hated it. Thought it was WoW-Bingo. I like it now but back then... ergh

lapis glen
#

@eternal inlet All you have to do is copy portal. Have this alternate world hidden somewhere it cant be seen and place a camera there that mimics the HMD rotation and renders to a dynamic texture

eternal inlet
#

hmm, i thought of that, but will that still give me the depth in the "portal" window?

lapis glen
#

Then try doing it the super mario 64 way.

#

Have the two worlds share a wall?

#

Then hide or show depending on what the user does?

deep willow
#

anywhere i can find bow and arrow tutorial? the 1 from epic is too fast a lot of stuff i don't understand

eternal inlet
#

@deep willow the one by RyanB?

#

@lapis glen hmm, not sure i follow you

eternal inlet
#

jup

lapis glen
#

@eternal inlet Look up videos on how they did the super mario 64 mirror room.

eternal inlet
#

i've thought of doing a bow/arrow myself just for the fun, but so many did it before, but id say that video covers most needed

deep willow
#

i watched this video a couple time and i still can't recreate it

lapis glen
#

The hardest part for me is making the morph targets of the bow.

eternal inlet
#

@lapis glen hmm it's not excactly that effect im after

#

wish i could find that damn link again

#

its a technique similar to how you would simulate a 3d movement in a 2d screen

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but where the screen is a movable window frame in vr

#

i suppose i could replicate that actually... hmm

eternal inlet
#

not excactly that one, but yeah i suppose that's the same idea

#

so maybe it is just a matter of using a camera and a rendertarget?

glossy agate
glossy agate
#

Have to convert the image into a static render or keep the cameras

eternal inlet
#

ah so it is just me overcomplicating things iยดn my head

glossy agate
#

Probably just teleport on overlap and stream in the new level?

eternal inlet
#

hmm yeah, something like that

tired tree
#

Jonas was talking about wanting full scene depth in VR

eternal inlet
#

for the demo i was gonna make, it was actually supposed to be a bit more complex, a multiplayer setup where one player sees one thing, and the other something else

#

but in the same room

#

@tired tree jup correct

lapis glen
#

It cant be done unless you find some way to draw to each eye specifically.

glossy agate
#

Guess you could do some clever masking like the meteor setup in paragon

eternal inlet
#

if i find that video again, i'll link it... maybe they didn't have true depth

tired tree
#

I could think of a way to do it in BP, but getting the perspective right........

#

Jonas, if its just a room, that would be pretty easy

#

make two rooms, duplicate the other player to each other in their own room

eternal inlet
#

.. not sure about the final concept yet

#

jup i know

#

i'll investigate it a bit... it's a fun idea

#

hmm about perspective... all though possibly expensive as hell, would i be possible to rendertarget the windowframe orientation, and then from the alternate camera position rendertarget that rendertarget?

#

found it

sturdy coral
#

with dynamic lighting what I would do is using two lighting channels on two worlds and overlap them together

#

make everything a masked material

#

and then just trace if it went through the rectangle of the door to determine wether to mask or not

glossy agate
#

It almost looks like that unity product is streaming all three levels at the same time and masking out visibility for the portal or something.

#

You beat me to it haha

sturdy coral
#

not sure 100% if lighting channels affect shadows or just who receives the light

vocal maple
#

I have attached a static mesh to my hmd camera and for some reason the mesh doesn't move at all. How did you attach a body to the hmd?

sturdy coral
#

@vocal maple are you sure it is the active camera?

vocal maple
#

@sturdy coral oh never mind. I just noticed that it was parented to the vr origin instead of the camera. It looked similar ๐Ÿ˜›

#

How does lock rotation work? Can I use it to lock the body to be perpendicular to the floor?

tired tree
#

Yeah I beleive that the guy that did that Unity package said he was using level streaming

deep willow
#

is there a tutorial for 2 hand weapon vr somehwere?

glossy agate
deep willow
#

thx

tired tree
#

FindLookAtrotation already does that

#

if you are just doing direct facing like that

glossy agate
#

Nice, doesn't your plugin already do this too? @tired tree

#

I have it downloaded, but haven't used it yet. because if I do I know I won't actually go back easily and finish my game if i get distracted haha.

tired tree
#

yeah mine does it differently though

#

doesn't care about model root rotation and has the singularity in 180 rot from start instead of Z +-

#

but everyone else and their mother does it FindLookAt / Your method, nothing wrong with it

#

good enough for every unity game out there, no reason not to do it like that

trim flower
#

Anyone know of any VR drumming tutorials/templates for blueprints? My first goal is being able to interchange between my hand mesh and some drum sticks actors. I'm not sure the best way to tackle this goal though.

stiff bramble
#

Why VR games using teleport insted movement?

pearl tangle
#

so that you can move around large spaces without getting sick?

#

@trim flower there wont be anything specific about that but just break down your problem and all you want is a 3D model that is drum sticks, and then you attach them to your hands and then on hit play a sound

stiff bramble
#

@pearl tangle i'm don't have vr headset, just curious )

pearl tangle
#

@stiff bramble then I highly recommend getting 1. they are awesome!

stiff bramble
#

@pearl tangle price is main problem ๐Ÿ˜‰

eternal inlet
#

@MordenTral#2571 @glossy agate yeah it does look like hes using streaming levels.. but isnt that only for switching between levels? I do however agree with Ryan, that it looks like all 3 levels are active and masked out somehow. Or am i misunderstanding? Hmm

fresh laurel
full junco
#

a standalone vr headset would combine the downsides of mobile vr (performance, battery life) with the downsides of desktop vr (price)

#

so I don't see why anyone would be looking forward to that

fresh laurel
#

ยฏ_(ใƒ„)_/ยฏ

pearl tangle
#

it would also provide the upsides of them as well. portability, wireless, positional tracking. although I assume no hand tracking in these versions

wicked oak
#

its also wireless, and standalone, and has much more power and battery than a phone version

#

and positional tracking

mighty carbon
#

@full junco simply hates Oculus, therefore Oculus products will always be unworthy no matter what :P

full junco
#

it's not about oculus, I talked about standalone vr headsets in general

#

and no idea why you think I hate oculus

tired tree
#

motorsep thinks everyone that doesn't praise every move they make hates them

#

even though vive and oculus both make plenty of mistakes

wicked oak
#

i think standalone is the best

#

my arguments for it are not that complicated

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first of all, its an all in one

#

you cant beat that ease of use

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at all

#

casuals prefer ease of use over anything else, ask Apple

#

then, it will have more power compared to a phone headset, and be better built. It should have comparable quality to a proper headset like the oculus rift

#

just instead of being plugged to a PC, it has the PC built in somehow

#

obviously graphics will be worse, but you dont have to deal with Windows and Drivers, so its like with a console. You can plug the GPU "directly" to the screen, to have low latency and be able to do stuff like foveated rendering a lot better

#

i think Carmack thinks the exact same

tired tree
#

don't see a reason NOT to make it, even if only for experimental use

#

in the future that is where it is headed anyway, and I assume that oculus wants to get in on the AR game as well and a standalone base could evolve there

wicked oak
#

and it can be much more popular comercially

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far more

#

but i wonder the cost

#

its a rift (500 dollars "supposedly at cost") and then the cameras + the circuits

#

it would sell FAR more than the rift itself

#

if marketing is half good

#

the "IT JUST WORKS" its a massive selling point

#

just buy it, put it on, and you have access to cool shit

mighty carbon
#

Well, never mind me - I was barely awake

wicked oak
#

with leap motion stuff it can already be highly interesting

#

but not really for gaming, unless they can do inside out tracked wants

mighty carbon
#

And I recall @John_Alcatraz was talking smack about Oculus, so I figured he hates it. Why else talk so much smack? :)

#

If standalone HMD can be also plugged into PC for wired experience, and it costs $700 and more powerful than Galaxy S8 (and runs full OpenGL / Vulkan), I'd buy it.

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The problem I have with mobile GPUs is that they don't cull back faces, they don't clip/cull triangles .

#

(That's on top of the other stuff)

wicked oak
#

and the headset, when plugged into pc, could do the async timewarp on itself

#

freeing the pc of some overhead

pearl tangle
#

no mention of it being able to plug back into a PC though is there?

mighty carbon
#

No, there was not

#

But F8 starts at 10 am PST

#

So, who knows what happens

#

Zuk will stream it from his Fb page

mighty carbon
eternal inlet
#

is there a way to get a child actor to report it's event dispatcher event out to the parent actor?

#

hope i formulated that right lol

#

im basically just interrested in if it's possible to have an actor that has events, and then if that actor is a child actor, then on the parent actor to catch/listen on the child events being fired

wise thunder
#

That's what calling Super is for, or BP it's called call to parent function or something like that

eternal inlet
#

yah, im in BP

#

forgot to mention

#

ok so i suppose i just need to make sure to cast my childactor to the right specific actor before binding it

wise thunder
#

Yeah, event dispatchers are a bit different as you have to bind to a certain function, not a virtual one

#

At least in C++, not super sure about BP

eternal inlet
#

jup, they're indeed a funny one

#

anyway thx again Lethal

silver pulsar
#

Hi guys ๐Ÿ˜ƒ

eternal inlet
#

Hi Jamis

silver pulsar
#

thanks jonas for the tip about the unreal discord ... I didn't know it exist ๐Ÿ˜‰

eternal inlet
#

you're most welcome

tired tree
#

jonas you might want to consider using interfaces with that child actor / parent actor

eternal inlet
#

hmm, so like call some method using an interface on the parent?

#

and if i wanna listen on the parent, then implement it on the parent?

tired tree
#

yeah

eternal inlet
#

thats actually pretty good

#

those delegates did also work, but they're just so cluncky to work with

#

thx M

#

@tired tree do you happen to know how expensive it is to increase Contact Distance for a PhysicsConstraint from the default 1 to ie. 20?

tired tree
#

newp

eternal inlet
#

kk

#

just seeing much more stable results with that

#

but don't wanna use that if it's crap expensive

glossy agate
#

Jonas, let me know if the interface bp works for you on the child to parent setup. I have been trying to figure that out! Problem is with a cast I sent it to every parent alive in the level.

eternal inlet
#

oh it does

#

u have ur parent implementing the interface?

glossy agate
#

No, I haven't tried that method yet. Was using casts before abandoning the feature

#

Only been using interfaces for shooting stuff so far.

eternal inlet
#

ok just ask, then i can walk u through the setup

glossy agate
#

Awesome, I'll pm you when I get home.

eternal inlet
#

sure thing

tired tree
#

Interfaces were pretty much made for that kind of thing

mighty carbon
#

Is anyone watching F8 ?

#

Some AR stuff was announced

wicked oak
#

Any other stream?

#

iliterally cant see facebook

#

i dont have account, and it blocks me every 10 seconds

mighty carbon
wicked oak
#

uhm, that AI tech is neat

glossy agate
#

So anyone have a download link for the beta?

wicked oak
#

hey @glossy agate what was the last version of the Aquila dungeoning game you tried?

#

the 3 classes are now fully implemented

glossy agate
#

That very first test where 3 of us were playing it.

wicked oak
#

and the mage throws spells by grabbing them off a book

#

the one on grey walls?

#

ah, the PvP

glossy agate
#

Yeah the pvp with the 2 guns an bow

wicked oak
#

now im prototyping a dungeon crawler with that base code

#

im looking for people to test again

glossy agate
#

Awesome! I am at work until 5:30 pst but I can test anytime after that.

wicked oak
#

let me check that hour in my timezone

#

nope, no way in hell

#

its 2 am here at 5 pm pst

#

i have it on Steam properly now. Got an app ID from Valve

glossy agate
#

Ahaha, yeah that's way too late. I'm free all day on the weekends though.

#

Nice, I'll download it

wicked oak
#

did i send you a key? it wasnt on steam last time

glossy agate
#

No, I don't have one

#

I have one for dwvr if that works

wicked oak
#

it doesnt

mighty carbon
#

I really hope UE4 will support Fb's AR stuff

wicked oak
#

that AR stuff is hella cool

#

but its facebook ugh

mighty carbon
#

so?

#

I've had Fb account for a long time.. Only use it every now and then to share cool stuff from others and to promote my games. Don't have much of personal info there.

#

Why so much hate ?

wicked oak
#

i truly hate social networks

#

from the very start

mighty carbon
#

Fb provides reasonably prices PR tools and the reach is overwhelming

wicked oak
#

and my facebok account got stolen and deactivated, and HELL NO im not going to send my ID card to them for validation

mighty carbon
#

then you are in the wrong business

wicked oak
#

yeah, i do have to make a Mad Triangles facebook

mighty carbon
#

nowadays it's all about social networks

#

I don't like it, but it's something I have to deal with

wicked oak
#

more than ryan, if you have a vr headset and want to test my new dungeon game, i could really use that testing

#

ill PM steam key

mighty carbon
#

"Facebook Spaces coming out in beta, letting you hang together in VRโ€”as long as you have a bunch of the right Oculus gear."

alpine torrent
#

what was the ar studio what they talked about

#

what had mass effect andromeda

wicked oak
#

100% trash

#

for the VR avatars

#

the holographic ones got much more class

mighty carbon
#

I saw helmet superimposed on the user

wicked oak
#

this ones are better made MIIs

#

god those avatars are uuuuuuuuuuuuuuuuuuuuuuuuuuugly

alpine torrent
#

virtual gamenight

wicked oak
#

sounds hella useful for D&D games

tired tree
#

Avatars aren't a bad idea, just would prefere them to be seperate from one platform

alpine torrent
#

you remember google hangouts effects

wicked oak
#

i really dislike the avatars

alpine torrent
#

@wicked oak only upper torso

wicked oak
#

they seem to have nice IK

tired tree
#

this is way less convienant than just using phones....

wicked oak
#

better than mine in fact XD

clever sky
#

The foreheads are huge.

#

Why?

tired tree
#

no bangs

wicked oak
#

i highly dislike how plain they are

#

they are flat with some eyes painted on

#

basically high res miis

clever sky
#

I imagine the thought process must've been like... oh, we want the avatars to be friendlier.

#

Oh lets use big heads.

wicked oak
#

my oculus avatar is much more swag

clever sky
#

Ok, let's take a normal proportion head and scale it up.

#

Oh, this isn't quite working.

tired tree
#

no thought process, they just made more complicated Mii's

#

same demographic as wii anyway

alpine torrent
#

soon you have your avatar as USB Stick

clever sky
#

Oh I know, let's move those eyes down, that makes them look more youthful.

wicked oak
#

but muh 3d cyberpunk holo avatars

clever sky
#

Big forehead creepy cartoony avatars ๐Ÿ˜›

tired tree
#

lol blanco ever been into one of the VR social program that allow custom avatars?

#

cyberpunk halo avatars seem to be pretty popular

alpine torrent
#

my xbox avatar wears N7 gear

wicked oak
#

i get flashbacks to the accel world anime where everyone has its own random ass vr avatar

#

popular girl gets a fancy as hell dress with fancy butterfly wings, and protagonist gets a half a meter high pig for reasons

alpine torrent
#

@wicked oak I see that in this Owl looks like owl

wicked oak
#

friendly girl goes full catgirl, and friend guy goes around in samurai armor i think

clever sky
#

They need avatar rules on a per room basis.

#

all avatars allowed.

#

normal avatars allowed.

#

etc.

alpine torrent
#

like themed rooms?

tired tree
#

oh god....second life avatars in VR....

#

yeah please filterthem

wicked oak
#

FURRIES

#

EVERYWHERE

alpine torrent
#

multiplyer killer bunnies

clever sky
#

I like cute furries. But for some reason furry lovers prefer disturbing furries ๐Ÿ˜›

alpine torrent
clever sky
#

I think it's because they conflate it with sex stuff D:

real needle
#

MY EYEEEEEESSSSS

clever sky
#

Yeah! Gizmo is cute ๐Ÿ˜„

tired tree
#

I don't know, Gizmo avatars for an adult is still pretty creepy IMO

mighty carbon
#

Did they already show new HMD or gloves ?

tired tree
#

ugggg. facebook payments?

alpine torrent
#

FacePay

wicked oak
#

i would definitely make me a fantasy armor or similar, as flashy as possible

#

like straight out of wow high tier armors

#

uhm

#

so Messenger is now facebook gaming taken to the phone, in a highly annoying way

#

some of the AI stuff they are doing is definitely getting into the creepy as hell side

alpine torrent
#

I love it

#

I make bots and i educate people making better bots

mighty carbon
#

so, I take it as no standalone HMD and no gloves ? ๐Ÿ˜ฆ

tired tree
#

you expected finished products from a dev hardware image and an image of zuckerberg with gloves on at their tracking testing station?

mighty carbon
#

something like that would work, yes ๐Ÿ˜ƒ

#

at least something officially confirmed

#

I assume OC4 will bring all that this fall

tired tree
#

that station wasn't even constellation, and its an old picture.

#

if its the one I am thinking of

glossy agate
#

I think they will probably sell wireless and those hot and cold simulating controllers before stand alone. Unless stand alone is super cheap and way better than mobile.

#

Or strap a 1080ti to the back of your head and sell it for $1500

mighty carbon
#

it won't be cheap

#

it will be more expensive than CV1, but it would have PC on-board, so naturally it's going to me more expensive.

#

but at least you can buy standalone and in time buy/upgrade PC for wired experience if you want to go all out with 1080Ti visuals ๐Ÿ˜ƒ

glossy agate
#

Yeah haha. Something less cumbersome than the backpack.

mighty carbon
#

this way you can keep your iPhone or whatever-phone and don't have to get into Gear VR segment

#

and with that you won't have to upgrade your phone every year to keep getting better performance

glossy agate
#

That's a good idea, like riftcat integration or something for either higher or lower end experiences.

mighty carbon
#

so in a longer run, standalone is cheaper than Gear VR

tired tree
#

thats silly

#

people upgrade phones anyway

#

and you are relying on it being tethered capable

#

which no-one has talked about

#

and even then the standalone will age out just like any other HMD resolution and featurewise

glad temple
#

For room scale games that don't use free teleporting, how are you designing your game environment for variable room sizes?

#

Or what's a good (as in reasonable) minimum room size to require people to have?

#

I see most games without free teleportation require 2m x 1.5m

mighty carbon
#

wouldn't you design it based on max chaperone area ?

#

(so if room is physically bigger, you are still confined to the area governed by chaperone)

glad temple
#

By room size i mean chaperone size

#

Like for a game without teleportation you wouldn't want to put game elements outside of the chaperone area

#

Like for example Gnomes & Goblins has trees you can look in at each edge of a large chaperone area, however if you have a smaller area you no longer have access to some of the content.

#

Richies Plank Experience makes it so smaller play areas can't even reach the end of the plank.

#

I think other games snap important elements to chaperone borders, but are there any other techniques being used?

glossy agate
#

Watch the job simulator talk from gdc. They had different setups depending on chaperone size

glad temple
#

I shall, thanks @glossy agate

glad temple
#

Ooo, they made different level designs for different chaperone sizes.

full junco
#

well there are close to 0 games that have some small level where you dont have any way to move around

#

even if it wouldnt be possible, those games aren't relevant, that isnt an issue for a standalone hmd

#

job simulator was one of the first roomscale games, but I have not seen any other game with such small areas

vocal maple
#

I want to have a skeleton for sockets and IK in my vr pawn. I want it to be modular so that the body, head, weapons and everything else is its own mesh. So I basically want to have a mesh which is just a skeleton. Should I make a regular skeletal mesh to mount everything onto and hide it in game or is there a more straightforward way to add such a skeleton in UE4?

wicked oak
#

digging through 4.16 code

#

i got some Social Screen for PSVR

#

neat

#

and some improvements on psvr code overall. Seems they have done lots of vR stuff this update

#

also stuff around Trackeres

#

seems you can turn on-off trackers

#

i guess that comes from the Vive stuff, but they made it general for all vr stuff

vocal maple
#

It is the golden age of VR now, when new things are appearing and markets are still free

full junco
#

@wicked oak I already told you about the social screen stuff

#

let me quote myself from 12 days ago:
"and they added "PSVR: Social Screen Support", no idea what that means but maybe @wicked oak cares about it"

vocal maple
#

Has anyone here released for PSVR? Is it hard to get into the playstation games store?

sharp swan
#

vblanco has been working on a PSVR release. Hes the only one I know of here

#

@vocal maple

vocal maple
#

@wicked oak So how is releasing for PSVR? Are they more selective than steam?

sharp swan
#

im pretty sure they are a lot stricter than steam. The quality of performance has to meet specifications for example

vocal maple
#

The psvr controller has very few inputs. That will prevent a lot of games from coming on PSVR for now I think.

glad temple
#

Having players stand on a slow moving platform, how disorienting do you think it'd be for normal players?

full junco
#

@glad temple how slow?

#

there are a few shooters where you stand on a slowly moving platform, and it works quite well I think

vocal maple
#

Get a bunch of friends and relatives and test it ๐Ÿ˜› . We almost sold a trucking simulator hacked together in a week. They didnt buy it mainly because the truck's motion was causing motion sickness. It wasn't even shaking. So I don't think that vehicles/platforms are a good idea in vr

glad temple
#

About walking speed. Which shooters, @full junco ?

full junco
#

@glad temple I dont know the name, it was at least one of those that was free with a vive pre ๐Ÿ˜„

#

it was way slower than walking speed though

#

walking speed is too much I think

glad temple
#

What about Hover Junkers? Haven't played it but I know there's fast moving platforms

#

I wish there was a list of "On a scale from 0 to 10 here's what will make the average person sick in VR". Because I know I'm not the average person in terms of getting disoriented.

full junco
#

what do you mean with "disoriented"? thats a completely different thing than "getting sick" I think

glad temple
#

True

full junco
#

the things that keep you most oriented make you most sick usually

#

so you can feel disoriented after a teleport, but that won't make you sick

#

smooth locomotion doesn't make you feel disoriented, but it can make you sick

glad temple
#

I guess "breaks immersion due to bodily unhappiness" might be a better way to phrase it, lol

full junco
#

thats "getting sick" ๐Ÿ˜„

glad temple
#

orientation is bodily! โ˜น

south blade
#

If I give someone a VR based unreal project. Would you guys be able to give me back an android app i can download to play the game?

pearl tangle
#

....

#

can't you just publish the thing for android?

south blade
#

Oh

#

thats really simple

#

let me try it

pearl tangle
#

what did you expect somebody else was going to do differently?

south blade
#

Oh hey you helped me a while ago. I got VR working and im presenting this friday

#

I didnt realize you can just export

#

I thought you needed a 3rd party program and stuff

pearl tangle
#

you need to get the android studio stuff for it yeah. Just download NVPack and it has everything i nthere

south blade
#

got it

pearl tangle
#

whats your project on there anyway? If you have built it for VR but never actually tested it in VR expect there to be a hell of a lot of problems

glossy agate
#

Zoltan asking the real questions

south blade
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eating brb

south blade
#

Yup. I've bene using it with the Oculus.

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Just thought I'd get a second setup for my phone and shitty vr thing.

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Project is my senior design project. im in civil engineering.

pearl tangle
#

gotcha. You would need to switch over to the different player controller as well then if you were using the default motion controller 1

trim flower
#

So when I pick up a sword actor with the motion controllers, the sword goes right through everything. But when I drop the sword the collision works. I can't seem to figure out the issue in the blueprints.

glossy agate
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Go look at @eternal inlet YouTube channel @trim flower

trim flower
#

Thanks. I definitely have seen some of his stuff. I must have missed that part ๐Ÿ˜ƒ

pearl tangle
#

yeah plenty of discussions on the forums about that

glossy agate
#

Yeah his new tutorial on this is only a few days old.

clever sky
#

If you're using VR template, it's because grabbing something turns off its physics... so that it can stick to your hand ๐Ÿ˜›

eternal inlet
#

Also @tired tree handles this in his plugin @trim flower

jaunty shell
#

good morning everyone ๐Ÿ˜ƒ

wicked oak
#

the lack of buttons on PSMove is a real issue

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well, not buttons

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it has buttons for days

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but it has no Dpad or analog joystick

latent moss
#

Hi, I would like to know if or how it is possible to run Unreal Engine in VR Mode without actually having a VR Heaset, as the VR Preview button isn't activated. Anyone care to help me out about that?

wicked oak
#

on the review and tech stuff, they are brutal

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i managed to pass VR Consultation, that is a special, more "unnoficial" review than the full review for release. They found a bunch of bungs and even some z-fighting in a corner on the map, and they provided video or photos of the exact bugs

latent moss
#

No one knows?

main fjord
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-emulatestereo

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but without a real headset, you're not going to be able to emulate position/rotation correctly

dusk vigil
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I guess it can be useful enough to evaluate performance to some degree, but otherwise not much joy

wicked oak
#

its useless for what you want to do like gameplay

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to play my game without having to put the headset, i created a fuckton of debug bindings and extra controls

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i can move the hands with the mouse, or the camera but not the body, things like that

main fjord
#

the Oculus runtime also comes with a debug tool that can make a fake HMD, very useful for performance testing without an actual headset, it has some basic functionality to manipulate fake rotation/position

tired tree
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Pfff, they had that for like the PS2 back in the day, full chest piece with multiple zones. (The abdomen thing, not the EMS feedback)

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not to say it was good

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EMS as haptics is a cool idea, but getting enough granularity out of it is a huge issue. Its also not "New" or "Innovative"

alpine torrent
#

When does the history of mixed reality start? There are lots of suggestions, but 1977 always shows up as a significant year. Thatโ€™s the year millions of children โ€“ many of whom would one day become the captains of Silicon Valley โ€“ first experienced something they wouldnโ€™t be able to name for another decade or โ€ฆ

wicked oak
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this are the current combat mechanics i got on the dungeon prototype

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so soon but honestly i love the melee combat

mighty carbon
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"In February, 184.4m devices worldwide were compatible with Samsung's Gear VR headset"

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untapped market

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golden opportunity if one can convince people to buy Gear VR to dive into one's app(s)

alpine torrent
#

omg new 360 cameras revealed in F8 keynote2

mighty carbon
#

oh, is it still going on ? I didn't see that announcement yesterday

alpine torrent
#

yeah it's going

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19mins ago started

full junco
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I only see whatever anyone is linking here ๐Ÿ˜„

alpine torrent
full junco
#

so usually I see whatever motorsep finds interesting since he most often links stuff

wicked oak
#

fucking facebook links

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unusable

full junco
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well I wanted to say the same, but its kinda understandable that FB streams at FB, right? ๐Ÿ˜›

alpine torrent
full junco
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and you dont have to watch it

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I won't watch it

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if theres anything interesting I will surely read about it later

mighty carbon
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@wicked oak don't feel bad about horrible stream - I am logged into Fb and video freezes every 2 sec.

full junco
#

do config files not work in shipping builds?

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ah, I have to use the ones in appdata I think

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hm, those also don't work it seems...

wicked oak
#

video above had some issues. This one is much better

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and gets to the point of showing the melee combat almost instantly

sturdy coral
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@full junco shooter game's options menu stores some settings in a config file when you change things so it is definitely possible in shipping

wicked oak
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im going to port that combat to DWVR, as its really fun

full junco
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@sturdy coral ok yeah thanks, it all works

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I forgot I'm overwriting it in the code

deep willow
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his blocking doesn't seem to work properly

wicked oak
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it works properly, its me who cant block

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look at it in slow motion

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some of the hits go becouse his hit goes below where i have the shield, or i just parry badly

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its not that easy XD

tired tree
#

You using rama's melee system? I saw all of the trace debugs on the weapon, looked like his debug view

wicked oak
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and the shield has around 10% bigger collision than the mesh shows

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no, its mine

tired tree
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oh right, he moved to collision and not traces didn't he

wicked oak
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mine is traces

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they do Chivalry style traces, from "old position" to "new position" of the sword

tired tree
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Yeah think he started with traces and moved to multiple collision volumes

wicked oak
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it also detecst velocity, if your movement its to sllow it doesnt do traces

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i dunno, traces are just simpler a lot of the time

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its why ive used that

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didnt he do some crazy shit with physics for the sweeps?

tired tree
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can't do sweeps like normal unless you substep i

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t

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as sweeps take a single rotation

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don't know what he ended up with

deep willow
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ok sorry that was only first couple min of the vids then second half the blocking really worked well

wicked oak
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its a lot of fun. Problem ist hat the movement might be dizzying for a lot of people

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still havent done that FCustomMovement thing for the MP XD

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the multiplayer avatars movement isnt that smooth

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they jump around a bit

tired tree
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if they aren't colliding with each other it shouldn't be "that" bad

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maybe some slight rollback

wicked oak
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nah, its just that im doing "custom" replication

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with no proper simulation

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i just send the new location each frame

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and the server puts those as replicated variables

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then it just interpolates there

tired tree
#

oh...

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yeah

wicked oak
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this thing cheats so hard its not even funny

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for the replication

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for example, the enemy hit detection is clientside

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so you can do accurate parries under 300 ms lag

tired tree
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I'm honestly WAAAAY more ok with client side hits in VR

wicked oak
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its ok, its a PvE game

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bots arent going to complain about it being really unfair against them

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like Monster Hunter

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monsters there are clientside

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it just syncs the monster animations beetween players

tired tree
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with the amount of precision and speed that players expect in VR, telling them their hand wasn't where it was is offputting

wicked oak
#

but im still having some trouble with projectile stuff

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becouse you expect your bow to be completely accurate

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but then the server cant register the headshot

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head is small, and projectile lag will mean it WILL miss

tired tree
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might have to start keeping multiple frames of locaitons

wicked oak
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so i also need to do clientside bow....

tired tree
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Well Overwatch keeps client side hits with server just checking if it was even possible

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except for things like RH Hook

clever sky
#

What about client side hit with server side rewind checking?

wicked oak
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i do a distance check XD

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but its still not 100% synced

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for example the enemy wont see you blocking or parrying

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doing that under lag gets quite desynced. But it plays well

#

it still has lots of bugs around im trying to fix

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but my character artist who i used to test this is having problems with his internet

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so its impossible to test by myself

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i use local multiplayer with the commands and in "non VR" mode, with lots of debug keys

tired tree
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@clever sky yeah that is what I was talking about, multiple frames of transform history with client side hit detection. Its Favor The Shooter like OW does

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Server checks if the hit was possible

wicked oak
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the server does have the weapon transform

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that is replicated

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its more about the enemies having animations, and if you block an enemy on one stage of the animation, by the time it has replicated, the enemy is mid-animation

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so its like "how the fuck he blocked it"

glossy agate
#

I didn't realize that green spell was for healing haha. I probably would have died a lot less.

tired tree
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Should have to rub it all over your body to heal :p

sturdy coral
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@wicked oak I don't know if you've seen but there are a couple of commands for simulating latency and packet loss locally

wicked oak
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i know about them

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i use them

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but you cant test VR as you dont have 2 heads XD

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so you have to create mouse and keyboard controls and do the typical "open 4 windows+log" testing

sturdy coral
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yeah

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maybe something with playback of recorded movements

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not very robust

wicked oak
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turns out you were right with the sword not getting blocked

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it was a obscure bug,its fixed now

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parrying is now much stronger

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as you can block everything with ease now

dusk vigil
#

it popped into my head, what if movement was oldschool 4 or 8 directional, like back and forwards steps and sidesteps ( maybe circling target sidesteps ), could that make things less uncomfortable

wicked oak
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limit of angle makes no sense

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but it could be in smaller jumps

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like 1 meter

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instead of being continuos, you keep "teleporting" 1 meter

tired tree
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That is how that one MP FPS does it

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if you enable "safe" mode, you do small incremental teleports

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but the other clients still see you walking forward instead

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the default mode is sliding though I think

wicked oak
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wich game?

tired tree
#

the onward competitor, can't remember the name of it atm

sturdy coral
#

maybe pavlov?

tired tree
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yeah pavlov

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i think

mighty carbon
#

No comments on 180M of Gear VR compatible devices circulating around the world?

dusk vigil
#

getting one of their new pointer controllers in the mail tomorrow

mighty carbon
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๐Ÿ–– cool

full junco
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@mighty carbon what should we comment? its like saying "7 billion gearvr compatible humans on earth"

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doesn't matter how many gearvr capable devices there are, only matters how many gearvrs are actually sold

sturdy coral
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only really matters how many people buy games for it ๐Ÿ˜›

full junco
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yeah, thats the next step then

sturdy coral
#

lots of people also own multiple generations of phone and just shelve the old ones

mighty carbon
#

You guys are forgetting that software drives hardware sales

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180M potential buyers of your software

full junco
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@mighty carbon then finish your experience so that the 186 million people decide they should buy a gearvr for it ๐Ÿ˜„

mighty carbon
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They won't

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It's gotta be something much cooler than a throw away experience

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Something Matrix'y

full junco
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well but its your fault if you work on a "throw away experience"

tired tree
#

good luck getting Matrix'y into aphone

full junco
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I much prefer working on "something matrix'y"

mighty carbon
#

That's how you build your brand and name @full junco . You simply don't just build AAA game as your first project.

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Don't we all?

full junco
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not everything below AAA is a "throw away experience" though

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there are many great indie games that are much more

mighty carbon
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"Throw away" means "consumable ". Most likely something to experience one or a few times.

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Like a cup of coffee or a pastry

full junco
#

yeah I get what you mean

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many indie games are different though

mighty carbon
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Not everything needs to be an active few hours experience

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They aren't good enough - out of 180M people only 5M have Gear VR

sturdy coral
#

how is the battery life on gear now on recent devices?

mighty carbon
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I am still on S6, so I can't really say

sturdy coral
#

you can definitely take a chunk of that 180M and say they don't have the battery/heat capacity to play anything matrixy can't you?

mighty carbon
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S7 is better and S8 should last even longer.

sturdy coral
#

yeah I think S7 added a heat pipe to the phone right?

mighty carbon
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Yeah

full junco
#

I wouldnt blame the software for only 5M out of 180M having a gearvr, I would mostly blame the hardware. its just not mainstream quality. seeing every single pixel etc

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VR needs at least 4K for many people wanting to use it in their daily life

tired tree
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its been heavily subsidized but is going to be even more in the future, they are just giving them away.

mighty carbon
#

Well, I'll tell you hands on comparison of resolution when I get my Rift this weekend.

full junco
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the rift doesnt have a better resolution

wicked oak
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no, the rift needs to be cheaper

full junco
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I mean res in general in VR is bad

tired tree
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GearVR on many phones has a better Res

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than Rift/vive

full junco
#

yeah

tired tree
#

oh its this weekend Motor?

mighty carbon
#

While I am aware that res isn't 4k, I personally find mobile VR quite amazing. I bet Rift/Vive would amaze me more to to tracking/controllers. He'll, didn't we all play Doom in 320x240 back in the days and thought it was the best thing ever?

tired tree
#

nice

sturdy coral
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no games really run at the right res for Gear VR though

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just the image and movie viewers really pull it off

wicked oak
#

damn thats really cool

dusk vigil
#

It works really nice with the pointer controller

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headcontrol is stressful

full junco
#

@dusk vigil lol that looks like "motion sickness simulator"

dusk vigil
#

it's pretty ok for most people. pointer control makes it even more so. In that video it's still the old head control making it spinny

sturdy coral
#

vanguard V didn't cause much motion sickness for me

dusk vigil
#

Vanguard was brilliant

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I'm sad he didnt make his kickstarter

#

back in the day

sturdy coral
#

yeah

full junco
#

well I guess its "pretty ok" because you dont play it for long

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I can't imagine people can play that for an hour

dusk vigil
#

Ah no, of course not, it's maybe 5-15 minute thing to play

#

But the point remains, that with the right lowtech vibe you can make stuff roll pretty fast

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and the pointer controller makes a lot more stuff possible

#

the headmouse is horrible

full junco
#

if someone likes to work on such stuff then yeah, he can surely do it

#

I would feel way too limited on any mobile stuff

mighty carbon
#

Well, if you are an artist making stuff for pleasure, then yes, work on what brings you joy.

#

From business perspective however, Gear VR seems to be the untapped gold mine

#

I come from old Doom and Quake modding, so I kinda like working with low poly stuff

mighty carbon
#

I wonder if 2 controllers can be used with Gear VR

dusk vigil
#

it's a good question : )

mighty carbon
#

Sad thing is that buttons can't be remapped

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Like volume buttons on the controller.

blissful bear
#

Apols if its been already discussed. Has anyone tried out this for capturing in-game images/video yet?
https://github.com/facebook/360-Capture-SDK

mighty carbon
#

UE4 needs that desperately!

blissful bear
#

Should be easy for the guys here to integrate. I'll start on it myself in the morning... Someone will prolly have it in and tested by then though!

dusk vigil
#

360 gifs next : )

blissful bear
pearl tangle
#

you can already use nvidia ansel in ue4 out of the box

dusk vigil
#

good tip

full junco
#

@pearl tangle does that work with AMD GPUs?

mighty carbon
#

@pearl tangle except that Ancel doesn't do stereo 360 deg. shots nor stereo (or even mono) 360 deg. videos

pearl tangle
#

nothing will capture 360 video