#virtual-reality

1 messages ยท Page 106 of 1

icy dirge
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Well, the worst part is that I can't unfortunately afford switching to either forward or move away from TAA

sturdy coral
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and performed really bad

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anything with dense geometry seems to not work well with it

wicked oak
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remember msaa works by supersampling on triangle edges

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so yes it performs horribly if you have dense meshes

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becouse you are supersampling a bigger amount of the screen

sturdy coral
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and then if you wanted to use POM instead of tessellation, that needed dither temporal AA to work well

full junco
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4.16 has quite a few performance optimizations for the forward renderer

icy dirge
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Secondly, I know this is a bit off-topic but everyone seems to be in this channel :p

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What's the realistic maximum map size for baked lighting?

mighty carbon
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Is there any experience for Rift that is stylized low poly?

wicked oak
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oh, even greater about 4.16

icy dirge
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I kept seeing "1 square kilometer" thrown around, but I can't find any info now.

full junco
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@icy dirge the size of your RAM I would say ๐Ÿ˜‰

wicked oak
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and of users hdd

icy dirge
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Hence the "realistic" part of my question ๐Ÿ˜„

wicked oak
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baked light just scales horribly bad on big maps

icy dirge
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I got 64GB of RAM, I doubt I should use myself as reference

mighty carbon
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Aim for 8 Gb

full junco
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I only have 48GB ๐Ÿ˜ฆ

sturdy coral
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1square km will let you have ~50cmx50cm texels in your light map with 2048x2048 lightmap res

wicked oak
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thats 2d

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you need all the 3d from the meshes

icy dirge
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@sturdy coral - In my 3 years of using UE4 I have never used Lightmass once. I assume 50x50cm texels are unacceptable?

wicked oak
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tfw 16 gb of ram and you are just fine

full junco
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16GB isnt really enough for UE4

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its constantly full

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especially with chrome running in the background

icy dirge
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Same

full junco
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even 32GB were constantly full when UE4 ran

wicked oak
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i have no issue with 16 gb

sturdy coral
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@icy dirge half a meter by half a meter; it means you won't get much detail up close. you really want to have some dynamic shadows up close and then blend to that baked lighting

wicked oak
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and im using visual studio that is bloated to hell

full junco
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only after I had 48GB I finally didn't have RAM issues with UE4 any more

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I always have opened something like 100 tabs though

sturdy coral
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@icy dirge you can split your landscape into sections and get more lightmaps

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we really need megatexture

icy dirge
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I would kill for some real case study numbers on lightmass map sizes... We have made a pretty big pivot on our game project that has me a) experiment with adding VR support and b) allows me to MAYBE switch away from a fully-dynamic lighting model.

sturdy coral
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a few VR titles have used it

wicked oak
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vr titles have used that?
really?

sturdy coral
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realities.io (probably no lightmaps, but just lots of photogrammetry imagery)

wicked oak
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i didnt knew people used it

sturdy coral
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and everest vr I believe

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photogrammetry there too

icy dirge
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Oh neat

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Oh well, I suppose the easiest thing for now to do is to use my demo level and try baking lighting...

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(It'll be horrible but it's a test)

sturdy coral
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@icy dirge look into the highrise map on shootergame

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it uses baked but blends in shadowmaps near the player

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I think the vehicle game (the desert one, not the template) does the same, with a landscape

icy dirge
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Oh, hope you don't mind me bragging a bit though - a bunch of guys here on Discord helped me through a ton of issues i had with the game in the past few months during crunch time, which resulted in us getting the Visual Excellence award at this year's Reboot Develop 2017.

glossy agate
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World composition should split the map up. Also use a bunch of streaming levels.

icy dirge
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er... "build lighting only" is greyed out for me

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(My lights are in a separate streaming level)

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Nevermind

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"LogStaticLightingSystem:Warning: WorldSettings.bForceNoPrecomputedLighting is true" it's not Q_Q

full junco
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its not?

icy dirge
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It's not in the world setting, it was on on the project level hah

full junco
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ah ๐Ÿ˜„

mighty carbon
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Fun fact - women here at my office are skeptical of VR

wicked oak
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from personal experience, women get sick much more easily than men

mighty carbon
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In a sense "what would I do with it?!"

wicked oak
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and older woman have problems handling it, they get sick real fast

icy dirge
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Well I am still not sure that it's not just a gimmick that'll pass within the next 5 years

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but we'll see

wicked oak
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ive said it a few times, i see it a stepping point to AR/mixedreality hardware

mighty carbon
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Watch out @wicked oak , feminists will try to paint you as sexist :P

icy dirge
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The whole problem is the hardware - it's bulky, cumbersome and most importantly, very expensive.

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Feminists will try to paint everything as sexist.

mighty carbon
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Is it?

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Cheaper than 4k TV

icy dirge
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Sure, but you can do much more on a 4k TV than you can with a VR headset

wicked oak
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no

icy dirge
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most games are glorified tech demos, and even then, the number of genres that work in VR is rather limited

wicked oak
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you can do whatever you did on a 1080p screen, but at higher res

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VR is a new medium

mighty carbon
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I don't know about bulky. I mean, it's no glasses, but it's not heavy/cumbersome

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Lol, what can you do more on 4k TV, @icy dirge ?

icy dirge
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Everything you can do on any screen

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Which is by default more than you can do with a VR headset ๐Ÿ˜›

mighty carbon
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What you can do in VR beats crap out of TV

icy dirge
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Except in the arguably most important feature of TV - comfort.

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I play games on consoles because I want to get comfy on the couch instead of sitting in front of my PC

wicked oak
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except you can just stream or plug your pc to a tv

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i use a steamlink for that

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works flawless as i use a PLC to have a "direct" wired connection

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and i also stream ps4 back to the PC

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im doing it right now in fact

mighty carbon
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I don't play consoles as I don't like gamepad controls

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PC all the way

wicked oak
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i have Destiny

mighty carbon
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And my chair is more comfortable than my couch

wicked oak
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but i just cant play it

mighty carbon
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Destiny 2 is coming to PC ;)

wicked oak
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FOV is ridiculously low, wich means i have some serious level of blindfold

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and console aiming is trash

icy dirge
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Streaming PC to TV is yet another cumbersome step that your average consumer won't bother with.

mighty carbon
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Even if I had console and TV, my wife would be watching TV :P

icy dirge
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My point is - it takes more than 5 minutes to set up so it's way too complex for the average consumer, without whom the whole thing won't ever become an accepted mass-produced gaming peripheral ๐Ÿ˜›

mighty carbon
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So in other words you are saying PC is cumbersome and isn't consumer friendly ?

icy dirge
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Considering that most people buy their PCs pre-assembled and call tech support every time a cable disconnects, yes.

mighty carbon
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But somehow there are 3-fold more PC gamers than console players

glossy agate
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It won't stay cumbersome, and consumers get smarter. Every child I know, knows how to grab films off Pirate Bay ect and send them to the tv.

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Even know how to use vpn. At least high school age children I know.

icy dirge
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I'm gonna need a citation on that number, but even if it's true, that's again due to convenience, and a huge point against VR - You already have a PC. Gaming on it is a matter of clicking "install". Consoles require going out and buying dedicated hardware.

mighty carbon
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Cumbersome = elite

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That's how it was back in 90s

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For PC gaming

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And the world was a better place

icy dirge
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You are talking from a consumer standpoint, I am talking from a developer standpoint ๐Ÿ˜›

mighty carbon
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Gaming world that is

wicked oak
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well, pc gaming is huge if you count facebook games and lol only players

icy dirge
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Dedicated hardware for a small amount of games in a few specific genres = bad sales pitch.

wicked oak
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but Steam is a good number

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for ACTUAL pc gamers

mighty carbon
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Make Matrix and people will be happy get cumbersome just for the experience

wicked oak
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i know there are many smurf accounts or dota-only accounts

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but it should balance with lol-only and mmo-only players

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and all of this means. The amount of players with a vr tier pc

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is ridiculously low

mighty carbon
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HOTAS are niche and still doing great

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1050Ti + i3 Skylake is Rift ready PC

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It's quite affordable

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Devs need to make games scalable for such PC

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We, as devs, shoot ourselves in the foot by going for 1080 GPU and i7, when only tiny % of potential customers have such powerful PCs

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personally I aim for i3 + 1060 making my VR stuff.

full junco
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I aim for i7 and 970

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or Ryzen 5 and 390

mighty carbon
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970 is old and expensive

full junco
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it's still the most used gpu by vr gamers I think

mighty carbon
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Maybe

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But I think the goal is to sway non-VR gamers with capable PCs to the dark side

full junco
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those also have 970

mighty carbon
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1050Ti and 1060 are capable too

full junco
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but still quite new so they don't matter that much

mighty carbon
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Btw, has anyone played Raw Data when it just came out in Early Access ?

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How much content did it have?

full junco
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good question

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doesn't matter though

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people compare games with other existing games. back then it was probably good compared to other vr games

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now a VR game needs to have more

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and in a year it needs to have even more

glossy agate
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Yeah, tech demo won't cut it today

wicked oak
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it had 2 levels

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with the coop mode

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and 2 characters

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the ninja and the pistol guy

mighty carbon
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Not too shabby @wicked oak but I think it would work today too.

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I'd probably go with early access with my Rift project

glossy agate
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When raw data came out it was also "THE" wave shooter, but now a bunch are on the market so it's hard to stand out in that genre. You have to make a new genre if it's starting as a tech demo.

full junco
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oh ๐Ÿ˜„

mighty carbon
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@glossy agate I am not planning on wave shooter. I am making matrix :P

full junco
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"Major Known Issues in Preview 1
UE-44303 - HotReload fails with Linker errors when using Visual Studio 2017"

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so good that I havent updated yet

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that would have annoyed me way too much

glossy agate
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Sweet. Like the matrix doing kung fu and doing big jumps? Or like if the matrix was a real thing?

mighty carbon
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A bit of both I hope :)

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I am still debating about visual style

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I don't think cuboid world would be as attractive as more detailed low poly anime'ish world

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RR quality is out of question of course

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Also by "matrix" I don't mean Matrix movie rip-off

full junco
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"Unified Console Commands across VR platforms. The previous code base did not share common interfaces across HDMs; now there is a shared layer that developers can work from rather than maintaining each platform individually. This provides several benefits such as easier bootstrapping of new platforms, consistent interfaces, and less redundancies in HMD implementations."

mighty carbon
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I'd love to get a VR plugin for 4.16 that incorporates new features ;)

wicked oak
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Garbage Collection improvements make collection times twice as fast.

glossy agate
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Would be nice if they unified default controller rotations too. So holding a sword or gun ect would be correct for either platform.

wicked oak
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im hella happy

mighty carbon
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Just thinking about implementing all the stuff for desktop VR (controllers, interactions, etc.) gives me creeps

full junco
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its fun ๐Ÿ˜„

sturdy coral
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"A Spline IK node has been added to Animation Blueprints; useful for character spines." that's cool, gonna try using that instead of FABRIK and see if it is better

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@full junco the changelog has some details on the new bloom option

full junco
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@sturdy coral hm?

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I didnt see that

sturdy coral
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Post processing now supports Image-based (FFT) convolution for physically realistic bloom effects in addition to the existing bloom method. This new post processing feature is designed for use in cinematics or on high-end hardware.
Image based Convolution adds new control parameters to the existing Lens | Bloom section found in Post Process volumes.
In using a new texture to serve as the kernel image, it is important to ensure that the full image is present on the gpu and available at full resolution. Two settings are required to ensure this:
Mips Gen Setting should be set to NoMipmaps
Texture option Never Stream should be selected.

full junco
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ah you mean that bloom stuff

sturdy coral
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err that sounds like actually a more expensive one hah

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cinematics

full junco
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thought you talked about the less blur stuff

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that fft stuff doesnt matter for VR at all

sturdy coral
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yeah I don't see the details on the blur optimizations

full junco
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as usual a lot is missing in that preview summary

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they also didnt mention that they created compute shaders for almost all post process things

sturdy coral
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yeah they didn't mention the character movement component stuff either

full junco
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they also didnt mention niagara

sturdy coral
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I want to see this volumetric fog stuff, that sounds cool

full junco
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yeah, thats the only thing I really want to test, wanna see if its possible to tweak it for good performance

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I also didnt understand how that fog works yet

sturdy coral
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yeah, me either, says something about locality being driven by particles, and quality/performance coming from volume texture resolution

mighty carbon
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Anything new for Gear VR?

sturdy coral
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mobile performance improvements for slate

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and "The mobile multiview path now supports GearVR. "

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that's all I saw

full junco
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so I downloaded 4.16 through the launcher now for testing

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@sturdy coral the "less blur steps" stuff seems to work

sturdy coral
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cool, you think you are going to move to that over the solution from the forums?

full junco
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I don't know yet

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it seems to be more white than before

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the bloom appears to be quite expensive still with 1 blur I think

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thats 1 blur

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in 1080p

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thats 0.22 ms

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its still twice the res than that solution from the forums I think

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so that makes it roughly twice as expensive

sturdy coral
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ah good to know

mighty carbon
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Ok, just read the forum post - seems like 4.16 doesn't bring whole a lot of new things

sturdy coral
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steam audio is pretty big

mighty carbon
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True

sturdy coral
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and part of the new audio engine could be turned on in 4.15 but I think 4.16 added a lot more to it

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(they used it in robo recall, the new audio engine, not steam audio)

full junco
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the forum post only mentions 0.1% of the new things

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thats 1.2 ms in 1080p

wicked oak
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damn

full junco
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with temporal reprojection enabled its 1.45 ms

wicked oak
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no data around about console 4.16

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and the code changes were considerable

full junco
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I like the volumetric stuff

wicked oak
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have you tried it on vr?

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it might not work

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and postproces as compute shaders?

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whats the difference with that?

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i mean, they are already just a fullscreen quad with some per-pixel kernel

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one could do them as async shaders, but that part is still a bit problematic

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and has logical latency

full junco
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have not tried the fog with vr

wicked oak
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i think ps4 already did postprocess as an async compute

full junco
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only ssao

wicked oak
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makes sense, ssao only needs the depth pass, it can done alongside the main pass

full junco
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I will try the fog in vr

wicked oak
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not new

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just fancier

full junco
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fog works in VR

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and looks really awesome

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its 3 ms though

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but who cares about performance

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some people have 2 1080ti and we make games for those, right? ๐Ÿ˜›

wicked oak
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3 ms out of 10

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too much XD

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how does it look in vr?

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tomorrow ill try to port DWVR to that version

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see how it runs

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on its forward renderer. Also i needed those animation features and ps4 improvements

full junco
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I said it looks really awesome

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I think it probably only works well with TAA though

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not sure

sturdy coral
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@wicked oak @full junco I thought SSAO also used normals as well as depth

full junco
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it has a mode where it can run without normals I think

sturdy coral
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ah ok yeah that could run in parallel with everything once the early z pass is done then

real needle
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thanks @sturdy coral for pointint me to this discord channel โค

mighty carbon
glossy agate
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Is the new audio supposed to give us the spatial audio or something? I need it.

full junco
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@glossy agate don't you already have it with oculus HRTF?

glossy agate
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I'm on vive

full junco
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you can still use the oculus stuff I think

glossy agate
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I heard fmod is good, but obviously and integrated solution is more convenient

full junco
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the Oculus Audio Plugin works with all HMDs as far as I know. all desktop HMDs

glossy agate
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Oh, I'll look into that. It really enhances the games that do it good.

full junco
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but yes, with 4.16 you also get steamvr audio HRTF which might be better than the oculus one

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it has audio occlusion which the oculus one hasn't I think

glossy agate
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Nice. Gonna be sweet

mighty carbon
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Is Nvidia driver 381.89 good ?

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(I'v seen reports in the past that some releases had negative impact on VR performance)

tired tree
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oculus one makes a virtual boxaround your head

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it doesn't have any actual geometry interaction at all

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so no occlusion, no refraction worth a damn

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but steam audu doesn't care about platform, so hopefully the overhead is low on it

tired tree
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"The Oculus SDK only supports direct reflections and does not factor in the virtual world geometry. This problem needs to be solved at a higher level than the Oculus Audio SDK due to the requirements of scanning and referencing world geometry."

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Also they are doing their "shoebox model"

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if you read those actual articles

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its not REAL reflections and occlusion

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SteamAudio is integrated and baked alongside the world geometry

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"The Audio SDK supports early reflections and late reverberations using a simple 'shoebox model,' consisting of a virtual room centered around the listener's head, with four parallel walls, a floor, and a ceiling at varying distances, each with its own distinct reflection coefficient."

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is what oculus does

mighty carbon
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I see

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I hope Steam Audio will come with good docs and it won't affect performance too much

full junco
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good docs? ideally you wont have to care about it at all. you place your audio sources and thats it

real needle
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We'll try to get a character artist to swap out manny soon and then release it for free

pearl tangle
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Couldn't really see what was happening there. You scan guys and then shoot them if they have a disease?

glossy agate
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So why did the last 2 guys get shot? Or does that just demo what happens when you miss the tumor?

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Like a moving version of operation

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Or can they just not afford health insurance for the service?

real needle
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@pearl tangle You scan them to find the injected bombs (Viper Corp. is monitoring earth's population) and then you need to stealthily extract them using your syringe

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THe streets are also monitored by Viper Corp. security (which is manny, big in black)

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And you use the extracted bombs to shoot them

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We changed the design for the future to allow you to sterilize (freeze) and extract their cortex but we didn't implement it

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You can't get close to your patients because they'll be aware of you and that you're manipulating the bombs, which will automatically blow them up

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Safety Feature ala Viper Corp.

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The original mechanic idea was to move around humanoids in your chaperone

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A poor patient gets killed aswell in the video because I believe the surgeon who played got scared

mighty carbon
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so, second day in real VR - tried Dead and Buried, Unspoken, Farlands, Disco VR and Dreamdeck

mighty carbon
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Dead and Buried sucks since it has no SP

full junco
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volumetric fog driven by particles

opal bobcat
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they were driven by FOG

mighty carbon
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Farlands cute, but has no touch support and annoying

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Disco VR is still pics and Dreamdeck was half ok and half not ok

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Unspoken is pretty cool, but sounds like wave magic shooter

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so, VR lacks experiences and lacks them badly

opal bobcat
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isn't interested in VR experiences

mighty carbon
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well, consumers are

opal bobcat
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yeah

mighty carbon
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I can't even show anything to my wife since there is nothing to show from Home or Steam ๐Ÿ˜ฆ

opal bobcat
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nothing?

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you cant find one thing to show her?

mighty carbon
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wanted to get Dinosaur island, but it doesn't run for anyone (neither Rift nor Vive)

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there is nothing to show :/

opal bobcat
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thats the only thing you could find?

mighty carbon
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maybe Lost and First Contact

opal bobcat
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theres literally hundreds of titles between the two of them

mighty carbon
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like what?

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oh, also theBlu

opal bobcat
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thats a cool one

mighty carbon
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maybe fruit ninja, but it's not impressive at all

glossy agate
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Put her in the Star Wars demo. Pretty simple but fans love it

mighty carbon
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Arizona Sunshine and Batman on my to-buy list, but that's not something she'd play

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she isn't really a big fan of StarWars ๐Ÿ˜ƒ

glossy agate
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And your still married? Whaaat? Haha

full junco
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just show her the lab, there are enough "experiences" in there

mighty carbon
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the Climb seems to look good, but comfort rating isn't comfortable and I don't trust Crytek for shit

glossy agate
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Yeah lab has the experiences that are easy to show. My wife kind of liked budget cuts but it requires 360 maybe. Might have snap turns though.

full junco
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the first thing I showed people in VR is always the robot repair thing from the lab

glossy agate
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Yeah that was dope. Everyone loves the bow and arrow thing too

mighty carbon
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well, what about non-gamers? what'd you show them? (or older people)

glossy agate
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Actually a really easy and fun one is the nvidia circus demo thing

full junco
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the robot repair demo from the lab @mighty carbon

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that's a mostly passive experience

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very good for non gamers

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just shows off VR really good

glossy agate
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The nvidia one is moddable too if you want to make something custom to try

mighty carbon
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have you tried We Were Here ?

glossy agate
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I Haven't heard of it

mighty carbon
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what about Google Earth VR ?

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so, anyhow, there you have it - a niche in VR market that is empty. Experiences that are more on the passive side.

full junco
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because almost no one would pay for that

mighty carbon
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that's what you think

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hardcore gamers is a niche as it is

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hardcore VR gamers are even smaller niche

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casual crowd is massive

full junco
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lol

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you aware that that casual crowd does not have a rift or vive?

mighty carbon
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I like to play games, but sometimes I just want to chill in VR

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and I can't cuz nothing is offered for chilling in VR

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they have no reason to have it

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since there is no software to support it

full junco
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you wont be able to create a new market

mighty carbon
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I am just a small speck in the sea

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but if many specs make it happen, it will happen

quartz bay
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Has anyone else done VR consulting? If so, what are your hourly rates? I'm trying to figure out the going market rate for offering my consulting services.

mighty carbon
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charge whatever you need to earn

quartz bay
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a million dollars!!!

mighty carbon
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sure, but then you will have no clients

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some people charge $10 per hour, some - $50, some - $100

quartz bay
mighty carbon
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all depends on your skill, what you offer and what you need to pay in life for

quartz bay
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I'm currently charging $50/hour, but I am thinking I should raise my rates to $75/hour

mighty carbon
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if you live with momma in the basement, then it's one story. If you have family, loans, mortgage and health insurance, then it's another story

quartz bay
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but there's a good chance that my hourly rate could be worth $150/hour

mighty carbon
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so charge what you need to make your living

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then charge $150

full junco
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what are you doing as "VR consulting"?

quartz bay
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I'm currently making a promotional video for Dell for the GearVR using both 360 video and creating a VR lobby scene. I'm apparantly also doing VR / Unreal troubleshooting, because today I helped a local VR team figure out how to optimize their gearVR app for 90 fps, though they weren't ready for me.

full junco
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ok

quartz bay
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The thing is, the market is extremely scarce with people who have both VR experience and UE4 experience, so based off of the laws of supply and demand, I could demand a lot because the supply is low.

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the real question is, how much would the market be willing to pay before my rates are too high?

full junco
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I have no idea what companies like dell think

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but I don't think "the market is extremely scarce with people who have both VR experience and UE4 experience"

quartz bay
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relative to just general programming and IT experience, we're rare as unicorns...

full junco
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just look at this chat or the ue4 forums, there are definitely thousands of people with ue4 and vr experience

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just that most probably dont have the idea to charge others for help

mighty carbon
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@quartz bay how did you manage to lure Dell into your net ?

glossy agate
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That's gonna be a tough sell. Not mainstream enough. Everyone who devs on this is somewhat savvy.

quartz bay
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I'm working in an office of freelancers and they're all film makers and dell is one of their clients, and they've been doing 360 videos for people, but their go to guy sucks, so they pinged me for help and now I'm their point man for all VR related 360 videos

glossy agate
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Not like it where everyone uses it but like 3 people in the company are competent enough to fix stuff.

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*IT

quartz bay
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I was just consulting today at another VR company and I was shocked by how behind they are. Their "programmer" didn't even know how to use the command prompt to ping google.com

full junco
#

well, a programmer doesn't need to know how to ping google with the command prompt

#

though most probably do

glossy agate
#

But does a company with people like that have money to pay?

quartz bay
#

no, I think this company is on the verge of going broke. I think they've been on the verge of going broke for the last two years, but somehow they've managed to hang on.

#

I don't have the heart to charge them anything more than my lowest rate and just keep my hours low and my commitment minimal.

glossy agate
#

Not trying to slam your idea, but consultants usually go for mid size companies in order to make them huge companies. Just not any mid size vr companies yet. You are too early to market in my opinion.

full junco
#

well, it seems it works well for him

#

so don't say he's too early

glossy agate
#

Well I hope it works for you. Clever idea, and hopefully for all of us the market grows up around you as first mover.

#

In the vr consulting game.

quartz bay
#

It's my side hustle to bring in extra cash, I'm still working on my own VR game

sturdy coral
#

@mighty carbon you should show your wife tilt brush, quill, medium, the Blu, the lab, any story studio stuff, audio shield, irrational exuberance, the rose and I, soundstage, Google earth,

#

That's off the top of my head, most are free

jaunty shell
#

goood mornin' !

eternal inlet
#

@quartz bay i was doing some work for 20$/hour, but i felt it was too little. So 50-75 sounds more reasonable

wicked oak
#

to be fair, high skilled programmers with knowledge in VR are in big demand

#

and they are SUPER hard to find

#

so just charge more

#

dont undersell yoursefl

real needle
#

Do you guys have any tutorial or sample to create a flying AI that only spawn and attack the player ?

wicked oak
#

flying AI needs special pathfinding. OR just a bit of cheating

real needle
#

I do not mind cheating. I want nothing special

wicked oak
#

then just make a pawn that uses the navmesh but flies above it

real needle
#

But if there is house under it. The navmesh won't works ?

#

It need to spawn behind houses then pass over it and attack the player

short tangle
#

Soo I'm starting VR

#

And my boss would like to have a thing where not only your motion controllers are shown but your hands too

#

And if you press a button on the Touch motion controller, the virtual hand will press that button too

#

Using Oculus, he said there might be something like that in the SDK already but I don't know

jaunty shell
#

with the Oculus avatar system maybe ?

mighty carbon
#

Bah, these people on the forums... VR is expensive and advertised on every corner according to them (arguing UE4 devs should not focus on VR)

dusky moon
#

Oculus Avatar system is not integrated yet in UE4 right ?!

mighty carbon
#

Hands and Touch model have nothing to do with Avatars

short tangle
#

I've been told the oculus SDK for unity has this working already but I'm not sure myself

mighty carbon
#

I think they have FBX models in their C++ Avatar SDK

wicked oak
#

i dont think its even fbx, you grab the data "directly" from the sdk

#

so you can get the customized mesh for a given avatar

#

but no ue4 support

#

sooo

#

doesnt matter for us

#

wich is a shame

tired tree
#

well...its implementable right?

#

UE4 doesn't officially support steams version of that but it wasn't that bad to handle

wicked oak
#

steam version of that?

#

you mean the controller models?

jaunty shell
#

workshop models probably

#

.ie what you define as your controllers in steamVR

tired tree
#

yeah the skinning system

jaunty shell
#

@short tangle if you want custom visuals just make your own blueprint with every animation/model you want

tired tree
#

but its lighthouses / hmd as well

#

and trackers

wicked oak
#

that might be more useful if it works with more headsets

#

but for now, generic HMD and hands for both is fine

#

or like i do, just have 3 controler models and switch beetween them as needed

#

after all, you gotta switch control logic anyway

tired tree
#

meh, I like my overwatch controllers :p

jaunty shell
#

@tired tree so are you using custom controllers or using the ones defined in SteamVR ?

tired tree
#

The steamVR skin for an overwatch controller

#

pulls whatever the user has selected in options

jaunty shell
#

aye

tired tree
#

son plays with bannanas

jaunty shell
#

and the controllers are animated by default ?

tired tree
#

there is a more advanced API that pulls in all buttons and parts of a controller as seperate meshes

#

so you can run procedural animations

#

based on state and finger position ect

jaunty shell
#

yeah I see

#

Didn't know there was an api for that, I made my own including animations and stuff

tired tree
#

lots of people using their own

#

but a lot of unity games pull the users skin

#

for menu's and the like

jaunty shell
#

yeah one of the apps we use is made with Unity and pulls the skin for steamvr

#

Guys, RelativeLocation works the same in VR and 2D mode right ?

tired tree
#

yes

jaunty shell
#

I get a different behaviour

tired tree
#

related to what

jaunty shell
#

the root of my pawn

tired tree
#

no, as in how is it different

jaunty shell
#

ah, well it just doesn't work

tired tree
#

and in 2d are you using a Fps controller

jaunty shell
#

nope, same controller, I'm just translating the pawn around

#

and I have a child actor that is supposed to follow the pawn root

#

but it only works in standard play mode

tired tree
#

in VR the root isn't moving with you

jaunty shell
#

ah, that could be it

tired tree
#

in the "suggested" setup by epic the root stays at 0,0 and the HMD and controllers move relative to it, the actor acts as your roomspace with the root being at the dead center

jaunty shell
#

I'll just add a dummy scene component as a ref then

tired tree
#

follow the cameras location instead

jaunty shell
#

the camera root or the camera itself ?

tired tree
#

camera

#

camera root doesn't translate either, its there to set a height...damn forgot how clunky the suggested setup was

jaunty shell
#

x)

#

hmm I wonder if were'll get the right behaviour

#

I want to move the actor relatively to the playspace

#

not the camera itself (which moves in the playspace)

tired tree
#

then keep it offset from root

#

root is playspace center

#

if you move the actor it will follow with it

jaunty shell
#

okay so after fiddling around with it

#

it seems the actor looses its parent after being manipulated

#

might be because we attach it to its interactor then release it when dropped

tired tree
#

if you are detaching then yeah it would lose the parent

raven halo
#

@mighty carbon remember how I told you that my game was failing Oculus submission test because it was failing on S6 Edge?

#

Turns out they messed up the test results

#

they mixed them up

#

it does in fact work on S6 Edge

#

the devices that it does not work on are certain devices running Android 5

mighty carbon
#

Ha, crazy stuff o.O

raven halo
#

yes totally

#

we were going nuts

#

turns out that the game is not launching on certain devices running Android 5... because...

#

well

mighty carbon
#

Glad to hear it's been resolved!

raven halo
#

you know how Epic advertises Unreal as being OpenGL Es 3.1 compatible?

#

It's a small lie

#

there is a catch

mighty carbon
#

Oh

raven halo
#

it does not work with OPenGL ES 3.1 specifications

#

it also needs the phone OS to enable certain extension of the GPU through the driver

#

otherwise it wont run

mighty carbon
#

Interesting twist

raven halo
#

yes

#

so what epic should say is:

#

Unreal on ES 3.1 works with ES 3.1 compatible devices that also have 2 specific extensions enabled

#

so

#

our problem is that Oculus also tests S6, S6 Edge and Note 5 on Android 5

#

for whatever reason, Android 5 does not enable the extensions needed by Unreal on those devices

#

and the only solution is to upgrade to Android 6

#

interestingly enough, Android 5 enables the extension if it runs on a Note 4

#

but there must have been a bug or whatever on the driver for the S6 chip on Android 5

mighty carbon
#

I am guessing one should tell them "no Note 4 and no Android 5 devices supported" when submitting for the review?

raven halo
#

exactly

#

I still haven't heard back from them regarding the Android 5 request

#

(I don't even know why they are asking for android 4 support in the first place)

#

also interesting note

#

you can also drop support for Note 5 if you want

mighty carbon
#

But it's the same as S6

raven halo
#

I know

#

makes no sense

#

but they told us it's an option

mighty carbon
#

I see

raven halo
#

we told them the only reason why it's failing on Note 5 is because of Android 5

#

and we haven't heard back yet

#

but I'll let you know as always

mighty carbon
#

Well, people should have upgraded to Android 6.0.1 by now

raven halo
#

yep

#

who the hell owns a gearvr and doesn't update the os?

mighty carbon
#

Btw, have you tried 4.16p1 ? It supposedly has multiview working properly on Gear VR

raven halo
#

i can understand if a casual phone user doesn't upgrade OS, but a enthusiast who goes out of his way to get a gearvr?

#

how likely would that be?

#

I haven't no

#

we are right now on the Oculus branch of unreal

#

that had the latest sdk stuff

#

fun fact:

mighty carbon
#

I am sure Oculus already released 4.16 p1

raven halo
#

the oculus branch of unreal, for whatever reason, is set to ask for all imaginable permissions when running the game

mighty carbon
#

Oh, that's bad

raven halo
#

we only noticed because we failed another point in the submission process that was asking us to remove so many permissions

#

and we were totally surprised!

#

by default it even asks for your contact list

mighty carbon
#

Is it hard to remove those?

raven halo
#

it's crazy

#

nah

#

it's simple

#

it's just totally unexpected

#

if Oculus lets us drop support for Android 5

#

then we only have one single problem left

#

which is that there is sever tearing happening on Android 7

#

I've been talking to Oculus

#

and the best guess at this moment is that Android 7 uses more GPU resources, and so the OS, the game and the timewarp process are all fighting for resources

#

and there are just not enough

mighty carbon
#

Bizarre

#

S8 has Android 7

raven halo
#

I'm curious to see how the game would perform there. Interestingly enough, S8 is not part of the submission test

#

in theory, if it has a beefier GPU, it could be able to handle Android 7, the game and the time warp

mighty carbon
#

Hah, what a mess

raven halo
#

yup

#

we have gone through a second submission attempt yesterday

#

that's how we realized they messed up the results the first time

#

also, this time around they complained about the permissions issue

mighty carbon
#

Google is secretly making Gear VR work worse than Daydream. Sabotage.

raven halo
#

but they didn't in the first submission test, it passed those!

#

LOL

mighty carbon
#

Tweet at Carmack and tell him to fix that shit! :)

raven halo
#

i'm so tempted ๐Ÿ˜›

mighty carbon
#

I see people actually doing that

tired tree
#

terrible people

mighty carbon
#

Lol

#

It just feels like there are 2-3 devs at oculus and the rest are administration and shareholders

#

Taking forever to fix things and improve Home.

jaunty shell
#

@tired tree got it, had to reattach the actor to the pawn once you drop it

tired tree
#

when you "attach" it to something else it loses it's original parent anyway

mighty carbon
raven halo
#

yes

#

this is my bread and butter

#

!

#

I would do all of this in the shader

#

in the material I mean

mighty carbon
#

Well, I'd rather not, since I don't know shaders

raven halo
#

hah

#

I wouldn't know any other way to do it....

#

what were you planning on doing if it wasn't shaders?

tired tree
#

/** Sound class to be used for the VOIP audio component */
UPROPERTY(config, EditAnywhere, Category="Audio", meta=(AllowedClasses="SoundClass"))
FStringAssetReference VoiPSoundClass;

jaunty shell
#

aye sounds about right

tired tree
#

this is new isn't it?

#

ah nvm

mighty carbon
#

@raven halo well, it's normally done in material, so that's what I'd do. Just need to figure out how to do that.

wicked oak
#

@tired tree whats that for voip?

#

new audio engine using voip stuffs?

tired tree
#

no its old

#

was hoping it was a useful override

#

it just looked new because the name bugs out in display in editor

raven halo
#

@mighty carbon I'll help you out

#

just give a few minutes/ maybe an hour

mighty carbon
#

Thanks a bunch

#

I am at work right now, so I can't really test anything anyway

#

But I can answer questions ๐Ÿ˜Š

wicked oak
#

rip all older console commands

#

now everything is "vr.something"

#

wich honestly is better

#

fuck those random commands

jaunty shell
#

on 4.16 ?

mighty carbon
#

@wicked oak How is performance with 4.16 in DWVR?

wicked oak
#

similar to 4.15

#

my archmage apex cloth is now workign

#

but its waaaaaaay slower than what it was

#

im talking a single mage (boss) taking the frames from 9ms to 20ms

tired tree
#

you using apex? not the new cloth system?

#

or are you saying the new cloth system is slower

wicked oak
#

it was using apex

#

so probably yes, apex

#

it used to be fast enough, is not that high poly a mesh

#

but now its lagging incredibly hard

mighty carbon
#

Try new cloth sim. It will be replacing apex anyway.

wicked oak
#

how do i set it up?

mighty carbon
#

I don't know - I saw it in the release notes :)

tired tree
#

think it already replaced it

#

which may explain the slow down

mighty carbon
#

Are there any AI improvements in 4.16?

full junco
#

no relevant ones I think

#

probably some bug fixes

mighty carbon
#

I see

#

What's with that Odin class from RR? Is it something new and generic for UE4 or is it just for RR?

tired tree
#

All the Odin classes are c++ ocnstructs for RR

#

some custom functionality, things that would be hard or impossible to do in blueprint

mighty carbon
#

I thought they will have it as part of 4.16

tired tree
#

?

#

its specific things for RR

#

AI and stuff

mighty carbon
#

Any idea what exact functionality they needed it for?

tired tree
#

well for one, AI controllers don't naturally track the correct location for VR pawns

#

they track the root location

#

so they changed that behavior to look for the camera location instead

wicked oak
#

i do that too, but in a simpler way

tired tree
#

its actually easier to achieve than how they did it though, doubt its going to hit the engine itself,

wicked oak
#

i just track the camera of the player

tired tree
#

thats how they do it?

wicked oak
#

i have functions that are like "get player head location"

#

that just return the cam position

tired tree
#

oh, i'm talking about the ai controller GetActorFocalPoint

mighty carbon
#

What difference does it make for AI?

tired tree
#

AIController Line Of Sight checks and facing direction are derived from the actor location

#

which is wrong for vr

#

that is unless you are directly driving a pawn

#

then its correct

#

I actually had someone ask how to do that yesterday and I made him an overrideen AI Controller

mighty carbon
#

I see. Is this stuff present in your template/plugin?

tired tree
#

as of last night yes :p

#

didn't consider people needing it until someone asked

#

its pretty simple to implement

#

just two function overrides

#

but most of ODIN classes are modified movement components, game backends, and custom AI functions. The primary gameplay is all BP

mighty carbon
#

So, what else RR AI does that normal ue4 AI can't do?

tired tree
#

also had some dude replicating 4 vive trackers, the HMD, and both controllers per player, so did some network optimization to accommodate that level of severe sillyness.

#

its mostly just general AI stuff, custom target finding and the like

#

generic things you would do when making a game

#

based on the gameplay

mighty carbon
#

Hmm.. sucks.

#

I was hoping AI is more flexible in ue4 and doesn't require custom C++ work

tired tree
#

what exactly are you missing?

#

Most AI doesn't require c++ as far as I am aware

mighty carbon
#

Well, RR is the first VR game from Epic, so I assume AI in the stick engine wasn't capable of doing what AI in RR does

#

(And so far I didn't see anything out of ordinary, so I assume the issues were in the core AI functionality)

#

I guess when I get AI I'll see all the issues regarding working with AI for VR

tired tree
#

well you mostly assumed wrong here...

#

the ai system is pretty robust

#

think they just wanted some of the systems in c++ for the AI to keep the speed up

wicked oak
#

the behavior tree is quite strong

#

they used it extensively for robo recall

#

and blueprints

mighty carbon
#

So basically RR AI could have been made without C++ ?

fleet veldt
#

Maybe not 100% without (and still run on min spec machines) but the majority of the logic is in blueprints/behavior trees.

mighty carbon
#

I see

#

And

wicked oak
#

RR ai is 99% blueprints mate

#

only a few c++ stuff

#

that could be worked around in blueprints

#

lmao its inside out tracking with some IR marker

#

nothing out of the ordinary, very easy to make

#

even i could get that working if you give me a small budget and a few weeks

#

its kind of useless. It needs to you to place markers around

#

but its a good "give me money investors" startup that will never get anywhere

mighty carbon
#

True

#

I wonder if anime style materials with ink outlines would perform well in VR

#

(Toon shading)

fresh laurel
mighty carbon
#

Lol, I just posted that one swipe above ;)

fleet veldt
#

stop changing avatars on us @fresh laurel ๐Ÿ˜‰

fresh laurel
#

๐Ÿ˜›

valid ether
#

I have a shimmering issue on GearVR headset. My UMG widgets and text are bouncing around a few pixels constantly while moving the camera. Looks like this is Unreal rendering issue which was tried to be addressed in v4.14 by implementing forward rendering. But this doesn't fix my issue. Here's another similar thread posted in Answerhub here https://answers.unrealengine.com/questions/71817/shimmer-on-edges-lines.html

#

Does anyone faced a similar issue?

mighty carbon
#

Gear VR have used mobile forward rendering since like 4.7

#

I don't have this issue. Using 4.15.1

#

Also, you shouldn't use UMG as is. Either render it to texture for Stereo layer, or use it on 3D widget.

mighty carbon
#

@wicked oak where do you get character anims for your games ?

wicked oak
#

marketplace

#

and the ones i cant get, i animate myself

#

like for my flying magic bosses

mighty carbon
#

I see

#

Are there plenty anims to cover pretty much anything when it comes to bipedal on-the-ground characters ?

glossy agate
#

Mixamo has a bunch of free anims

#

For biped

mighty carbon
#

I don't like their anims

#

I am thinking either to animate myself (fun, but tedious) or just buy them and then modify them inside UE4 using Allright Rig plugin.

mighty carbon
#

@raven halo any luck by chance ?

eternal inlet
#

anyone tried Batman VR yet?

mighty carbon
#

I wanted to, but I read that people get VR sick with it

eternal inlet
#

really?

mighty carbon
#

(And supposedly they don't get sick with other experiences)

eternal inlet
#

from the little fottage i saw, it was mostly teleportation?

mighty carbon
#

Yeah, that's why I am puzzled

#

I guess I would rather get Arizona Sunshine

#

:)

eternal inlet
#

i got that, and i dont understand what all the fuzz is about

#

AS suxx imo

mighty carbon
#

Why?

eternal inlet
#

gun handling is anoying

mighty carbon
#

Is it worse than RR?

eternal inlet
#

actually i liked RR better even on Vive

mighty carbon
#

So I guess we are back to square one - no good games and no good experiences in VR :(

eternal inlet
#

some places also, the dificulty is just instane, and other places just boring

#

Vanishing Realms

#

that's the only game i really enjoyed

#

even with teleportatino

mighty carbon
#

I like RR a lot

wicked oak
#

im making a dungeon crawler myself @eternal inlet

eternal inlet
#

cool @wicked oak

mighty carbon
#

Also tried The Unspoken last night and I thought it was cool. But it's MP only :(

eternal inlet
#

we need some good ones

#

how is the game progressing @wicked oak ?

wicked oak
#

a nearly 2 weeks prototype

#

i got the core gameplay and combat locked down

#

now i need better level generator for the dungeons

eternal inlet
#

cool

wicked oak
#

while the artist i know is trying some concepts, im back to DWVR to get stuff done

#

btw its a cooperative game

eternal inlet
#

ooh nice, so MP

wicked oak
#

this shows it well

mighty carbon
#

Oh come on... We need SP games !

#

:)

wicked oak
#

mp games are much easier to market

eternal inlet
#

is mp possible to do in bp only? never done any mp before

wicked oak
#

ys

eternal inlet
#

looks damn difficult btw

#

that bow stuff was hard

wicked oak
#

this bow works MP and has critical hits that knocks down the enemy if you hit him in the head

#

and if you hit on the shield it will stay stuck and not do damage

eternal inlet
#

cool

#

good mechanics for sure

#

and it's trackpad motion it seems

wicked oak
#

it is

#

im also trying to see how would it work on PSVR

#

as i wont focus on pc vr

#

when i have the possibility of doing PSVR

eternal inlet
#

nice

mighty carbon
#

Total Biscuit won't play your MP game, but he will play SP as he won't have to search for someone to play with ;)

eternal inlet
#

so how do u handle movement and collision?

#

hijacked the character component?

wicked oak
#

yes

eternal inlet
#

that is only doable in c++ right?

#

i mean without using an extra pawn?

wicked oak
#

i think the way i did its possible on blueprints only

#

its not the best way

eternal inlet
#

ok, coz im doing a terrible hack right now

#

it works, but it's tedius as fuck

#

by having a pawn that spawns a character that i just use for capsule

#

and then i move my pawn to the char all the time more or less

wicked oak
#

thats what i do, but 1 char not 2

eternal inlet
#

i think im gonna post a bunch of videos on how i set that up, but in hope that someone else can point to a better approach

#

hmm, well i got 1 char (capsule) and 1 pawn (camera)

#

u don't have that?

wicked oak
#

nope

#

i just have a VROrigin component on the character

#

and offset it in a way that the camera is on top of the collision

eternal inlet
#

i must be overcomplicating something

#

i tried that

#

couldn't get it to work

#

you also allow moving in roomscale then?

#

i mean

#

movement in roomscale moves the capsule also

wicked oak
#

yes

#

i do that by teleporting the character below the camera, and then "resetting" the camera location so its right above the capsule (as moving the character moves the camera)

eternal inlet
#

hmm sounds like something i tried, but it didn't work for me

#

ie. if i was moving in roomscale while moving with trackpad or whatever

#

those two things kept interfeering

wicked oak
#

no issue

#

other one here has a better version

#

in that free VR toolkit for ue4

#

his version actually works much better multiplayer

eternal inlet
#

Mordentral?

wicked oak
#

is more or less the same, but he replicates the character movement properly

#

yes

eternal inlet
#

ah yes i talked to him about it too

#

i actually thought the character movement was replicating correctly pr. default?

wicked oak
#

it does

#

but it doesnt if you keep teleporting it around like i was doing

eternal inlet
#

ah

#

in that case, my vrchar may actually behave correctly

#

even though it's at the cost of a seperate pawn

#

i need to figure out how to do MP stuff and try it out

wicked oak
#

just grab his c++ version of that

eternal inlet
#

i don't understand c++ very well ๐Ÿ˜ฆ

#

i actually tried to read some of it, but i don't get it

wicked oak
#

lol you cant just read some c++

#

you need to learn it well

#

and its infinitely deep

eternal inlet
#

yeah, well, it's gonna take a long time to learn that for me

wicked oak
#

but if you got blueprints covered, you already know about programming

#

you should try learning it anyway, it will improve your blueprints

eternal inlet
#

i should start with something more basic then atleast

#

yeah, i'll eventually try some

wicked oak
#

just try to learn c++ separated from unrela

eternal inlet
#

good idea

#

should do that in work hours actually lol

#

instead of doing stuff in c#

#

like i normally do

#

hehe

#

bet my colleagues wont mind me switching haha ๐Ÿ˜„

wicked oak
#

well, from C# to C++ its not that big of a step

#

syntax is highly similar

#

the biggest difference is that you need to manage memory properly and use pointers in C++

eternal inlet
#

i know... shyyysh dont say pointers

#

they're evil!!!

#

๐Ÿ˜„

wicked oak
#

you only need to think of them as links to AActors or Uobjects

#

and check all of them

#

IsValid() constantly

#

all the damn time

eternal inlet
#

omg

wicked oak
#

becouse a bad pointer just gives you an eror in blueprint

#

in c++ it crashes

eternal inlet
#

yeah i understand that part

#

yuk... well, thx for the peptalk ๐Ÿ˜ƒ i will start out in small

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get used to that stuff and the syntax

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but it will take a loooong time

full junco
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@wicked oak you should not do IsValid() all the time

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that would be really bad

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you should write your code so that you know the pointer is valid

wicked oak
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of course

full junco
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only do IsValid() if theres really no other way to make sure its valid

wicked oak
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also nullptr

full junco
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otherwise its a waste of performance

wicked oak
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the problem is that im doing replication shanenigans

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with replicated actors and the like

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ive had a problem a couple times where the pointer wasnt null, but it was invalid

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due to replication stuff

full junco
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yeah with replication you might need to do it more often

wicked oak
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i would like to just send an std::Optional

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to functions that do work if you send null

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and avoid actual null when possible

full junco
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why?

wicked oak
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clear intent

glossy agate
eternal inlet
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ooh nice will definetely download

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1GB! ๐Ÿ˜› dayum

glossy agate
#

Haha yeah. I have it downloaded, but havn't done anything with it yet.

eternal inlet
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actually i recall that... someone said it wasn't working or something

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so i didnt download

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but now i will anyway to see

glossy agate
#

Yeah that was a while back. In the thread it looks like updates are in now, or at least instructions on fixing the broken parts.

eternal inlet
#

when did forum layout change to look like answerhub btw?

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i got so confused just now when looking through it, and realizing it's the forums

glossy agate
#

I actually didn't notice haha. I Think its been like that for a while.

eternal inlet
#

could just be my browser that has been caching something

tired tree
#

have to download the new one

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4.16 changed a ton of things

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most of the time that also requires purging intermediate folders as they don't always regenerate for whatever reason

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its in a beta branch on the repository until official release when it will become the master branch

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I wouldn't switch over on a serious project until 4.16.0 or .1 due to tons of bugs in preview versions usually anyway

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oh, the template is fully over to 4.16 though, since I keep it on latest engine version at all time

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@eternal inlet you are prob on the mobile version of the forums, it keeps reverting for me to that, press Full Site at bottom of pagwe

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also that multiplayer project template is pretty bad

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god damn it, they broke debug rendering in VR again in 4.16

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its hell to test until fixed

full junco
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@tired tree what debug rendering?

tired tree
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debug draw

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rendering regardless of hmd orientation again

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it happened back in 4.13 for a bit too

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currently get ghosted black copies of all debug shapes that follow your head

zenith charm
#

Ah I did MordenTral, checking out the new example right now so that's helping see whats changed ๐Ÿ˜ƒ

tired tree
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all of the changes are on the back end in c++

full junco
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still dont get what you mean with "debug draw"

tired tree
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debug capsules / spheres / squares

zenith charm
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Ah I see, I'm a few versions back I think at this point.

full junco
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ah, those stuff

tired tree
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the direct line rendering

full junco
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that doesnt work?

tired tree
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it does, but its ghosting a second copy into view

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regardless of if its on screen or not

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same bug 4.13 preview had

full junco
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I want to move to 4.16 preview once my game is done

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so that I'm sure any feature I need works

tired tree
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.p2 will likely fix it

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once i complain enough

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to them

full junco
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good, then complain a lot

mighty carbon
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that's getting funded quickly

full junco
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that thing is expensive

mighty carbon
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yep

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but if it works ...

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btw, struggling with this issue:

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(not getting smooth gradients on masking and not getting even "fill rate")

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any ideas folks ?

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anyone? ๐Ÿ˜ฆ

glossy agate
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Shouldn't that gradient mask be on alpha channel?

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And set to mask, not color?

mighty carbon
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it's not a transparent material

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so, why would I use alpha?

glossy agate
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Oh I thought that gradient map you were using was supposed to mask the emissive coming through.

mighty carbon
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it is

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but I need it to be on the opaque material

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it actually has the same issues for transparent material - no smooth gradients and non-linear filling

mighty carbon
#

that navigation plugin looks sweet

quartz bay
real needle
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@quartz bay I used an old version and it worked just fine, they rewrote it with some feedback and the new one will be much better

clever sky
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Oh yeah... VRGluv.

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I backed it. But I'm still skeptical.

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Dexmo gloves cost $11k for the DK1 prototypes.

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They're so expensive you have to contact them via email to get the price!

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But VRGluv? $500 mass produced slicker looking dev units?

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Sounds like a too good to be true.

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Only backed it because the cheapest tier was still open and i wanted the option of cancelling them in a little less than a month's time ๐Ÿ˜›

jaunty shell
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It does look too good to be true, but their product almost looks like a finished one

clever sky
#

Problem is hardware stuff tends to be much more... finnicky in its success rate.

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I've only backed one hardware thing on kickstarter. The Oculus Rift DK1.

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That one passed the sniff test.

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But this one... is much more uncertain.

jaunty shell
#

Sixense PTSD ayy

blissful bear
eternal inlet
#

@motorsep#8292 u know how to handle moving platforms and navigation? As i understand, it's not possible right now, out of the box, but even with some manual work, how would such a thing be possible?

mighty carbon
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@eternal inlet I don't know anything about AI just yet :) But I think AI doesn't jump from area to area and up/down in stock UE4

valid ether
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@mighty carbon, about using stereo layer for GearVR rendering you adviced me, I could not render a simple texture in stereo layer. Also I've seen your discussion here https://forums.oculus.com/developer/discussion/44130/gear-vr-rendering-umg-widget-in-stereolayer-component-how-bp-only and tried both projects with C++ and Blueprints, but nothing was rendered to my screen.

mighty carbon
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It doesn't render to the screen

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It's a component

eternal inlet
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i also used stereolayers at some poinit to draw a fov limiter material

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problem with it, was that it also blocks the chaperonebounds

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which makes the player loose track of roomscale

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so i actually reverted to a normal plane mesh

alpine torrent
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i was thinking if you make a gun or hack nerf gun then connect them vie plugin to your ue4 vr project that woundn't be hard?

valid ether
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My problem is, that after setting up stereo layer componnent, still nothing was visible to me.

eternal inlet
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u don't see it in the viewport?

valid ether
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that's right, exaclty

eternal inlet
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and u're using which version of ue4?

valid ether
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4.15.1

eternal inlet
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strange

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once you've added it, and select it in the viewport, how does it look?

mighty carbon
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Stereo layers do not show in PIE

eternal inlet
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send a screenshot

mighty carbon
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Only in VR

eternal inlet
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true

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also u may have to add some distance

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im not in front of my pc, but i recall i added like 100cm

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on the x axis

valid ether
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ahh, let me try in VR first. I thought it should work on editor as well.

eternal inlet
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with a quad size of 300x300

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i usally activate mirror on steamvr when i do stereolayers

tired tree
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@blissful bear Its not really possible to make a plugin for ue4 that does the same thing.

valid ether
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@mighty carbon and @eternal inlet Thank you guys, thank you very much! It worked with better quality than Oculus home.

mighty carbon
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No problem :)

eternal inlet
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great to hear ๐Ÿ˜ƒ

jaunty shell
#

Is there any good doc on how to use SteamVR loading screens with UE4 ? Is level streaming the only solution ?

eternal inlet
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as far as i know yes

valid ether
#

@mighty carbon @eternal inlet Guys, do you think that this is a workaround and not a soluition, and we should expect from Epic Devs, that they should arm UE4 with proper means of developing UI based VR app with high quality rendering?

tired tree
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the stereo layer is there because it renders in the compositor and outside of postprocessing

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you can link UM

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G widgets with stereo layers though

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the problem is if its not Oculus hardware then there is no supported geometry occlusion

clever sky
#

@eternal inlet Moving platforms and AI would probably need custom logic. i.e. trigger boxes and instructions to jump onto the platform then off again.

valid ether
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Sorry, could you elaborate a little more, I'm not fluent to UE4 and it is not clear to me what do you mean with "renders in the compositor and outside of postprocessing"?

clever sky
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compositor is the rendering layer that sits in the pipeline after the engine... so that you can render external of game elements to the screen.

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Like windows UI or steam UI

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From what I understand*

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Basically near the final stage just before it sends data to the display itself.

tired tree
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yeah its rendering AFTER the engine passes off the scene data to the VR layer

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so it doesn't have any of the post processing or lens warping that the engines image is affected with

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well, lens cropping

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Actually, I have a good example of that, from a video where I had an engine cap and a compositor cap side by side

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look at how the keyboard renders in the compositor

valid ether
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so.. this is why I couldn't see rendered stereo layer while playing through the editor?

clever sky
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Yep

valid ether
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Guys, I am still not sure whether what I have done is a workaround to get better rendering in VR. And do we expect in future to render in VR as good as we can achieve using Stereo Layer trick described above?

tired tree
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likely not

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stereo layers are likely going to stick around as a solution rather than another in engine pass

valid ether
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Ok, let me describe what I have done to be clear what I ask.

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I have a 3D UMG widget where I have buttons and other UI elements. When I render it in VR it is shimmering. For solving this issue, I first render the UMG widget in a texture, then I put a Stereo Layer right in front of my UMG widget and set the rendered texture to Stereo Layer. In other words, I have UMG widget to get taps on GearVR using raycasting, and then use Stereo Layer to render it normally. If UMG would be renderd in high quality, I would not need Stereo Layer. Doesn't it sounds like a workaround?

wicked oak
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@tired tree have you checked the new "default stereo layer" system?

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they have added a stereo layer system that works outside of the APIs