#virtual-reality

1 messages ยท Page 103 of 1

pearl tangle
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im not sure with amd, dont think so

mighty carbon
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what about that plugin for UE4 to render out 360 videos?

pearl tangle
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that does't work while you are playing the game

mighty carbon
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oh, I see.. Yeah, I didn't mean capturing 360 video while playing

full junco
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while playing would be waaaay too expensive

pearl tangle
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yeah ansel lets you capture the 360 pics during gameplay

full junco
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pics is different

mighty carbon
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but Ancel doesn't do stereo

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at least I don't see those settings

full junco
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360 video needs at least 4K res and even thats still kinda low res

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thats also the issue I see with 360 videos, they are always low res

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a 360 video on youtube in 4K res still looks like 480p

pearl tangle
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most machines cant handle 8k video

mighty carbon
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360 stereo stills is what I mean when talking about Ancel

pearl tangle
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ansel does do stereo 360 too

mighty carbon
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how?

pearl tangle
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drag the slider right to the end and select stereo 360

mighty carbon
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I wanted to capture some 360 deg stereo from a few new games and I can't

pearl tangle
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have you tried activating it inside unreal before? The plugin is built in now

mighty carbon
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I mean in non-UE4 games

pearl tangle
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that video shows it too. You just enable and disable functionality as you want, maybe those games turned off stereo 360

mighty carbon
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thanks, will watch

pearl tangle
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also @full junco YouTube's compression is super super agressive, it does 30mbps on 4k as opposed to the 150-300 that you would export for super high quality so we actually have to throw noise filters over the footage to try and reduce compression artefacts

full junco
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@pearl tangle noise filters?

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that helps?

pearl tangle
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because it breaks up the solid colours, especially in shadows. the compression will try and make it all 1 single colour and wont notice the slight variations, so you just put some noise on in post to make the colours have more variation so that it cant group them together as easily

mighty carbon
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oh, only a handful of games supports Ansel :/

pearl tangle
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yeah it only came out like 12 months ago

full junco
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won't that make it look worse since it needs to spend more data on those areas then and can spend less on others? @pearl tangle

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@mighty carbon yes, only very few games support it, what did you expect? every game has to manually integrate it

mighty carbon
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I see.. I though it was some way Nvidia does it without integration

pearl tangle
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it doesn't have an allotment for the video as a whole, it's per frame. You are always doing a lot of fiddling to try and get the detail where you want it. We export footage from unreal at 8k 120fps 360 (2Tb raw per minute of footage) and then downgrade that to 4k 30fps (4gb per minute) and then you go through multiple different uploads to youtube which gets it to about 200mb per minute

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nope. It's a plugin, the game needs to handle being able to pause and unpause and whatnot and let you take over the camera. You can also style the interface and do other stuff with ansel if you wanted

full junco
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can you link some video that you produced like that?

pearl tangle
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the grass gets really bad and shadows are terrible

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even to watch this on a gear vr we have to lower the quality from the actual output file since we need to shrink it below 4gb to be able to play it

full junco
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hm, ok

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I'm not really seeing a difference though

pearl tangle
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so our highest quality 1 is done at the best possible output but yeah to practically get things to people you have to deal with a lot of issues

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give it a look in VR and the blurring and issues on the grass will become pretty obvious

full junco
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the video is quite laggy actually, likely because I'm currently compiling

pearl tangle
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that 1 i mean. 8k stereo 360

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your computer will barely be able to do anything with it

full junco
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oh, youtube can do 8K?

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or only special channels?

pearl tangle
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nah youtube handles it. 4320s

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it's just nobody has a computer that can actually play the stuff

full junco
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well like I said even your 4K video laggs currently here, since I'm compiling

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usually 4K 360 runs fine

pearl tangle
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once you finish compiling you still wont be able to run the 8k stereo stuff

full junco
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why would playing an 8K video be more heavy than rendering 3D stuff?

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its just a video

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if it doesnt run then the video player is bad

pearl tangle
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download the video and try and play it on your machine then and see what happens

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you need to be on nvme drive to get the bandwidth necessary. Same reason the drone I have requires $1000 drives to store 15 minutes worth of footage since it records at 5.2k

full junco
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that video is only 37 seconds

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its only 45 MB

pearl tangle
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not the 8k version its not

full junco
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well jdownloader tells me its 45 MB

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what software should I use for downloading?

pearl tangle
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used to be a free 1 on the chrome store but google started blocking them

full junco
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jdownloader seems to have an issue with 8K

pearl tangle
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actually the old version of the virtual desktop software was really handy for downloading 360 video from youtube

full junco
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I downloaded it with a firefox addon

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its 48MB

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plays 100% smooth in VLC

pearl tangle
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then its definitely not the correct 8k file if its 48mb

full junco
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it is

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it only has 10 MBit's bitrate

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the video is a timelapse, it only has like 10 fps

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so it doesn't need much bitrate

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the youtube 360 player is extremely laggy at 8K though, yeah

brave bison
glossy agate
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Are those videos made with the stereo pano plugin? Or did you use the one off the marketplace? Must have taken like 2 weeks to render with the built in one!

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@pearl tangle ^

mighty carbon
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well, it sure takes long to render, even in Blender on GPU

full junco
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its smooth, no issue

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its just the youtube player thats an issue

glossy agate
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With the built in one it took about 1min per frame for mine

mighty carbon
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well, I rendered with Cycles on 670GTX and it wasn't that fast for sure (in 4k)

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I haven't rendered anything yet with my 1060

glossy agate
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You get back to unbox your rift yet?

raven halo
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@mighty carbon have you ever gone through the Oculus submission steps for gearvr?

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is there any way to opt-out of support for Note 4?

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never mind, I think you have to manually type it in the "notes" text box before submitting

mighty carbon
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I haven't, but yes, you have to add notes

pearl tangle
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yeah kolor is made to handle the stuff since thats how we stitch our 360 captures with.

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using the monoscopic renderer took us about 3-4 seconds per frame at 8k compared with about 40+ seconds for stereo so we just did mono. not worth it for the time difference

mighty carbon
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I believe him

pearl tangle
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did anybody ever think that it would be sooner than that?

mighty carbon
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a lot of people say with iPhone 8 it will happen ๐Ÿ˜›

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or 9

pearl tangle
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yeah iPhone will have AR stuff in there to the level of tango. "Full" AR that he is refering to is based on heads up displays, not on a handheld device

mighty carbon
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whatever is coming next

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like, beaming into your retina directly ?

pearl tangle
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not necessarily. just something that sits over your eyes to overlay things on the world. A handheld is like a window to augmented reality so will always be super restricted compared to something like hololens

mighty carbon
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oh, yeah.. I thought Hololens isn't really a full AR

pearl tangle
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well you cant reach out and grab an object like you would want to but it has good hand tracking built in and whatnot. For me AR needs to have better object awareness but that just comes down to time for machine learning stuff to kick in better

pearl tangle
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anybody have experience connecting more than 3 vive trackers?

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ok seems like each USB hub can only handle 3 trackers at a time @real needle

mighty carbon
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OMG, just snapped 360 stereo from Dishonored 2 - awesome!!!

pearl tangle
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told you it worked

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seems like it will only do 1 tracker to 1 dongle @real needle .

jaunty shell
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@pearl tangle vr mocap ? ๐Ÿ˜ƒ

pearl tangle
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nah we have mocap suit for that sort of stuff. this is more for tracking objects

jaunty shell
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damn lot of objects then :p

pearl tangle
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thats the plan ๐Ÿ˜‰

blissful bear
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@pearl tangle Thanks for the Ansel tip btw! ๐Ÿ˜ƒ

real needle
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@pearl tangle now juggle them

jaunty shell
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Ansel is damn great

pearl tangle
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@real needle I tried that. Then i remembered that I can't juggle...

real needle
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don't break your toys

pearl tangle
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also I just grabbed the powered 7 port USB hub from the gopro omni to plug a bunch of the dongles into. still annoying that you can't run 2 or more off the 1 dongle. expected it could run at least 2 from it

clever sky
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@pearl tangle Are those trackers for the big multiplayer thing you guys have planned?

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Is that going to be multiple VR headsets at once in single space like before? So you'll be getting like... 10 backpack PCs along with it ๐Ÿ˜›

pearl tangle
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Ive got the 1 backpack PC so far that we will do stuff with, but will pickup another 1 soon.

tired tree
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Why did it take me so long to try Google Earth VR? what they are doing with photo reconstruction is seriously humbling

jaunty shell
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@tired tree would be awesome to have a (curated ?) way to improve their 3D data too

tired tree
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well..i mean, its not user made anymore for a lot of it

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its being generated from the photos

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normal google earth has had the ability to upload models of buildings for a long time

sturdy coral
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@tired tree yeah I think google earth vr is the most impressive thing in VR right now

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I hope they add multiplayer/telepresence

tired tree
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I quit coding for the night when I saw chicago's dockyard have correct cranes

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always wanted to play with photo reconstruction for 3d models, i'll just accept that they will have essentially solved it by the time I would get around to trying

sturdy coral
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have you tried destinations or realities?

tired tree
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yeah, much less impressive to me

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multiscan photo array reconstruction I understand more fully

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two to four photo 45 degree reconstruction of that quality...

sturdy coral
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yeah google earth also lets you traverse and experience scale in a way you never experiencein real life

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in the high detail places it supposedly uses aerial photography sources

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so it is somewhat similar to the photogrammetry in the others just at a different scale

tired tree
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most impressive part is that its essentially 3d mapping the entire earth. The scale of data and the fact that it streams in so well and seamlessly...wow

sturdy coral
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yeah even though the trees are basically just blobs

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it is crazy going to yellowstone and seeing every tree mapped out

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it will be insane over time as the quality goes up and if they add time-scrubbing to it

mighty carbon
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Is there a way to listen to music why being in Google Earth? Or is it all silent ?

sturdy coral
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so you can see how cities you have been to have changed

tired tree
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yeah

sturdy coral
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there is some music when you do the canned tours

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you may be able to sub in your own

tired tree
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just play music to output on the computer....

sturdy coral
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yeah, especially easy in steamvr since you can get to your desktop

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I can't believe they haven't added a desktop view to oculus home a year after launch

tired tree
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can't control the desktop :p

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IB4 Motorsep thinks I was serious

sturdy coral
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hah

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I wonder if their webvr stuff will let you use it while using something else

mighty carbon
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Nah, I don't believe ya'll

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:)

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Going to work is all

jaunty shell
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Need to handle controller rotation and UV generation now

mighty carbon
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Is it like a racing track?

jaunty shell
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this one uses particles, and thus gets pretty expensive when drawing a lot

mighty carbon
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I see

jaunty shell
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The Runtime Mesh Component method uses a lot less drawcalls (1 stroke = 1 mesh drawcall)

wicked oak
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its going quite good @jaunty shell

jaunty shell
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@wicked oak still a good amount of work required to get the visuals of the particle method ๐Ÿ˜ƒ

wicked oak
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you are very close

jaunty shell
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This is something I have never done before too, so small steps

wicked oak
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try to add UVs and put a material in it

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so it renders flashy

jaunty shell
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can't figure out how to define my uv array :/

wicked oak
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UVs go with the normal custom vertices

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each vertex has its own UV

sturdy coral
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@jaunty shell nice, you should be able to have multiple strokes in one draw call right? (one call per material)

jaunty shell
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@wicked oak does it ? my vertices are 3D vectors, no orientation data

wicked oak
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oh. it doesnt let you put the full vertex information?

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of color + normal + uv + position

jaunty shell
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@sturdy coral well for now I am keeping each stroke as its own RMC, to be able to remove easily each stroke (each stroke is stored in a map array)

sturdy coral
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ah right

jaunty shell
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@wicked oak well I can fill in all of these, but the question is how I create them ? For vertices and triangles no problem, but I have no idea on how to get the rest

wicked oak
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maybe its a limitation on the RMC?

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check the different functions it has

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i guess one should allow custom UVs

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or you mean how to CALCULATE the uvs?

tired tree
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it allows it

wicked oak
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for the Y value just put 0 or 1 depending on the vertex

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for the X value put the lenght of the spline at that point

tired tree
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but you can keep each stroke as a RMC section instead....

wicked oak
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sections are still extra drawcalls

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so it doesnt matter much

tired tree
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its less than an entire extra component per

jaunty shell
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@tired tree ah yes, god call about the sections

wicked oak
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btw, do you have a tutorial about the GameplayAbility stuff?

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i think it will be useful for my stuff

tired tree
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most up to date user tutorial I am aware of

mighty carbon
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What do you think folks? (Still need to do some work on the foundation and pylon)

wicked oak
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gameplay abilities are more about the multiplayer spells and stuff, no?

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they were made for Paragon and Fortnite

tired tree
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that tutorial handles it

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about replication and all

jaunty shell
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@wicked oak no splines involved, maybe I should use them in combination of RMC instead of dumb Vectors ?

wicked oak
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vectors are fine

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in that case, just add +1 to X each of the "rows"

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so the first 2 vertices are X 0, then X 1, then X2 etc

jaunty shell
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alright

wicked oak
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damn gameplay abilities seems real cool

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gonna test it with the play montage ability

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to replicate enemy montages around

tired tree
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Yeah back in UDK I had to make all of that myself for a project, if this existed.....

tribal citrus
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@mighty carbon did you use Olmo's blend material ? that transition from landscape to rock was so good

mighty carbon
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Not sure which one you are talking about. The ones on the forum all use distance fields and that's too expensive for mobile VR

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My material is just simple 2-way vertex color blend with height map mask

wicked oak
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im coding that stuff myself right now on the dungeon prototype

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but honestly, if this stuff can replicate the effecst well...

mighty carbon
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(I'd love to use method from the forums, so that there is no edge between 2 meshes)

wicked oak
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it will make my life far easier

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than having to manually replicate everything that happens

tired tree
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blanco, its async as well

tribal citrus
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Also a general question for y'all , Im in the optimization stage in our student level atm and will start merging all assets to reduce draw calls which I assume is our theif atm. would you recommend merging a few actors to bigger chucnks before using HLOD or would HLOD to a better job of that you think?

@mighty carbon Ah ok, yeah I ment that one.

wicked oak
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async?

jaunty shell
tired tree
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Abilty tasks can run inside of them

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which are async

wicked oak
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thats highly weird

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maybe its limited range

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do this instead. Set your "first" sector to the x UV 0 to 0.33

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the other sectors from 0.33 to 0.66, looping (each quad has it)

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and the end of the stroke, from 0.66 to 1

jaunty shell
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it may be how I do my stuff aswell

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This is the current implementation, a basic flip flop to set Y, and using the size of the ribbon array to set X

wicked oak
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just for testing

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use a modulo 1 there

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on your X

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to see if your issue is that UVs cant go past certain size

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wich is probable

jaunty shell
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@wicked oak wait

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what kind of data should I get ?

wicked oak
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some kind of looped UVs

jaunty shell
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modulo 1 = no UV, modulo 2 = half of it, modulo 3+ = borked uv

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ยฏ_(ใƒ„)_/ยฏ

sturdy coral
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what does it look like if you render it as red for U and green for V

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once you get to the broken part

jaunty shell
sturdy coral
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is that with modulo too?

jaunty shell
sturdy coral
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it looks like at the bottom edge of the first picture

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the UVs are getting rotated or something

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red to the bottom instead of red to the right

jaunty shell
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hmm

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dang, will have to see about that tomorrow, I have an appointement and gotta leave

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My interpretations of your tips are probably bad aswell, I'm a total noob when it comes to procgen of meshes

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ohwell, thanks and catch yall later, I'll try to clear everything tomorrow !

wicked oak
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i got a PlayMontage ability working

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my enemy plays the anim in loop

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but it doesnt trigger replication

alpine torrent
wicked oak
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ok NOW i got it

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gameplay tasks

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gameplay task of playmontage is perfectly synced

safe herald
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@alpine torrent Did you check out the OTOY plugin as well?

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Realtime lighting changes to the streamed videos in Unity! Hope there's a UE4 plugin planned too.

raven halo
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@mighty carbon FYI, we are running into issues with OpenGL ES 3.1

mighty carbon
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Maybe you got "gray" phone? :)

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Oculus recommended ES2 in UE4 for Gear VR, so I went with that. Kinda makes sense to go with what they recommend :)

raven halo
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where have you seen that recommendation?

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I've seen them actively recommend things like ASTC which only works on 3.1

glossy agate
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I was looking at those cameras yesterday, and got excited. Then it said the old ones were $30K or something like that? A little expensive for me right now haha.

wicked oak
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@tired tree do you know how can i send variables to abilities?

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i want to send a "parry" event to an enemy from a character ability

tired tree
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haven't actually used the gameplay abilities system yet

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just read up on it some

wicked oak
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maybe giving the enemy a GameplayEffect of type Parry, that has a lifetime of 0.1 seconds and just cancels the attack ability and starts a parry anim ability

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sounds hacky

full junco
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has anyone here already tested the steam audio in UE4?

tired tree
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Have they released their plugin for the 4.16 upcoming?

full junco
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it was added to master 1 or 2 months ago

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so its part of 4.16

tired tree
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oh shit? its default into the engine?

full junco
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yeah

tired tree
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thats the best news i've heard in a long time

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fully supported and updated

full junco
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"updated"? its still super new, so why would "updated" matter? ๐Ÿ˜„

tired tree
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for the future

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won't be stuck in NVIDIA like branch limbo

full junco
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ah, yeah

tired tree
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Means everyone can fully plan around it being available for long term

mighty carbon
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@raven halo ASTC works with GLES2.0

raven halo
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I would have been 100% sure it does not work with GL ES 2.0 if it wasn't because you are saying otherwise

mighty carbon
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I thought I saw ES2 extension for ASTC

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Oh well

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Epic is here to blame

alpine torrent
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@mighty carbon are you thinking to get VR/360 cameras?

mighty carbon
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Nah, too expensive

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I wanted to get new Gear 360, but I saw video made with it and stitching is still awful.

eternal inlet
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any one know if it's technically possible to get something equivallent to ScreenAlignedUV's material node just for HMD?

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which i suppose would mean that we had to get a pair of UV's for each eye?

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or how to modify the existing function

mighty carbon
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Any idea when 4.16pre1 drops?

full junco
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@mighty carbon roughly a week I would guess

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maybe a bit longer

mighty carbon
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I see

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I am guessing bunch of shows Epic is attending doesn't help the timeline :)

eternal inlet
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ok, other question, in Unity i heard you can render to custom layers. Is that possible with the new forward renderer somehow?

graceful junco
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custom depth?

south blade
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So I'm a bit stuck. Don't know what to search online to fix this. Maybe you guys can give me some depth.

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Working on a VR project.

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I moved the camera in game and now I lost the ability to move the character.

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I was moving the character by looking at a certain direction and clicking a button to teleport.

fleet veldt
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@eternal inlet since screen is just split in two for vr could you nto take that into account for what you posted above?

eternal inlet
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@graceful junco i tried that yes but as i was trying to recreate a portal thing, i think i need both to mask out things and also render two different textures and show one for each eye

fleet veldt
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are you using scene captures to render the insides of the portals?

eternal inlet
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I was trying first yes @fleet veldt

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But cant get the uv size correct

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Wasnt hard to do with a normal screen

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But for vr i cant use screenaligneduv

fleet veldt
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@eternal inlet I did something similar recently. I wanted to render my space backgrounds in mono and have them be at a much smaller scale than reality so i could use standard rendering features

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the issue i ran into was the scene captures will lag behind at least one or two frames

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so the background in that video (the sky and "planet") are stereo scopic scene captures

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but as you can see in the first 3 seconds they wobble around. it's not that noticable in video but in VR it's awful

eternal inlet
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Oh how did u manage to create those stereoscopic scene captures?

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I see the lag, but its looking quite nice tho

fleet veldt
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created a "stereo camera" blueprint that just had two scene captures (left eye, right eye) sperated a bit

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then on my pawn i attached a plane that takes up my field of view (90deg) to my pawn camera with a matial that draws the two captured textures for each eye.

eternal inlet
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Ah wasnt that hard to get aligned up perfectly?

fleet veldt
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visually it is perfect except for the lag. you would not know you weren't just looking at a normal scene in ue4 VR

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it is easy to get correct my scene captures are set to 90deg fov so i just had to put my plane at a distance (based on it's size) such that it also took up exactly 90degrees fov (which happens to be the same as it's size) so if i have a 1000meter quad i just put it 1000meters away from pawn camera to have it take up 90degress

raven halo
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@mighty carbon do you happen to have an S6 Edge, the american model?

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does anyone here for that matter?

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we are having an issue where Oculus claims that our game crashes on launch. Unfortunately this does not happen on the international version

mighty carbon
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Nah, just S6. Sorry.

south blade
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So I did some troubleshooting for my problem.

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When I make a new project it solves it.

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But for my exsisting project. It does not work.

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Any ideas on what I should do?

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My problem is that I cannot move by teleport anymore.

dusk vigil
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@south blade You need to start learning to debug. See what is happening. This channel is more for in depth Vr development, not basics.

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You have actually started learning to debug by verifying that the original works as intended.

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Now you need to work your way through the changes you have made and figure out what goes wrong where. Breakpoints are nice, version control is also very useful

south blade
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on it

wraith sky
dusk vigil
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Goro is wicked

real needle
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Quill is getting animation tools huh

fleet veldt
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@wraith sky that was pretty slick. I wanted it to keep going ๐Ÿ˜ƒ

sturdy coral
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that's pretty awesome

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I haven't watched dear angelica yet, is it similar?

wraith sky
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Have anyone seen Riftcat VRidge? Looks like nice idea.

sturdy coral
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maybe different UVs for emissive so there isn't a bunch of wasted texture space

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then use a flipbook

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If it can be continuous, use a gradient over object coordinates

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and mask by you emissive

wraith sky
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@mighty carbon i guess it's more like #graphics question...but You could make simple continous growing texture and apply clamping

sturdy coral
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only problem with clamping it in steps to do the three lights is at different mip levels it will clamp different

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you could separate each light into a different color channel

wraith sky
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@sturdy coral only if you clamp after mixing

mighty carbon
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hmm.. I hate materials ๐Ÿ˜ฆ Do you know of any tutorials about the subject ?

sturdy coral
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not on that

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if you want an object space gradient example look at the pac man ghosts material on the multiplayer content examples

wraith sky
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not sure if there's exactly this one, but yt has some on animated bars

mighty carbon
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aye, will check

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I kinda have an idea about continuous fill as I made spinner indicator when I started with Gear VR dev

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but I can't wrap my head around discrete fill

sturdy coral
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to do it before mixing with the emissive texture with angled lights makes it tricky

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easier if they are laying flat top to bottom or right to left

mighty carbon
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aye, @sturdy coral , I'll take a look. Thanks

pearl tangle
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there is a really nice spinner material 1 on the marketplace that helped me a lot. some really handy stuff to learn from @mighty carbon

mighty carbon
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got a link?

glossy agate
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@mighty carbon try looking up lerp materials and dynamic mask materials may help. I came across some tuts before when randomizing clothing for a zombie horde a while back.

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Sounds like that would work for what your going for

mighty carbon
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aye, thanks.. will dig it.

glossy agate
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Only $5! I'm going to pick that up too

mighty carbon
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I did something like this using opacity. Tried using same setup for opaque material and that didn't work

#

$5 isn't a big deal, but if it's based on opacity and unlit material, it would be a waste of $5 for me

jaunty geyser
#

hey all, anyone got a rift and a vive setup on the same computer? Having problems that I have to disconnect one in Unreal so that I can view my project. Anyone know if there is a way to leave both connected so I can test the project without disconnecting either?

real needle
#

Hey guys you got a good tutorial on how to make a bluepringt for a VR physics door? So I can grab a handle and pull/push the door in VR with motion controllers? All I find online regarding VR is picking up stuff...

tired tree
#

Physics handles and simulating doors is the way to go, most "realistic" behavior and quick to iterate over new setups

eternal inlet
#

@real needle I will make a few videos on that matter next week

full junco
#

I hope no one spends $25 on that. you get a UMG vr keyboard for free in that free plugin where I forgot the name, and you can use the SteamVR keyboard for free which is far superior

tired tree
#

steamvr keyboard has a lot of downsides

#

what plugin has a premade one? because i'll agree that marketplace one is kind of bleh

full junco
#

that mitch plugin thing

#

what issue do you see with the steamvr keyboard?

tired tree
#

oh? didn't know he added a keyboard too, but his isn't a plugin.

#

steamvr keyboard activates the steam overlay

#

and eats controller inputs

full junco
#

what do you mean with steam overlay?

tired tree
#

lighthouses show up, and you get ghostedcontrollers

#

its using their overlay

full junco
#

not here

#

controllers look exactly like before when I enable the keyboard

#

I also didnt notice lighthouses

tired tree
#

do you have late updates on?

full junco
#

yes

tired tree
#

try moving quickly

#

when keyboard is up

full junco
#

you dont move your hands quickly while typing on the keyboard

tired tree
#

i'm saying

#

that its rendering through their overlay

full junco
#

well if it is, then its not noticeable I'm saying ๐Ÿ˜›

tired tree
#

thats not even the main issue, main issue is that it eats controller inputs

#

on both hands

full junco
#

I dont see why you wouldnt want controller inputs to be limited to the keyboard while its opened

#

I want that

tired tree
#

its bad for gameplay

#

fine for menus

#

umg keyboards don't have that limitation

full junco
#

I think in a VR game you only need a keyboard in menus usually

#

typing isnt fun, so it can't be part of regular gameplay

#

the only VR game I know where you have a keyboard is audioshield, and there its also just in the menu

wicked oak
#

dont challenge me to make a piano spellcaster in my dungeon prototype XD

full junco
#

piano? lol

wicked oak
#

or you have to write "FIREBALL" on that keyboard

#

while dodging my extremelly aggresive sword enemies

full junco
#

oh yeah that surely makes a lot of sense and will get you very good reviews ๐Ÿ˜›

wicked oak
#

i just made the dungeon generator to sync beetween players, and enemies now drop GOLD

#

it "dinks" when you touch it XD

full junco
#

"dinks"?

wicked oak
#

gold is not replicated. I use a "pool" uobject that creates gold, it responds to a multicast

#

it does a coin sound

#

when you get close

full junco
#

ah, it "dinks"

#

I hope to soon also work on sounds

#

sounds is the last thing I care about

wicked oak
#

yeah. But in my game ive added combat sounds for example

#

and haptics

#

they are super important for the feel of the combat

#

no other sounds

full junco
#

yeah they are super important

#

its nice that I can pretty much start implementing sounds with steam audio being available

tired tree
#

Oculus headsets tracking center is actually neck offset in their software right?

#

does anyone know if that holds true in SteamVR's use of their sdk?

#

because the vive's tracking is based on around the front of the headset

wicked oak
#

hey, can you help test me with my VR ddungeon game later?

#

i want to get 3 people or so playing

#

my character artist, wich is the one i send one of my free Oculus headsets, is having inmense stability issues and cant stay connected

pearl tangle
#

what hardware do you want to test against? my oculus is still sitting in the box at home right now but could try get it out

#

just network issues you are having problems with?

mighty carbon
#

@pearl tangle so that $5 asset with various progress bars, is it done using unlit material with gradient on opacity?

pearl tangle
wicked oak
#

@pearl tangle oculus OR vive

#

more than network issues, i want to see how enemies and multiplayer combat work

pearl tangle
#

@mighty carbon the master material has a decent amount of complexity to it

wicked oak
#

they have dynamic aggro selection, but for now they just run to the closest enemy. And they are super aggresive

#

i want to see how they behave with more people around

pearl tangle
#

@wicked oak ok i have a vive hooked up at the moment I could do a quick test for you if you want. im in singapore but on gigabit internet

wicked oak
#

nice, lots of ping

#

did i send you a key?

pearl tangle
#

ah cable isn't sitting right so im on 100mb at the moment but still decent enough

#

nah i don't think i have 1

mighty carbon
#

@pearl tangle well, that's the kind of setup I have (but a way simpler). Doesn't work with opaque material.

wicked oak
#

pmd you a key. You can try to download it on steam and play the deathmatch arena to check the combat

#

Create Dungeon hosts a multiplayer dungeon

#

you grab objects with the grab button in the vive. left menu button switches your class

pearl tangle
#

@mighty carbon this 1 is a transcluent unlit material it's using

wicked oak
#

bow works like the VRmultigames one, and the spell book creates spell with the other hand trigger

pearl tangle
#

downloaded already @wicked oak

#

gimme 15 mins, just eating will jump in. you want me to host 1 rather than join 1?

wicked oak
#

best would be both

#

the dungeon is now fully rng

#

so i dont know if it will create a Library room that spawns 5 enemies right at the start XD

pearl tangle
#

hah ok will give it a crack

wicked oak
#

tell me when you are ready

real needle
#

Has anyone tried developing for local (same tracking space) VR multiplayer? I am facing an issue where two pawns which spawn at the same Player Start end up 90 degrees offset. Any way to fix this?

tired tree
#

in steamvr? if so sounds like the "forward" direction of the tracked space is wrong

#

for one

real needle
#

Yes, steamvr. Both have the same forward direction of tracking space.

pearl tangle
#

are you sharing the same space setup?

real needle
#

Yup, sharing the same space.

tired tree
#

no he means copying the setup

#

from one comp to the other

real needle
#

Yeah, copy pasted it.

pearl tangle
#

is the oritention correct in steam vr and your player start location? maybe you have the 2nd player spawn rotated?

#

@wicked oak jumping in now

wicked oak
#

@pearl tangle ill host a dungeon match

#

use the server browser to join

#

when you hit Join, wait a few seconds

pearl tangle
#

will do

#

how do i quit the deathmatch 1 i started?

tired tree
#

@mighty carbon that is mitches book, its likely pretty decent

pearl tangle
#

man i wish valve would fix the "waiting to exit" bug already

wicked oak
#

alt f4

#

or press esc twice

mighty carbon
#

@tired tree ah, I see. Thx

wicked oak
#

thanks for the help @pearl tangle

#

seems everything is going smooth save this few 0,0,0 location errors

pearl tangle
#

yeah few bits and piecces that you will be able to fix im sure

wicked oak
#

the hardest part wich is enemy syncing and parrying works fine

pearl tangle
#

seems to. some optimization on the enemy animations and ai and it should be good fun

wicked oak
#

i need to work on the "gameplay" part

#

getting the levels to be more interesting, and providing the gameplay hook of LOOT

#

and some kind of lobby level where you can hang out with other people and then go dungeoning

tired tree
#

blanco how are you replicating your tracked device transforms btw?

wicked oak
#

by cheating. Hard

#

i call a server RPC on tick from the Player

#

this RPC contains the location and rotation of the hands and head

tired tree
#

thats not cheating, thats normal

wicked oak
#

the server then puts it on replicated variables, for everyone else

tired tree
#

i'm talking about how are you replicating them

wicked oak
#

yeah, but doing it on tick

tired tree
#

using quant?

wicked oak
#

i replicate this ones

#

3 of them

#

head + 2 hands

#

it works very smooth, becouse on the plyaers

#

i interpolate to them

#

with a really basic lerp

tired tree
#

not NetQuantize_100?

#

also the rotator can be packed

wicked oak
#

this is the code that runs for the thing

#

i just do a shitty lerp

#

(yes i know this one depends on the tick speed)

tired tree
#

on tick its 90htz for VR

wicked oak
#

but you could lag

tired tree
#

less than native character movement with < 10 players

wicked oak
#

if a player was lagging, interpolation would be less speed

tired tree
#

yeah

wicked oak
#

lagging as in FPS

tired tree
#

I use naive smoothing as an option for mine too

wicked oak
#

but honestly, it works great

#

i was playing with @pearl tangle wich is in literally the other goddamn side of the world and it all worked great

#

only some bugs with projectiles and similar

#

mostly the bow being kind of broken

#

but ill try to fix that now

#

magic balls working, but with a top speed. It didnt let you have several of your magic balls in the air

#

while the server can spam them to infinity

tired tree
#

why using NetQuantize on the vectors instead of quantize_100

#

or _10

full junco
#

what is quantize_100 doing?

wicked oak
#

they are local transforms

#

i dont need the higher bits

#

i could cut it even more

tired tree
#

quantize is literally 0 decimal places of accuracy

wicked oak
#

ah, true

tired tree
#

10 is at least two

wicked oak
#

read it wrong

tired tree
#

i meant 1

wicked oak
#

i culd just divide this one by 100

#

wich one is the smallest net quantized vector?

tired tree
#

just replicate as NetQuantize_10 or 100

full junco
#

well a bit more or less doesnt matter I think

tired tree
#

its the rotation that you can save bits with

wicked oak
#

becouse it wont go past 200 units

tired tree
#

can pack the rotator to shorts

wicked oak
#

how do you write your own custom packer?

#

for a given ustruct

#

becouse i think ill just do that

#

and compress the shit out of it

#

rotator to shorts, and the float to a smaller one

tired tree
#

net_serialize

#

make use of that function

wicked oak
#

ill have a look at it

full junco
#

you can put it into a FArchive with implementing the << operator

tired tree
#

no need for farchive

wicked oak
#

i only need enough bits to do from 200 to 0.1 precision

tired tree
#

thats overkill

full junco
#

why is it overkill?

tired tree
#

its just a vector and rotation for each component

wicked oak
#

honestly it could just be a short

full junco
#

I have never done networking in UE4 with c++, so I dont know much about it ๐Ÿ˜„

tired tree
#

net quantize and bit packing is just as good, if not better, due to no compression overhead

wicked oak
#

and i have extra bytes, to pack a vec3 into 32 bits

#

10 bits per float

tired tree
#

being relative yeah, its limited to roomspace for max size

#

don't need a full float

full junco
#

@tired tree what the issue with compression overhead? compressing a few bits doesnt take long, it doesnt hurt to spend 0.00001 ms per tick with that

tired tree
#

not cpu overhead, byte overhead

wicked oak
#

its not even roomspace

#

its relative to the capsule location

#

wich is body location

tired tree
#

for very small data structures it either won't compress at all or will with a small header

full junco
#

ah

tired tree
#

either way has to be flagged for that

wicked oak
#

with 10 bits i have 1024 possibilities. This could let me pack into 256 and then 2 bits for the decimal place

full junco
#

well he could send something like 200 transforms at once compressed

tired tree
#

well yeah...if he had 200 transforms...

wicked oak
#

@full junco im sending 3 of this things, 90 times a second, per player

#

plus a 4th one that is a full FTransform for the player location itself

full junco
#

see, then you could also do it once per second with 90 things at once and make use of compression! kappa

wicked oak
#

(could be removed by doing movement component replication like a normal person)

#

im still not using custom component

tired tree
#

yeah I pass the hmd location into the movement system

#

so it gets the offsets right during collision

#

I still manually replicate it and the controllers though

#

so the live representation is correct

wicked oak
#

this is all i do

#

on the player

full junco
#

I dont like the VAX colors

wicked oak
#

the clients just read the transform replicated variable and then interpolate there

#

how do you use the packed rotator?

#

does it have a name? (well it has, but wich one)

full junco
tired tree
#

its a function

#

trying to pull up my example

#

sec, system is screwy

sturdy coral
#

If you replicate the hands as offsets from the head you can save a lot of bits

wicked oak
#

i see you go full with 4:20 @full junco

#

too low contrast

#

beetween variables and functions

full junco
#

@wicked oak what is 4:20?

tired tree
#

its not really any different than offset from the zero

#

charles

wicked oak
#

weed day or something

#

wich was yesterday

tired tree
#

unless you intend to break replication past a point from hmd

wicked oak
#

@sturdy coral im already doing that

sturdy coral
#

@tired tree you can break it if your game doesn't need it (like you disallow it anyway)

wicked oak
#

but not to the hand, but to the player position

full junco
#

@wicked oak functions are that bright red color while variables are green, isn't that enough of a difference?

wicked oak
#

but the thing is, the player position is aligned with the head

sturdy coral
#

or you can a single bit to tell it to go to a larger sized quantization

wicked oak
#

so its like "torso" locked

sturdy coral
#

when it is too far

tired tree
#

you are saving like 1 bit per though, why bother to limit them to less than roomscale distance?

wicked oak
#

not even like that. With 30 bits you have 10 per float, wich lets you do 250 CM with a quarter of CM as minimum precision

#

a quarter of a cm as minimum precision is enough

#

and its 2.5 meters

#

from the camera location

tired tree
#

//Orientation = NewRot;
YawPitchINT = (FRotator::CompressAxisToShort(NewRot.Yaw) << 16) | FRotator::CompressAxisToShort(NewRot.Pitch);
RollSHORT = FRotator::CompressAxisToShort(NewRot.Roll);

wicked oak
#

thats interesting

#

one thing

#

does movement replication do stuff if the object doesnt move?

sturdy coral
#

can't remember exactly you something like 1mm precision with single byte components if you offset from head

wicked oak
#

becouse im generating my dungeon on the server

#

and then letting each room as replicated

tired tree
#

no

wicked oak
#

@sturdy coral no way in hell unless its a floating point

#

and then its variable resolution

#

a byte gets to 256

#

256 milimeters are 25 cm

full junco
#

and you want negative values too, so 128

sturdy coral
#

right yeah it is a couple mm

tired tree
#

small mm precision would break down REAL fast in roomscale if you have controllers a distance from hmd. its such a small savings for such a large downside

sturdy coral
#

you can model more of the head to rule out some areas where the shoulder can't be

wicked oak
#

forgout about the negatives

#

but i was going to pack them in 32 bits

#

wich lets me 2 extra bits for negative X/Y

#

keepin mind i wont have negative Z

#

becouse Z starts from the bottom of the capsule

full junco
#

it really doesn't matter if you send 1000 bit per second or 2000 bits ๐Ÿ˜„

wicked oak
#

but that could wreck on a 2 meter player that extends arm up....

sturdy coral
#

@tired tree you just add one bit that tells it to fall back to a larger value

full junco
#

even in a RTS with hundreds of units just using UE4s replication of character movement components worked great

wicked oak
#

the absolute madman

sturdy coral
#

if you do acknowledgments and send things as deltas from previous acknowledged data you can go even tinier

wicked oak
#

requires fixed physics

#

not feasible in ue4 just like that

#

it would desync real fast

full junco
#

you could send the full data once a second

wicked oak
#

that too

#

wasnt the character movement component doing this kind of thing?

#

sending movement offsets

full junco
#

but it really doesnt matter, in a game with 3 things that you sync 90 times per frame you can also use long doubles for everything and its fine

sturdy coral
#

@full junco you have the n**2 problem though

#

with added users

tired tree
#

character movement component sends velocities, and current position at time of velocity

wicked oak
#

i want to have up to 4 players

#

NOT MORE

#

becouse it would be a clusterfuck

full junco
#

@sturdy coral servers are fast, the limiting thing should always be the client

#

ok not sure, do you have dedicated servers?

wicked oak
#

no

full junco
#

if you don't, then yeah, at some point someone with bad upload who is the host might be an issue ๐Ÿ˜„

wicked oak
#

no budget or expertise to get that right

#

at least beyond something like 10 dedicated servers total

#

that i would use for lobbies

#

once a player group goes into a game, one of them hosts

sturdy coral
#

with long doubles (assuming for rotation too) you are a full packet frame per update

full junco
#

well I think that amazon gamelift stuff should make it relatively easy for a game like yours, right?

wicked oak
#

dunno

sturdy coral
#

err 1/8th of one

wicked oak
#

i can barely get to compile the fuckin dedicated server

#

still got a bunch of stuff to learn until i can get that done

#

biggest issue is "muh money"

#

amazon stuff costs money

full junco
#

I have never tried any dedicated server stuff with UE4, but I hope I will at some time

wicked oak
#

but if it can grow/decrease dynamically, it helps me massively

#

VR MP games dont usually get that many concurrent players

full junco
#

amazon has that nice "you only pay what you use" stuff

#

so when it idles, you pay nothing

sturdy coral
#

unfortunately you have to do dedicated to have a demo that is also playable with purchasers

#

or do your own nat hole punching

wicked oak
#

hey, Gamelift has a specific ue4 plugin and sdk

full junco
#

yeah

wicked oak
#

no nat hole punching with Steam

#

does that for you

sturdy coral
#

@wicked oak not for demo cross play

wicked oak
#

Steam matchmaking "just works"

sturdy coral
#

you can only match with the same app id

wicked oak
#

but i dont care about crossplay. I really dont have the resources to implement it

#

ah, demo stuff

#

i could do the full version as a dlc

#

leaving the base game free

full junco
#

amazon gamelift is unfortunately only for session-based games

sturdy coral
#

yeah

wicked oak
#

session based games?

sturdy coral
#

I figured DLC would be too much of an impediment to sales though

full junco
#

is amazon offering any "real" dedicated servers?

#

session based meaning, people join, play a round, and leave

#

like most FPS

wicked oak
#

gamelift is hella expensive

full junco
#

is it?

wicked oak
#

i can make a bunch of digital ocean servers for that money

full junco
#

hm?

sturdy coral
#

@full junco not sure if the amazon thing is similar to the titanfall architecture but if so it only really makes sense for session based stuff

full junco
#

how much do you pay for good digital ocean servers?

sturdy coral
#

there was a talk on it somewhere

wicked oak
#

60 dollas a month for a 24/7 server

#

one

full junco
#

how much ram?

#

how many cores?

wicked oak
#

8 ram

sturdy coral
#

the main thing was keeping servers in a kind of dormant but primed state

wicked oak
#

1 core

full junco
#

8 ram is like nothing

#

1 core is like nothing

wicked oak
#

16 gb ram /2 cores is fucking 100 dollas a month

full junco
#

I would need at least 64 GB ram and 16 cores for my game on a server

wicked oak
#

damn

#

mine is designed to be hosted by people

full junco
#

and then it gets expensive

wicked oak
#

so not that much

#

but it still takes a bunch of RAM and CPU usage

sturdy coral
#

I haven't looked into ram requirements for dedicated

wicked oak
#

so i doubt i can just run 4 instances on 1 cpu

sturdy coral
#

but it doesn't need any of the texture data and stuff right?

wicked oak
#

no, no textures

full junco
#

yeah, no texture stuff

#

no rendering

wicked oak
#

and the meshes it depends

#

(for raycasting)

#

same with animation

#

and of course, not a single FX

#

a game lobby of mine might be 10 people

#

for the "tavern"

#

so basically a bunch of interactive trash + 10 users

#

kinda like rec room main room, the "minigame" being the ACTUAL dungeon crawling

full junco
#

I wish servers would be cheaper ๐Ÿ˜„

glossy agate
#

Try hosting on photon first, it's free up to a certain point

wicked oak
#

btw, amazon Medium instances are indeed 30 dollas a month

#

but those are 1 core, and only the hyperthreaded part XD

#

i wonder if i can run a lobby on that

full junco
#

lol

glossy agate
#

I thought if you used aws instancing or gamelift you could only pay per use when a user spins up a server instance?

wicked oak
#

yes

full junco
#

@glossy agate photon is $199 a month with only 16GB RAM and 4 cores

wicked oak
#

i wonder how exactly would i matchmake

#

i guess by reading the Session list, and looking at the "lobby" type sessions

#

and then joining one that has low ping

#

letting players host their own lobbies

#

for friends and stuff

sturdy coral
#

yeah, if all lobbies are player hosted and the host leaves the lobby it's a bad time

wicked oak
#

yeah, but i would do a few "dedicated" lobbies

glossy agate
#

Says it's free up to 8000 active players?

wicked oak
#

that are a dedicated server

full junco
#

this looks quite fine

wicked oak
#

one can run a whole bunch of instances on that

full junco
#

well I could only run 1 server on that

wicked oak
#

but for those pirces, you are better going to Gamelift

#

is more expensive but has the balancing thing

full junco
#

gamelift is only for those session based games

sturdy coral
#

amazon and google charge way too much for bandwdith too

full junco
#

unfortunately

#

this is also fine

sturdy coral
#

Dedicated hosting with a Ryzen might be the budget way to go

wicked oak
#

uhm, so i would basically just have 1 lobby on each region (USA/EURO) to start, and if the lobby gets filled i run another instance

full junco
#

@sturdy coral I don't think thats cheaper than intel

#

especially since ryzen is new, server ryzens aren't even out yet

sturdy coral
#

yeah not sure on motherboard stuff, but it is way cheaper than xeon

wicked oak
#

the thing is, steam takes months to give you the cash

#

so i would need a considerable loan to run servers if the game is popular

#

goddamit

full junco
#

and I would love to have AVX 512 on a server that runs my game.

#

ryzen can't do AVX 512 currently

#

it can't even efficiently do AVX 256

wicked oak
#

there is a free demo of Gamelift

#

giving you 1 instance

sturdy coral
#

avx 512 is only brand new xeons right?

wicked oak
#

one of those 1 core 2 threads with 8 gb ram

full junco
#

yeah

#

but avx 512 is awesome and I wouldnt want to have a server that can't do it

sturdy coral
#

how are you going to make use of all those cores in one instance of your server anyway?

#

(not talking about avx)

full junco
#

my code is doing that

wicked oak
#

would you need all the fancy generation for a DEDICATED server?

full junco
#

it uses 100% of my 12 threads if I would let it do that, and it could scale up to 100 threads without any issues I think, as long as theres enough RAM bandwidth

wicked oak
#

daaaaaaaaaaaaaaaaaaaaaaaaaamn

sturdy coral
#

what are you making ๐Ÿ˜›

wicked oak
#

mine doesnt. Just some basic game and AI code

full junco
#

@sturdy coral secret

wicked oak
#

one thing

#

can you "travel" players from one server to other?

#

while keeping the current replication state

full junco
#

on gamelift?

wicked oak
#

in ue4

full junco
#

ah

sturdy coral
#

you have to manage the replication state yourself

#

but you can travel

wicked oak
#

ah, i see what you mean with gamelift being session based

#

it just hosts a "match"

#

and when its over the instance closes

full junco
#

yeah

wicked oak
#

thats fancy

alpine torrent
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have you guys used AR with UE4

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I have mixed reality project but VR should be easy to do but AR stuff as it's in site as well

wicked oak
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to be fair i dont think UE4 would be good for AR at all

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i wrote that on lounge, but i would roll my own engine for AR

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you cant really do level design in AR, it needs to adapt. You also wont have a whole environment, but only a few meshes around

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you would only need a glorified model viewer

tired tree
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the advantage of UE4 is how well done the PBR is, with AR this makes it a lot easier to get it looking realistic

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as well as all of the scripting and animation and physics

wicked oak
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hey @tired tree I was finally able to get gameplay abilities working. Ive used them in the enemies to trigger attacks, and on the player to trigger enemy parry

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im going to try to use them for the bow (wich is broken at the moment) to see how would it sync it

tired tree
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it looks like a really nice module

wicked oak
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its in dire need of documentatino

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not an "api reference" like what we have now around the wiki

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but about actually "how to do X with it"

tired tree
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most of the engine is, comes with ue4 :p

wicked oak
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for sure

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i remember writing the first tutorial about behavior trees

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they were in a state similar to how gameplay abilities are now

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basically unknown and highly exprimental with no official docs of any kind

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if i end up understanding how the fuck does this thing work, ill try to make a wiki page or tutorial about how to use it PRACTICALLY

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that forum thread you linked is basically all the documentation there is

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there is a wiki version of that same forum thread

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but that one explains what it does and its general overview, it doesnt really show how to use them in real gameplay examples

tired tree
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mmmmm, they pushed some Switch related things yesterday night to 4.16

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its default the Clustered Forward renderer

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Wonder if they intend to default all consoles to the clustered renderer in the future

wicked oak
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it makes sense on the switch

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but not sure on consoles

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consoles have pc tier gpus

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the swithc is a mobile tier gpu

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mobile gpus are normally tile based

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so its logical that it goes better with clustered forward than with pure deferred

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but who knows, maybe the bandwith improvements of the forward mode (no gbuffer) actually are positive on consoles

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i would love to be able to use the forward renderer on PSVR

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but its not there yet

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if its on 4.16 ill be really happy with psvr

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social screen features are in

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just checked myself

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they also fixed some issues we had with the reprojection

tired tree
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If they finish the clustered forward renderer it will have a lot of advantages over the pure deferred one

wicked oak
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and changed the broken as fuck layer system

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4.16 looks to be a awesome update for VR and ps4

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and im getting ready to push the "Gold" version of the game to review

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all this dungeon crawler stuff is while waiting till 4.16 and to test some features like the melee combat and enemy AI in a simpler environment

tired tree
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you back porting the melee to your game?

wicked oak
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yes

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the moving around wont be there as DWVR is strictly a teleporting game. But ill add the parry stuff

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probably even allowing you to parry stuff with your guns

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so melee enemies can be much more aggresive but not be pure bullshit as you can just stop their attacks

full junco
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4.16 also has steamvr + vulkan for linux

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not sure if it works on windows

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@sturdy coral made me aware of that, I thought they only added support for opengl

wicked oak
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it probably does. There is probably a way to enable it

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it would make sense

full junco
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theres a #define STEAMVR_USE_VULKAN_RHI 0 now

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theres a VulkanBridge class for steamvr

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and a OpenGLBridge

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hmm

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its wrapped in a #elif PLATFORM_LINUX

wicked oak
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for now ive only investigated PS4 code. We got SDK 4.5 support (as promised) and the Social screen, plus bugfixes

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i think 4.16 does have this social screen ALSO for pc

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can you check it? is there code to change the image on the game window?

full junco
wicked oak
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ah good shit

full junco
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I don't care about social screen stuff ๐Ÿ˜„

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was like a month ago or so that I saw that social screen commit, and I think it was only for PSVR

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I wonder why they wrapped the vulkan code in the #elif PLATFORM_LINUX

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vulkan should run same on all platforms

tired tree
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isn't vulkan not entirely feature complete in engine yet?

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that was a pull request by someone to get a vulkan linux build right?

full junco
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yeah, it was a PR

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wouldnt have expected that they accept that PR

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This PR is kind of in a hurry I assume, sorry for not being to clean here. Most important part is I guess the Vulkan Bridge. I added 3 methods to VulkanRHI. If they are unneeded please ignore. I didn't have time to go into detail for cleaner code.

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that doesn't sound like a PR that would quickly get merged ๐Ÿ˜›

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but it did

tired tree
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got it working with linux, likely why it wasn't also enabled for windows there for steamvr

full junco
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what?

tired tree
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rush job

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tested only on linux by the dev

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I wouldn't have allowed it in windows Steamvr either yet

full junco
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why?

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if someone runs the game with -vulkan and steamvr doesnt work at all thats not "better" than if it crashes

tired tree
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might be broken? It got accepted so fast don't know that they put it through platform testing

full junco
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lol, the guy who did the PR has a patreon page

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"Yaakuro is creating Patches for the Unreal Engine 4 better support on GNU/Linux"

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interesting that you can get $500 a month for that

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I didn't even know about that patreon page

tired tree
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hell, if he is doing good work

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more power to him

full junco
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yeah sure, its awesome

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here's an interview with him ๐Ÿ˜„

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there he says he doesn't even have a vive, so he's doing all the dev stuff without a vive connected

sturdy coral
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yeah that's pretty awesome, sounds like he probably has one by now

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they sent him one right as he left the country so he had to develop without it

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I wanted to move back to linux for dev really bad until the windows subsystem for linux came out

full junco
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and that stopped you?

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I sent the guy a PM and asked him if he thinks his vulkan stuff will run on windows too

sturdy coral
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only moved to windows for UE4 dev but yeah that linux subsystem thing probably will mean I stay on windows even when the ue4 steamvr linux support is mature

full junco
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he probably doesn't have any windows installed, so I get he wrapped it in the linux defines since he couldnt even test if it compiles on windows

sturdy coral
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ah yeah maybe it is workable

full junco
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don't let microsoft keep you just because they added that linux stuff ๐Ÿ˜›

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the reason to use linux is to not have that american company spy on you. that linux subsystem doesn't help you there.

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if I would know that I could do everything I do now on windows on linux, I would kinda think about switching... at least maybe try it for a week or so. see if I can do everything without ever touching the terminal. I dont like that. I know that makes linux a bit less optimal for me

sturdy coral
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yeah microsoft is being pretty insidious with it.. and it is working

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I need to try out the state of code-completion with clang and stuff

full junco
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I want to still see a world where everone uses open source OS on their PC

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either that or everyone will use some super locked down microsoft ecosystem

wicked oak
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so, like now?

full junco
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now windows is still quite open

sturdy coral
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the debugger is nicer and then just the code completion and lookup works better, those are the only two things I like about visual studio, but I haven't gone back and done much linux dev to see the state of C++ dev on it in several years

full junco
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can I run visual studio on linux?

lapis glen
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I was just told that the HTC Vive and the Oculus rift renders to each eye separately with a 10 ms difference. So that means 45 frames per eye per second instead of 90 frames for both eyes per second. That is wrong, right?

full junco
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yes, that is wrong

sturdy coral
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@lapis glen yeah that's wrong, gear VR does use a rolling refresh though so there is a difference

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even then it is rendered at once and timewarped to make up for it

lapis glen
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I see.

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Because I got some feedback that makes zero sense to me.

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You state a need of sending 2 frames at 90 fps. The need for 90 fps must be explained. VR headsets have a tendency of presenting the halves of a single split screen to each of the eyes, so the 10ms difference between eyes is not an issue. What do you mean by reprojection in this context?

Why would a VR system need "one pass for each color, ie. RGB"? To the best of my knowledge, from VGA to HDMI, all 3 color signals are sent in parallel, meaning that they must be available in the render buffer at the same time. Also, frame rate requirements have a relation to the FOV provided by the device's size and position relative to the user. If you put a user very close to a large LCD screen (maybe even curved) showing a single view, you must render at 100fps to satisfy the human peripheral vision's temporal resolution. The limited 60 degree FOV of the HTC Vive does actually simplify this. So, I'd say you need a reference as foundation for your 90fps claim as well as for your 50fps statements.

sturdy coral
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I think DK2 used a rolling refresh too

lapis glen
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That was the feedback that made no sense to me at all.

full junco
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where did you get that "feedback"?

lapis glen
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From my supervisor.

sturdy coral
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vive isn't 60 degrees

lapis glen
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I am writing a masters thesis on vr in scientific visualisations.

sturdy coral
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so your supervisor is way off

lapis glen
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Yes, it is also not a single screen.

full junco
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yeah, the FOV is something like 120ยฐ I think

lapis glen
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110 degrees I believe.

full junco
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tell your supervisor he's fired ๐Ÿ˜›

sturdy coral
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is he a 90s VR researcher? ๐Ÿ˜ƒ

lapis glen
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Hehehe. Can you see what he meant with 100 FPS if you are close to the screen?

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No, he works on image analysis and networking. Lately he has started working on GPGPU and VR.

full junco
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that 100 fps thing doesn't make any sense

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no idea how you should tell him that he has no clue what he's talking about

sturdy coral
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he's probably done visualization with 3d glasses

lapis glen
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So FPS isnt an acronym for something other than FRAMES PER SECOND?

sturdy coral
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and the 100hz really was 50hz

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because it alternated per eye or something

full junco
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he definitely doesn't understand current VR

lapis glen
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I see. Well, that I didnt know.

sturdy coral
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fps generally is rendered frames and hz is the rate the display scans out, but sometimes they get used interchangably

wicked oak
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fps is Frames Per Second. hz is a unit of frequency. 1 hz 1 per second, 30 hz 30 per second

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hz is for many things, fps is just refresh speed in that context

full junco
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rift and vive run with both 90 hz and 90 fps, unless I'm completely wrong. if the fps don't match the hz, that would be very bad in VR. unless its like fps = hz / 2

wicked oak
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you could say your game refreshes at 60 hz

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not just hz/2, but hz/N

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you can run native 30 fps in a 90 fps screen

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as you are rendering one in every 3 frames

full junco
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can you? I get 2 works and 4 works, but 3?

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hm ok, yeah

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its still even, right

wicked oak
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thats why 120 monitors are the best

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the 24 fps in a movie is a direct divistion (by 5) and 60 fps is exactly half

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i run my 144 hz monitor at 120 when games are locked to 60

sturdy coral
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yep was about to say the same

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you can play 24 30 and 60hz stuff

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I've never tried native 120 VR though

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so I don't know if the benefit over 90 is enough for actual games

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how is the 60->120 reprojection in PSVR, still lots of double vision like 45->90 without ASW?

wicked oak
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yes

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exactly like that

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i had to change my headlocked hud to be "world based" instead of camera based becouse it was duplicated to hell

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it works 100% the exact same as reprojection in htc vive

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its just rotational