#virtual-reality

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wicked oak
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not fancy as hell like ASW

sturdy coral
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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

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asw definitely has some noticable artifacts sometimes though

wicked oak
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its what everyone does in ps4

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the mayority of games run at 60 to 120

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it looks quite good

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the weakness of psvr is the tracking

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and the hand controllers

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its better than the DK2

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much better

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DK2 style games (seated with controller) work far better on psvr than they did on DK2

sturdy coral
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tracked controller is nice.. less disembodied feeling

wicked oak
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for sure

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thats much better than Touch-less Oculus

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seeing the controller is great

sturdy coral
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DK2 gave people some eerie feelings of isolation and stuff

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yeah and CV1 pre-touch

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now they added xbox emulation to touch finally, I wonder if it overlays your hands even in games that weren't built to

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I guess they may not be sending the depth buffer

lapis glen
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According to my research the isolation issue still happens with the HTC Vive and presumably with the Oculus Rift as well.

sturdy coral
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@lapis glen yeah, but it was much worse with no hands or anything

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I have kinect stuff hooked up now and that helps a ton to see your full body

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hopefully MS uses that with their VR stuff on scorpio

lapis glen
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The testers had problems communication across the VR to non-vr barrier.

sturdy coral
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just always give you a body if you want

lapis glen
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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.

sturdy coral
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but they did have a problem with vive?

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what were you using for hands on dk1/dk2?

lapis glen
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The leap

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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

sturdy coral
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ah yeah that adds a ton, more detail than kinect in a lot of cases

lapis glen
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They even asked stuff like "Where are you? Are you there?"

sturdy coral
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kinect can show you other people

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so that's a plus over leap

lapis glen
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True. Too bad it cant be used for education and research due to the added hazzle.

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My research focused only on HMDs and how it can be used to further scientific visualisation.

sturdy coral
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kinect v2 is a real pain in the ass, very limited usb controller support

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and every usb controller I've found for rift is incompatible with kinect so you end up with two

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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

full junco
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I think the SteamVR splash screen actually can't play any movies

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it needs to be ticked by the engine every frame to play a video

tired tree
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lol hip tracking is actually stupid fun

glossy agate
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@tired tree you have some vids of what you did? We want to check it out

tired tree
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the waist?

glossy agate
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I mean, unless its perveted shit haha

pearl tangle
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in which case definitely share it hah

tired tree
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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

glossy agate
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^

tired tree
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its after the OpenVR keyboard info

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not showing off IK, just the generic calibration method

pearl tangle
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maanged any decent IK with 3 of them?

tired tree
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thats fairly easy

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i'm more interested in the waist tracking for player capsule driving

pearl tangle
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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

glossy agate
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That's pretty cool!

tired tree
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I wanted a method that didn't care if the tracker was positioned differently / someones waist was large or small

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think I got it

sturdy coral
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@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

tired tree
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yeah, its set to any component

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since I have the steam trackers in their own module

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wanted it platform agnostic

pearl tangle
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anybody figured out a way to apply a mesh to the tracker in steam vr actually?

tired tree
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besides the default one it uses?

pearl tangle
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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

dusky moon
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Yo! any news on 4.16 guys ?!

flint pasture
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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.

pearl tangle
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the geometry stuff is not making it into 4.16, maybe 4.17

dusky moon
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I just want that new sound engine to mess with...

pearl tangle
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just grab the master branch?

dusky moon
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Yeah should go for that!

dusky moon
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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 ?

pearl tangle
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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

dusky moon
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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

pearl tangle
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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

dusky moon
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@pearl tangle you mean VR_Template which is built in ?! or content examples ?

pearl tangle
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in the vr template

dusky moon
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I actually found it in Engine Contents , there's an Oculus touch mesh with sockets and a material

pearl tangle
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yep which they use in the vr template same as the vive wand

mighty carbon
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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)

pearl tangle
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a lot of people don't play games

mighty carbon
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That's the thing - those people do play games on PC and consoles

pearl tangle
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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

mighty carbon
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Even when it comes to non-games, they still can't imagine VR being used.

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Well, if people don't buy into VR now, it won't get to the next level.

pearl tangle
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people didn't used to buy Mac's either

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first gen hardware doesn't need to go mainstream for things to develop. early adopter stuff is still bad quality for a fair while

lapis glen
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@mighty carbon I am currently just about to finish a thesis attempting to address exactly the problem of low adoption rates.

full junco
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people are still not buying many Macs since Apple doesn't care about those any more

lapis glen
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I would love it if people stopped buying Macs, macbooks and other apple products because they are shit, but hey. ๐Ÿ˜›

pearl tangle
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people buy apple products for a range of reasons. the quality of them is usually not top of their list

full junco
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I have no issue with adaption rates being low for now. it's good for us as indie devs

pearl tangle
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yeah plasma TV's were slow to adopt as well, the next level with LCD/LED things started to pick up big time

lapis glen
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Personally I think that adoption rates in non-gamer spheres like education, research and industry is very important to get the VR ball going.

full junco
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if vr would be a bigger market, there would be way too much competition from AAA companies

pearl tangle
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education and research are already getting into it big time

full junco
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@lapis glen I disagree very much. I think only gamers matter for VR

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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?

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VR is basically the same like GPUs

lapis glen
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@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

mighty carbon
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Lol, what realm do you guys live in? It seems that VR understanding and presence is slim to none outside of tech metro areas.

lapis glen
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@mighty carbon It would be more widely known if encountered through education for example.

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Spreading the word is important. Marketing

pearl tangle
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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

full junco
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enough people know about VR

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I read so many articles about VR in the mainstream media

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over many years now

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usually they wrote about the rift

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but I think knowing about that VR exists is not an issue

lapis glen
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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.

mighty carbon
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@pearl tangle not in Texas :(

full junco
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@lapis glen seems German media is a bit more interested in VR

lapis glen
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Well, I will work to spread the gospel of VR and provide free marketing because more marketing can not hurt.

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If current understanding and knowledge amongst the general populace is adequate, then I ain't doing harm. Otherwise I am helping.

full junco
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we don't need marketing for VR as a whole, but marketing for our games would be nice ๐Ÿ˜

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good games will make VR popular

pearl tangle
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needs to be some good games to market first. not much out there yet

full junco
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tiltbrush is a good game, many people that aren't gamers like that a lot

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well maybe it isn't a game, but it's a VR software

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mainstream compatible vr software

pearl tangle
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its not going to make somebody buy an expensive system to play that though like zelda is for the switch

full junco
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yeah, right

pearl tangle
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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

full junco
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those are shooters, I don't think shooters and VR is a good combination

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I know some people will disagree

pearl tangle
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whats the better combination? Id say most of the successful VR games so far have been shooters

full junco
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I think thats mostly because people are used to shooters by non-vr games

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not yet sure about whats the better combination

mighty carbon
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First person games is the best match for VR

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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.

full junco
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of course first person games is best in VR, anything else doesn't make much sense

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I only said shooters +VR are not a good combination in my opinion

mighty carbon
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Robo Recall seems to be extremely popular

full junco
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its one of the only games that was produced with some money

mighty carbon
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Arizona Sunshine devs keep making new content

full junco
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have never looked at that game, don't even know what genre it is

mighty carbon
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FPS with zombies

full junco
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a zombie shooter? sounds boring

mighty carbon
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Raw Data seems to do extremely well and it's still in Early Access

full junco
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aren't most VR games still in early access?

mighty carbon
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Not sure

full junco
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there isnt really any alternative to early access for most indie devs

mighty carbon
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I didn't keep track of desktop since I didn't have hardware :)

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If everyone is for themselves, sure.. and even then early access might not help.

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That's why I am looking to join forces with someone (preferably programmer) for desktop VR project

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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

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Maybe a new generation will fully embrace it, but current generation seems to be weird about VR

full junco
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well there are at least 1 million people with desktop vr headsets I think. you don't need to know those people personally

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and a million is enough for making money from a game

mighty carbon
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Assuming all of them will buy your game

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And that doesn't really happen

full junco
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well a good game might reach 10%

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or 5%

mighty carbon
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And 1% will buy it

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10k of people

full junco
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for now. there are still people who start buying vr headsets now and in the future

mighty carbon
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Say it's $19 game and you spend years making it. Not too shabby.

full junco
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so if 1% of the existing people buy your game and 1% of the next million people and so on...

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10000*19 per year is enough for 1 person even after you remove all royalties and taxes

mighty carbon
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(Not too shabby for USA that is)

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$190k - Steam or/and Oculus share - Epic share - taxes

full junco
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like I said, for 1 person it's definitely enough

mighty carbon
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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

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It's not. I've been a full time indie dev and I can tell you it's not enough.

full junco
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hm? even if 75% goes to steam and epic and taxes, you still have 50k

mighty carbon
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$98,800 is what would be left (and I went optimistic on taxes)

full junco
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and that's not enough for 1 person for a year?

mighty carbon
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That's only around 2 years of my current salary

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If you live with parents, have no debt and solid health, perhaps that's enough money

full junco
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so you say making twice your current salary wouldn't be enough?

mighty carbon
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Not to quit my day job

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I have family, debt, need health insurance

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So no, that's not enough

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Not as primary income

wicked oak
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you have higher costs there

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on my country with 100.000 a year you are really high class

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keep in mind that money is pretty much it. Housing is cheaper, education is free, healthcare is free

pearl tangle
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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

full junco
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@pearl tangle well I dislike that and hope its not true

wicked oak
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yup, 50% or more is the launch week

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there are some special cases, like a big youtuber covering your game or just having a viral game that has a serious tail

full junco
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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

wicked oak
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dont worry mate, releasing as early access will be hugely limited

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it goes absoultely nowhere.

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at least in steam

pearl tangle
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then you will be too late by then. in 2 years time hardware and everything will be completely different

wicked oak
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the early access banner is just a banner you put there yourself

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to lower criticism

pearl tangle
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people find a game when it pops up as a new release. nobody cares about it 6 months later

wicked oak
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in exchange for lower sales

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just look at any survival early access game, like Ark or Rust or Dayz

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they labeled early access and released it years earlier than it should

full junco
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@pearl tangle well I dislike that

mighty carbon
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Ark is made by 4 dev companies and published by actual publisher

wicked oak
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@pearl tangle not anymore

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steam just hides all games

pearl tangle
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hah dislike reality all you want

wicked oak
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you need your own external marketing

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a kickstarter is a good choice even if you fail, as cool kickstarters get covered everywhere

pearl tangle
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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

eternal inlet
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anyone by chance stumbled over some word about rendering to layers in some release notes for ue4.16?

wicked oak
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indie publishers lol

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if you get covered by one of the actually good ones, like Devolver or Paradox, then ok

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think about it, the publisher job is to be known

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how many indie publishers you hear about?

pearl tangle
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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

mighty carbon
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The deals they give you though... :(

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(I met Devolver guys personally)

wicked oak
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thats why its a "lol"

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if Devolver wants 60% of my game profit, i will accept that deal

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becouse its fucking devolver

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and they get their games everywhere

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and support the devs

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but if one indie publisher tells 60% while they do barely anything, its not worth it

full junco
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minecraft didn't need a publisher

mighty carbon
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Well, 60% to Devolver, 30% to the platform (Steam for example)

wicked oak
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not like that, but 60% after the platform cut

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i know its less, but Devolver games sell quite a lot most of the time.

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also, Devolver only deals with some kind of games

clever sky
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So Vblanco, you think Devolver's rep is solid gold for indy devs?

mighty carbon
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10% from 1M sales, sure. There is no guarantee it happens.

wicked oak
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Devolver reputation is definitely gold

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similar with Paradox

clever sky
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Fair call. And that's what they're asking for? 60% of 70%?

mighty carbon
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Minecraft was one of those miracles

clever sky
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42% take ๐Ÿ˜›

wicked oak
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just an invented number

clever sky
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Ah

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I was just going to say... damn, that's harsh.

wicked oak
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but some of the indie publishers i got communication did say 60% or similar

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i obviously rejected

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i mean wtf you smoking 60% as an indie publisher with low reach and without investing in the game

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and like those, you have a LOT

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what im in talks is with a PR/marketing company

clever sky
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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.

wicked oak
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to help me get the game store and trailers and marketing materials to professional level

clever sky
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Ah yeah.

wicked oak
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yeah, Devolver gets massive amounts of requests from indie devs

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but they only take the ones that catch their attention

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just go look at Devolver list of games

clever sky
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Yeah. I know. I've enjoyed a good number of them ๐Ÿ˜›

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They're good at curating that 'devolver style'.

pearl tangle
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@wicked oak thats essentially what im setting up here.

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the pr marketing and content creation side of it for advertising

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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

wicked oak
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ill just end up paying directly for the materials and localization i need. For my second release with ps4

pearl tangle
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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

clever sky
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If you can generate the digital media side... what's the other value that's been added? networking connections mainly?

wicked oak
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do not understimate the networking

clever sky
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i.e. knowing who to speak to to get the stuff done?

wicked oak
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many press wont give a shit about you unless you are already popular, a sob story, or have contacts

clever sky
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Oh, I'm not ๐Ÿ˜› they're valuable for sure.

wicked oak
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basically, if i send an article to a press website, it gets ignored

clever sky
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Yeah

wicked oak
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if someone from playstation does, it wont

pearl tangle
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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

wicked oak
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blah @madtriangles.com talking about a game, meh

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instant delete

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or just ignoring it

mighty carbon
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So, can I count on getting PR with your help for my Matrix'esque VR game, @pearl tangle ? :)

wicked oak
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im going to need a lot of help for the ps4 release. Im trying to speak with the local playstation branch

mighty carbon
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@pearl tangle what % would you be after (approximately?

mighty carbon
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Doesn't sound promising

vagrant mantle
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Any plug in available for ik for HTC vive?

clever sky
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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.

wicked oak
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i wonder if magic leap will ever live up to the hype

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but its got Google behind

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google are masters of tech

clever sky
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I'm sure it'll offer something compelling over the current status quo.

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Not sure if that'll hold true when they release, as they're not the only player in town.

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Could be their tech vector just can't be minituraized like they led investors to believe initially.

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Certainly, that seems to be the case from the reports we've received about it.

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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...

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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 ๐Ÿ˜›

mighty carbon
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Google shut down so many projects already

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Just because Google is behind Magic Leap it doesn't mean it will be what they say it is in the nearest future

glossy agate
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Just finished the last boss on my game! Now just some optimizations, and a few small changes before releasing next month.

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1 man game is more tedious than I thought. The fun kind of wears off after the prototype stage haha.

wicked oak
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you gonna release next month?

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in what state is the game now?

glossy agate
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Yeah next month release. I think I have the 24th as release date on steam

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All levels are done (need to optimize streaming still)

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Tutorial is done, left in the demo content. Level select done, bosses done ( thanks to you for that).

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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.

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I would say 95% done, minus any broken shit I'll have to patch when other users find it.

eternal inlet
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sound exciting @glossy agate lemme know if u need a beta-tester, i'll be happy to lend a hand

glossy agate
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Awesome, thanks man! I'll send it over once I have a clean build.

wicked oak
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send me a steam key and ill test the game

glossy agate
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Will do.

full junco
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@glossy agate do you have to set a fixed release date on steam?

glossy agate
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No I don't think so. I set it by accident to a specific date, but it works.

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You can choose a coming soon, or set it to a yearly quarter if you want.

full junco
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well I just want to say "now" at some point once I think its ready

glossy agate
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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

full junco
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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

glossy agate
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Yeah, that's why I was working to finish the core a month ahead, so I can fix and test.

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And go on vacation to disneyland

full junco
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๐Ÿ˜„

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I hope I'll release soon too

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less than a month I hope

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I don't plan to go on vacation to disneyland

glossy agate
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Right on man! I want to check it out. You have been super secret with your project

wicked oak
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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"

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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

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if you manage to make it so your games "spike" at launch, then you will game Steam

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and multiply your sales HARD

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by orders of magnitude

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unless you can give review copies around and just go with the "releasing now" part

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the biggest traffic to DWVR came from the time it spent on "popular new releases"

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by FAR

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when it droped from there sales went to almost 0

full junco
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do you mean "spike" as in "in the first hour after release many people buy the game"?

glossy agate
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Yeah it works like edge rank or any seo. Traffic carries weight.

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For my demo I got lots of traffic off Reddit but demos don't really get any steam traffic

full junco
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what was your demo?

glossy agate
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I have a little over 1000 demo downloads, but I have no idea if that's a lot.

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Trance vr

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It's playable on steam right now

full junco
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that looks like a motion sickness simulator to me

glossy agate
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Yep

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The time attack levels are closer to the final game

full junco
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your trailer is very abruptly ending

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not even fading out the music, just stop and black

glossy agate
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Yeah, working on the new trailer this weekend to show the real levels.

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Was hoping nobody would watch more than 15 sec of the one currently up haha

full junco
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haha

wicked oak
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still a better trailer than mine XD

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dont understimate the extremelly rabid crowd that CAN play that kind of game

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they feel they are forgotten by devs becouse devs make games with stuff so more people can play it

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so a game that is specifically for that crowd might go fine

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make sure to start posting gameplay videos leading to release, and most importantly, try to find youtubers that like smooth movement vr games

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ill make sure to leave you a positive review when you launch

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the trailer is the absolute most important part

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i messed up HARD by having a bad trailer

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easily my biggest mistake with DWVR

full junco
#

do you see how long people are usually watching the trailer?

wicked oak
#

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

full junco
#

did they complain about not knowing how to play it?

wicked oak
#

yes

#

they did

full junco
#

many?

wicked oak
#

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

full junco
#

so you think only ingame descriptions work

#

or forced tutorials

wicked oak
#

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

full junco
#

hm

#

then people will complain about the forced tutorial

wicked oak
#

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

full junco
#

ok

#

I don't want to spend time on a tutorial

wicked oak
#

never understimate player stupidity. There is a lot of people that just dont read anything at all

full junco
#

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

wicked oak
#

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"

full junco
#

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.

wicked oak
#

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

full junco
#

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?

wicked oak
#

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

full junco
#

ah well my English isn't perfect, but when I can prepare for what to say it's quite fine I think

wicked oak
#

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

full junco
#

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

wicked oak
#

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

full junco
#

ok

wicked oak
#

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

full junco
#

hm

wicked oak
#

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

full junco
#

that gives you more playtime, but why should it give you more sales?

wicked oak
#

becouse players like the game more

#

and play more time

full junco
#

before they buy it they don't know if they can unlock stuff

#

and as long as the reviews don't mention it negatively...

wicked oak
#

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

full junco
#

does that average time include those that never even launched the game?

wicked oak
#

if you look at the clear direct competition that is Sairento, you see a much much higher average time

full junco
#

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?

wicked oak
#

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

mighty carbon
#

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.

wicked oak
#

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

full junco
#

I also think demos can be quite good, especially for vr games

wicked oak
#

not my case...

#

what would i put on the demo?

#

one type of level?

full junco
#

people can buy a game and refund it they don't like it, that is essentially the same like a demo, right?

wicked oak
#

yes

#

all games have considerable amount of refunds

full junco
#

just that many don't make use of that option I think

wicked oak
#

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)

full junco
#

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

wicked oak
#

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

full junco
#

I think full game with play time limited to an hour or so is the best

wicked oak
#

thats why devs dont bother doing demos

#

no, thats not the best, really

#

you got the refund system for that

full junco
#

but people don't see the refund system that way

#

they still aren't really used to that it exists I think

glossy agate
wicked oak
#

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

glossy agate
#

Local GameStop sells vive now. Girl says they aren't selling very well though haha

wicked oak
#

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

full junco
#

yes

wicked oak
#

even if its only 50%

#

its already more sales that if there were no refund

full junco
#

but for many people buying and paying if they aren't sure is still a hurdle

wicked oak
#

for stats, i got 10% refund rate

#

one in every 10 buyers refunds

glossy agate
#

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.

wicked oak
#

people say what is the issue

full junco
#

it's just not natural to buy something if you aren't even sure you want to keep it

wicked oak
#

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

full junco
#

free testing is much lower hurdle than paying with the option to get money back

wicked oak
#

yup

full junco
#

so that's why I think a demo with limited playtime might be quite good

wicked oak
#

the thing is that my game is not a story game

#

its a game based on repeating its core mechanics

#

of the gunplay

full junco
#

only issue I see is that players lose their progress of the demo after they decide to buy it

wicked oak
#

so a demo user just wont need to buy the game

#

at all

#

unless i do a highly gimped version

glossy agate
#

Or use a teaser mechanic, then upswell with additional mechanics

full junco
#

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

glossy agate
#

One user put in over 9 hours on my demo haha.

wicked oak
#

can steam do timed demos?

full junco
#

interesting question

#

I thought more about hosting it on some other place, independent from steam

wicked oak
#

why not? more places more views more sales

#

probably

#

once i check a few things about itch.io

full junco
#

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

wicked oak
#

server checked DRM that uses steam account

#

but a server drm is really a bad choice

full junco
#

you need a server

#

with 101% uptime

wicked oak
#

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...

full junco
#

I don't think that's an issue

wicked oak
#

but it might make people highly annoyed

full junco
#

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

wicked oak
#

but minecraft is a huge timewaster of a game...

full junco
#

I used that when I tested vivecraft

wicked oak
#

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

full junco
#

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

wicked oak
#

i bought it back on the beta days

#

at 15 dollas

full junco
#

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

wicked oak
#

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

full junco
#

well such demos are harder to do since you have to decide what to include

wicked oak
#

but only for a couple days or similar

#

i cant handle the server cost for a bunch of free players

full junco
#

well then put the demo on steam

wicked oak
#

the game is online, needs cloud servers

full junco
#

ah, that you mean

#

thought you meant servers for download of the game

wicked oak
#

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

full junco
#

what do you mean?

wicked oak
#

the focus of that dungeon game

#

the most important things of it

full junco
#

and you got 3 of what?

wicked oak
#

ah, 3 game keys

#

AppIds

full junco
#

well an appid is something different than the key for a game? lol

glossy agate
#

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

wicked oak
#

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

glossy agate
#

Yeah, if you manage to figure out how to do drop in coop, that would be awesome too

wicked oak
#

not sure, i want to keep the dungeoning to not be too long

glossy agate
#

cuts down on wait time. Like AZ sunshine, if you don't invote people you wait for like 30 min.

wicked oak
#

like 10-15 mins per floor

#

beetween flors maybe people can join

#

i do want to have a lobby where players hang out

glossy agate
#

Seriouse sam though, you can start a game, and people will jump in and out throughout it

wicked oak
#

i want it to be a tabern, becouse it makes all the sense

#

being an adventurer guild

glossy agate
#

Nice, thats gonna be really cool

wicked oak
#

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

glossy agate
#

Have to have snap turns haha, and maybe seated compatable somehow

wicked oak
#

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

glossy agate
#

You can take my movement that takes pitch of controller to set speed. Hold trigger to activate or something

wicked oak
#

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

glossy agate
#

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

wicked oak
#

it sure can

#

yeah, its a thing i wanted to try

glossy agate
#

Move through time as you play like civilization?

wicked oak
#

wat?

#

no, i dont have the resources for that

glossy agate
#

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

wicked oak
#

nope, not feasible

glossy agate
#

Would be cool, but a whole shit ton of work

wicked oak
#

how do you sync players?

#

this is a social coop game

#

a stone age player with a decked up space marine?

glossy agate
#

Haha, true. Skyrim guy fighting next to master chief

wicked oak
#

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

glossy agate
#

You could go primitive, but give people muskets they have to load manually with the push stick haha. Would be hilarious in stressful spots

wicked oak
#

uhmmm, steampunk

glossy agate
#

Dump in powder ect

wicked oak
#

need a better artist for that

#

but its damn legit for the game. Exactly in the middle

little nacelle
#

Hi guys, just a little poll :
Who feel motion sickness with thumbstick movements in VR?

wicked oak
#

everyone but the 10%

#

even there, its a "slider"

#

depends on the game

glossy agate
#

yeah, art style is still open for VR right now. Everyone goes super future or medieval

full junco
#

@little nacelle I can do it for 3 seconds and then I notice I'm not feeling well

wicked oak
#

Onward is different from serious sam VR and from @glossy agate game

glossy agate
#

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

wicked oak
#

half life vr

#

worst shit ever

full junco
#

even thinking about it makes me feel motion sickness @glossy agate

wicked oak
#

half life vr on the DK2

glossy agate
#

you can fix that but doing just 4 way or 2 way moves, and having it all relative to forward vector of controller

wicked oak
#

no need for the X way moves

#

as long as you do it on the controller direction

little nacelle
#

@full junco Even with a car game?
@glossy agate Me neither, I really like the sensation to move in VR somehow.

full junco
#

@little nacelle I have not played any car game in VR

glossy agate
#

Try it man! Got the double jumps in there. I used the grids ect to keep contextualization and hopefully reduce sickness

little nacelle
#

@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?

glossy agate
#

havnt tried car either. I tried flying games and those were fine for me

full junco
#

@little nacelle I have in general not played any seated VR game

#

any velocity in Z makes me feel motion sickness immediately

glossy agate
#

@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

full junco
#

theres nothing worse than free fall in VR

glossy agate
#

and good mechanics help establish the predictability

little nacelle
#

@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.

glossy agate
#

Yeah, it's super linear so it's usually fine

wicked oak
#

car games have the cockpit

#

they "ground" you

glossy agate
#

Exactly

little nacelle
#

@full junco I love to fall in VR, I love every extreme sensation in VR but not in real life, that could sound weird

full junco
#

a bit strange, yeah ๐Ÿ˜„

little nacelle
#

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 ๐Ÿ˜„

full junco
#

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 ๐Ÿ˜„

#

do most games use steamvrs splash screen for loading screens in VR?

#

well I guess many VR games dont have much loading going on

little nacelle
#

hmm no I don't think, they use their own splash screen.

full junco
#

@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

opal bobcat
#

@full junco i have loading but i havent quite figured out how to darken the screen for it

full junco
#

ok, but just having a dark screen is a bit boring

opal bobcat
#

what would you rather see?

full junco
#

a loading screen, most ideal a 360 video thats played

opal bobcat
#

so what would the 360 video be?

#

i have my loading during gameplay

#

so its not really like a start of level loading screen

full junco
#

well I talk about start of a new level loading screen

opal bobcat
#

i dont think i'd want to break a user out of the immersion, and that playing a 360 video would

full junco
#

just the loading screen thats displayed when the player has to wait for 20 seconds where no game exists

opal bobcat
#

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

full junco
#

lol no, no ads

#

just some nice animation

#

what you see in regular games

opal bobcat
#

yeah, im not making a game

full junco
#

like in skyrim or other games

#

there are loading screens

opal bobcat
#

i guess thats one of the main differences

full junco
#

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 ๐Ÿ˜›

opal bobcat
#

oh i didnt even see your question

#

i was just responding to something you said

full junco
#

ah

opal bobcat
#

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

full junco
#

maybe maybe

vocal maple
#

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...

opal bobcat
#

you called it

#

even a flat 2d surface in vr playing an ad with sound would be terribled

vocal maple
#

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

tired tree
#

people have had that idea already

full junco
#

you dont need extra ad servers, but isn't EA paid for the ads that appear in games like FIFA?

vocal maple
#

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

mighty carbon
#

Ads in VR games?

vocal maple
#

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

mighty carbon
#

Depends on the game

#

It might work in some games

#

Won't work in fantasy settings though :p

wicked oak
#

they do have paid ads in need for speed

#

since forever

#

macdonalnds banners around and stuff

#

those are paid

mighty carbon
#

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

wicked oak
#

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

full junco
#

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 ๐Ÿ˜„

wicked oak
#

sounds too many for me

#

and then you see psvr with more than 1 million lmao

full junco
#

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

mighty carbon
#

So what's the pool of Vive/Rift owners to the date?

full junco
#

@mighty carbon hm? what are you asking?

mighty carbon
#

30k people who would potentially purchase VR app is a very low number

full junco
#

I said 480k vive + 260k rift

mighty carbon
#

I thought you said "not"

full junco
#

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

mighty carbon
#

Or more like 500k

full junco
#

why?

#

I dont think that many people own both vive and rift

mighty carbon
#

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

full junco
#

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

mighty carbon
#

There are 61k of people who bought Raw Data (conservative number)

full junco
#

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

mighty carbon
#

Vanishing Realms has ~71k of owners

#

Onward ~37k

full junco
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not everyone likes every game, even if its a good one

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its hard for any game to reach more than 15% of all people that have the hardware to run it

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even if its a really good game

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people have different taste

mighty carbon
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InMind VR has ~230k owners, but that's a free game

full junco
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free games are easy to download even if you already know you likely wont like it, yeah

mighty carbon
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So it's safe to say that 70k is your target number for a paid VR game

full junco
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well, no, not if you think your game has a bigger target audience than a game like raw data or Vanishing Realms

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if its a similar game, then yes

mighty carbon
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If you can match quality of Vanishing Realms and Raw Data and make it more interesting, you might even get all 70k units sold.

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Well, those are the top sellers

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So if your game isn't in line with top sellers, I expect it will sell less copies

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That's only Steam data. There is no way to see Oculus Store data.

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Either way, realistically, I'd say if you are lucky, 10k and below is what you can expect to sell in VR field nowadays.

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So $10 x 5k = $50k gross at best (going optimistic here)

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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.

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(That's if game dev is a side gig and you have a day job)

full junco
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you also can do things like patreon

mighty carbon
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That's not a sustainable business model

full junco
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it's still money

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I dont mean exclusively patreon, just on top of the regular sales

mighty carbon
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Well, the idea is to generate residual income. You make game, release it, it sells, you work on next one, etc.

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With Patreon it doesn't work that way

full junco
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if a game would generate enough income so that you can work on it forever, that would be nice

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and if it doesnt, you can move to the next

mighty carbon
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So you end up doing more work that isn't even game dev to get paid. As soon as you stop - money stop coming.

full junco
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what do you mean with "doing more work that isn't even game dev"?

mighty carbon
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With Patreon

full junco
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but what "work that isn't even game dev"?

mighty carbon
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Exactly what I said

full junco
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you didnt say what work you talk about

mighty carbon
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Community work

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You think people will pay to see you coding and mumbling about?

full junco
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they pay for you being able to make the game better

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you dont need to do any extra "community work"

mighty carbon
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That's not what Patreon is about

full junco
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many people use it that way

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a youtuber that makes money through patreon also doesnt need extra community work, people pay for him to do youtube videos

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extra community work might help, but it isnt needed

silver brook
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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?

opal bobcat
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umm well change the position of it when you grab it?

opal bobcat
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or the rotation maybe

scenic slate
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Hey! Any idea how to mirror the Oculus Rift screen to monitor, show it only shows one picture? Not two pictures side by side?

opal bobcat
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thats weird

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mine shows two

scenic slate
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Yes.. i only want one.. For creating a video

opal bobcat
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oh

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well you can just cut out the other one

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in a video editor

scenic slate
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yeah.. But they look like they are like opal or something

opal bobcat
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i beleive the reason that there're two is that that is what is being sent to the rift

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opal?

scenic slate
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yeah.. round.. So if i cut it, it still doesn't seem quite right. Some parts are kinda cut out :S

opal bobcat
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yes

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thats the distortion required for the optix

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optics

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its been applied to the picture because that is the image being sent to the rift/vive

scenic slate
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So.. My best bet is just to video edit it out

opal bobcat
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yes, you cant have it render a non-distorted output if you want it to work with the rift

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if the software has a non vr version

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you can do that

scenic slate
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Yeah.. i recall that every SteamVR games are showing "normally" on screen

opal bobcat
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yeah i havent seen any ue4 titles that do that, but they could certainly be out there

glossy agate
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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

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To get full screen

full junco
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can't you just do "hmd mirror 1" on rift too?

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or 0 or 2

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dont know which one shows one eye

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I think rift also has 3

glossy agate
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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

full junco
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well you can always undo it

glossy agate
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Yeah I may have to give it shot to make a decent trailer.

full junco
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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."

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@mighty carbon a quote for you

glossy agate
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Wondering if anyone here has found stats for regional game sales on vr i.e. Us vs Chinese sales numbers?

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I want to make a Chinese localized version, but I have no idea on pricing methods ect for the Asian market.

wicked oak
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to be fairpc games are much better

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and if you spend 800 dollars on a headset, you buy games

rustic nest
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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.

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how can i fix this?

pearl tangle
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it only works with that method if the static mesh is the root, it wont pick up a scene object

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is anybody else at the unreal open day today?\

rustic nest
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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?

pearl tangle
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change the attachment to be a socket point on there rather than 0,0,0?

full junco
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unreal open day? I have opened UE4 several times today!

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๐Ÿ˜›

inner nest
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Any ideas as to why Roborecall crashes on startup with a FilenameToLongPackageName error?

mighty carbon
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so, I finally tried Rift (without Touch for now)

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was not blown away unfortunately

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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

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positional tracking is cool, but not something you can't live without (depends on how you design app for VR)

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screen is kinda dull compare to Gear VR

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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.

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Resolution feels on par with Gear VR, especially in UE4 based projects

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while FOV is larger, I can still easily see the black borders.

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sweet spot is massive compare to Gear VR and that's what makes Rift feels like it has much larger FOV

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lack on content is clearly noticeable

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I wanted to just try some passive experiences - there are only a few that caught my eye

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Gotta see what's on Steam next

full junco
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well VR without motion controllers is just missing a lot

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I get that its probably not that different to gearvr then

mighty carbon
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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 ๐Ÿ˜›

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It's undeniably better than Gear VR, but not that better

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I guess when I try stuff with more complex visuals and interactions, I can tell more.

full junco
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what have you tried?

mighty carbon
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faint colors just suck

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blacks aren't blacks and everything so less vivid than on Gear VR

full junco
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hm, why are blacks not black?

mighty carbon
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I don't know if there are some settings I need to mess with, but it's just unimpressive

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because they aren't deep blacks

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they are gray'ish

full junco
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I dont have a rift, only a vive, and there black is as black as it gets, can't get blacker

mighty carbon
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like brightness was cranked up and contrast was lowered

full junco
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have never read that theres a difference between vive and rift there

mighty carbon
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btw, cable didn't bother me a bit

full junco
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both use OLED panels where you can have perfect blacks as far as I know

mighty carbon
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sound was really awesome

full junco
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what games have you played?

mighty carbon
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I tried Ghost on the Shell (same crap as in Gear VR just rendered real-time), Lost and Showdown

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no other free stuff felt worth trying (stuff that didn't require Touch)

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Wanted to try Farlands - didn't see it in the store

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also notices that Gear VR store is a bit better than Rift one

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(and has voice search which is awesome)

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I need to google what's cool free stuff is available on Rift, I might just overlooked small gems

full junco
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can you play the lab on the rift?

mighty carbon
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lab?

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Anything that is on Steam should be theoretically playable on Rift

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I haven't had a chance to dig into Steam library yet

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and I want something that doesn't need Touch controllers.

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I know motion controllers add a lot to immersion, but I want to experience VR without it for now

full junco
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why?

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its like saying you want to experience a game without sound for now ๐Ÿ˜„

mighty carbon
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because like I said, I need to make room for it

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you always come up with dumb comparisons

full junco
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I get that, but you said you "want" to experience it without motion controllers for now, so I thought you meant something else here

mighty carbon
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lack of motion controllers doesn't take away from VR experience for passive experiences

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in fact, controllers add nothing to it

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it's more critical for games

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active, interactive experiences

full junco
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even if you dont do anything with them, just seeing your hands alone helps

mighty carbon
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help with what ?

full junco
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immersion

mighty carbon
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I feel pretty immersed as is

full junco
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you feel more "part of the world" if you see that your hands are in the world

mighty carbon
glossy agate
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When you get the motion controllers going hit me up if want to coop az sunshine, serious Sam, or onward.

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Have a few other people I play with a lot, it's pretty fun

pearl tangle
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@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

full junco
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@pearl tangle wow, you're confident that number is correct?

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maybe its a few months old? now that touch is so cheap I would have thought it sold quite well

pearl tangle
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Yep very confident

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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

full junco
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there should be much more than 100k rifts

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more like 200k

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steam stats show roughly 260k rifts

glossy agate
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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

full junco
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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

mighty carbon
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well, as you might expect early adopters already got what they wanted

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I don't see how they want to sell anything without PR and ads

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and clever PR

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they want VR to be in masses, then we need Walmart presence, Target presence, big ass billboards all over the place

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but

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since there is no content, there is no point in advertising VR

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I wouldn't buy Vive.. Too expensive.

full junco
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until recently price was same like rift

mighty carbon
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$500 is what Rift + Touch (360 deg setup) should cost. And there should hardware bundles offered by major PC builders.

pearl tangle
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Price difference isn't that much. Like $150 or less by the time you buy the third sensor

sturdy coral
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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

mighty carbon
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for an average consumer $150 makes a lot of difference

pearl tangle
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Isn't it $500 for rift and touch and then another $50 for the third sensor

mighty carbon
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$595

pearl tangle
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So $105 difference then?

mighty carbon
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I am saying whole enchilada should be $499 in order to be sellable

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Vive + Audio strap

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not just Vive, since it has no headphones

full junco
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you sure have headphones

pearl tangle
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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

full junco
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you dont know if vive is selling more since rift became cheaper

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I think rift is selling more recently after it became cheaper

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steam says last month rift grew by 0.02% and vive grew by 0.01%

mighty carbon
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Vive is not selling more

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it sold more

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past tense

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and it sold more most likely due to controllers bundled with HMD

full junco
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now those percentages could also mean that vive grew by 0.0149% and rift grew by 0.0151%

mighty carbon
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nowadays it make zero sense to buy Vive

full junco
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@mighty carbon no, thats wrong

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the vive still has the better tracking

mighty carbon
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Rift is cheaper and requires less powerful PC

sturdy coral
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we do have one official number on touch

mighty carbon
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better how? I have 1 sensor right now and I don't have any issues whatsoever

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butter-smooth tracking

full junco
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@mighty carbon you didnt even use the motion controllers yet lol

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so you cant judge the tracking

sturdy coral
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nate said in an interview with tested that it has a higher attachment rate than mario 64

mighty carbon
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I mean, head tracking

full junco
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head tracking is so simple, that doesnt matter

mighty carbon
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it does

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people who want to get into VR for passive experiences and not gaming controllers don't matter

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and I can assure you that casual folks are not going to play Robo Recall

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nor people have enough room for room scale experience

sturdy coral
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mario 64 had about a 30% attach rate

mighty carbon
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especially outside of US

full junco
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I dont see how anyone would want to do desktop VR for "passive" experiences

mighty carbon
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(in EU / Asia people live in small apartments)

full junco
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try that stuff in the gif with a rift ๐Ÿ˜›

mighty carbon
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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.

sturdy coral
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rift still doesn't have a way for youtubers to film tracked mixed reality

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without buying a second headset

mighty carbon
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how come ?

sturdy coral
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there is no way to play the game and track the camera

glossy agate
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Does he have a chin strap, how did it stay on his head? Haha. I've punched my walls too many times throwing grenades.

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Can't do that fancy parkor shit

full junco
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@glossy agate what are you talking about?

glossy agate
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The gif of the guy doing a backflip

full junco
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ah

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why should it not stay on his head?

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he also has the tpcast on his head, I guess that adds extra stability

glossy agate
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For me just bending over for stuff on the ground slides the headset a little bit

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Ah, tru, just noticed no wires

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Watching it again I think he does have a chinstrap actually.

sturdy coral
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hah yeah looks like he does, never noticed that

mighty carbon
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is there a way to build same project for Windows and Android and have appropriate project settings for each platform?

sturdy coral
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I think you may have to do a little scripting

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or there may be a way in the ini override syntax, I'm not sure how all that stuff works

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where it has like - lines and + lines

mighty carbon
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I use BP and I am sure there is a selector node for HMD

sturdy coral
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yeah there is

mighty carbon
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I am talking about project rendering settings and stuff like that

sturdy coral
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thought you were asking about project settings though

mighty carbon
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I am not aware of any scripting for project settings :/

sturdy coral
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you'd have to write it; you can manually run the packaging stuff outside of the editor

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and swap out the inis

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but there may be a way with the override syntax you see sometimes

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to leave it all in one ini

mighty carbon
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sounds like a royal pita ๐Ÿ˜ฆ

pearl tangle
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You just export the settings then import them

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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

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I'd say a lot of rift owners also don't use steam

mighty carbon
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who buys Vive? Businesses? That's not going to last long.

pearl tangle
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Consumers are buying it. At 2-3x the rate of them buying the rift