#virtual-reality

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tired tree
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the headset check works

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its just not implemented

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you doing code or bp?

lament bay
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both

tired tree
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k, i implemented afunction for that

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lemme find it

lament bay
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when you say its not implemented but it works.. you mean its not implemented in BP but it is in c++?

tired tree
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no

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it has the method for checking the worn state

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you can check it and then call an event if you want

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or you could check in the steamVR for it directly

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GEngine->HMDDevice->GetHMDWornState() works though, for SteamVR as well

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which is why having the event not binded already is confusing

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you can bind it yourself

glossy agate
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How does it check worn state? That's pretty clever. I mean that it knows when it's being worn.

tired tree
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openVR has it pollable I beleive

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I looked into it when i exposed it to bp

lament bay
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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?

tired tree
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but forget

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no, that is "worn"

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there is a "connected" for hmd on

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//HmdWornState is set in OnStartGameFrame's event loop
return HmdWornState;

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yeah

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steamVR polls it every tick

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and oculus returns the correct value as well

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though the VRNotifications component half works for oculus anyway

lament bay
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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?

tired tree
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gearvr?

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oh no

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only oculus and steamVR

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sorry didn't realize you were talking about gear

lament bay
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ah damn

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so no way to do this with gear?

tired tree
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manually :p

mighty carbon
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why do you need that, @lament bay ?

tired tree
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"there is a method in OVRPlatformMenu called OnApplicationFocus...you may be able to call "

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is unity's solution

lament bay
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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

tired tree
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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."

lament bay
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Ok cool... that could work.. just did a quick search and looks like PlayerPref is a unity thing... is there a UE4 equivalent?

mighty carbon
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I think Gear VR pauses the app automatically

lament bay
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it does

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ahh got it

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So I just keep track of time myself, then check it against device time and if there's some gap I trigger reset

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thanks guys!!

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๐Ÿค—

mighty carbon
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hmm.. just tested.. nothing gets paused when Gear VR is taken off ๐Ÿ˜ฆ

lament bay
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Are you in dev mode? I wasnt seeing it paused in dev mode but when I turn it off it does

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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;
    }
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Where 5.0 should be GapTimeCutoff or something

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Oh nm just realized Im not checking against absolute time

mighty carbon
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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

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doesn't make me sick a single bit

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btw, it feels like Gear VR has a way less depth than Rift.

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I wonder if it worth trying to apply for Dev grant from Epic.. I wouldn't mind some cash to invest in sound work.

real needle
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@mighty carbon I like the pushback, if sitting :b

mighty carbon
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I was standing when tested it.. Didn't even lose balance ๐Ÿ˜ƒ (I did lose balance momentarily first time I was in Oculus Dreamdeck and the first scene there shook pretty strongly)

lament bay
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@mighty carbon check this fund out ... https://xsolla.com/capital/

mighty carbon
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saw that

lament bay
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nice

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know about this accelerator ? http://www.boost.vc/

mighty carbon
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not really planning on implementing Xsolla (or any IAP for that matter) in my first project

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nah, haven't heard of that

lament bay
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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

mighty carbon
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what I like about Epic's fund is that it has no strings attached

lament bay
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yes, thats huge

glossy agate
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That push back looks good!

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is camera shake enabled with it too?

full junco
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@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

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@mighty carbon you won't get any money dev grant from epic

lament bay
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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?

full junco
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because it isn't special enough to let epic think its worth giving money

mighty carbon
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@glossy agate thanks ๐Ÿ˜ƒ 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.

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eeh, I didn't see whole a lot of special games getting grants from Epic.

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most of the grants were given to ordinary games and folks who creates training materials

lament bay
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ok...

  CurrentTime = MyDateTime.UtcNow().ToUnixTimestamp();

    if (CurrentTime - PreviousTime > 3.0f)
    {
        // Headset had just been put on 
        UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(0, EOrientPositionSelector::OrientationAndPosition);
    
    }
    
    PreviousTime = CurrentTime;

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that works!

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So for anyone wanting to do a reset of GearVR HMD on a new user put on, use that code in your event tick

full junco
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@mighty carbon the educational dev grants are different

lament bay
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Thansk for help everyone, I love this group! ๐Ÿ˜

full junco
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epic only gives dev grants where they are basically 99% sure they will get their money back

clever sky
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@full junco how are they getting their money back? Because aren't grants just kinda give away money?

mighty carbon
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how do they get money back with free training materials or Koola making free photo realistic projects?!

full junco
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@clever sky through the 5%

real needle
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@clever sky people buying the game

clever sky
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Ok.

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So indirectly ๐Ÿ˜› not loan style

full junco
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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

real needle
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@mighty carbon training material is what allows people to use the engine

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and then people buy what's been created

mighty carbon
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lol, nonsense.. Then Epic needs to give grants to AAA studios - then for sure they will make money back ๐Ÿ˜›

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most indie games don't make anything worthy for Epic balance sheet

full junco
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most games that epic gave dev grants made at least $40k on kickstarter or had other sources of money before

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epic didnt really give dev grants to any small indie game that had no funding before

clever sky
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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!

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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.

full junco
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the dev grant program is essentially marketing for both epic and the games that get grants

clever sky
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To epic at least.

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the dev grant program is essentially marketing for both epic and the games that get grants

Yeah. That's fair.

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And in that vein, it makes sense

full junco
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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%

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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

clever sky
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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.

mighty carbon
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so you are saying that there is no such thing as free money? ๐Ÿ™€

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but wait - Oculus has given out shit load of cash and I bet they won't make it back

full junco
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whom have they given "shit loads of cash" that they won't make back?

glossy agate
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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.

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Didn't Rocket league make like $70 mil in a year? Just need 10 out of 100 to make some decent money.

full junco
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rocket league is UE3 though

glossy agate
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Same concept. Replace it with dayZ and Ark

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More devs using it the more likely they can grab a winner

mighty carbon
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well, I applied

glossy agate
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And squad

mighty carbon
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doesn't hurt to try eh ๐Ÿ˜ƒ

full junco
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just wastes epics time ๐Ÿ˜›

glossy agate
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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

mighty carbon
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I think about this way - Gear VR doesn't have too many good UE4 projects. This is basically UE4 promo for mobile VR.

full junco
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epic doesn't really care much about mobile though

mighty carbon
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that's why they are making full scale mobile game right now

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cuz they don't care

pearl tangle
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what game is that?

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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

pearl tangle
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oh yeah completely forgot about that 1

glossy agate
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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

mighty carbon
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the point is they are making it and improvements will trickle down to launcher version

full junco
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@glossy agate like I said, the vive dev grants were very different

pearl tangle
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yeah i became an enterprise partner with Epic like a week after they had given away their last free vive hah

glossy agate
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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.

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Really didn't think I would get one

full junco
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I was in the first batch that got a vive from epic

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a bit more than a year ago

eternal inlet
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@motorsep#8292 looks pretty awsome now with the pushback ๐Ÿ‘๐Ÿผ

mighty carbon
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Thanks @eternal inlet

wicked oak
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i find the battle breakers thing highly interesting

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ue4 for a mobile F2Trash game that is mostly 2d?

mighty carbon
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They said characters are 3D

eternal inlet
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anyone know where they posted the 4.16.2 notes? cant see them on the forums or are just missing them

mighty carbon
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Probably a few pages back

tired tree
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hohoho, finally got around to looking at console output to VR, its easier than I thought

wicked oak
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but you only need to press the console key twice

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it opens the full panel

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or are you doing some stranger stuff

wintry escarp
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anyone know if that new fluid system uses cuda or opencl ?

tired tree
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I wanted it rendered in game

wicked oak
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wow, how?

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you mean the console like in a tablet?

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spawning a "console tablet" inside VR with a keyboard would be really damn useful

tired tree
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yeah

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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

wicked oak
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widget

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thats a plugin that would be easily sold

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i would 10/10 buy it

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a 3d umg keyboard + console

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for debugging inside vr

jaunty shell
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I'd buy that

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debugging is awful in VR

tired tree
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honestly the engine really needs a slate VR keyboard

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but slate..........

eternal inlet
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thx

eternal inlet
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Spring sale on marketplace

mighty carbon
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when is the Sale over?

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I see DA is on sale and it's a must-buy for me, but I am at work o.O

wicked oak
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DA is most useful if you are a programmer to tweak stuff

mighty carbon
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It can't be that bad, can it? o.O

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hmm.. I think I am going to go broke with all the stuff I want to get ๐Ÿ˜›

wicked oak
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its just not good for a full game

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it does too many things but none of them are "full"

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and even like that, ue4 just haaaaaaaaaaaaaaaaaates dynamic stuff

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dungeon performance is hilariously bad

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in 1st person

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if its top down its fine

tired tree
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why? are the bounds incorrect?

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I did a lot of dynamic work with no issue on headon

wicked oak
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doesnt cull lights

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if you have lights, but you are on a top down view, it frustrum culls them

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if you are 1st person, and have the idea to look into the "mass" of the dungeon, it will calculate every single light

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even if its behing 10 walls

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i only got it working on my end, using the snap system (for rooms) becouse i made a custom culling system

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all the lights and geometry would be invisible by default, unless you are in the room next to it

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this improved performance a ton

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it was truly unplayable without that

tired tree
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mmmm

wicked oak
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a possibility i was trying is to leave the dungeon very dark. With only a few non-shadow lights for ambience

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and leave the player with a torchlight or a flashlight, and thats the only shadowed light in the whole world

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i think there was a way to make stationary shadow lights to "save" their shadowmap and not re-render it every damn frame

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but i couldnt get it to work

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basically they render it once, then they just reuse the shadowmap all the time

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thats how Doom works in fact

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all lights do their shadows and store them

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and only dynamic objects are rendered when there is need of dynamic shadows

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Shadow map caching for movable lights

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just tried them

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not working

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and shadows add 15 ms render time to my VR dungeon crawler prototype

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with only like 3 shadowcast lights per room

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green one is shadowdepth

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even if there are only 4 visible lights, its trying to render 20

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and no caching

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ok something is wrong

mighty carbon
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what does it have to do with DA? UE4 should be culling lights

wicked oak
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well, im not sure if the cached shadows are broken or what, becouse there you see 4.3 ms on "copy cached shadow map"

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there is not a single dynamic thing near

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every single mesh is marked as static

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all lights are movable (as explained there)

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some of the lights have shadows, others are filler

tired tree
wicked oak
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POC?

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i see your console in a plane, cool shit

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does it render well on VR?

tired tree
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don't know, can't test in VR until tonight, but it could be passed to a stereo layer too

mighty carbon
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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 ๐Ÿ˜„

jaunty shell
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@tired tree your console looks sweet !

tired tree
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its not my console, its epics rendered into a texture :p

mighty carbon
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nice stuff.. now we just need keyboard to type in VR console ๐Ÿ˜‰

jaunty shell
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still better than nothing ๐Ÿ˜„

tired tree
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just going to provide a method for sending text / keypresses to the console and the render to texture

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and let people do with it what they will

eternal inlet
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DA?

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Ah, Dungeon Architect?

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im getting the Pro Sound Collection

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@mighty carbon think for a week

mighty carbon
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I think it's 24 hours

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(that's what's on the website)

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flash sale

eternal inlet
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oh, ok, maybe it was a particular one i was looking at then

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the materialize one

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DA looks pretty advanced, but i would rather build my own generator i think

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there's a lot of opensource projects that allow you to build upon

wicked oak
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materialize shader is easy as hell

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i have a very similar setup in my weapons

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that i did in 15 minutes

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its not worth at its cost due to how easy the shader is

jaunty shell
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time = money

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for some it might be a deal

wicked oak
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time money trying to undestand the shader > time spent making the shader yourslef

jaunty shell
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trudat

wicked oak
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and their shader is spectacularly flashy, too much

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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

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to get glowing edge, you use the Distance to the opacity"cut" wich is 0.3

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and then put that into emmisive

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this is how mine looks

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with little hex pattern and everything

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its in fact the same hex pattern the marketplace uses, wich is a hex that is on the default engine folder

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this is my setup

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top node ends up plugged into opacity, bottom node into emmisive

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now you owe me 15 dollars

jaunty shell
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Have no use for that ยฏ_(ใƒ„)_/ยฏ

glossy agate
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That object pooling plugin looks cool on the sale page. Anyone try it yet?

lilac meteor
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Can anyone recommend a good starting template for a VR project? Or should I just use the default VR template.

eternal inlet
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@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

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Will have a look at what the polling stuff does, but personally dont fancy plugins too much

mighty carbon
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making everything yourself doesn't work, that's the truth

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not time wise, not quality wise

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especially for games

wicked oak
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how is that sound pack?

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im very interested

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couse i need sounds

glossy agate
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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.

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Sound pack looked really good. Had a ton of good sounds at a cheap price

wicked oak
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so kinda like me with my games, 3 released in 6 months

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but now ive been doing DWVR for more time than i should have

glossy agate
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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

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Only $30 for something that would take me weeks to make at a lower quality.

tired tree
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Ryan have you played Island 365 any?

glossy agate
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I have not, just Brookhaven. Ill probably buy it eventually if they have free locomotion at some point. Is it pretty good?

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The Brookhaven zombies are easy to spot from the marketplace.

tired tree
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They sent me a free copy when they started using my plugin but I never installed and tried it.

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was curious if it was fun

glossy agate
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It looks cool. I would be interested in looking under the hood to see how they handled the big forest environments like that

wicked oak
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a mayor reason brookhaven got popular is becouse it was one of the very first games

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if you released brookhaven at the moment you would get yelled at "muh another wave shooter" and fail to get anything

tired tree
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talking about Island 365

wicked oak
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havent tried that one

mighty carbon
tired tree
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yeah that'

glossy agate
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I was off by one number haha

mighty carbon
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does it require 360 deg. setup?

tired tree
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oh 59

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lol

wicked oak
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now that a few of you are here. How do you think i could improve DWVR for final release?

glossy agate
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It doesn't say 360 required. They may have a snap turn, or some kind of yaw turn

wicked oak
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im looking for some feedback about "small" stuff

glossy agate
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Although brookhaven doesn't say 360 required but it definitely is.

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vbankco, have you pushed any new updated recently? I can hop in tonight and take a look around again and give feedback.

wicked oak
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im going to push one now

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latest version is on the Oculus Store

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but im going to push it to steam now

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its going to be on dev_test branch

mighty carbon
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well, snap turn is crap.. I like how RR handles front-facing setup

wicked oak
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ive modified the code of the enemy pathing a lot. They have a much more robust jumping around now

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they go into flying mode, fly up into the midpoint, then they flydown to the target. Then they go back to running mode

glossy agate
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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

wicked oak
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instead of just jumping

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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)

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and then they get stuck

glossy agate
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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.

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But with amo limits, it would force more strategic gameplay

mighty carbon
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btw, they say that AI system on the marketplace is quite good

wicked oak
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there is an ammo limit that just requires you to shake the gun to reload

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but the game will not have ammo that you need to recover

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i tried to do so, but it didnt merge well with the way the game works

glossy agate
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That skyrim style one? I almost got that before but didn't have a use yet. May still get it just in case someday.

wicked oak
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given the absurd aggresivity of all the enemies, you have little time to do ammo management

glossy agate
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True. Is the shake reload a new feature, I didn't remember having to reload before. That will make it a lot more frantic.

wicked oak
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im testing the build. ill update soon

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ill tell you when its up. It will be on the dev branch

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wich is unlocked with the password "deathwavetest"

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in steam

glossy agate
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perfect!

wicked oak
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you used oculus or vive?

glossy agate
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Vive

wicked oak
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oculus now uses the adaptive resolution thing

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ok

tired tree
glossy agate
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Thats awesome! haha. Can you make a second UMG with common commands you can call with one click?

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easier than typing in game

tired tree
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it has functions to pass text or whatever into it

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so yes

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thats not umg though its just a render target

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figure people could use it on whatever then

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including stereo layers

alpine torrent
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chat UMG

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@glossy agate think with mic you could type by speech

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speech to text

glossy agate
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Can you? I have been trying to steam chat all wrong this whole time.

alpine torrent
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you look chat and and say what you want to type and it get send as text

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use service outside ue4 and back so why not

glossy agate
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oh, I thought you meant it was native

alpine torrent
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I could try hook like Microsoft Cognitive Services for it

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I haven't tested it natively

tired tree
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already voice recognition plugins i'm fairly sure

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or are you talking out of game just using disability mode?

glossy agate
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There we go. Harry potter spell casting game should be on the way soon.

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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.

alpine torrent
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as if it's pain it could be pain for other so why not try it

glossy agate
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I will now. Didn't know it was possible before haha

wicked oak
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@glossy agate i uploaded the patch to steam,

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it should update soon

glossy agate
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Awesome. I'll check it out when I'm home

mighty carbon
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where did you see voice recognition plugin for UE4 ?! I'd love to add voice input (yes, no, maybe so) to my projects

real needle
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@tired tree So you're just providing the render target which the console gets written to? That's awesome

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does it work for the graphs such as r.scenerendering etc?

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I would find that extremely useful

sturdy coral
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looks like the flash sale was just a lead up to releasing a whole bunch of new marketplace content?

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ah n/m some marked new but wasn't released right after

glossy agate
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I think vr weapon master should be coming out soon. It looks pretty cool.

tired tree
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vr weapon master sadly got beaten to market by another weapon pack

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which does some things better

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@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

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the normal drawing still is functional

glossy agate
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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.

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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.

tired tree
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weapon master devs are using my plugin for their own game actually

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but you can't really sell a marketplace item that depends on a 3rd party plugin

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so they have been modiying it heavily for the marketplace.

mighty carbon
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that doesn't sound too good

glossy agate
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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.

full junco
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@mighty carbon doesn't affect games though

mighty carbon
#

no, but I just don't like when divisions get shut down out of the blue

full junco
#

they probably lost too much money with it

mighty carbon
#

I am sure 50 people on that size of a payroll when there is no revenue coming is not a good thing, but still ...

glossy agate
#

No more internal creation, but it doesn't sound like a talent shuffle which sucks for those 50 creators.

tired tree
#

@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.

trim flower
#

Anyone know of any good templates or tutorials for creating a sword that snaps to and adjusts to the VR hands when overlapped?

glossy agate
#

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

tired tree
#

Honestly all of those weapon systems are really easy to make

glossy agate
#

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.

full junco
#

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

glossy agate
#

Haha true. I'll stick with my strengths and try to find help from other people way better than me on the other stuff.

mighty carbon
#

is there a way to check if I am building dev or release build, in BP ?

full junco
#

@mighty carbon what?

mighty carbon
#

edited

full junco
#

it still doesn't make sense to me

mighty carbon
#

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"

full junco
#

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++)

mighty carbon
#

yeah, I am sure it would be ๐Ÿ˜ƒ

#

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 :/

glossy agate
#

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.

mighty carbon
#

Unity is much, much larger market

alpine torrent
#

it have UWP mixed reality market more

#

right @mighty carbon

mighty carbon
#

yeh

alpine torrent
#

what that open AR support?

#

where unity and ue is

#

supporting

mighty carbon
#

no idea :/

#

hehe, can't wait !

#

I'd love to be able to reload like that in VR ๐Ÿ˜„

#

@tired tree how hard would that be to implement ?

tired tree
#

waist reload?

#

easy

#

of the air reloading

#

also easy

#

did you never see H3VR tricking videos?

mighty carbon
#

yeah, the air reload, fancy stuff ๐Ÿ˜ƒ

#

nope

tired tree
#

makes the movie look like crap

wise thunder
#

@full junco this is the game I mentioned the other day :p

mighty carbon
#

yeah, just saw it and no, it's not as fun as what I see in the trailer of the movie

full junco
#

@wise thunder halflife 3 VR

wise thunder
tired tree
#

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

mighty carbon
#

eeh, if you don't see it, I can't explain it

#

think of Robo Recall and reloading like Gunslinger in the teaser video

tired tree
#

tossing clips into the air and slapping them in?

#

thats the part you linked to

mighty carbon
#

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.

tired tree
#

slo-mo isn't required for that

mighty carbon
#

no, but sure as hell feels and looks cool ๐Ÿ˜ƒ

#

when I play RR, I go all John Wick on it

clever sky
#

@tired tree I think @mighty carbon is looking for a fun reload mechanic that cheats it for you. Like Robo recall.

glossy agate
#

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

clever sky
#

Ain't nobody got time to learn how to air reload for real.

#

Except for a few show offs ๐Ÿ˜›

mighty carbon
#

some people just jaded and stand still holding Touch at their chest/waist and shoot.. No charisma, no moves... Meh

tired tree
#

pretty sure slo-mo for every reload would get anoyying eventually

mighty carbon
#

@glossy agate you are gonna have to physically do slow motion

clever sky
#

So. You guys been buying/playing anything interesting on VR lately?

glossy agate
#

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

clever sky
#

Nice

glossy agate
#

It's decent length. We just play through a couple levels at a time

clever sky
#

I've been all over my Galaxy S8 since I got it.

the controller is so meh though.

glossy agate
#

Az sunshine has a new horde map I played with a few others

#

Any good games on that?

mighty carbon
#

๐Ÿ˜ƒ

clever sky
#

@glossy agate Nah. Haven't been touching VR stuff much on it ๐Ÿ˜›

#

@glossy agate Difficult to bother with mobile VR when you have 24/7 access to full blown VR.

mighty carbon
#

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 ๐Ÿ˜ƒ

#

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.

clever sky
#

I have a plasma rifle that auto-reloads? ๐Ÿ˜›

mighty carbon
#

ha ๐Ÿ˜ƒ

glossy agate
#

Thats actually a cool idea. Time will move as slow as the player for the reload, so they can decide on the speed.

mighty carbon
#

๐Ÿ˜ƒ

#

ryan gets me

glossy agate
#

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

tired tree
#

isn't that just that SuperHots main mechanic?

clever sky
#

Sure, but it's a cool mechanic ๐Ÿ˜›

glossy agate
#

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

tired tree
#

superhot the player controls speed too

glossy agate
#

Yeah but they control it the whole game so the pacing is different

clever sky
#

Slow mo reload. Drops bullets. Normal speed resumes

glossy agate
#

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

tired tree
#

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

glossy agate
#

That system you made is awesome. They should integrate that into the VR editor system at least.

tired tree
#

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

real needle
#

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

wintry escarp
#

the new gearvr controller not good?

real needle
#

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?

upbeat kestrel
hard light
#

dafuq

upbeat kestrel
#

I think that happens when you stop giving a fuck because you're rich bitch

mighty carbon
#

Lol, why would he not have a good time?

upbeat kestrel
#

exactly!

wicked oak
#

0 shame

mighty carbon
#

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 ?

wicked oak
#

i mean that he feels no shame

mighty carbon
#

but why should he feel shame, @wicked oak ?!

#

because he is wearing pantyhose ? ๐Ÿ˜›

real needle
#

Because society ๐Ÿ˜„ and the "feeeear" of their negative reactions

mighty carbon
#

slo-mo reload where player' physical speed controls how fast reload goes

wicked oak
#

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

mighty carbon
#

well, the Gunslinger is dual wielding if you haven't noticed ๐Ÿ˜‰

#

so, you press button, clips get tossed into the air, tumbling, and you reload just like in that video

valid ether
#

Hey guys. Does anybody know, what's the maximum allowed number of stereo layers in GearVR?

mighty carbon
#

(or however other way you want)

valid ether
#

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

mighty carbon
#

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."

valid ether
#

Actually I've already read this article, and I used only 2 stereo layers

mighty carbon
#

so, why are you asking then? ๐Ÿ˜ƒ

#

It says "3 layers max"

valid ether
#

I thought they might lie us ๐Ÿ˜ƒ

mighty carbon
#

if it doesn't work for you, report the issue to Oculus

tired tree
#

okeey dokee

#

Got the output log working too

#

can lay it to rest now

wicked oak
#

that is really cool

#

put it on sale it would sell a lot

#

if its properly usable

tired tree
#

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

wintry escarp
#

the gunslinger carries 2 guns but never uses 2

#

he loses the fingers of one hand in the books

wicked oak
#

some time im amaze myself at my incredible hability to name things in the code

mighty carbon
#

@wintry escarp the movie is a continuation of the series. So apparently the universe gets reset or something and he gets his fingers back! ๐Ÿ˜„

#

(I only read 4 or 5 first books)

wintry escarp
#

yes it resets to the first book

#

the film doesn't have 2 main characters, only jake

mighty carbon
#

that's not the point

#

the point is that reload shown in the teaser is awesome! ๐Ÿ˜ƒ

glossy agate
#

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.

limber smelt
#

Had to rebuild lighting.

mighty carbon
#

Nah @final haven

#

I need to finish one thing before I jump to another

glossy agate
#

Same

full junco
#

I need to finish the second thing before I jump to the first thing

leaden ivy
#

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

full junco
#

I think you can do that, but why would you want that?

leaden ivy
#

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

full junco
#

it would look misaligned between the two eyes

#

I think

glossy agate
#

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.

leaden ivy
#

Damn, alright. Thanks guys. Guess I'll find out in a few days.

mighty carbon
#

I am not sure if UploadVR has nothing to write about and put out old stuff, or that's something new

glossy agate
#

Unless by "big part" they mean they don't have 1 billion users like the social network has yet.

mighty carbon
#

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

glossy agate
#

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.

mighty carbon
#

nice one @tired tree

#

where is VR keyboard though?

tired tree
#

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

glossy agate
#

Yeah, like a frequently used you could setup and save if you know what you want to use before jumping in.

tired tree
#

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

glossy agate
#

Yeah that's probably what most people would use it for.

mighty carbon
#

eeh, there is no keyboard in Oculus Home :/

tired tree
#

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

mighty carbon
#

aye

#

btw, Marketplace has no good rocks ๐Ÿ˜ฆ

tired tree
#

no good VR rocks you mean?

#

they had the std high res rocks that everyone uses and everyone from unity uses

mighty carbon
#

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"

tired tree
#

most people keep total rock meshes low and rotate / scale / combine to save memory

mighty carbon
#

eeh, there is plenty of RAM nowadays to not do that

tired tree
#

can take advantage of instancing and lower disk size too

pearl tangle
#

that would be like glueing them to your eyeballs

tired tree
#

wat

pearl tangle
#

ah messages didn't update hah

tired tree
#

oh the screen space

#

gotcha

pearl tangle
#

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

real needle
#

@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...

tired tree
#

did you report that?

woven folio
#

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?

pearl tangle
#

on the 1 controller yes. it's a single button, not 2

woven folio
#

I thought that might be it, wasn't too sure :p

#

What is Grip2 for then?

pearl tangle
#

redundant i think

#

check the pinned messages in the top right, there is a diagram for all the controllers on there

woven folio
#

Oh, sweet

sturdy coral
#

@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

mighty carbon
#

so apparently full scene reconstruction will be possible with Rift cameras

tired tree
#

thats on a phone camera

#

they would still likely need to remove that IR filter

mighty carbon
#

oh

#

I see

tired tree
#

or ship different cameras

mighty carbon
#

maybe in CV2 then

tired tree
#

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

mighty carbon
#

well, gotta start somewhere ๐Ÿ˜ƒ

mighty carbon
#

ha, channel went silent

wicked oak
#

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

mighty carbon
#

alright @wicked oak

#

I seriously encourage you to add fake blob shadows to AI's feet

wicked oak
#

they have

#

its just that this is a prototype skeleton that is not fully set up

mighty carbon
#

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 ?

wicked oak
#

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

mighty carbon
#

one hand holds grip, another - stock.

wicked oak
#

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

mighty carbon
#

ah, yes, looks so much better with shadows at their feet!!!

wicked oak
#

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

mighty carbon
#

btw, I'd also add faint blob right under the hips

wicked oak
#

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

mighty carbon
#

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.

wicked oak
#

Onward is the main example

#

you can also try it in Bullet Train

mighty carbon
#

Bullet Train has guns that handled with both hands? I thought it's just like DWVR..

wicked oak
#

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

mighty carbon
#

I see..

#

So you can't drop guns and go at AI with bare knuckles, like in RR ?

wicked oak
#

nope

#

but you have a plasma sword

#

that kills everything in one hit

mighty carbon
#

got it

wicked oak
#

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

glossy agate
#

You have the new. Build up? I couldn't find it the other day

wicked oak
#

it was on dev_test branch

#

but you already tried that one

#

did it have sparks on bullet hit?

glossy agate
#

I'll check. I recorded some video

wicked oak
#

this parry stuff is not uploaded

glossy agate
#

Knocked a bunch of stuff off my wall haha

wicked oak
#

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

glossy agate
#

Yeah it has impact sparks.

#

I'll edit some of it up and post it

wicked oak
#

did you upload the video? its allways useful to see how people play it

glossy agate
#

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

wicked oak
#

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

glossy agate
#

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

mighty carbon
#

how do you deal with entitlement check ?

#

I added nodes, but since obviously the app isn't in the store yet, it always fails

granite jacinth
#

Has anyone used or figured out how to use multiple SceneCaptureComponent2D in a game?

#

Talking about almost 9 of them

mighty carbon
#

oh, Victor is back!

granite jacinth
#

But even one, rekts my framerate if I am doing per frame capture

mighty carbon
#

๐Ÿ˜„

granite jacinth
#

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

wicked oak
#

new DWVR update

granite jacinth
#

I will probably end up faking it by taking a screenshot

#

But, wondered if anyone has successfully used SceneCaptureComponent2D in VR to capture stuff.

wicked oak
#

@granite jacinth scene capture components should not be updated every frame

#

and if they are, keep as low resolution as posible

granite jacinth
#

Yeah, I know that. Which is why I only did it on load

wicked oak
#

becouse they are just rendering the damn game again from other angle

#

yeah thats fine

granite jacinth
#

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

full junco
#

@granite jacinth add a delay

#

@wicked oak you wrote "becouse"

wicked oak
#

thx

mighty carbon
#

how come no one mods RR ?!

#

(from this channel)

full junco
#

because people here work on their own games and dont have time to mod stuff?

mighty carbon
#

well, there is a good potential in modding RR

wicked oak
#

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

full junco
#

also, I can't mod a game that I haven't bought and played

glossy agate
#

@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.

vocal maple
#

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

mighty carbon
#

you don't

#

you don't know the body location, only camera (head) and hands

sturdy coral
#

@vocal maple @mighty carbon You can still represent it, you just have to use heuristics

vocal maple
#

@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

sturdy coral
#

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

vocal maple
#

@sturdy coral can you share some code, pseudocode or blueprints for this please?

full junco
#

that's how you get a VR game on r/all

sturdy coral
#

@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

vocal maple
#

@mighty carbon Can you link to the blog post please?

mighty carbon
#

eh?

#

page 3 or 4

vocal maple
#

Found it

full junco
#

working on implementing sounds for everything is really boring

#

trying to solve some programming problem is so much nicer...

vagrant mantle
#

Which Anti aliasing method is best for vr, for clear widgets text and clear mesh rendering

full junco
#

"best" is always supersampling

vagrant mantle
#

How to enable that?

full junco
#

r.screenpercentage 350

vagrant mantle
#

@full junco it's lagging, and which method to set in project settings

full junco
#

MSAA

wicked oak
#

or temporal + supersampling

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msaa is best tho, but it wont work with transparent or sparkly surfaces

mighty carbon
#

surprised they don't have Gear VR as a head picture

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btw, now that I tried Rift, lack of positional tracking is easily spotted in Gear VR ๐Ÿ˜ฆ

full junco
#

lack of motion controllers should be even more noticeable

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if it isn't, you havent used rift enough yet

wicked oak
#

i sold my CV1 in ebay to get a vive

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to get motion controllers

mighty carbon
#

nah, motion controllers have nothing to do with this

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most Gear VR stuff is passive'ish experience

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now that there is Gear VR 3DoF controller, lack of motion controllers is no longer critical

wintry escarp
#

i assume this was before cv1 got controllers

#

what Gear VR 3DoF controller ?

wicked oak
#

yeah, it was before it got controllers

#

i got my CV1 around this date, last year

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i tried, and saw it was bascally a fancy DK2

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so i only used it to play some elite dangerous

#

and wildlands

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but then i saw that vive was being sold to commoners properly, and just sold my Oculus in ebay and got a Vive

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one month after my Vive arrived i released VRMultigames, got 40k downloads, and convinced Oculus to give me devkits for touch

wintry escarp
#

is this new gearvr controller visible inside gearvr?

wicked oak
#

yes. But it doesnt have positional tracking

#

it has accelerometer + gyro. Basically like a Wii with Motion Plus

mighty carbon
#

still better than no controller

wintry escarp
#

but you can wave it about and point it and see it in gearvr?

wicked oak
#

yes, but it will be like a wii motion plus controller. It wont be accurate

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but it will be useful for something like pointing

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thats why they did it in the dead and buried gearVR game

wintry escarp
#

good enough for a hand holding a gun?

wicked oak
#

the gun acts as a pointer, so kinda

mighty carbon
#

@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)

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so guns, laser pointer, rackets, sticks/poles, etc. can be easily used with Gear VR controller

wintry escarp
#

ack, that little $5 pointer costs ยฃ49

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and only available from Samsung, hmmmm

mighty carbon
#

hmm?

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$39

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it's not a pointer. It has gyros and accellerometer in it

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Daydream controller is only available from Google.. So what?

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Gear VR is only available from Samsung too, and you don't seem to have an issue with that

wintry escarp
#

I got my gearvr from carphone warehouse, I will phone them and ask wtf they don't have the controller

wintry escarp
#

decent control system might rekindle my intrest in it

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gnighty

pearl tangle
#

if you got the new s8 version of the gear vr then it should definitely come with the controller

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so sounds like they probably sold you old stock

pearl tangle
#

oh to anybody interested as well, I managed to test out the SMI eye tracking on a gear VR last week

mighty carbon
#

on Gear VR ?!

pearl tangle
#

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

mighty carbon
#

so, what's the use for it without foveated rendering ?

pearl tangle
#

foveated rendering is just 1 of the things you can do with eye tracking. SMI is more focussing on the research and scientific segment

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obviously not really consumer focussed at those price points

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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

clever sky
#

But Fove eye-tracking is bad.

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like Leap motion pre-orion update bad.

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Doesn't auto-calibrate for headset tilt either.

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So unless the HMD is properly level on your head, it's not going to think you're looking where you're looking.

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Granted, I haven't tried SMI's solution so I don't know what the ins and outs of that are like.

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But to say that the Fove is the DK1 to eye-tracking is to be perhaps too generous.

pearl tangle
#

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

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there are a couple of other eye tracking addons coming out too. the aGlass and tobii are making their own adapters

clever sky
#

Yeah, the 200$ range eye-trackers are quite promising... well at least from a price point perspective.

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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.

pearl tangle
#

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

clever sky
#

Having said that... how easy would it be to strap a tracker on and get it some positional tracking now?

pearl tangle
#

easy. you can track anything now with the pucks thats whats great about them. Can throw it straight onto a rift

clever sky
#

Camera movement in Unreal can be easily accessed like that?

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Last time I tried to move the camera directly, the HMD was just overriding it per tick.

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Granted that was on the Vive.

pearl tangle
#

you can just disable it's tracking or just create your own controller for it

clever sky
#

Fair enough.

#

So I've been playing the hell out of Nier Automata.

pearl tangle
#

haven't got that yet. finally finished off zelda though freeing myself up for some other gaming :p

clever sky
#

Nice. I tried some Zelda at a big lan meetup.

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Couldn't get into it in the 30-60 minutes I tried. I think there were a butt load of technical issues

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like the controllers dropping sync with the system even from 3 feet away.

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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!

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Felt like a huge 100-300ms lag on movement.

pearl tangle
#

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

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sounds like the setup there, maybe interference or something. Never had any of those issues playing it

clever sky
#

Ok. I'll have to give it another shot under more ideal circumstances.

mighty carbon
#

too bad that money math doesn't work with many gamers ๐Ÿ˜ฆ

clever sky
#

But the other thing is just the Switch and it's lofi resolution ๐Ÿ˜›

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I'm spoilt man. 1080ti means locked 60fps at 3440x1440...

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900p is like rubbing sand in my eyes nowaday!

pearl tangle
#

yeah its noticeable coming from 4k down to that but im still playing on a 4k tv so it upscales fairly well

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it's the framerate thats what gets to me. im 60hz on my tv or 100hz on my ultrawide

clever sky
#

Yeah. That too. Probably a big part of what contributes to that laggy feeling for me.

pearl tangle
#

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

clever sky
#

Anyway. Nier Automata... sold me with that sweet sweet android ass. The creator knows what he's doing!

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Jumped on Sketchfab and found someone had ripped the model.

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Downloaded it and got it into Unreal.

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so I could check it out in VR.

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Gotta love the internet sometimes.

pearl tangle
#

pics?

clever sky
#

sec

mighty carbon
#

@clever sky have you played Darksiders ?

clever sky
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Yeah

mighty carbon
#

how does the combat in Nier compare to Darksiders ?

clever sky
#

Bought Darksiders 2 on sale a long time ago. Only played that for a couple hours.

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Umm. It's a lot faster?

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From what I can remember of DS2 combat (which is not a lot).

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About equally mashy

mighty carbon
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I see

clever sky
#

i.e. you press buttons and something cool will happen.

mighty carbon
#

ha, cool

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yeah, I like the looks of Nier, so I might just grab it ๐Ÿ˜ƒ

clever sky
#

Nier Automata combat is quite focused on dodging. But the dodge window is huge

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like you press it, and your character is dodging for a second or so

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and if the enemy hits you at any time during that window, you get a 'just in time' counter.

mighty carbon
#

DS has a lot of dodging too, but mostly with (sub)bosses, not with average enemies

clever sky
#

And there's little downtime between dodges.

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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

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is huge. So you just dodge and mash attack and you inevitably end up looking like a badass.

mighty carbon
#

oh, btw, oculus replied about having fine games similar to VR Kanojo on Home - no way they would allow it :/

clever sky
#

Hahaha... I doubt they'd even allow something like "Nancy's Summer" on there.

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Much less a full blown porn game like VR Kanojo

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2B with skirt blown off.

mighty carbon
#

nice

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how many tris ?

pearl tangle
#

never expected they would allow porn on their store. especially since it's Facebook

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have you tried out the new cloth simulator in 4.16? Good model to try it out on

clever sky
#

Yeah it would be.

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With skirt on.

mighty carbon
#

it always puzzled me that mass murder games are ok and porn games are not :/

clever sky
mighty carbon
#

I wonder if it's only in US or in EU/Australia/Canada too

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@clever sky so, how many tris per model with skirt ?

clever sky
#

I think this particular rip has something like 60k

mighty carbon
#

damn

pearl tangle
#

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

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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

mighty carbon
#

weird :/

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I guess game devs and publishers need to start having their people in the congress ๐Ÿ˜‰

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I am sure movie folks do

pearl tangle
#

movies aren't interactive so people care less about it

mighty carbon
#

games are only interactive to the point

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like in VR Kanojo, you can only do several things and that's it.

pearl tangle
#

yep but they say it's much more immersive in a game than in a movie because you are the 1 controlling it

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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

mighty carbon
#

lol, I can tell you that 180 deg. stereo porn videos beat any of these "interactive" VR things any time ๐Ÿ˜ƒ

pearl tangle
#

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

spring coral
#

hey guys i am messing around with unreal and was wondering if anyone could help me real quick

mighty carbon
#

old farts in the govnt. just need to fade away naturally.. So maybe a few generations down the road things might get better :/

spring coral
#

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?

pearl tangle
#

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

spring coral
#

is there a guide on how to change it to use the floor instead?

pearl tangle
#

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

glossy agate
#

Do you have some craze collision going on? Why is it like that?

spring coral
#

Lol that is what i have been trying to figure for the past 2 hrs

pearl tangle
#

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

spring coral
#

with the navmessh enabled?

pearl tangle
#

yep

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cant see what the navmesh is doing from down there

spring coral
#

better?

pearl tangle
#

show collision as well would be handy

spring coral
#

still fairly new to unreal how would i do that?

pearl tangle
#

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

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in the view settings you can say show collisions. top left of the viewport

spring coral
pearl tangle
#

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

clever sky
#

Just kill the collision meshes on your furniture. Turn them into no-collision

pearl tangle
#

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

clever sky
#

Otherwise tweak the navmesh parameters. I think there's one which sets distance from object or something like that.

pearl tangle
#

yeah and density and whatnot of the grid but thats more screwing around then just changing the 1 node in the blueprint

spring coral
#

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

pearl tangle
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it wont be weird with that, but you will still need to fix your weird collision parts because the teleporter trace will hit them

spring coral
#

any advice on that issue?

pearl tangle
#

yep, delete whatever the angled thing is in there or remove it's collision

spring coral
#

oh okay thanks

eternal inlet
#

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

mighty carbon
#

Sounds like a bug

tired tree
#

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

wintry escarp
#

bah, gearvr controller is $39 or ยฃ49...ripped off again

mighty carbon
#

buy whole new Gear VR - controller comes with it.

wintry escarp
#

that's what they tried to get me to do

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any of you got it?

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will it be a must have for gearvr, or another peripheral a few people might get

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other question would be do ue4 or unity support it, to the forums

mighty carbon
#

well, once there are good games using that controller, people will buy it

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and anyone with S8 or whoever buying whole new Gear VR, will have the controller

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if you are a developer, it's no-brainer investment

wintry escarp
#

ordered earlier, should be here tomorrow

wicked oak
#

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

wintry escarp
#

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

mighty carbon
#

@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.

wicked oak
#

ahh, much better then

eternal inlet
mighty carbon
#

has anyone tested LPVs in VR ?

lusty ledge
#

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

glossy agate
#

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.

lusty ledge
#

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

wicked oak
#

@mighty carbon they are broken

lusty ledge
#

my meshes are mostly low-poly

wicked oak
#

and even if they arent lpvs are slow

glossy agate
#

Hmm seems like just baked, static point lights shouldn't hurt performance that much. Yeah try profiling to make sure that's the problem.

mighty carbon
#

@wicked oak slow even for archvis? That's odd.

wicked oak
#

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

mighty carbon
#

no, but when you turn on lights, GI would obviously change

#

I guess small things like that don't phase customers ๐Ÿ˜›

wicked oak
#

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

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downside, lots of space and baking time

mighty carbon
#

I thought there can only be 2 lighting scenarios

glossy agate
#

Yeah, arch viz is a lot of bake time especially if you set all the light setting to high quality with 100 indirect bounces ect.

#

If you copy Koolas setups