#virtual-reality
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60->120 with ASW might end up being the sweet spot, with layers to run media at native 120/60/30/24
asw definitely has some noticable artifacts sometimes though
its what everyone does in ps4
the mayority of games run at 60 to 120
it looks quite good
the weakness of psvr is the tracking
and the hand controllers
its better than the DK2
much better
DK2 style games (seated with controller) work far better on psvr than they did on DK2
tracked controller is nice.. less disembodied feeling
DK2 gave people some eerie feelings of isolation and stuff
yeah and CV1 pre-touch
now they added xbox emulation to touch finally, I wonder if it overlays your hands even in games that weren't built to
I guess they may not be sending the depth buffer
According to my research the isolation issue still happens with the HTC Vive and presumably with the Oculus Rift as well.
@lapis glen yeah, but it was much worse with no hands or anything
I have kinect stuff hooked up now and that helps a ton to see your full body
hopefully MS uses that with their VR stuff on scorpio
The testers had problems communication across the VR to non-vr barrier.
just always give you a body if you want
Nobody reported a problem with a lack of body when we used the DK1+2. They had their hands and that was enough, they said.
The leap
And they didnt report any issues with not having a body, but not being able to show the other people what they were holding, doing etc
ah yeah that adds a ton, more detail than kinect in a lot of cases
They even asked stuff like "Where are you? Are you there?"
True. Too bad it cant be used for education and research due to the added hazzle.
My research focused only on HMDs and how it can be used to further scientific visualisation.
kinect v2 is a real pain in the ass, very limited usb controller support
and every usb controller I've found for rift is incompatible with kinect so you end up with two
oh yeah gamestop had them on sale the other day for $30, I picked up two extras but don't have the PC adapters for them yet
I think the SteamVR splash screen actually can't play any movies
it needs to be ticked by the engine every frame to play a video
lol hip tracking is actually stupid fun
@tired tree you have some vids of what you did? We want to check it out
the waist?
I mean, unless its perveted shit haha
in which case definitely share it hah
lol no, just in the middle of a rambling video talking about other new things too...i'm not the best speaker, get distracted :p
^
UE4 VR Plugin new things, talking about working on it
its after the OpenVR keyboard info
not showing off IK, just the generic calibration method
maanged any decent IK with 3 of them?
thats fairly easy
i'm more interested in the waist tracking for player capsule driving
my next experiment is going to be building out a bunch of different tools on a workbench and throwing the leap motion back on for hand tracking. but keen to try out a decent IK rig with a few of them
That's pretty cool!
I wanted a method that didn't care if the tracker was positioned differently / someones waist was large or small
think I got it
@tired tree looks good, your method should work with an extra controller too right? I still have a couple VDK1 controllers I don't use
yeah, its set to any component
since I have the steam trackers in their own module
wanted it platform agnostic
anybody figured out a way to apply a mesh to the tracker in steam vr actually?
besides the default one it uses?
yeah it doesn't have a proper mesh or material on there, still just the default grid with the bit sticking out of the usb port
Yo! any news on 4.16 guys ?!
Not really, other than the official 4.16 branch is up on GitHub now. Still has bugs and missing features from the geometry branch. Hopefully real news soon.
the geometry stuff is not making it into 4.16, maybe 4.17
I just want that new sound engine to mess with...
just grab the master branch?
Yeah should go for that!
I'm trying to find out how/where in Roborecall's main menu when you press each button of Touch controller they turn into Yellow , or it's analoge tracking ?! any clues ?
you can get the touch event on them in the same way you do with the vive wand and the same way you have the default hand model on there have its animated open and close stuff
right! needs some extra effort to map all those stuff... was wondering that it could be super handy if we had a template like that
yeah its already pretty much in there in the default template with the hands already. You are just modifying the material, like 3 blueprint nodes
@pearl tangle you mean VR_Template which is built in ?! or content examples ?
in the vr template
I actually found it in Engine Contents , there's an Oculus touch mesh with sockets and a material
yep which they use in the vr template same as the vive wand
This is wicked - why people who tried VR don't really see use for VR personally. I talk to people I know in rl and online and they can't seem to come up with a good reason for having VR in their lives (Even if it was more affordable)
a lot of people don't play games
That's the thing - those people do play games on PC and consoles
then i guess everybody just has preferences. im sure once there are some amazing games available and resolution, ergonomics and everything else improves then plenty more people will be into it
Even when it comes to non-games, they still can't imagine VR being used.
Well, if people don't buy into VR now, it won't get to the next level.
people didn't used to buy Mac's either
first gen hardware doesn't need to go mainstream for things to develop. early adopter stuff is still bad quality for a fair while
@mighty carbon I am currently just about to finish a thesis attempting to address exactly the problem of low adoption rates.
people are still not buying many Macs since Apple doesn't care about those any more
I would love it if people stopped buying Macs, macbooks and other apple products because they are shit, but hey. ๐
people buy apple products for a range of reasons. the quality of them is usually not top of their list
I have no issue with adaption rates being low for now. it's good for us as indie devs
yeah plasma TV's were slow to adopt as well, the next level with LCD/LED things started to pick up big time
Personally I think that adoption rates in non-gamer spheres like education, research and industry is very important to get the VR ball going.
if vr would be a bigger market, there would be way too much competition from AAA companies
education and research are already getting into it big time
@lapis glen I disagree very much. I think only gamers matter for VR
what was the driving factor behind GPU adoption back when regular people didn't have a GPU? was it gaming or was is something different?
VR is basically the same like GPUs
@pearl tangle They have looked into VR since the 90s, but the common problem with the research into VR as a medium to further scientific visualisation is the simple fact that the focus has been on making existing algorithms work in VR to some extent. No research has been made into creating a baseline for how to make good VR visualisers, what VR is good at doing over monocular systems and what are the new rules for designing algorithms for VR. It is completely new and needs a foundation that is custum fit for it. IMO
Lol, what realm do you guys live in? It seems that VR understanding and presence is slim to none outside of tech metro areas.
@mighty carbon It would be more widely known if encountered through education for example.
Spreading the word is important. Marketing
there is about $100mill in investments into that sort of stuff over here in Singapore alone. Government is getting behind it bigtime to update a lot of their visualization tools to VR and plenty going on with data viz
enough people know about VR
I read so many articles about VR in the mainstream media
over many years now
usually they wrote about the rift
but I think knowing about that VR exists is not an issue
This is how VR porn is - Article from 03.04.2016. Over a year ago. That is the latest article on any of the big 3 newspapers here.
@pearl tangle not in Texas :(
@lapis glen seems German media is a bit more interested in VR
Well, I will work to spread the gospel of VR and provide free marketing because more marketing can not hurt.
If current understanding and knowledge amongst the general populace is adequate, then I ain't doing harm. Otherwise I am helping.
we don't need marketing for VR as a whole, but marketing for our games would be nice ๐
good games will make VR popular
needs to be some good games to market first. not much out there yet
tiltbrush is a good game, many people that aren't gamers like that a lot
well maybe it isn't a game, but it's a VR software
mainstream compatible vr software
its not going to make somebody buy an expensive system to play that though like zelda is for the switch
yeah, right
whatever valve is working on might be that, but seems like they are waiting for next gen of hardware before they get stuff out there so they will be the system sellers for that id say. do a left 4 dead vr, half life vr and counter strike vr and that will sell you plenty of hardware
those are shooters, I don't think shooters and VR is a good combination
I know some people will disagree
whats the better combination? Id say most of the successful VR games so far have been shooters
I think thats mostly because people are used to shooters by non-vr games
not yet sure about whats the better combination
First person games is the best match for VR
Got my Rift today. So when I get acquainted with system, I'll test it on my wife and see if she gets into desktop VR (Gear VR didn't do good job in keeping her engaged and coming back), and which of the apps/games will retain her interest.
of course first person games is best in VR, anything else doesn't make much sense
I only said shooters +VR are not a good combination in my opinion
Robo Recall seems to be extremely popular
its one of the only games that was produced with some money
Arizona Sunshine devs keep making new content
have never looked at that game, don't even know what genre it is
FPS with zombies
a zombie shooter? sounds boring
Raw Data seems to do extremely well and it's still in Early Access
aren't most VR games still in early access?
Not sure
there isnt really any alternative to early access for most indie devs
I didn't keep track of desktop since I didn't have hardware :)
If everyone is for themselves, sure.. and even then early access might not help.
That's why I am looking to join forces with someone (preferably programmer) for desktop VR project
I am still a bit iffy about viability of desktop VR when anyone I ask don't really care for VR, even though they admit it's interesting
Maybe a new generation will fully embrace it, but current generation seems to be weird about VR
well there are at least 1 million people with desktop vr headsets I think. you don't need to know those people personally
and a million is enough for making money from a game
for now. there are still people who start buying vr headsets now and in the future
Say it's $19 game and you spend years making it. Not too shabby.
so if 1% of the existing people buy your game and 1% of the next million people and so on...
10000*19 per year is enough for 1 person even after you remove all royalties and taxes
(Not too shabby for USA that is)
$190k - Steam or/and Oculus share - Epic share - taxes
like I said, for 1 person it's definitely enough
If it would be made as part-time project with someone else and released withing a year, yeah, it would be a decent side income
It's not. I've been a full time indie dev and I can tell you it's not enough.
hm? even if 75% goes to steam and epic and taxes, you still have 50k
$98,800 is what would be left (and I went optimistic on taxes)
and that's not enough for 1 person for a year?
That's only around 2 years of my current salary
If you live with parents, have no debt and solid health, perhaps that's enough money
so you say making twice your current salary wouldn't be enough?
Not to quit my day job
I have family, debt, need health insurance
So no, that's not enough
Not as primary income
you have higher costs there
on my country with 100.000 a year you are really high class
keep in mind that money is pretty much it. Housing is cheaper, education is free, healthcare is free
you aren't going to keep making that annually. if you release a game probably 50% of your sales will happen in the first week for a little indie game
@pearl tangle well I dislike that and hope its not true
yup, 50% or more is the launch week
there are some special cases, like a big youtuber covering your game or just having a viral game that has a serious tail
I dont want many people to play my game shortly after release. there isnt much content yet etc. I want a small amount of people to play it to help me know how to improve it best. then improve it for 1-2 years and then I want many people to play it
dont worry mate, releasing as early access will be hugely limited
it goes absoultely nowhere.
at least in steam
then you will be too late by then. in 2 years time hardware and everything will be completely different
people find a game when it pops up as a new release. nobody cares about it 6 months later
in exchange for lower sales
just look at any survival early access game, like Ark or Rust or Dayz
they labeled early access and released it years earlier than it should
@pearl tangle well I dislike that
Ark is made by 4 dev companies and published by actual publisher
hah dislike reality all you want
you need your own external marketing
a kickstarter is a good choice even if you fail, as cool kickstarters get covered everywhere
i think working with a proper indie publisher if you have something good and a proper production plan and revenue projections would definitely get you much further. I will be setting up a company like that shortly as part of a consortium im putting together between agencies, PR, development and VC's
anyone by chance stumbled over some word about rendering to layers in some release notes for ue4.16?
indie publishers lol
if you get covered by one of the actually good ones, like Devolver or Paradox, then ok
think about it, the publisher job is to be known
how many indie publishers you hear about?
not many. thats why there is a gap in the market. it's not necessarily about being known as a publisher. it's about having the capabilities and connections to get the content known and out there. when you have a group with ties into all the media publishers, discounted media buys and business managers that definitely comes in handy. thats where most indie developers fall over
thats why its a "lol"
if Devolver wants 60% of my game profit, i will accept that deal
becouse its fucking devolver
and they get their games everywhere
and support the devs
but if one indie publisher tells 60% while they do barely anything, its not worth it
minecraft didn't need a publisher
Well, 60% to Devolver, 30% to the platform (Steam for example)
not like that, but 60% after the platform cut
i know its less, but Devolver games sell quite a lot most of the time.
also, Devolver only deals with some kind of games
So Vblanco, you think Devolver's rep is solid gold for indy devs?
10% from 1M sales, sure. There is no guarantee it happens.
Fair call. And that's what they're asking for? 60% of 70%?
Minecraft was one of those miracles
42% take ๐
just an invented number
but some of the indie publishers i got communication did say 60% or similar
i obviously rejected
i mean wtf you smoking 60% as an indie publisher with low reach and without investing in the game
and like those, you have a LOT
what im in talks is with a PR/marketing company
I mean, I get the value they bring to the table. But that's basically a good reaming, because they get to pick their partners after sifting through for the best.
to help me get the game store and trailers and marketing materials to professional level
Ah yeah.
yeah, Devolver gets massive amounts of requests from indie devs
but they only take the ones that catch their attention
just go look at Devolver list of games
Yeah. I know. I've enjoyed a good number of them ๐
They're good at curating that 'devolver style'.
@wicked oak thats essentially what im setting up here.
the pr marketing and content creation side of it for advertising
helps when you own a media company and work in a creative agency and sit on a VC board. but anything as a risky investment the people are going to want a decent cut because it involves actually investing money to do the media buys and the content and everything for it, thats what they are putting into it
ill just end up paying directly for the materials and localization i need. For my second release with ps4
yeah depends what you are doing really. If i was creating marketing material for a game it would need a range of different content
Trailer video
gameplay videos
teaser videos
animated gifs
photos
social content creation
Press releases for different platforms
html5 banners
digital media buys
interviews
etc etc. pretty long list of stuff that has to happen to do decent marketing
If you can generate the digital media side... what's the other value that's been added? networking connections mainly?
do not understimate the networking
i.e. knowing who to speak to to get the stuff done?
many press wont give a shit about you unless you are already popular, a sob story, or have contacts
Oh, I'm not ๐ they're valuable for sure.
basically, if i send an article to a press website, it gets ignored
Yeah
if someone from playstation does, it wont
having the right contacts in the media side definitely makes a huge difference. we do exclusives and all that other crap too. being able to jump on the phone with the editors gets the content out there
blah @madtriangles.com talking about a game, meh
instant delete
or just ignoring it
So, can I count on getting PR with your help for my Matrix'esque VR game, @pearl tangle ? :)
im going to need a lot of help for the ps4 release. Im trying to speak with the local playstation branch
@pearl tangle what % would you be after (approximately?
Doesn't sound promising
Any plug in available for ik for HTC vive?
To be fair, the lion's share of funds raised for VR this time last year came from an $800 million burst of financing for VR developer Magic Leap. That round of investment carried four times the weight of any other funding for VR.
i wonder if magic leap will ever live up to the hype
but its got Google behind
google are masters of tech
I'm sure it'll offer something compelling over the current status quo.
Not sure if that'll hold true when they release, as they're not the only player in town.
Could be their tech vector just can't be minituraized like they led investors to believe initially.
Certainly, that seems to be the case from the reports we've received about it.
i.e. they showed off their big ass 12 layer depth rig with a big ass helmet... and then a year or two later, still hadn't managed to shrink it down to a consumer acceptable size and had already made more progress on contigency solutions...
And as much as I respect Google for tech, you should also note that Google has had plenty of failures... indeed their Google X team emphasizes failing fast as their creed for coming up with innovative tech ๐
Google shut down so many projects already
Just because Google is behind Magic Leap it doesn't mean it will be what they say it is in the nearest future
Just finished the last boss on my game! Now just some optimizations, and a few small changes before releasing next month.
1 man game is more tedious than I thought. The fun kind of wears off after the prototype stage haha.
Yeah next month release. I think I have the 24th as release date on steam
All levels are done (need to optimize streaming still)
Tutorial is done, left in the demo content. Level select done, bosses done ( thanks to you for that).
And it drops you back into the menu after the boss battles. Still a few things I want to fiddle with, and I'm waiting on my buddy to send me a few more music tracks.
I would say 95% done, minus any broken shit I'll have to patch when other users find it.
sound exciting @glossy agate lemme know if u need a beta-tester, i'll be happy to lend a hand
Awesome, thanks man! I'll send it over once I have a clean build.
send me a steam key and ill test the game
Will do.
@glossy agate do you have to set a fixed release date on steam?
No I don't think so. I set it by accident to a specific date, but it works.
You can choose a coming soon, or set it to a yearly quarter if you want.
well I just want to say "now" at some point once I think its ready
With a specific date live though it forces me to stick with it and hit the deadline. Hard cause it's busy season at work right now
well I dont see that having a deadline would help, if there are bugs or whatever, it has to be fixed before release, no matter if theres a deadline or not
Yeah, that's why I was working to finish the core a month ahead, so I can fix and test.
And go on vacation to disneyland
๐
I hope I'll release soon too
less than a month I hope
I don't plan to go on vacation to disneyland
Right on man! I want to check it out. You have been super secret with your project
im not that sure if a "NOW" is that good. Generating some pre-buzz means that when you actually DO release, then it gets a small "spike"
and that spike makes steam know its a cool game and bumps it up to the "popular new releases", then to "popular games" and the frontpage
if you manage to make it so your games "spike" at launch, then you will game Steam
and multiply your sales HARD
by orders of magnitude
unless you can give review copies around and just go with the "releasing now" part
the biggest traffic to DWVR came from the time it spent on "popular new releases"
by FAR
when it droped from there sales went to almost 0
do you mean "spike" as in "in the first hour after release many people buy the game"?
Yeah it works like edge rank or any seo. Traffic carries weight.
For my demo I got lots of traffic off Reddit but demos don't really get any steam traffic
what was your demo?
I have a little over 1000 demo downloads, but I have no idea if that's a lot.
Trance vr
It's playable on steam right now
Going for the biggest and fastest VR experience available. Make massive jumps to collect checkpoints and race against time as you dodge and shoot drones. Ride over the hills for a smooth ride like a snowboard to gain momentum while speed increases...
May 25, 2017
that looks like a motion sickness simulator to me
your trailer is very abruptly ending
not even fading out the music, just stop and black
Yeah, working on the new trailer this weekend to show the real levels.
Was hoping nobody would watch more than 15 sec of the one currently up haha
haha
still a better trailer than mine XD
dont understimate the extremelly rabid crowd that CAN play that kind of game
they feel they are forgotten by devs becouse devs make games with stuff so more people can play it
so a game that is specifically for that crowd might go fine
make sure to start posting gameplay videos leading to release, and most importantly, try to find youtubers that like smooth movement vr games
ill make sure to leave you a positive review when you launch
the trailer is the absolute most important part
i messed up HARD by having a bad trailer
easily my biggest mistake with DWVR
do you see how long people are usually watching the trailer?
no
but its the first any possible buyer says
the order is more or less:
icon image (to click on it while brower, includes name)
trailer
and then reviews/text
but on my findings, no one EVER reads
VRMultigames had info on how to play straight on the store text
in BOLD
and people still couldnt read it
did they complain about not knowing how to play it?
many?
enough for a few negative reviews and anoyed posts
people go for the bad review or complain post before reading the fucking text
i then moved that text ingame
like in front of the goddamn face
still couldnt read it
no, it has to have a forced tutorial (with a skip button for the second time its played) and put the text basically in your face
not if the forced tutorial can be "speedruned" or skipped
but the skip option shouldnt be the default
and it shoudl check again like "do you want to skip the tutorial yes/no"
with the no selected
i havent coded a proper tutorial yet for DWVR but that is exactly what im going to do
never understimate player stupidity. There is a lot of people that just dont read anything at all
especially since a tutorial would explain stuff that might completely change in an update, and then I would have to redo the tutorial. wasted time
thats kind of what happened to my DWVR tutorial
the older one
it got broken over time
i know it sounds super asshole-ish, but damn the average player has no brain
and then you wonder why AAA gamedevs just simplify the shit out of stuff
and "streamline"
and if I do a tutorial I would want it to be good, so not walls of text but someone explaining you (audio) what to do.
we, the vocal people that read about games and watches reviews and tries to investigate, are a niche
too bad i cant really do that audio thing. But i want to keep the tutorial simple-ish
and being a VR game, with labels to the controllers
i still havent designed that new tutorial
some voice from nowhere is boring though, so you need some character that's explaining it for it to feel good I think
why can't you do the audio thing?
and im not english
becouse ill need many lenguages
im going to release for ps4 europe, thats at least 5 lenguages
trying to get all the spoken clips fine is super hard
at least with text is much cheaper and simpler
ah well my English isn't perfect, but when I can prepare for what to say it's quite fine I think
but i really cant
its bad, but ill have to create a simplified "tron" style level that explains the stuff in several "rooms" or similar
another thing i was planning is to only unlock weapons after you defeat their "challenge"
like a fireball is unlocked after you do a magic duel challenge with some AI
basically a survival against some enemies with only the fireball equipped
well the issue with audio is also that while you can reread text if you didn't understand something, that's way harder with audio
thats what im doing right now. I want a graph style progression that unlocks weapons and perks
current progress is all missions are data driven with data tables, and i store their completion state and scores
still need the graph and its UI
and unlocks
ok
i currently have a list
with a checkbox if the mission is won XD
my second biggest fail with DWVR was to not have progression
once the player played once , they had seen everything
see Sairento Vr with many many times more sales while they have worse core gameplay
and waaaaaay worse AI with less enemy types
hm
i thought the core gameplay and scores are enough, but turns out it isnt (save very special cases)
players want to feel they are getting better, unlocks help that. And with unlocks, people will try to get everything the game has
that gives you more playtime, but why should it give you more sales?
before they buy it they don't know if they can unlock stuff
and as long as the reviews don't mention it negatively...
yeah, but my stats say average playtime is 1 hour
its a spectacular disaster in that regard
no one that pays 10 dollas for a game they play 1 hour is going to talk good about it to others
does that average time include those that never even launched the game?
if you look at the clear direct competition that is Sairento, you see a much much higher average time
I agree you should make it so that people want to spend more time in it
an hour isn't much
I don't think you have any reviews that mention that in a bad way though?
i do have reviews that complain that the "content" is low
yet, check raw data at release, it had 2 maps. You can see sairento amount of maps as well
I wonder if I should release my experience for free and then if people like it and there numbers behind it, add more content and release as paid version.
its not a bad idea. Specially for a mobile game
mobile games have huuuuge instal bases
i know a company that does cardboard games
getting good profit
and they do that
they allways do their games as a demo version, and then paid to unlock the rest
and the app shows as "free" o the lists
it just has a 5 dollar microtransaction that unlocks all the game
I also think demos can be quite good, especially for vr games
people can buy a game and refund it they don't like it, that is essentially the same like a demo, right?
just that many don't make use of that option I think
its allways useful to read the feedback people say on the refunds
for example i got a good bunch of refunds due to bad performance on their pcs (wich is logical)
it's not as easy for someone to decide to actually buy a game and pay even though he can refund it, compared to download a free demo
but a demo is super hard to get right
really, really, really hard
do a bad demo, its a bad game, lowers sales
do a good demo, people is fine with just the demo, lowers sales
you need to do a demo that is good enough to be interesting, but be very limited in content
its really hard to do that right
I think full game with play time limited to an hour or so is the best
thats why devs dont bother doing demos
no, thats not the best, really
you got the refund system for that
but people don't see the refund system that way
they still aren't really used to that it exists I think
yeah
Steam did the refund system becouse it gets more sales
and i can confirm that
if im not 100% sure about a game, i can just buy it
if i really dislike it, ill refund it
but a lot of the time, people just keep the game
Local GameStop sells vive now. Girl says they aren't selling very well though haha
if the person isnt sure, then he wont buy the game
but if you have a generous refund
that unsure person can "try" the game
and most of the time, he will keep it
yes
but for many people buying and paying if they aren't sure is still a hurdle
My demo was only a portion of the mechanics and really basic. The users ended up messaging me some good ideas I put in the final game. Like the grappling hook.
people say what is the issue
it's just not natural to buy something if you aren't even sure you want to keep it
on the refunds
so you get the stats
around 70% of the refunds are technical/error
30% are that people just say they didnt like the game
free testing is much lower hurdle than paying with the option to get money back
yup
so that's why I think a demo with limited playtime might be quite good
the thing is that my game is not a story game
its a game based on repeating its core mechanics
of the gunplay
only issue I see is that players lose their progress of the demo after they decide to buy it
so a demo user just wont need to buy the game
at all
unless i do a highly gimped version
Or use a teaser mechanic, then upswell with additional mechanics
if he can only play a few minutes in the demo he has to buy it if he likes it
he saw everything, but he can't continue having fun with it unless he buys it
One user put in over 9 hours on my demo haha.
can steam do timed demos?
interesting question
I thought more about hosting it on some other place, independent from steam
why not? more places more views more sales
ill end up putting DWVR on itch.io
probably
once i check a few things about itch.io
and implementing a timed demo might not be completely trivial
have to make sure player can't just delete a file to reset time
not sure how to do that in a good way
and its horrible for players
to be fair its one hella easy server
call to server, get game time for user X
returns gametime
but has too many issues if you want it right
easily hackeable
you are better just putting the game on skydrow.com yourself...
I don't think that's an issue
but it might make people highly annoyed
yes, that's an issue
not sure how to do it in a not annoying way
minecraft has a timed demo
90 minutes I think
but minecraft is a huge timewaster of a game...
I used that when I tested vivecraft
how do you set vivecraft?
i might play it soon
it works with the normal minecraft, no?
oculus version is for win10 version
wich has no mod
download and install all the vivecraft stuff, it adds a profile to the minecraft launcher
doesn't work with cracked minecraft, only with regular one
I didn't want to play vivecraft for more than 10 minutes, so the minecraft demo was completely enough
and it's a nice way to make a demo
if steam would have a timed demo option included where steam would make sure with their drm that the time is limited that would be great
maybe they have, I don't know
i might do a demo of the dungeon crawler
if i end up taking it as my next serious project
but more about marketing
like a free early access version with only 1 dungeon type
well such demos are harder to do since you have to decide what to include
but only for a couple days or similar
i cant handle the server cost for a bunch of free players
well then put the demo on steam
the game is online, needs cloud servers
even if the dungeon runs themselves are played hosted, the lobbies would be dedicated servers on public lobbies
the game is already in steam lol
you know steam just sends keys to vr devs like candy
i got 3 of them
my pillars for the game are Social, Dungeoning, and Loot
what do you mean?
and you got 3 of what?
well an appid is something different than the key for a game? lol
Social is really good. Everyone really likes mp in vr
Coop games like serious Sam are crazy fun when you get like 6 people playing together.
And az sunshine horde mode
thats the thing
im on the way to have the best combat gameplay of vr rpgs/dungeoncrawlers
wich also works fine cooperative
the hard part is getting the levels feeling good, and some enemy variety
Yeah, if you manage to figure out how to do drop in coop, that would be awesome too
not sure, i want to keep the dungeoning to not be too long
cuts down on wait time. Like AZ sunshine, if you don't invote people you wait for like 30 min.
like 10-15 mins per floor
beetween flors maybe people can join
i do want to have a lobby where players hang out
Seriouse sam though, you can start a game, and people will jump in and out throughout it
Nice, thats gonna be really cool
an issue is how the hell do i make it work for psvr
if i dont find a way ill have to do a different type of game, or core gameplay
Have to have snap turns haha, and maybe seated compatable somehow
yes
but its about the movement
i could do like dwvr and have teleporitng
but i want the smoother movement, with option to do steps
makes melee combat far more intersting
You can take my movement that takes pitch of controller to set speed. Hold trigger to activate or something
keep in mind psvr has no joysticks
it only has them if you use the dualshock or the coming AIM controller
but then the game would need guns, be scifi
same tech of a coop dungeon crawler with a socal lobby, but scifi themed instead of fantasy
like what rec room is doing with the 2 different Quests
it would go from Diablo vr to Destiny/warframe VR XD
Yeah the rec room one is pretty fun. Can PSVR pick up on controller pitch? Mine just takes the controller and basically makes it "the" joystick. Could work to make up for lack of buttons
Move through time as you play like civilization?
When you said diable to destiny to warframe.
Thought you meant start out with primitive tech, then as you move along the tech gets upgraded to sci fi
nope, not feasible
Would be cool, but a whole shit ton of work
how do you sync players?
this is a social coop game
a stone age player with a decked up space marine?
Haha, true. Skyrim guy fighting next to master chief
fantasy gives me magic and kickass melee combat
scifi gives me enemies that all go ranged, and would be much more cover based
as players and enemies have guns
You could go primitive, but give people muskets they have to load manually with the push stick haha. Would be hilarious in stressful spots
uhmmm, steampunk
Dump in powder ect
Hi guys, just a little poll :
Who feel motion sickness with thumbstick movements in VR?
yeah, art style is still open for VR right now. Everyone goes super future or medieval
@little nacelle I can do it for 3 seconds and then I notice I'm not feeling well
Onward is different from serious sam VR and from @glossy agate game
thumbstick hasn't bothered me much.
the thing I see people complain about is unpredictability, ie trying to go straight, but running diagonally. It can cause sickness
even thinking about it makes me feel motion sickness @glossy agate
half life vr on the DK2
you can fix that but doing just 4 way or 2 way moves, and having it all relative to forward vector of controller
@full junco Even with a car game?
@glossy agate Me neither, I really like the sensation to move in VR somehow.
@little nacelle I have not played any car game in VR
Try it man! Got the double jumps in there. I used the grids ect to keep contextualization and hopefully reduce sickness
@full junco You should try, it feels cool to be on a car in VR. Euro truck is a cool experience for example.
@glossy agate I didn't really get the unpredictability thing?
havnt tried car either. I tried flying games and those were fine for me
@little nacelle I have in general not played any seated VR game
any velocity in Z makes me feel motion sickness immediately
@little nacelle its when people expect to go one way, but it moves a different way. With car sickness, if people cant expect which way to go ie sitting in the back it can cause sickness. If you can use a lot of visual cues to establish movement though sickness should be reduced
theres nothing worse than free fall in VR
and good mechanics help establish the predictability
@glossy agate Okay I see. With a car game, the trigger is to accelerate, that way people won't find it undpredictable if they go forward right? And the left and right axis for the wheel turning direction as well.
Yeah, it's super linear so it's usually fine
Exactly
@full junco I love to fall in VR, I love every extreme sensation in VR but not in real life, that could sound weird
a bit strange, yeah ๐
Yeah that's true I was thinking about it also, It's like it's normal to have a controller making something move that you are actually inside of
@full junco In real life I feel like I could really die! In VR in the worst case I'll throw up ๐
hm
its annoying that the steamvr splashscreen doesnt work with videos, but I got it working pretty much I think, manually
with updating it manually from a seperate thread, so not very safe ๐
do most games use steamvrs splash screen for loading screens in VR?
well I guess many VR games dont have much loading going on
hmm no I don't think, they use their own splash screen.
@little nacelle what you mean with their own?
when I say "steamvr splash screen" I mean putting your own image/video into steamvrs splashscreen functionality
@full junco i have loading but i havent quite figured out how to darken the screen for it
ok, but just having a dark screen is a bit boring
what would you rather see?
a loading screen, most ideal a 360 video thats played
so what would the 360 video be?
i have my loading during gameplay
so its not really like a start of level loading screen
well I talk about start of a new level loading screen
i dont think i'd want to break a user out of the immersion, and that playing a 360 video would
just the loading screen thats displayed when the player has to wait for 20 seconds where no game exists
yeah but im talking about content wise, what would you put there
cuz i could think a lot of people want to put ads there
and that would be worse than just dark
yeah, im not making a game
i guess thats one of the main differences
I asked about games, why do you even say anything if at the end you just say it doesn't matter since you dont make a game ๐
ah
i have an interest in the topic though
because i have not implimented the feature yet
and there can be some significant waittime if the user selects a lot of packets to create
maybe people expect a 360 video
maybe some people have a fear of the dark
maybe i should make it grey
maybe maybe
Imagine having a google adsense plugin for unreal engine that will allow you to put 360 degrees google ads into your loading screen. With sounds and interactivity like shit from the advertisement coming at your face. Now that would be terrible...
you called it
even a flat 2d surface in vr playing an ad with sound would be terribled
I wonder why nobody got the idea to make ad banners in game actual ad banners. Like if in Gta or Need For Speed the banners on the streets were pulled from an ad server
people have had that idea already
you dont need extra ad servers, but isn't EA paid for the ads that appear in games like FIFA?
FIFA ads made sense though and were related to football/soccer. They were like the ads you would see watching an actual match. I'm talking ads being pulled from google adsense or something and dynamically updating in game
Ads in VR games?
Yeah. Would be terrible, won't it lol?
I think that it is a possibilty though because VR is somewhere between mobile and desktop right now. If it swings more to the mobile side then ads will become accepted
Depends on the game
It might work in some games
Won't work in fantasy settings though :p
they do have paid ads in need for speed
since forever
macdonalnds banners around and stuff
those are paid
Yeah
Well, a game needs to be popular and have a fitting theme in order for agencies to place ads.
VR games don't reach that kind of audience size yet
no they dont
mobile vr can
but pc vr has too few players for adverts to be useful
there are like 300.000 Vive users around
similar or less numbers for oculus
lets say half a million
a normal number is 1 dollar per 1000 impressions
if EVERYONE WITH A HEADSET looks at the ads
you get
500 dollas
in january tim sweeney said vive sold twice as much as rift, so with 300k vives there would only be 150k rifts
I think its more
0.24% of active steam users that participate in their survey have a rift or vive
in 2015 there were 125 million active Steam users
so not its probably more than 200 million
200 million * 0.0024 = 480,000
well that would fit 300k vives and 150k rifts....
ah no, its 0.24% vive and 0.13% rift
so 480k vives and 260k rifts
that sounds better ๐
well some people do have a vive and a rift, so those are counted twice in my calculation
so there are not 480k + 260k individual users that might buy a game
maybe 30k have both rift and vive
So what's the pool of Vive/Rift owners to the date?
@mighty carbon hm? what are you asking?
30k people who would potentially purchase VR app is a very low number
I said 480k vive + 260k rift
I thought you said "not"
I said those 480k + 260k are not individual users, some people might have bought both vive and rift
so you can't say there are 740k people who might buy your game
I would guess more like 710k
Or more like 500k
Just to be on the conservative side
Not both
I am talking about people who has VR system (they can have all 3). I guess it would be better to count VR households
but if you say 500k that would mean 240k people are owning both vive and rift
and thats too much
its mostly devs who own both
There are 61k of people who bought Raw Data (conservative number)
yeah, I didn't buy it. I haven't bought any VR game.
I dont think raw data is a "mainstream" game that has a huge target audience
61k makes sense
especially since its really expensive for a VR game
not everyone likes every game, even if its a good one
its hard for any game to reach more than 15% of all people that have the hardware to run it
even if its a really good game
people have different taste
InMind VR has ~230k owners, but that's a free game
free games are easy to download even if you already know you likely wont like it, yeah
So it's safe to say that 70k is your target number for a paid VR game
well, no, not if you think your game has a bigger target audience than a game like raw data or Vanishing Realms
if its a similar game, then yes
If you can match quality of Vanishing Realms and Raw Data and make it more interesting, you might even get all 70k units sold.
Well, those are the top sellers
So if your game isn't in line with top sellers, I expect it will sell less copies
That's only Steam data. There is no way to see Oculus Store data.
Either way, realistically, I'd say if you are lucky, 10k and below is what you can expect to sell in VR field nowadays.
So $10 x 5k = $50k gross at best (going optimistic here)
If your project is 6 month in dev and you are alone developing it, it's a good side income. Can pay off your car or get going with a house.
(That's if game dev is a side gig and you have a day job)
you also can do things like patreon
That's not a sustainable business model
Well, the idea is to generate residual income. You make game, release it, it sells, you work on next one, etc.
With Patreon it doesn't work that way
if a game would generate enough income so that you can work on it forever, that would be nice
and if it doesnt, you can move to the next
So you end up doing more work that isn't even game dev to get paid. As soon as you stop - money stop coming.
what do you mean with "doing more work that isn't even game dev"?
With Patreon
but what "work that isn't even game dev"?
Exactly what I said
you didnt say what work you talk about
they pay for you being able to make the game better
you dont need to do any extra "community work"
That's not what Patreon is about
many people use it that way
a youtuber that makes money through patreon also doesnt need extra community work, people pay for him to do youtube videos
extra community work might help, but it isnt needed
Hey guys in VR with the vive when I go to grab something like a faucet handle the handle is like rubber banding, I pull it back and then it just flings back into place on release, how can I fix this?
umm well change the position of it when you grab it?
or the rotation maybe
Hey! Any idea how to mirror the Oculus Rift screen to monitor, show it only shows one picture? Not two pictures side by side?
Yes.. i only want one.. For creating a video
yeah.. But they look like they are like opal or something
i beleive the reason that there're two is that that is what is being sent to the rift
opal?
yeah.. round.. So if i cut it, it still doesn't seem quite right. Some parts are kinda cut out :S
yes
thats the distortion required for the optix
optics
its been applied to the picture because that is the image being sent to the rift/vive
So.. My best bet is just to video edit it out
yes, you cant have it render a non-distorted output if you want it to work with the rift
if the software has a non vr version
you can do that
Yeah.. i recall that every SteamVR games are showing "normally" on screen
yeah i havent seen any ue4 titles that do that, but they could certainly be out there
Its possible, I have seen lots of people make it work. Im not sure how exactly because Im on Vive, but for me I adjusted settings in Editor preferences > Play
To get full screen
can't you just do "hmd mirror 1" on rift too?
or 0 or 2
dont know which one shows one eye
I think rift also has 3
What I still need to figure out is how to get rid of the black bars on vive. Only solutions I can find require modifying code, and Im worried Ill just end up breaking something while trying that
well you can always undo it
Yeah I may have to give it shot to make a decent trailer.
just read a nice quote from tim tweeney:
"It's fairly interesting to see that there are 5 million GearVR on the market and only half a million PC VR headsets, but on PC-VR 10 times more games were sold."
@mighty carbon a quote for you
Wondering if anyone here has found stats for regional game sales on vr i.e. Us vs Chinese sales numbers?
I want to make a Chinese localized version, but I have no idea on pricing methods ect for the Asian market.
to be fairpc games are much better
and if you spend 800 dollars on a headset, you buy games
I encountered a problem with the template VR project. The Pickupcube has the static mesh as the root component but i want to move the cube so i made new BP put a scene component as the root and copied the pickup cube BP but the pickup doesnt work unless physics is disabled or if i put the mesh as the root.
how can i fix this?
it only works with that method if the static mesh is the root, it wont pick up a scene object
is anybody else at the unreal open day today?\
but the problem with having it as the root is that i cant move the component. I want to attach it to the hands in a certain way but it always attaches the from the center. is there any other method of attaching but from a different point?
change the attachment to be a socket point on there rather than 0,0,0?
Any ideas as to why Roborecall crashes on startup with a FilenameToLongPackageName error?
so, I finally tried Rift (without Touch for now)
was not blown away unfortunately
I don't know if that because I've spent a lot of time in Gear VR and the concept of VR isn't new to me or because I haven't tried good stuff yet
positional tracking is cool, but not something you can't live without (depends on how you design app for VR)
screen is kinda dull compare to Gear VR
godrays and SDE didn't bother me at all. In fact I didn't even pay attention to it until I started looking for both.
Resolution feels on par with Gear VR, especially in UE4 based projects
while FOV is larger, I can still easily see the black borders.
sweet spot is massive compare to Gear VR and that's what makes Rift feels like it has much larger FOV
lack on content is clearly noticeable
I wanted to just try some passive experiences - there are only a few that caught my eye
Gotta see what's on Steam next
well VR without motion controllers is just missing a lot
I get that its probably not that different to gearvr then
yeah, but I just got home.. Wanted to do a quick setup. I need to move furniture around to get more space to swing my arms with controllers ๐
It's undeniably better than Gear VR, but not that better
I guess when I try stuff with more complex visuals and interactions, I can tell more.
what have you tried?
faint colors just suck
blacks aren't blacks and everything so less vivid than on Gear VR
hm, why are blacks not black?
I don't know if there are some settings I need to mess with, but it's just unimpressive
because they aren't deep blacks
they are gray'ish
I dont have a rift, only a vive, and there black is as black as it gets, can't get blacker
like brightness was cranked up and contrast was lowered
have never read that theres a difference between vive and rift there
btw, cable didn't bother me a bit
both use OLED panels where you can have perfect blacks as far as I know
sound was really awesome
what games have you played?
I tried Ghost on the Shell (same crap as in Gear VR just rendered real-time), Lost and Showdown
no other free stuff felt worth trying (stuff that didn't require Touch)
Wanted to try Farlands - didn't see it in the store
also notices that Gear VR store is a bit better than Rift one
(and has voice search which is awesome)
I need to google what's cool free stuff is available on Rift, I might just overlooked small gems
can you play the lab on the rift?
lab?
Anything that is on Steam should be theoretically playable on Rift
I haven't had a chance to dig into Steam library yet
and I want something that doesn't need Touch controllers.
I know motion controllers add a lot to immersion, but I want to experience VR without it for now
because like I said, I need to make room for it
you always come up with dumb comparisons
I get that, but you said you "want" to experience it without motion controllers for now, so I thought you meant something else here
lack of motion controllers doesn't take away from VR experience for passive experiences
in fact, controllers add nothing to it
it's more critical for games
active, interactive experiences
even if you dont do anything with them, just seeing your hands alone helps
help with what ?
immersion
I feel pretty immersed as is
you feel more "part of the world" if you see that your hands are in the world
When you get the motion controllers going hit me up if want to coop az sunshine, serious Sam, or onward.
Have a few other people I play with a lot, it's pretty fun
@mighty carbon bit off proof that vive is doing way better in sales, just caught some inside knowledge that oculus has only sold 50k touch controllers so far. So if you are developing for that then don't expect many sales at all really
@pearl tangle wow, you're confident that number is correct?
maybe its a few months old? now that touch is so cheap I would have thought it sold quite well
Yep very confident
Its good that it's now bundled so everybody that buys the rift has to get the touch at least but for now seems like about 50% of rift owners got the touch
there should be much more than 100k rifts
more like 200k
steam stats show roughly 260k rifts
Yeah, that's super low! Crazy. With the touch I guess people have to setup the extra sensor too for a full experience. Maybe people just don't want to go through the trouble after already spending a lot
well the numbers definitely show me that I'm quite fine with ignoring the rift as a platform for now and only focus on the vive
well, as you might expect early adopters already got what they wanted
I don't see how they want to sell anything without PR and ads
and clever PR
they want VR to be in masses, then we need Walmart presence, Target presence, big ass billboards all over the place
but
since there is no content, there is no point in advertising VR
I wouldn't buy Vive.. Too expensive.
until recently price was same like rift
$500 is what Rift + Touch (360 deg setup) should cost. And there should hardware bundles offered by major PC builders.
Price difference isn't that much. Like $150 or less by the time you buy the third sensor
If I had bought my rift even at the new price it would have been more expensive than a vive after buying all the usb shit I've needed since I have an old motherboard
for an average consumer $150 makes a lot of difference
Isn't it $500 for rift and touch and then another $50 for the third sensor
$595
So $105 difference then?
I am saying whole enchilada should be $499 in order to be sellable
Vive + Audio strap
not just Vive, since it has no headphones
you sure have headphones
Well vive is more expensive but still selling a lot more so people that are early adopters obviously don't care much about that price difference. It comes with earbuds
you dont know if vive is selling more since rift became cheaper
I think rift is selling more recently after it became cheaper
steam says last month rift grew by 0.02% and vive grew by 0.01%
Vive is not selling more
it sold more
past tense
and it sold more most likely due to controllers bundled with HMD
now those percentages could also mean that vive grew by 0.0149% and rift grew by 0.0151%
nowadays it make zero sense to buy Vive
Rift is cheaper and requires less powerful PC
we do have one official number on touch
better how? I have 1 sensor right now and I don't have any issues whatsoever
butter-smooth tracking
@mighty carbon you didnt even use the motion controllers yet lol
so you cant judge the tracking
nate said in an interview with tested that it has a higher attachment rate than mario 64
I mean, head tracking
head tracking is so simple, that doesnt matter
it does
people who want to get into VR for passive experiences and not gaming controllers don't matter
and I can assure you that casual folks are not going to play Robo Recall
nor people have enough room for room scale experience
mario 64 had about a 30% attach rate
especially outside of US
(in EU / Asia people live in small apartments)
try that stuff in the gif with a rift ๐
believe it or not, when people grow up and have kids/day job, they don't have enough time to play games. So short relaxing otherwordly experiences work much better than games.
rift still doesn't have a way for youtubers to film tracked mixed reality
without buying a second headset
how come ?
there is no way to play the game and track the camera
Does he have a chin strap, how did it stay on his head? Haha. I've punched my walls too many times throwing grenades.
Can't do that fancy parkor shit
@glossy agate what are you talking about?
The gif of the guy doing a backflip
ah
why should it not stay on his head?
he also has the tpcast on his head, I guess that adds extra stability
For me just bending over for stuff on the ground slides the headset a little bit
Ah, tru, just noticed no wires
Watching it again I think he does have a chinstrap actually.
hah yeah looks like he does, never noticed that
is there a way to build same project for Windows and Android and have appropriate project settings for each platform?
I think you may have to do a little scripting
or there may be a way in the ini override syntax, I'm not sure how all that stuff works
where it has like - lines and + lines
I use BP and I am sure there is a selector node for HMD
yeah there is
I am talking about project rendering settings and stuff like that
thought you were asking about project settings though
I am not aware of any scripting for project settings :/
you'd have to write it; you can manually run the packaging stuff outside of the editor
and swap out the inis
but there may be a way with the override syntax you see sometimes
to leave it all in one ini
sounds like a royal pita ๐ฆ
You just export the settings then import them
And also vive is still outselling rift by a lot. 0.02% of 100k and 0.01% of 200k seem like pretty similar numbers to me. And also a huge proportion of vives sold don't use steam, they use viveport
I'd say a lot of rift owners also don't use steam
who buys Vive? Businesses? That's not going to last long.
Consumers are buying it. At 2-3x the rate of them buying the rift