#virtual-reality
1 messages ยท Page 105 of 1
mornin'
Guys, I got an Issue with Forward Shading, I have parallel transluscent grid planes, but in Forward I can only see the front facing plane , and not the other ones behind ...
is it something that forward doesnt support yet ?
also it's weird that from some angles in the editor and ingame the material gets culled !
huge proportion of vives on viveport?
if it was about oculus on oculus store i could understand
but a vive user that doesnt use steam is extremelly rare
viveport is rubbish
@wicked oak ain't viveport primarily for the chinese market ?
true
but i have a considerable amount of sales from china
it goes like America, then west europe, then asia. Asia being 80% china
on steam ?
yes
Viveport is huge here still. Should throw your stuff up on there with a proper translation and see how it performs
They can't do multiplayer stuff on steam in China because you have to go through a VPN to use it
You will find a pretty high percentage of vive users don't use steam because something like 50% of vive sales are in China
Also with the advertising stuff in viveport now and the arcade subscription stuff it's an interesting revenue stream potentially
More ongoing revenue then you will get by just releasing on steam
@mighty carbon quick question. Have you ever used anything but the Android SDK adb tool to get device IDs for OSIG generation?
We've had sucess using an app called Device ID on the phone it self, but we just recieved a new batch of Galaxy S7 phones where that ID doesnt match up anymore
fun thing is... we already have an Galaxy S7 where the app provides us with the right id
That's all I used.
Its a bit worrysome, because we often dont have access to the phones them self... and getting a client to install an android SDK and use command prompts are not... optimal
@pearl tangle maybe in Asia people buy Vive more than Rift.
and htc gets a 40% cut
and the taxes on top of that
im not sure at all about the subscription
@tawdry dragon that's why you submit to Oculus and give your client keys
Yep that's a huge problem @tawdry dragon that's why I try and do daydream now instead of gear VR. Much easier to push out to devices
im not sure its worth for me to deal with a 4th store + chinese localization
@mighty carbon I had a go at doing that with UE4(the app we are working on right now is in unity by a third party dev) and never got it working. It couldnt pass the checks
@mighty carbon it definitely outsells it by a mile in Asia but it's also outselling it in most other parts of the world too.
when uploading to the oculus website
@vblanco if you still get 50% of the sale and make more sales it's worth a test anyway. Although you could always try and just release in English without localization and then you aren't really spending any more time on it
Although for your new game the networking stuff would need to be done differently I suppose since you are using steam for that
Hmm, anyone have a link/guide to setting up UE4 for Oculus Store(GearVR) submission?
There are some impressive games for vive coming out from China actually. Quite a few nice demos setup here
Like how to setup the manifest file to avoid these errors:
@pearl tangle I checked Steam last night and didn't see anything (free) I wanted to try with Rift
The lab should work on touch I think? Not much good stuff around for free because people want to eat and whatnot
Mostly just marketing stuff
Also, it seems like we are in the different social layers, as no one from who I talked to would go for Vive because of the steeper price and higher end PC rig required.
The social group I am from seems to think $100 difference on HMD is a lot
And I am considerwd working class+ in the States
$100 is a lot of money, but not so much when we are talking High Tech devices (ie see smartphone prices)
(Closer to middle class)
Yeah there are lots of different socioeconomic layers to society. I'm sure most of those people you asked about it weren't the first people to go out and buy a plasma TV either
Lol, $100 is $100. Somehow same people don't mind upgrading to Galaxy S8, but $100 extra for VR HMD is something that makes them wonder.
Once you get past the early adopter stage of technology then people will be looking more at the price rather than capabilities. It's still mostly in the realm of capabilities at the moment though and that's why people prefer vive
Also, drilling walls and making room for room scale isn't something a lot of people willing to do.
I don't see what Vive can offer what Rift can.
Forget geeks and high tech fans. I am talking about average Joe.
(Who won't buy pucks or cares less about size of room scale)
oculus rift is 600 dolalrs with hand controllers
plus a +700-1000 dollars gaming PC wich is NOT easy to get
it really isnt
for the normal people
not enthusiasts
@mighty carbon Decent available VR space was a criteria when I chose my future home /shrug
it needs to be sub 400 dollars and standalone to get mainstream
a rift that is 400 dollars, standalone, and it "Just Works(tm)" will sell like candy
becouse you only need to pick the box, unbox it, and put it in your head
why do you think PSVR still sells well
its a objetively inferior hardware
and PSVR with camera and stuff is 500 dollars
Because PS4 owners already have half of the device
there is more of them that you think
keep in mind ps4 Pro and psvr released close to each other
a considerable amount of players got a Pro + PSVR
to be fair Pro has equivalent performance to a pc with a 970
from my porting
that's barely enough
its good enough for psvr wich is a 1080p headset
you could run Robo Recall on the ps4pro
well yeah they have frame interpolation too
there is some talks about optimization where they got Bullet Train working on ps4
they had to optimize some stuff for the platform, as usual, but they got it working right
robo recall is a evolution of that game. More complex of course, but also much muuuuch more optimized
with the forward renderer
yup
keep in mind ps4 crunches drawcalls like they arent even there
biggest problem is pixel "bandwidth"
and overdraw
and forward helps with that
overdraw + VR = hell
yeah
i still dont know how in the hell can 1 light cost me 2 ms
unshadowed
i had to remove every single dynamic light from my game
what about stationary lights ?
nope
they are still "dynamic"
its just that their shadows are baked
my whole game is using fully static lights
aye
well
there is 2 stationary lights
i have 2 direct lights just to render the enemies
that way they are more easily seen
as i have stuff like the white skeletons, they become the color of the environment as the environment is lit
and that makes them harder to see
so i have a dynamic directional light, unshadowed, that uses a light channel only for characters
New DWVR update. Improves the gameplay of the sword and a bunch other fixes. Captured directly from an oculus rift. http://steamcommunity.com/games/520750/an...
this video shows it clearly
also the thumbnail cant get more obvious
yeah I see
they still get lit by the environment tho
its just that i use those extra lights to give them more light
yeah at 2:20 you see that the skeleton is a bit orange
2:20? the video is 1 min
erh 0:20
ah
sure
he would be a LOT darker if i didnt have those directional lights for characters
because of the lighting samples ?
yes
I feel like unity nailed lighting samples compared to UE
uhm, you need to place them manually
at least you have a much better control on how these work
Yeah true
Trying to come up with a neat and intuitive UI in VR, UMG is actually quite fun to use
Still learning, but I now have a basic menu for our tools
Try Doom 3 BFG VR - it has dynamic lights 100%
Btw, I see VR currently as GPUs when Voodoo was dying and Riva TNT was coming up.
I am sure world economy was better back then and that was a contributing factor for people upgrading from software rendering to hardware rendering.
But also there was a ton of high quality content.
well, doom3 light system is really realy damn simple
and it doesnt have that many lights around
but i dont understand how ue4 dynamic lights are so expensive
are their shaders really that much complex?
i might have some settings wrong
Well, simple or not, Doom 3 looks awesome in VR and in non-VR
Doom3 is mostly closed/contained areas
and low amount of lights
Now gimme Doom(4) in VR and I'll be impressed
and low amount of drawcalls
yeah
Doom4 vr is 100% possible
im running it at 140 fps
nearly all maxed
Doom4 vr is just a true tech marvel
would be you mean ?
They only showed (closed demonstration) a demo
But that means their ID engine is now VR ready
id5 had some good and bad sides (Rage was looking great when the texture streaming worked like intended)
well, Doom4vr runs at 140 fps on 1080p
i can get to 200 fps if i lower settings
easily
that means the game will run in VR absolutely perfect
i mean, you can literally run the game twice in 2 1080p screens and still have performance to spare
where did you get it ? I can't find anything on a released vr version of the game
they showed it in private places
but seems they are focusing on fallout 4 vr
becouse ive never heard of it again
Also, closed spaces is besides the point - lights are lights. UE4 needs fast lights for VR.
it sounded like it would have a gameplay highly similar to mine
with a teleport that slows the world
There is a stream tomorrow about UE4 and VR
You might want to join and ask uncomfortable questions about slow dynamic lights
i do have a lot of lights running around for the dungeon prototype
i think there is a possibility that enabling one will automatically cause some serious overhead
btw, stream about what?
Check ue4 forums
Its just a rehash of that talk they already gave
I see
After trying Oculus remote I can see that porting my Gear VR project to Rift would be pretty straight forward
What happened to DWVR for PS4?
it passed VR consultation
im getting very close to release
i was just doing the dungeon game to test some specific features and to see if it should be my next game
becouse if i can decide it to be my next game, i can put my interns to start doing concepts and stuff
the only thing left is 1 enemy, and turning the mission system into a graph mission system with unlocks
and well, polishing it for full release
that was for gearvr right?
i think he means the small oculus remote
oh
the gearvr one is called different no?
that would suck, getting a dev set at this point without touch
its still 500 dollars out of the 600 total
oh I see, the remote to keep the gameplay the same as the gearvr
would have assumed going for the xbox controller instead in that situation
btw @tired tree , how do you handle imput in your vr stuff?
it has to be different per hand, customzable, and changing depending on the controller
ah, you mean between brands?
on DWVR i do it on the player controller and do all the different logic there, then just send the stuff to the character or the hand actor
I do input in the character, easy enough to make a base character class and override things with sub ones
but I'm not making a game
IE: base character with logic, sub characters with input mapping to the different functions, for different platforms
also can get the HMD manufacturer to auto select between oculus and vive on steamvr
since otherwise the button mappings are bad
I got the whole enchilada @tired tree
Just didn't have time to setup Touch as I need to move furniture around
But I tried stuff that doesn't require Touch and the experince I am working on doesn't need touch. So remote would work well.
And I can see that Rift lacks nice small passive experiences badly
Sounds like a niche yet to be filled ;)
And from the yesterday's news, there were only ~50k of Touch controllers sold
Apparently not everyone upgraded
yeah thats one of the problems with it not coming with it originally
and taking so long to get them out
I guessing it won't be an issue when more current bundles are sold
In 5 years perhaps :(
lots of casual VR heads won't get the importance of touch anyway, have to see it in action
Casual = more monies ;)
It also so much easier to just grab remote, put headset on and dive into VR
Setup was a breeze actually. I expected it to be cumbersome.
its not cumbersome until you start adding additional cameras
and thats mostly logistics
I might try setting up touch tonight if I have time
Front facing only for now
I am still puzzled by why Rift isn't selling well (besides pricing issue)
Btw, is it possible to run Rift as conventional screen right from the boot?
NO
you need some software for that
its not there by "default"
rift sells worse becouse they blew it by not releasing with the hand controllers
that made sure that Vive took all the spotlight
yeah, everyone was seeing all of the hand interactions from day1 vive, which released first even
it didnt
i dont remember that
i do remember i bought an oculus 15 min into the preorder
and took 6 months to arrive
and then i sold it 2 months later and bought a vive
it was also terrible for vive
it was, still got it faster though
Touch went perfect
but base rift was a true disaster
their webpage got ddosed to hell
I still think that sales numbers difference is only true because of early adopters and initial setbacks for Oculus
Right now I don't see a compelling reason to spend money on Vive.
(From consumer point of view)
oculus is better and cheaper
unless
you are going to use a big room
setting up 3-4 cameras for big roomscale is annoying as all hell
with all the cables around
and lighthouse is superior there
also vive is going to get wireless soon
wich is a spectacular selling point
Wireless at what cost?
Btw, cable didn't bother me at all
I thought it's a biggest disadvantage of desktop VR. Now I don't think it's the case at all.
cable is more annoying with roomscale
far more
but its manageable
its not the vive I am tied to anyway, I like the SteamVR ecosystem itself
i doubt that HTC will be the Goto for 2nd gen
but likely a different compatible supplier
the VR standard needs to be a thing though, I don't feel like Valve is planning orientated enough to really handle setting the bar for VR for long term
there are already gaps and oversights in OpenVR that have sat around for too long
we have promises of OpenXR and no real indication of how comprehensive it will be...
hopefully it is done right
Well, Steam has its advantages over Oculus Store. It's just horrible from devs perspective
Because it's already super saturated
Also, I had hard time finding free VR apps on Steam. So at this point Home and Steam are on par.
and oculus store has less stuff, but its horrible
truly terrible
try to search for free games
in oculus store
Little survey to yall : for industrial projects, what kind of user interface would you use ? Diegetic ? Virtual Tablet ? Other ?
you cant search, you cant cataloge, there are no per-game forums
I haven't actually tried Steam in VR yet, used desktop Steam to search.
This is the current implementation
I like voice search, but apparently it's for Gear VR only :(
I was thinking about UX, and I wonder if a dummy tablet using the vive tracker would do well
saturated market is going to happen, you can't knock it for being open enough to get your product in. Also they are closing it down more soon
although the navigation is working well, using a raycast to navigate the menus feels is a bit weird right now
And there is the problem of contextual information too : where is the best place to place it ?
oh you mean you'd rather button press to navigate
have rollouts
for contextual information
@tired tree I guess with "closing it down" you mean steam direct?
I guess that won't affect VR unfortunately
@tired tree This is the kind of contextual information I had in mind. Feels like it cramps the UI a bit when there's a lot to display
@full junco , I doubt steam direct will live for that much longer, they got the base they wanted. Also with greenlight going away the market is just going to be less freely available in the future.
well they might just make it $200 so that still everyone can afford it
I have 2 AppIDs available, so I am good for 2 future games for Steam :)
I really hope 4.16 will have fully functional 100% VR ready audio.
Any idea about that?
for mobile? or otherwise
because steam audio is in it
also the new audio engine is just better overall
Steam audio won't cut it for Rift
New audio engine would connect with Oculus Audio SDK
So, I am not sure whether Oculus has to provide integration and then Epic would put it into master or something else needs to happen
Mobile would be cool, but at this point I'd be happy with desktop only Oculus Audio.
?
steam audio isn't platform dependant
its an engine SDK
Also oculus audio can't deal with occlusion as it doesn't integrate into the scene
How do I get the position of a Vive Motion Controller in blueprint?
I got it. It's "Get Hand Position and Orientation". Never looked for Hand lol
I'm having some trouble with ik for motion controllers,all set up in the animation blueprint but can't find a way to position the 3rd person character..
Is there any way to see debug information while in VR Preview? oO
you can print it same like without VR
Really there is no way of leaving the BP editor open?
can be a bit difficult to read, but mostly its fine
performance would be really bad if you keep the editor open
Do I really have to print it inside the HMD where I am not able to see text as good? oO
wow okay that's kind of really odd to not be able to view debug info on a second screen
@real needle if youre printing info.. then watch the output log for the results on the second screen.
@jaunty shell For utilitarian projects (non-games) I wouldn't go diegetic. I think you're on the better path with UI's constrained to controllers. I like how Google Earth, Oculus Medium and many others handle menu systems this way.
If it's an immersive game, then I can see integrating things into the world.
Aye, I'll focus on a tablet like UI then
There's too much stuff to keep everything on controller buttons and interfaces
And most user won't have any experience with games in general
Then yeah, I think tablet-type interactions make a lot of sense.
๐
is there way to check how many draw calls a specific model has?
and more for dynamic shadows
Got this working today
Some progress are being made in the animation department today! #gamedev #VR #UE4 #indiedev https://t.co/KgZciAvDsX
sell it and undercut IKinema @tribal citrus
make it open source. Ikinema closed source shanenigans mean i literally cant use it
hmm Yeah i got that.. I'm going back and trying out this :
instacing meshes with in a blue print to reduce draw calls
instanced meshes have an issue
they wont get culled
so if you can draw one, you will draw the whole bunch
they are a superhuge speedup tho
it is
hlod is cool, but i dont have metrics for them to say anything
From what I heard, each cluster becomes 1 draw call somehow. I have tried it just to try it, but didn't do anything significant with it.
my problem is that hlods were 100% broken with instanced stereo
and i need instanced stereo
Ah, I did not know that.
Level streaming ended up giving me what I needed, so I just stopped there. Just needed load times cut way down.
is there a way to check out /play the robot recall without an oculus connected? i want to see what the stats are
my game loads stupidly fast for some reason
like sub 1 second
in a ps4 devkit, on "simulate slow hard disc" on , still doesnt go past 5 sec
Sweet! Yeah that's quick. Mine was 8-10 seconds. After level streaming setup it went down to about 2 or less.
the robotrecall mod i mean
Anyone here try implementing the Viveport DRM SDK? It gives me the option to integrate one, or they will automatically use a wrapper DRM. Any difference that I should look out for?
holy smokes - just tried Touch
not 360 deg as I only have 2 sensors, but I'd say 270 deg for sure
but damn, so good
much better presence eh?
yes, if I do stuff using VR hands
doesn't really make it whole a lot more immersive if I simply see them in VR
I guess to really measure level of immersion, I need to get acquainted with Touch more and then go back to those Touch-less experiences
fun fact - as soon as I start following with "press that, move stick, etc." initial instructions I felt, naturally, as if I had gloves over my real hands
bizarre sensation
already thought of 3D-printing soda / beer holder with Touch socket ๐
actually I take it back.. Now that I think back to those moments in VR with that little robot and how I tried not to hit my hands on the edge of virtual table, Touch adds quite some to the presence
btw, don't want to jinx it, but I had zero issues with tracking
also had to plug HMD into USB2, and free my USB 3 ports (4 on one controller I believe is what I have now) for both sensors.
For true room scale I'd need to get rear panel with (2) USB3 ports and plug it into second controller on my mobo
but for now I am contempt with 270'ish degrees experience ๐
you see its a lot more annoying to setup than a vive
your tracking should be good, you got in after all of the issues :p
the tracking quality is fine, its the range on 360 and usb ports that become the main annoyance there. depending on your mobo can be a hassle
@full junco how so? It went smooth. I just plugged all 3 (2 sensors and HMD) into one controller
like, literally I didn't feel there was an issue
what mobo manufacturers should do is mark mobos as VR ready if mobos have enough USB 3 controllers
this way users wouldn't have to think twice
the vive lighthouses don't need any connection to the PC, so 0 USB ports for them. the 2 lighthouses only need power and then they just work and give you perfect roomscale tracking up to 5x5 meters
past 5x5 in many cases
so they telepathically send transmission into the system case without any receivers?
i can walk half out of my room
they don't have to talk to anything
they sync laser pulses
they just talk to each other
the lighthouses don't send anything to the PC
they bluetooth to start up and update
CV?
lol
ok
we'll wait for that USB bandwidth
those current cameras aren't anywhere near that
probably would need 4 cams for that
eh? how so?
iPi Soft users PS Eye cameras for mocap
(from PS3)
what article?
pretty sure I only ever read that it was sending data back
not webcam spying
sounds like terrible writing
there was an article on Uploadvr that Fb can easily spy on people through Rift's cams and you'd have to cover them when not in use
you could but the resolution on them is rubbish since they aren't trying to watch people
pretty sure the controller is for a 1080p camera
now sure what the actual thing is runing at
they definitely wont be doing full body markerless mocap with those types of cameras. a lot of people keep saying oculus went that route and thinking they would be able to do it with a software update, but the hardware needs to drastically change for that. even the top end Opitrack stuff still uses IR markers and will cost you $20k+ to do a decent setup for full body tracking
if lighthouse allowed you to daisychain a bunch of them together like they suggested it would then it will be awesome for warehouse scale stuff. but at the moment they haven't been able to get that working so we have to go with camera based systems for large scale stuff
yeah hopefully it does, but apparently they were having a lot of tech issues getting that going, which is why the stuff hasn't actually been open sourced yet\
like I said, iPi Soft does mocap (and it's a high quality mocap) using PS3 cams
320x240
it's not considered high quality no.
you get much better quality out of 4 kinect v2's
like way way better quality
no, you can't
lol what?
you can only run 1 kinect v2 on a single PC
you can run multiple kinect v2's on a single PC
tell that to Brekel
hence why they support multi kinect v2 capture on the software
you couldn't run multiple kinect v1 in the same space before unless you put 1 of them on a vibrating platform to stop them conflicting with each other
kinect v2 works better and can handle multiple 1s of them much easier, it just needs a whole usb3 controller to itself to handle it, so you run some PCI-E USBs and you are fine
God damn you stubborn http://forum.ipisoft.com/viewtopic.php?f=2&t=9731
"Dual Kinect v2 would be better than Kinect v1 but you'll need 2 PCs to handle them due to limitation in MS Kinect SDK. Practically any modern laptop including low-end ones can handle Kinect v2."
you can not
Brekel told me that, iPi Soft dev told me that
obviously if that was possible, they would have implemented such setup
Brekel works with MS directly
@tired tree yeah, it does mocap evaluation offline
there are open source libraries for handling multiple kinect v2 on a single system
apparently they aren't good if those 2 leading mocap projects didn't use it
markerless*
because they are integrating in somebody elses stuff in there. Microsoft has already done it with their room alive toolkit as well
again, the point is that there is nothing out there, besides those crappy FOSS drivers who no one cares about, that supports 2+ Kinects per 1 PC
What games you try so far?
hah and the microsoft toolkit which also supports it... and you can also run a virtual box on a machine and run it netoworked and run up to 4 on a single box without too many issues either
Robo Recall, Dead and Buried, Farlands (not with Touch, but free), The Unspoken, MIssion ISS, First Contact
and also they are still rubbish quality compared to proper professional mocap solutions, of which the rift cameras come nowhere close to being able to match and no amount of software tweaks will ever change that
Nice was robo cool?
@pearl tangle if you feel smarter than iPi Soft devs and Brekel, please tell them that they aren't smart and they should add support for second Kintect v2
you can already do it with their stuff mate I just told you 2 workarounds to do it on a single computer
again, if that was possible, they both would advise me about that.. After all, it's in their interest to sell me their software. They didn't advise about that because they already most likely tried it and that didn't work
if you are the person trying to run it on a shitty laptop that can barely handle 1 kinect v2 then yeah they wouldn't advise you to do that because the laptop cant handle it
a decent PC can easily handle multiple virtual boxes linking together
it's funny how people think they are smarter than other devs (and I am guilty of that too), but more likely than not, people already tried what you just thought of and for a good reason did not implement it.
decent PC is with i7 in it ?
people have tried it. they have tried it. I have tried it, microsoft has a specific version of the software that allows it. Can you give me 1 reason why running a virtual machine, on the same computer, with the exact same software as another external machine would not work?
I'd have to have 2 copies of Windows (or second copy rather)
because that stops the thing from physically being able to work, needing to buy software...
if you have another computer, you also need windows on it to run
yeah, and I don't have another computer
and that's why I needed to run 2 Kinects in the same PC without any hacks
not even PC, but laptop
then you run the room alive toolkit or the other usb libraries which can handle it or you do a virtual machine on the 1 computer using the free version of windows you can grab and then create an image and reinstate it once the limit runs up
then thats not going to work because you don't get the USB bandwidth to handle them
hence why they wouldn't recommend it to you
I have 1 USB-C, 2 USB3 ports on that laptop
should be plenty of bandwidth for 2 Kinects
yeah and they will most likely all be running connected sharing the bandwidth\
no, no it's not. you need completely separate USB controllers
even a lot of desktop computers will share the 1 controller for 4 usb ports
USB-C and USB 3 are on the same controller? Not on my desktop
you would need to look at your actual motherboard and see
I do have 4 USB3 ports on one controller, and 1 USB-C port on entirely different controller
then it might be able to handle 2, idno. can't really say until you test it. I run into plenty of issues having rift and vive and xbox 360 and xbox 1 controller on a high end motherboard, have to unplug half the stuff to be able to get a kinect to run on them
well, now that I spent $$ on VR, I doubt I will be messing with mocap any time soon
if you went for the vive instead of rift then you could have got decent mocap from a couple of the tracking pucks. ikinema stuff seems very impressive for the cost. also you can record and modify your mocap straight in unreal
also even the epic guys prefer playing robo recall on the vive hah
I was barely able to afford what I have now :/
could try and sell some of your assets and animations on the marketplace make a few bucks maybe? or on turbosquid
nah, but I am working on my VR stuff for that purpose
I am sure I'll need mocap for character anims for a larger project
Was gonna say, just ship a game. You can dev for both systems when you have touch.
Get more money to purchase more toys
still i highly recommend to anybody doing VR stuff, get the game across all the platforms and get it out on steam and viveport or you are missing 50%+ of your potential market, if not more
I am gonna have to wait on @pearl tangle and his new magic PR agency for VR devs ๐
coming from PC dev I can tell you it's a bad bad idea for small indies
better make it solid for one platform, localize it, then move to another platform, and then on another
(unless that's what you meant to say)
didn't say you hve to do it all at one time. but you will want to get it out across the different market places still
too many people just releasing on steam or just on oculus from personal preference or whatnot. but if you want money then you can't let emotion play into it at all
indeed
but Vive isn't cheap
I guess if one platform makes some money, better invest it into Vive
well if you end up getting the vive then you also end up getting access to cheap high quality mocap as well which is what you want
Yeah I just setup my viveport dev account today. Having my dad translate to Chinese for me to get that extra market share
man, those games / apps are huge (download size)
I'm thinking if only 400k vives sold so far 30-40% may be in China. My dad has seen the arcades scattered around there
yeah there are shitloads of arcades popping up
every single booth here at the unreal open day was VR, except for the epic demos
oh and the nvidia machine learning stuff
@pearl tangle so what would it cost poor indie to be represented by your PR project ?
@mighty carbon get rec room when you have a chance too. Free, and it's got one of the highest download rates for vr if you want to try a social game
Even the 3D drawing pictuonary was fun with like 10 strangers
I don't like social stuff
oh yeah rec room is 1 of the most fun things you can do for sure
except dev chats like this one
a bunch of mini games in there so it's good fun. best 1 you can get for free on steam im sure
Yeah, but if you are gonna dev for the community you may want to get in there and see what they want to play
in VR (or PC games) I prefer to be a lone hero getting into interesting stories and lores
and for PR/publisher type stuff it would completely depend on the product, the go to market strategy, business model, etc. would likely cost about $100k to do a half decent launch for a game. so would need to take whatever % of the games profits to cover that and make a decent profit out of
I don't like MP either (I only really liked playing Quake 3 in a club with real people face to face)
Vr you basically are face to face haha that's what's so fun
@pearl tangle Sure thing. I am just wondering what % it would be. 80%, 60%, 40% ?
that bit doesn't matter. If your game was going to make only $200k then it would be like 80%, but if there is room for your game to make a mill then that bit comes down. Can't make any of those calls without making proper business plans
in other words, it's not for indies
Most of the like 12 games that broke 1mil in vr have been 1-2 or tiny teams.
Onward was 1 dude using his student loans to live off of haha
yep. it's all about getting the right marketing in there
doesn't matter how good your product is if you cant market it properly. so better to get 50% of something that sells a lot better than 100% of nothing
Onward "only" made 400k revenue and the guy literally works from Valve's office
the difference with what I would offer people is that it covers all the marketing and distribution, localization and translation, plus access to the UDN and team of highly skilled developers and a QA team
It made over a mil. They invited him over to work there in January to get more support because it already did so well.
They want to support successful ips
there are a lot of extra things you need to consider on top of just making a game to get something useful from it
website
social media
logos and branding
company setup
localization + translation
PR and events
accounting and legal
btw, how would you know what a game would make until you PR crap out of it and start selling it, @pearl tangle ?
market research
The angry birds guys made like 40 concepts before the publisher picked the birds idea
well, we aren't NOtch, or Angry Birds guy, or Onward guy..
also, who would have thought that Onward would be popular ? I seems like a puke machine to me even from just watching videos
But it's what people imagine when they think of what would be cool in vr
Notch even said it himself - it was a happy accident
At least I did
yep. thats why you get people in prototypes of it and see how things work. do testing and market research and then you have a much better idea. whatever you think is going to work well in VR probably is not
What I'm doing after this publish is just posting concepts on YouTube to see what I get the most response from
that still needs to gain traction somehow
might want to give your game to TOtal Biscuit
btw, do I need to quit Oculus Home to use Steam VR with Rift ?
what was that app for Steam where you can pet a robot dog that looks like it came from world of Portal ?
its the lab
So @LenovoANZ Mixed Reality #VR headsets are arriving August 2017! $399.
1440x1440 resolution
380g
6 degrees of inside out tracking.
NICE!
So @LenovoANZ Mixed Reality #VR headsets are arriving August 2017! $399.
1440x1440 resolution
380g
6 degrees of inside out tracking.
NICE!
๐ฎ
but no controllers ?
it should have some hand tracking in there I would say
any idea if the Onward guy outsourced art assets or did 100% everything himself from scratch ?
@mighty carbon he had some people helping with the assets and a lot is from unity's marketplace
oh, I thought he used UE4
all the guns are from a pretty common asset pack, same as h3vr uses
A lot are purchased. Bam has the same subway as onward haha. If you play island 365 and Brookhaven experiment you will recognize a lot of the content.
Art takes a long time to make, so it's easier to buy content and give it a once over as needed. The island 365 guys gave a gdc talk on the subject you can watch on YouTube.
*subway level
Definitely the faster way to go as an indie
wow, Steam VR provides such a shitty experience for Rift.. Horrible ๐ฆ
how so?
@mighty carbon
mostly Oculus produces a shitty experience for SteamVR (they won't let it launch from the headset, so if you accidentally exit it or intentionally play an Oculus Home game it closes out and you can't get back in; installing it is a pain and makes users click a scare switch about fake security concerns (you are already running an untrusted executable and have gotten through UWP, so your system is owned if the software was malicious anyway))
sorry, was recalling robots ๐
well, I installed Steam VR (had to launch Steam after Oculus Store - otherwise Steam doesn't detect Rift), tried running Deus Ex VR - it told me that I am running it with Seam VR using Rift and thus performance will be shitty. It told me I should be running it without Steam VR (which I can't do because it's on Steam only :/ ). Instead performance was good, but ditortion correction was incorrect.
Then I tried Back to Dinosaur Island - had hard time launching it. Finally it did, but it had no Touch support so I couldn't even get out of the "theater" .
Then I tried Back to Dinosaur Island 2 and that froze (I saw an extra window that was saying "Connecting to the app..")
Then I quit Steam VR and Oculus Home was showing that my sensors are not responding and I don't have enough bandwidth.
Had to reboot PC
the only positive moment is initial set up - went really smoothly
@sturdy coral ^^
I am sweating balls after Robo Recall. Really active game and really cool as far as action and music goes (and graphics of course)
btw, I played with pretty high quality settings and my i3 / 1060 did a great job - performance seemed to be really good.
I wonder if Arizona Sunshine is a good game
Motorsep finally on motion controller boat.
Robo recall is a hell of a lot better with 360 tracking on
Also Arizona sunshine is a great game. Awesome fun if you have some friends in it to co op with
Add me when you grab az sunshine. "Fatmoth" on steam. Coop is a lot of fun.
Hey, I just found this, VERY helpful when learning VR interactions in UE4: https://github.com/mitchemmc/VRContentExamples
@real needle mitch's VRCE is a great base to start learning and building interactions ๐
I never expected it to be so...complicated. But maybe it's just because I don't fully grasp all the terms like Components, Interfaces etc. I kind of get it, I can program or rather script quite a bit in 3ds max but it is still very difficult yet at the same time easy since it is so visual. Can you recommend a good tutorial on the whole Blueprint system and its components in general?
Well he wrote a book on how to start with UE4 and VR projects
There's also quite a lot of tutorials on the official Unreal Engine youtube channel
@real needle https://www.youtube.com/user/UnrealDevelopmentKit/playlists?shelf_id=17&view=50&sort=dd you'll find everything you need here ๐
Is the book also targeted at people who have a general idea about programming stuff but are not really proficient and never worked with UE before in terms of programming?
hmm I have no idea
Nice Videos man! Cool! Thanks for that! I guess I'll start with "Blueprint Essentials" ^^
the best solution for now would be to familiarize with UE4 with the official tuts yeah ๐
Yeah I mean I find my way around and already built a level and lighting and all. I really need to get into Blueprint now though xD
practice makes perfect ๐
what to confirm, izit the Monoscopic Far Field in UE 4.15 only for mobile platform? it won't work on PC using Oculus Rift ?
that lenovo headset at 400 is really damn good
inside out tracking + 1440p resolution sounds quite good
i wonder if it will work with SteamVR, and if it will be well built
you can put a high res screen, but if it is as cheap as a common cardboard shit headset, and lenses are terrible, then its not worth it
@candid plinth monoscopic rendering is for mobile (Gear VR) only
ok, thanks for the reply. I currently working on a VR project with UE 4.14.3, and i tried to change it to UE 4.15.1 because of the Monoscopic Far Field feature, but unfortunately it currently only support for mobile.
Btw folks, so far it seems that i3 Skylake and 1060 is plenty enough for Robo Recall.
btw, i found out that when i change my VR project to UE 4.15.1, the fps of my program is lower, it's normal? And actually it is worth to convert my VR project (for window, oculus rift) to UE 4.15 or I should continue work on 4.14?
I wouldn't know. I had no issues with my Gear VR project and I haven't tried porting it to Rift yet. I am with 4.15.1 atm
Nah, don't plan to. I don't like military shooters (never played CoDs for example).
its a more of a sim, and has interactions to study being the main point there
I am wondering about any front-facing games with progression/story for Rift. Kinda like RR, but with story.
some of the "ported" games
like that mist style game
or Vertigo
the mist style game works great on the rift
they just added Touch support
the mist like game is supposed to be great as a game, but the VR was bad originally, they got it better?
wasn't it comfort turn with controllers originally?
yes, they have improved it a lot
you can do it with arizona sunshine
Aye, will try that one next.
Btw, the cord didn't even bother me when playing RR. Perhaps corded VR is not without future :)
The only problem with VR and motion controls is physical space :( That's why I think gamepad and remote still have their place in VR.
corded VR is without future since once you can add wireless for $50 every HMD will have it
not sure about 4k headsets with wireles
and not sure about the extra latency when we are doing foveated rendering
its a true fuckton of latency
that vive wireless thing is said to work fairly well, but it does add ~10-20 ms latency
and needs direct line of sight to the receiver
im not sure if you can scale it up 3 times to do 4k
people were able to put their hand on it and didnt notice any issue
and people said they didnt notice any latency
but if we put this alongside an standalone unit, then its much more interesting
as the headset can do the timewarp itself
lowering the latency
It's going to be ages before standalone HMD has enough juice to offer visuals we have today on desktop.
its not about the texture resolution or things like that
remember the true use for VR about workplace and social does not need fancy graphics
fancy graphics are for gaming and gaming only
True use for VR is entertainment
VR stays gaming only for now
And while fancy graphics isn't everything, you still need to crunch down drawcalls and lighting
you said it before with doom 3 vr
we can go back to the graphics of older games
but we can do it better
PBR is not thaaaaaaat much more expensive
for the shaders
Now that I tried Rift, I think end goal is realistic visuals
For deeper immersion
Social in VR isn't that cool IMO. I'd rather use Skype than VR.
But I don't like social media anyway, so it's just me
Skype-like VR with 360 deg streaming video would be a wonderful thing
social media is different from "social experiences" in VR
As for workspace, I don't see any use for VR in a workspace, unless it's simulation or/and education.
Well, social stuff for me would be communicating with my family when away. I don't have time for any other social stuff online.
realistic visuals primarly need better screens currently
then when better screens are there, it needs better GPUs
better screens will easily be available in the future, better GPUs can take a while
Lol, better screens? I don't know about that. I find Rift screen to be just fine.
Better lenses - maybe
Getting closer to a decent tablet-like UI ! Nested Widgets are cool ๐
then look out to the distance
look more than 10 feet away from you
the low res is terrible
Like I said, I did not have any issues with my setup. Yes, resolution can always be better. However, it's a made up problem. If you play games and not look for pixels and rays and such, you just enjoy product without any second thoughts
the resolution currently limits games a lot
like, in any shooter, you cant really shoot at anything thats further away than 20 meters since its just 1 pixel
@mighty carbon have you tried Simracing with VR ? This is the kind of game that requires an enormous pixel quantity to be able to see details in the distance
the argument that realistic visuals don't in the end require a higher pixel density is absurd btw......
yeah, in racing games you can't see which way the curve 200 meters ahead of you is going, and thats obvoiusly a huge issue
with the DK1 you felt like your vision was not exceeding a few meters, which is quite a problem at high speeds
considering we need what? 12k per eye res to approach "realistic"
8K total will be mostly fine though
yeah
the tech is getting here anyways
now the processing tech to fuel these screens, that will be something else.
well the higher the pixel density the better foveated rendering will do
compared to standard
I think I'll puke playing racing games in VR
never know until you try
might as well "try"
being so fresh to controller roomscale, you'd prob puke in my demos too :p
racing in VR is totally fine if you stick to a cockpit view
Have you shot real weapons? It's hard to hit a small target at a distance, no matter clarity of " visuals". Moving targets are even harder to hit.
thats an issue with how good youre with hitting the target though. you can still see the target very well
but there is a difference between the two
none of my targets have less than a pixel of fidelity
By realistic visuals I don't mean photorealistic.
even "ue4" level realistic needs more res
just to hit parity with desktop, or even close to it
heck, you have to boost the SP by at least two to have decent results
yeah, if it would be as good as a full hd desktop screen in regular distance that would already be nice
thats pretty much 8K though
i mean....you are pushing an already lower res screen (when halved for eyes) inches from your face
and then throwing out edge pixels anyway
You guys are super spoiled
yeah, that's why very high density displays are gonna be a win. Or variable density displays
spoiled? the hell? this is what it will take to "finish" the tech, we've been working with it since the beginning REGARDLESS of these issues
@mighty carbon my eyes still hurt from the hours and hours of DK1 dev
hell I still have a pair of goggles with custom lenses embedded into them I used for testing prior to DK1
talk about bad visuals
you could count the pixels without trying back then. you could even see the SPACE BETWEEN THE GODDAMN PIXELS AND THE SUBPIXELS ๐
effin screendoor man
I can still see every subpixel in the vive
something about how "Bad" dk1 was and how clunky it was, I actually got some of my best presence on it
it was unworldly
you have to concentrate a bit though
when looking at white, you can still see the red/green/blue
yeah, you have to focus on it a lot
@tired tree HLVR + Hydra + DK1 was my first presence inducing experience
with one controller strapped to your chest
Try using your VR as consumer, not as picky developer. You'll be much happier ;)
I can see SDE if I focus on the screen and look for it. But I don't do that.
hmm as a dev no, or I'd pretty much stop doing my job :p
people complain about SDE all the time
on reddit, on forums, in steam reviews
i have tons of friends waiting for gen2
JUST because of it
funny enough, its PSVR the one wich has the least SDE
but it has big pixels
i guess its becouse it has some kind of diffuser
yeah
Vive is by far the most SDE
then Rift, wich has a tiiiiny bit of SDE, and then psvr wich has no SDE
I think that's because it has the biggest screens
its because of the lens
that too
no, its becouse of the diffuser i think it has. The pc vr headsets dont have it
they don't prevent it as much as oculus, thats why they both have different reflection artifacts
talking about rift vs vive
another important thing. Im slightly nearsighted
the psvr is def the diffuser
not much, but i use glasses to watch TV for example
on the Vive, i focus at 100%
no issues
on the rift, its like 95%
on the pure edge beetween seeing perfect and not
did you set eye relief on your vive too?
and on the PSVR i need the glasses
yes, everything properly set up
Vive is the one that focuses the best for me
rift is very slightly out of focus, and PSVR is way out of focus
i guess their focal points are at different distances
the closest being the vive
you know about the eye relief right?
isn't the vive's focus at infinity or something ?
its supposed to help wit hthat
but yeah the focal point is different between them too
I really think gen1 is a solid platform to be used for years to come
Just needs apps/games
And someone needs to build a small cheap VR ready PCs to be bundled with Rift
Kinda like consoles
Still need a good software library
definitely not "for years to come"
its a year old now and we will surely see the next gen within the next year
and then no one wants to use those gen1 headsets any more
Who is going to buy more expensive gen2, when people can't afford gen1?
a lot of people can afford it as you see if you look at how many units were sold
those same people would likely buy gen2
enthusiasts, pros, you name it
and even more that waited for better quality than what gen1 offers
and devs working on games will probably get it for free anyways, so its not an issue for devs
If gen1 owners buy gen2, then maybe they can drop gen1 price for wider adoption
that's how tech goes
Lol, it's an extremely tiny market right now
As you can see not whole a lot of AAA are going into VR because of that
Takes time to make AAA games
Bethesda, Ubisoft, EA, there's already a few of them preparing AAA VR stuff
HTC said the vive gen1 was really profitable for them already, and that's the only thing that matters
they get much higher profit per vive sold than oculus
there is no way to deny that Vive cost is lower than oculus cost, yet vive is selling more expensive
and they arent bleeding money with the store and game sponsoring like oculus is doing
why is vive cost lower than oculus cost? I get that oculus is spending a fortune for game sponsoring, but if you just look at the hmd hardware, why should the oculus cost be more?
FB/Oculus always said that the margin on the Rift was quite low, and they intend to earn money on content for starters
but that was a year ago, what about now ?
Year ago is too short of a time
Lol, some dev on the forums said he tried VR and wasn't impressed at all (asking why Epic works on VR stuff more than on any other aspects of the engine)
How jaded do you have to be to not get blown away by VR?! O.o
There was an article about why mainstream gamers hate VR so much. I haven't read it and now I can't find it :(
can you quote where he said that?
Go to UE4Roadmap thread and see it
Are you blind?
"I have tried it in person on the oculus rift.
I was not impressed at all"
The very last post where he replied to me
ok, I didnt read his last post ๐
๐
I like FPS, that's all I play. Just not military shooters.
It's just hard to believe that there are people who don't get VR
It's like I don't know anyone who doesn't like movies
htc manufactures all the stuff themselves and they have the whole ecosystem in place for manufacturing and distribution. oculus didn't/doesn't have any of that
i would think of VR to him as more of a platform
so in the world of movies, he doesn't like epic scifi's but enjoys adam sandler comedy's :p
Haha, this is a good one ๐
has anyone tried https://www.oculus.com/experiences/rift/1480133245392512/ ?
is it any good ?
"The South Korean electronics giant announced Monday morning that combined Galaxy S8 and S8+ pre-orders out-sold Samsungโs previous-generation Galaxy S7 and S7 edge by 30%."
Also wondering if Note 8 will offer new Gear VR with AR capacity
@pearl tangle any rumors swirling around by chance ? ๐
how much does it break immersion if you are in a VR game with intense rain without feeling the rain at all?
I would imagine its kinda bad
Well, what if you are wearing some kind of suit in VR ?
Alternatively you can add sprinklers to your room to spray mist ;)
even in a suit you feel the rain, it has kinetic energy
Hey everyone, is it possible to attach third person character with the camera at head?
Oh come on.. you are over thinking it @full junco
@mighty carbon I dont think I am
anything where what your eyes see doesn't match what the rest of your body feels reduces immersion a lot
You don't feel anything playing non-VR games either, yet there are games with wind, rain, etc. You also don't feel bullets hitting you either.
you cant compare regular games with VR
I mean, in VR
you talked about non-vr games with wind, rain etc
and not feeling bullets is an issue, thats one of the reasons why I dont like shooter in VR
I played theBlu and RR last night. Didn't feel water touching my skin, did the feel current created by whale, didn't feel robots grabbing me, didn't feel bullets hitting me. Yet, that did the matter at all.
And didn't feel temperature change coming from the shade to the sun
If you worry about all that, might as well quit VR dev for entertainment and do archviz
I also turn on a fan when playing in outside areas in VR, that definitely helps with immersion ๐
Bah, you are something else
damn, thats a good idea... I need to give my game an API so that everyone can connect their fan with the game and then when wind changes in the game, the fan is making that change appear in the real world ๐
so simple and yet so effective
You do that sir
maybe I will find fan manufacturers that wanna cooperate with me once my game is one of the most played VR games. then they can advertise their fans as compatible with my game
I really like that idea :)
nice
Like with everything else, VR accessories fail if they don't come from the original manufacturer
Saw a video on hot and cold simulating touch controllers from Facebook. Think they are a ways out though because they were prototypes made from cut up Pepsi cans.
I think instead of haptic suits, they should work on sensors in the headset to send out small pulses to trick your brain into thinking you are being touched somewhere else. Like the opposite of those prosthetics that work on outgoing pulses.
Well, I mean when you get out on the sun, it's not that your hands feel it, whole body does
Yeah, that's where the head pulses would come in
Having sensors in controllers might help perhaps, dunno
Heat/cold sensors that is
But, there still need to be a ton of good games / experiences for VR
Yeah, but I think they worked the hand ones off of using some type of pulsing also for the trick, because it doesn't have an actual refrigeration unit built in.
Yeah, it's all probably a ways off. Especially if you end up telling people you are going to send pulses into their brain haha. Probably scare the shit out of them if they don't understand it.
I'll find the video, I don't know much about that type of stuff.
Oculus Touch Temperature Feedback Mark Zuckerberg Demo 12/5/16. In case you missed it.. During a Facebook Hackathon live stream on 12/5/16 the Oculus "Fire &...
Mmmm, this is weird, I am getting different packed sizes from FVector_NetQuantize depending on if I let it replicate itself, or if I manually write it packed to the archive with the exact same settings
Multistreaming with https://restream.io/
not a lot of new stuff being covered
they did mention 4.16 should be coming out in the next day or so
and that what is in github now should be the same as the initial release
on the question of whether rift costs more to make than vive who knows? vive weighs the same now, has a camera, has rechargable lithiums instead of AAs, and has moving parts in the base stations
rift has many more custom parts and all the cloth stuff
the lenses are a little more complicated too
@sturdy coral well it was already known that 4.16p1 will be released this week
and if he said that what's on github now will be 4.16p1 then thats stupid to say, since constantly new commits are added to the 4.16 branch
the last one 8 minutes ago
another one 12 minutes ago
then 34 minutes ago
@full junco ah weird I don't know what he meant by that then, they basically said they were doing the build now
maybe those were last minute and they had to restart, or they just won't make it til 4.16 p2
I might have heard them wrong though
What's new in 4.16 for VR?
everything
O.o
Would we be able to have lush foliage in VR with 4.16?
I don't think there are any changes related to that (except maybe not showing different LODs to different eyes)
4.15 added alpha to coverage to the forward renderer which was probably a bigger boon to foliage than anything in 4.16, don't know for sure though
I see
@mighty carbon one of the big changes is the VR editor, should have all the stuff they showed at GDC
I'm not 100% sure if it will have the geometry editing stuff yet
I see.. I am not sure VR Editor is a must have tool
yeah I haven't tried the new version of it but I never got much use out of the old one
it was too easy to accidentally move a mesh without noticing
and screw up your map
and I dont have any maps where I could create anything in the editor, so I completely dont care about any vr editor stuff ๐
I am excited for the new thing that lets you eject into simulate
oh, that works?
yeah, I'm not sure it lets you do the most useful thing though
was always something I missed
which is use the overview pane to see dynamically created objects
helps so much with debugging
why shouldnt you be able to use that?
I'm not sure you can actually eject or it just lets you simulate on its own.. hopefully eject
Guys, a few quick questions
Is it possible to have the game work with deferred mode unless it's run in VR mode?
Have ti use Forward in that case
nope, unless you use the limited forward renderer
How viable is that?
no, it has to be either deferred or forward
the limited forward renderer doesnt support anything, its not an option at all
I think they mentioned they use the limited one in paragon
on some weird platform or something
download it
I've been on 4.16 for about a month now
btw @icy dirge you cant
its not like waiting for the preview has any benefit for those that know how to use source
forward or deferred is actually compiled on the shaders
Gotcha
so you cant do it on a packaged game
what I'm worried about is them breaking binary compatibility on a uasset
I always wait on the first .0 release to really migrate beyond experimenting
So how viable is deferred for VR actually? Assuming the usage of MSAA as opposed to TAA
its fine
I didnt update to 4.16 yet because I know I will have a million merge conflicts to solve and I'm really not looking forward to it ๐
its a set of tradeoffs
@echo flax the mentioned your game on the stream
Forward has the issue of having to render the world twice
for the depth prepass
it also is buggy with shadows, and doesnt support fancy postFX
so no SSAO for example
but, on the other hand. Forward has a considerable speedup from deferred if you arent drawcall bound
Oh, perhaps more importantly - all of the neat DitherTemporalAA opacity mask effects I use in my game would completely go to shit if I switch to MSAA from TAA?
damn
yeah, you couldnt use those
well, you can tweak it
what tweaks. im interested
if you tweak it to lessen the effect of history though doesn't that make dither temporal AA stuff work worse?
it makes stuff appear more aliased, but TAA is so effective that I dont think its an issue
I assume one doesn't need more blurring with current resolution in VR.
msaa looked bad with some tessellated ground materials I was using