#virtual-reality

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tired tree
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can't agree

mighty carbon
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Why not? Is 2 hrs fun game worth less that 16 hrs of boring ?

full junco
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well I think the 2 hours fun game is worth more

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but I would never pay $30 for a 2 hours game, no matter how good it is

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I know that there are cheaper games where I can have 1000 hours fun with

mighty carbon
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Agreed, but if 2 hrs game has some degree of replayability ?

tired tree
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it doesn't

mighty carbon
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Lol, ok

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CoD has 4 hrs of SP campaign and costs $59

wise thunder
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I think you're conveniently forgetting the MP part...?

glossy agate
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That's why I red box cod games for like $3

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But people buy them a lot. Seems like consoles have the conventional pricing set up really nice

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With vr the pricing is still really low. Almost like race to the bottom low.

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Which sucks because if people have the cash for the system, they have the cash for games.

mighty carbon
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MP adds replayability factor

wise thunder
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Sure, but it's not like MP is just a replayable SP

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They're basically completely different games at this point, to be honest

mighty carbon
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finally got my Rift sensors into permanent location:

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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 ๐Ÿ˜›

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that's ceiling camera mount and telescopic selfie stick ๐Ÿ˜‰

mighty carbon
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Hmm.. Mitch said there is no way to replicate controllers without C++ :/

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true or false ?

glossy agate
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I think that's false because the free mp template from epic has controllers replicated and that's all bp.

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You can grab a copy on the forum in the asset sharing thread

tired tree
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its false

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he said "well"

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though

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so he wasn't wrong

mighty carbon
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??

tired tree
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"I didn't include it in the book as replicating motion controllers well really requires c++"

mighty carbon
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I see

mighty carbon
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so, how is it going to be better in C++ compare to BPs ?

tired tree
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better optimization potential and can also ignore the owning player on the server replication back to clients

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BP is totally possible, multiple people doing it already

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not going to be the largest deal unless you start running large player counts

mighty carbon
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I see

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btw, I just checked the video of your plugin - love it!

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gun handling is as I imagined it should be done ๐Ÿ˜ƒ

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tired tree
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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

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object pool wouldn't effect anythingf

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the auto save "should" work, as long as it is just serializing

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every relevent data point is a uproperty for objects

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though Rama has an auto save plugin too

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don't know what Bruno's is like

mighty carbon
mighty carbon
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Not directly related to VR, but if VR first person action-adventure allowed for something like that it would be awesome.

clever sky
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Tough question for you guys.

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How would you find the point at which a sphere is most intersecting a surface?

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so once the sphere starts clipping into the surface... how do you figure out the most intersecting point still on the surface?

wicked oak
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@clever sky average of contact points

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or just get the plane that the contact circle is, and then get the distance from that plane to the sphere

clever sky
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how do you get contact points?

wicked oak
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is it Plane vs Sphere?

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you can just calculat the plane distance to the sphere center

clever sky
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But how do you get that plane distance without finding that point I'm pointing at?

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Because that's the number I actually want (the plane distance to sphere center)

wicked oak
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its a formula

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basic linear algebra to find the distance from a point to a plane

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you basically find the normal of the plane

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by doing a cross product of the axis of the plane

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then, you create a line that passes though the center of the sphere

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then you try to solve the equation beetween that line equation and the plane equation

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the solution gives you the contact point

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that contact point is the exact thing you want

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its not about spheres

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its about projecting your point in the plane

clever sky
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Ok. That's cool.

wicked oak
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using the normal of the plane as direction

clever sky
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Now I need to figure out as a math pleb

wicked oak
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yes but i failed that subject in university...

clever sky
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Because I not good with math ๐Ÿ˜›

wicked oak
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becouse it went alongside Calculus

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so i got like a 8/10 on the linear algebra stuff (this)

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and then went like 3/10 on calculus

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and failed

clever sky
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D:

wicked oak
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most universities have the 2 of them separated

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this one has it joined for SOME reason

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i guess becouse it makes the subject as a whole way harder

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and less people pass it

tired tree
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pretty ue4 already has a point to plane function in fmath

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there

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ur welcome

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:p

clever sky
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That's not BP accessible is it? ๐Ÿ˜›

tired tree
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yes it is

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different name

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ProjectPointToPlane

clever sky
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Sweet.

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What's plane base? the center point of the plane?

tired tree
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signed distance too, so if it goes negative you have past penetration

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base point in the plane, so contact point?

wicked oak
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top kek, so that function is there alreaddy XD

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but he needs the contact point

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no, the base point of the plane is whatever point that is on the plane

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any location is valid

clever sky
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oh

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Ok. ok.

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I think I figured out what I need to do...

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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

tired tree
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yeah I was saying that he can pass in the contact point though

clever sky
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Which is the contact point!

tired tree
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to fullfill that plane point

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well you should be able to get it from the trace time as well I would think

clever sky
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trace time?

tired tree
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traces return a time

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projected from start to end

wicked oak
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but sphere trace does return the correct impact poing i think

clever sky
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ok. % of trace distance.

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sphere trace does return the correct impact point.

tired tree
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that would tell you how far it traveled before hitting

clever sky
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Until it starts intersecting at the start. Then it screws up.

tired tree
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if you are tracing from center of the capsule, you would just have to check againt the radius

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well...that might actually bring you just the front contact

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but you also have penetration depth

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and bstartedinpenetration

clever sky
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Which one is that?

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penetration depth.

tired tree
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break the trace result

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should be in there

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" 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."

clever sky
tired tree
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mm, guess they didn't expose that

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sad

clever sky
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It's cool. This conversation should be fruitful.

tired tree
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you should run a test real quick and see if the time over distance actually returns the correct value for a sphere trace though

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i'm curious

clever sky
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Ok. I'll try

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It appears to

tired tree
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as in returns the correct even if starting in penetration?

clever sky
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Er.

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Let me check again. I'm doing something when it hits 0, so I never see penetration.

tired tree
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ah

clever sky
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Ok. so it returns 0 as soon as starting sphere penetration occurs

tired tree
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too bad

clever sky
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so it's only returning the 1-0 of the path distance

tired tree
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gotta do it the hard way

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was hopingit would go 0-1 from trace start not radius edge

clever sky
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Yeah. Let's see if the impact normal line trace works.

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Nice.

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Works well

dusky moon
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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 ?

wicked oak
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the VR template is trash

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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

dusky moon
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can I have the link to that template ?!

tired tree
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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.

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The plugin is "VRExpansionPlugin" on the forums though

mighty carbon
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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)

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(#bp channel is dead, so I am asking here)

full junco
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you wanna push the player in VR?

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thats a bad idea

tired tree
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I could see "zoning" the world out a ton so you just see hints of the movement with a static surround working for that

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but motor, to do that with the default setup, prettysure you are going to have to manually do the movement

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as you won't be simulating and not beign a character you won't have a movement component to pull the AddForces

glossy agate
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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.

full junco
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yeah, you cant really do that in VR

tired tree
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I wouldn't do it to myself even without blurring out the world

glossy agate
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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.

tired tree
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unless actual physical sickness is the intent of course

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that would be a fun VR game

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you die, you get sick

full junco
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few games have that as the intent ๐Ÿ˜›

tired tree
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dark souls VR

glossy agate
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Turn on simulate physics on the camera when you die and just launch it in a random direction haha

tired tree
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been there

mighty carbon
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well, I only need to push player right before fading away into black

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it's the ending basically

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so user shouldn't get motion sick

glossy agate
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Can you just lerp in a single direction for the effect?

mighty carbon
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Alternatively I can do camera shake, which I already tried..

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I guess I could

glossy agate
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It's what I used for my grapple and it's pretty mild on your stomach.

mighty carbon
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the movement will be very short in time, like 1 sec or so

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so I am not really concerned with motion sickness for this case

glossy agate
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Yeah seems like that would be pretty simple. And interp to constant would give you a consistent speed.

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Or you could try launch character.

full junco
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1 second is quite a lot

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and if its at the end, its very easy for anyone playing that to remember how bad they felt at the end

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so not a good thing to do

tired tree
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dunno

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i used launch character for a websling thing

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it was fine

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depends on how it works and how expected the movement is

mighty carbon
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Oculus Dreamdeck has shaking camera - feels fine

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(actually made me feel like I was in a rumbling bunker, no sickness)

glossy agate
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Yeah I want to try some small camera shake when you fall to see how it goes.

outer badge
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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

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i.e. I move my hands forward and the hands that I see move backwards

full junco
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@outer badge in all ue4 projects?

outer badge
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In just mine, atm. I'm using the VR Template MotionControllerPawn. Imported it into a different project.

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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.

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Also, my head is constantly spawning at exactly floor level and never moving up.

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I had to hardcode additional height...

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Ah okay I think it's because my camera isn't rotating for some reason.

mighty carbon
outer badge
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I can rotate the camera completely independently of the HMD.

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Rotating it has no effect on the player's vision... how can I link the two together?

sturdy coral
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@outer badge you need to rotate the component the camera is attached to around the camera

outer badge
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@sturdy coral Okay, so the "Camera" is locked to HMD and is the child of the VROrigin

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Rotating the VROrigin component doesn't seem to change the view either... what am I supposed to do? Sorry, first time VR port

sturdy coral
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well with that I'm assuming you want to rotate the motion controllers too

outer badge
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Right, those actually rotate properly. It's really bizarre.

sturdy coral
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let me look through and remember which settings you need

outer badge
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Thank you so much

sturdy coral
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@outer badge do you have lock to hmd set on the camera component?

outer badge
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Nope

sturdy coral
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I think you should have lock to hmd checked and use pawn control rotation unchecked

outer badge
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Lemme try that

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Nope, didn't seem to work.

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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.

sturdy coral
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weird, I'd just suggest looking at epic's VR template built into the engine and make sure you have the same settings

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and then see how they do rotation

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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)

outer badge
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Yeah that's the frustrating part, it's literally just the same exact content imported into an existing project.

sturdy coral
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does your existing project have old stuff the way you used to have to set up the player camera manager and stuff?

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look into that, a camera manager may be being set in the player controller

outer badge
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I'll check now

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Okay so exactly what I'm trying to do is working perfectly when applied straight onto the VR template.

sturdy coral
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weird

outer badge
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Debating whether or not it's easier to just import all of my content into the VR template rather than the other way around...

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Do you know if it's possible to rename an existing UE4 project?

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@sturdy coral Figured it out! It was my custom PlayerController.

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Set it in Maps & Modes.

sturdy coral
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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

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oh cool

marble trail
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Has anyone found that RoboRecall on the Oculus doesn't run after the recent (today) Oculus app and driver update?

clever sky
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Rotating the VR camera in BP properly is a surprisingly non-trivial task.

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You can rotate the actor that the HMD/camera sits in easily

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But that doesn't produce the correct transformation.

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As you'll rotate from the center of the room

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and not from your location.

full junco
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@clever sky are you still working on your locomotion thing or do you have a different project now?

clever sky
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Still working on it.

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Still extending it out.

jaunty shell
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Good morning everyone ๐Ÿ˜ƒ

full junco
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@clever sky nice, did you add many small things recently or are you working on some bigger update?

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so if I tested it a few weeks ago, will I see a difference now?

clever sky
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I've uploaded a new version to steam as beta branch

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Some differences. Sliding locomotion has been added for one

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Also improvements to climbing

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And improvements in the way heading is handled (smoother now)

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The ability to tweak the movement speeds in each movement band

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Also you can grab with both grip and trigger.

full junco
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ok

clever sky
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You can push off surfaces with a gun/sword in hand (face palm down and press grip)

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And a bunch of bug fixes.

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Now I'm working on the next update after that, which should hopefully be the end of feature development.

full junco
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and then?

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will you make a game that uses it or something like that?

clever sky
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Yeah.

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Game and plugin. Not sure how long it'll all take, but that's the goal.

jaunty shell
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First chinese reviews of TPCast are looking good

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Now its just a matter of shipping it around the world

dusk vigil
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Speaking of china... We are testing out the Hyperreal Pano

jaunty shell
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is that the Vive/Rift hybrid knockoff we saw a while ago ? (with the little lighthouses)

dusk vigil
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They seem to have chucked the lighthouses and gone with Rift style cameras

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FOV is actually pretty nice, no OpenVR support yet, but has Unreal and Unity plugins

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At a quickk 5 minute test I'm actually positively surprised

jaunty shell
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interesting

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what was their price ?

dusk vigil
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We got it free, but I believe they are around 500 bucks

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2500 yuan for the one we have, thats under 400

woven folio
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How is UE4 as far as VR support? I'm thinking of ordering a Vive

dusk vigil
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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

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UE4 VR support is strong

woven folio
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Is performance what you expect?

dusk vigil
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totally depends on your scene

wicked oak
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harder than with unity

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for performance

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but if you know what you are doing you can get much better graphics

woven folio
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I guess I'll see once it arrives ๐Ÿ˜ƒ

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What is the input for the touchpad thing on the Vive controllers called?

wicked oak
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touchpad

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the input stuff is just "Motion Controller (L/R) Stuff"

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its easily undestandable

woven folio
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Touchpad is supported though? I don't see it

wicked oak
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it is

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but its like a joystick

woven folio
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I see

wicked oak
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works the same as Oculus or Vive

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both use the same jostick input for joystick or trackpad

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if you have doubts, you can check documentation or the source code

woven folio
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Haptic feedback is supported through Force Feedback?

wicked oak
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its literally called Haptic Feedback effect

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the best way to use it is by "playing back" sounds

woven folio
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Hmm

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Alright, thanks ๐Ÿ˜ƒ

mighty carbon
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@marble trail Haven't played RR last night or today, but I haven't gotten any updates either

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@woven folio why Vive and not Rift?

woven folio
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Bad press, lower market share

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The falling out of Palmer Luckey

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No E3 booth :p

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The Vive controllers seem more appealing than what Rift offers

mighty carbon
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sounds like you are into politics

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Touch controllers beat Vive's wands any day.

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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.

wicked oak
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In general, Vive only wins on the tracking department

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lighthouse just works very well

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on everything else, Oculus is superior

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but tracking is a huge deal, of course

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and Vive seems to be getting all this addons

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extra controllers, wireless, eye tracking, new headstrap

woven folio
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Does Rift even have room-scale tracking?

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And I have been more concerned with things like bad press than the actual headset

mighty carbon
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It does

woven folio
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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

mighty carbon
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And 1.14 version of Oculus software fixed most of the kinks

woven folio
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I was going to just wait till 2nd gen VR headsets arrive (Whenever that may be), but I am not very patient ^

mighty carbon
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Unlike HTC, Oculus doesn't have their own factories to build Rift (not back when they started at least).

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Thus, delays

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No delays now though

woven folio
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Ah

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I don't remember my reasoning for wanting Rift over Vive when they came out (Even with no Touch Controllers), but it was something...

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Must have been something silly like it being Facebook-backed

mighty carbon
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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.

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Thanks to Facebook Oculus will keep moving forward.

woven folio
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lol

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Not hating on Facebook, but that would have been my only reason to prefer it before any user reviews were out

south summit
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how to display image on monitor and add some ui elements to it, like in robo recall?

mighty carbon
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Got a screenshot for a reference, @south summit ?

tired tree
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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.

woven folio
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I'm interested in what it is if it requires a little engine change

mighty carbon
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I wish Epic would have that change in 4.16 stock

tired tree
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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);
}

wicked oak
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so kind of like what they do with PSVR

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in PSVR, they added "social screen"

tired tree
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yeah with source access its easy with any headset

wicked oak
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all it does its just letting you put a texture on the screen

tired tree
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just wish they exported the HMD symbols so I could override and do it with plugin :*(

wicked oak
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wich can be a render target for a different camera of course

tired tree
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they still haven't pulled ramas request for that

wicked oak
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its interesting about vr hardware

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funny enough ps4 SOC is better for it than PC

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lower level access, shared memory, ultra low latency beetween GPU and CPU as its the same chip

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too bad PC just bruteforces the shit out of it

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a 1080 is probably 4 times more powerful than a ps4

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or twice more powerful than a ps4pro

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there is a considerable amount of hardware optimizations doable for VR

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just to start we have Lens Matched shading and multiview, instanced stereo

storm hare
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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? ๐Ÿ˜ƒ

short tangle
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So question do HMDs automatically output their native resolution?

jaunty shell
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bam ?

mighty carbon
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doesn't sound too good

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the guy been there forever

jaunty shell
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well he's worked on the most successful games of valve

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I guess its time for new writers to come in

full junco
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@mighty carbon I don't just dislike Facebook, I dislike Microsoft too

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and I'm more personally affected by what Microsoft does, Facebook I can easily avoid

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avoiding Microsoft is harder

tired tree
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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?

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The guy did great work, but boy was he off base about where the community wanted to take things

full junco
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all locomotion in VR is bad and terrible

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I completely agree

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if the community disagrees, then the community is just a bad community

pearl tangle
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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

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i don't like onward's type of locomotion and I can't play like that either, but clearly plenty of people can

full junco
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it's a niche in a niche market

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they might be vocal, but that doesn't matter

pearl tangle
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well its sold about 50 000 copies

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at $25 a pop

glossy agate
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Demand economy

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Onward is one the most popular vr games. It's the most popular competitive mp in VR so far.

pearl tangle
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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

glossy agate
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Probably would have tanked doing teleport though

tired tree
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and all of its competitors also include locomotion and are doing well too....

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even fallout4 vr is adding multiple locomotion types

glossy agate
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Ss games, Pavlov, bam,

tired tree
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though pavlovs teleport with thirdparty walk comfort mode is nice

glossy agate
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The chair one, hover junkers, that dodge ball type one. A few others I'm sure that are already dead.

tired tree
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more people should consider that

full junco
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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

tired tree
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though it is difficult to pull off

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it also constantly has most concurrent players john....

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actually rec room might beat it

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for concurrent

glossy agate
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Go visit their discord though. It's a rabid fan base. Only vr I know of with actual monthly tournaments.

pearl tangle
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do you really care if you have made a million bucks from it if people keep playing it?

tired tree
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not to mention valve reversed chets opinion and gave direct support to the Onward dev on site....

glossy agate
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Rec room has about double the download rate. And it's free

pearl tangle
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rec room is good fun

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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

tired tree
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rec rooms only downside is the player base and no age gates

pearl tangle
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they were trying to get 5 mill in funding last i heard

glossy agate
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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

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You'll start seeing pepsi posters around the locker room haha. Ad money

pearl tangle
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yeah intruiging to see where it goes

full junco
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never heard about that game

tired tree
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never heard of rec room?

full junco
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yeah

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first time I see that name

tired tree
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i honestly can't believe that you have been developing for vr this long without at least checking out other peoples work

full junco
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I played the lab

glossy agate
#

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

tired tree
#

jumping in vr is a lot of fun ryan

#

jet packs and all

glossy agate
#

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?

full junco
#

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

glossy agate
#

Oh man. You gotta get ss: the second encounter and go coop with me and a few others in campaign mode. Shits so fun

full junco
#

I haven't bought any vr game

#

I've never really played many games, even before VR

glossy agate
#

Oh, you build more for enterprise?

full junco
#

no

#

my game is for the average VR gamer

glossy agate
#

Right on

full junco
#

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

glossy agate
#

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.

full junco
#

well yeah I think I would probably like it, I didn't really like any VR game where you have to shoot much though

glossy agate
#

Along with my day job

full junco
#

I think firearms in VR just never feel good

wise thunder
#

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

full junco
#

half life 3 VR?

wise thunder
#

If only

#

๐Ÿ˜ฎ

#

Hot Dogs, Horseshoes and Hand Grenades

full junco
#

what a name

wise thunder
#

Yeah, right

full junco
#

well a gun needs to be heavy and you have to hold it with 2 hands

wicked oak
#
#

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

full junco
#

I don't think its heavy enough

wicked oak
#

you cant really ask the players to go with a super heavy controller

#

it will tire them

full junco
#

maybe you can put lead in there

wicked oak
#

you can just attach some weights to it if you want

glossy agate
#

But a noobtube

full junco
#

well for feeling realistic, after an hour of walking around of a weapon I sure wanna feel tired

glossy agate
#

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

clever sky
#

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.

wicked oak
#

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

clever sky
#

Ok. How do you stop the normal mesh from occluding the xray mesh?

wicked oak
#

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

clever sky
#

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

wicked oak
#

nope

clever sky
#

meaning it'll show up all the time ๐Ÿ˜›

wicked oak
#

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

clever sky
#

Is there a good depth resource?

mighty carbon
#

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

wicked oak
#

you still havent tried DOOM 3 vr?

clever sky
#

I've turned off depth testing on the occluded material

wicked oak
#

the one with the cool vr integration with motion controlled guns

clever sky
#

@mighty carbon go try my freedom locomotion VR

mighty carbon
#

probably will ๐Ÿ˜ƒ I don't have 360 deg setup though

#

btw, 4.16pre2 is out

full junco
#

noise

clever sky
#

Good thing is you don't need 360 for FLVR. There's a couple different turning options in there ๐Ÿ˜ƒ

full junco
#

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

wicked oak
#

damn, lots of fixes

mighty carbon
#

That's why it's recommended to use BPs as it's easier to update older projects to the new releases, supposedly.

clever sky
full junco
#

@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

clever sky
#

Oh ok.

#

I see what the problem is.

alpine torrent
mighty carbon
#

@full junco oh, I thought you are running stock UE4

wicked oak
#

antialiasing is too mainstream

full junco
#

@mighty carbon making my game with stock ue4 is pretty much impossible

mighty carbon
#

o.O

full junco
#

ue4 is great because you can change everything in the source

mighty carbon
#

what kind of game you are making that you need to change a lot of things in the source?!

full junco
#

you will see it when I release the game ๐Ÿ˜

alpine torrent
#

@wicked oak those who made it dont know yet how to do anti-aliazing

wicked oak
#

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

glossy agate
tired tree
#

thats specific to the website

#

if that website goes down, so does your leaderboard

wicked oak
#

and i wonder what their business model is

#

runnning the website costs money

glossy agate
#

Oh shit nevermind. I'll keep looking. I wanted a steam integrated leaderboard.

tired tree
#

use the leaderboard system in engine then....

wicked oak
#

its broken on steam

#

i had to write my own

tired tree
#

some people are using it already

#

also there is a plugin specific for leaderboards

#

that fixes some missing things that epic had

wicked oak
#

uhm, wich one?

glossy agate
#

Cool I'll look for it

tired tree
#

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

mighty carbon
#

Darksiders 3 has been announced! Super awesome !

#

I wish they did something with it in VR

alpine torrent
#

@wicked oak hey you can install pro to it

mighty carbon
alpine torrent
#

like device comes with windows 10 S you can get pro if you want those

clever sky
#
#

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 ๐Ÿ˜›

glossy agate
#

Yeah I'm not quitting the day job yet haha

#

Probably never will cause I like it though.

clever sky
#

What's your day job?

glossy agate
#

Real estate. I'm a broker, but mostly do marketing ect to help my buddy grow his mortgage firm I have a pice of

clever sky
#

Nice

#

So you doing VR arch viz? ๐Ÿ˜›

glossy agate
#

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.

clever sky
#

Nice.

glossy agate
#

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

clever sky
#

hehe

mighty carbon
#

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

glossy agate
#

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.

clever sky
#

That's great man ๐Ÿ˜ƒ

#

lucky position to be in. And making the right moves.

glossy agate
#

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

tired tree
#

this 3d volume texture in VR stream epic has going on is pretty sick

clever sky
#

It's on now? coolies

tired tree
#

didn't expect him to combine his water flow maps with the fog field

clever sky
#

Fuck. That's pretty stuff.

#

The clouds in allumette were awesome in VR...

glossy agate
#

I'm surprised that would work in vr. Seems expensive. Gotta try it. Get a cool haunted mansion look.

tired tree
#

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

glossy agate
zenith charm
#

Doing clouds are tricky, still working on getting a good look on my VR game ๐Ÿ˜ƒ

mighty carbon
#

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:

full junco
#

@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

alpine torrent
#

you need specific port to plug vive and rift?

#

well in surface laptop options dont have power for those 2 vr headsets

fickle flare
#

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?

lament bay
#

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?

mighty carbon
#

@lament bay why C++ and not BP ?

lament bay
#

I'm coding a lot of the game with c++ and the spot I need to reset if a function in my code

fickle flare
#

@mighty carbon adding new features to the VR mesh editor

#

oh that wasn't for me

lament bay
#

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

dusk vigil
#

@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.

mighty carbon
#

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

dusk vigil
#

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

mighty carbon
#

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

#
#

nice

#
#

nice x2

#

interesting... Oculus went back underground - no updates, forum is slow again.. Gotta be cooking something..

dusk vigil
#

Is the little pointer accessory for Gear already accessible by unreal?

mighty carbon
#

in 4.16 maybe

#

I haven't had time to mess with previews

pearl tangle
#

@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

mighty carbon
#

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)

pearl tangle
#

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

mighty carbon
#

btw, on Gear VR you don't need the device - you can run dev mode and tracking will be done with the phone

lament bay
#

oh wow... how does that work?

mighty carbon
#

same as deploying to GEar VR

#

just no need to plug it into the HMD

glossy agate
full junco
#

@glossy agate well I find it hard to believe that more than... 10 people can play that without getting sick

glossy agate
#

I have a little over 1000 demo downloads. Got a few wet mouth reports, but not really any sickness reports from it.

full junco
#

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

glossy agate
#

Good idea

pearl tangle
#

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

glossy agate
#

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

pearl tangle
#

well it looks like everything there is placeholder stuff

glossy agate
#

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.

pearl tangle
#

should be doing culling on enemies a long way off or something perhaps. imrpove your LOD's? Using HISM's for the environment

glossy agate
#

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

pearl tangle
#

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

eternal inlet
#

@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

full junco
#

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

#

thats only 0.08 ms

pearl tangle
#

so which 1 is better quality, aside from performance?

full junco
#

@pearl tangle which one of which?

pearl tangle
#

the 4.16 1 or your manual 1

full junco
#

the 4.16 one looks better I think

sturdy coral
#

nice, I guess I'll stick with the engine and beware of blur #1

jaunty shell
#

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

pearl tangle
#

have you got the whitelist enabled on it?

jaunty shell
#

should have

#

I did the whitelisting when i first used it

eternal inlet
#

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

jaunty shell
#

@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

pearl tangle
#

so just the nvidia drivers that broke it you think?

jaunty shell
#

could be

pearl tangle
#

@eternal inlet set it up in splitscreen mode

eternal inlet
#

@pearl tangle last time i tried that, it would just render a window with a horizontally mirrored view of what was on my hmd

pearl tangle
#

have you got a different player controller for player 2?

jaunty shell
#

splitscreen doesn't work in play mode does it ?

eternal inlet
#

Yes i did

#

Asked Mordentral about it too, and he mentioned something about viewport was locked to hmd in vr mode

real needle
#

Are here people who are familiar with gear vr and it's problems/pitfalls?

pearl tangle
#

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

real needle
#

@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 =/

jaunty shell
#

have you authorized your deviceID ?

#

and made a signature file too

real needle
#

you are talking about the osig-file?

jaunty shell
#

yeah

real needle
#

otherwise the template project would not work and display I guess, so yeah I did it

jaunty shell
#

alrighty

real needle
#

no funny stuff done with post processing, screen percentage 100% shrugs

jaunty shell
#

@pearl tangle erh, ansel doesn't work with the rollbacked drivers either, I have no idea where the problem could be now T_T

real needle
#

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

jaunty shell
#

@real needle Twas super painful in Unity too :/

real needle
#

I don't understand what the issues are. You don't get feedback other than "nope, doesn't work, try again"

jaunty shell
#

@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

wintry escarp
#

I hear daydreamvr got a live connection

pearl tangle
#

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

real needle
#

I do have a post processing volume but it doesn't do anything special as of yet

pearl tangle
#

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

real needle
#

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

pearl tangle
#

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

jaunty shell
#

got everything to work as intended with ansel, sheesh

real needle
#

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

pearl tangle
#

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

real needle
#

hmm "preview rendering level"?

pearl tangle
#

sounds about right. you will want to set it to mobile, low quality android

real needle
#

ue4 is compiling shaders so I guess that's right

pearl tangle
#

yep should take it a while to do that 1

real needle
#

so, done compiling. How do I know if a material fits the mobile requirements? Is there a list of bullit points or something?

jaunty shell
#

avoid translucent at all costs in favor of masked

#

even masked has to be used with care

real needle
#

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?

jaunty shell
#

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

#

for the guidelines

#

GearVR devices should be ES3.1

#

but afaik ES2.0 gives better perf

mighty carbon
#

ES2 is the safe bet

jaunty shell
#

at least that's how it was when I worked on Unity/GalaxyS6

mighty carbon
#

Because ES3 is deferred

#

I'm UE4 that is

jaunty shell
#

ah right, so sticking with ES2 is the best solution then

mighty carbon
#

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

jaunty shell
#

is it now ? I remember having bad performance a year and a half ago

#

@raven halo to page, don't forget the id :p

mighty carbon
#

In UE4, if you simply use ES3.1 and deploy to Gear VR, you get bad performance

jaunty shell
#

UE4 needs a lot of tinkering to get the best performance

mighty carbon
#

He is offline, so he doesn't even show up when I type his nick :/

jaunty shell
#

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

mighty carbon
#

Not that I know of

jaunty shell
#

daw

mighty carbon
#

Updating to 4.15.2 somehow f#cked up my project's anim BPs

#

:(

jaunty shell
#

missing node links ?

#

blergh, VRWorks multires + distance field = ๐Ÿ’€

real needle
#

Using ES2 right now

jaunty shell
#

any improvements ?

real needle
#

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

mighty carbon
#

@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.

jaunty shell
#

:/

valid ether
#

How to delete a stereo layer component from scene? I only see it disappears once it gets garbage collected

wicked oak
#

i destroy them manually

valid ether
#

@wicked oak could you please tell me how exactly?

wicked oak
#

stereolayercomponent->destroy()

valid ether
#

strange.. to me, this doesnt make them to disappear.

#

which engine version are you using?

wicked oak
#

try setting it to not visible first

valid ether
#

ok, lemme try. Also can we use more than 3 stereo layers in GearVR?

valid ether
#

@wicked oak This is how I render the stereo layer with 3D UMG widget. On event Destroyed I've tried everything but nothing worked

wicked oak
#

thats what im doing and it worked

valid ether
#

strange, I'm testing it on GearVR with Galaxy S7.

#

What device are you using?

real needle
#

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

valid ether
#

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?

wicked oak
#

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

valid ether
#

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

wicked oak
#

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

mighty carbon
#

I can test it, but maybe on the weekend

mighty carbon
#

@wicked oak ^^

wicked oak
#

its for an update i push today

#

i have my other team member testing some stuff while i test too

mighty carbon
#

Valve employee said it won't be stable and production ready until 4.17+ ๐Ÿ˜ฆ

#

(or so I've heard)

tired tree
#

4.17

#

can still use it

#

and test

mighty carbon
#

@wicked oak btw, Windows 10 S is x64, not ARM

#

(or x86)

#
#

anyhow, can't wait to get home and see about that annoying issue with Montage and Anim Notifies in 4.15.2 ๐Ÿ˜ฆ

wicked oak
#

95% compression?

alpine torrent
#

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, weโ€™re partnering with leading device makers including Acer, โ€ฆ

#

it say that ID@Xbox program game development get the kit

wicked oak
#

too bad i do motion control games

tired tree
#

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

wicked oak
#

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

tired tree
#

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

wicked oak
#

they say the compression is noticeable if you look a bit

#

TPCast was supposedly unnoticeable, but they had more latency

full junco
#

people said TPCast latency is unnoticeable, but sometimes you see compression artifacts

real needle
#

Hm, the first Chinese consumer reports say that many don't notice any artifacts, but the sound quality is significantly degraded

tired tree
#

makes sense, I would put bandwidth into the video more than the audio too if I had to make the choice

#

not ideal though

full junco
#

audio is like nothing compared to video, so hard to understand why you would notice audio compression more

mighty carbon
#

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)

wicked oak
#

@mighty carbon what link?

mighty carbon
#

if only you had PgUp key on your keyboard or mouse wheel ๐Ÿ™„ ๐Ÿ˜

wicked oak
#

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

mighty carbon
#

well, you said DWVR is better than other games too :/

tired tree
#

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

mighty carbon
#

are you going to fix it ?

tired tree
#

its on their end

#

bad settings and such

#

i'll have to reach out to them and offer some advice

glossy agate
#

Are you building a game using your own plugin too?

wicked oak
#

@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

tired tree
#

@glossy agate nope, I like to make systems and the plugin is a lot of my free time as it is

glossy agate
#

Right on. I'll be using it for my next game. Probably be hitting you up for advice haha

tired tree
#

game? i thought you did archi

glossy agate
#

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.

tired tree
#

ah

glossy agate
#

I'm a broker, so I am tying it in as added service to get enterprise level clients.

#

New home builders

glossy agate
#

I just want to make a dead island type game next and your plugin would be perfect for it

wintry escarp
#

whats this plugin?

mighty carbon
#

@wintry escarp how is it going with Gear VR development ?

wintry escarp
#

I stopped, it was too slow

#

having to deploy to test movement all the time

wicked oak
#

you dev with a rift

#

and deploy from time to time

wintry escarp
#

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

mighty carbon
#

daydream is poop

lament bay
#

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

wicked oak
#

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

lament bay
#

Oh than you!

#

Will check that out now

#

Do I need to include that file?

wintry escarp
#

the new gearvr hand controller works on any gearvr doesn't it

wicked oak
#

no, its a component

#

you just add it

#

in blueprints

lament bay
#

Cool

mighty carbon
#

@wintry escarp yes, it pairs to your phone, not to Gear VR itself

lament bay
#

Once I start deploying to gearvr can I be changing stuff and keep developing while it launches or will that mess with deployment process?

full junco
#

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

lament bay
#

@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)

full junco
#

I'm trying to find the bloom change on github so that I can try to merge it into 4.15

glossy agate
#

John, how far out is your game? You going for this month still?

full junco
#

@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

glossy agate
#

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

full junco
#

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"

glossy agate
#

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.

full junco
#

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

glossy agate
#

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"

full junco
#

haha ๐Ÿ˜„

#

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

tired tree
#

@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

real needle
#

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?

pearl tangle
#

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

tired tree
#

they load it the same, but yeah the steamVR one is pretty unifinished

glossy agate
#

Zoltan are you making a game right now too?

pearl tangle
#

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

glossy agate
#

Nice! What company? I want to check it out

pearl tangle
#

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

glossy agate
#

Rugby vr sounds awesome. I was thinking of trying a quiddich vr type game at some point. Just change the name.

pearl tangle
#

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

real needle
#

@pearl tangle Nice!

pearl tangle
real needle
#

it only has the worldgridmat so no references to textures

pearl tangle
#

ah we have the material as well. hang on il pull up the project

real needle
#

โค

glossy agate
#

You guys have some super legit clients! That's awesome

pearl tangle
#

well iris is a decent size advertising agency. we have 1200+ people globally. 500 of which are in our uk office though

real needle
#

Something must have happened in 4.16 with tracked devices, because the pucks are no longer showing up under tracked devices "controllers" or "other"

pearl tangle
#

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

real needle
#

when just running "get tracked device ID's

pearl tangle
#

no material actually

real needle
#

no textures, that's fine I'll just set it up myself

#

doesn't really need any

pearl tangle
#

yeah i thought we had 1 but it's split up with all the ID's so he just made some colours

real needle
#

@pearl tangle Well in 4.15 I just had to forloop tracked devices and check for 5 and 6

pearl tangle
real needle
#

And so forth for more pucks

pearl tangle
#

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

glossy agate
#

Hahaha good idea

pearl tangle
#

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 ?

real needle
#

no I'd love to but there's no time

pearl tangle
#

hah seems like im still the only person on the UDN asking about the vive trackers

real needle
#

I have access to everything I need to do it though, so maybe after the summer is over

glossy agate
#

You just set it to release once the forward velocity slows down enough?

real needle
#

I'm mostly interested in the mocap possibilities, not so much for beers and balls :b

pearl tangle
#

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

real needle
#

@tired tree Your plugin supports the trackers, how do you check to see if they're valid?

pearl tangle
#

oh I am testing out the SMI eye tracking stuff in a gear VR today too. Their Vive version is way better though

mighty carbon
#

hmm.. something definitely changed from 4.15.1 to 4.15.2

tired tree
#

@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

mighty carbon
#

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.

real needle
#

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

pearl tangle
#

@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

tired tree
#

it wasnt' the case before

#

but they will still bug out in non simulate preview windows

real needle
#

@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

pearl tangle
#

Yeah worth a shot

#

But seems like steamvr should be returning things differently for them now. Are you on the beta steamvr

tired tree
#

they are "invalid" objects now

real needle
#

what really? I wouldn't even think to try that

tired tree
#

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

pearl tangle
#

Yeah they should have their own specific device type

real needle
#

hm I wonder if their input calls will work then

tired tree
#

thats why I made the custom controller to handle it in the mean time

pearl tangle
#

That's what 4.16 should be looking for

tired tree
#

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

pearl tangle
#

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

real needle
#

k I do get length of 1 when checking device id's for "invalid"

pearl tangle
#

Do you have 1 tracker on?

real needle
#

Yes

#

It returns ID 3

tired tree
#

yeah they positionally work from invalid

pearl tangle
#

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

real needle
#

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

tired tree
#

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

pearl tangle
#

whats this fancy new component i keep hearing about?

tired tree
#

is it just me or is the aliasing much worse in 4.16?

real needle
#

@tired tree I've only tried MSAA but the SunTemple looks gorgeous

tired tree
#

hmm

real needle
#

the new look at node confused me though

tired tree
#

my testbed with no changes looks a shitload worse

real needle
#

make sure your cvars are set?

#

I really like the list of them in device profiles

#

much easier to organize and remember

pearl tangle
#

tested out the new asset manager in 4.16 too?

tired tree
#

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?"

real needle
#

lol

#

@pearl tangle no I'll have a look at that

full junco
#

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 ๐Ÿ˜›

tired tree
#

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

mighty carbon
#

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 ?

pearl tangle
#

looks cool. shouldn't the shockwave come out once the blue light hits the bottom though rather than halfway down?

mighty carbon
#

thanks! yeah, that's why I said it still needs tweaking ๐Ÿ˜‰

tired tree
#

would make sense if it was fluid / plasma

mighty carbon
#

in PIE it blows up right on, but on the device - too early.. Odd.

#

it's not real world physics sim ๐Ÿ˜‰

#

any sci-fi movie has these kind on "it's not real" effects

#

oh, I forgot to make player get pushed... ๐Ÿ˜ฆ

#

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

lament bay
#

@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...