#virtual-reality
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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?
yeah if you are trying to do it on the motion controllers like that it wont work very well
you will notice the jumping of it
?
no you won't
everything sets transform in the end for its location
my plugin does that instead of attaching as well
anytime I have done it without a plugin or see anybody else try it it hasn't gone well
for physics objects anyway at least
well, yeah, for simulating objects its not goign to work
for simulating objects you constrain them to a kinematic actor in the physics scene that you set the transform for instead
that is how Epic does it, and how Nvidia says to do it
unity VR does it with velocity changes but they have a fully fixed physics step, doesn't work with ue4
I am late to the party, but what's the cheap and reliable SVN service out there ?
(Git isn't suitable for large files like art and whatnot)
@mighty carbon I just use a $5 digital ocean box (eventually added extra storage pretty cheap)
I've heard bad things about digital ocean
you can use google or aws or any other host, digital ocean just has pretty good bandwidth pricing
google's bandwidth pricing sucks
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
whatever that meant
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
Is it even possible to use SVN with Google drive?
I think if you had a local crash you could corrupt the database
because it wouldn't really have atomic changes anymore, one file might get synced and another not
yeah I just didn't want to pay for github, etc. when I already had a small server
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
(for _builtdata files to avoid wasting a lot of space on lightmass builds)
@pearl tangle I couldn't find a good git LFS implementation that looked like it was well supported, I looked here: https://github.com/git-lfs/git-lfs/wiki/Implementations
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."
and then from the ones from third parties there were so many choices I got scared off of them
but if I wasn't self-hosting I would have been fine with using github or gitlab
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
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
Git was designed for ascii files
also, I haven't seen git lfs services offered online.
And while maybe the end result is the same for git and svn, I just like working with svn :)
(And svn repo takes less HDD space as I recall)
I never worked with perforce, but I assume hosting isn't cheap for it, correct?
Free if you host it yourself
๐
Seems to work pretty well even hosted on a Raspberry Pi (may or may not have stolen that idea from someone here nudge)
Well, my own server would still be on-site, so to speak
Better have off-site location
Yeah, it would be better for sure
Cost is still something to consider though
I run P4 on the RPi and dump it to another location weekly
Seems to work alright, I have LAN speeds for my P4 interactions and somewhat-live backups offsite
But I don't pay for that one either haha, so maybe that's cheating bringing that up
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?
Yeah, for sure, you can self-host
I used DO at one point for it, same thing
There are even docker images out for it, if you're familiar with that
Get it set up in like 15 minutes total probably ๐
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?
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.
if you use in azure sure but havent looked aws side lately that much
@mighty carbon what do you mean?
You should just be able to expose the port and have it work
In US upstream is usually very crappy
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
Not to mention running PC 24/7 adds to the light bill.
(Second PC rather)
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
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
If you don't have one laying around though, external would probably be cheaper
you could use it in the cloud
you can use SVN with bitbucket as well im pretty sure. 5gb is probably enough space for you
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
@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
it has unlimited git and git lfs space and is completely free for teams of less than 5
way better than what github or gitlab or bitbucket offers
and it handles the git lfs for 3d models and textures fine?
@pearl tangle it handles git lfs same like every other platform that uses git lfs
just that you have unlimited space
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
why it depends where they "house the files"?
I only have 25 MBits upload but that's fully used
I think Microsoft servers are quite good
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
Gigabit internet comes in handy
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
@deep willow I have no issue seeing the output of that in vr
it's not too far on the side
well i can't see it with my oculus
hm maybe it's easier to see on the vive then
there is no other way to show fps though
maybe you can edit the source and move that output further to the center
exept that i got no idea how to do that
@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.
yeah you can just do it with a widget, very easy
@full junco does VSTS have bandwidth limits? Does it have nice GUI like Git for Windows or TortoiseSVN?
@mighty carbon no bandwidth limits, and I use sourcetree as the GUI
What's source tree?
you can use tortoisegit too
I don't have C++ code. I have BPs and art assets.
Sourcetree is a GUI for version control
Oh, I see
@deep willow you can change where the FPS, console, etc. shows up by modifying:
Source/OculusRift/Private/OculusRiftHMD.h
465: virtual void GetOrthoProjection(int32 RTWidth, int32 RTHeight, float OrthoDistance, FMatrix OrthoProjection[2])
const override;
thx
no idea how to make a delegate in bp, if possible hehe
Event dispatchers are pretty much the same thing
BP allows you to just create an event instead of doing the binding manually though, it's nice
i hate event dispatchers with a passion
i prefer to just make a custom event then
and override that event
like this
You can do that just fine then, the panel is just for delegates/dispatchers
Just create the event and override it via the override dropdown in the child
like this right?
Yeah, looks fine
how do you fix the height with the oculus
my app is great sitting
but i just tried it roomscale
and i it feels like im 3 foot tall
like the ground is way to close
4.16 branch now on github (may have been there a while but just noticed it): https://github.com/EpicGames/UnrealEngine/tree/4.16
looks like some changes for linux support for steamvr
man, that SteamVR keyboard is both awesome and terrible at the same time
@tired tree the actual keyboard or the api?
they api keyboard, same thing though
it eats controller inputs, and brings up ghost controllers and the trackers
but the functionality is good
@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?
awesome!
@opal bobcat There's a function called "set tracking origin" or similar, you need to change it to "floor"
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.
also this
@sturdy coral the 4.16 branch didn't exist last time I checked, and that was yesterday
so good to see that it's finally there
damn @pearl tangle that's a whole bunch of trackers... niceness! ๐
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
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
well, i was gonna experiment with Orion from IKinema
guess i'll have to wait until someone wanna buy them for me for a project ๐
hm, just noticed the HISMC LOD per eye bug is marked as fix 4.17 now, was 4.16 before
so I will fix it myself now
ok, I think I have it fixed, seems to work correctly now
you got one hell of a mocap system there
with so many of them, you can just spam the shit out of them for mocap
and IK is highly simplified
ug, this late update transform being off bug is aggravating
technically how they run late update makes sense, I don't know why it breaks down at high speed
@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
@fleet veldt the issue was that left eye would show different LOD than the right eye
when instanced stereo is disabled
Yo John, you ever try any high speed movements in VR yet?
@tired tree well what is high speed?
um, anything close to vehicle speed
how should I ever accelerate to such speeds in a 2x2 meter play area?
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
the pawn
moving
sorry, should have clarified that
my pawn can't ever move on its own, the only movement comes from the player walking around in the steamvr play area
mm, k, wrong person to ask then :p
well, maybe, but Valve giving official support and having the Onward dev on campus signifies that they have at least considered a broader horizon
I think once Oculus releases gloves, they will release full body tracking solution that doesn't require any pucks like Vive does.
technically lighthouses don't need pucks either for it, they were made more for objects
though it would be less easy to make knee bands and the like for lighthouse
I would like to have pucks to track object that player doesn't grab, but needs to interact with (like chairs and whatnot)
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
@wicked oak that low poly content from Synty doesn't work for you?
no point limiting one hand to a gun with a controller
easy enough to have an "inventory"
also two handed guns are enjoyable
It's not about limiting. It's about holding controller and gun prop handle at the same time - I find it problematic :)
(Both don't fit in my hand)
oh, you meant that...you said one controller gun prop, you meant tracker?
I mean gun prop with tracker + wand or touch
any gun prop you are going to get for oculus won't be modular, will be a full prob in itself
prop
but thats fine imo
i feel like vive trackers are more a developer thing than a consumer thing
Well, get a toy gun, and try to hold both, toy gun and controller in the same hand. It's just bizarre.
at least until official bases for them are available
gotta get some belt holsters for controllers
i also got hats
vive trackers are great as they are a "enforced" standard
that means anyone can do props that just work with an attached tracker
so a VR enthusiast might want to get 2 trackers for misc stuff
oh its nice to have
I think that SteamVR's device skins could be really useful with trackers
downloading a model / texture that is set to a specific tracker would be really nice
rather surprised that they didn't have support for that out of the gate with the trackers
since the backend is all there
nice, linux is officially listed as a SteamVR supported platform in 4.16
I think because some guy did some PRs
"the colors are not up to par when you compared it with forward rendering" <- wut
LOL "demonstrates how forward rendering, a new game development technique,"
AMD trying to follow Apple with claiming new-old inventions?
"frame time - 1000/frame rate", is this really an AMD owned channel?
well whats wrong with explaining it?
the target audience is used to fps values, not ms
AMD mentioned a while ago already that they worked with epic on the forward rendering path in UE4
should have gotten one of the people that worked with it to show it off then
instead of misinformed man
Nah, trackers are great for consumers too.
At least in the sense that, the pricey component is a once off and can be reused for multiple props/uses.
Your first purchase might be pricier for the tracker and prop. But everyone after that is cheaper.
the C O L O R S
he also said "90fps is so old in VR" and "look at this 7ms frame time so much smoother in vr".....
"forward renderign lowers VR latency"...
@clever sky exactly. You can buy 1 tracker and share it on several cheapo props
Having said that... it's funny how the magnet rail things are still a more versatile solution for props than trackers ๐
when steamVR brings out their skinning system for trackers
it will work well
without that, its clunky
there is also the issue of devs having to change their transforms
Basically clip the controllers on and off a rail.
i have mine aligned to the vive or oculus wands
but the tracker is "misaligned" and you need to parent the gun to it properly
It'd be cool if it were somehow properly integrated.
and that transform is different depending on the prop
So that the rail and the controllers were tracked.
skinning system you download the model
from SteamVR
directly
like the controllers
but not about the model, its about the transforms
how do i align any gun prop to my DWVR guns?
the model data can be rotated to be correct to the tracker
Can you alter a mesh's pivot in BP?
But vblanco is right... it's still kinda tricky, unless there's some easy access database of this stuff.
Like... if there's 5 different rifles around, and the user base is split...
@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
thats why i'm saying 3rd party props would likely provide their own models with that
you gotta support them all!
otherwise.....would have to be manual calibration
Yeah...
Some sort of tool in your game to shift the model in relation to the tracker ๐
for things like beer cozies and the like the skinning system would "just work"
for guns..if you want your own geometry...
welcome to funville
Heh.
Then there's a matter of what you're aligning!
I suppose you're aligning the handle.
But unless your prop reasonably matches the mesh, I wonder if it'll negatively impact presence.
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
then the dev just has to apply the offset, and the end user can select which attachment he is using directly in steam
we will pretty much need to align on the basic elements of a prop to make things modular
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
yeah, its just a clusterfk using third party's though currently
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
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
Right now the trackers themselves are 'invalid type'.
So, you mean you can pass something else to UE4 if you connect it up to a prop with some electronics?
hmm it seems not actually now that i look back at the documentation. Would need to do all the setup in the software
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.
you can get device type already, but no Epic hasn't managed it yet
get manually query all sorts of information from tracked devices
but epic is planning for it, they have a trackeddevicefunctionlibrary now in 4.16
it just doesn't do much besides turn tracking on/off of devices
DeviceProperties are a bunch of variables you can retrieve from OpenVR currently, including DeviceType and ManufacturerName
oh and battery status, that one is fairly useful
Nice.
I assume for warning users that their battery is low ๐
Or better yet, displaying the controller/tracker batter indicators in game hud.
... which is really not something we should do, but something Steam should do in the Steam VR menu!
like just straight up - in the bottom dash board bar, give us the battery indicators!
those show up in the overlay on the controllers themselves
Oh yeah.
but for the trackers, muuuch more useful
Yeah.
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
I upgraded to a 1080ti recently.
Became very unproductive for the week while playing my backlog.
playing a small small portion of my backlog.
mmm
unless epic makes some last minute changes the trackers still won't be fixed in 4.16 for motion controllers
What's wrong with them now?
don't work with the motion controller component, no late updates, no button mappings
that "invalid device" setting killed them for that
when SteamVR changed software about two patches ago
I had to make a temp replacement for them until they change some code
Doesn't the VRtemplate use the motion controller component?
yes
if you are using the tracker as a controller replacement in software think it still counts
or on old SteamVR
but you are manually getting the positions in blueprint aren't you?
thats different
I am grabbing their positions in some functions yeah.
So the real effect of not having late update is... that it's just a bit laggier?
Invalid Device is on Epics end
its laggier and like I said, can't access the buttons, but for what you do it won't matter
Nah ๐
Ah ok.
I can check the visual lagginess by going into the steam menu and moving the tracker around.
I assume the steam menu has proper late updates right?
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.
Just lightly jostling around seems like 1:1
That said... I've always been a bit latency insensitive, so maybe not the best judge of this ๐
well could be that SteamVR overlay Doesn't late latch them
but would be a little surprised
I'll have to do more thorough testing tomorrow.
Ooh. Square Enix is making a card based RPG for VR.
It's weird! and so very japanese.
Quite looking forward to seeing more VR efforts from bigger japanese developers.
been waiting for a game like that
hopefully its more than a tech demo
summoning card games in VR have a lot of potential
I've played a couple now.
The Oculus paid for one... Dragonfront or something?
And another indy one.
Oh yeah, there's also ascension.
There's actually quite a few of these. I think they're making a Blade and Soul card game for VR as well.
Everyone's trying to tap that Yugioh!
just make Yugioh already...
Haha ๐
What is it? a powerglove?
mm? no i mean the arm holster from Yugioh
Haha... well, the red and blue things are perfect puck locations.
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 5120ร1440 resolution. The latest version of the still in-development headset adds low-persistence to keep the image sharp even during head movement, better emphasizing โฆ
thats a lot of pixels to render
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
card games? in VR? what a waste..
not really. I wanted to make one. It seems like a perfect way to evolve it
maybe I just don't like card games outside VR..
We need Matrix ๐
with minigames
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
@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
hmm, i thought of that, but will that still give me the depth in the "portal" window?
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?
anywhere i can find bow and arrow tutorial? the 1 from epic is too fast a lot of stuff i don't understand
https://www.youtube.com/watch?v=hcbSzvSAK-0&t=390s is this RyanB?
jup
@eternal inlet Look up videos on how they did the super mario 64 mirror room.
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
i watched this video a couple time and i still can't recreate it
The hardest part for me is making the morph targets of the bow.
@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
conceptually like this: https://www.youtube.com/watch?v=O5ZMjA3gVRw
but where the screen is a movable window frame in vr
i suppose i could replicate that actually... hmm
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?
@eternal inlet here is mine using a render target https://youtu.be/ikjGZn4p_WU
Have to convert the image into a static render or keep the cameras
ah so it is just me overcomplicating things iยดn my head
Probably just teleport on overlap and stream in the new level?
hmm yeah, something like that
Jonas was talking about wanting full scene depth in VR
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
It cant be done unless you find some way to draw to each eye specifically.
Guess you could do some clever masking like the meteor setup in paragon
if i find that video again, i'll link it... maybe they didn't have true depth
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
.. 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
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
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
not sure 100% if lighting channels affect shadows or just who receives the light
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?
@vocal maple are you sure it is the active camera?
@sturdy coral oh never mind. I just noticed that it was parented to the vr origin instead of the camera. It looked similar ๐
How does lock rotation work? Can I use it to lock the body to be perpendicular to the floor?
Yeah I beleive that the guy that did that Unity package said he was using level streaming
is there a tutorial for 2 hand weapon vr somehwere?
This is what I worked off of
thx
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.
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
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.
Why VR games using teleport insted movement?
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
@pearl tangle i'm don't have vr headset, just curious )
@stiff bramble then I highly recommend getting 1. they are awesome!
@pearl tangle price is main problem ๐
@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
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
ยฏ_(ใ)_/ยฏ
it would also provide the upsides of them as well. portability, wireless, positional tracking. although I assume no hand tracking in these versions
its also wireless, and standalone, and has much more power and battery than a phone version
and positional tracking
@full junco simply hates Oculus, therefore Oculus products will always be unworthy no matter what :P
it's not about oculus, I talked about standalone vr headsets in general
and no idea why you think I hate oculus
motorsep thinks everyone that doesn't praise every move they make hates them
even though vive and oculus both make plenty of mistakes
i think standalone is the best
my arguments for it are not that complicated
first of all, its an all in one
you cant beat that ease of use
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
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
and it can be much more popular comercially
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
Well, never mind me - I was barely awake
with leap motion stuff it can already be highly interesting
but not really for gaming, unless they can do inside out tracked wants
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.
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)
and the headset, when plugged into pc, could do the async timewarp on itself
freeing the pc of some overhead
no mention of it being able to plug back into a PC though is there?
No, there was not
But F8 starts at 10 am PST
So, who knows what happens
Zuk will stream it from his Fb page
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
That's what calling Super is for, or BP it's called call to parent function or something like that
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
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
Hi guys ๐
Hi Jamis
thanks jonas for the tip about the unreal discord ... I didn't know it exist ๐
you're most welcome
jonas you might want to consider using interfaces with that child actor / parent actor
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?
yeah
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?
newp
kk
just seeing much more stable results with that
but don't wanna use that if it's crap expensive
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.
No, I haven't tried that method yet. Was using casts before abandoning the feature
Only been using interfaces for shooting stuff so far.
ok just ask, then i can walk u through the setup
Awesome, I'll pm you when I get home.
sure thing
Interfaces were pretty much made for that kind of thing
Any other stream?
iliterally cant see facebook
i dont have account, and it blocks me every 10 seconds
uhm, that AI tech is neat
So anyone have a download link for the beta?
hey @glossy agate what was the last version of the Aquila dungeoning game you tried?
the 3 classes are now fully implemented
That very first test where 3 of us were playing it.
and the mage throws spells by grabbing them off a book
the one on grey walls?
ah, the PvP
Yeah the pvp with the 2 guns an bow
now im prototyping a dungeon crawler with that base code
im looking for people to test again
Awesome! I am at work until 5:30 pst but I can test anytime after that.
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
Ahaha, yeah that's way too late. I'm free all day on the weekends though.
Nice, I'll download it
did i send you a key? it wasnt on steam last time
it doesnt
I really hope UE4 will support Fb's AR stuff
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 ?
Fb provides reasonably prices PR tools and the reach is overwhelming
and my facebok account got stolen and deactivated, and HELL NO im not going to send my ID card to them for validation
then you are in the wrong business
yeah, i do have to make a Mad Triangles facebook
nowadays it's all about social networks
I don't like it, but it's something I have to deal with
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
"Facebook Spaces coming out in beta, letting you hang together in VRโas long as you have a bunch of the right Oculus gear."
I saw helmet superimposed on the user
virtual gamenight
sounds hella useful for D&D games
Avatars aren't a bad idea, just would prefere them to be seperate from one platform
you remember google hangouts effects
@wicked oak only upper torso
they seem to have nice IK
this is way less convienant than just using phones....
better than mine in fact XD
no bangs
i highly dislike how plain they are
they are flat with some eyes painted on
basically high res miis
I imagine the thought process must've been like... oh, we want the avatars to be friendlier.
Oh lets use big heads.
my oculus avatar is much more swag
Ok, let's take a normal proportion head and scale it up.
Oh, this isn't quite working.
no thought process, they just made more complicated Mii's
same demographic as wii anyway
soon you have your avatar as USB Stick
Oh I know, let's move those eyes down, that makes them look more youthful.
but muh 3d cyberpunk holo avatars
Big forehead creepy cartoony avatars ๐
lol blanco ever been into one of the VR social program that allow custom avatars?
cyberpunk halo avatars seem to be pretty popular
my xbox avatar wears N7 gear
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
@wicked oak I see that in this Owl looks like owl
friendly girl goes full catgirl, and friend guy goes around in samurai armor i think
They need avatar rules on a per room basis.
all avatars allowed.
normal avatars allowed.
etc.
like themed rooms?
multiplyer killer bunnies
I like cute furries. But for some reason furry lovers prefer disturbing furries ๐
cute furries like Gizmo from Gremlings http://cineinblog.atarde.uol.com.br/wp-content/uploads/2013/01/gizmo2323232.jpg
I think it's because they conflate it with sex stuff D:
MY EYEEEEEESSSSS
Yeah! Gizmo is cute ๐
I don't know, Gizmo avatars for an adult is still pretty creepy IMO
Did they already show new HMD or gloves ?
ugggg. facebook payments?
FacePay
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
so, I take it as no standalone HMD and no gloves ? ๐ฆ
you expected finished products from a dev hardware image and an image of zuckerberg with gloves on at their tracking testing station?
something like that would work, yes ๐
at least something officially confirmed
I assume OC4 will bring all that this fall
that station wasn't even constellation, and its an old picture.
if its the one I am thinking of
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
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 ๐
Yeah haha. Something less cumbersome than the backpack.
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
That's a good idea, like riftcat integration or something for either higher or lower end experiences.
so in a longer run, standalone is cheaper than Gear VR
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
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
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)
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?
Watch the job simulator talk from gdc. They had different setups depending on chaperone size
I shall, thanks @glossy agate
Ooo, they made different level designs for different chaperone sizes.
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
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?
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
It is the golden age of VR now, when new things are appearing and markets are still free
@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"
Has anyone here released for PSVR? Is it hard to get into the playstation games store?
vblanco has been working on a PSVR release. Hes the only one I know of here
@vocal maple
@wicked oak So how is releasing for PSVR? Are they more selective than steam?
im pretty sure they are a lot stricter than steam. The quality of performance has to meet specifications for example
The psvr controller has very few inputs. That will prevent a lot of games from coming on PSVR for now I think.
Having players stand on a slow moving platform, how disorienting do you think it'd be for normal players?
@glad temple how slow?
there are a few shooters where you stand on a slowly moving platform, and it works quite well I think
Get a bunch of friends and relatives and test it ๐ . 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
About walking speed. Which shooters, @full junco ?
@glad temple I dont know the name, it was at least one of those that was free with a vive pre ๐
it was way slower than walking speed though
walking speed is too much I think
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.
what do you mean with "disoriented"? thats a completely different thing than "getting sick" I think
True
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
I guess "breaks immersion due to bodily unhappiness" might be a better way to phrase it, lol
thats "getting sick" ๐
orientation is bodily! โน
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?
what did you expect somebody else was going to do differently?
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
you need to get the android studio stuff for it yeah. Just download NVPack and it has everything i nthere
got it
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
Zoltan asking the real questions
eating brb
Yup. I've bene using it with the Oculus.
Just thought I'd get a second setup for my phone and shitty vr thing.
Project is my senior design project. im in civil engineering.
gotcha. You would need to switch over to the different player controller as well then if you were using the default motion controller 1
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.
Go look at @eternal inlet YouTube channel @trim flower
Thanks. I definitely have seen some of his stuff. I must have missed that part ๐
yeah plenty of discussions on the forums about that
Yeah his new tutorial on this is only a few days old.
If you're using VR template, it's because grabbing something turns off its physics... so that it can stick to your hand ๐
Also @tired tree handles this in his plugin @trim flower
good morning everyone ๐
the lack of buttons on PSMove is a real issue
well, not buttons
it has buttons for days
but it has no Dpad or analog joystick
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?
on the review and tech stuff, they are brutal
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
No one knows?
-emulatestereo
but without a real headset, you're not going to be able to emulate position/rotation correctly
I guess it can be useful enough to evaluate performance to some degree, but otherwise not much joy
its useless for what you want to do like gameplay
to play my game without having to put the headset, i created a fuckton of debug bindings and extra controls
i can move the hands with the mouse, or the camera but not the body, things like that
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
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)
not to say it was good
EMS as haptics is a cool idea, but getting enough granularity out of it is a huge issue. Its also not "New" or "Innovative"
telepresence or join others with hologram not like yesterday F8 keynote facebook was showing but what about this https://blogs.windows.com/buildingapps/2017/04/18/building-telepresence-app-hololens-kinect/?ocid=blogfy17_soc_fb_null_null_bldnteleprsncapphllnsknct_fbpush&wt.mc_id=blogfy17_soc_fb_null_null_bldnteleprsncapphllnsknct_fbpush&utm_campaign=blogfy17&utm_source=facebook&utm_medium=social&utm_content=bldnteleprsncapphllnsknct_facebookpush
When does the history of mixed reality start? There are lots of suggestions, but 1977 always shows up as a significant year. Thatโs the year millions of children โ many of whom would one day become the captains of Silicon Valley โ first experienced something they wouldnโt be able to name for another decade or โฆ
this are the current combat mechanics i got on the dungeon prototype
so soon but honestly i love the melee combat
"In February, 184.4m devices worldwide were compatible with Samsung's Gear VR headset"
untapped market
golden opportunity if one can convince people to buy Gear VR to dive into one's app(s)
omg new 360 cameras revealed in F8 keynote2
oh, is it still going on ? I didn't see that announcement yesterday
I only see whatever anyone is linking here ๐
so usually I see whatever motorsep finds interesting since he most often links stuff
well I wanted to say the same, but its kinda understandable that FB streams at FB, right? ๐
https://developers.facebook.com/videos/?category=f8_2017 you can go from here
and you dont have to watch it
I won't watch it
if theres anything interesting I will surely read about it later
@wicked oak don't feel bad about horrible stream - I am logged into Fb and video freezes every 2 sec.
do config files not work in shipping builds?
ah, I have to use the ones in appdata I think
hm, those also don't work it seems...
video above had some issues. This one is much better
and gets to the point of showing the melee combat almost instantly
@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
im going to port that combat to DWVR, as its really fun
his blocking doesn't seem to work properly
it works properly, its me who cant block
look at it in slow motion
some of the hits go becouse his hit goes below where i have the shield, or i just parry badly
its not that easy XD
You using rama's melee system? I saw all of the trace debugs on the weapon, looked like his debug view
oh right, he moved to collision and not traces didn't he
mine is traces
they do Chivalry style traces, from "old position" to "new position" of the sword
Yeah think he started with traces and moved to multiple collision volumes
it also detecst velocity, if your movement its to sllow it doesnt do traces
i dunno, traces are just simpler a lot of the time
its why ive used that
didnt he do some crazy shit with physics for the sweeps?
can't do sweeps like normal unless you substep i
t
as sweeps take a single rotation
don't know what he ended up with
ok sorry that was only first couple min of the vids then second half the blocking really worked well
its a lot of fun. Problem ist hat the movement might be dizzying for a lot of people
still havent done that FCustomMovement thing for the MP XD
the multiplayer avatars movement isnt that smooth
they jump around a bit
if they aren't colliding with each other it shouldn't be "that" bad
maybe some slight rollback
nah, its just that im doing "custom" replication
with no proper simulation
i just send the new location each frame
and the server puts those as replicated variables
then it just interpolates there
this thing cheats so hard its not even funny
for the replication
for example, the enemy hit detection is clientside
so you can do accurate parries under 300 ms lag
I'm honestly WAAAAY more ok with client side hits in VR
its ok, its a PvE game
bots arent going to complain about it being really unfair against them
like Monster Hunter
monsters there are clientside
it just syncs the monster animations beetween players
with the amount of precision and speed that players expect in VR, telling them their hand wasn't where it was is offputting
but im still having some trouble with projectile stuff
becouse you expect your bow to be completely accurate
but then the server cant register the headshot
head is small, and projectile lag will mean it WILL miss
might have to start keeping multiple frames of locaitons
so i also need to do clientside bow....
Well Overwatch keeps client side hits with server just checking if it was even possible
except for things like RH Hook
What about client side hit with server side rewind checking?
i do a distance check XD
but its still not 100% synced
for example the enemy wont see you blocking or parrying
doing that under lag gets quite desynced. But it plays well
it still has lots of bugs around im trying to fix
but my character artist who i used to test this is having problems with his internet
so its impossible to test by myself
i use local multiplayer with the commands and in "non VR" mode, with lots of debug keys
@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
Server checks if the hit was possible
the server does have the weapon transform
that is replicated
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
so its like "how the fuck he blocked it"
I didn't realize that green spell was for healing haha. I probably would have died a lot less.
Should have to rub it all over your body to heal :p
@wicked oak I don't know if you've seen but there are a couple of commands for simulating latency and packet loss locally
i know about them
i use them
but you cant test VR as you dont have 2 heads XD
so you have to create mouse and keyboard controls and do the typical "open 4 windows+log" testing
turns out you were right with the sword not getting blocked
it was a obscure bug,its fixed now
parrying is now much stronger
as you can block everything with ease now
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
limit of angle makes no sense
but it could be in smaller jumps
like 1 meter
instead of being continuos, you keep "teleporting" 1 meter
That is how that one MP FPS does it
if you enable "safe" mode, you do small incremental teleports
but the other clients still see you walking forward instead
the default mode is sliding though I think
wich game?
the onward competitor, can't remember the name of it atm
maybe pavlov?
No comments on 180M of Gear VR compatible devices circulating around the world?
getting one of their new pointer controllers in the mail tomorrow
๐ cool
@mighty carbon what should we comment? its like saying "7 billion gearvr compatible humans on earth"
doesn't matter how many gearvr capable devices there are, only matters how many gearvrs are actually sold
only really matters how many people buy games for it ๐
yeah, thats the next step then
lots of people also own multiple generations of phone and just shelve the old ones
You guys are forgetting that software drives hardware sales
180M potential buyers of your software
@mighty carbon then finish your experience so that the 186 million people decide they should buy a gearvr for it ๐
They won't
It's gotta be something much cooler than a throw away experience
Something Matrix'y
well but its your fault if you work on a "throw away experience"
good luck getting Matrix'y into aphone
I much prefer working on "something matrix'y"
That's how you build your brand and name @full junco . You simply don't just build AAA game as your first project.
Don't we all?
not everything below AAA is a "throw away experience" though
there are many great indie games that are much more
"Throw away" means "consumable ". Most likely something to experience one or a few times.
Like a cup of coffee or a pastry
Not everything needs to be an active few hours experience
They aren't good enough - out of 180M people only 5M have Gear VR
how is the battery life on gear now on recent devices?
I am still on S6, so I can't really say
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?
S7 is better and S8 should last even longer.
yeah I think S7 added a heat pipe to the phone right?
Yeah
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
VR needs at least 4K for many people wanting to use it in their daily life
its been heavily subsidized but is going to be even more in the future, they are just giving them away.
Well, I'll tell you hands on comparison of resolution when I get my Rift this weekend.
the rift doesnt have a better resolution
no, the rift needs to be cheaper
I mean res in general in VR is bad
yeah
oh its this weekend Motor?
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?
nice
no games really run at the right res for Gear VR though
just the image and movie viewers really pull it off
A Finnish friends Geargame : https://www.youtube.com/watch?v=buVP7n5u3QU
damn thats really cool
@dusk vigil lol that looks like "motion sickness simulator"
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
vanguard V didn't cause much motion sickness for me
yeah
well I guess its "pretty ok" because you dont play it for long
I can't imagine people can play that for an hour
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
and the pointer controller makes a lot more stuff possible
the headmouse is horrible
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
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
I wonder if 2 controllers can be used with Gear VR
it's a good question : )
Sad thing is that buttons can't be remapped
Like volume buttons on the controller.
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
UE4 needs that desperately!
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!
360 gifs next : )
Can't wait to try it out man. Looks cool.
https://code.facebook.com/posts/1868610470046578
you can already use nvidia ansel in ue4 out of the box
good tip
@pearl tangle does that work with AMD GPUs?
@pearl tangle except that Ancel doesn't do stereo 360 deg. shots nor stereo (or even mono) 360 deg. videos
nothing will capture 360 video