#virtual-reality
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Why not? Is 2 hrs fun game worth less that 16 hrs of boring ?
well I think the 2 hours fun game is worth more
but I would never pay $30 for a 2 hours game, no matter how good it is
I know that there are cheaper games where I can have 1000 hours fun with
Agreed, but if 2 hrs game has some degree of replayability ?
it doesn't
I think you're conveniently forgetting the MP part...?
That's why I red box cod games for like $3
But people buy them a lot. Seems like consoles have the conventional pricing set up really nice
With vr the pricing is still really low. Almost like race to the bottom low.
Which sucks because if people have the cash for the system, they have the cash for games.
MP adds replayability factor
Sure, but it's not like MP is just a replayable SP
They're basically completely different games at this point, to be honest
finally got my Rift sensors into permanent location:
now I just need to design and 3D print wall-mounted "stand" for Rift and Touch, and get rechargable li-polymer batteries for Touch for complete happiness ๐
that's ceiling camera mount and telescopic selfie stick ๐
Hmm.. Mitch said there is no way to replicate controllers without C++ :/
true or false ?
I think that's false because the free mp template from epic has controllers replicated and that's all bp.
You can grab a copy on the forum in the asset sharing thread
??
"I didn't include it in the book as replicating motion controllers well really requires c++"
I see
so, how is it going to be better in C++ compare to BPs ?
better optimization potential and can also ignore the owning player on the server replication back to clients
BP is totally possible, multiple people doing it already
not going to be the largest deal unless you start running large player counts
I see
btw, I just checked the video of your plugin - love it!
gun handling is as I imagined it should be done ๐
does it play nice with https://www.unrealengine.com/marketplace/savior and https://www.unrealengine.com/marketplace/object-pool-plugin ?
Savior Auto-Save Plugin is a C++ Plugin designed to extend UE4's generic 'SaveGame' system, providing easier to use storage framework for Developers and Designers.
its, a template for using the plugin, I just throw in things that people ask for help with to show them how to do it
object pool wouldn't effect anythingf
the auto save "should" work, as long as it is just serializing
every relevent data point is a uproperty for objects
though Rama has an auto save plugin too
don't know what Bruno's is like
@wicked oak you might want to get this lady for your dungeon game https://www.unrealengine.com/marketplace/bei-character
Not directly related to VR, but if VR first person action-adventure allowed for something like that it would be awesome.
Tough question for you guys.
How would you find the point at which a sphere is most intersecting a surface?
so once the sphere starts clipping into the surface... how do you figure out the most intersecting point still on the surface?
@clever sky average of contact points
or just get the plane that the contact circle is, and then get the distance from that plane to the sphere
But how do you get that plane distance without finding that point I'm pointing at?
Because that's the number I actually want (the plane distance to sphere center)
its a formula
basic linear algebra to find the distance from a point to a plane
you basically find the normal of the plane
by doing a cross product of the axis of the plane
then, you create a line that passes though the center of the sphere
then you try to solve the equation beetween that line equation and the plane equation
the solution gives you the contact point
that contact point is the exact thing you want
its not about spheres
its about projecting your point in the plane
Ok. That's cool.
using the normal of the plane as direction
Now I need to figure out as a math pleb
yes but i failed that subject in university...
Because I not good with math ๐
becouse it went alongside Calculus
so i got like a 8/10 on the linear algebra stuff (this)
and then went like 3/10 on calculus
and failed
D:
most universities have the 2 of them separated
this one has it joined for SOME reason
i guess becouse it makes the subject as a whole way harder
and less people pass it
That's not BP accessible is it? ๐
signed distance too, so if it goes negative you have past penetration
base point in the plane, so contact point?
top kek, so that function is there alreaddy XD
but he needs the contact point
no, the base point of the plane is whatever point that is on the plane
any location is valid
oh
Ok. ok.
I think I figured out what I need to do...
Sphere trace, find the normal, cast a line trace from the center point of the sphere in the direction of the normal. Which will give me the impact point
yeah I was saying that he can pass in the contact point though
Which is the contact point!
to fullfill that plane point
well you should be able to get it from the trace time as well I would think
trace time?
but sphere trace does return the correct impact poing i think
that would tell you how far it traveled before hitting
Until it starts intersecting at the start. Then it screws up.
if you are tracing from center of the capsule, you would just have to check againt the radius
well...that might actually bring you just the front contact
but you also have penetration depth
and bstartedinpenetration
break the trace result
should be in there
" If this test started in penetration (bStartPenetrating is true) and a depenetration vector can be computed, this value is the distance along Normal that will result in moving out of penetration."
It's cool. This conversation should be fruitful.
you should run a test real quick and see if the time over distance actually returns the correct value for a sphere trace though
i'm curious
as in returns the correct even if starting in penetration?
Er.
Let me check again. I'm doing something when it hits 0, so I never see penetration.
ah
Ok. so it returns 0 as soon as starting sphere penetration occurs
too bad
so it's only returning the 1-0 of the path distance
Guys, I'm trying to make my BP_Actors Pickupable using VR Template's pickup system ... but seems like it only works if my BPs are inherited from "Static Mesh Actor" right ?
the VR template is trash
try @tired tree template if you want a proper template, or roll your own. If you are rolling your own, you can look at how the VR Template works
can I have the link to that template ?!
If you want a BP only template I wouldn't suggest mine, mine is made to work with a plugin that I made specifically to support advanced features.
Mitches VR tutorials on the forums + the epic template would be better for BP only. My example template is BP but uses the plugins special features as it is an example of the plugins uses.
The plugin is "VRExpansionPlugin" on the forums though
how can I push player as if player was knocked out by the shockwave from an explosion ? (basically I have an actor that represents epicenter of the explosion and direction in which player is kicked should be vector from epicenter to player's location)
(#bp channel is dead, so I am asking here)
I could see "zoning" the world out a ton so you just see hints of the movement with a static surround working for that
but motor, to do that with the default setup, prettysure you are going to have to manually do the movement
as you won't be simulating and not beign a character you won't have a movement component to pull the AddForces
I did it with apply radial force. Feels bad in VR though. The force was meant for destructible meshes, but just so happened to affect my player character. I turned it off.
yeah, you cant really do that in VR
I wouldn't do it to myself even without blurring out the world
Yeah, no real context so at first I was getting confused, not knowing what has happening when it would hit me from behind and toss me 100 feet haha. Gives you wet mouth fast.
unless actual physical sickness is the intent of course
that would be a fun VR game
you die, you get sick
few games have that as the intent ๐
dark souls VR
Turn on simulate physics on the camera when you die and just launch it in a random direction haha
been there
well, I only need to push player right before fading away into black
it's the ending basically
so user shouldn't get motion sick
Can you just lerp in a single direction for the effect?
It's what I used for my grapple and it's pretty mild on your stomach.
the movement will be very short in time, like 1 sec or so
so I am not really concerned with motion sickness for this case
Yeah seems like that would be pretty simple. And interp to constant would give you a consistent speed.
Or you could try launch character.
1 second is quite a lot
and if its at the end, its very easy for anyone playing that to remember how bad they felt at the end
so not a good thing to do
dunno
i used launch character for a websling thing
it was fine
depends on how it works and how expected the movement is
Oculus Dreamdeck has shaking camera - feels fine
(actually made me feel like I was in a rumbling bunker, no sickness)
Yeah I want to try some small camera shake when you fall to see how it goes.
Hey everyone, has anyone ever run into a weird bug where Vive controllers are tracking wrongly in UE4? It's like everything is completely inverted from what it's supposed to be
i.e. I move my hands forward and the hands that I see move backwards
@outer badge in all ue4 projects?
In just mine, atm. I'm using the VR Template MotionControllerPawn. Imported it into a different project.
Been playing around on the MotionControllerMap and it looks like this happens when I teleport somewhere and rotate the direction--the hands don't rotate with me.
Also, my head is constantly spawning at exactly floor level and never moving up.
I had to hardcode additional height...
Ah okay I think it's because my camera isn't rotating for some reason.
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I can rotate the camera completely independently of the HMD.
Rotating it has no effect on the player's vision... how can I link the two together?
@outer badge you need to rotate the component the camera is attached to around the camera
@sturdy coral Okay, so the "Camera" is locked to HMD and is the child of the VROrigin
Rotating the VROrigin component doesn't seem to change the view either... what am I supposed to do? Sorry, first time VR port
well with that I'm assuming you want to rotate the motion controllers too
Right, those actually rotate properly. It's really bizarre.
let me look through and remember which settings you need
Thank you so much
@outer badge do you have lock to hmd set on the camera component?
Nope
I think you should have lock to hmd checked and use pawn control rotation unchecked
Lemme try that
Nope, didn't seem to work.
I have a test where I manually add rotation to the camera. I can tell that the camera rotates because a child mesh is rotating, but the player's vision doesn't actually follow.
weird, I'd just suggest looking at epic's VR template built into the engine and make sure you have the same settings
and then see how they do rotation
can't remember if they rotate the whole playspace around its own origin or if they pivot it around the head though (which is what you want)
Yeah that's the frustrating part, it's literally just the same exact content imported into an existing project.
does your existing project have old stuff the way you used to have to set up the player camera manager and stuff?
look into that, a camera manager may be being set in the player controller
I'll check now
Okay so exactly what I'm trying to do is working perfectly when applied straight onto the VR template.
weird
Debating whether or not it's easier to just import all of my content into the VR template rather than the other way around...
Do you know if it's possible to rename an existing UE4 project?
@sturdy coral Figured it out! It was my custom PlayerController.
Set it in Maps & Modes.
It's possible; if you have a lot of c++ stuff you have to change a good many headers but most is just find/replace
oh cool
Has anyone found that RoboRecall on the Oculus doesn't run after the recent (today) Oculus app and driver update?
Rotating the VR camera in BP properly is a surprisingly non-trivial task.
You can rotate the actor that the HMD/camera sits in easily
But that doesn't produce the correct transformation.
As you'll rotate from the center of the room
and not from your location.
@clever sky are you still working on your locomotion thing or do you have a different project now?
Good morning everyone ๐
@clever sky nice, did you add many small things recently or are you working on some bigger update?
so if I tested it a few weeks ago, will I see a difference now?
I've uploaded a new version to steam as beta branch
Some differences. Sliding locomotion has been added for one
Also improvements to climbing
And improvements in the way heading is handled (smoother now)
The ability to tweak the movement speeds in each movement band
Also you can grab with both grip and trigger.
ok
You can push off surfaces with a gun/sword in hand (face palm down and press grip)
And a bunch of bug fixes.
Now I'm working on the next update after that, which should hopefully be the end of feature development.
First chinese reviews of TPCast are looking good
Now its just a matter of shipping it around the world
is that the Vive/Rift hybrid knockoff we saw a while ago ? (with the little lighthouses)
They seem to have chucked the lighthouses and gone with Rift style cameras
FOV is actually pretty nice, no OpenVR support yet, but has Unreal and Unity plugins
At a quickk 5 minute test I'm actually positively surprised
We got it free, but I believe they are around 500 bucks
2500 yuan for the one we have, thats under 400
How is UE4 as far as VR support? I'm thinking of ordering a Vive
Pano Pro coming soon. Without OpenVR/SteamVR it's a dead duck for the western market, but I'm sure that is on their priority list
UE4 VR support is strong
Is performance what you expect?
totally depends on your scene
harder than with unity
for performance
but if you know what you are doing you can get much better graphics
I guess I'll see once it arrives ๐
What is the input for the touchpad thing on the Vive controllers called?
touchpad
the input stuff is just "Motion Controller (L/R) Stuff"
its easily undestandable
Touchpad is supported though? I don't see it
I see
works the same as Oculus or Vive
both use the same jostick input for joystick or trackpad
if you have doubts, you can check documentation or the source code
Haptic feedback is supported through Force Feedback?
its literally called Haptic Feedback effect
the best way to use it is by "playing back" sounds
@marble trail Haven't played RR last night or today, but I haven't gotten any updates either
@woven folio why Vive and not Rift?
Bad press, lower market share
The falling out of Palmer Luckey
No E3 booth :p
The Vive controllers seem more appealing than what Rift offers
sounds like you are into politics
Touch controllers beat Vive's wands any day.
If Vive was like Rift (similar ergonomic controllers, built-in audio, better software, exclusives and curated store, lower hardware requirements, comparable pricing), it would be a tough choice for me.
In general, Vive only wins on the tracking department
lighthouse just works very well
on everything else, Oculus is superior
but tracking is a huge deal, of course
and Vive seems to be getting all this addons
extra controllers, wireless, eye tracking, new headstrap
Does Rift even have room-scale tracking?
And I have been more concerned with things like bad press than the actual headset
It does
If Oculus wasn't slow, and shipped my Rift in a timely manner when I had it pre-ordered way back then, I wouldn't have gotten impatient and cancelled :p
And 1.14 version of Oculus software fixed most of the kinks
I was going to just wait till 2nd gen VR headsets arrive (Whenever that may be), but I am not very patient ^
Unlike HTC, Oculus doesn't have their own factories to build Rift (not back when they started at least).
Thus, delays
No delays now though
Ah
I don't remember my reasoning for wanting Rift over Vive when they came out (Even with no Touch Controllers), but it was something...
Must have been something silly like it being Facebook-backed
Good lord.. I am so sick and tired of this nonsense hate towards Facebook. Microsoft is equally "evil" and yet we all use Windows and such.
Thanks to Facebook Oculus will keep moving forward.
lol
Not hating on Facebook, but that would have been my only reason to prefer it before any user reviews were out
how to display image on monitor and add some ui elements to it, like in robo recall?
Got a screenshot for a reference, @south summit ?
FTriangle, they adjusted the OculusHMDRender code in engine to get that to work. Its a simple change though, if you get Robo Recall and load up the engine and go to the oculus plugin you can check it out.
I'm interested in what it is if it requires a little engine change
I wish Epic would have that change in 4.16 stock
all of the control code aside, its pretty much just making a spectator texture out of the data and in RenderTexture_RenderThread for the HMD copying it over to the FRHICustomPresent that the headset uses.
if (SpectatorTexture)
{
pCustomPresent->CopyTexture_RenderThread(RHICmdList, BackBuffer, SpectatorTexture, SpectatorTexture->GetTexture2D()->GetSizeX(), SpectatorTexture->GetTexture2D()->GetSizeY(), SpectatorDstViewRect, SpectatorTextureRect, false, false);
}
yeah with source access its easy with any headset
all it does its just letting you put a texture on the screen
just wish they exported the HMD symbols so I could override and do it with plugin :*(
wich can be a render target for a different camera of course
they still haven't pulled ramas request for that
its interesting about vr hardware
funny enough ps4 SOC is better for it than PC
lower level access, shared memory, ultra low latency beetween GPU and CPU as its the same chip
too bad PC just bruteforces the shit out of it
a 1080 is probably 4 times more powerful than a ps4
or twice more powerful than a ps4pro
there is a considerable amount of hardware optimizations doable for VR
just to start we have Lens Matched shading and multiview, instanced stereo
Hey guys! I'm looking for someone with an Oculus(with touch) that could help us test out a small marketplace build, it's probably 10 mins of testing at most, anyone can give a helping hand? ๐
So question do HMDs automatically output their native resolution?
bam ?
well he's worked on the most successful games of valve
I guess its time for new writers to come in
@mighty carbon I don't just dislike Facebook, I dislike Microsoft too
and I'm more personally affected by what Microsoft does, Facebook I can easily avoid
avoiding Microsoft is harder
Chet, mr "All locomotion in VR in bad and terrible and will never work", months later "Onward doesn't cause locomotion sickness because it doesn't" chet?
The guy did great work, but boy was he off base about where the community wanted to take things
all locomotion in VR is bad and terrible
I completely agree
if the community disagrees, then the community is just a bad community
thats the community that you would make money from if you are trying to make things. if thats what people want then you can't say they are wrong just because you have a different opinion
i don't like onward's type of locomotion and I can't play like that either, but clearly plenty of people can
Demand economy
Onward is one the most popular vr games. It's the most popular competitive mp in VR so far.
how many other competetive multiplayer VR games are there though anyway? they have made over a million bucks out of it regardless so obviously people want that
Probably would have tanked doing teleport though
and all of its competitors also include locomotion and are doing well too....
even fallout4 vr is adding multiple locomotion types
Ss games, Pavlov, bam,
though pavlovs teleport with thirdparty walk comfort mode is nice
The chair one, hover junkers, that dodge ball type one. A few others I'm sure that are already dead.
more people should consider that
I don't think just the number of sales is meaningful, many people probably just bought the game because there isn't much better stuff out there, or they bought it and only later figured out they don't Ike locomotion
though it is difficult to pull off
it also constantly has most concurrent players john....
actually rec room might beat it
for concurrent
Go visit their discord though. It's a rabid fan base. Only vr I know of with actual monthly tournaments.
do you really care if you have made a million bucks from it if people keep playing it?
not to mention valve reversed chets opinion and gave direct support to the Onward dev on site....
Rec room has about double the download rate. And it's free
rec room is good fun
but they have yet to monetize from it so curious to seem if it will keep up against the competition in time to make money from it
rec rooms only downside is the player base and no age gates
they were trying to get 5 mill in funding last i heard
Yeah that part is a little annoying haha, but I'm not trying to stop little kids from enjoying the platform. It seems more made for kids
You'll start seeing pepsi posters around the locker room haha. Ad money
yeah intruiging to see where it goes
never heard about that game
never heard of rec room?
i honestly can't believe that you have been developing for vr this long without at least checking out other peoples work
I played the lab
If people keep playing onward though it's a good thing. Could be the first real vr franchise. We will have onward: black ops 3, with jump packs
Yeah, I put double jump in my game, and the grappling hook so people can Spider-Man it around the level if they want.
John, you have only played that 1 vr game, or just the only ftp game?
I don't think I have fun playing anything in VR. too low res, not really fun to wear for hours.
so I focus on developing
I played most of the games that you got for free with a vive pre
so audioshield, that fruit ninja game
and a few more
Oh man. You gotta get ss: the second encounter and go coop with me and a few others in campaign mode. Shits so fun
Oh, you build more for enterprise?
Right on
I have 700 hours in Arma 3, and I'm really someone that doesn't need any other game, I could play that forever. but since I wanna focus on getting my game done, I completely stopped playing any games
even my game I prefer to just let my friends play and find bugs and tell me what's good and what isn't
Yeah it feels like a chore testing your own game after a while haha. I keep inviting people over cause I'm so used to it after a while it's hard to tell if it's fun anymore
I'm surprised you haven't checked out onward if your an arma fan. Got that mil sim feel.
But yeah playing games did delay my production, but I got a lot of ideas and met more people because of it.
well yeah I think I would probably like it, I didn't really like any VR game where you have to shoot much though
Along with my day job
I think firearms in VR just never feel good
Have you tried H3VR? More of a sandbox than a game at this point, but IMO the guns feel great
It's definitely getting there in terms of gameplay however
half life 3 VR?
what a name
Yeah, right
well a gun needs to be heavy and you have to hold it with 2 hands
At GDC 2017, developers Impulse Gear confirmed that their VR shooter Farpoint has Co-op, and will launch in a bundle with the PS VR Aim Controller on May 16th. An โunnerving space adventure set on a hostile alien worldโ, Farpoint is a free-movement FPS exclusive to PlayStation VR. Build from the group up for PlayStation โฆ
given that that thing is something you can grasp and has the weight and everything, im sure it feels pretty cool
im going to get hold of one of those
to prototype my next game, wich might have support for it
I don't think its heavy enough
you cant really ask the players to go with a super heavy controller
it will tire them
maybe you can put lead in there
you can just attach some weights to it if you want
But a noobtube
well for feeling realistic, after an hour of walking around of a weapon I sure wanna feel tired
A bunch of gamers are making them and selling them on Amazon. You can just look up plans and make your own though. Along with printing controller mounts.
I was in the military. Weapon was usually fine, flak jacket was the annoying part.
Plates were heavy and the shit rides up when you sit haha
Guys. Got a tricky one for you.
How would you... do a thing where you show occluded objects when it's inside something?
I wanna replicate the idea from Wilson's Heart...
they show x-ray hands when you stick your hands into objects.
I've tried various methods... closest I got was using Tom Looman's Post process outline material
But the problem there is it'd show when it was behind anything.
Not just inside something. And especially bad when you're just trying to grab stuff.
zaptruder, that is kind of how it would work
you need to render the hand as a "transparent" mesh
but then, you do "manual" depth testing
you use 2 meshes, the normal mesh and the xray mesh
one has logical depth testing
the other has reversed depth testing
Ok. How do you stop the normal mesh from occluding the xray mesh?
becouse they are separated
i mean, its depth
the normal mesh will only render if its NOT occluded
the xray mesh will be render if it IS occluded
Right, but if I stick the xray mesh on top of the normal mesh (so it occupies the same position)...
it's automatically occluded by the normal mesh
nope
meaning it'll show up all the time ๐
both of them dont write to depth
the issue you might run into is the depth testing itself. A transparent object cant depthtest itself
you could work around that with custom depth
Is there a good depth resource?
I really like RR locomotion.. Still get sick with standard locomotion. I need to try something in Rift, maybe Quake, and see how that goes
you still havent tried DOOM 3 vr?
I've turned off depth testing on the occluded material
the one with the cool vr integration with motion controlled guns
@mighty carbon go try my freedom locomotion VR
noise
Good thing is you don't need 360 for FLVR. There's a couple different turning options in there ๐
I'm really undecided if I should update to 4.16 before releasing my game or stay on 4.15
I have so many changes to the ue4 source, it would be such a pain to make all of that work on 4.16
damn, lots of fixes
That's why it's recommended to use BPs as it's easier to update older projects to the new releases, supposedly.
current hand sticking into wall experiment
@mighty carbon how should I change the ue4 source with BPs? lol
I'm talking about all the things I modified in the source, you can't do anything there with BP
Windows Mixed Reality and Microsoft HoloLens transform abstract concepts into 3D experiences in the classroom, enabling students to investigate more deeply, ...
@full junco oh, I thought you are running stock UE4
@mighty carbon making my game with stock ue4 is pretty much impossible
o.O
ue4 is great because you can change everything in the source
what kind of game you are making that you need to change a lot of things in the source?!
you will see it when I release the game ๐
@wicked oak those who made it dont know yet how to do anti-aliazing
and more evil from MS https://www.reddit.com/r/oculus/comments/68tsev/windows_10_s_microsofts_chromeos_competitor_will/
so, Windows RTall over again
do they not learn?
of the huge fucking failure that was RT
no one wants to be forced to windows store programs only
Came across this free leaderboard plugin. Thought some other people here might find it useful http://www.epicleaderboard.com/
Oh shit nevermind. I'll keep looking. I wanted a steam integrated leaderboard.
use the leaderboard system in engine then....
some people are using it already
also there is a plugin specific for leaderboards
that fixes some missing things that epic had
uhm, wich one?
Cool I'll look for it
don't remember, wintergreen was using it
i remember because it used my Steam Avatar code in it from Advanced sessions
I thought they fixed the leaderboard issue though, it was a bad string parse, thought I saw a commit related to that
oh lol nvm, its listed as won't fix now
was backlogged too long
Darksiders 3 has been announced! Super awesome !
I wish they did something with it in VR
@wicked oak hey you can install pro to it
like device comes with windows 10 S you can get pro if you want those
Probably a useful reminder for us VR devs here:
http://www.roadtovr.com/unity-ceo-vr-will-be-huge-but-stay-focused-and-avoid-the-hype/
At VRLA 2017, Unity CEO and games industry vet John Riccitiello dumped a little cold water wisdom on the hype surrounding the red-hot VR industry.ย Riccitiello believes VR is coming and it will be huge, but advises that developers stay focused on survivalย and steer clear of the hype if they want to seize the incredible opportunities โฆ
I like that pic. And yeah... VR is on an exponential growth curve.
... but the funny thing about exponential growth curves is that they have this flat part at the start ๐
Yeah I'm not quitting the day job yet haha
Probably never will cause I like it though.
What's your day job?
Real estate. I'm a broker, but mostly do marketing ect to help my buddy grow his mortgage firm I have a pice of
Pretty much get to work with friends all day haha
I do! That's how I got the vive through the grant program. Still marketing what I have so far. Got a couple bites, so hopefully I'll snag an enterprise client soon.
Nice.
Got one big builder that might use it for a bigger project with a bigger budget.
A small one too my friend sells for. They are doing another 100 units after everyone is done suing each other haha
hehe
well, it's pretty much a double-edge sword - gotta make both VR and non-VR games to survive and still be present in VR
small devs don't have time / resources to do both
Yeah for sure. With the arch viz I have mobile and regular desktop versions too. At this point I don't see the dev work I do competing with my regular income though.
Unless I get some kind of wild super lucky success haha. I'm not banking on that.
At this point I just really enjoy it, so I'm trying to get better at it.
Yeah, and lucky my wife puts up with me hiding out in the office every night and all weekend haha.
Really grateful it's all working out
this 3d volume texture in VR stream epic has going on is pretty sick
It's on now? coolies
didn't expect him to combine his water flow maps with the fog field
I'm surprised that would work in vr. Seems expensive. Gotta try it. Get a cool haunted mansion look.
it is expensive
supposed to be used to bake a texture
like how he was generating his caustic textures for water off of the animated normals of the material
Here is the download in case anyone still needs it. Gotta be logged in to grab it. https://forums.unrealengine.com/showthread.php?143821-Realtime-Simulation-and-Volume-Modelling-Experiments-Livestream-Plugin-Content
Doing clouds are tricky, still working on getting a good look on my VR game ๐
so, how one can bake volumetric clouds to a texture UE4 and the show it in UE4 so it looks as cool as true volumetric cloud and doesn't cost much for VR ?
something to test as far as art style and how it fits into VR
and:
@clever sky John riccitiello sounds quite reasonable in that link you posted
I still see him as the most evil person in the gaming industry though
you need specific port to plug vive and rift?
well in surface laptop options dont have power for those 2 vr headsets
anyone ever messed around with the VR mesh editor? does anyone know how to get the mesh's component / mesh's location in world from the IMeshEditorModeEditingContract or UViewportInteractor that's passed to a mesh editor command in ApplyDuringDrag?
Hey all I'm working on a gearVR project and want to reset HMD orientation from C++- but when I try to include IHeadMountedDisplay.h which I need to access /GEngine->HMDDevice->ResetOrientationAndPosition(), and then try to launch on the Gear, the deployment fails with an unknown error... anyone run into this or have an idea of what may be the issue?
@lament bay why C++ and not BP ?
I'm coding a lot of the game with c++ and the spot I need to reset if a function in my code
Nm I got it! UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(0, EOrientPositionSelector::OrientationAndPosition);
that line works and no need to include any file
I'm also starting to run into supe rlong deploy times for gearvr as I add more assets... It's frustrating because sometimes I just want to change one line of code or a little BP thing and it takes forever to deploy again... is there anyway just to update files that have changed? It seems so inefficient to need to redeploy all these assets that haven't changed at all
@lament bay Deploying to mobile is painful yes. In previous mobile game work, I have usually tried to setup some way to leave out assets ( like for example audio ) from fast build iterations, only including them in weekly tests or whatever to squeeze out a few seconds... Perhaps just sticking to developing on PC all day and test on device only once a day type discipline might be considered. Letting a service like Jenkins take care of some of this stuff can be a big help.
the way I work with Gear VR is this - I made sure to figure out basic functionality pertaining to the device early in the development and tested it on the device pretty often. Then I created rough scene with more or less target complexity and rendering features - tested often, but not as much as initially. After that I mostly test in the PIE and maybe once or twice a week I test on the device
there is no way around that
The more you work with computers the more you start trying to avoid stuff that makes you wait for more than a minute : ) or even a few seconds
I've worked on PC for a looooooong time. That doesn't make me avoid Gear VR as it's an awesome piece of tech
btw, 4.15.2 hotfix is out
We occasionally post insights from the Oculus Developer community so that VRโs early pioneers can share their practices and help push the industry forward. Today, we feature Pรคrtel Lang, the IK Specialist on the Dead and Buried team, an independent developer dedicated to the research of character animation systems, and the founder of RootMotion, a small company based in Tartu, Estonia.
nice
Prior to posting this critique, we shared it with Zen Studios, makers of Pinball FX2 VR. The review highlights how resource-heavy post effects can be, and after reading it, Vice President of Publishing Mel Kirk and the rest of the team at Zen Studios had this to say: โWe implemented the suggestions and have deployed an update. The effects will have a considerable effect on performance. A lesson learned: we should use the same tool for profiling that Carmack used. It really seems quite efficient.โ
nice x2
interesting... Oculus went back underground - no updates, forum is slow again.. Gotta be cooking something..
Is the little pointer accessory for Gear already accessible by unreal?
@mighty carbon have you tried out the remote control plugin? I have been using that for mobile development lately. Surprising it's not a software feature built into unreal yet, has been in unity for years
nah, haven't
I haven't tested on the device for a while
(working on art, so don't really need to test on the device yet)
yeah depends what you are doing. The little game I did recently relied on tilt mechanics to control the thing so couldn't test properly on the desktop. Same with the daydream stuff, although it doesn't handle the controller for that yet but he has said it will in an update. handy to be able to look around the scene at things, but at least now you have a desktop headset makes things easier for you to just quickly check out your scene
btw, on Gear VR you don't need the device - you can run dev mode and tracking will be done with the phone
oh wow... how does that work?
Here is the latest trailer for my game. Any critique is appreciated. I think it needs work, so does my buddy who made the music. Just trying to decide if I should spend time here, or on other stuff if you guys think it sells or not. https://youtu.be/KyOfo9nJY5A
Bringing you the fastest VR gameplay available. Coming soon: http://store.steampowered.com/app/601080/TRANCE_VR/
@glossy agate well I find it hard to believe that more than... 10 people can play that without getting sick
I have a little over 1000 demo downloads. Got a few wet mouth reports, but not really any sickness reports from it.
well after seeing that trailer, only people that know they are definitely completely immune against motion sickness will even consider playing that game
you should change the weapon sound, the default UE4 FP template weapon sound is really quite known
Good idea
yeah while @full junco is well known to be against that form of locomotion so is probably biased against it from just seeing it, I would have to agree. Looking at that video there is no way at all I would ever try out your game, even a demo because I know that locomotion would make me sick. Seems like plenty of people are ok with it though so don't let that stop you if you are getting decent feedback but it's not something I would even test out
your landscape on there could definitely use a bit of some proper materials on things though thats for sure and the environment, apart from the skyscraper parts seems very empty
Got it. Yeah I need to showcase more action I think.
The grid landscape is meant to reduce sickness, it yeah it looks not ideal haha
well it looks like everything there is placeholder stuff
I can agree with you on that. Performance was an issue with all the stuff going on so it went real basic.
It usually has 15 to 20 plus actors doing a bunch of stuff, along with rendering a lot of the level because you can leap across the whole map if you get enough speed which is why it's sparse. Kind of like snowboarding on an empty mountain but with robots and rockets.
At this point it starts to hitch if you don't kill enough stuff and take your time because it will be 50 or 60 enemies chasing. I don't know how to make that less expensive.
should be doing culling on enemies a long way off or something perhaps. imrpove your LOD's? Using HISM's for the environment
Aren't the enemies always culled out of viewport but they track still i.e. Homing rockets? I used LOD for everything so far. I need to check out the HISM still.
Fuuck I may need to re work a lot of shit.
Im playing against blueshift and master indies new game that's not released for players right now so that's what I was looking at
not sure about the culling on them, but I wouldn't imagine you have hundreds of homing rockets going off at once, a simple boids algorithm should be decent for those thats pretty lightweight though right?
definitely get into the HISM stuff, will let you add hundreds of props into your scene and really give some more detail on there for pretty low drawcalls
and make sure you scale right back down to a 2D object on the LOD's for far away stuff
@ryan#9503 looks cool. Will definetely try the new version. Im normally quite susceptiple to motionsickness, but it wasnt so bad in your demo as i expected. Still felt a bit lightheaded after tho, but supprisingly little when u think of the speed u move
@sturdy coral 4.15 with the manual bloom change: https://puu.sh/vE2Hl/34d5b907c4.png
stock 4.16 with 1 blur: https://puu.sh/vE2OV/bfcde0d295.png
so its 0.07 ms vs 0.19 ms
so the manual thing is almost 3 times faster
oh, I think the 4.16 one is quite good. didn't know that the different blur sizes also have different resolution associated with them
the test above was with having blur #1 enabled and rest disabled
blur #1 is the one with the highest res it seems
if I enable blur #3 and disable the rest, it looks like this: http://puu.sh/vE35M/2e36d3d612.png
thats only 0.08 ms
so which 1 is better quality, aside from performance?
@pearl tangle which one of which?
the 4.16 1 or your manual 1
the 4.16 one looks better I think
nice, I guess I'll stick with the engine and beware of blur #1
Can one of yall throw a test for me on their UE4 ?
I can't get ansel to work anymore, using the latest drivers
alt+F2 doesn't bring the ansel UI somehow :/
just want to confirm before a driver rollback
have you got the whitelist enabled on it?
Oh man.. i really wish there was a way to see the world from a 2nd camera in ue4 when doing vr dev or just in general show content of a 2nd camera on the normal screen like i see a lot of people do with unity
@pearl tangle reran the whitelisting command just in case
nope no cigar
I'll just DDU and reinstall a previous version that worked with ansel
so just the nvidia drivers that broke it you think?
could be
@eternal inlet set it up in splitscreen mode
@pearl tangle last time i tried that, it would just render a window with a horizontally mirrored view of what was on my hmd
have you got a different player controller for player 2?
splitscreen doesn't work in play mode does it ?
Yes i did
Asked Mordentral about it too, and he mentioned something about viewport was locked to hmd in vr mode
Are here people who are familiar with gear vr and it's problems/pitfalls?
I haven't done it in a fair while but you should still be able to. We definitely did it with multiplayer stuff before to do mixed reality type stuff
bits and pieces @real needle
@mighty carbon is the main Gear VR guy on here though
@pearl tangle are there any known issues according to samsung s7, gear vr and black screens/crashes? I try to bring my current project to a s7 but it just leaves me with a black screen. When I build a template project, like the fps one, it works fine. I only managed to build 1 functional version but after making tiny changes I also got a black screen again and can not figure out what the issue is =/
you are talking about the osig-file?
yeah
otherwise the template project would not work and display I guess, so yeah I did it
alrighty
no funny stuff done with post processing, screen percentage 100% shrugs
@pearl tangle erh, ansel doesn't work with the rollbacked drivers either, I have no idea where the problem could be now T_T
It's kind of awful to make tiny changes and wait for ue4 to build to project just to find out that it again resolves in a black screen
@real needle Twas super painful in Unity too :/
I don't understand what the issues are. You don't get feedback other than "nope, doesn't work, try again"
@pearl tangle progress, ran the command to whitelist again and it works on the old drivers, gonna update to the new ones and see if it still works
I hear daydreamvr got a live connection
i do remember having that problem on there before
i think it came down to post processing. make sure you have a post processing volume in there. Unreal doesn't actually apply the mobile settings to your project when you first open it, but once you close it and open it again then those settings are applied and it breaks it
I do have a post processing volume but it doesn't do anything special as of yet
i definitely remember something with that being the black screen issue but it's about 12 months ago since I did any gear vr stuff so can't remember too well. had the same issue with cardboard as well
I only have gear vr here, because my boss wants me to bring the project to gear vr, so I am not able to compare stuff
well you can run it on cardboard on any device so you could see if it does the same thing
but I would say just migrate your project into the 1 that works or move the level content into the 1 that does and check the project settings and post process stuff
got everything to work as intended with ansel, sheesh
So. I have one version working but some textures are just not loaded in.... and I just build an other version with works for now.... if that stays consistent.... that would be great
ah if its just the textures for some not going then it's likely that your textures aren't supported on mobile. You should use the mobile preview quality on your desktop so you can check
hmm "preview rendering level"?
sounds about right. you will want to set it to mobile, low quality android
ue4 is compiling shaders so I guess that's right
yep should take it a while to do that 1
so, done compiling. How do I know if a material fits the mobile requirements? Is there a list of bullit points or something?
avoid translucent at all costs in favor of masked
even masked has to be used with care
yeah, but what about materials which are shown as default? Are there certain limits or nodes/stuff you should not or can not use in mobile?
I guess you'd have to limit instructions
other than that if you avoid tesselation and all the performance intensive stuff you should be alright
Setting up Materials for mobile games.
for the guidelines
GearVR devices should be ES3.1
but afaik ES2.0 gives better perf
ES2 is the safe bet
at least that's how it was when I worked on Unity/GalaxyS6
ah right, so sticking with ES2 is the best solution then
Unity's ES3.1 is forward and is as fast as ES2
@Norman3D would know more about ES3.1 in regards to UE4 and Gear VR
is it now ? I remember having bad performance a year and a half ago
@raven halo to page, don't forget the id :p
In UE4, if you simply use ES3.1 and deploy to Gear VR, you get bad performance
UE4 needs a lot of tinkering to get the best performance
He is offline, so he doesn't even show up when I type his nick :/
aye
is there any lightfield like capture tool for UE4 ?
I'm doing some 360 stereo stuff and I know someone developped a prototype to get lightfield content
Not that I know of
daw
missing node links ?
blergh, VRWorks multires + distance field = ๐
MultiRes + DistanceField Shadows
Using ES2 right now
any improvements ?
for me? Well I can now see in the editor which materials are not working correctly and I will have to spend some time to adjust them. But first I will have to implement a widget which lets me adjust my player height in runtime
@jaunty shell no, but I can't add anim notifies as I normally would (have to go into Montage, then quit, restart, open anim BP and then I can add notifies) and then casting to actor which uses anim BP fails.
Not only casting fails, but also playing anim montage fails.
:/
How to delete a stereo layer component from scene? I only see it disappears once it gets garbage collected
i destroy them manually
@wicked oak could you please tell me how exactly?
stereolayercomponent->destroy()
strange.. to me, this doesnt make them to disappear.
which engine version are you using?
try setting it to not visible first
ok, lemme try. Also can we use more than 3 stereo layers in GearVR?
@wicked oak This is how I render the stereo layer with 3D UMG widget. On event Destroyed I've tried everything but nothing worked
thats what im doing and it worked
the event really gets called to begin with?
if not sure you can always try to put a "print string" at the start or end of your nodes
Everything about control flow is working good. The problem hides inside destroying Stereo Layer component. My idea is to look for something that is responsible for rendering in stereo layer component class in c++, and destroy it manually
Because that thing gets deleted after garbage collection, and stereo layer disappears. still want to find the place, but no luck
`void UStereoLayerComponent::BeginDestroy()
{
Super::BeginDestroy();
IStereoLayers* StereoLayers;
if (LayerId && GEngine->HMDDevice.IsValid() && (StereoLayers = GEngine->HMDDevice->GetStereoLayers()) != nullptr)
{
StereoLayers->DestroyLayer(LayerId);
LayerId = 0;
}
}`
Here, one can see that StereoLayers are sharing interface IStereoLayers. But this thing is implemented for SteamVR only. For other devices such as GearVR, GoogleVR it is not implemented. Any Ideas?
you sure its not implemented on gearVR?
that provides a fallback layer system that just renders the layers as quads on the screen
as of 4.16, there is a "default layer" system
Not yet, but I can see that they didn't re-used interface they have defined
I'll reply once I investigate how GearVR part works
im looking for some Oculus testers to test the new Oculus Store version of my game
that also has adaptive resolution enabled
given that its oculus only
I can test it, but maybe on the weekend
@wicked oak ^^
its for an update i push today
i have my other team member testing some stuff while i test too
Valve employee said it won't be stable and production ready until 4.17+ ๐ฆ
(or so I've heard)
@wicked oak btw, Windows 10 S is x64, not ARM
(or x86)
IMR is one of several companies creating technology to enable a future where high-end VR headsets can break free of the tether that keeps them connected to the host PC. The companyโs secret sauce is their proprietary compression algorithm which they say is made-for-VR, allowing for huge compression at much faster speeds than traditional video โฆ
anyhow, can't wait to get home and see about that annoying issue with Montage and Anim Notifies in 4.15.2 ๐ฆ
95% compression?
hey have you seen this? https://blogs.windows.com/windowsexperience/2017/03/01/windows-mixed-reality-dev-kits-shipping-month/#TfzecfB6BybQJG5b.97
At Microsoft, we are building Windows 10 to be the most complete platform across the broadest range of mixed reality devices and experiences. We believe that mixed reality can empower new waves of creativity and should be affordable and attainable for everyone. As we announced last year, weโre partnering with leading device makers including Acer, โฆ
it say that ID@Xbox program game development get the kit
too bad i do motion control games
95% compression with 1ms time to compress sounds like a best case scenario, IE: a mostly black / white scene
I can't see it possibly approaching that level of compression is most cases in that time
they claim they aren't sampling across frames much if at all
which is where a lot of the savings it
you cant sample across many frames, cuz latency
you need to basically send the current delta frame, or something like that
they claim 95% compression with 1 ms latency
i know, that was my point
95% in 1ms is pretty silly good
doesn't sound like an average but more like a best case
not that it matters if they can keep the quality and response time consistant
I don't care how much data they have to beam if its not noticable
they say the compression is noticeable if you look a bit
TPCast was supposedly unnoticeable, but they had more latency
people said TPCast latency is unnoticeable, but sometimes you see compression artifacts
Hm, the first Chinese consumer reports say that many don't notice any artifacts, but the sound quality is significantly degraded
makes sense, I would put bandwidth into the video more than the audio too if I had to make the choice
not ideal though
audio is like nothing compared to video, so hard to understand why you would notice audio compression more
audio in VR is 50% of immersion
@wicked oak did you see the link I posted for you about dungeon crawler VR game ?
(that was when you were asleep)
https://forums.unrealengine.com/showthread.php?143928 << what on earth would that be? Robo Recall 2 ? ๐
@mighty carbon what link?
if only you had PgUp key on your keyboard or mouse wheel ๐ ๐
pff, mine is better
theirs is not coop, its all in voxels, and they only have a crossbow
i have a bow that can bash enemies and parry their hits. A full highly responsive melee system, and a mage with 3 spells and a pistol (gansta mage)
and all working coop
well, you said DWVR is better than other games too :/
ug....someone released another gameplay trailer for something using my plugin and I can see multiple incorrect implementations in it.....
that is just about the most painful thing to me
are you going to fix it ?
its on their end
bad settings and such
i'll have to reach out to them and offer some advice
Are you building a game using your own plugin too?
@mighty carbon there is nothing like DWVR on the market
as fast
but DWVR has some issues, and i know it more than anyone...
im incredibly critical of my own work
@glossy agate nope, I like to make systems and the plugin is a lot of my free time as it is
Right on. I'll be using it for my next game. Probably be hitting you up for advice haha
game? i thought you did archi
Both. I have a game releasing this month. Starting a new one in like 2 months. I am marketing the arch viz around to builders also as part of my day job.
ah
I'm a broker, so I am tying it in as added service to get enterprise level clients.
New home builders
I just want to make a dead island type game next and your plugin would be perfect for it
whats this plugin?
@wintry escarp how is it going with Gear VR development ?
if I had a rift I wouldn't be playing with gearvr
id love realtime vr to move around the editor etc, too expensive since id need a new gpu as well
I was hoping someone would make a plugin to allow it on gearvr, 60hz is better thann othing
i hear daydreamvr can do it on unity now, not sure if the lcaim is real though
daydream is poop
I'm working with a client who wants to the ability for the hmd to automatically reset its orientation when a new user places the HMD (gearVR) on their head... we're building a game for hospitalized children who cannot necessarily touch the touchpad on the side of the gearVR. Right now I'm calling UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(0, EOrientPositionSelector::OrientationAndPosition) when a user clicks, but I really want to call that automatically on HMD placement... is there any event I can hook into for this? I have not been able to find this through onlien searching
check the "VRNotifications" component
there is "hmd put on" and "hmd put off" events
use the put off event to pause the game or similar. 1 second after the put on event fires, you do the reset
not instantly becouse the headset is still not placed well
the new gearvr hand controller works on any gearvr doesn't it
Cool
@wintry escarp yes, it pairs to your phone, not to Gear VR itself
Once I start deploying to gearvr can I be changing stuff and keep developing while it launches or will that mess with deployment process?
every time I try to set console variables in a packaged game with shipping config I fail...
shipping config uses the appdata directory, but all config files there are reset when the game is launched
@wicked oak Does this look correct to you? I'm not seeing the event triggered with this setup (I am logging a bunch after delay)
I'm trying to find the bloom change on github so that I can try to merge it into 4.15
John, how far out is your game? You going for this month still?
@glossy agate yeah, would definitely like to release this month
trying to keep the amount of things I still need to do low, so probably won't even update to 4.16
Awesome! Cant wait to check it out. Are you doing viveport too? For them they give you the option of integrated DRM or wrapper. Which you think is better?
I don't know the first thing about doing it myself
maybe at some point I'll do viveport too, but I dont want to care about localization for now, and I also don't think viveport knows something like "early access"
Yeah no early access portion on that site. For translation though, they said they will help me translate it for Chinese localization. I just sent them my description last night.
Figure that market is huge so I don't want to miss out.
well it will be a long while before my game is out of early access, so I won't have to care about viveport until then I guess
its nice though that they help with localization
You won't share what your making, but I am hoping it is birth simulator. "Experience birth all over again from the first person view, you even get to cut your own cord"
haha ๐
that would be something where the art is important and the code isn't really
and since I'm not an artist, it would be a bad idea to do something like that
@wicked oak at least as of 4.15 nothing actually binded to the VrNotifications events as far as I am aware
at least outside of oculus
yeah, and even some of them weren't implemented in the Oculus plugin either
I can't seem to find the tracker puck render model within the rendermodels folder of steamvr
It's just a blocky mesh but still
Or do they load if somehow different
@pearl tangle Did you look for the puck mesh?
ah my other dev grabbed it off somewhere. I can dig it up hang on
the 1 in steamvr isn't skinned or anything properly and it's got the thing sticking out of the USB stick so you can tell the direction on it easily
if you let me know what texture it's looking for on that I can throw it up as well
oh also 1 of the Epic guys borrowed my USB stick to transfer some stuff for a presentation last week. He may have accidentilly left all of the base materials for Paragon on there... haha
they load it the same, but yeah the steamVR one is pretty unifinished
Zoltan are you making a game right now too?
got a few different projects we are working on at the moment. Might be modifying the Rugby VR thing we made for a client to setup in a VR arcade over here as a test, that's the only "Game" 1 at the moment. I also have to push this other little mobile game over to iOS this week which I launched on android a couple weeks ago
Nice! What company? I want to check it out
http://iris-worldwide.com is where I work running the creative technology side of things across asia pacific. we are an advertising agency though for that company so you wont see much VR stuff on the website
Rugby vr sounds awesome. I was thinking of trying a quiddich vr type game at some point. Just change the name.
we did this with a vive tracker on the end of a rugby ball for a client event at the hong kong 7's. was good fun
@pearl tangle Nice!
https://play.google.com/store/apps/details?id=com.YourCompany.InfinityUp I made this thing for Samsung/ T-Mobile a couple of weeks ago. The entire thing is done with UMG only
it only has the worldgridmat so no references to textures
ah we have the material as well. hang on il pull up the project
โค
You guys have some super legit clients! That's awesome
well iris is a decent size advertising agency. we have 1200+ people globally. 500 of which are in our uk office though
Something must have happened in 4.16 with tracked devices, because the pucks are no longer showing up under tracked devices "controllers" or "other"
ah I think they integrated in the deviceTypeID thing that I gave you the code snippet for like 4-5 months back if you remember
when just running "get tracked device ID's
no material actually
yeah i thought we had 1 but it's split up with all the ID's so he just made some colours
@pearl tangle Well in 4.15 I just had to forloop tracked devices and check for 5 and 6
https://goo.gl/photos/oU7jZUXfV1m6YoJ3A here is some of the stuff from the rugby 1. look further down the bottom
And so forth for more pucks
We setup in ours on the keyboard so you could adjust the ID so that if somebody threw the ball against the wall and broke the tracker we could revert to the controller. so it just steps through ID's
Hahaha good idea
I will check on the UDN and see if anybody has said anything about 4.16 trackers but seems a stretch
have you 3D printed and wired up any custom controllers for yourself yet @real needle ?
no I'd love to but there's no time
hah seems like im still the only person on the UDN asking about the vive trackers
I have access to everything I need to do it though, so maybe after the summer is over
You just set it to release once the forward velocity slows down enough?
I'm mostly interested in the mocap possibilities, not so much for beers and balls :b
ah ok I would say they have most likely updated the steamVR SDK in 4.16 and it should be pulling things in from whatever the new device type steamvr has
hey it was whiskey and balls :"p
@tired tree Your plugin supports the trackers, how do you check to see if they're valid?
oh I am testing out the SMI eye tracking stuff in a gear VR today too. Their Vive version is way better though
hmm.. something definitely changed from 4.15.1 to 4.15.2
@real needle I check for a valid tracked frame of reference, SteamVR reports them as connected and valid even when off...so that is about it
I had my large drone ship inactive, and when activated, animation BP would kick in, in 4.15.1. In 4.15.2 that doesn't work - even though actor is inactive, anim BP kicks off right from spawn.
Btw the controllers work during simulate in 4.16, I'm not sure if that has been the case before I used mordentrals "use without HMD" on his motioncontroller components
@glossy agate we had a collision sort of setup so once the ball passes through that it spawns the ball and we generate velocity from the fake ball they are holding
it wasnt' the case before
but they will still bug out in non simulate preview windows
@tired tree Hmmm I have tracked device nr 1 set in the new tracked device component but I'm not even receiving a result from "Get Tracked Device ID's"
I get controllers and base stations
Let's restart
Yeah worth a shot
But seems like steamvr should be returning things differently for them now. Are you on the beta steamvr
they are "invalid" objects now
what really? I wouldn't even think to try that
a steamvr software update that came out recently broke them for UE4, and epic hasn't patched it yet
they aren't listed as controllers in engine anymore
Yeah they should have their own specific device type
hm I wonder if their input calls will work then
thats why I made the custom controller to handle it in the mean time
That's what 4.16 should be looking for
nope they won't
aren't polled at all in ue4 currently
honestly they were "wrong" being listed under controllers in the first place
just surprised it wasn't hotfixed
Yeah that was always a hack from them. They had it setup to get the device type ID but steamvr hadn't implemented on their sidr
Let me try check it today and I'll put something up on UDN to check with them
k I do get length of 1 when checking device id's for "invalid"
Do you have 1 tracker on?
yeah they positionally work from invalid
Yeah it's fiddly with the ID that's why we set it to just be able to change whenever we need. Should get you by for the debugging and development for now
Yeah I can do the traditional way of pulling data straight, was hoping to use mordentrals new fancy component
I also see your "waist tracking mode" I haven't read about that @tired tree
Debug traces and shadows are busted in 4.16 for stereo
yeah I reported the 4.16 debug shadowing in right eye and the c++ interfaces being entirely missing from 4.16 editor today
waist tracking is something i'm still thinking about how best to handle, current version is "meh"
I want it fully automated
whats this fancy new component i keep hearing about?
is it just me or is the aliasing much worse in 4.16?
@tired tree I've only tried MSAA but the SunTemple looks gorgeous
hmm
the new look at node confused me though
my testbed with no changes looks a shitload worse
make sure your cvars are set?
I really like the list of them in device profiles
much easier to organize and remember
tested out the new asset manager in 4.16 too?
already checked the Cvars
but then again I already know they have some rendering issues with VR in 4.16, debug shadows in right eye and the horizon line again....just like 4.13 preview 1. Hopefully its just a side effect of whats causing that.
jeeeez, I thought I was fairly understandable with this bug report? "Debug draw is broken in 4.16 Preview 1 & 2, any debug draw object (BoxCollision, SphereCollision) set to render will draw a second warped black lined outline only in the right eye in VR."
got back "Could you elaborate on what issue it is that you are experiencing and as to how it is at an inverse to what it is you would expect?"
hmmm, the cheaper bloom stuff was actually introduced in 4.15 I think, lol @sturdy coral
just wanted to apply it manually to 4.15 and then I saw that code is already there ๐
Fantasifall I've been doing some replication overhauls by the way in the plugin
added a less accurate but better compressed option for the controllers / hmd that you can select
and some changes to the replicated structs as well
alright, here is what will happen at the end (still need some timing tweaking): https://www.youtube.com/watch?v=Yf8wL9TTPQw
I am basically at the point now where I just need to finalize some textures, do tweaking, refine level and do whatever optimizations I can. Oh and of course need to work on sounds.
(after EMP'ish shockwave screen will fade - "The End")
what do you think folks ?
looks cool. shouldn't the shockwave come out once the blue light hits the bottom though rather than halfway down?
thanks! yeah, that's why I said it still needs tweaking ๐
would make sense if it was fluid / plasma
in PIE it blows up right on, but on the device - too early.. Odd.
it's not real world physics sim ๐
any sci-fi movie has these kind on "it's not real" effects
oh, I forgot to make player get pushed... ๐ฆ
I was thinking, if people like it, I can add "DLC" (or free patch, depends on whether I make initial release free or not) where level would change into after-the-event world.. Make it kinda come to live, get powered, add some unlocked areas underground, maybe some basic AI
@tired tree I just saw youre response about nothing actually being bound to VRnotification events... that's too bad... do you know of any other way to acoomplish resetting orientation for GearVR when someone puts HMD on? Seems like a pretty important thing to be able to do...