#virtual-reality
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both
when you say its not implemented but it works.. you mean its not implemented in BP but it is in c++?
no
it has the method for checking the worn state
you can check it and then call an event if you want
or you could check in the steamVR for it directly
GEngine->HMDDevice->GetHMDWornState() works though, for SteamVR as well
which is why having the event not binded already is confusing
you can bind it yourself
How does it check worn state? That's pretty clever. I mean that it knows when it's being worn.
Ah ok.. I think I'm a bit confused because when I take off the gearVR thhe game pauses, so if I'm just checking that in event tick, woudln't it always be true since it only runs when HMD is on?
but forget
no, that is "worn"
there is a "connected" for hmd on
//HmdWornState is set in OnStartGameFrame's event loop
return HmdWornState;
yeah
steamVR polls it every tick
and oculus returns the correct value as well
though the VRNotifications component half works for oculus anyway
Ok... so just to be clear... if I check "worn" state in event tick, and the worn state goes from false to true, then I know HMD has just been put on and I can reset orientation for GearVR?
gearvr?
oh no
only oculus and steamVR
sorry didn't realize you were talking about gear
manually :p
why do you need that, @lament bay ?
"there is a method in OVRPlatformMenu called OnApplicationFocus...you may be able to call "
is unity's solution
Im making a game for a doctor at a hospital who wants to use this for kids about to go into surgery to help with their anxiety. He or his staff wants to be able to start the game, put it on themselves first, and then take it off and put it on a patient, who will most likely be laying in bed (and thus in a different orientation than the doctor).. so we want to be able to reset orientation automatically each time HMD is put on a new person, without having to quit game or have any button pressed
someone was also doing this hack "I used this "hand made" solution to manage the standby: Every second check the device time (hour, minutis and seconds express in seconds) and compared the data with a previously saved time (using PlayerPref). if the current time exceeds the time saved for 15 seconds or more (my timeout) the viewer was in standby and i reload the scene. Otherwise i save the new time on the device."
Ok cool... that could work.. just did a quick search and looks like PlayerPref is a unity thing... is there a UE4 equivalent?
I think Gear VR pauses the app automatically
it does
ahh got it
So I just keep track of time myself, then check it against device time and if there's some gap I trigger reset
thanks guys!!
๐ค
hmm.. just tested.. nothing gets paused when Gear VR is taken off ๐ฆ
Are you in dev mode? I wasnt seeing it paused in dev mode but when I turn it off it does
havent tested yet bevcause it takes forever to deploy.. but I think following is logic..
if (ElapsedTime > PreviousElapsedTime + 5.0f)
{
// The game was paused and is now unpaused (meeting headset put on) so reset orientation
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(0, EOrientPositionSelector::OrientationAndPosition);
ElapsedTime = 0.0f;
PreviousElapsedTime = ElapsedTime;
}
Where 5.0 should be GapTimeCutoff or something
Oh nm just realized Im not checking against absolute time
I just asked on Oculus forums if it's possible. If not, it worth asking for them to implement function that detects HMD on and off
@pearl tangle tweaked it and added push back for player https://www.youtube.com/watch?v=vDxMjSXngcw
doesn't make me sick a single bit
btw, it feels like Gear VR has a way less depth than Rift.
I wonder if it worth trying to apply for Dev grant from Epic.. I wouldn't mind some cash to invest in sound work.
@mighty carbon I like the pushback, if sitting :b
I was standing when tested it.. Didn't even lose balance ๐ (I did lose balance momentarily first time I was in Oculus Dreamdeck and the first scene there shook pretty strongly)
@mighty carbon check this fund out ... https://xsolla.com/capital/
saw that
not really planning on implementing Xsolla (or any IAP for that matter) in my first project
nah, haven't heard of that
I met one of their partners last year.. .really good guy, and checked out space and met with people whode done accelerator.. .people had great things to say
what I like about Epic's fund is that it has no strings attached
yes, thats huge
@lament bay I think actually getting investors to give you money isn't really the way for individuals to go, the chance that you will be happy with any result are really low I think
@mighty carbon you won't get any money dev grant from epic
You may be right... I'd like to think finding an aligned investor who shares the values you actually care about might work out... why wouldnt motor get any money?
because it isn't special enough to let epic think its worth giving money
@glossy agate thanks ๐ Nah, I was just quickly putting it together. I still need to add camera shake on push back and in the moment when big drone ship takes off.
eeh, I didn't see whole a lot of special games getting grants from Epic.
most of the grants were given to ordinary games and folks who creates training materials
ok...
CurrentTime = MyDateTime.UtcNow().ToUnixTimestamp();
if (CurrentTime - PreviousTime > 3.0f)
{
// Headset had just been put on
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(0, EOrientPositionSelector::OrientationAndPosition);
}
PreviousTime = CurrentTime;
that works!
So for anyone wanting to do a reset of GearVR HMD on a new user put on, use that code in your event tick
@mighty carbon the educational dev grants are different
Thansk for help everyone, I love this group! ๐
epic only gives dev grants where they are basically 99% sure they will get their money back
@full junco how are they getting their money back? Because aren't grants just kinda give away money?
how do they get money back with free training materials or Koola making free photo realistic projects?!
@clever sky through the 5%
@clever sky people buying the game
koola got hundreds of thousands of views on his videos. through him tens of thousands of people likely started using UE4, and that made a lot of profit for epic
@mighty carbon training material is what allows people to use the engine
and then people buy what's been created
lol, nonsense.. Then Epic needs to give grants to AAA studios - then for sure they will make money back ๐
most indie games don't make anything worthy for Epic balance sheet
most games that epic gave dev grants made at least $40k on kickstarter or had other sources of money before
epic didnt really give dev grants to any small indie game that had no funding before
Well. I mean, you'd only get 'money back', if you were sure that the money given would produce a 20x return. But just because a dev gets a grant doesn't mean that they weren't going to get those sales. It certainly helps though!
Like... with grant, if I get 200k return... then I was given a 15k grant from epic. I'd have to make 200 + (15x20) to justify that 15k grant.
the dev grant program is essentially marketing for both epic and the games that get grants
To epic at least.
the dev grant program is essentially marketing for both epic and the games that get grants
Yeah. That's fair.
And in that vein, it makes sense
look at the games that got money, they all look like theres a good change that epic will get the money back through the 5%
the vive pre dev grants were different though, those were given to a lot of devs where epic couldn't be sure if they ever make them any money
Fair enough. So they tend to give it to the folks that are well on their way to getting it out, have gotten some buzz already, or have otherwise already made Epic a bit of money.
so you are saying that there is no such thing as free money? ๐
but wait - Oculus has given out shit load of cash and I bet they won't make it back
whom have they given "shit loads of cash" that they won't make back?
A lot of that grant money works like VC money. You invest in a bunch, and a lot is considered ad budget like ed grants. Out of all the projects 10% will make 90% of the cash. Pretty much like every other business.
Didn't Rocket league make like $70 mil in a year? Just need 10 out of 100 to make some decent money.
rocket league is UE3 though
Same concept. Replace it with dayZ and Ark
More devs using it the more likely they can grab a winner
well, I applied
And squad
doesn't hurt to try eh ๐
just wastes epics time ๐
Of corse not. Same thing applies with any product. My real estate job is the same thing. Out of 1000 agents 90% make 40k and 10% make 250k+ and they pay for the whole operation
I think about this way - Gear VR doesn't have too many good UE4 projects. This is basically UE4 promo for mobile VR.
epic doesn't really care much about mobile though
what game is that?
and they care about mobile in korea and china. it's gigantic in korea, 75% or something crazy of UE4 devs in korea are doing mobile
oh yeah completely forgot about that 1
Good that you applied. I applied and actually got a Vive. I am no where nearly as good as pretty much everyone else on this channel haha
the point is they are making it and improvements will trickle down to launcher version
@glossy agate like I said, the vive dev grants were very different
yeah i became an enterprise partner with Epic like a week after they had given away their last free vive hah
I was watching the stream where they said they had given them all away so I thought I missed it, then got an email from Chance a few hours later haha.
Really didn't think I would get one
@motorsep#8292 looks pretty awsome now with the pushback ๐๐ผ
Thanks @eternal inlet
i find the battle breakers thing highly interesting
ue4 for a mobile F2Trash game that is mostly 2d?
They said characters are 3D
anyone know where they posted the 4.16.2 notes? cant see them on the forums or are just missing them
Probably a few pages back
hohoho, finally got around to looking at console output to VR, its easier than I thought
but you only need to press the console key twice
it opens the full panel
or are you doing some stranger stuff
anyone know if that new fluid system uses cuda or opencl ?
I wanted it rendered in game
wow, how?
you mean the console like in a tablet?
spawning a "console tablet" inside VR with a keyboard would be really damn useful
yeah
thinking about if I want to send it to a plain render target or literally put the work in on making it a custom umg widget
widget
thats a plugin that would be easily sold
i would 10/10 buy it
a 3d umg keyboard + console
for debugging inside vr
thx
when is the Sale over?
I see DA is on sale and it's a must-buy for me, but I am at work o.O
DA is most useful if you are a programmer to tweak stuff
It can't be that bad, can it? o.O
hmm.. I think I am going to go broke with all the stuff I want to get ๐
its just not good for a full game
it does too many things but none of them are "full"
and even like that, ue4 just haaaaaaaaaaaaaaaaaates dynamic stuff
dungeon performance is hilariously bad
in 1st person
if its top down its fine
doesnt cull lights
if you have lights, but you are on a top down view, it frustrum culls them
if you are 1st person, and have the idea to look into the "mass" of the dungeon, it will calculate every single light
even if its behing 10 walls
i only got it working on my end, using the snap system (for rooms) becouse i made a custom culling system
all the lights and geometry would be invisible by default, unless you are in the room next to it
this improved performance a ton
it was truly unplayable without that
mmmm
a possibility i was trying is to leave the dungeon very dark. With only a few non-shadow lights for ambience
and leave the player with a torchlight or a flashlight, and thats the only shadowed light in the whole world
i think there was a way to make stationary shadow lights to "save" their shadowmap and not re-render it every damn frame
but i couldnt get it to work
basically they render it once, then they just reuse the shadowmap all the time
thats how Doom works in fact
all lights do their shadows and store them
and only dynamic objects are rendered when there is need of dynamic shadows
Shadow map caching for movable lights
just tried them
not working
and shadows add 15 ms render time to my VR dungeon crawler prototype
with only like 3 shadowcast lights per room
green one is shadowdepth
even if there are only 4 visible lights, its trying to render 20
and no caching
ok something is wrong
what does it have to do with DA? UE4 should be culling lights
well, im not sure if the cached shadows are broken or what, becouse there you see 4.3 ms on "copy cached shadow map"
there is not a single dynamic thing near
every single mesh is marked as static
all lights are movable (as explained there)
some of the lights have shadows, others are filler
well, the POC works: http://i.imgur.com/y62osu0.png
don't know, can't test in VR until tonight, but it could be passed to a stereo layer too
btw, got DA and some low poly assets on sale. Will be testing how it all works in Rift. Hopefully I will like cuboids in VR ๐
@tired tree your console looks sweet !
its not my console, its epics rendered into a texture :p
nice stuff.. now we just need keyboard to type in VR console ๐
still better than nothing ๐
just going to provide a method for sending text / keypresses to the console and the render to texture
and let people do with it what they will
DA?
Ah, Dungeon Architect?
im getting the Pro Sound Collection
@mighty carbon think for a week
oh, ok, maybe it was a particular one i was looking at then
the materialize one
DA looks pretty advanced, but i would rather build my own generator i think
there's a lot of opensource projects that allow you to build upon
materialize shader is easy as hell
i have a very similar setup in my weapons
that i did in 15 minutes
its not worth at its cost due to how easy the shader is
time money trying to undestand the shader > time spent making the shader yourslef
trudat
and their shader is spectacularly flashy, too much
its better to just have what you need. THe shader is basically just having your material as Masked, and doing a gradient on the opacity mask
to get glowing edge, you use the Distance to the opacity"cut" wich is 0.3
and then put that into emmisive
this is how mine looks
with little hex pattern and everything
its in fact the same hex pattern the marketplace uses, wich is a hex that is on the default engine folder
this is my setup
top node ends up plugged into opacity, bottom node into emmisive
now you owe me 15 dollars
Have no use for that ยฏ_(ใ)_/ยฏ
That object pooling plugin looks cool on the sale page. Anyone try it yet?
Can anyone recommend a good starting template for a VR project? Or should I just use the default VR template.
@ryan#9503 nope, but i picked up the 4800 sound pack, and some of those simple mesh packs.. will be nice to play with and study if i wanna figure out how to do a bit of 3d modelling later on
Will have a look at what the polling stuff does, but personally dont fancy plugins too much
making everything yourself doesn't work, that's the truth
not time wise, not quality wise
especially for games
Yeah, too much time doing all art as a one man team. The dudes that made Island 365 and Brookhaven gave a talk on it. They were both artists, but just purchased all the art, and gave it a once over to make it match what they needed. Made 2 games in 6 months like that.
Sound pack looked really good. Had a ton of good sounds at a cheap price
so kinda like me with my games, 3 released in 6 months
but now ive been doing DWVR for more time than i should have
For my game I just modeled all the enemies, gun, rocket, one of the levels and some textures. The rest were free stuff. Only thing I purchased was the explosion pack, which was pretty cool. Volumetric looking made in Houdini I think with some GPU particles to make it more 3D
Only $30 for something that would take me weeks to make at a lower quality.
Ryan have you played Island 365 any?
I have not, just Brookhaven. Ill probably buy it eventually if they have free locomotion at some point. Is it pretty good?
The Brookhaven zombies are easy to spot from the marketplace.
They sent me a free copy when they started using my plugin but I never installed and tried it.
was curious if it was fun
It looks cool. I would be interested in looking under the hood to see how they handled the big forest environments like that
a mayor reason brookhaven got popular is becouse it was one of the very first games
if you released brookhaven at the moment you would get yelled at "muh another wave shooter" and fail to get anything
talking about Island 365
havent tried that one
has anyone bought one of those and used it https://vrcover.com/product-category/oculus-rift-vr-cover/ ?
Virtual Reality Headset Cover by VR Cover for Oculus Rift, Gear VR and HTC Vive
@tired tree do you mean this http://store.steampowered.com/app/476700/Island_359/ ?
You step off the chopper and into the sweltering heat of the jungle, grab your gear from the old loot drop, and head off in search of fame, fortune, and prehistoric beasts. Nobody knows exactly why dinosaurs have shown up on this remote jungle isl...
$19.99
197
yeah that'
I was off by one number haha
does it require 360 deg. setup?
now that a few of you are here. How do you think i could improve DWVR for final release?
It doesn't say 360 required. They may have a snap turn, or some kind of yaw turn
im looking for some feedback about "small" stuff
Although brookhaven doesn't say 360 required but it definitely is.
vbankco, have you pushed any new updated recently? I can hop in tonight and take a look around again and give feedback.
im going to push one now
latest version is on the Oculus Store
but im going to push it to steam now
its going to be on dev_test branch
well, snap turn is crap.. I like how RR handles front-facing setup
ive modified the code of the enemy pathing a lot. They have a much more robust jumping around now
they go into flying mode, fly up into the midpoint, then they flydown to the target. Then they go back to running mode
Yeah, and they don't say it on the other game, so you could end up buying it, and only being able to play half the game
instead of just jumping
becouse i was having a lot of trouble with enemies jumping, but failing to do so (due to bumping into others and air control pathing shanenigans)
and then they get stuck
Nice, Ill jump in and check it out. have you thought of ammo limits or anything, so you would have to pick up more? Last time I played I think it was the machine gun that was OP. I didn't really need to swap it out for other weapons.
But with amo limits, it would force more strategic gameplay
btw, they say that AI system on the marketplace is quite good
there is an ammo limit that just requires you to shake the gun to reload
but the game will not have ammo that you need to recover
i tried to do so, but it didnt merge well with the way the game works
That skyrim style one? I almost got that before but didn't have a use yet. May still get it just in case someday.
given the absurd aggresivity of all the enemies, you have little time to do ammo management
True. Is the shake reload a new feature, I didn't remember having to reload before. That will make it a lot more frantic.
im testing the build. ill update soon
ill tell you when its up. It will be on the dev branch
wich is unlocked with the password "deathwavetest"
in steam
perfect!
Vive
Aight, think the blueprint interface for console is all done, i'll go back to fun stuff again
Thats awesome! haha. Can you make a second UMG with common commands you can call with one click?
easier than typing in game
it has functions to pass text or whatever into it
so yes
thats not umg though its just a render target
figure people could use it on whatever then
including stereo layers
Can you? I have been trying to steam chat all wrong this whole time.
you look chat and and say what you want to type and it get send as text
use service outside ue4 and back so why not
oh, I thought you meant it was native
I could try hook like Microsoft Cognitive Services for it
I haven't tested it natively
already voice recognition plugins i'm fairly sure
or are you talking out of game just using disability mode?
There we go. Harry potter spell casting game should be on the way soon.
I never tried talk to text. I try to set up games with other players via steam chat in VR, but typing anything is a pain.
as if it's pain it could be pain for other so why not try it
I will now. Didn't know it was possible before haha
Awesome. I'll check it out when I'm home
where did you see voice recognition plugin for UE4 ?! I'd love to add voice input (yes, no, maybe so) to my projects
@tired tree So you're just providing the render target which the console gets written to? That's awesome
does it work for the graphs such as r.scenerendering etc?
I would find that extremely useful
looks like the flash sale was just a lead up to releasing a whole bunch of new marketplace content?
ah n/m some marked new but wasn't released right after
I think vr weapon master should be coming out soon. It looks pretty cool.
vr weapon master sadly got beaten to market by another weapon pack
which does some things better
@real needle not exactly, the console doesn't render unless active, I am forcing it to render to a custom canvas target like it was active
the normal drawing still is functional
Yeah, I talked to those guys on twitter actually for the modular kit asking if it's easy to integrate with your plugin. They said it should be easy so I may just pick that one up instead.
Weapon master was made to be used as a base project and I was hoping to avoid that even though it had some other features I really liked.
weapon master devs are using my plugin for their own game actually
but you can't really sell a marketplace item that depends on a 3rd party plugin
so they have been modiying it heavily for the marketplace.
that doesn't sound too good
Oh nice! I got options then. In the description they were saying it was changed to extend off of the template pawn which I really didn't like, but maybe the plugin features still apply.
@mighty carbon doesn't affect games though
no, but I just don't like when divisions get shut down out of the blue
they probably lost too much money with it
I am sure 50 people on that size of a payroll when there is no revenue coming is not a good thing, but still ...
No more internal creation, but it doesn't sound like a talent shuffle which sucks for those 50 creators.
@glossy agate they said they were going to release a tutorial for refactoring it for the plugin, still though, I think they got beat to market.
Anyone know of any good templates or tutorials for creating a sword that snaps to and adjusts to the VR hands when overlapped?
Yeah you can buy it on itch.io right. Kind of wanted to wait for marketplace though for ease of use. Comparing features on both of them now
Honestly all of those weapon systems are really easy to make
For me it's just time. I'm a super mediocre programmer haha. A lot of making my other game was just wanting to learn and get better at
I'm still painfully slow. A lot faster on the art, especially character.
well usually people are good with one thing and mediocre with the rest I think
I know I can't do art, so I don't even try any more
Haha true. I'll stick with my strengths and try to find help from other people way better than me on the other stuff.
is there a way to check if I am building dev or release build, in BP ?
@mighty carbon what?
edited
it still doesn't make sense to me
basically, I need to do entitlement check for Oculus Store
if I do that in dev build, the app won't run
if has to be done only in release and only when it's being submitted to Oculus
so it would be nice to set up a branch that runs entitlement check nodes when build is set to "release" and "for distribution"
that makes sense
so you want to check if you are running dev or release build
you said "building", that didn't make any sense
if you didnt find a node for that there probably isn't one
would be very easy to create such a node though (in c++)
yeah, I am sure it would be ๐
just not for me
oh, I recall when talking about UE4 support, Oculus devs relation guys on the forums would always mention that UE4 was used a lot for Rift internally. Now that Oculus Studios is no more, I wonder if support for UE4 will decay :/
Doubt it. Thats a huge market. Not many CryEngine, ID, or Frostbite games on Steam for VR yet that I have seen.
Saw a stat earlier that said 400 something exclusive VR games and 600 something VR supported games are on steam so far. I thought it would have been much higher than that.
Unity is much, much larger market
yeh
no idea :/
In a world full of superheroes, thereโs only one Gunslinger. From the epic best-selling novels by Stephen King comes #DarkTowerMovie In Theaters August 4. Su...
hehe, can't wait !
Alright, see this: https://youtu.be/zZOhAW8f85c?t=17s
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I'd love to be able to reload like that in VR ๐
@tired tree how hard would that be to implement ?
waist reload?
easy
of the air reloading
also easy
did you never see H3VR tricking videos?
First try ( อกยฐ อส อกยฐ) http://store.steampowered.com/app/450540/
makes the movie look like crap
@full junco this is the game I mentioned the other day :p
yeah, just saw it and no, it's not as fun as what I see in the trailer of the movie
@wise thunder halflife 3 VR

how the hell is it "not as fun"? He literally did the exact same move but more complicated with a magazine instead of a revolver clip
eeh, if you don't see it, I can't explain it
think of Robo Recall and reloading like Gunslinger in the teaser video
slo-mo kicks in, revolver ammo clips fly up tumbling, you do that cool move to put clips into revolvers and slo-mo turns off.. That's cool.
slo-mo isn't required for that
no, but sure as hell feels and looks cool ๐
when I play RR, I go all John Wick on it
@tired tree I think @mighty carbon is looking for a fun reload mechanic that cheats it for you. Like Robo recall.
You would have to slow down time though, but the player won't slow which is the problem. Unless you forced them too like superhot
Ain't nobody got time to learn how to air reload for real.
Except for a few show offs ๐
some people just jaded and stand still holding Touch at their chest/waist and shoot.. No charisma, no moves... Meh
pretty sure slo-mo for every reload would get anoyying eventually
@glossy agate you are gonna have to physically do slow motion
So. You guys been buying/playing anything interesting on VR lately?
Yeah haha. Just gotta get gud at full speed
Exactly, like superhot
Serious Sam second encounter was fun. I liked the first one too.
Full campaign
In coop I play with a couple others
Nice
It's decent length. We just play through a couple levels at a time
I've been all over my Galaxy S8 since I got it.
the controller is so meh though.
there ya go, real-life slo-mo https://youtu.be/DojaBAzTTOs?t=4m5s
LEARN FROM POPPIN' JOHN : http://www.LEARN2BUST.com SUBSCRIBE: https://www.youtube.com/user/poppinjohnfof BOOKING: http://www.xceltalent.com TWITTER: http://...
๐
@glossy agate Nah. Haven't been touching VR stuff much on it ๐
@glossy agate Difficult to bother with mobile VR when you have 24/7 access to full blown VR.
so same kind of deal but with reload.. I'd probably do it from slo-mo and every time it's done speed it up until normal speed. This way player learns how to do it right at normal speed.
I don't know about you folks, but when I was in police I shot plenty of guns and did a lot of emergency driving.. So that kind of stuff doesn't do anything for me in games / VR.
I'd love to do shit that can't be done in real life ๐
Deus Ex kind weapons where you forearm gets transformed into all kind of weapons; crazy reloads like in Dark Tower; Dr. Strange-like magic; etc.
I have a plasma rifle that auto-reloads? ๐
ha ๐
Thats actually a cool idea. Time will move as slow as the player for the reload, so they can decide on the speed.
Well you can plan on who to hit next while the clips are flying up, then when you are ready, just slap them in and start shooting again
Some max Payne type stuff, reloading while wall running in slow mo
isn't that just that SuperHots main mechanic?
Sure, but it's a cool mechanic ๐
Only on reload though. Not the whole game. More similar to the RR teleport slowdown but cooler cause it has a purpose
And the player controls speed
superhot the player controls speed too
Yeah but they control it the whole game so the pacing is different
Slow mo reload. Drops bullets. Normal speed resumes
Those guys from superhot made a badass game though. They killed it haha.
Gotta have a penalty if they miss the clips. Like 5 sec cool down to try again
Failure tax
pfftt, engine does us a "favor" and renders the console with 1/3rd cut off when stereo is enabled
had to offset the material UVs to render it correctly
That system you made is awesome. They should integrate that into the VR editor system at least.
wish I could get the output log easier instead of just the console
print commands still log to it but the outputlog is the main debugger
Is it a good idea to port a oculus/vive project into a gear vr project? I tried to but I have many odd issues
the new gearvr controller not good?
new gearvr controller? is there a template?
My own vr pawn just doesn't execute the "begin play" and it's "event tick" which is very wierd. When I give an input, then it does what it should do... How can this happen?
dafuq
I think that happens when you stop giving a fuck because you're rich bitch
Lol, why would he not have a good time?
exactly!
0 shame
Eeh? Why?
while I am not a fan of Luckey, nor of his cosplay, I do believe no one should be deprived from doing whatever they want (assuming the activities do no harm to anyone else) outside of business, especially when no longer associated with a company that requires you to act certain way to match company's image
@raven halo have you done entitlement check for your Gear VR project, by chance ?
i mean that he feels no shame
but why should he feel shame, @wicked oak ?!
because he is wearing pantyhose ? ๐
Because society ๐ and the "feeeear" of their negative reactions
@wicked oak I think you might want to add the reload (and weapon) like this https://www.youtube.com/watch?v=zZOhAW8f85c&feature=youtu.be&t=17sinto DWVR ๐
Official "The Dark Tower" Movie Teaser Trailer 2017 | Subscribe โค http://abo.yt/kc | Abbey Lee Movie #Trailer | Release: 4 Aug 2017 | More https://KinoCheck....
slo-mo reload where player' physical speed controls how fast reload goes
cant reload when you are dual wielding
but maybe for my next game
DWVR just cant have complex reload becouse you are expected to be dual wielding guns
well, the Gunslinger is dual wielding if you haven't noticed ๐
so, you press button, clips get tossed into the air, tumbling, and you reload just like in that video
Hey guys. Does anybody know, what's the maximum allowed number of stereo layers in GearVR?
(or however other way you want)
Using just a single one renders great, but 2 of them makes the second one render totally black
and time to time it may appear in a single frame I guess but very rarely
sometimes I wonder why don't you people read Oculus docs
"You may add up to three VR compositor layers to Gear VR applications, and up to fifteen to Rift applications."
Actually I've already read this article, and I used only 2 stereo layers
I thought they might lie us ๐
if it doesn't work for you, report the issue to Oculus
meh, its not that hard to do, people can rip the code out of my plugin if they need it
the way i set it up in game is based on the plugin (scroll bar, buttons)
was too lazy to make it fully umg yet
the gunslinger carries 2 guns but never uses 2
he loses the fingers of one hand in the books
@wintry escarp the movie is a continuation of the series. So apparently the universe gets reset or something and he gets his fingers back! ๐
(I only read 4 or 5 first books)
yes it resets to the first book
the film doesn't have 2 main characters, only jake
that's not the point
the point is that reload shown in the teaser is awesome! ๐
Are you going to make a prototype @mighty carbon ? Az sunshine has it where you drop clips and shove the guns to your waist. You could just drop clips and launch the new ones like 0.5 sec later.
Had to rebuild lighting.
Same
I need to finish the second thing before I jump to the first thing
Hey folks. I was wondering, is it still possible to use screen space widgets in VR?
Been searching for an answer for this but the answers seem pretty vague
I think you can do that, but why would you want that?
I can't think of a way to do it other than Screen Space at the moment
Since i'm using it for a indicator over the enemy
A friend is lending me his DK2 in a few days and I was wondering if i'm even solving something that's not even a problem
but I suppose I"ll find out soon
I think it is done in an RTS that came out so you can see health bars from far away. Don't know how to do it though.
Damn, alright. Thanks guys. Guess I'll find out in a few days.
I am not sure if UploadVR has nothing to write about and put out old stuff, or that's something new
Unless by "big part" they mean they don't have 1 billion users like the social network has yet.
also sort of good news - they are ready for a long haul
I'd like to see HTC's quarterly earning and how well they did, considering they have been in the negative for the past few years
Yeah, if we could all get some real sales numbers people would actually know what to invest to make quality games and a profit still.
I have SteamVR's keyboard already useable
not sure that a well laid out keyboard is my priority
any of the marketplace ones would work with it
anyway, for command entry a binary tree system would likely be faster than manually typing the cmd
Yeah, like a frequently used you could setup and save if you know what you want to use before jumping in.
console isn't my main use of it personally
the output log is what i always wanted in headset
can keep it in vision while testing stuff
and see realtime errors and warnings
and Print calls ofc
Yeah that's probably what most people would use it for.
eeh, there is no keyboard in Oculus Home :/
one on the ue4 marketplace, don't know if it is good or on sale or not
someone will make a decent one eventually
overlap events for button presses or UMG widgets can both be VR system agnostic so its a pretty easy system to make generic for use
no good VR rocks you mean?
they had the std high res rocks that everyone uses and everyone from unity uses
no, I mean rocks in general
there is only one package of sculpted nicer rocks, but it's basically 4-5 same rocks with different textures/materials
the rest is "photoscanned"
most people keep total rock meshes low and rotate / scale / combine to save memory
eeh, there is plenty of RAM nowadays to not do that
can take advantage of instancing and lower disk size too
that would be like glueing them to your eyeballs
wat
ah messages didn't update hah
hah yep that 1
also with rocks you can generate them in like 5 seconds and be creative with some textures and have a huge variation if you needed to
nobody pays that close attention to them though
@tired tree awesome
In 4.16, cvars set within Device Profiles doesn't affect the quality of the game (r.screenpercentage 10 for example) but it works if I enter it manually as a console command...
did you report that?
I got my Vive setup, and have been playing around with the inputs in UE4 (4.15), some things I noticed were that either of the grips (L or R) triggered the same input (Grip1), is this normal?
on the 1 controller yes. it's a single button, not 2
redundant i think
check the pinned messages in the top right, there is a diagram for all the controllers on there
Oh, sweet
@leaden ivy you can override virtual void GetOrthoProjection(int32 RTWidth, int32 RTHeight, float OrthoDistance, FMatrix OrthoProjection[2]) const override
to get adjust a kind of VR screen space for things like the console
I think it applies to all viewport stuff
so apparently full scene reconstruction will be possible with Rift cameras
or ship different cameras
maybe in CV2 then
its actually more impressive from a phone
though a controlled enviroment
would like to see it on something other than the same demo table + bowl
well, gotta start somewhere ๐
ha, channel went silent
i just aded "gun-fu" or "gun-kata" to my game
you can block enemy sword attacks with your guns and stuff like that
here it is
blocking enemy attacks with your guns
AI is still just a "RNG WALK" so its highly terrible
but im testing different stuff
enemies walking too close is a huge issue that im trying to work around it
but my level design is problematic. just walking around the player will make you "turn" too much, and trying to circlestrafe will only end with the enemy falling of a ledge
alright @wicked oak
I seriously encourage you to add fake blob shadows to AI's feet
I don't see them on any of your videos
ah, ok
also, why not to let people use shotguns and rifles with two hands, not dual wielding ?
enemies in the current steam version have the blob shadow
i dont have 2 handed becouse it doesnt fit the design
it changes the core gameplay far too much
one hand holds grip, another - stock.
i either have "physical" guns that can be send from hand to hand and stuff, or i dont
and this game doesnt have them
my Aquila multiplayer pvp prototype did have a 2 handed rifle
i did port it into DWVR, but it didnt fit at all
ah, yes, looks so much better with shadows at their feet!!!
teleporting is super awkward when you are 2handing a gun
and i actually generally like 1 handed weapons a lot more. I think they feel a lot better in VR
btw, I'd also add faint blob right under the hips
becouse you dont need to keep your 2 hands at the proper grab
i allways found 2 handed guns in VR very awkward
unless you have a noobtube or some prop
with props they are awesome
im going to grab one of those psvr AIM controllers, i might add support for it in DWVR if i like it
basically having a very big rifle with grenade launcher that is used as a "special" weapon
instead of the usual ones
hmm.. I guess I have to try any demo where guns are handles with both hands. In my mind it's cool. Maybe in reality it isn't. Can't say for sure right now.
Bullet Train has guns that handled with both hands? I thought it's just like DWVR..
it does
all stuff in Bullet Train is "physical"
you can grab and drop and throw it
in DWVR, weapons are "strongly" attached to your hands
youonly drop them when you open the inventory to switch gun
got it
this parry thing is meant to be also for the sword
and to then nerf its damage
becouse currently the sword is kind of broken
on the other hand, it is fun zipping around slashing things
You have the new. Build up? I couldn't find it the other day
it was on dev_test branch
but you already tried that one
did it have sparks on bullet hit?
I'll check. I recorded some video
this parry stuff is not uploaded
Knocked a bunch of stuff off my wall haha
its not in the game. They are "debug" skeletons
you could upload it to reddit
i cant upload myself as im already half flagged for spammer for putting stuff from my game
did you upload the video? its allways useful to see how people play it
Yeah, I'll put it up private on yt and send you a link
That's why I recorded it. In case I'm doing any exploit I'm not supposed to, so you can patch
its becouse im trying to improve the "core" gameplay a bit. But i have no data
there are like 2 youtube videos total of people playing it. Stats are not good, and i can only send it to one team member
Yeah. I just keep having people come over to try mine to see how they do. I like having first timers so I can check the motion sickness level with no vr legs.
Made my wife sick experimenting on her, so she doesn't trust me on it anymore haha. Need fresh meat.
Raw footage is almost done uploading
how do you deal with entitlement check ?
I added nodes, but since obviously the app isn't in the store yet, it always fails
Has anyone used or figured out how to use multiple SceneCaptureComponent2D in a game?
Talking about almost 9 of them
oh, Victor is back!
But even one, rekts my framerate if I am doing per frame capture
๐
I've been around, just not chatty, too busy
But, this issue has been annoying me for a little bit and I was trying to just capture the frame on load
It works fine in PIE
not in packaged game. I am sure it is capturing the frame BEFORE the damn level is fully loaded somehow
since it's black
I will probably end up faking it by taking a screenshot
But, wondered if anyone has successfully used SceneCaptureComponent2D in VR to capture stuff.
@granite jacinth scene capture components should not be updated every frame
and if they are, keep as low resolution as posible
Yeah, I know that. Which is why I only did it on load
And then I tried the "movement" hack
But that didn't update my picture
Only problem is, that in packaged game, it does not capture the scene on load
thx
because people here work on their own games and dont have time to mod stuff?
well, there is a good potential in modding RR
and why would i do that?
when i can do the stuff for MY game where i get cash?
i could easily add one of my skeletons to RR, but it would take some time
also, I can't mod a game that I haven't bought and played
@granite jacinth I used scene capture, but I converted it into a static texture then deleted all the cameras for my level select.
What are you trying to do with it?
Nevermind. I was using scene capture cube.
How do you guys represent the player's body orientation when you can only track the head? The player really needs to have a body because its for multiplayer
@vocal maple @mighty carbon You can still represent it, you just have to use heuristics
@sturdy coral yeah. That is what I mean. I'm wondering what kind of tricks and hacks people came up with to orient the body
take low pass filter over head orientation, mix in angle to centroid between head and hands, bias away from orientations that don't have any IK solution
@sturdy coral can you share some code, pseudocode or blueprints for this please?
@vocal maple nope, I've only bothered doing it with pure head rotation
@mighty carbon posted an Oculus blog post the other day about what they did for dead and buried
@mighty carbon Can you link to the blog post please?
Found it
working on implementing sounds for everything is really boring
trying to solve some programming problem is so much nicer...
Which Anti aliasing method is best for vr, for clear widgets text and clear mesh rendering
"best" is always supersampling
How to enable that?
r.screenpercentage 350
@full junco it's lagging, and which method to set in project settings
MSAA
or temporal + supersampling
msaa is best tho, but it wont work with transparent or sparkly surfaces
surprised they don't have Gear VR as a head picture
btw, now that I tried Rift, lack of positional tracking is easily spotted in Gear VR ๐ฆ
lack of motion controllers should be even more noticeable
if it isn't, you havent used rift enough yet
nah, motion controllers have nothing to do with this
most Gear VR stuff is passive'ish experience
now that there is Gear VR 3DoF controller, lack of motion controllers is no longer critical
yeah, it was before it got controllers
i got my CV1 around this date, last year
i tried, and saw it was bascally a fancy DK2
so i only used it to play some elite dangerous
and wildlands
but then i saw that vive was being sold to commoners properly, and just sold my Oculus in ebay and got a Vive
one month after my Vive arrived i released VRMultigames, got 40k downloads, and convinced Oculus to give me devkits for touch
is this new gearvr controller visible inside gearvr?
yes. But it doesnt have positional tracking
it has accelerometer + gyro. Basically like a Wii with Motion Plus
still better than no controller
but you can wave it about and point it and see it in gearvr?
yes, but it will be like a wii motion plus controller. It wont be accurate
but it will be useful for something like pointing
thats why they did it in the dead and buried gearVR game
good enough for a hand holding a gun?
the gun acts as a pointer, so kinda
@wintry escarp think if it as anything that can move in the front plane and needs no depth movement (to and away from the camera)
so guns, laser pointer, rackets, sticks/poles, etc. can be easily used with Gear VR controller
hmm?
$39
it's not a pointer. It has gyros and accellerometer in it
Daydream controller is only available from Google.. So what?
Gear VR is only available from Samsung too, and you don't seem to have an issue with that
I got my gearvr from carphone warehouse, I will phone them and ask wtf they don't have the controller
if you got the new s8 version of the gear vr then it should definitely come with the controller
so sounds like they probably sold you old stock
oh to anybody interested as well, I managed to test out the SMI eye tracking on a gear VR last week
on Gear VR ?!
around $10k USD for installation on a gear VR, and around $15k USD for the desktop VR version... desktop 1 is 250hz rather than the 60 of the mobile and accuracy of 0.2 degress vs 0.5
so, what's the use for it without foveated rendering ?
foveated rendering is just 1 of the things you can do with eye tracking. SMI is more focussing on the research and scientific segment
obviously not really consumer focussed at those price points
but to be honest I don't really know how much that extra 0.5 degree of accuracy matters for most applications when you consider it costs an extra $14500 over just grabbing a fove headset
But Fove eye-tracking is bad.
like Leap motion pre-orion update bad.
Doesn't auto-calibrate for headset tilt either.
So unless the HMD is properly level on your head, it's not going to think you're looking where you're looking.
Granted, I haven't tried SMI's solution so I don't know what the ins and outs of that are like.
But to say that the Fove is the DK1 to eye-tracking is to be perhaps too generous.
yeah i haven't had a chance to do any development work with my fove but adding some calibration into the software is critical for any eye tracking
there are a couple of other eye tracking addons coming out too. the aGlass and tobii are making their own adapters
Yeah, the 200$ range eye-trackers are quite promising... well at least from a price point perspective.
Fove is just annoying because the primary point of value are the eye trackers. And they've forced that into an out of date HMD.
yeah they were meant to be working with lighthouse but valve didn't open up the tracking until too late annoyingly. they offered refunds on kickstarter because of that so I ended up getting my money back but then ordered 1 later anyway
Having said that... how easy would it be to strap a tracker on and get it some positional tracking now?
easy. you can track anything now with the pucks thats whats great about them. Can throw it straight onto a rift
Camera movement in Unreal can be easily accessed like that?
Last time I tried to move the camera directly, the HMD was just overriding it per tick.
Granted that was on the Vive.
you can just disable it's tracking or just create your own controller for it
haven't got that yet. finally finished off zelda though freeing myself up for some other gaming :p
Nice. I tried some Zelda at a big lan meetup.
Couldn't get into it in the 30-60 minutes I tried. I think there were a butt load of technical issues
like the controllers dropping sync with the system even from 3 feet away.
But... probably the worst thing, and I'm not sure if it was down to the setup or down to the game... was how floaty those controls were!
Felt like a huge 100-300ms lag on movement.
didn't really have many issues. Some frame rate drops and thats about it. Cost me around $700 all up for the console and game and put 80 hours into zelda so <$10 per hour works out alright :p
sounds like the setup there, maybe interference or something. Never had any of those issues playing it
Ok. I'll have to give it another shot under more ideal circumstances.
too bad that money math doesn't work with many gamers ๐ฆ
But the other thing is just the Switch and it's lofi resolution ๐
I'm spoilt man. 1080ti means locked 60fps at 3440x1440...
900p is like rubbing sand in my eyes nowaday!
yeah its noticeable coming from 4k down to that but im still playing on a 4k tv so it upscales fairly well
it's the framerate thats what gets to me. im 60hz on my tv or 100hz on my ultrawide
Yeah. That too. Probably a big part of what contributes to that laggy feeling for me.
it took me a while to get past that. But you do get over it. I have the same problem watching movies with any fast movement in them
Anyway. Nier Automata... sold me with that sweet sweet android ass. The creator knows what he's doing!
Jumped on Sketchfab and found someone had ripped the model.
Downloaded it and got it into Unreal.
so I could check it out in VR.
Gotta love the internet sometimes.
pics?
sec
@clever sky have you played Darksiders ?
Yeah
how does the combat in Nier compare to Darksiders ?
Bought Darksiders 2 on sale a long time ago. Only played that for a couple hours.
Umm. It's a lot faster?
From what I can remember of DS2 combat (which is not a lot).
About equally mashy
I see
i.e. you press buttons and something cool will happen.
Nier Automata combat is quite focused on dodging. But the dodge window is huge
like you press it, and your character is dodging for a second or so
and if the enemy hits you at any time during that window, you get a 'just in time' counter.
DS has a lot of dodging too, but mostly with (sub)bosses, not with average enemies
And there's little downtime between dodges.
So you just end up mashing dodge a lot. Also the distance of melee attacks, especially if you add 'shockwave' which adds a distance effect to melee
is huge. So you just dodge and mash attack and you inevitably end up looking like a badass.
oh, btw, oculus replied about having fine games similar to VR Kanojo on Home - no way they would allow it :/
Hahaha... I doubt they'd even allow something like "Nancy's Summer" on there.
Much less a full blown porn game like VR Kanojo
2B with skirt blown off.
never expected they would allow porn on their store. especially since it's Facebook
have you tried out the new cloth simulator in 4.16? Good model to try it out on
it always puzzled me that mass murder games are ok and porn games are not :/
I wonder if it's only in US or in EU/Australia/Canada too
@clever sky so, how many tris per model with skirt ?
I think this particular rip has something like 60k
damn
pretty sure it's everywhere that they get all bitchy about porn. they still have issues with violence and drug usage as well in games a lot more than movies
in Australia you can show tits and sex in movies for people over 15. but as soon as it's in a game it would previously get banned, now it's got an 18+ rating but they still ban anything that is interactive with drug usage or sex
weird :/
I guess game devs and publishers need to start having their people in the congress ๐
I am sure movie folks do
movies aren't interactive so people care less about it
games are only interactive to the point
like in VR Kanojo, you can only do several things and that's it.
yep but they say it's much more immersive in a game than in a movie because you are the 1 controlling it
same way that if you made "Heroin addict VR" where you had to cook and shoot up heroin there is no way that would get through anywhere
lol, I can tell you that 180 deg. stereo porn videos beat any of these "interactive" VR things any time ๐
get into government and convince everybody else then i suppose. I don't see it changing anytime too soon. None of that stuff will ever be coming to steam or oculus stores because they don't want to deal with the legal issues that come with it
hey guys i am messing around with unreal and was wondering if anyone could help me real quick
old farts in the govnt. just need to fade away naturally.. So maybe a few generations down the road things might get better :/
Basically I am trying to get teleport to work in my project it was working and now it is acting all weird and i think it has to do with the navmesh, here is what it looks like
any idea on how to fix this?
cant really see what your navmesh looks like from that angle
for a small interior space you will either need to tweak the navmesh settings quite a bit to have a more dense grid to get around the tight corners or just change the teleport to work on your floor instead of using navmesh is probably the easier bet
is there a guide on how to change it to use the floor instead?
yeah there is stuff around on the forums and the instruction stuff somewhere but can't remember where. Just in the controller find the bit that is doing the check on navmesh and replace it with the static mesh type you are looking for
Do you have some craze collision going on? Why is it like that?
Lol that is what i have been trying to figure for the past 2 hrs
yeah navmesh has a lot of settings, it's the way it generates the grids. doesn't like tight interior spaces. If you do a topdown shot it would give us a much better idea
with the navmessh enabled?
show collision as well would be handy
still fairly new to unreal how would i do that?
but yep best bet is just to change the teleport to not be using the navmesh. You can find it in the player controller when it does the trace
in the view settings you can say show collisions. top left of the viewport
ok there you go you can see a bunch of purple lines on there that are affecting your navmesh. whatever those objects are are screwing it up
Just kill the collision meshes on your furniture. Turn them into no-collision
but still navmesh is not really designed for these tight interior spaces without a lot of tweaking so just change it to look for your floor mesh instead
Otherwise tweak the navmesh parameters. I think there's one which sets distance from object or something like that.
yeah and density and whatnot of the grid but thats more screwing around then just changing the 1 node in the blueprint
Yeah ill try changing it to use the floor mesh if that is still weird ill mess around with the nav mesh settings. Thanks for the help
it wont be weird with that, but you will still need to fix your weird collision parts because the teleporter trace will hit them
any advice on that issue?
yep, delete whatever the angled thing is in there or remove it's collision
oh okay thanks
anyone know if it's possible in the editor to delete one entry from a public array instead of only empty it all?
so ie. if i expose an array on an actor, i can add a new entry to that array but clicking the +, but i can't seem to find a way to remove one entry again
Sounds like a bug
yeah there should be a button on the far right of the array item that you can click to scroll down a list of options including remove
bah, gearvr controller is $39 or ยฃ49...ripped off again
buy whole new Gear VR - controller comes with it.
that's what they tried to get me to do
any of you got it?
will it be a must have for gearvr, or another peripheral a few people might get
other question would be do ue4 or unity support it, to the forums
well, once there are good games using that controller, people will buy it
and anyone with S8 or whoever buying whole new Gear VR, will have the controller
if you are a developer, it's no-brainer investment
ordered earlier, should be here tomorrow
that controller is sold separate
LOL
no one will use it then
due to the cycle
same reason there arent that many gamepad games on gear Vr, becouse it needs a peripheral
its an official controller though, hopefully it will become stanbdard same as rift/cv1
controls on side of your head are a pain in the arse
if it fails totally I can ebay it as R@RE
every piece of crap on ebay is rare
@wicked oak the controller comes with Gear VR 2017. If you happen to own Gear VR IE2 (which is what I still use) and you want to use controller, you can purchase it separately.
ahh, much better then
@mighty carbon @tired tree Thx guys, dunno how i could miss it lol.
has anyone tested LPVs in VR ?
super scrub lighting question
i have a level that's about 15000m end-to-end, and two bases each with 3 single-room stories
at each end
i'm currently using the forward renderer.
for derpy reasons, the player mesh is emissive. additionally, i have a few point lights attempting to illuminate each base, and a global directional light
i appear to get performance hitches looking in the direction of the other base, even if i'm indoors and can't see it
is there anything from what i've said that i'm doing obviously wrong?
i've got like 5 point lights per base, but the base is pretty dark. ideally i'd have more lights inside each floor but then they start overlapping with the other floors
Is the other base far away? Are you using HLOD to reduce draw calls? Maybe stream out the base, and stream in a basic version when you are far, so you can see it still, but its more performant.
Should be culled though if its out of view.
yes, and probably no
is there any special way to "box in" point lights so I don't have to worry about overlap? or does that happen automagically when they're occluded
i should probably just use the profiling tools
@mighty carbon they are broken
my meshes are mostly low-poly
and even if they arent lpvs are slow
Hmm seems like just baked, static point lights shouldn't hurt performance that much. Yeah try profiling to make sure that's the problem.
@wicked oak slow even for archvis? That's odd.
archivs is better to just bake stuff
at very high res
you can offer a day and a night map or similar
you dont need the sun to move smoothly in archviz
no, but when you turn on lights, GI would obviously change
I guess small things like that don't phase customers ๐
why would you want to do that?
even like that, you can use this loaded light "sublevels"
you have 4 lights, have different versions
load the correct one
downside, lots of space and baking time
I thought there can only be 2 lighting scenarios