#virtual-reality

1 messages · Page 107 of 1

tired tree
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? its a seperate pass?

wicked oak
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so if your plugin doesnt support that layer, UE4 will render it itself

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yup

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check DefaultStereoLayers.cpp

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it renders them there

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directly

tired tree
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oooooooooo

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does it support occlusion?

wicked oak
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that i dont know

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but its quite probable

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its just rendering it on top of everything when the time is needed

tired tree
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out of post process?

wicked oak
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yes

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it just renders them directly with the graphics API

tired tree
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was this 4.15?

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or 16

wicked oak
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RendererModule.DrawRectangle(etc)

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creates a pipeline, creates vertex and pixel shaders,and directly renders them

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nvm

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no depth

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GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();

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the "false" and "cf_allways" basically are equivalent to No depth

tired tree
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oh its 4.16

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no wonder

wicked oak
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this also means the change is this line

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change the CF_Allways for cF_less

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it still just does them as "draw rectangle" wich is weird

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what about the cylinder layers

tired tree
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it doesn't support them

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i'm looking at it

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its a first pass though

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so who knows

wicked oak
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seeing the viewport, it does seem like it just renders the rectangles directly on top of everything else

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but no depth and no cylinder layers

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what a shame, cylinder layers are great for big HUD panels

tired tree
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mm

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its just a sceneviewextension

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interesting

wicked oak
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the "supports depth" bool in the stereo layer is by far the most useless button in the whole ue4

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it never works

tired tree
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it works for oculus right?

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its not implemented for steamvr since they don't support it anyway

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but the oculus plugin implements it

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I need to play around with this, if I can just scene view extend a quad onto the screen I might as well throw away all of the HMD code for my StereoLayerWidget and just use a bastardized version of this

wicked oak
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stereo layer widget?

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its not even needed

tired tree
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?

wicked oak
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what are you doing there?

tired tree
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UMG to stereo

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without the blueprint hacks people have been using

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it just renders directly to a stereo layer instead

wicked oak
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connecting a 3d widget texture to a stereo layer is no issue

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ah, you do it better

tired tree
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yeah

wicked oak
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how do you exactly do it?

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does it support a way to enable/disable stereo layer mode?

tired tree
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I don't have it make its own render target, I intialize a stereo layer and set it to use that target instead

wicked oak
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you cant draw directly from the game thread tho

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this has to be synced

tired tree
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and yeah it can switch between the too

wicked oak
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oh thats very useful

tired tree
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I don't render on the game thread?

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i pass in a different render target to umg

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so it directly renders to the stereo layer render target

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that is sampled

wicked oak
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ah

valid ether
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How can we deal with StereoLayer Cylindral shapes with UMG and make their collisions work? Any ideas guys?

wicked oak
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you cant

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but you might be able to "sync" a stereo layer with a 3d widget

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then set the widget to use a fully transparent material

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that still gets collisions

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that would work

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i did that myself

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but i had issues becouse the layers didnt have depth and they blocked the ray i was using for selection

valid ether
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but they're on different shapes, and maybe the button on which I should have looked at, is not in the same place, but little moved because of the cylindrical surface

tired tree
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shcolf there are ways of getting UMG to look "passable" in engine, its not going to be as clean as stereo layers but if you were getting "shimmer" like you said than you had something wrong.

valid ether
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Well I've tried multiple methods, including FXAA, MSAA, TAA and so on, nothing worked that well, just as stereo layer

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StereoLayer by itself is a "mesh", am I right? If so, then can we get somehow it's vertex data and procedurally generate that mesh?

wicked oak
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what do you recomend for that @tired tree ?

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to improve its look

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in ps4 i cheat by using higher resolutiono graphics on the main menu, so all text looks better

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still no generic adaptive resolution...

tired tree
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thats basically it though :p setting the rendering target for it higher

wicked oak
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i see myself trying to implement it for ps4 on my end

tired tree
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and of course not using TAA

clever sky
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@valid ether If your main issue is readability...

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Then why not just make bigger menus with bigger text?

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I have a shit load of text on my menus.

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But they're about 1m wide

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or even bigger.

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No one complaining about readability 😛

valid ether
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@clever sky Naah, my main issue is not readability only, the whole scene was shimmering, and that's quite annoying

clever sky
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Increase render resolution?

tired tree
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shimmering as in white dots? Or as in alias'd / low res? Also are you on the forward renderer?

wicked oak
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oh i see, adaptive resolution asks Oculus for the performance stat each frame

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it just asks oculus what is the adaptive resolution to use

valid ether
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@clever sky I've increased screen Precentage up to 140, fps up to 90, still same effect. @tired tree my text letters are bouncing up and down because of this, and also because my text is white, shimmering is happening as black dots on text letters.

wicked oak
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i had to switch to a more readable font in my game

clever sky
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Hmmm

tired tree
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Your letters are bouncing?

clever sky
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That sounds wrong

tired tree
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and black dots on white text?

valid ether
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yes

tired tree
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sounds like you have something set up really wrong? what headset are you using?

valid ether
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GearVR SM-R323 with Galaxy S7

tired tree
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oh its mobile, what fps are you getting?

valid ether
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almost 60

tired tree
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with the phone almost 60? 60 is the target, I don't know if Gearvr reprojects or what kind of artifacts would appear when it does

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might be time to call like the one guy that actually does mobile around here @mighty carbon

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see if he has noticed anything like that

clever sky
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You guys ordering the pro vive strap?

valid ether
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I think mobile isnt the issue, because I'm also seeing shimmering with editor. I'll try to capture

winter venture
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wish that strap let you flip the hmd up

tired tree
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if you are seeing shimmering with the editor then you defiantly have a setting wrong in engine.

valid ether
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I've set those settings for mobile, lemme capture the rendering settings I use

tired tree
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try loading up a template project or something out of your project first

valid ether
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ok I'll try to make a template, also here are the settings.

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by the way, the project is inside 4.14.3

tired tree
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You have anti aliasing entirely turned off?

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including in the post process volume?

valid ether
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After numerous of failed experiments, yes, I've eventually turned that off

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Also removed post processing volume after thaty

tired tree
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well that would explain shimmer in the viewport of the editor

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when moving at least

valid ether
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What settings do you recommend?

tired tree
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I don't know the best mobile settings, I would start with what the mobile settings are default and talk to Motorsep since he has spent months playing with them

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I have no idea how hard it is to hit 60 on gearvr so I wouldn't want to give recomendations

jaunty shell
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@tired tree super hard

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it was a nightmare on Unity, had to merge everything, reduce polycount and texture resolution pretty hard too

tired tree
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I assumed

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thats why I don't want to provide bad answers from the perspective of what is good enough on PC VR

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also some things may be more/less costly on the mobile renderer

jaunty shell
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as a hint, we had to restrain drawcalls to 50 per eye or something on a Galaxy S6

valid ether
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@tired tree Thank you for your help

jaunty shell
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and even with that value the phone was heating up quite easily

main fjord
mighty carbon
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almost 60 fps is how much ?

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58.xx-59.xx is what you will hit with UE4 and you will never hit 60 fps

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especially because it's v-synced and mobile screen is like 59 Hz

eternal inlet
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@main fjord i actually just use my FOV limiter to fade to black (or whatever color i prefer) when i stick my head into things

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i assume that's what you mean?

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my FOV limiter is just a 5x5m plane with a simple texture on

main fjord
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was thinking on level start/end to hide loading hitching, but yeh, similar

eternal inlet
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u doing c++ or bp?

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coz i only do bp, so wouldn't know what to say with c++

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then u gotta ask Mordentral or vblanco i suppose

tired tree
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Epic teleport has a blueprint full fade in/out in it

eternal inlet
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u know what it does behind the scene M?

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coz from what i could tell, it just tones down colors

tired tree
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never bothered to check

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I don't do fov limiting myself

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leave that up to people to handle how they want

eternal inlet
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i personally also dont like fov limiting

tired tree
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though the teleport fade isn't an fov limit

wicked oak
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im going to add a fov limited soon

eternal inlet
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but i just used the same material to blank out view when i was sticking my head into things i didnt want people to look into

wicked oak
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as part of the confort features of the final game

tired tree
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I helped someone with thei game briefly, and checking back on the bug reports they received like 50% of them were saying how much people hated the FOV limiting

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def leave it optional

eternal inlet
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i used to use stereolayers for that too, but a simple plane was much better

wicked oak
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it will be off by default

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just in options

eternal inlet
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yeah

wicked oak
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alongside "full" teleport instead of dash, and smooth rotate

main fjord
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I might checkout the VR template then if they have some cunning fade

eternal inlet
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as @tired tree said there's a handy node for that

main fjord
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I used a dynamic post-process material before for another title, but that was crazy expensive

wicked oak
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hey @tired tree best way to do damage numbers in vR?

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i would love to just do them on Canvas, but cant

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canvas is hella broken on VR

mighty carbon
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shiny

tired tree
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and you don't want to just text render?

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honestly best is 3d text

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but I know the work you would go through, and the available options for 3d party are meh

eternal inlet
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@mighty carbon oho, is that new they added those anims to trello?

wicked oak
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what about screenspace size?

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if you snipe enemies the number will be too small if idont do them screenspace

mighty carbon
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they also chopped off most of the stuff for future releases and now we have no clue what and when is planned

eternal inlet
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doh yeah

tired tree
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can always scale based on distance, 3d is still the best effect. Screen space you can deproject to a stereo layer attached set to the hmd

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or hell, just don't put damage numbers on the enemies

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put it in HUD

eternal inlet
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@wicked oak i assume you're looking for a technique where you scale size differently from the location where it's actually at?

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you still want to keep the depth cue in there

tired tree
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some guy made a 3d text system using instanced meshes, the font is limited but i'm pretty sue that end goal that is the best looking and feeling option for vr when feasible

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then again RR did damage numbers right? people liked how they did it

eternal inlet
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im gonna do something similar with an aim reticle that also needs to be drawn in the distance, but i don't want it to be so small that i can hardly see it

wicked oak
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not damage numbers, it was for random events and stuff

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that was UMG

tired tree
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are players going to know total health / weapon damage directly?

eternal inlet
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there was an old talk about that topic...

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lemme see if i can find it

tired tree
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or would it be better to just have a health bar indication?

mighty carbon
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how is UMG isn't aliased in RR ?

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(at least it didn't look aliased when I played it)

tired tree
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its downscaled

eternal inlet
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this video talks about a lot of relevant stuff for us all

glossy agate
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Yes! That was the video I was trying to find when you said you were trying to make those grapple indicators use screen space

wicked oak
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does robo recall render that 3d umg in a different texture then put it on the screen?

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you can do that with separated translucency, but it will also do that for particle fx wich will murder performance really hard

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wich also remembers me, i can abuse that for my main menu

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render the separated transparents to 150%

tired tree
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yeah no

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its just umg widgets auto rotated to face the player

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at least for the combo counter

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they also scale it by distance to player

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text is really stylized and bold though

clever sky
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For draw over everything UI...

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you can render the occluded parts differently from the non-occluded parts.

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i.e. darker or something.

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Wilson's Heart has a pretty awesome solution for hand occlusion that's similar to that.

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They do X-ray vision when you occlude your hands behind or into objects.

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So the portions of the hands that are occluded are x-ray and the portions of the hand that aren't are normal.

wicked oak
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that actually is illegal says Sony

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i was doing that on some stuff, and they told me to remove it

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becouse its messes with the depth perception

clever sky
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According to Sony, darkened glass with film on top messes with depth perception 😛

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Seriously though, if you do it right, it works, because that's the resulting effect - where it's almost like a selective glass surface that lets opacity through from a specified object type.

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The problem comes when you render the occluded portion too similarly to the non-occluded portion.

mighty carbon
eternal inlet
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@mighty carbon what was the problem?

mighty carbon
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I couldn't figure out how to do that and the "IF" node method doesn't work with gradients and it's hard to control (plus it creates non-linear "fill rate")

wicked oak
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i need some "final" feedback for the final release of DWVR

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if you tried the game, please just tell me what would you add or fix for final release

clever sky
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@wicked oak just loaded DWVR - there's a red bar in compositor

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appearing over the UI attached to face in menu screen

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Also suggest that you put difficulty onto the right panel after you click on the mission.

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As opposed to listing all the difficulty/mission permutations.

wicked oak
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it was like that before

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bad idea

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im going to make the missions unlockable

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in a graph style, instead of just a list

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so it makes sense for it to be like that

clever sky
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The mission preview graphic isn't changing either.

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Yeah, that health bar is super broke. It's near the middle of the screen

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and it stays on 😛

wicked oak
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Vive, no?

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Blame Vive stereo layers being fucked

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on Ps4 i just have it on the playspace as a 3d widget

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any stuff about the "general gameplay" part?

mighty carbon
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I blame Vive for everything 😛

wicked oak
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its what im focusing now

valid ether
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Guys, is there a chance to not lose a transparency of rendered textures on StereoLayer?

mighty carbon
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you shouldn't lose it

tired tree
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Blanco, I think that Epic might be using the wrong transform for SteamVR Stereo layers btw

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they are using: const FRotator InRot = In.Rotator();
FRotator OutRot(InRot.Yaw, -InRot.Roll, -InRot.Pitch);

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which is incorrect, only X should be inversed

full junco
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has anyone here compared the oculus HRTF with the steam audio HRTF now?

tired tree
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A Valve employee is repsonding to people in the 4.16 thread telling them that its not going to be "stable" until 4.17

wicked oak
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a valve employee saying ANYTHING?

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big news there

tired tree
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on ue4 forums none the less too!

full junco
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I know what the valve guy said, but that doesnt matter

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I just want to know if anyone compared the oculus HRTF with the steam audio HRTF

wicked oak
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i highly doubt valve one is better

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for one specific vresion

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oculus one is tuned exactly to the rift headphones

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valve one is generic

full junco
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well I'm not using rift headphones

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and I wont ship my game for rift

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so I really dont care about that

wicked oak
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why not?

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its automagic with ue4

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you would just need to handle the control mapping

tired tree
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HRTF is likely better for oculus with their plugin, but every other feature of the audio should be worse since its aproximated.

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though likely faster

full junco
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@wicked oak those 50k people that have touch just don't matter for now, not worth getting a rift and testing on it just for those. and my game should only be played with perfect roomscale

wicked oak
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ask Oculus for free kits

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even Motorsep got two

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and its not 50k people

full junco
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it is, zoltan said that and was very confident about that number

wicked oak
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nvm im having the numbers wrong

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whats the sources for that 50k?

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VRMultigames in oculus store has 22.000 installs

full junco
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you have to ask zoltan for what the source is, and he won't tell you obviously 😛 but he's very sure its correct, and if he says that so am I

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and people that have 3 cameras will be even less

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just not worth caring about rift for now

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maybe a few months after I released it on vive I will port it to rift

wicked oak
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if you send the request to Oculus after releasing on Vive, you get guarnateed headsets in literally no time

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its the biggest argument for them to give headsets, so you can port it

full junco
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well, getting headsets alone is lame, I have to make the game so good that they pay me $50k to port it to rift 😛

wicked oak
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that can actually be a thing

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if the game is good enough, they could even fund it

fleet veldt
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has anyone had issues with headphones/audio out on their Oculus Rift lately?

wicked oak
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absolutely zero issues

fleet veldt
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mine has just completely gone out. I noticed it was happening sparaticly towards the beginning of the week then just quit altogether. I thought it might be the cable but i borrowed a cable from another unit and still had same issue.

wicked oak
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i ran into a bug in 4.16

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huge one

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it resets my blueprint variables

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some time

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even ingame

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while the game is running

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it resets the variables mid-game

full junco
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only BP variables or also variables declared in C++ and exposed to BP?

wicked oak
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declared in C++ as Uproperty

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a component, in fact

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a component that is declared as a VisibleDefaultsOnly, then it has properties

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and the properties get reset mid-game even

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its like WTF is this shit

vagrant mantle
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How to rotate steer a car using motion controller?

mighty carbon
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@wicked oak I got only 1 kit - HMD + Touch, and also got Gear VR controller

wicked oak
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only 1 kit?

mighty carbon
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yeah

wicked oak
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thats hella weird, they usually send 2

mighty carbon
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well, I don't know :/

wicked oak
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you know, for 2 devs, or just if one is broken or similar

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first time i hear of someone getting 1

tired tree
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you specify number on the application now, was it not always like that?

wicked oak
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it wasnt

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i asked for mine "directly" to oculus

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only the 3rd time it got answered

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once i released VRMultigames

mighty carbon
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there is a submission form now

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and you specify number of units needed

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I didn't want to get rejected, since my project is small, so I only asked for 1 set

wicked oak
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i asked for exactly 2 Touch sets

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becouse i had 4 headsets but only 2 touch sets

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so i had to get the 2 extra

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got them quite fast

full junco
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@mighty carbon what project did you show them? your gearvr thing?

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@wicked oak well I guess you will report that bug now so that its fixed soon?

wicked oak
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i need to do more testing

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maybe its something wrong on my end, and its kind of strange to replicate

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ill try to do the exact same code on a empty project, see if it happens

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it only happens on the massive clusterfuck that is DWVR

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a project that was started on the 4.7 days

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so go figure

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im working on remaking and refactoring some chunks of the game

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most of the enemy code that is reaaaaaally old and i have better versions now (from the dungeon prototype)

tired tree
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I haven't had any uproperties resetting on 4.16 for me yet

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but who knows, shit is wacky sometimes in engine

wicked oak
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in fact, this blueprints that give me errors have been there since 4.10

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so there is a very high possibility this is due to their internal stuff being borked due to so many upgrades and so many hot reloads on them

full junco
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I dont think so

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that would be quite bad

wicked oak
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it is definitely a hugely extreme case

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this blueprints have gone through hundreds of hot reloads and changes and reparents and engine upgrades and stuff

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anyway im going to absolutely Nuke them

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out of existance

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and replace them with the code that was on the enemies of the dungeon game

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wich is faster, works better, and its much, much better to mantain

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ill keep the animation tree tho

full junco
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hot reloads shouldnt matter at all for this

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and blueprints losing values is a very old issue in UE4

wicked oak
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but something as extreme as it being "mid game"?

full junco
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happens too in BP only projects without C++

wicked oak
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its goddamn ridiculous

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i could record it

full junco
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I havent seen mid game, but I have seen that they reset on the launch of the game

wicked oak
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the damage text works

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for a few times

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then it stops working

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and starts throwing warnings that its trying to spawn a null class

full junco
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and its not spawning a null class
?

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sounds more like a bug in your code

wicked oak
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literally this

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DamageTextClass is a variable

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it goes null mid-game

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as a property

full junco
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but then it would crash?

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since thats C++

wicked oak
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no, the spawn fails

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and it returns nullptr

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wich i do check

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this is what i get

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mid-game

full junco
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well that sounds like the GC decides that class is no longer needed and unloads it

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that wouldnt be an issue with BP variables

tired tree
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Is that dmgtext variable a uproperty?

wicked oak
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yup

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it is editable in the editor

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ah, no

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dmgtext is an Actor

tired tree
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not the class

wicked oak
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that i spawn

tired tree
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the variable

wicked oak
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spawned actors have World as outer

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they dont delete themselves

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unless you tell them to

tired tree
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if you call delete on it though, then that pointer would go null

wicked oak
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but the only thing i do is spawn it

tired tree
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its not preventing it from GCing

wicked oak
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and call "set damage text" with the damage dnumber

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then i "leave it be"

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while the thing shows the damage number and moves up for 1 second, then deletes itself

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i dont store that pointer anywhere

tired tree
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the initial spawn off of a set class is failing

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ah i see

wicked oak
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no, not the initial

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its the reverse

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it spawns properly for a few times

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then the Class variable becomes null

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and then it complains that you are trying to spawn without a class

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and then, when you open the blueprint again

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its null

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class is None

tired tree
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i heard some people having that issue, sounds like the bug John was talking about

mighty carbon
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@full junco yep

mighty carbon
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“Some people say ‘you just need to get your VR sea-legs’ [in order to avoid nausea in VR]—I say no, if you’re saying that and you’re a developer, you fucked up [by not designing your game for comfort],” he said.

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thank you, CliffyB

full junco
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the oculus HRTF sounds really good I think

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it only works with mono sources?

red beacon
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All HRTF sources should be mono, yes.

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BTW John, your AQS patch plays nice with VRWork's Multires.

full junco
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ok

wicked oak
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AQS?

red beacon
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His Adaptive Quality Settings

wicked oak
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how does that work? only Oculus has a adaptive quality thing

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he made a patch for general support for it?

red beacon
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Yes - a branch.

full junco
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I ported the oculus AQS to steamvr

wicked oak
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how exactly does it work?

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i might be able to make it work with PSVR

full junco
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same like the oculus one

wintry escarp
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any of you do archviz with ue4?

wicked oak
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could you link me to that patch or stuff?

wicked oak
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thats far simpler than i expected

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ill see if i can get it to work on PSVR

mighty carbon
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long time no see @wintry escarp

fleet veldt
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@wicked oak have you played with "Gameplay Abilities" stuff?

mighty carbon
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@wintry escarp how is it going with your Gear VR projects ?

wicked oak
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@fleet veldt a bit

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Aquila dungeon prototype has used Gameplay Abilities for the enemy attacks

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so they are synced

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it also uses gameplay abilities to "report" a parry to the server

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but only that

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really basic

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i intend on investigating it a lot more

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mostly becouse everything gets replicated and synced

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as its made for Paragon and Fortnite

fleet veldt
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@wicked oak i'm just now going through the tutorial on the wiki and was curious.

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and assets from the UE4 realistic lighting sample obviously heh

wicked oak
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i see what you are doing @full junco

#

so you have a big render target, and just scale the render viewport

#

ill try to port this to PSVR becouse honestly i really need it

full junco
#

well thats what oculus is doing

wicked oak
#

i dont see anything that changes the resolution, how do you change it?

#

oculus just asks the sdk for a new percentage

full junco
#

I dont think oculus is doing that

#

at least it didnt when I ported it

wicked oak
#

it does

#

it calls a oculus sdk function that returns the new adaptive pixel density

full junco
#

no

#

not in 4.15

#

maybe something changed in 4.16

wicked oak
#

might be

full junco
#

my code will likely be completely broken in 4.16

wicked oak
#

and how do you change the adaptive density at runtime

#

do you check the gpu time and act accordingly?

full junco
#

you have to fill the struct, yeah

red beacon
#

You can get frame time via VRCompositor

full junco
#

well I dont know if you can with PSVR

red beacon
#

Yeah, I wouldn't know about PSVR

wicked oak
#

i can still find a way

#

there was this dev who worked on eve valkyrie, maybe he knows something

mighty carbon
#

(still WiP)

wicked oak
#

very cool

full junco
#

finally not everything there is red 😛

mighty carbon
#

haha

#

thanks folks 😄

#

it's not red, it's brown, like Quake was one day.. It was trendy 😛

real needle
#

@full junco It says your AQS works with TemporalAA, would it require any work to make it work for MSAA?

full junco
#

MSAA always works with it

#

making TAA work with it was the hard thing since it relies on the last frame that might have had a different res

#

MSAA only looks at current frame, so thats simple

real needle
#

cool

#

If 4.16 isn't too unstable I will lock down that as my engine version so that I can implement the source changes I've been waiting to do

full junco
#

well I guess when its released it wont be unstable

#

I definitely want to release my game with the 4.16 preview

real needle
#

I released the demo for The Wake on 4.14 preview, worked just fine

full junco
#

I won't move to 4.16 though before everything I need in my game is in the game so that when I test it and everything works, I really know it works with 4.16

#

and if I spend all that time with fixing a million merge conflicts, I dont want that new commits in the preview break stuff again

#

so I will still wait a bit

real needle
#

I would wait for 4.16 stable, maybe test in preview if you have the time

full junco
#

I want to release my game before 4.16 stable is out 😛

real needle
#

Well that's exciting!

full junco
#

I agree 😄

real needle
#

Shouldn't be more than two weeks before stable is out though

full junco
#

its still more than a month

#

preview is usually more than a month

#

especially on big updates like 4.16

real needle
#

Is that how long it usually takes? I guess I work more in previews than I should

mighty carbon
#

sounds like Audio Engine isn't ready for Gear VR 😦

#

and I am wondering now if it will be ready for Rift's Audio SDK

real needle
#

@mighty carbon Any reason why you wouldn't want to use Steam Audio?

#

I don't know if it's supported on mobile

#

And you really don't have to use the new audio engine unless you want to use any of the new featuers

#

The single biggest improvement for me is that the audio and game thread are synced

eternal inlet
fleet veldt
#

@eternal inlet yeah i'm looking forward to playing with that stuff 😃

eternal inlet
#

gonna be toooons of fun 😃 i just figured it out myself

#

Nice @motorsep#8292 👍🏼

mighty carbon
#

so, Rift is wife-approved gadget now 😃

#

and like I said, VR lacks interesting experiences (I haven't tried Lab yet)

#

and I don't mean gimmicky stuff like what we have right now on both Vive and Rift. I mean stuff like theBlu is what we need in VR

#

@real needle supposedly Steam Audio isn't stable in 4.16 and there is no word when it will be. Knowing what Valve's time is, I'd say by several more releases.

#

Also, while it has all the goodies that Rift doesn't have, it's slower than Oculus Audio SDK. Also, Steam Audio is from Impulsonic they acquired not too long ago. Their tech was slow in general back before acquisition.

#

I don't dismiss it, but I'd just have to wait and see what to use after practical comparison

#

VR audio is >50% of immersion, so I'd definitely rather have more fanciness if it performs well

full junco
#

@mighty carbon where did you see that steam audio is "slower" than oculus?

#

I mean, if you compare steam audio with occlusion enabled to oculus audio with no occlusion, then yeah the steam audio will surely be slower, but if you only compare HRTF of the two?

tired tree
#

steamaudio occlusion is also not entirely dynamic, it shouldn't be all that slow

#

plus should be configurable since you specify what counts as an occluder currently

full junco
#

I think it can be entirely dynamic

#

you can use it both baked any dynamic

mighty carbon
#

tested Gear VR on my mother in-law - she loved it 😃

#

so, the question is why isn't pushed harder by Samsung to the masses ?

full junco
#

will she buy one now?

mighty carbon
#

if she upgrades her phone, yeah.. But older people tend to hold on to old things. So chances are pretty slim that she will upgrade her ancient phone.

#

hell, if she upgrades her phone, I'll get her Gear VR as Christmas gift 😄

#

f#cking people - when VR is 4k and runs at 90 fps on mid range PC, then I'll use VR

#

a lot of newer AAA games don't run at high fps on mid-range PCs

#

it's as if these kids never played in 320x240 on VGA screens at ~24 fps or even less sometimes

mighty carbon
jaunty shell
#

interesting news, arcades are gonna love it

clever sky
#

Paging @pearl tangle Your prayers have been answered!

jaunty shell
#

this too, thats two good hardware news for one morning !

#

looks like it works pretty well in union with MultiRes

full junco
#

very nice

#

now the question is when HTC can ship a vive including tpcast and eye tracking for $600

jaunty shell
#

when production cost of a vive will be around 300$ maybe ?

wicked oak
#

@motorsep#8292 fucking hell

#

nvm Aquila dungeon is cancelled

#

this is too much, dungeon games everywhere

#

this is wave shooters all over again

#

man the combat is the fucking same

#

ill think about the "scifi" version of Aquila, with guns and in spaceships

#

pure fantasy setting is getting ridiculously crowded

jaunty shell
#

@wicked oak 😦

wicked oak
#

doesnt matter, i was 50/50 beetween the fantasy setting and the scifi setting

#

for the ones that tried it, why do you think i had pistol and assault rifle around XD

#

i liked the fantasy one a bit more personally, but the scifi one works far better for PSVR (i can use DWVR controls) and basically becomes warframe vr

jaunty shell
#

Painkiller did both, was a pretty good game !

wicked oak
#

and i did both in DWVR and was a disaster

#

i dont have the artistic vision to make that work

#

that doesnt mean that i wont do "D&D future"

#

with still magic and fantasy stuff

jaunty shell
#

wants a painkiller vr

#

hmm, found something interesting on the Nvidia Funhouse mod doc

#

"Be careful about using multiple VFX module in the same game. This can reduce performance if not balanced correctly.
Performance was tuned for VR Funhouse using a baseline target of 90 fps.
Performance is budgeted at about 500,000 triangles ( each eye) for a given game.
Flex particles are limited to about 15,000 for performance."

#

500k tris per eye

wicked oak
#

seems about right

#

my original plan for Aquila was to be a scifi game in fact. I ended up deciding to make it a fantasy setting as it was simpler

#

but now its back to scifi

jaunty shell
#

fantasy simpler than scifi ?

#

I'd think it was the other way around 🤔

wicked oak
#

fantasy has massive amounts of material to build upon

#

you can grab D&D books and similar for the monster designs

#

its much harder with scifi

#

and the mechanics are simpler too. I dont need to make enemies that take cover and things

#

anyway, the warrior now gets a gunblade XD

jaunty shell
#

why would they ?

#

just have the ennemies be dumb aliens

#

or cthulu spawns

wicked oak
#

that too

#

i was also having issues with the controls in PSVR

#

as you have no joystick, "smooth locomotion" is extremelly hard to do

#

on the other hand teleporting is easy

#

i have it working on DWVR with massive success

#

im going to give it a similar teleport to DWVR, but nowhere as "broken" as DWVR teleport

jaunty shell
#

ie less permissive ?

wicked oak
#

yes

#

or with a cooldown

#

DWVR teleport is instant, and is infinite

#

that kind of thing in a dungeon game would be too broken

#

to just dash all the dungeon in 3 seconds

jaunty shell
#

scifi = teleport device having to cool to be usable again

#

or maybe small TP = small cooldown, long TP = long cd

wicked oak
#

yup

#

that was what i was thinking

#

basically a energy bar depending on how far you teleport

#

Raw Data does this

jaunty shell
#

yis

wicked oak
#

im also going to try 2 "versions"

#

one being basically warframe VR

#

and other being a bit more grounded

jaunty shell
#

haha

wicked oak
#

ima lift that jumping around sairento has

jaunty shell
#

warframe vr sound like pukefest

#

😄

#

@wicked oak do you know if UE4's standalone editor mode works with vr ?

#

can't get the camera to switch to vr mode, even with "stereo on" and switching to fullscreen

wicked oak
#

yes, it works

#

you on 4.16?

jaunty shell
#

tried the Start in VR setting too

#

4.15.0

wicked oak
#

stereo on should work

#

if you have the plugins enabled

jaunty shell
#

steamvr plugin ? should be

#

yeah its the only one I activated

wicked oak
#

it should work

#

it does for me since long ago

jaunty shell
#

VR preview works okay

#

need to start looking into why I can't build any project too

wintry escarp
#

good maoning

valid ether
#

Hey guys. Still bothering with StereoLayers and the problem is transparency of rendered textures. Is there any way to not lose alpha channel from rendered texture? I want to use a UMG widget to apply on hud. Any ideas?

valid ether
#

I have an idea that Widget3DPassThrough_Translucent material instance might be handy, while looking at the source code of WidgetComponent's UpdateRenderTarget method. Any thoughts?

real needle
#

hey everyone, I'm trying to compile a resource list for learning VR development... if anyone is interested in that, any especially if you have suggestions, please share them here or or in the post or wherever 😃 https://www.reddit.com/r/learnVRdev/comments/682l7v/heres_my_big_list_of_vr_developer_resources_and/

mighty carbon
eternal inlet
#

Not me, but looking at, seems like it's a pretty good study project for learning ai

mighty carbon
#

well, sure, but would one use it in a commercial project ?

eternal inlet
#

no matter what, i think it would require a bit of tinkering and few changes

#

isn't it how BP packs usally work?

#

or maybe it's just me hehe

#

never bought a BP pack anyway, so not sure

vagrant mantle
#

How to steer using motion controllers, is that possible using physics?

eternal inlet
#

u mean like a steering wheel?

#

a vehicle?

#

how do you guys draw your laser pointers? just a thin cylinder with some material on or some other way?

wicked oak
#

yup

#

cylinder

#

there is one in the engine in fact

#

it has exactly 1 unit of lenght

#

so you can just scale it on X with the distance you need

vagrant mantle
#

@eternal inlet rotate the steering physically?

wicked oak
#

use a physics handle

eternal inlet
#

ah neat, thx @wicked oak

wicked oak
#

make the wheel have a physical constraint so it only rotates in one direction

#

and then, use its rotation to control whatever you need

eternal inlet
#

yah, definetely the easiest way

#

may wanna save the "grab" position and calculate the angle from the motioncontrollers position relative to the grab position

#

relative to the center of the steering wheel to get the correct angle of the steering wheel

vagrant mantle
#

Oh, but the physics handle just attaches the entire mesh with the controllers

eternal inlet
#

well u will have the physics constraint on

#

so it only rotates on ie the x axis

#

then you can add a transform relative to the center of the wheel

wicked oak
#

just use parenting

eternal inlet
#

which you can use to rotate / drive the physics handle

wicked oak
#

then you can use the local rotation to handle the turning

eternal inlet
#

true, that's also an option

#

except from the experiments i did with something similar

#

i got better results if i had a point that i moved around on the rotation plane to drive the position of the physics handle

#

since im was tracking the delta between the grab position and the current position

#

which ofc won't be on the rotation plane

vagrant mantle
#

It Seems like I have to do more calculations

eternal inlet
#

maybe

#

i may just overcomplicate things

vagrant mantle
#

Ya might be

#

I saw your ik tutorial, and want to know how you attached the camera exactly at the head

eternal inlet
#

hmm, think i covered that in one of the videos

#

can't recall how, but it was something inside the IKinema rig

#

where i positioned the HMD

vagrant mantle
#

@eternal inlet 4.15 didn't have the ikinema plug in, is there a link to download

eternal inlet
#

it's a paid plugin

#

from IKinema

#

it's not standard ue4

#

google and you shall find 😉

#

Anyone know if there's a reliable way to stand on a physics object with a character or if it's not a good idea?

vagrant mantle
#

In vr?

eternal inlet
#

in general, but yes also in vr

vagrant mantle
#

@eternal inlet I don't have any idea

real needle
#

@eternal inlet does it need to simulate while you're on it? otherwise i would turn physics off when you're standing on it

eternal inlet
#

hmm, not necessarely no

#

but i did some experiments with it already and as long as i give it a fairly high weight, it's not a problem

real needle
#

weight and damping

eternal inlet
#

only case i've seen it do weird stuff was when i was pushing it with my hands and moving at the same time

#

then for some reason it allowed me to push it anyway

#

yah damping could do something too

#

oh wait... ofc i can push it with my hands, because the collision is on the hands which are kinematic

#

lol

#

😂

rare violet
#

hey guys, anyone know how to accurately disable HMD control? Having an issue w/ turning it off...still controls the camera even after I EnableHMD false

tired tree
#

set the camera bFollowHMD to false

glossy agate
#

Build fails when I try to nativize the BP's. Is it even worth it to do that ie better vr performance? Or should I just not worry about it and do a normal build.

tired tree
#

only nativize the expensive ones

#

and if they use interfaces the interfaces have to be as well

mighty carbon
#

I had similar issue

#

turned out I was setting a var to itself in Construction script and that what was causing the crash

#

there was a stream about nativization past Thursday

full junco
#

@mighty carbon did you report the issue?

#

the nativization still isn't perfect so they still have to fix some edge cases that they didn't hit with their own games

#

@tired tree on PC, you should just nativize everything

mighty carbon
#

I did

#

Epic said they won't fix it as I shouldn't set a var to itself

#

told me to rethink my code instead

tired tree
#

I wouldn't say should so much as can

#

have to be really careful with how your BP scripters do their job

#

as it doesn't have automatic NULL checks in the generated code

#

though yea it would be prefeerable to fully convert

mighty carbon
#

btw, got Mitch's book (haven't opened it yet)

full junco
#

@mighty carbon hm? setting a var to itself is really not something too bad, where did they tell you you should rethink your code? answerhub?

mighty carbon
#

answer hub I think

#

it was a while back

glossy agate
#

@mighty carbon I think I did the same thing actually haha. On a few actors that were using cast.

mighty carbon
#

😃

turbid blade
#

Hey guys! Recently joined the discord, so far I've been reading a bunch of chats and learning a lot. 😃

#

Im working on a VR game currently in unreal, and am wondering if you could recommend any good resources on how to make a drawer

#

I've checked out the VR essentials kit, and the VR content examples, but they seem quite complicated to port to my own project

mighty carbon
#

Buy Mitch's book

turbid blade
#

Sweet, didn't realise he had a book

#

is it the VR cookbook?

mighty carbon
#

Yep

#

I just started reading it :)

#

I don't know yet if he wrote it with multiplayer in mind, or if it's single player only

#

Either way, IMO it's a good way to jump into desktop VR

turbid blade
#

Sweet, definitely will check it out

mighty carbon
#

does anyone know what engine VR Kanojo is made with ?

wicked oak
#

unity most likely

#

what other engines are used? ony ue4 and unity

#

and ue4 is very easily spotted

full junco
#

why is ue4 more easily spotted than unity?

wicked oak
#

TAA

#

and unity games all tend to use the steamvr plugin

full junco
#

well most UE4 VR games now use the forward renderer with MSAA I think?

wicked oak
#

maybe the new ones

full junco
#

well mine won't, but only because of SSAO

#

for most games SSAO isn't super important it seems

mighty carbon
#

nothing fancy is super important

#

Quake in VR is pretty immersive and it has ancient visuals and no effects

#

could you please remind me how is it that Doom 3 single player code for example, could have been adopted for MP and in UE4 single player BP code has to be completely redone from scratch to add MP support ?

full junco
#

you can modify SP code to work in MP

#

the more stuff you just run on the server the easier it is

#

I would always start a game with only SP and once that works make it work in MP

eternal inlet
#

@turbid blade I'd say the VR essentials kit has a ton of good stuff in it. Invest some time in studying it, or otherwise implement it yourself. It's a good excersise. And if not, i will be posting a series on how to make such things very soon.

#

@full junco normally i'd do the same, but since i never done MP before i wouldn't instrinctly know what to avoid. Now since i've heard that physics simulation should only be run on server, i now know that it's a bad idea to base your entire pawn capsule on a physics capsule, but that is somethign i only learned after i did it, which meant i had to rewrite it all from scratch

turbid blade
#

@eternal inlet will do! Thanks for the advice. Will be looking forward to checking out your content

eternal inlet
#

so if you don't know anything or much about MP, then i'd say its not always a good idea to only do SP, unless you're ok with redoing major parts if needed

#

i for example, haven't got a clue if my new pawn/character based VRcapsule implementation works in MP, since i don't know how to do that stuff, but i've been trying to avoid teleporting my capsule and only use the basic charactermovementcomponent methods to move around in the hope that it works fine in MP

wicked oak
#

SP to MP needs an almost complete rewrite

#

keep that in mind

#

if the SP part is your "quick prototype" then its ok

#

having a full game in sp and "patching" mp is not going to happen

full junco
#

no, you are wrong

wicked oak
#

its happened to me twice...

full junco
#

well maybe you had really bad luck and setup your stuff in a way that was really bad for MP

#

but usually it works completely fine

eternal inlet
#

that was kinda my point John

wicked oak
#

yup, that was the thing

#

i went to make DWVR multiplayer

eternal inlet
#

you seem like u know what works in MP and what doesnt

wicked oak
#

and turns out i now need to rewrite the whole AI

eternal inlet
#

so you instrinctly avoid some things

wicked oak
#

and make the enemies "sync" their stuff and animations

#

and rewrite the weapons to be synced MP

full junco
#

why would you rewrite the whole AI? the whole AI stuff (where they go, who they attack etc) can run on the server

wicked oak
#

but it was created to fight agains 1 player

#

not several at once

#

to be fair, DWVR is a clusterfuck

full junco
#

well but that doesn't really have anything to do with MP

wicked oak
#

its basically prototype code taken too far

full junco
#

you can also have them fight against multiple enemys in SP

eternal inlet
#

what is DWVR?

wicked oak
#

the issue with DWVR is that is patched over Deathwave

eternal inlet
#

ah

wicked oak
#

Deathwave was basically the same but not vr

#

and it was meant to be a "not really commercial" project, made in 3 months from the start of the project just to see how Steam works

#

it also was 100% unplanned

#

i just kept adding features and enemies as i saw fit

#

DWVR then "hacked together" VR on top of it

#

DWVR is FAR better than deathwave ever was, due to VR and much better mechanics

#

but for my next game im going to do it properly

#

my new prototypes (like that dungeon game) have much cleaner code and are MP from the start. They also follow a better structure of more stuff in components so i can mix and match

#

i just added a unified damage system, with critical hits and headshots, into DWVR

#

its going live next update

#

it comes from the dungeon game, where giving headshots with the bow would do critical damage

#

before, i had damage logic on the base enemy, on the mage enemy, and on the flying drones

#

that means that any change to logging or damage formulas would need to be done in the 3 places AND in the 15 blueprints of them

#

now i have a damage component on everything and done

full junco
#

well you should have just always done it like that

wicked oak
#

yup, but here it comes the part i said about "putting stuff on top without planning"

#

i only had the basic enemies first

#

so they got their damage logic

#

but when i added the flying enemies, turns out they cant inherit "BaseCharacter" as flying enemies just use Pawn with a custom movement component instead of character movement component

#

so they got their own damage/health system

#

ive been rewriting chunks of DWVR lately, to polish stuff for the final release

#

tends to happen when "throaway code" ends up NOT being throaway

#

thats a reason im doing so many prototypes and stuff for my next project. I want to have it very clear from the start what im going to do

#

and plan properly

glossy agate
#

Did you abandon the dungeon crawler, or is that still your new game?

wicked oak
#

abandoned

#

at least the fantasy version

#

im going to try a scifi version, more like if it was Warframe VR or Destiny with RNG dungeons

#

but fantasy is getting spectacularly overcrowded

#

im not going to compete against AAA level funding with 0 budget

#

you tried my game @glossy agate , compare the combat video in their game with mine

#

even the goddam bow works exactly the same

glossy agate
#

Ah, so similar but sci fi. I thought it was a good idea because it's randomized and mp. More replay value

#

Yeah, I have I seen that game around. Looks like a more polished spell fighter.

wicked oak
#

ill test it with teleport like the DWVR one, with some limits, not as broken as the DWVR one

full junco
#

why is the DWVR one broken?

wicked oak
#

its limitless

#

and very fast

#

and gets fairly far

#

you can zip around the map at completely absurd speed

#

Raw data has limits, sairento has limits and its slower, Robo Recall is just slower to create the arc

#

mine is instant, and very fast

#

this kind of movement in a dungeon crawler would break the flow massively

glossy agate
#

Yeah, going that fast you need some absurdly fast enemies to match haha

wicked oak
#

exactly

#

this is already a thing in DWVR, enemies are SUPER aggresive

#

you compare it with Sairento or Raw Data and its not even close

full junco
#

well I havent yet played any games with limited teleport

wicked oak
#

Sairento ones have so bad of an AI they just run in circles

full junco
#

I only know the lab 😄

wicked oak
#

Raw data ones walk around slowly

glossy agate
#

Is the teleport in az sunshine limited? I have only tried free loco

wicked oak
#

yes

#

i dont remember exactly how, but it was

#

i dont know of any game with such insanity of movement as DWVR

glossy agate
#

I know in free you have like a stamina meter on it.

wicked oak
#

mostly becouse it has some serious design issues

#

its far too broken if you keep moving, the melee enemies wont ever get to you, and by the time the ranged enemies fire, you arent there

#

but its fun so i left it like that and balanced around that

#

i mean you run around dual wielding huge rifles

glossy agate
#

I think in serious Sam they have some kind of lerp teleport which is decent. Fades you out while moving. Always a set distance and based on controller orientation similar to free.

wicked oak
#

yup, its like a few meters of a dash

glossy agate
#

It's decent because it makes mp death match playable still.

wicked oak
#

thats a thing i found

#

deathmatch in DWVR

#

with the limitless movement and dual wielding dps

#

is insanity

#

becouse you can just teleport on the back of people and spam them at point blank

#

or just one after the other dashing around the map

#

but found that coop is not as good with the current design of DWVR, and just not worth it to rewrite the whole game to add it

glossy agate
#

Yeah haha. That was my problem with rec room paintball. You can't lead targets eaither cause they vanish.

#

Kind of important if you have sniper rifles or anything. And projectiles that are realistic.

wicked oak
#

instahit is kind of broken when you have little to no cover as i had in my maps

#

i just didnt find it to be fun with the design of the game

#

its too PvE

glossy agate
#

Yeah dwvr seemed to more more aggressive gameplay wise. All run and gun like doom.

#

Which is fun, but hard to translate into death match probably.

wicked oak
#

and that kind of mechanics (but heavily nerfed and slowed) is what im going to try to get working as a coop rogelite

#

man i really need an artist

quiet spruce
wise thunder
#

Seems to work fine for me, are you getting a 404?

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If so, you need to be signed in with a GitHub account connected with Epic

quiet spruce
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Ho you are right I was using the wrong account, thanks 😅

tribal citrus
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Hello, I'm working on a VR project with a small team and we are having issues building our project with the Oculus Spatializer plugin. Everything has been set up according to the instructions and everything works fine in editor (UE 4.15 that is) and all integration are up to date. Here's what we're getting from our output log, any help would be greatly appreciated 😉 : https://pastebin.com/unQnYvuX

dusk vigil
vocal maple
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I posted in graphics, but its pretty lonely there and my game is in vr, so I'll just post this here in case somebody here who models in blender could tell me the right way to export from blender to UE4.

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Here is my armature with the hierarchy in blender:

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Here is the skeleton and hierarchy when I export with "add leaf bones"

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So the bone that is called "neck" in blender here is called "neck_end"
And the bone named "neck" in UE is actually named "upper body" in blender

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When I uncheck add leaf bones, the neck is the upper body just like in the pic above, only neck_end is completely missing. How can I export from blender and have the bone hierarchy match?

mighty carbon
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@tribal citrus do you have your plugin setup correctly in project settings in uE4? Does fmod studio build into correct content/fmod folder in your ue4 project?

vocal maple
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I really don't understand leaf bones. Can some one advise me on them?

mighty carbon
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Blender has no such thing

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(when just rigging Blender's way)

vocal maple
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@mighty carbon Can you look at my images please? I have those three bones and I just can't properly import them. When I import with "add leaf bones" it works I guess, but the bone hierarchy is all shifted. How would you set up the bone hierarchy if you just needed those 3 bones?

mighty carbon
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FBX import in Blender isn't great

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just make your own rig

vocal maple
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@mighty carbon what do you mean?

mighty carbon
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you import FBX from UE4 into Blender ?

vocal maple
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Yes

mighty carbon
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so, import mesh and rig your character from scratch

vocal maple
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I don't know actually lol. I'm confused. You mean do I know how to export a skeletal mesh from UE into fbx and then open it in blender?

mighty carbon
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use same bones names and axes, same hierarchy as you see it in UE4's Persona

vocal maple
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Oh, I rigged this mesh. I mean i put those 3 bones there

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In blender

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Do you mean rigging in blender or in UE4 in some way?

mighty carbon
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in Blender

vocal maple
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@mighty carbon Are there any specific steps? I just created the 3 bones and then exported. The hierarchy gets messed up though

mighty carbon
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sorry, I am away from my PC right now

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I haven't had any issues before

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if you think you can use UE4 skeleton and export anims from Blender to UE4, you can't

vocal maple
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@mighty carbon No problem. Sometimes things just randomly not work for some cases. I'm gonna probably try to remake the armature

mighty carbon
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also, it's not easily possible to export UE4 compatible rig from Blender and use anims from the anim pack

vocal maple
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I figured out what is causing my problem. Blender counts the armature itself as the first root bone.

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But I don't know how to make it act differently

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This is neat as fuck:

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It has just one root, which actually makes sense

mighty carbon
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oh yeh

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no fix for that

vocal maple
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See I have SK_Character and Armature. They are not bones, just abstract needless roots because blender to UE4 is so messed up

mighty carbon
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basically you have to treat armature as your root and have no root inside if your armature

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Blender was never meant to be game dev app

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it was VFX movies app

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and it still is seen as such by the boss of Blender Foundation

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so that concept of Armature keeps dragging on and they plainly refuse to fix the issue

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so all that is left to do is work around it

vocal maple
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Yeah, but this isn't a problem with its architecture. This stuff can be made sane just by editing portions of a few python scripts. This isn't even on the level of how the format handles data. I think that Blender just parses the armature and everything attached as a bone for some reason

mighty carbon
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I spoke to the devs, specifically FBX export/import dev

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he said do not use that "fix"

vocal maple
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What does he suggest?

mighty carbon
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like I said, have no "root" inside Armature

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start your rig with "hips" or "pelvis"

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so when you export, you will have no redundant root bones

vocal maple
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But if hips is the first in the hierarchy it would get chopped off just like that. Or does he suggest making a useless "root" bone and attaching everything to it just so it would get consumed instead of actual bones?

mighty carbon
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no, just like I am saying Armature object has pelvis as the first in the hierarchy

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rename Armature object to "root"

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when you export, you will have proper hierarchy

vocal maple
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You mean like this?

mighty carbon
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nope

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well

vocal maple
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I need the LowerBody bone to exist. Should I create a useless root bone and attach LowerBody to it then?

mighty carbon
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if your second "root" is "pelvis", then yes

vocal maple
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So basically I need a root bone just to parent everything on, right? It will get chopped off but it doesn't matter. Does the Blender developer offer a more elegant solution?

mighty carbon
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ok, I figured it out - VR Porn games is what's missing on the western market ! 😄

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too bad it would need mocap and I doubt Epic would be happy about UE4 to be used for a porn game :/

full junco
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epic is fine with it

tired tree
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its really not missing...

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and its also big money

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so if you have the talent do it

full junco
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ue4 license is allowing it, unity isn't I think

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or was it cry engine that didn't allow it?

tired tree
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lol, there are guys making obvious porn games in the forum with screenshots asking about engine help

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isn't it lumberyard with that restriction?

mighty carbon
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hmm

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well, I only know of VR Kanojo and I find too many missing things in it

full junco
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well I just know that ue4 license allows it, but it doesn't allow making control software for a nuclear power plant

mighty carbon
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not to mention most of the monologue is in Japanese 😦

mighty carbon
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although I am guessing such game won't be allowed on Steam or Oculus Home

odd garnet
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First VR esports tourney happened at Dreamhack yesterday

mighty carbon
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Btw, Oculus already has Facebook sign in on their dev portal, in addition to good ol' non-Facebook login.

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"The HMDs are designed to work with the new Creators Update which has recently been rolled out to Windows 10 devices and will use the Microsoft app store to purchase and download, though will mean that Oculus Rift and HTC Vive apps will not be compatible."

wicked oak
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oh god no

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this is much worse than oculus, Oculus at leasts works with vive

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but microsoft store is embedded with the OS

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its much, much more dangerous

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and windows store is spectacularly bad

mighty carbon
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Yep :(

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But on the other hand, it lack content and MS might give you PR for your game/app for free

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There is like no competition in their store

wicked oak
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no hand controllers

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no controller of any kind

mighty carbon
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Gamepad

wicked oak
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i guess its ok for gearVR style programs

mighty carbon
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Like like tethered Gear VR with positional tracking

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But, the problem is you can't deploy from UE4 to Windows Store. No support for that, thanks to TimS

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Unity however supports MS store 100%

wicked oak
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there is a windows store thing

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but no windows holographic

mighty carbon
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Not natively

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And that Windows Store fork of UE4 is unofficial and outdated

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And buggy

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Oh, yeah, I forgot that UE4 doesn't support holographic either

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Well, that's what happens when people go with their heart and not mind when it comes to technology

wicked oak
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it is perfectly possible to write the vr plugin

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you can check the size of the code for oculus or steamVR, its very contained and not that much

mighty carbon
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I mean politics of it

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Tim hates MS

wicked oak
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but they do bussiness with XBOX quite a lot

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and DX 12 has more priority than Vulkan

alpine torrent
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I wear hololens while watching this chat

mighty carbon
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I guess DX12 isn't high enough of priority since we are on 4.16 and it's still work-in-progress

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Imagine you do enterprise VR work and all of a sudden your client is willing to shell out cash for Hololens

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Since UE4 doesn't support it, you'll lose project (unless you can add integration yourself or hire someone to do that)

alpine torrent
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it's perhaps that DX12 one

mighty carbon
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Well, right now I am concerned with ability to put VR porn game on Steam and Oculus Store :D

wicked oak
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you could write the hololens plugin yourself

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well, hololens not sure

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but windows holographic probably.

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just grab the Oculus and Vive plugins and use them as example to write a 3rd with Windows API

tired tree
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some neat mechanics in the rick and morty game

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but their physics grip is pretty terrible, surprised they didn't just modify one of the unity communties offerings instead.

glossy agate
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Is it worth the price you think? @tired tree

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Thought it was pretty steep, but I guess the franchise is popular so they can charge premium

tired tree
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of course its not worth the price for the gameplay, too short

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its worth it to show to fans though

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so...meh

mighty carbon
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How much is it?

tired tree
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$30

mighty carbon
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Not too bad I guess

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I paid around $50 for VR Kanojo

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For science, of course

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RR is more fun though

glossy agate
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Haha I just looked up vr kanojo. Got those tiddy physics.

mighty carbon
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It's not that realisticactually. The game needs more thought and polish to be good.

alpine torrent
mighty carbon
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Why would anyone want to watch Netflix in Hololens?!

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Can buy OLED TV with that money + PC + Rift

full junco
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it's obviously bad how Microsoft tries to force people to use their platform. it really shows that Tim Sweeney was completely right with what he said about UWP, and thanks to people like tim Sweeney Microsoft will hopefully fail with what they do

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(talking about the acer vr headset that @mighty carbon shared a link of)

mighty carbon
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Ah, Acer HMD.. yeah

alpine torrent
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@mighty carbon think you are conversation with someone while watching show from netflix and not look like you are playing with the phone or tablet

mighty carbon
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Lol

alpine torrent
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think this way you are watching movie with your friends in shared experience but you have different native languages so they want to have subtitles so everyone get the subtitle setup on

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netflix could do mixed reality shows

tired tree
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motorsep that is $30 for like 2 hours max

mighty carbon
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@tired tree hours don't matter

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The fun factor is

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By the time I got to 3rd "challenge" in VR Kanojo, not only I couldn't figure out how to complete it and got frustrated (and quit to play RR), but I also thought that VR "sex" will never even get close to watching conventional porn if devs keep making stuff like VR Kanojo 😂

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Therefore I must take on the journey of making exceptionally good VR porn game 😝 😅 🙀 (j/k)