#virtual-reality
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I am not holding my breath for multiview on mobile
it's much slower than regular rendering in 4.15 π¦
and when I asked Oculus about it, they said technically it still renders in 2 passes instead of 1, like desktop instanced stereo
maybe they finalized it in 4.16, I wouldn't know
well its in there according to epic
have you tested it by chance ?
nah I haven't bothered touching gear vr stuff in ages
THIS IS NOT TRUE VR BUT THE OCULUS ALLOWS YOU TO PLAY IN 3D! STILL A COOL EXPERIENCE! You can get this game from Steam here: http://store.steampowered.com/ap...
eh
what they need is someway of showing the game editor on gearvr, either with wifi or usb, or both
the game view, not the whole editor
and be able to read the controls back into ue4
they don't seemed to have updated their 'remote' in years
not possible
did a poc of a slottable setup, still wip, but should show the idea of an inventory where things snap into, or for making keys to doors, bottles with lids and various slottable mechanics
pretty sure there's gonna be a performance issue if number of slottable actors get big, so will have to come up with a better way to check for them
here's a demo of it and a lot of bla bla, and yes as i mention towards the end, i should maybe consider just doing collision spheres and react on begin/end overlap
POC of a slottable setup. Lots of stuff still to consider, and does not handle collisions at all, or allow stacking things in same slot and the logic may nee...
thanks to @graceful junco for the tip with the detach/reattach workaround
Looks awesome! About 6:15 was the best part haha. "as you can see...What the fuck?"
Hahaa yeah π i was very supprised.. still dont know why that happened π¦ if i move the actor (fire the construction event) it works fine, and also seen an occasion where one particular actor just fell through the slot actor
Im very confused
the iKinema guys were on the sony DevCon
showing their ikinema plugin on ps4
there also was the Coherent UI guys
and the True Sky guys
and Unity guys say that 40% of all PSVR is Unity
that for example the star trek game is "vanilla" unity
There some video @wicked oak ?
nope unless you are a playstation dev
btw i met nick darnell
or was it other nick?
i met too many people, but i did meet a ue4 Nick dev
did @wicked oak meet @eternal nexus or another VR Nick from Epic ?
aye, cool
Ive got a working menu widget attached to widget interaction placed on a map. But using my motioncontroller I have to click twice on each menu button to execute the button. What am I missing? I just want to be able to hover, have it highlight the button (which Ive done successfully), and then click once to execute the button. Any ideas? Thank you.
Any advice on capturing VR playthrough, and playback for video output?
I rolled my own solution, but it was painful.
I record the transforms, motioncontroller button values and frame time, then play them back
Just wondering if I missed something that exists that has more features?
Are you using a second cam or something with sequencer? I just use OBS with full screen on the desktop
We will be using a second cam (cinematic) for playback, but we can just attach that to the VR camera.
The problem as I understood it, was that the motion controllers aren't captured by sequencer because they are spawned in
But I didn't investigate too deeply.
Hey do you guys know how to get the VR output in full screen?
Not 16:9, just stretched to fullscreen
I've managed to do it for Freedom Locomotion by accident. But it only works the first time you run the application in the editor.
You mean no black bars? From what I have seen you have to edit source. For just full screen on the desktop, in engine settings you can set the size somewhere in there.
No. I mean simply have the video stretched to fill the screen vertically with black bars on the left and right
instead of having it display in a tiny window.
Which is the default UE4 behaviour
Yeah, that's in engine settings. It has common sizes so you can just set it to match your monitor if you want.
Engine settings?
Whatever it's called near project settings. I'll pull it up real quick
Cool. Just loading up my stuff too π
Sorry, its editor preferences>play>new window size
Or stand alone window size. One of the two, I just changed both to record my trailer haha.
Hmmm
That helps a lot, but not quite what I was after π
The real weirdness is that I have the behaviour I want once.
Before it flips back to its default behaviour
To get out of the black bars you can either edit the engine code, or mirror the HMD and carefully place the recording box the ratio you want over one of the eyes is the only way I have found for vive.
I think it works out of the box for oculus though.
Scratch that. It's good enough.
The main difference is whether or not it full screens on top of the windows menu bar
or behind it π
And that's not a big deal.
I just held my arms up higher than normal and zoomed in when editing in AE to make it look better haha.
Hehe
I like that.
I'm actually quite fine with 4:3 video preview though.
Gives me space to insert video capture of the user using it on the right.
Which is an easy way of showing immersion without having to go through green screen shenanigans π
There you go. If you find a way to get mixed reality to work, please let us know. Would be awesome.
I think there was a dude working on that that used to come here.
Not sure where he's gone now though!
He managed to get it to a pretty useful state.
Not quite as advanced as job simulator style... but good enough for use.
Nice! I have seen some streamers using it in games that really look like ue4 games, but I can't find any info on it.
your best bet is to run a multiplayer game and setup a different camera to record with. Thats Epic's suggestion on the UDN as well as far as mixed reality goes too
hey dumb q - what does 'Keep files checked out' do when using source control w/ perforce?
brentwallac when you submit changes, the files you have checked out (meaning no one else can edit them) are checked back in,
That option keeps them checked out
ah right, so if I'm just pushing my changes but I'm still working on that part sort-of-thing?
Another q - should I bother checking out builtdata?
I keep getting the 'No files to submit' thing on that despite it being able to be pushed.
That's the lighting data from light bakes
If you would like to save your lighting info, then yes, check it out and submit it
hey guys, when playing with hmd in ue4 the window on the pc monitor is also in stereo - can I chang that so somebody looking the gameplay on screen has a regular mono view?
whats your hmd?
a secret it seems
no - ue crashed my machine into bluescreen and I was p#ssed and offline π - its a oculus rift
hmd mirror mode
where can i find that setting? in project settings or is it a bp node
just type it in the console
pretty sure that still works on the rift. the vive doesn't do the eyes anymore
what do you mean with "doesn't do the eyes anymore"?
it gives a single view output rather than the left and right eye
hmd mirror 2 gives you left and right eye on the vive
yeah the default is just the left eye right?
thank you - didm' know that command
the default is left eye, yeah
anyway to tell ue to set this by default? in the game.ini or default.ini o. something? if not I use the begin play from my first level ... but it is not so elegant if that one ever changes
yeah it goes into 1 of the ini files but I can't remember where off the top of my head, im sure google has it there somewhere or yeah just a command on game start does it too
I didnt have success with any ini files for that command
so I just went into the source and changed the hardcoded default there
ok- i think the best place for this is to create a own gamesingleton class and execute it there - this one will never ever change π I'll test that, thank you a lot!
mirror mode 2 shows a really ugly stretched version of the left eye, mode 3 shows an unstretched version of 2 but with letterbox on the left and right sides.... mode 4 seems to be the best looking, but still on the left eye
at least with the oculus
and mirror mode 1 is both eyes but seperated
best solution is to modify the engine source tbh
true
@wicked oak You probably met Nick Whiting, I don't do the VR circuit
@forest plover looks noice with the right edits (captured from VR)
wait no that's not a screencap from the vr preview
This is
what device?
there's a bit of pixelation when you go fullscreen
HTC Vive
source edit with slight tweaks to avoid image deformation
yeah, I've seen the edit just never got around to actually doing that
running it as a multiplayer game and having a cinema camera for player 2 is still the best way though or sequencer recording if you are trying to capture stuff
yeah Im not intending on the player being able to affect the viewers camera....
Embark upon an epic quest to find the long lost treasure of a mythical Galactic Emperor who vanished ages ago!
Designed for Gear VR, Althora takes you on an enthralling virtual reality journey through lush and surreal alien landscapes. This mobile VR adventure is completely hands-free, allowing you to explore your surroundings and solve intriguing puzzles in an intuitive, meditative and immersive manner!
ha, I told ya so
(about Daydream not beating Gear VR and not becoming #1 mobile VR platform)
gear vr has several years advantage, an already established product line but also gear vr is underperforming in a lot of areas anyway
they gave away millions for free but doesn't mean those people are using them
its a pain the ass to dev for, so many bad decisions
yeah i just had another client ask for a gear vr 1 literally in the last 30 seconds. samsung is my client and I advised them to go with daydream instead
was it supposed to release?
nothing wrong @clever sky
just a bit more pain in the ass when testing on the device, since you have to build apk, copy it to device, install it, run it
So the playstation devcon conference finished
there were a bnch of tech talks. In the coolest one, it was showing a dynamic GI Sponza style scene
at 10 ms render time on a base ps4
with room to improve
realtime photon mapping
it looked great
100.000 raytraces per tick, making 100.000 "photons"
that act like small pointlights
then they get rendered with temporal stuff so its stable
very smooth fully dynamic (GEO and light) global illumination
is it safe to assume UE4 doesn't have that ?
reminds me of the work for that "surfel GI" Epic was experimenting
no engine has
well, Ps4 Phyre Engine has it XD
but its highly experimental
not really a feature, but one of those research things
Phyre engine is an open source engine Playstation offers for the devs
"open source" if you are a PS dev, but its free and you can even grab parts from it for your own engine
pretty cool tech
100.000 mini pointlights
basically it raytraced the first bounce of light
aye
and placed "photons" on the places it hits.
everything on compute shaders
i wonder if they will make that talk, or another version of it, as a public paper
becouse its not really ps4 related. Its a general cool gpu compute technique
the hard part wasnt really resolution related. So it scales well with resolution. Also the hard part is not exactly screenspace, wich means that it can be VR once optimized
its 10 ms on a PS4, on a 970 its probably waaaaaay faster
and still has many possible optimizations
and
its doable in ue4
you would use the distance field for the raytracing part
and it probably would work
becouse the "direct" rays are from the normal light shadowmap, rendered as usual
it then grabs the shadowmap (and surface normals) and does the rays from those locations
i have the code for it, but obviously i cant share it becouse ps4 nda π¦
its a shame i work on a very tight release schedule, i would love to try to port this to UE4 to see what happens
that sounds intriguing
Is it something where you can bring back into PC land once you're a PS4 dev?
like if you're making a game for PS4 but also for PC, can you use those features in your game for the PC version?
Or are Sony restricting it for PS4 use only?
Looks like it supports several platforms https://en.wikipedia.org/wiki/PhyreEngine
PhyreEngine is a free to use game engine from Sony Interactive Entertainment. Despite its origins under Sony it is compatible with more than just PlayStation platforms, with support for PlayStation 4, PlayStation 3, PlayStation VR, PlayStation Vit...
According to the always correct, never wrong Wikipedia.
and the demo runs on PC
he showed it running (lagging HAAAAARD) on a MACBOOK
they give phyre engine as an example of "how to do stuff on ps4"
its more a set of libraries than a full toolset like ue4 or unity is
you are welcome of grabbing parts and implementing it in your projects
i tried them in my dungeon prototype
to designate damage types for different damage effects, and they are nicely usable to use as the "grab type"
if the object has the tag Grabbable.Snap then yo can pick it up
what are you doing with them right now @tired tree ?
my biggest annoyance is that the stuff still needs to implement the GameplayTags interface
drop types. interactible classes
the like
I just finished building the interface into all base components / actors for my plugin
mostly to control things that I don't need to control with the plugin itself, gives people a clean custom properties to interface with
very cool
ill keep a look on it, to see how it goes
but for my next game im going to review Unity to see how it looks
unreal REALLY hates dynamic maps
ie: plugin doesn't need to store "drop on trigger", thats a gameplay element. But exposing tags to all components the user can add a tag for that for when scripting dropping
unity is clean for VR yeah
the fact you can just attach scripts to stuff is the high point
interfaces in ue4 sadly because of their very nature require a ton more work and overhead to get equivilant
you can use actor components in the same way as unity
but for the style im going, i really dont need the high quality stuff ue4 offers
to a point
i had a look at lumberyard already, and already noped out of there
its too early toeven try to do anything with it
cryengine 5 has no docs, and its crytek behind, almost bankrupted 2 time
Unity is fastest in/out for VR dev at the moment, with the most direct and community support
from unity in the conference
40% of all PSVR games are unity
and they are working on a multithreaded job system
for multithreaded game code
I would work in unity, except I really like how clever ue4 is put together, and c++ is my side girl. C# makes me lazy eventually
plus kind of nice having the challenge of pushing ue4 in new directions
but if I was making games..yeah...unity probably all the way for VR
and pathtracing lightmapper
about time goddamit
so, Unity is better than UE4 after all ? :/
theres nothing that could make me use unity. that they only offer the dark UI to people who pay is enough of a reason to not even consider it
unity is not better overall
unity is more stable and easier to complete projects with in VR currently
has no source code tho..
and I would never want to work with any engine without source access
that being said, its also harder to implement truly custom things in it too
im going do a 3rd version of my DGN prototype
its so great to be able to change everything in the source
if it goes smoother on unity than on UE4, ill go with it
Blanco, thats the thing, DGN in unity would be two marketplace assets and a weekend of scripting
as a solo dev, being able to interoperate unity with blender that directly, and faster compiles with faster lightbake might be very interesting
and John Riccitiello is still the evil guy that I never would want to support
btw i get unity pro from PS4 site
for free
but ill review it for that project
one should never be too locked to an engine,but use the best engine you need for the project
DWVR would be problematic in unity
but my next game struggles HARD on ue4
i dont feel like having to do source code changes and similar things for that project
why would dwvr be problematic? there are already example templates for sword fighting and the like for unity, granted sorting through the piles of shit on their marketplace is iffy
from what I gather, Unity has horrible tools and lacking in every single area. So in order to make Unity versatile, you gotta shop on the Asset store
and there is a tooon of shit
unity is a framework
thats how i see it
you can make a game with UE4 and ONLY ue4
it has tools for everything
I counted 16 packs for VR gun interactions the other day, only one of them was anything but half assed
unity is much more bare bones
wich also makes it a bit more flexible, but lacking in many areas
text shaders lul
closed source engine can never be more flexible than the engine where you have full source access
no game framework at all. And multiplayer is nowhere near as good as ue4 with the framework
unity is designed to be extensible
people have added dynamic GI with PLUGINS
you can even modify the render paths with plugins and stuff
well, thats the one thing that you cant do with plugins in UE4
This is a preview of my voxel cone tracing plugin for unity. Its based on the implementation in the previous video. It approximate global illumination by mai...
so, instead of making your game you first will be making tools and renderer and then making your game
its a different tool
being unable to make a localized voice plugin for steam without re-writing / re-creating most of the steam subsystem in a plugin is an example of where UE4 can be lackluster for some things
ue4 has everything by itself, but its nowhere near as flexible as unity
lots of module code is Private: to keep things clean, but it lowers access
unity just lets you do whatever the fuck you want with shaders
and UE4 also has way better reputation than unity. if I see a unity game, I expect it to be trashy
well, becouse unity store makes it too easy to get stuff done
did you know that star wars battlefront xwing vr experience was prototyped in unity?
almost all studios use it for prototypes
plus the money they take from your game is insane compared to Epic's policy
then they do the game on their own engine
SteamVRHMD for that matter, not being open to plugins like Allar's pull request, means that you can't just use a plugin to change the mirror window and mixed reality without massive code duplication
well, it makes the source cleaner and easier to understand though if its not designed to be extensible
@forest plover i have free unity pro
anyway not much difference beetween basic and pro
yeah, it works for AAA and people using the source
gotta make open letter to Tim S. to correct the course in which UE4 is heading
but its just going to limit the marketplace potential is all
@mighty carbon can I sign it as a supporter of it?
@mighty carbon lol
lol
we can be very happy with the "course in which UE4 is heading"
UE4 isn't heading the wrong way
my case with the new game is that the blender interop can speed up my level prototyping MASSIVELy
becouse i can just load the whole damn level from blender
instantly
when i alt-tab
we are lucky that they focused on VR so much
its just not an interp language and has some limitations
epic already managed to make c++ far more extendable than it normally can be
anyway, ill give unity another chance even if im that much of a ue4 fanboy. Mostly becouse BUSINESS
ill come back with results of making the "same thing" onunity, coming from the ue4 prototypes
i already ported this one to unity in 2 days
Interactivity, now you can use telekinesis to grab and throw objects of the map. Also, there is now an inventory and a rifle to use. Weapon spawning has been...
with all the stuff I know about UE4, I dont see why I should ever consider learning how a different engine works
im aware its rough, but i made that 10 days after getting my Vive
it was the fisrt vr thing i did
i also made the level myself
well, i didnt port the whole level or scripting, but i ported all the base mechanics
btw, steam audio only works on windows @mighty carbon
the ue4 integration, I dont know about it in general
that is likely due to the windows part of the new audio engine being the most stable then
since steam audio is tied into the new audio engine
yeah their feature page lists all platforms
@full junco desktop VR is only on Windows anyway
its just the implementation
@wicked oak what are you smoking? Blender exports to FBX and Unity simply automatically loads that FBX. There is no direct Blender -to-Unity scene export
there is
no, there is not
somehow unity autoloads from the .blend files in the folder
and i end in unity with a prefab that has the whole scene as i have it set up in blender
in order to load Blender's scene you have to implement half of Blender into Unity
somehow they did it
they didn't
but im not exactly how
you are dreaming
i can use .blend in unity
you can not
@mighty carbon I thought you wanted to use the steam audio HRTF in your gearvr project?
i think they go through a fbx converter or something, but they load the stuff anyway, instantly
read at the bottom: "You need to have Blender version 2.60 or later (in some earlier versions of Blender the FBX export was broken)."
blender to ue4 is faaaaaaaaaaaaaaaaaaaaaaaaaar more clunky
it uses Blender's FBX exporter
yeah...it uses it itself in engine
but it loads directly from a .blend in the folder, autoloaded when you save the .blend and alt-tab
it doesn't.. I don't see how you don't get it
with ue4 i need to make sure my settings are right (takes a few times), then export, then import, and i havent been able to import full scenes from blender to ue4
.blend file requires Blender's code and that code is under GPL 2.0
Unity can not and would not use Blender's code in Unity
it doesnt matter exactly how they do it, but it "just works"
they don't use their code...
they use their exporter...
those are generally dlls or exes with command line
again, make a plugin for UE4 that does the same thing - makes Blender to spit out FBX automatically
thats likely possible
i would definitely want to do it. If i had time for it
he is saying he can do this already without having toinvest the time into it
and im saying that everything just works, automagically
i put a .blend into the game folder, and it loads in the asset view
lol, if you are willing to spend time learning Unity and making extra tools for it, might as well make tools for UE4
its not hard to add new assets to the editor though, I had .vox files drag and drop and re-importable
wtf you talking about extra tools, its about getting the new project done as fast as possible
maybe you should once try to take your time for a project π
nevaaar
Blanco, why won't your DGN project work in UE4? Seemed to run fine when I played it, unless you have a new game I havnt tried
surprise surprise, main player character nativized without issues on first attempt
4.16 is doing far better with that than 4.15
well, tbh is doesn't sound right that UE4 is worse for VR than Unity. If one grabs @tired tree 's plugin, then you are half-way there already. Use DA for random dungeon generation, make consistent art and decent story and you are golden.
@glossy agate its hacked to hell, and its on the absolute performance limit
you know it looks incredibly simple
but its at 90% performance budget
your performance limit comes from absolutely unoptimized art
motorsep....i am one guy, VRTK has 50+ contributors, main selling point of my plugin over them is that its multiplayer compatible and their isn't. Its still never going to keep up likely.
Shit haha. What if you generated at build time instead of runtime
dude there are not even 50kpolys on the scene
and like 3 textures for the whole map
also 0 shadow casting
@glossy agate thats the whole thing
pregenerated this thingwould run on gearVR
what's what's hard to believe, because I have a way more complex scene and it runs at 60 fps on Gear VR
@mighty carbon yours isnt dynamic
on dynamic light
mine is
thats why it runs that badly
@tired tree what's VRTK ?
im goign to perform some tests on unity to see if it goes better
due to lower overhead
Yeah thats what I thought. Isn't build time design better anyway so the levels are more coherent?
randomly generated levels are overrated
becouse i generate different rooms and some layouts, and they are different
they can increase play time a LOT
thats the whole point of RNG levels
if it feels awful in the first playthrough, no one will stick around
you sure? what about diablo, warframe, and path of exile
they wouldnt be shit without rng levels
my plan is to do it under control
specific levels would have the same "layout"
Diablo 1 had random levels and it was first. Diablo 2 pulled fans and Diablo 3 wasn't so random.
it would just generate random rooms so there are different versions of the same "map"
mostly inspired by Diablo 3
Warframe looks like shit
where they have a lot of control over the map, but its still rng
But they put in a lot of time to make sure the run time levels would work really really good. If it runs like an edless runner, and you have a chance of making an un beatable level people wont stay around.
remember Hellgate - Diablo in FPS.. Failed so hard that even free version had no players
warframe 3 is diablo as a space shooter and its MASSIVE
and people love it
its got really good base mechanics, and insane replayability
If you had like 5-10 build time levels of rec room quality, it will probably have the same play time
Thats just my opinion though. Give us a post mortem when you build it so we know how it does.
yeah
Warframe is MP game
mine is too
i was waiting to see a look of it
there wasnt any
what i saw
same daydream controller
felt like standalone vr device is phone build in with tango
I see
could be pure PR move
if it costs as much as Vive, why on Earth anyone would want it ?!
(it will not be whole a lot more powerful than S8)
the design looked so box looking
well, I wouldn't expect it to be fancy π
it will likely be way better than a S8
Vive looks like shit, Daydream looks like warmers worn on your head π
how so @full junco ?
it can be better if they shove Nvidia into the HMD
but then you have battery life issues
@mighty carbon I phone isn't designed for 100% gpu load all the time. it gets hot. a standalone HMD can use perfect cooling for the chip, could even use active cooling
so, I bet it will be Qualcomm 835 or newer
and it's an ARM chip, you better believe it you will be limited to then same visuals Gear VR limited now (no GPU particles, no proper scene culling, no backface triangles culling, etc. etc.)
I dont really see standalone VR headsets to be successfull though in the near term
if its like a vive + processing + battery, it will be more expensive, more heavy and way less powerful
a phone people already have, but why should anyone pay something like $900 for a standalone HMD thats still limited to mobile graphics
exactly
well, actually if one can have visuals of Doom 3, 360 deg. setup, positional tracking and fully features motion controllers, then I see the potential (if it can run x86 apps)
desktop + VR PC, while not prohibitively expensive, is still pricey
well win10 in arm coming so yeah google see competitor there
so $700-900 standalone (and upgradable) wonder might find its market
hell, I'd get it myself
when win10 on arm gets there Windows mixed reality lands to it possible
the truth is that it won't be powerful enough to deliver Doom 3 visuals, it won't have motion controllers like Touch/wands, it won't be upgradable or x86 compatible, it won't have fully functional OpenGL or Vulkan
yeah the controller for daydream looks more like remote controller
hey friends, anyone know if there is a sensitivity setting for the VR editor? feels like its moving/rotating/scaling everything super fast
FYI guys, noitom just opened up dev applications for the hi5 gloves
What do you think of these: https://www.kickstarter.com/projects/vrgluv/vrgluv-touch-hold-and-interact-in-the-virtual-worl?ref=2d05uw
I dont touch kickstarter anymore
if they come out and release a product I can actually purchase and get straight away then I will be all over it
Haha. Fair enough π
probably lost about $3k or so from failed kickstarter stuff. majority of which is in the VR space
lets go through the list
Love that you have one prepped π
gloveone = $1, because I figured it wouldn't happen but wanted to see :p
gogglepal AR display for snowboarding = $189 USD. actually got it but it's shit and the software was not developed well enough to do anything with
tiko 3D printer = $179. Failed
Wearability Sky = $79. Never got mine after they messed up the shipping then stopped responding to my emails
Seer AR helmet = $208. Got it. terrible, terrible build quality. Didn't have the screen inside it like it was meant to. totally useless
Joey 360 camera = $780! They completely abandoned the project and never did anything with it at all. no response from kickstarter or anything
yeah its meant to put a phone inside it but I got the version that should also have the screen
Control VR = $630. Another project completely abandoned. devs faked the videos using $10k finger trackers then bailed
STEM system = $299. The wireless 5 tracker razer hydra. Was meant to be delivered July 2014... they update every like 6 months talking about new problems but who the fuck cares anymore now that vive trackers are here
emotiv insight = $429. Got it but its also rubbish. terrible build quality and sensor quality is not good enough to do anything with
hah yeah. I went for the virtuix omni
that was my first kickstarter backing at $479 that should have been delivered january 2014. at least i got my money back from that
Did you get that one in the end?
nah they wont ship over here
I did just order a VirZoom a couple of days ago though to get some exercise with while developing :p
haven't backed anything in 2 years after all the fails
Oh yeah. Gonna develop for VirZoom?
gonna try and use it to get myself on a bike doing some exercise since i get bored shitless in the gym hah. but yeah will screw around and try develop some stuff for it too
Luckily most of my backs are for games which tend to come through.
yeah i have a bunch of other games and stuff too but everything gets delayed by a shit tonne
the only 1 which I would consider has done it properly was 7 days to die
released the beta the day the campaign ended
Nice
But that just means that they used kickstarter as a preorder platform
not for actually funding development? π
i have had maybe 5-10 things that have done the stuff well but I just can't be bothered risking hundreds anymore
Yeah, I get that.
well they had the beta done, but then kept developing it for years and had constant updates and everything
so definitely did a decent job with it
My most/least successful backing was for a big ass board game with lots of detailed miniatures.
Took the guy 3 years past the expected delivery for him to deliver.
But dayum, did he deliver.
hah thats good then at least. I backed exploding kittens and that worked well
Most of the extra time was spent just adding more content in there.
now I just save my money for purchases I can actually get. $300 for the hi5 gloves seems like a much better bet then risking it on somebodys tech that probably wont get done for 3 years
and in even better news my water cooled gtx 1080ti has now shipped π
Nice.
I'd go for a water cooling GPU, but... I'm not sure how to fit it into a case that already has a big water cooler on it π
i just went for the AIO 1. My current 1 at home is a custom AIO but I can't be bothered putting that much effort into it again. Was a lot of work fucking around with that
Custom PC water cooling sounds like the kinda stuff you'd get into only if you really love to plumb.
yeah requires too much maintenance. at least with the custom AIO I could go for a 240mm radiator with 4 noctua fans on it. Now im going to be stuck with just the 120mm so cant push it quite as far
Hey Zap, did you use world comp or anything when you transferred that big outdoor level? That was the epic flying example right?
@glossy agate yep
I don't think there's any world comp in there.
It's just a big landscape
If there is, I'm going to have to examine it π
Ah ok. Still runs good. My buddy is putting together a 40km*40km map to try out so ill see how it goes. Will probably need a lot of optimizing at high altitudes.
yeah big time for that. the pop in is very extreme on landscape stuff if you don't do it well
Yeah, I want to do a big area for the next game so Ill start experimenting early with that built in LOD systems in world comp to avoid as much popping. Looked pretty robust
Free game! We released this free demo a month ago. Feel free to shoot me some feedback!
Welcome to Covert Syndrome!Covert Syndrome is a free to play Coop corridor shooter with a focus on unscripted AI and fast tough combat. Created as a prototyping project we wanted to release it to the community so people can experience Co-op VR for...
40 x 40km is pretty massive
We actually secured some commercial licenses as well.. so if you guys have any questions.. fire away!
are you doing a flight sim?
@primal sky Where are you getting funding from that lets you put out a game for free? π
I meant 40 square haha
Looks pretty good
We have an FPS that does pretty well on steam
Nice
so we are trying to expand our skill set
keep learning
took us about 3 months with 2.5 people
im tying to build it for the VR arcade market as they pay monthly subscriptions but keep it free for the public and any money we take in
we put 100% back into upgrading the base demo
Ah yeah.
but yeah. the subscriptions do come if you build for it.
I should charge VR arcade peeps π
and email the hell out of the VR arcades.
I haven't charged anything!
you should
I've had a few approach me as well.
its a commercial enterprise
they make money.. most places are 30-50 / hour per person
something in that range
So when you were getting setup with viveport did you have much trouble? @primal sky I have to send a scan of my passport for payment haha and they want strange banking stuff.
linky
Walk, jog, run, climb and crawl across a range of locations and terrains in the Freedom Locomotion VR demo. This game showcases the revolutionary Freedom Locomotion System that provides you with a wide range of options, which will allow you to fin...
oh weird.. no we only use steam
screw viveport
π
@clever sky yeah i totally know this.
why not make a 15minute challenge type game?
Cool
Ok. Good to know!
like your system
Cheers.
good work man!
Yeah, could do that too.
that showcases your movement system
and then spend a bit of time polishing it.. add a timer and leaderboard
and you are off to the races
Good ideas.
good sell to the arcades anyway
So that's why there's a bunch of way too short games nowadays π
hmm.. yes and no i think.
haha.. valve expressed to me that most people are charging too much
double their base price monthly.
which i agree.
so most arcades are trying to use free content
Ah ok.
so i think people are really just putting out short demos
Well, when you hear that people are paying 30-50 an hour
thinking they might get a windfall
difficult to not want a nice slice of that.
right!
thats teh key
well
charge a reasonable price and email every VR arcade you can fine
finde
damn it
haha
Yeah. But having said that... how many VR arcades are there?
And do you charge per seat?
some places have 20 stations and they will pay 10-20 per station per month
yes always per seat
Dayum
just cant be expecting $40 / month for a VR game
15 minutes eh.
Coop. Dammit D:
I gotta learn how to do multiplayer if that's the case. hahah
well, I'd have to learn at some point anyway.
well. yeah. if you are a junior guy just need one good mentor. as long as its only two players its doable
We have a coop programmer who basically trained on this project.
Nice.
Fair call π
love your little town man!
oh roger. cool
I'm thinking I can probably pull off a platformer pretty quickly.
Grab the asset packs and flip em! muhahah
There's a decent mario looking one on the marketplace.
hey guys, is there any way to show something ONLY in the HMD and not be visible in the mirrored output?
it seems unlikely on a per object basis
trying to do some special UI stuff for our VJ software, but we dont want the audience to see it, but performer needs more info
yeah i dont think its really meant to be used like that BUT.. now that I think of it.
part of the mirrored on screen image doesnt get rendered in the HMD view
i guess it wouldnt be mirror if it didnt show everything lol
so you could probably hide widgets and stuff on the edge of the screen
interesting idea
it is cropped differently
huh, it only shows one eye
so you might just get lucky
do you know which eye it shows?
left
honestly a tiny few icons on the side will do
dude, thank you! that is such a great idea π
yea ill jump in. π
i had an image somewhere that showed the screen VS overlap area but im failing to find it.. make a box.. adjust until its just outside the visible nad use that as a guide maybe?
4
In Unreal 4.12 there is a new mirror mode. This produces an undistored full screen output with a minimal circular black section on the sides.
Console command: HMD mirror mode 4
check that out! i had no idea there were mirror modes
thanks!
anyone know why HUD wouldnt show up in VR? I spawn but it doesnt show in vr,. but if I run in viewport, it works
have you got it in world space rather than screen space?
That won't work. You need to put it on something in world space using a widget component in your character or something.
Take a look at this to get in the right direction https://forums.unrealengine.com/showthread.php?125009-Help-with-Interacting-with-3D-widget-component
chekcing it out, thanks @glossy agate
you can just create an actor blueprint and add the widget on that somewhere in the scene and you will see it. If you were doing it through your current method it would be like glueing it to your eyeball
kinda want that
hehe
trying to have a notification system so someone performing in VR can see a few icons that no one else can in mirror mode
That will be a whole new issue. I don't think you can choose what replicates to the mirror. At least I don't know of one.
yeah you would need to make some specific tweaks to get that to happen
You could spawn a black box over the left eye and spawn the umg in front of the right I guess haha. Super cheesy but I don't know what your trying to make
actually yeah you can make things appear only on a particular eye so that could do it but would be tough to make out in VR
Yeah for sure. Players in hmd would need to know what to do Ahead of time. If it's a drinking party game though it could be pretty funny
hehe, thanks guys, its a VJ performance tool
ah nice I have played around with some of those and using the audio vizualisation plugin. Would be great with the new audio system and the synth stuff built into 4.16
yea, tho with our first experiments 4.16 still has a lil ways to go before we can fully use its power
without doing some custom c++ exposing of blueprints
Hii all, So i was making a Vr Rollercoaster, I am having an issue with my camera .While testing my coaster in VR preview my hmd camera is not showing in the exact location where i placed it but when i play it in the Selected Viewport it is at the right location ! I checked my LOCK TO HMD and unchecked my pawn controller rotation but nothing is working. Any solutions on how it's gonna work? My camera in VR preview mode is always behind the cart plus when i slide to my left or right it is moving along . How can i fix this?
what headset are you on? It would be setting the world location of it rather than the camera position itself unless you have setup a different type of pawn that doesn't handle world location
I am using htc vive headset . My pawn gets spawned on the spline . I have set actor loaction and rotation for the spline.
location*
yep what you are doing is setting the middle of the room to be on there. You would need to set it to standing mode and make sure your position where you have set standing mode to is where you want the camera to be
i am a bit new to unreal engine so i get the point what you are saying and i think this is the main issue but can you be more specific like how can i set it to standing mode ?
does any of these is to do something with htc vive room scale setup in steam?
this is the room scale setup , for vive and oculus it is set to eye level.
standing mode is setup in steam
just click on the dropdown and setup the device again
thats the tracking origin of the headset itself but its positioning is based on it's position relative to your room if you are on roomscale
hey all ! So what are your speculations about HTC/Lenovo's new standalone headsets ? π
ohkay thanks alot man. I will setup the device again and let you know if the error still exists
@wicked oak Pretty cool stuff with your unity prototype in just 2 days. Love your hand inventory btw... nice idea
@pearl tangle ooh u play 7dtd? that's one of my favorite games π
haven't played it in ages but yeah i did previously. I assume quite a bit has changed in the past 12 months or so on it
i also stopped playing it for some time... but it was sure one of the most addicting games i've played
btw, got a question
if i have a base actor with one root component (staticmeshcomponent), and it contains a few general variables and some general implementation, and i need an actor with same base variables and general implementation, but with a different root component (a collisionsphere)... how could that be solved?
i may be designing this wrong i realize... the reason i got a base object with a collisionsphere, is that i got some physics objects that i need to enable to follow movable actors (like a moving platform)
i just don't like the idea of having to add a seperate object + a physics constraint actor in the world just to get a physicsactor to follow along a moving platform
anyone tried this? http://vrthegamers.com/climb-slide-leap-air-ecstasy-top#.WR1vpevyiUk
looks pretty cool
Does anybody knows why hmd mirror mode 0|1|2 , this command not working ?, when i use this desktop screen is fully black and I've to delete all config files to fix it...
@echo thorn clear out your Saved folder after that
on vive the command is hmd mirror instead of hmd mirror mode
hopefully that is fixed in 4.16 with the unified console commands, someone runs into it every few days
Ohkay Thanks @sturdy coral π
hopefully
@eternal inlet in c++ you can override inherited components, but I don't think there is a method to do so in blueprint. You could make the the object the new root by manually moving around attachments but that is obviously unwieldy. You would be better off moving your vairables and logic into an actor component that you add to the actor instead, making it base class agnostic.
@tired tree what's VRTK and why is it any better than your plugin?
its better for some things
like the ability to change the unity renderer, so it comes with the adaptive resolution already
its unity's default VR tool kit by the community
pretty much every single unity game uses it
"pretty much"
Oh, I thought it was for UE4
oh no
my plugin was my attempt to try and get something close to it working in ue4
because there is nothing else even close
Got it
don't expect any mind blowing performance :/
so its basicall phone level vr π¦
they should have separated the battery so you could use a BIG one and run the sd835 flat out
is 6dof inside out tracking?
yeah, sounds like it will be inside out tracking
from reading about Qualcomm's tracking, it's not a robust one
hi, is there any easy ways of getting a rendertarget with screen uv's to behave properly in vr?
Daydream-compatible standalone headsets are coming, revealed on stage at Google I/O yesterday, but the big question remains: how much is one of these inside-out positional tracking headsets going to cost? GoogleΒ tells that although prices are dependent on the individual manufacturers, they expect it to cost about as much as a PC VR headset like Oculus β¦
good luck selling that (if it's $700)
if nothing else it should drive down prices of vive/rift
why do they cost same when pc is doing all the grunt work
I don't get that price point
if you are the type of person to be hyped about VR... chances are you own a PS4 or a PC already
and if you are willing to hand out that type of cash.... you go for the Vive/Rift/PS4
a standalone VR headset that costs as much as the highend(- PC of course)
means you are an enthusiast.... without enthusiast gear to begin with?
it's a bit strange
an AR headset with that power might make sense
I hate when they announce shit then don't give any details
what are you going to do with AR headset of that size and weight ?
use it outside, in buildings etc to show how shit could look when built
it doesn't track huge areas
Over the last 12 months or so weβve been keeping an eye on Googleβs aggressive hiring for its AR/VR team which, among other things, suggested that the company was working on newΒ βmass productionβ hardware that would go beyond the simple smartphone snap-in Daydream headsets. This week we learned that there was indeed something to all β¦
so you couldn't walk through an empty house and fill it with VR furniture and decoration?
I wont buy another that doesn't have instant feedback in ue4/unity
it would need scene reconstruction in order for you to be able to walk through real-life spaces
but google has been doing that for a couple of years with tango
have you seen a rift/vive? is it a huge difference from gearvr
nowhere here to see one working
I have Rift
motorsep they have a video showing the tech behind the headset walking through a warehouse that was posted yesterday
its limited in range sure, but is supposed to handle dynamic areas
Does anyone know of a way, similar to how VR editor functions to adjust world scale without it impacting the scale of bp_motioncontroller hands?
@tired tree interesting.. A few hands on reviews I've read suggest it's limited to a small circular area around user
likely yes, but they were walking
around isles in a warehouse
so the shelves were probably within that area
should have mentioned the shelves
assuming the headset uses the same tech that is
they showed it off at the same time
the rift controllers come with an extra sensor don't they, making 2
Yes, but people usually get 3 for the roomscale setup I have heard
You can find plans on reddit the 3D print some wall mounts for them
@mighty carbon the stuff in the standalone headsets is Tango related
But Tango uses special camera
not really. tango uses a bunch of different camera stuff. which is how the headsets are doing the inside out tracking for positional. same way the hololens and other microsoft headsets work
Aye
But poopy VR for the price of Vive ?!
What's your take on this announcement?
thats a pretty big assumption about the quality of it without ever trying it out dont you think?
835 is powerful SoC, but not even close to older desktop GPUs
Is the price really the same as Vive or are people guessing? May be cool if it works with that Rift cat thing.
Well, it sounded like what Google said
In the ballpark of Vive/Rift, but everyone has different definition of ballpark π
Haha yeah. I mean you don't need a PC, but I was thinking like $250-$300 to get some adoption.
$350 for headset, no sensors or controls maybe haha
I assume @pearl tangle has that Daydream 2.0 HMD right now
Damn Windows 10 Creators Update takes forever to install π¬
beware it may kill some of your drivers. I have to roll back because the Kinect work work properly now
hah i keep telling you to forget about it and focus on your other stuff and come back to it later
I am on Home. Can't even postpone the updates.
ive had driver issues with the samsung phones too and the pixel lately
Hey all
Gear Vr question
Trying to render a stereo image from UE4 to GearVR, any advice? I can only see mono so far
o.O eh?!
what plugin did you use ?
there was a plugin to show stereo equirecs for each eye separately
Plugin was the built in 'Stereo Panaoramic Movie Capture'... it's the one available by default. (Not enabled)
Anyway, the images are good.
I now want to create a ue4 to Gear VR stereo display
I have set up the android device and can run a standard VR template on the device
So that's all working
My question, is given these 2 images, how to render them as stereo
sweet, thanks champion.
I did see your name mentioned in that thread
I was just reading through it
can't do it in vanilla UE4 - have to use that plugin
you can do it in vanilla if you are just putting it onto a sphere for a 360 photos
you can do it in the material and you do some smart masking and show different image to each eye. I did it before for playing 3D videos
show us how, please
that's what I've heard since like 4.8 and yet no one was able to do that without plugin or engine mods
@pearl tangle what broke with kinect in creators update? the whole thing?
idno if its from the creators update specifically since I have been on the dev preview branch stuff for months
but yeah im doing a project with kinect v2 and it wont work on my machine for some reason and none of the samsung devices will transfer files or get picked up at all so something gone screwy with my usb drivers. done bios updates and other fucking around but im just gonna format my machine tonight and reinstall windows
ok, some progress
Got stereo rendering working without a plugin
It works on vive
Moving it over to Gear VR, it's still rendering mono
Will keep digging
I am still waiting for @pearl tangle to show us how it's done for Gear VR π
is this how you did it @deft badge https://answers.unrealengine.com/questions/508493/stereoscopic-material-in-413.html ? (last post)
Almost. The key was this: Next I decided to go back to the initial test in 4.13 and turn OFF the instance stereo in the project rendering options, and strangely the stereoscopic material worked as expected
When capturing the pano, you have to turn off instanced stereo
But this is a new project, and the default was on
But that only fixed it in the editor (windows / vive)
Still trying to get it working on Gear
Trying another build with 'Monoscopic Far Field' off.
Also, this is the link I used: https://docs.unrealengine.com/latest/INT/Platforms/VR/StereoPanoramicCapture/QuickStart/CreatingViewerMaterial/
Here we will create and set up a new Material to view our stereo screenshots.
I dont remember how it was done but it was back on like 4.8 or 4.9 so probably a lot of changes since then but for me it was purely done on the material and side by side footage
Back then instanced stereo wasn't an option. Turning it off means you can just use the material in the link above
Even so, the results on Gear VR are different (I think it's only rendering in mono)
So, yes. For the record. The above link works if the following 2 rendering options are turned off.
'Instanced Stereo' and 'Monoscopic Far Field'
Using 4.15
On GearVR
\o/
yeah both things that didn't exist back when I was doing it so makes sense
more new toys
wasnt the creators update supposed to have the new UI in it?
seems like nothing changed
it has themes. no different UI though
i thought they had a whole new Ui coming out
http://store.steampowered.com/app/637330/Stack/ this looks like something that could be built in an afternoon...
This casual strategy game has two immersive game modes.In the first game mode, "Height Challenge" you must use a steady hand to try and build a tower as high as possible before it eventually becomes unstable and falls over, you can use special cub...
$3.99
and this 1 seems like instant vomit for 90% of people http://store.steampowered.com/app/509250/TO_THE_TOP/
VR Climbing / Platforming Game, that gives you the freedom to move across the environment with superhuman abilities. Conquer over 30 levels with new obstacles and challenges. Compete for the fastest times or explore the environment. Experience the...
$24.99
CS_Surf, the game
anyone using rift/vive with a gtx780, or did you all get 10xx cards
I tried on a gtx770. It does not work. SteamVR menu works fine in VR mode. But 25fps max on any VR app/game. Instant vomit generator.
so id be looking at maybe 35-40fps, still too low
ever hear of anyone replacing the gearvr usb port to allow data transfer?
Get 1060 6Gb and you'll be happy @wintry escarp
The rumor has it that $300 HMDs use LCD screens and shitty lenses
hmmm say theyre ok but not as good as vive/rift
I wonder if the htc one will use vive sdk
How?! It's Android powered
Mofos
99% of Daydream phones are Verizon only.
Samsung is available on any carrier in US.
So at the end of the day Daydream is more "locked" than Gear VR.
at least you can be robocop now....
oh its the MS v r that uses the pc isn't it
Verizon is only in the usa
are there any rubber s7 cases you can leave on and still fit the phone into the gearvr?
@pearl tangle I got a chance to test kinect out a few minutes ago with the creators update to make sure it wasn't broken for me, seems to work
I have a Renesas board for it, I don't think I ever got any custom drivers in the past or anything but I may have
I just formatted my machine tonight but didn't get setup properly again. Will see on Monday if it fixed my issues. I was on the early release from like 6 months ago so who knows what went screwy. All the Samsung us driver stuff probably messed me up
for a minute I thought it was broken, but power wasn't plugged in right
the status thing reports I don't have a supported usb chipset too but I'm pretty sure it did that before for some reason
(under sdk browser, tools, kinect configuration verifier)
Yeah it says that on 3 machines of mine but works on the other 2
During an interview at the Game Developers Conference at the end of March, head of Oculusβ PC VR division Brendan Iribe stated that the Rift will remain the companyβs flagship VR headset for βat least the next two yearsβ. The report by The Verge also discussed the companyβs future direction for inside-out tracking and glove-free β¦
@mighty carbon that's not good.. I would hope tech would advance faster
seems like they would do a revision just to bump up closer to 1440p
or cost reduce the existing design
You get cost reduction by the parts becoming cheaper because they are not new anymore
It's too quick to try and do multiple versions of the headsets, would fragment the market way too much if you have people on rift V1 and others on rift V4 without enough numbers to get any decent software developer going
I am ok with CV1
although I wouldn't mind some tracking markers to put on my cat π
that's why cost reduction makes more sense
wait a year and get it cheaper
but same spec
wow if I buy a rift and controllers together I can save a penny
that has to be crippling sales here, Β£500+ is a lot to buy blind.
yes but its the price of a 50" TV, its like saying this tv is amazing but we're not going to show you it...you have it buy it on our word
its worse than that, cos we all know what a tv looks like
well TVs are boring, you dont need those, buy a VR headset instead π
if its the massive jump from gearvr everyone says id probably have one by now if I could go in and try it
lol, TV.. I don't even have TV
massive jump isn't the right word
they are entirely different experiences
while I still have love for Gear VR, Rift was a revelation
have you started playing with rift dev yet or still just trying to finish your Gear experience first?
Does anyone have any experience in setting up the Gear VR motion controller in Unreal 4.15.2? I'm trying to get a reference to it using the motion controller component and nothing's happening
From what I can tell I either need the Oculus build or 4.16 preview but I wanted to confirm that assumption
I'm trying to get that working unity, which is no help to you in ue4
@wintry escarp The bleeding edge is fun innit? π
its a pain in both cos you need to deploy to test
yeah, I've been enjoying the past few hours compiling, putting the phone in the HMDthen swearing when nothing works
you know you can push the phone into vr dev mode, so gearvr appls will run outside the hmd
all you see is 2 tiny vr windows but it vcan be enough to see if something works
I did not know this...
Or I think I knew something about this then forgot all about it until you mentioned it
Found it! Link for future reference: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-troublesh-device-run-app-outside/
@tired tree still trying to finish Gear VR app.
I'm guessing the instant feedback of desktop vr is 100x better
anyone using the oculus remote monitor with gearvr?
it keeps disconnecting after 5-10 secs
I didn't know you could do that either! π
btw, I installed 4.16 preview 3 and now the Gear controller works. There's a component right there to reference it. Works like a charm
I wish theyd find a way to reflect the phone/controller movements in the editor
should be simple with w wifi connection
https://answers.unrealengine.com/questions/587192/packaged-build-oculus-rift-sublevel-black-screen.html - Is anyone else experiencing this? Has anyone found a fix?
Had something similar - just posted what I had and the workaround.
Googleβs newly announced Seurat rendering tech purportedly makes use of βsurface light-fieldsβ to turn high-quality CGI film assets into detailed virtual environments that can run on mobile VR hardware. The company gave Seurat to ILMxLab, the immersive entertainment division of Industrial Light and Magic, to see what they could do with it using assets directly β¦
btw, Alien: Covenant was pretty bad ass movie !
Any1 tried 4.16's Volumetric Fog in VR ? does it look nice ?
looks really nice
Hey guys. does someone have a figure representing the key mappings of the Oculus Touch?
Is this the correct one?
So the Galaxy S8 will be supporting daydream. That'll be nice.
Wonder if I can use daydream with Gear VR, or if I'll need a daydream headset/controller.
Isn't volumetric fog performance taxing?
@shy iron it's pinned in the chat
@clever sky pretty sure you need a different 1 since in the gear vr the software will kick it into the Oculus store but would be handy thats for sure
I mean, on PC VR
@mighty carbon Unreal added Volumetric Light to its documentation and discussed the perforrmance taxing there
@mighty carbon its not something thats really meant to be used in VR, yeah
on a 1080 it is possible though if you prefer it to a higher resolution
I see
@pearl tangle Oh yeah. Forgot about that auto-bootup bullshit. I have a switcher app which is useful.
But not that useful, because cardboard is just garbage tier VR.
is there a mesh for the HTC vive headset somewhere?
I know the controllers are in the engine content, but I'm looking for the headset itself
the new steam vr home thing has some other stuff in there as well. although i don't really see any benefit in the home thing yet. can't even add launchers for the games and its stupidly hard to find your actual games on the thing
@wicked oak sure?
@wicked oak where to get that sdk?
I only know the openvr sdk and that doesn't have any fbx files
@wicked oak ?
sorry forgot
its on your steam folder
somewhere there
i think it was like that
" They're in the resources/assets folder of the steamVR folder in steamapps/common/SteamVR "
quick google
there ya go
@wicked oak there is rift DK2, a generic HMD and a "MPTAM" HMD (that one looks crazy), I'm not seeing any Vive HMD model there though
can get 2nd hand dk2 for Β£120 now, but seems a bit pointless.
yeah not sure why you would bother
same with the OSVR. it's overpriced to still have no controllers or anything with it
hey everyone !
quick question, I already did a small check when the GTX10 series were released, but I want to be sure about it
anyone using both mobile and desktop 1080s who could confirm performance is roughly the same on both platforms ?
nah nowhere near the same
its a big step up compared to the 900m series stuff but you wont get the same performance on a desktop 1070 or 1080 as you will with mobile because of the cooling on them
I have a 1070 laptop, a 1070 mini PC and 1070 + 1080's desktops. Haven't done direct benchmark numbers against them but we definitely have to turn the settings down on our stuff a lot more on the laptop than the mini PC even because the GPU just downclocks due to thermals
argh
we need a laptop for demos outside of the office (our current setup is using a desktop, which is cumbersome to move around), and needs to be as powerful as the workstation
wait you have a 1070 laptop right ? Afaik the leap isn't that big with 1080s
gonna check again
around "1%" performance difference in benches or something
ohmy 1080sli laptop benches are over the roof