#virtual-reality

1 messages · Page 110 of 1

wintry escarp
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you should also replace the lightmass.exe

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theres a fixed one on the forums

mighty carbon
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ha, I guess I'd need to get i7 for that 😦

wintry escarp
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just leave it going when you goto bed

glossy agate
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Yeah, or start it in the morning before you go to work so it's done when you get home.

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I experimented trying to setup a build machine on AWS. Never got it to work right though.

deft badge
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Gday all, hope all is well.

mighty carbon
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sup

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@glossy agate I got i3 Skylake.. While it's good for VR gaming and devving, it's not good for baking super high quality lighting in UE4

glossy agate
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Yeah that's why I mentioned the AWS build machine. Maybe you can get it to work if needed. I haven't tried since like March of last year. It was running but suuuuper laggy

full junco
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@mighty carbon those are regular FPV goggles

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quite good FPV goggles

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isn't related to VR though

mighty carbon
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so, it's not 360 deg, look-around deal ?

full junco
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not sure what you mean?

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FPV goggles don't work like VR, they are more like "you have a screen in front of you", quite small FOV

mighty carbon
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I see

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I thought it's like Gear VR - as if you sit inside the drone and can look around

full junco
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well maybe you can somehow connect it to cameras on your copter

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also looks better than the DJI one. lower res though, the DJI one might be the first able to display full hd

mighty carbon
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resolution doesn't really matter since it's used for flying out of line of sight

full junco
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flying out of line of right is illegal in many places, so even with FPV you have to stay in line of sight. not sure about how its regulated in the USA

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but its still not related to VR

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FPV goggles existed long before the oculus rift was announced

mighty carbon
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aye

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hmm.. what happened to all Gear VR devs who used to hang out here :/

full junco
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it always felt like you are pretty much the only one here 😄 can only remember Norman3D also did gearvr stuff I think

mighty carbon
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yeah

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sucks 😦

real needle
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How would one go about deliberately dropping framerate to the point where steamvr grayspace pops in in a good manner?

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Whenever I servertravel the image gets locked to the HMD for all clients and it's extremely nauseating

real needle
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Even if I use "CameraFade" it still does it...

full junco
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isnt greyspace only happening when you lose tracking?

real needle
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no it also happens if you drop way below reprojection

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if it can't do 45 it'll drop into grayspace

mighty carbon
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I gotta tell you - pr0n companies do a way better job interacting with users than any other VR company, including Epic and platform holders

pearl tangle
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how are they interacting with you?

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@real needle why don't you just create a complex loop that locks things up? Or try and spawn in a shit tonne of objects at once to kill the fps?

mighty carbon
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@pearl tangle on Reddit.. They released an app, like Oculus Home sort of thing, and I asked questions, they answered. I proposed a search option - they said they are on it.

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they either banking already, or extremely desperate

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😛

pearl tangle
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difference with a small startup company I suppose.

clever sky
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@real needle Can't you just blanket the HMD with a locked black or grey screen before transition?

mighty carbon
full junco
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@mighty carbon any smaller company that's intelligent will have time to talk to potential customers

glossy agate
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Any smart company of any size should connect with consumers.

mighty carbon
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yeh

glossy agate
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That's who buys product haha

full junco
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@glossy agate well a Microsoft doesn't need to answer any question about windows on reddit

mighty carbon
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it does - login image on my Win 10 at home hasn't been updating, yet at work on my Win 10 Pro workstation it updates several times a day.. I have to be heard!!! 😃

glossy agate
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That's bad on their part. Unless all the cash is shareholder money, consumers and employees should be number 1

pearl tangle
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they do have their own support channel stuff

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definitely I have not been impressed with Oculus support at any part of the process though thats for sure

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ooh looks like facebook has crashed over here as well

mighty carbon
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I got Oculus hardware and I was answered a ton of questions on the forums. It's just spotty. Sometimes I get several replies during the day, something I hear nothing for weeks :/

pearl tangle
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yeah you are in the US so probably all of their support is over there, they don't do anything to support other timezones

mighty carbon
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have you tried their submission form in your dev console ?

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(that reminds me to try asking UE4 questions through that console instead of the forums 😛 )

glossy agate
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At least Steam is super responsive. Viveport has like a 72 hour response time.

mighty carbon
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sent my question directly to Oculus.. Timer is set! We'll what happens

glossy agate
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I also have to note that the viveport response was unrelated to my question haha.

mighty carbon
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ha

real needle
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@clever sky Yeah that's what I'm trying to do, good ol' primitives

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It's just a pain in the ass to test because servertravel only works when you play out of editor

winter venture
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you guys use two separate hand meshes? i guess physics assests get messed up if you mirror one with -1 scale? 😦

mighty carbon
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why would you not use two individual meshes ?

winter venture
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i mean it's two meshes attached to your character just it's simpler to have one skeletal mesh and scale it instead of duplicates of all nimations and whatnot

mighty carbon
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eeh, when you animate in 3D app, you mirror anims.

winter venture
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fair enough... for simple hand animations i've just been animating in the editor, can't mirror :\ not a huge deal just wondered if that's what everyone did

mighty carbon
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(not mine)

winter venture
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yeah nice hands, i already made some that work well enough for me though I think, just had this little problem with physics assets but it won't be that bad to mirror it in blender and duplicate animations

mighty carbon
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lol, wtf!? I guess that's why I prefer arcadey controls 😉

glossy agate
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Some old h3vr haha

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Spoof vid

odd garnet
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Capital Factory in Austin is doing a lot of VR stuff

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If you're ever in town check em out

deft badge
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@pearl tangle Just tried one out in the office today. Not bad. It's just a virtual laser pointer really.

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Pretty easy to use

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Much better than using your head as an index finger

pearl tangle
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oh yeah i already have some of the daydreams, the controller is a direct knockoff of the daydream 1

deft badge
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I didn't see any drift. wasn't that a problem with the day dream controller?

pearl tangle
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although i do like the trigger on the gear vr 1 a bit more than the daydream remote. it's like the stole from HTC and Google and mixed the 2 together

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nope never really had any drift problems much with the remote

deft badge
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I never used one, that was just word of mouth

pearl tangle
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it's more that it depends how its tracked you either lock it to the headset for position or you detach it and then it can get out of whack. the samsung 1 has the same issue since neither has positional information

deft badge
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Yeah

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It rotates around a given location. So if you have T-Rex arms, and just rotate from there it seemed fine

pearl tangle
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yep that depends on the software and how you set it up

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i got more daydreams than gear vr's :p

deft badge
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I haven't used ue4 for gear vr, but will need to shortly

pearl tangle
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google 1 comes with the proper "arm model" setup. idno how gear vr has done their updates for it

deft badge
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Any advice (besides the performance aspects)?

pearl tangle
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the remote should make interaction a bit better for you but i guess with gear vr you now need to account for people having the remote and people not having it. daydream you have to have the remote

deft badge
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"Below you will find a list of all the Post Process features that will work with the Gear VR Headset"

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"1) Auto Exposure"

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the end

pearl tangle
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yeah things have improved a bit

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but assume you aren't doing anything with post process stuff too much

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mobile hdri stuff i think still has issues

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so if you want to do a fade to black you have to do it with a black sphere around the head but that could have been resolved recently im not sure

deft badge
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Roger that.

full junco
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@pearl tangle fade to black can also easily be done with a UMG widget

deft badge
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Did you guys see this?

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"This was the first time the Framestore VR Studio had combined real­-time interactive elements with high quality pre­rendered environments—pushing both the interactivity and the quality in mobile VR"

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The results are super nice for mobile

eternal inlet
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@winter venture so far i've only used the defaults with the vrtemplate, which use -1 scale. I vaguely recall having some phys asset issues back a while too though, but don't recall if i found a way around it

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i also recall i started to do seperate animations for each hand, and seperate animbp's for each hand and midway through that process abandoned it, because it felt wrong to have the same logic two places.

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can you explain what issue u have with the phat asset? maybe i can recall if that was the same i had trouble with

pearl tangle
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@full junco on gear vr?

full junco
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@pearl tangle well, anywhere

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or does UMG not work on gearvr?

pearl tangle
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there had been issues with a lot of it when i was doing the stuff yeah

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but how are you doing the 360 screen fade to black on UMG anyways? never tried that

full junco
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just show a fullscreen UMG widget

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just directly added to the viewport

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and just fade a border color in the widget

pearl tangle
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yeah could potentially work now, but there was previously issues with them only showing up on the right eye if you did that before

full junco
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well how long ago was that?

pearl tangle
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4.13

winter venture
wintry escarp
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does the new forward renderer help gearvr, or did that always use its own path?

full junco
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@wintry escarp mobile always used forward, its own

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so the new one doesnt have to do anything with gearvr

eternal inlet
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@winter venture meh... it's been marked for "Won't Fix"

wicked oak
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@pearl tangle send one my way

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plz

pearl tangle
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4.16 has some improvements with monoscopic far field rendering for performance but thats the only new stuff on there

wicked oak
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i would love to use the mobile renderer in my game

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honestly, it would improve performance massively

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if i could use the gearVR "simple forward" render path

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all my game is baked after all, and no fancy effects

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and monoscopic stereo would help my worst map massively

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do you know if there is a way to "force" the mobile renderer for pc games?

pearl tangle
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there is always a way to do anything

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as far as how you would go about doing it though I wouldn't have a clue. completely rewriting the rendering stuff probably

wicked oak
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im going to try to force the "simple forward" path

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lets see what happens

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forced it, its recompiling all shaders

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lets see what happens

pearl tangle
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be keen to see how it comes out in the vive then

wicked oak
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New: Simple forward shading path for scaling down to low end PC.#

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this is what im trying to force

pearl tangle
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shaders recompile?

full junco
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well I would expect that the simple forward path does not use DX11

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and you need DX11 to talk to the HMD

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I guess simple forward is DX10

wicked oak
full junco
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because due to its purpose of running on old GPUs, those GPUs might not support DX11

wicked oak
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lulz

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see ya in a couple hours

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yes, i think simple forward is dx10

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but honestly, the gearVR renderer would be perfect in my game

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its EXACTLY what i need

full junco
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there is no DX10 bridge for desktop VR HMDs

wicked oak
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i dont have dynamic lights at all, its all baked on incredibly simple materials. The depth prepass of the big forward renderer fucks my game a lot

full junco
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openvr also doesn't support DX10

wicked oak
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becouse i have a map with a fuckton of drawcalls

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and drawcalls are slow

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if i had instanced stereo off, this map on VR would be up to 5000 drawcalls

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its 2000something on instanced stereo due to the depth prepass

full junco
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simple forward likely doesn't support instanced stereo 😛

wicked oak
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no, but it would lower my drawcalls a lot

full junco
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not the desktop one

wicked oak
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due to no prepass

full junco
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how does it work without prepass?

wicked oak
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it just renders the mesh directly

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with a forward shader

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ue4 "fancy" forward renderer works like this:

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first, it renders the whole scene as depth only, without a pixel shader (i think)

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then, it calculates the tiled light, using this depth for it

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then, it renders the whole map, again, using depth test as equal

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then it postprocess

full junco
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I think you need the depth for occlusion culling though, how does that work with simple forward?

wicked oak
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forward shaders are quite expensive as they have to do their light calculations on "occluded" parts. so a pixel might be shaded more than once

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this is one of the reasons for the prepass

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the deferred renderer can do a prepass too

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this way, if you have complex materials, you will have 0 overdraw

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but its optional there

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i have it forced to disable becouse my game has very simple shaders

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for something like Paragon, with fancy shaders but not that many drawcalls, you really really want that depth prepass as it saves you time

full junco
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you dont have 0 overdraw, the overdraw issue stays same for transparent materials

wicked oak
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well, 0 overdraw for solid and masked

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the Oculus forward renderer also doesnt use a prepass, or its optional

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they allocate the lights from the camera tiles

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it has less features of course

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and is worse with many lights

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i wonder if i could cheat by skipping that depth prepass in the engine, and then make it use "normal" depth testing for the basepass

full junco
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whats ""normal" depth testing"?

pearl tangle
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I have all of the base materials for paragon on me actually. they do transparency quite a different way with masking

wicked oak
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Simple Forward makes my game run 1 ms faster

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but it still is doing a depth prepass that takes nearly 2 ms. im going to see if ican cancel it, as it happens on deferred too for some reason

lucid pecan
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@wicked oak out of curiosity - is there a reason you don't try to optimize the draw call count? Unless your map is runtime generated, surelly you could find some ways to lower the number.

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nevertheless interesting experiment. I was woundering about using the mobile forward pass on desktop vr too.

wicked oak
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i already try

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its just that HLOD doesnt do enough while destroying quality

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im trying to merge meshes, but still....

wintry escarp
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I thought you were doing desktop

wicked oak
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i am

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desktop VR

wicked oak
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nah, simpleforward is just 1-0.5 improvement on ms but it lowers quality and has some issues

mighty carbon
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How do VR games do HUDs? I don't recall seeing any in RR or Dead and Buried.

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Currently I use opaque planes with UMG and material hack to draw them over the scene, but depth sorting hack can get it only so far. I am thinking of switching to UMG rendered to stereo layer, but that will look 2D.

jaunty shell
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there's an option to render your UMG widgets in a curved manner

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adds a bit of depth to your UI

clever sky
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@mighty carbon that's my current approach. What's the limits to it?

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Seems fairly robust!

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And I can have other UI elements that I can control the relative depths of as well.

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@jaunty shell how do you do the curved stuff? Might test it out

jaunty shell
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@clever sky in your widget component, search for the "geometry mode" parameter

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change plane to cylinder and bam 😃

tawdry dragon
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@mighty carbon any reason you're not using stereo layers? they would solve those problems 😃

clever sky
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Sweet. Good to know.

mighty carbon
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UMG has to be transparent in order to be drawn without depth test

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Not only it adds overhead to mobile rendering, it doesn't look too good since I have to use Additive transparency.

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That's why I can't just use UMG, curved or not.

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@tawdry dragon I can, but I haven't gotten to render-UMG-to-stereolayer part yet ;) I was hoping to avoid it as it supposedly a way more performance taxing than simple stereo layers with textures and somewhat more taxing than plain transparent UMG .

tawdry dragon
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not on mobile, however.

mighty carbon
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Right, that's my point

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And mobile is limited to 3 stereo layers max.

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Oh, and I think I could use masked transparency for UMG, but on some phones masked transparency causes crash and Samsung/Qualcomm haven't fixed the driver. So I'd rather not use that.

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(And it's more expensive than additive transparency)

wicked oak
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@mighty carbon its not

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or it shouldnt be

mighty carbon
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It is and always has been.

wicked oak
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masked translucency doesnt blend

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thats the cool of it. It renders the exact same way as a solid object, but it has holes

alpine torrent
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Frost effect what blends

mighty carbon
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I used masked transparency first and performance was horrible. Changed that to additive and performance went back to normal

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Maybe on desktop it's not an issue. On mobile it is.

wicked oak
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how weird

tired tree
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The problem with the "BP hack" UMG to Stereo layer that mitch is doing is that its still sending everything to render normally for UMG, he is just hiding it with a material

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when I made my Stereo layer widget component if stereo layers are on I just retarget the stereo layer source to the UMG render target and totally turn off rendering for the component itself

wicked oak
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im doing that hack myself

tired tree
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lol

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someone just asked me about mixed reality

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and i realized there might be a simple hack to make it work without much effort.......

wicked oak
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local multiplayer? other window? how?

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im going to try mixed reality on ps4

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becouse we can do a render target to the screen

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so i just have to render a render target as a 3rd person camera

jaunty shell
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@tired tree any pointers for ez MR ?

tired tree
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Edit Needs plugin work still

plain badger
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@tired tree The most recent(5bc8d73e749e) example template doesn't seem to build for me. Download is only 54MB though the "link" says 176MB...

tired tree
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its 4.16, and the download always shows larger because it says the full repository size fo rsome stupid reason

plain badger
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Aha, I see.

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I read something about the simple vive char I think, so I was curious. 😃

tired tree
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I initially like the simplechar more when i first made it, due to being less code and less overridden from default, but the list of features that the primary supports and the simple doesn't keeps growing

plain badger
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Yeah, I have been trying to make my own character based on that since I don't need multiplayer or climbing etc. Less code is nicer later on.

tired tree
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simple supports both multiplayer and climbing

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it just doesn't support neck offset and the walking override

plain badger
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Yeah, that's what I'm stripping out... 😃

tired tree
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ah

mighty carbon
tired tree
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nice they fixed one of my bug reports

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hopefully they get to the other before it releases

wintry escarp
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my gearvr controller didn't arrive, Samsung are lying scumbags

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next day delivery my arse

mighty carbon
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next day meaning the day after

sleek niche
zinc rose
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@sleek niche so one controller moves them both?

sleek niche
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yeah

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even if i spawn one at a time its alwasy on the same controller

zinc rose
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@sleek niche i started my VR project long before the template was out so I don't do it that way.. but if the left and right channels are chosen.. i dont see why it wouldn't work. is it spawning a left and right hand or two lefts? or two rights?

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also trying adjusting the collision to always spawn and ignor collisions

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oh i see the other screen is a left and a right overlapping

sleek niche
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Yeah it's kinda strange. I don't have a game mode setup. Would that have something to do with it?

zinc rose
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save and close your project... open a fresh project.. start a new VR template.. open the motion controller map and launch it as is.. see if the same problem occurs.

woven folio
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Is there no way to get motion controller tracking that has no noticeable latency from the controllers you see when you open up the Steam menu?

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If I setup motion controller meshes in my project, and then open up the Steam menu, the UE4-tracked controllers lag behind in position by I'd guess 0.1-0.2 seconds

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The VR template and all of what I have looked at have the same latency

sleek niche
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@zinc rose Works fine when I open the template but when I build it myself both controllers only spawn to the left hand.

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I must be missing something simple

zinc rose
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what does the motion controller blueprint look like?

sleek niche
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all i have setup right now is the flip for the other hand

zinc rose
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@sleek niche hmm. i donno. what does instanced editable mean? should that just be editable?

sleek niche
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not sure

tired tree
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@woven folio you should keep stat fps active when you open up the overlay and look at what the game does :p

zinc rose
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@sleek niche are they spawning on the left or right controller?

mighty carbon
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ha, nativization build fails for Gear VR

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wtf Epic

sleek niche
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left

zinc rose
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set the default ovalue of the hand to right and see if it spawns on the right. if it does than means setting it on spawn isn't setting it?

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you can go into the motion controller actor during play and from the drop down check both instances of the actor and hover over the variable or print it to log and see if they both say left

sleek niche
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one controller says left and the other says right

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hahaha

zinc rose
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excellent

woven folio
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@tired tree Performance is the same

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There is also a slight jitter

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Same results in shipping packaged game, 90 fps steady

zinc rose
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@sleek niche in your spawning of the hands.. change collision to always spawn and change the loc and rot rule to "snap to target"

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and keep world for scale

sleek niche
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tried that

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so strange that it works not in VR mode

zinc rose
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try again? maybe it needed time to think

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where is your "vrorigin" in the component tree?

tired tree
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@woven folio sorry i assumed that it was limiting frames on overlay, but when the steam overlay is active the late updates don't work perfectly, you can verify by using a frame of reference by staring at it and rotating your body and then doing it with overlay off. You can notice the delay with the overlay on but with it off there is none.

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is your problem that you just want it to look the same with the overlay? or that you think they are delayed in game?

woven folio
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Well there is already a jitter in the game, which leads me to believe they may be delayed as well

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It is perfectly smooth with the overlay, that is what I am aiming for. A slight delay is unnoticeable in the game alone

tired tree
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whats the jitter in the game? i don't get one

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also the late update isn't executed as late as the steam overlay does it, but its still pretty good

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shouldn't be noticable

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unless something is wrong

zinc rose
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@sleek niche if you switched the default to the right hand. did they both spawn on the right?

sleek niche
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when defult is right they both spawn right

zinc rose
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then even tho its saying its set after you start the game.. its not actually setting it on spawn.

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recreate that motion controller actor. not sure why your hand enum is instance editable and not just editable.. only thing i can really see as being it. since default is working so its just cant be getting set i guess

sleek niche
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yeah thats what i thought. when i checked the template it also says instance editable.

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maybe something crazy is happening

zinc rose
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i checked the template real quick in mine.. just says editable

sleek niche
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when i dup my controller BP and spawn both of them it works

zinc rose
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weird

sleek niche
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I'll come back to it. Thanks for helping @zinc rose

mighty carbon
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lol, what an evening - nativization fails, building release build for distributions fails too (without nativization)

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bizarre

full junco
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@mighty carbon the nativization still has many bugs

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also fails with my project

mighty carbon
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I see

full junco
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in 4.16 its likely quite a bit better

mighty carbon
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well, it's been out of experimental for a while now

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should already work :/

zinc rose
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it should. i moved to 4.15 because i saw a note saying it was supported. Failed within seconds of trying to build with it. Several projects. one kept saying that the class folder was too deep. it was one folder from root :/

graceful junco
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lol, has anyone been able to successfully build with nativization? Failed for me too.

woven folio
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@zinc rose Probably the entire file path depth

zinc rose
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@woven folio hmm P:\GameDev\ProjectName \ is it expecting everything to be on the root of the drive? i wonder what the real limit is...

woven folio
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Maybe it appends some nonsense to generated files :p

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Limit should be 255

zinc rose
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i do like my folders.. and sorting

mighty carbon
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Here is my forecast - Epic will ask if I can reproduce it with clean template project and if I can't, they will tell me it's my project's issue and not engine's issue.

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(it happened before)

zinc rose
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@mighty carbon happens often.. even if you show 3-4 threads and 50 replies of people having the same issues since 4.8 and every version up to 4.15 😃

mighty carbon
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I wonder how much it really costs to be on UDN and have your bug reports prioritized 🙄

full junco
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epic cant fix stuff that they cant reproduce

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so if you cant reproduce it, epic also cant

mighty carbon
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they could - I offered them my project

full junco
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yeah, they usually take that

mighty carbon
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nope, now they don't

full junco
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they do

mighty carbon
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last time they took it in 4.13 and it was a royal pita to get them to do that

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and maybe they do get C++ projects as it's much easier to debug

full junco
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no, I never sent them a c++ project

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I sent them many BP projects though

mighty carbon
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good for you

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hasn't been the case for me for a few releases

tired tree
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they took two projects from me for bugs on 4.16 already

mighty carbon
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maybe they just don't really support Gear VR and thus they don't want to mess with it

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good for you too @tired tree

full junco
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yeah, I dont think they have many gearvr lying around for support staff

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but regular bugs where you dont need any special hardware, they always like to just take the project

mighty carbon
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maybe.. it would be really sad if they don't take my project because it's Gear VR project 😦

full junco
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you should remove all gearvr stuff then

#

issue likely isnt related to gearvr

tired tree
#

whats the nativization errors its displaying?

full junco
#

reduce it to a minimum

mighty carbon
#

it's directly related to Gear VR - some Oculus lib is missing (and I've never heard of it before)

#

nah, I am talking about "building release build for distributions fails"

#

as for nativization, I just posted a link a page above

#

there is full log of the build

tired tree
#

then do an inclusive build instead

#

and target the bad perf areas

mighty carbon
#

inclusive means all BPs will be nativized

#

exclusive is there to only nativize specified BPs

#

(shorter build times)

#

either way there is no point since I can't build for distribution :/

#

so even if I could build fully nativized dev build, it won't do me any good since I can't build distribution release build

tired tree
#

sorry meant exclusive

#

what exactly isn't nativizing, because sometimes you have to nativize support structures too

mighty carbon
#

well, exclusive fails - as stated in my bug report

tired tree
#

ie: use a structin that blueprint, going to have to nativize that too

mighty carbon
#

hmm.. I specified FirtPersonCharacter to be nativized

#

Engine should pick up dependencies along the way too.. It's hard to keep track of them manually

tired tree
#

it doesn't keep track of all things that you add

#

interfaces for one

#

you have to nativize them too

#

if it uses them

mighty carbon
#

then it's retarded to offer such option if user have to scavenge the project and make sure related BPs are also added into exclusive list

tired tree
#

its a newer feature...and technical to boot

mighty carbon
#

that's a good example of anti-UX practices of software development

#

once dist build issue is resolved I'll just use Inclusive nativization

#

waiting on that build is probably less time than figuring out what I need to nativize exclusively :/

tired tree
#

the log literally tells you what it can't find...

mighty carbon
#

aye

zinc rose
#

wil be cool when it works with a click. while its new and neat... they have the ability to find all references and dependancies now. Not sure why it cant do that when you include a class

#

though i noticed recently that find all references of a variable isn't reliable so might not be trustrworthy and thats why automation is taken out for now

tired tree
#

its telling you what all it needs, if it automatically did it, it could go ahead and nativize half your project when you intended one file

pearl tangle
#

hey figured some of you may be interested in this. For the little mobile game I built for a client a few weeks ago I put together a data studio dashboard for all the tracking information. Pretty handy to have if you are doing proper tracking on all your events and everything in your games. I will put another 1 together for the rugby game when I put it up in the arcade in a couple weeks as well https://datastudio.google.com/u/3/org//reporting/0Byomxy74OysYVzVTaTB2aUYwNnM/page/umYE

zinc rose
#

@tired tree well if it only requires dependancies... and i choose to nativize something and half the project is its depenancies than thats my intention

tired tree
#

it may not be

#

if you intend a small exe size

#

and don't realize how much it requires

zinc rose
#

then i shouldnt and couldnt be using it

#

also a simple check mark that says "Auto add dependancies?" would resolve that pretty quick

tired tree
#

and they may add that in the future

#

its early

#

it just now is stable with my plugins

#

after 3 engine versions

zinc rose
#

well ive seen it referenced for awhile now... i figured when they say its supported... I thought it would be a bit more fleshed out. Should move it from experimental to beta maybe. but I wouldn't say its supported yet. But maybe theres documentation that details all the things that need to be proper before it works and i just missed them all

#

or the first one

tired tree
#

honestly you both expect far to much of it

#

its honestly not an easy system to get working correctly

#

its going to take awhile

zinc rose
#

i dont think anyone is saying it is easy. at least I havent. and I'm not "expecting" anything tbh. but it said it was supported in the release notes and I'd seen it for awhile and thought it would be cool to test out. wasn't waiting on it.

tired tree
#

i would consider it supported, supported isn't "finished"

zinc rose
#

in the release notes I remember just seeing it said supported. I dont remember if there were a lot of cavaets or documenation around it. if so, my bad for not reading. If there wasn't though.. their bad for releasing it as supported with unknowns?

tired tree
#

it works

#

steam audio is "supported"

#

but its unfinished

zinc rose
#

if it does. thats good.. I havent been able to get it to work

tired tree
#

roborecall was full nativized on release...

zinc rose
#

i have a massive project from 4.10 that wouldnt work and i expected taht not too. its too big . but i started a new non vr project and tried it out and it didnt work. failed in like 5 seconds due to folder structue being too deep

#

but it wasnt..

#

so. i just gave up on it.

tired tree
#

what engine version was that on?

zinc rose
#

i only tried it on 4.15.0 i upgraded my projects to it and created a fresh one on 4.15.0

full junco
#

I did any expensive stuff in c++, so I'm fine with the nativization not working

#

would be nice to have, but not necessary

tired tree
#

the point is that it does work, just takes some management

zinc rose
#

@full junco I took a simialr approach for my large project, hence I'm not really waiting on it. I just went through a lotta work upgrading my large project to 4.15 to try it out... and failed immediately. kinda urked me

full junco
#

it doesn't work in many cases @tired tree

tired tree
#

which ones

full junco
#

like mine and all the other ones

zinc rose
#

lol

tired tree
#

whats your log throwing

full junco
#

letters

tired tree
#

too bad its not words

zinc rose
#

words hurt

tired tree
#

though I will say, not having NULL checks is bad

#

for conversion

full junco
#

well that you only notice if it compiled fine

#

I'm always running the editor with BP break on error active

tired tree
#

which is good, but i've seen marketplace packs with null warnings

full junco
#

so I don't have any BPs that access any stuff that would crash in c++

tired tree
#

i can't imagine the problems people are going to havewith nati because of that

full junco
#

@tired tree I'm running inclusive nativization again now so that I can tell you where it fails

#

so that you see its definitely a real error

mighty carbon
#

any kinks like I have for Gear VR when building for Rift ?

pearl tangle
#

just do the default template on mobile, scalable 2D and things are pretty straightforward for a lot of things

mighty carbon
#

nah

pearl tangle
#

you don't have the same issues with triangle count as much though

mighty carbon
#

you missed my posts a few pages above

#

I can't build release for distribution for Gear VR now

#

in 4.13 I had no issues with that

pearl tangle
#

oh gotcha

real needle
#

Is there a way to add commit notes before deciding to commit?

#

I sometimes work in a couple of classes and don't want to check all of them in but I'd still like to write down what I've done for them, without keeping it in another document

pearl tangle
#

did they change the location requirement on the license file? I noticed the documentation hadn't updated on the android stuff when i did the recent 1

#

You can do a commit just on 1 file, you don't have to commit everything

tired tree
#

@full junco are you linking to parts of core in that project?

pearl tangle
#

or are you using perforce?

full junco
#

@tired tree what?

tired tree
#

is that just an empty project?

#

or your main

full junco
#

its my main project

real needle
#

@pearl tangle Yeah but I want to write down some commit notes without actually committing. I can see how this could be dangerous if you take a note and then change it again withou doing a note... I'll just keep another document up.

tired tree
#

i've seen most of that thrown when missing a member class like the

Unknown member class in /Temp/TEMP_BP/Game/FirstPersonBP/Blueprints/Bcas.Bcas:EventGraph.K2Node_CallFunction_268

#

line

pearl tangle
#

with git I just commit the individual file locally but not commit it to the online 1, then you can do a bunch of local commits so you can easily roll back and have all your specific notes on there then you just push it to everybody else when you are happy

#

i don't think perforce works like that from memory

real needle
#

I'm not well known with how I can keep a local repo that easily merges into the main using P4V

#

I tried to branch off of main to have a stream that I could use just for packaging, but that was a complete mess and the merge/integration doesn't work

pearl tangle
#

yeah thats the main reason i like git over perforce or svn. it tracks everything locally and not just against a single repo. Im not sure how p4v might handle something like that but im sure there is a way with branching

full junco
#

@tired tree what member class should be missing?

pearl tangle
#

yeah it's never quite caught up on the branching front, svn didn't do it so well either

real needle
#

Yeah I'm sure there is a way, there's just so little docs/tuts on how to use it

#

Even their documents on how to connect to a remote server IS FAULTY

tired tree
#

dunno, its somewhere in that temp folder Bcas BP of yours

#

but thats the only full Error in that log

real needle
#

And we've told them about it

pearl tangle
#

i know epic runs a bunch of perforce branches for their stuff and then they do git to put the stuff on github

full junco
#

@tired tree I dont have any temp folder, thats a folder by the nativization. my directory starts at Game/

tired tree
#

you don't have a Game/FirstPersonBP/Blueprints/Bcas

#

blueprint?

full junco
#

I do have that

#

but not in a "/Temp/TEMP_BP/" folder

tired tree
#

every one of those errors is the callstack leading up to an ensure failing in that blueprint

full junco
#

that BP has a widget component

#

probably some UMG widget class issue

tired tree
#

i nativized widgets

#

it may be

#

one of the UMG elements yeah

full junco
#

I always have a lot of cyclical dependency in my widgets

#

took a long time before BP didnt freak out when you do that

tired tree
#

i "think" that you have a blueprint function being called with no class defined?

full junco
#

how can I call a function with no class defined?

tired tree
#

its checking for self reference or a class and running into the class being null

#

K2Node_CallFunction_268

#

is the function though

full junco
#

the BP is pretty much empty

#

its just a holder for the widget component

#

also has an audio component and 2 static meshes

#

ah wait

#

I do have a node that doesnt exist, yeah

#

its not connected to anything, so BP doesnt complain

#

it was a function in a c++ function library I once had

#

then I deleted the function, but had no reason to delete the node from BPs

tired tree
#

so it didn't know what to do with it

#

makes sense

full junco
#

well its not connected to anything

#

it should just discard it

#

like the BP compiler does

tired tree
#

it should

#

but yea....report that

full junco
#

they know about that, I'm sure

#

I think I had the same issue more than a year ago

tired tree
#

those remenants bug me, i always delete them :p

full junco
#

I dont like to delete anything

#

I also dont really delete code, I only comment it out

#

so most of my .cpp and .h files are filled with commented out code

mighty carbon
#

well, dev build with inclusive nativization doesn't build either

full junco
#

I just like looking at code or at a BPs and knowing "ah, this is what I did earlier here"

tired tree
#

I do that for things I may revert in the future

#

otherwise the clutter gets to me

full junco
#

well, I always feel like I might revert anything I do 😄

#

is there a way to say "nativize everything, excluding these BPs:"?

#

I have many old BPs that are filled with references to things that don't exist, and now it complains about those

tired tree
#

I wish

#

thats the next thing they need

#

reverse exclusive

full junco
#

well, I won't delete my old BPs, so then I can't use the nativization

#

shouldnt be that hard to make it discard anything that isnt connected to anything

#

so if I would have slow BPs I would probably try to make it do that

#

but since all my BPs are super fast, I have no need to do it

tired tree
#

curious as to if there is a bug report for it already

#

it may be listed as "won't fix" to ensure that classes nodes aren't left

#

classless

full junco
#

maybe its already fixed in 4.16

mighty carbon
#

looks like FMOD is the issue ?

#

oh well

upbeat smelt
#

hi guys

#

been working with panoramic plugin from k&l for a while, but in 4.15 I can't get it to work

#

is there any workaround, or is it just me?

clever sky
#

Need more deets

#

But most of us aren't doing video based VR here.

wicked oak
#

im incresing the price of DWVR to 15 dollars

#

as its now a lot better and closer to release

#

also so i can then put it on sale on the summer sale

upbeat smelt
#

no!? seemed like the suitable place to ask...

#

basically i enabled the plugin by k&l and tested it...

#

didn't work

#

disabled instanced stereo...

#

didn't work

#

disabled all HMD...

#

wait for it...

#

didn't work

clever sky
#

K&L is Kite and Lighting?

#

I assume it's a plugin that they shared with the community a while back but haven't kept it up to date?

#

This is one of those instances where the larger audience capture of the forum would be more beneficial than the smaller faster response times of discord 😛

#

I'm guessing anyway. Maybe if you're lucky someone with specific experience doing that might chance across your question in a timely manner!

tawdry dragon
#

Anyone here knows how to get access to the hand mesh(with rig if possible) that nearly all oculus touch apps use?

#

or do people just custom make them

jaunty shell
#

second is the answer

tawdry dragon
#

too bad :\ Seems like a lot of work, where a standardization would have been excellent

clever sky
#

proteus template

#

has one

tawdry dragon
#

I am downloading @tired tree VR expansion template, if I recall correctly he also has one

#

or was it the proteus?

#

hmm..

mighty carbon
#

Check Oculus forums

#

Find "imperativity" dude. He has FBX package.

#

(Oculus official)

tired tree
#

I don't have one, don't have the hardware to test

#

proteus has a rigged hand

wicked oak
#

the hand meshes are on the forums

#

private dev forums

#

and they are pretty easy to get.

#

also, oculus themselves do not like you using the default hands

#

they have said that they prefer if devs implement their own hands depending on the game

#

instead of the example holographic hands

upbeat smelt
#

thx @clever sky

tawdry dragon
#

Got the rigged hand from proteus and made it fit the controller my self 😃

upbeat smelt
#

I'll see what I can get out of it

tawdry dragon
vagrant mantle
#

How to fix the camera at a location in Vr, i have a lift which has a camera, i want it to attach to a location in it?

jaunty shell
#

Attach your pawn to the moving object ?

vagrant mantle
#

@jaunty shell only the camera, i have attached the camera at a position in the lift, while play it is not in that location

jaunty shell
#

what platform are you using ? GearVR or HTCVive/Oculus Rift ?

vagrant mantle
#

HTC vive

jaunty shell
#

you need to attach the pawn then , the camera is tied to your headset

pearl tangle
#

@upbeat smelt They stopped updating it quite a while ago but try it on a blank project and see. I always had lots of problems with it. Allar's monoscopic panorama renderer works much easier

#

you shouldn't ever be attaching the camera to something, as @jaunty shell suggested you want to attach the entire pawn to the lift and let them handle control of the camera themselves @vagrant mantle

jaunty shell
#

I haven't suggested to attach the camera to something O_o

pearl tangle
#

thats what i said. you suggested he attach the pawn

#

missed a comma

jaunty shell
#

needs moar comma 😄

vagrant mantle
#

@jaunty shell @pearl tangle I'll try that.

mighty carbon
#

@wicked oak Oculus has private dev forums already? (I was told I will get invite from Oculus when they are ready, but never got one)

wicked oak
#

i was in those since august

raven halo
#

@mighty carbon sorry I haven't been around much

#

I've been suuuuper busy with Oculus GearVR submission process

#

which is hell on earth let me tell you

#

I think in order to build you need the updated Android SDK, dont you?

#

maybe that's what the errors are?

mighty carbon
#

it's up-to-date

vagrant mantle
#

I have tried attaching the pawn, one thing I forgot to mention the lift has a character which head was removed at that point the camera has to be fixed

mighty carbon
#

@raven halo how can you do submission process without building distribution build, which requires entitlement check and UE4 (from Epic) fails to build it because of missing Java classes ?

raven halo
#

we have not had that problem

mighty carbon
#

what UE4 version do you use?

#

Also, do you use Epic's or Oculus version ?

#

@raven halo ^^

raven halo
#

Oculus version yes

#

we have had to

#

it's a super long story

#

but basically

#

we have had to drop support for Android 5

mighty carbon
#

yeah, that's it.. Epic's version always misses a lot of small things that are critical 😦

raven halo
#

which means we have to use a higher sdk version. The one that manages permissions through pop ups

#

so you no longer accept by just installing the app

mighty carbon
#

API 22 ?

raven halo
#

but you actually have to prompt the user during the app's execution

#

(Epic only implemented this in 4.16)

#

API 23

#

we have had other problems which I can't even think about anymore regarding gearvr's motion controller

#

which were also fixed with Oculus branch

mighty carbon
#

oh, I am not planning on using controller at this point

#

I just want to get my small app out and then improve it

tired tree
#

I mean..how would they be supported? They don't exactly have the right hardware for mixed reality

wintry escarp
#

wtf, I reinstalled oculus geavr app and now it insists on a facebook account

#

just like they said they wouldn't do

mighty carbon
#

so, open Facebook account

#

don't put any info into it

wicked oak
#

@tired tree they kind of do if they do it as it seems

#

wich is very, very low fidelity vr

#

no fancy grapix

tired tree
#

Mirosoft is talking about inside out for spacial recognition and mixed reality

#

not really that compatible with current headsets that they aren't partnering with

wicked oak
#

arent the headsets all inside-out tracking?

wintry escarp
#

anyone know how you reorient the gearvr controller?

tired tree
#

talking about htc and oculus

wicked oak
#

they do have tracking

#

just not inside out

#

yet

tired tree
#

being my point why they wouldn't have presented them at the conference, which Motorsep was pointing out for some reason

wicked oak
#

good lord

#

nvidia tesla V100

#

what a true goddamn monster of a chip holy shit

#

15 teraflops

#

815mm2 of die size

#

5120 CUDA cores

#

its huuuuuuuuuuuuuuuuuuuuuuuuuuuuuge

#

Independent Thread Scheduling
The Volta architecture is designed to be significantly easier to program than prior GPUs, enabling users to work productively on more complex and diverse applications. Volta GV100 is the first GPU to support independent thread scheduling, which enables finer-grain synchronization and cooperation between parallel threads in a program. One of the major design goals for Volta was to reduce the effort required to get programs running on the GPU, and to enable greater flexibility in thread cooperation, leading to higher efficiency for fine-grained parallel algorithms.

#

and they now have "Tensor" cores that are specific for machine learning

#

nvidia shares jumped considerably today

#

only 150k dollas

#

i think its the biggest modern chip around

wintry escarp
#

ok, its very expensive but the gearvr controller is pretty good

wicked oak
#

neural network rendering

#

for raytracers

#

hotdamnn

mighty carbon
#

well, hopefully next desktop chip will be VR oriented and offer massive performance gains at reasonable price.

wicked oak
#

they are using the AI money to improve ALL the chips

#

gaming chips is the low tier

#

nvidia is rolling the money

#

REALLY rolling it

#

and amd cant compete

#

becouse AMD cant run CUDA or Nvidia hardware specific AI/math libraries

silk lodge
#

8 days on WHAT TITAN X??? Pray tell which magic titan X this is so much faster than.

#

$150k for 8 of ' em, not just a single card

wintry escarp
#

next amd gpu is supposed to match NVidia, all they have to do is be cheaper

#

if they come in at same price people will stick with the one that's got mature drivers etc, nvidia

vagrant mantle
#

Hi guys, help me in fixing camera at a location for vr

mighty carbon
#

decided to build engine from source

#

got this:

#

D:\projects\UnrealEngine-oculus-4.15.2-release-1.14.0-unified>GenerateProjectFiles.bat
Setting up Unreal Engine 4 project files...

GenerateProjectFiles ERROR: It looks like you're missing some files that are required in order to generate projects. Please check that you've downloaded and unpacked the engine source code, binaries, content and third-party dependencies before running this script.

Press any key to continue . . .

#

WTF?!

#

has anyone had such issue ?

#

never mind - UE4 docs are outdated

tired tree
#

ue4 docs really didn't say to generate dependancies beforehand?

#

pretty sure they always said that

pearl tangle
#

did you run the setup before running generate project?

#

there are 2 different files you need to run

mighty carbon
#

docs don't say that

#

but I am already building it

#

do you use Developer Engine and win64 options ?

#

========== Build: 43 succeeded, 1 failed, 0 up-to-date, 5 skipped ==========

pearl tangle
#

it says in the instructions on github.

#

run the setup.bat and then run the generateprojectfiles.bat

#

yeah thats the correct setup you want

mighty carbon
#

I was looking into UE4 official docs 😉

pearl tangle
#

try building it a second time as sometimes it can just do the trick

#

also what branch are you building because master branch might not actually compile at all sometimes

mighty carbon
#

Oculus one

#

4.15.2

#

"unified"

pearl tangle
#

ah then not sure on the Oculus branch what may or may not work in there

mighty carbon
#

trying again

#

I guess I should report it to Oculus

#

has anyone tried it ? It uses that Apocalypse pack from Marketplace (or UNity Store)

pearl tangle
#

id imagine it's not so great just based on that

mighty carbon
#

ha, apparently folder name was too long

#

I renamed it to make it short and all dependencies got installed.

#

so, after I build it (and assuming the build would be successful), how do I run it without having MSVC open ?

full junco
#

click the left mouse button twice while hovering above the exe file

mighty carbon
#

hah

#

I mean, where built UE4 ends up in ? (folder)

pearl tangle
#

inside binaries/win64/ue4-editor.exe from memory

mighty carbon
#

pr0n for Vive users, finally? 🙀 😂

wise thunder
#

That seems to be all you post about :p

#

But have you seen Whirligig, Virtual Desktop, etc.? 3D video has been here for a while

mighty carbon
#

I am Oculus user 😉

#

and I haven't really gotten to videos yet.. That's all I saw on Gear VR - videos (corrupted, constantly buffering)

zinc rose
#

i used to just assume you worked for oculus actually from the amount of "positive" oculus posts. lol

mighty carbon
#

lol, I wouldn't be asking dev questions if I worked at Oculus 😃

zinc rose
#

could just be a PR man

mighty carbon
#

could be

#

funny how "pr0n" word brings people into conversation 😛

zinc rose
#

i didnt even see that or look at the post.. was responding to Lethal's comment 😛

wise thunder
#

I didn't mean it as in Vive vs Rift

formal totem
#

Anyone know if I wanted to make the pawn move 1.5x faster in virtual space than the player is moving in real space on the x/y axis how I'd set that up? (I know its generally a nono but i'd like to try something out)

wise thunder
#

I meant it seems his biggest focus is xxx :p

mighty carbon
#

lol

zinc rose
#

@formal totem that would be weird since they would be mentally controlling where they go instead of using an input. So predicting the direction and change would be kinda tough since they can move back while facing forward and you have no real input to determine that. You could try and use velocity maybe. but getting forward vector wont really work. if you can determine what way they move you could get that and then determine IF they are moving and if so.. just add a local offset on tick? current + whatever rate you want to move it at maybe. (never tried this. but it could work)

sturdy coral
#

@formal totem to do it only in X/Y you would need to turn off low latency update or modify the low latency update code, even then always on positional timewarp on oculus may keep it from being smooth

lament bay
#

Does anyone know why oculus reccomends ASTC texture compression for gear but unreal reccomends etc2? I haven't found a satisfactory answer out there

mighty carbon
#

because ASTC is much higher quality compression

#

but UE4's ES3.1 renderer doesn't support Gear VR (it's deferred renderer afaik) well

#

ES2.0 is forward and optimized for Gear VR

#

and ES2.0 doesn't support ASTC afaik

#

good Lord, I miss compiling id Tech 4 - so much faster than UE4 🙄

tired tree
#

You could also just move the actor when the headset moves charles

#

but i've tried it

#

pretty anoyying

#

VRTK in unity has amplified step as a movement mode, pretty sure no-one actually uses it

lament bay
#

ah ok- thanls motorsep

mighty carbon
#

np

#

@wise thunder see, it's not all about xxx 😛

#

geez, 1 hr + of building and no end in sight

#

bizarre

#

does it work in forward renderer ?

tired tree
#

ue4 has a shitload of built in features

mighty carbon
#

i know.. ranting

tired tree
#

mm he is technically wrong about plugins not able to host shader file

#

my voxel plugin has some custom shaders in it

#

used a trick some guy came up with for auto loading them into the engine when the module is initialized in editor

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then it unloads them on shutdown

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to not pollute the shader pool

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although if he is re-writing base shaders that is a different thing

mighty carbon
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I just wonder if it would work on Gear VR and desktop VR

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btw, how hard would it be to implement dismemberment system ? (something like Gears of War 2 had)

tired tree
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gore caps and bone break node / function

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pretty easy now that they have bone break built in

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remember having to manually do it back in 4.8

mighty carbon
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hmm.. sounds like some advanced shit :/

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I guess RR has sort of dismemberment

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might have to look it up

tired tree
#

bone break is a literal blueprint node now

mighty carbon
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but how to hide part of character's mesh ?

#

I am getting ahead of myself.. Better finish my project first 😛

mighty carbon
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========== Build: 44 succeeded, 0 failed, 0 up-to-date, 5 skipped ==========

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bam!

zinc rose
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@mighty carbon 947 warnings ? 😛

mighty carbon
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didn't see any report about warnings

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warnings is a usual deal in many engines

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in any massive project for that matter

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OMG.. .What the F with Epic and Oculus ?!

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So, 4.15.2 from Oculus apparently incompatible with plugins and projects made for/in vanilla 4.15.2

#

I am really tired of this bullshit

full junco
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@mighty carbon plugins without source code do only work with the launcher version of UE4

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thats why is really bad to use such plugins

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plugins with source code can be compiled for any custom engine version

mighty carbon
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There is no alternative to FMOD

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No until 4.17 at least

full junco
#

then you have to decide whats more important, FMOD or oculus branch

mighty carbon
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Well, it's a catch-22

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FMOD provides HRTF sound

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Oculus branch allows me to build for distribution

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Have to have both things

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Gotta sleep

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Cya all

real needle
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Oculus' HRTF is good

full junco
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@real needle motorsep needs it on gearvr

real needle
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And Oculus' HRFT doesn't work on gear?

full junco
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yeah, due to how ue4 handles audio on mobile

real needle
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Ah

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That's too bad

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Mobile is a mess :(

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Although I was able to make a Cyclops demo in two hours and show it to 100 ppl the same night just bringing my phone

#

Convenient, but not great. I also remember custom collision channels not working... weird stuff that was hard to debug

wicked oak
#

@motorsep#8292 oculus has oculus audio

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try to NEVER rely on closed source runtime plugins

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they can mess you up badly

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becouse you cant control what happens with them, if they install something on the user pc, if they just plain dont work and you cant fix it

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its a spectacular disaster to use runtime plugins, very very dangerous

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editor plugins are fine

mighty carbon
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@wicked oak Oculus has Audio plugins that rely on 3rd party closed source plugins.

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So, you have to use FMOD + Audio SDK plugins for both Rift and Gear VR

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For Rift you have either Wwise or FMOD, but for Gear VR you only have FMOD

wicked oak
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isnt the FMOD plugin open source with a FMOD DLL?

mighty carbon
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I don't know

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Plugin itself is closed

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FMOD maybe has source integration, but then I'd have to diff FMOD branch with Oculus branch

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Screw that

full junco
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@mighty carbon why do you need FMOD or Wwise for Rift? doesn't make sense to me what you said

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the oculus HRTF is included in ue4, you don't need any other stuff

mighty carbon
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It isn't

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Ask Oculus and they will confirm

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Ue4 does not do HRTF and Audio SDK plugins are made for 3rd party tools.

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I didn't pull that out of my ass

full junco
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@mighty carbon well I use the oculus HRTF that ships with ue4

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almost everyone here is using it

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it works great on both rift and vive

mighty carbon
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Lol

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Please show me release logs that tell us that UE4 has HRTF

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4.16 does

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Anything before that doesn't

full junco
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as usual, you are wrong

mighty carbon
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Prove me wrong

full junco
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not worth the time

mighty carbon
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Ue4 never had positional audio

full junco
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well why dont you just enable it and then tell me what you hear

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I have no idea how you as the greatest oculus fan here doesn't know about the one great thing that oculus did 😛

pearl tangle
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@full junco have you tried doing anything with the steam vr audio stuff yet?

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or anybody else for that matter

full junco
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@pearl tangle I haven't, I will stay on 4.15 for quite a while likely, so I'm not playing around too much with 4.16

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and the oculus HRTF sounds perfect, I don't believe the steam audio one can be better. the steam audio occlusion is very interesting though

wicked oak
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it allways had positional audio

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just very basic one

full junco
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yeah, enough for regular games

pearl tangle
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yeah the occlusion and proper audio reflection stuff is very interesting

mighty carbon
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It had surround audio, which isn't HRTF

#

Ue4 never had true positional audio

#

It doesn't sound the same in VR as HRTF audio

#

Some people even went as far as having 8 speakers set around player and pan sound across manually

#

Technically it's a 3D sound. Except it's nowhere near as good as what FMOD + Oculus Audio offers

#

And that basic surround sound UE4 has doesn't work on mobile

#

So, I am in the same predicament no matter how you look at it

#

Any idea when they release 4.16?

#

I saw pre3 popped up the other day

full junco
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I guess a week or two. or maybe today.

mighty carbon
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Aye

#
#

And Battlezone is out on Rift

tired tree
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Nvidia actually released a VRWorks audio solution a few days ago with a UE4 plugin to boot

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Pretty sure that the Steam Audio is where i'm going to be sticking my chips after 4.17 though

#

Nvidia's experimental libraries are awesome, but pretty shoddy when it comes to maintaining them.

#

Also having Steam Audio default in an engine module ensures future compatibility

mighty carbon
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So, another 4 month before I wouldn't need to rely on FMOD /sigh

jaunty shell
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@tired tree oh there is a UE4 plugin ? Is it on a repo somewhere ?

tired tree
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Assume on the VRworks page of nvidia

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got an e-mail about it last week

jaunty shell
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ah yes

tired tree
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its honestly far less feature complete than steam audio

jaunty shell
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I'd love a VRWorks 360 video plugin aswell

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Ansel is great but 360 Video is sweeter

full junco
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is the nvidia stuff running on the GPU?

jaunty shell
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yup

tired tree
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yeah

jaunty shell
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"Compatible with: Maxwell and Pascal based GPUs. (GeForce GTX 900 series and higher, Quadro M5000 and higher)"

tired tree
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realtime gpu is the upside

full junco
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audio propagation on the GPU should be much better than on the CPU

tired tree
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steamaudio can bake levels though if realtime isn't wanted

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and isn't hardware limited

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Are there seriously no physical material references for this engine? Not looking forward to booting up an engineering material properties database and slogging through conversions...

tired tree
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whew....the engines default Metal physical material density is the equivalent of Magnesium? No wonder.....

full junco
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@tired tree well, magnesium is a metal

tired tree
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sure is, at 1.67 g/cm3 though it doesn't really stand in for normal metals like Alum at 2.7 g/cm3 or Iron at 7.8 g/cm3

mighty carbon
#

Praised as one of the greatest games ever made, the 13 year old Half-Life 2 is a lauded piece of gaming history. But soon you’ll be able to revisit the perils of City 17 using the latest and greatest VR hardware around. A reborn mod project is bringing compatibility for the Oculus Rift and HTC Vive with full …

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no freaking way

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I hope they have teleport locomotion

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me wants !

plain badger
#

Oh my!
HL3 VR confirmed?=)

tired tree
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mmm, the original mod was one of the first locomotion games for vr

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caused terrible sickness, think it even left headbob in....

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probably cleaned up now, but I would expect it to still be locomotion

dusk vigil
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Odd, getting 90 fps with Oculus but 45 with vive, packaged build.. hmm hmm

tired tree
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though they state multiple locomotions

mighty carbon
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yeah, just saw that... Voted on Greenlight for this project 😃

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(never did that before)

tired tree
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the reloading in the original mod was ahead of its time, hell a lot of what it did was ahead of its time

jaunty shell
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That's some serious modding magic when you think about it

mighty carbon
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I can only imagine how awesome it would be to dive into HL2 world in VR

jaunty shell
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manhacks are scary AF

mighty carbon
wicked oak
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lets see

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i will share with you my findings when i release my game

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Stats and stuff

mighty carbon
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well, they plan on buying it

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it's like saying "VR industry will be multi-billion industry by 2017" or something like that is what they said not too long ago

tired tree
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blanco you are entering into probably the largest VR market, as long as they have access to your game you should see good results

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does ps store even offer reviews btw?

wicked oak
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yes

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thats why im taking it so seriously

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with my game

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creating the "final" version

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instead of just dropping it "as is"

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i know this is my second launch, opportunity to get a considerable amount of money

hazy yarrow
#

what are you making @wicked oak

jaunty shell
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anyone knows how to overcome shadow cascade discrepancies between 2D and VR modes ?

#

weird, its also much more pronounced in the headset than the mirror

hazy yarrow
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It looks like your wall may be off a pixel

jaunty shell
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the roof is a single entity for the whole room

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about 10cm thick

hazy yarrow
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hmmmmm, is your light partially inside of the roof?

#

It looks like a directional light seeping in

jaunty shell
#

the light leak is the directional from my skydome

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the editor freaks out when I'm using more than 1 cascade somehow

#

forced max resolution to 8192, looks a bit better

hazy yarrow
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What are recommended max resoulutions for VR?

jaunty shell
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still getting directional leaks

hazy yarrow
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that seems really high

mighty carbon
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bake it in production quality

jaunty shell
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I'd love to :/

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But its a movable light, for our day/night system

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skylight is stationary baked

hazy yarrow
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Is it possible that the baked shadowmap is causing the bright spots?

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sorry if my questions are off point, I'm trying to learn about cascaded shadows from your question lol

jaunty shell
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hehe no probs

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don't think so though

wicked oak
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@jaunty shell have a day lightmap and a night lightmap

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and switch them

jaunty shell
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but what about intermediate hours then ? :/

#

it seems like the engine is switching on/off some of my stationary spotlights depending on the sun direction

#

could it be a problem with limited memory allowed to realtime shadowing ?

wicked oak
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you got a 8k shadowmap

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that is ABSURD

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so yes

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probably memory

jaunty shell
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overlapped stationary debug show my whole scene in red

#

could it be because of the stationary skylight ? Means its overlapping with basically every other stat light in the scene

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bah f**k it, switching to all static

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keeping only the sun to movable and skylight to stat

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@hazy yarrow removing almost every stationary light seems to have resolved the leaking problem

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And I can use cascades again on the directional sunlight

hazy yarrow
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Sounds like you had too many shadowmaps going on.

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But this is not my wheelhouse, so I'm just spitballing.

jaunty shell
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I tried to restrict light radiuses to the max

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same for overlapping, had no X marked lights

glossy agate
#

Do you have the vr version set scalable for mobile in target platform? Try setting it to work on pc instead. Light leaks have always been a problem though. Messing with the shadow settings in world settings helped me some.

real badge
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So Im having an issue right now, Im trying to edit Epics VR template to allow movement with the track pad on the Vive rather than teleporting, and so far thats working, but Im having an issue where the player can now pick themselves up

jaunty shell
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@glossy agate there's a separate setting for VR ?

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everything's set for PC

glossy agate
#

They just say best practice is to set it for mobile. I always got better results setting for pc, but you are already doing that.

#

I haven't tried doing any day night cycles though like you have. Just messed with shadow settings to tighten up those leaks.

jaunty shell
#

well as @wicked oak said earlier, the leaking problem probably was because I had too many shadowed lights

#

engine had to restrict quality on each of em

glossy agate
#

Yeah that could be it. Try dropping extra geometry behind the leak to see if that stops it to test maybe.

jaunty shell
#

ah good thinking

real badge
#

Actually, anyone know how to get Onward like movement in UE4?

#

Ive changed my player blueprint from pawn to character, so I can use character movement

#

But then I get issues where I can pick myself up when trying to grab objects, and I honestly have no idea why

#

The movement works fine when I do that, but the interacting with objects does not work correctly most of the time

#

and so Im seeking a different way to get it to work

tired tree
#

Lots of people doing Characters for movment in VR currently

mighty carbon
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game changer ?

real badge
#

Not with that big of a profile

tired tree
#

but you'll have to manage the fact that your headset is not at the collision location for the character

real badge
#

Yeah thats one of the issues I was facing

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the biggest issue was the problem with grabbing objects

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I would at times end up grabbing myself and flinging myself around

tired tree
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grabbing shouldn't be effected, you just have something set up wrong

real badge
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Its literally just the default VR template

#

aside from me changing the player from a pawn to a character

tired tree
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and your overlap is detecting your character now

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or more likely

#

you are colliding with your body physics wise

real badge
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I had disabled the hands from being able to pick up objects that arent physicsbodies

tired tree
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deny your character on the overlap

real badge
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To be honest, nothing Ive tried works

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Ive tried not allowing overlap on character, doesnt work

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Ive tried checking to see if the grabbed actor is of class character, doesnt work

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I dont know how you guys develop for VR and dont go crazy

tired tree
#

you are running into a basic system of the engine

real badge
#

Im constantly hitting my desk, losing connection to my controllers, having issues with camera height and such

tired tree
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its entirely solvable

real badge
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just dont have a desk It seems

tired tree
#

just figure out why its overlapping your character and deny it, either collision settings are different or somehting else is

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if you are working in c++ i have a full example of a character for VR already, but for BP i don't think anyone has public examples

real badge
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I am doing it in blueprint, but I was talking about jsut developing in a VR environment

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As for the character grabbing issue, it seems the hands end up grabbing themselves or something, because once I disabled collision when the hand is closed, Im not getting the issue anymore