#virtual-reality

1 messages Β· Page 112 of 1

pearl tangle
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id say the new VR editor is worth trying out on the touch. Seems like they are making steady strides in that becoming better, especially since you can do sequencer stuff in there now and physics simulation to pick up and move objects with physics on them

mighty carbon
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I am not holding my breath for multiview on mobile

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it's much slower than regular rendering in 4.15 😦

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and when I asked Oculus about it, they said technically it still renders in 2 passes instead of 1, like desktop instanced stereo

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maybe they finalized it in 4.16, I wouldn't know

pearl tangle
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well its in there according to epic

mighty carbon
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have you tested it by chance ?

pearl tangle
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nah I haven't bothered touching gear vr stuff in ages

mighty carbon
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eh

wintry escarp
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what they need is someway of showing the game editor on gearvr, either with wifi or usb, or both

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the game view, not the whole editor

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and be able to read the controls back into ue4

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they don't seemed to have updated their 'remote' in years

mighty carbon
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not possible

eternal inlet
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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

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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

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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

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thanks to @graceful junco for the tip with the detach/reattach workaround

glossy agate
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Looks awesome! About 6:15 was the best part haha. "as you can see...What the fuck?"

eternal inlet
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Hahaa yeah πŸ˜ƒ i was very supprised.. still dont know why that happened 😦 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

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Im very confused

wicked oak
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the iKinema guys were on the sony DevCon

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showing their ikinema plugin on ps4

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there also was the Coherent UI guys

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and the True Sky guys

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and Unity guys say that 40% of all PSVR is Unity

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that for example the star trek game is "vanilla" unity

eternal inlet
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There some video @wicked oak ?

wicked oak
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nope unless you are a playstation dev

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btw i met nick darnell

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or was it other nick?

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i met too many people, but i did meet a ue4 Nick dev

mighty carbon
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did @wicked oak meet @eternal nexus or another VR Nick from Epic ?

wicked oak
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yes i did

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there were TONS of people there

mighty carbon
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aye, cool

mighty carbon
ripe vault
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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.

deft badge
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Any advice on capturing VR playthrough, and playback for video output?

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I rolled my own solution, but it was painful.

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I record the transforms, motioncontroller button values and frame time, then play them back

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Just wondering if I missed something that exists that has more features?

glossy agate
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Are you using a second cam or something with sequencer? I just use OBS with full screen on the desktop

deft badge
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We will be using a second cam (cinematic) for playback, but we can just attach that to the VR camera.

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The problem as I understood it, was that the motion controllers aren't captured by sequencer because they are spawned in

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But I didn't investigate too deeply.

clever sky
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Hey do you guys know how to get the VR output in full screen?

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Not 16:9, just stretched to fullscreen

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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.

glossy agate
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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.

clever sky
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No. I mean simply have the video stretched to fill the screen vertically with black bars on the left and right

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instead of having it display in a tiny window.

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Which is the default UE4 behaviour

glossy agate
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Yeah, that's in engine settings. It has common sizes so you can just set it to match your monitor if you want.

clever sky
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Engine settings?

glossy agate
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Whatever it's called near project settings. I'll pull it up real quick

clever sky
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Cool. Just loading up my stuff too πŸ˜›

glossy agate
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Sorry, its editor preferences>play>new window size

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Or stand alone window size. One of the two, I just changed both to record my trailer haha.

clever sky
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Hmmm

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That helps a lot, but not quite what I was after πŸ˜›

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The real weirdness is that I have the behaviour I want once.

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Before it flips back to its default behaviour

glossy agate
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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.

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I think it works out of the box for oculus though.

clever sky
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Scratch that. It's good enough.

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The main difference is whether or not it full screens on top of the windows menu bar

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or behind it πŸ˜›

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And that's not a big deal.

glossy agate
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I just held my arms up higher than normal and zoomed in when editing in AE to make it look better haha.

clever sky
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Hehe

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I like that.

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I'm actually quite fine with 4:3 video preview though.

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Gives me space to insert video capture of the user using it on the right.

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Which is an easy way of showing immersion without having to go through green screen shenanigans πŸ˜›

glossy agate
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There you go. If you find a way to get mixed reality to work, please let us know. Would be awesome.

clever sky
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I think there was a dude working on that that used to come here.

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Not sure where he's gone now though!

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He managed to get it to a pretty useful state.

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Not quite as advanced as job simulator style... but good enough for use.

glossy agate
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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.

pearl tangle
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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

digital marlin
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hey dumb q - what does 'Keep files checked out' do when using source control w/ perforce?

deft badge
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brentwallac when you submit changes, the files you have checked out (meaning no one else can edit them) are checked back in,

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That option keeps them checked out

digital marlin
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ah right, so if I'm just pushing my changes but I'm still working on that part sort-of-thing?

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Another q - should I bother checking out builtdata?

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I keep getting the 'No files to submit' thing on that despite it being able to be pushed.

deft badge
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That's the lighting data from light bakes

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If you would like to save your lighting info, then yes, check it out and submit it

digital marlin
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ah right

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I think my big issue was I didn't explicitly selected a stream.

agile stirrup
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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?

pearl tangle
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whats your hmd?

wintry escarp
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a secret it seems

agile stirrup
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no - ue crashed my machine into bluescreen and I was p#ssed and offline πŸ˜‰ - its a oculus rift

pearl tangle
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hmd mirror mode

agile stirrup
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where can i find that setting? in project settings or is it a bp node

pearl tangle
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just type it in the console

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pretty sure that still works on the rift. the vive doesn't do the eyes anymore

full junco
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what do you mean with "doesn't do the eyes anymore"?

pearl tangle
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it gives a single view output rather than the left and right eye

full junco
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hmd mirror 2 gives you left and right eye on the vive

pearl tangle
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yeah the default is just the left eye right?

agile stirrup
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thank you - didm' know that command

full junco
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the default is left eye, yeah

agile stirrup
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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

pearl tangle
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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

full junco
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I didnt have success with any ini files for that command

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so I just went into the source and changed the hardcoded default there

agile stirrup
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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 πŸ˜‰ I'll test that, thank you a lot!

forest plover
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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

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at least with the oculus

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and mirror mode 1 is both eyes but seperated

jaunty shell
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best solution is to modify the engine source tbh

forest plover
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true

eternal nexus
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@wicked oak You probably met Nick Whiting, I don't do the VR circuit

jaunty shell
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wait no that's not a screencap from the vr preview

forest plover
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what device?

jaunty shell
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there's a bit of pixelation when you go fullscreen

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HTC Vive

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source edit with slight tweaks to avoid image deformation

forest plover
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yeah, I've seen the edit just never got around to actually doing that

pearl tangle
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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

forest plover
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yeah Im not intending on the player being able to affect the viewers camera....

mighty carbon
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ha, I told ya so

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(about Daydream not beating Gear VR and not becoming #1 mobile VR platform)

wintry escarp
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its nowhere near a year after release

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only pixel phone could use it before xmas

pearl tangle
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gear vr has several years advantage, an already established product line but also gear vr is underperforming in a lot of areas anyway

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they gave away millions for free but doesn't mean those people are using them

wintry escarp
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its a pain the ass to dev for, so many bad decisions

pearl tangle
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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

mighty carbon
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pfff..biased

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πŸ˜ƒ

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btw, no 4.16 release today? 😦

wintry escarp
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was it supposed to release?

clever sky
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what's wrong with gear VR development?

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asking out of curiosity

mighty carbon
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nothing wrong @clever sky

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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

wicked oak
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So the playstation devcon conference finished

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there were a bnch of tech talks. In the coolest one, it was showing a dynamic GI Sponza style scene

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at 10 ms render time on a base ps4

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with room to improve

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realtime photon mapping

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it looked great

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100.000 raytraces per tick, making 100.000 "photons"

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that act like small pointlights

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then they get rendered with temporal stuff so its stable

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very smooth fully dynamic (GEO and light) global illumination

mighty carbon
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is it safe to assume UE4 doesn't have that ?

wicked oak
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reminds me of the work for that "surfel GI" Epic was experimenting

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no engine has

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well, Ps4 Phyre Engine has it XD

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but its highly experimental

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not really a feature, but one of those research things

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Phyre engine is an open source engine Playstation offers for the devs

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"open source" if you are a PS dev, but its free and you can even grab parts from it for your own engine

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pretty cool tech

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100.000 mini pointlights

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basically it raytraced the first bounce of light

mighty carbon
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aye

wicked oak
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and placed "photons" on the places it hits.

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everything on compute shaders

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i wonder if they will make that talk, or another version of it, as a public paper

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becouse its not really ps4 related. Its a general cool gpu compute technique

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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

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its 10 ms on a PS4, on a 970 its probably waaaaaay faster

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and still has many possible optimizations

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and

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its doable in ue4

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you would use the distance field for the raytracing part

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and it probably would work

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becouse the "direct" rays are from the normal light shadowmap, rendered as usual

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it then grabs the shadowmap (and surface normals) and does the rays from those locations

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i have the code for it, but obviously i cant share it becouse ps4 nda 😦

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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

clever sky
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that sounds intriguing

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Is it something where you can bring back into PC land once you're a PS4 dev?

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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?

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Or are Sony restricting it for PS4 use only?

livid pendant
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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...

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According to the always correct, never wrong Wikipedia.

wicked oak
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and the demo runs on PC

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he showed it running (lagging HAAAAARD) on a MACBOOK

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they give phyre engine as an example of "how to do stuff on ps4"

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its more a set of libraries than a full toolset like ue4 or unity is

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you are welcome of grabbing parts and implementing it in your projects

tired tree
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Boy howdy are gameplay tags nice now

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so many uses for them in VR

wicked oak
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i tried them in my dungeon prototype

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to designate damage types for different damage effects, and they are nicely usable to use as the "grab type"

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if the object has the tag Grabbable.Snap then yo can pick it up

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what are you doing with them right now @tired tree ?

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my biggest annoyance is that the stuff still needs to implement the GameplayTags interface

tired tree
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drop types. interactible classes

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the like

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I just finished building the interface into all base components / actors for my plugin

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mostly to control things that I don't need to control with the plugin itself, gives people a clean custom properties to interface with

wicked oak
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very cool

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ill keep a look on it, to see how it goes

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but for my next game im going to review Unity to see how it looks

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unreal REALLY hates dynamic maps

tired tree
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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

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unity is clean for VR yeah

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the fact you can just attach scripts to stuff is the high point

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interfaces in ue4 sadly because of their very nature require a ton more work and overhead to get equivilant

wicked oak
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you can use actor components in the same way as unity

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but for the style im going, i really dont need the high quality stuff ue4 offers

tired tree
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to a point

wicked oak
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i had a look at lumberyard already, and already noped out of there

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its too early toeven try to do anything with it

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cryengine 5 has no docs, and its crytek behind, almost bankrupted 2 time

tired tree
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Unity is fastest in/out for VR dev at the moment, with the most direct and community support

wicked oak
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from unity in the conference

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40% of all PSVR games are unity

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and they are working on a multithreaded job system

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for multithreaded game code

tired tree
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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

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plus kind of nice having the challenge of pushing ue4 in new directions

wicked oak
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c# is what worries me, i really like C++

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on the other hand, no compile times...

tired tree
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but if I was making games..yeah...unity probably all the way for VR

wicked oak
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and pathtracing lightmapper

full junco
tired tree
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oooooo

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they finished it

wicked oak
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about time goddamit

mighty carbon
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so, Unity is better than UE4 after all ? :/

full junco
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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

tired tree
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unity is not better overall

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unity is more stable and easier to complete projects with in VR currently

wicked oak
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has no source code tho..

full junco
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and I would never want to work with any engine without source access

tired tree
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that being said, its also harder to implement truly custom things in it too

wicked oak
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im going do a 3rd version of my DGN prototype

full junco
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its so great to be able to change everything in the source

wicked oak
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if it goes smoother on unity than on UE4, ill go with it

tired tree
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Blanco, thats the thing, DGN in unity would be two marketplace assets and a weekend of scripting

wicked oak
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as a solo dev, being able to interoperate unity with blender that directly, and faster compiles with faster lightbake might be very interesting

full junco
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and John Riccitiello is still the evil guy that I never would want to support

wicked oak
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btw i get unity pro from PS4 site

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for free

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but ill review it for that project

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one should never be too locked to an engine,but use the best engine you need for the project

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DWVR would be problematic in unity

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but my next game struggles HARD on ue4

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i dont feel like having to do source code changes and similar things for that project

tired tree
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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

mighty carbon
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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

tired tree
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and there is a tooon of shit

wicked oak
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unity is a framework

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thats how i see it

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you can make a game with UE4 and ONLY ue4

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it has tools for everything

tired tree
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I counted 16 packs for VR gun interactions the other day, only one of them was anything but half assed

wicked oak
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unity is much more bare bones

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wich also makes it a bit more flexible, but lacking in many areas

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text shaders lul

full junco
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closed source engine can never be more flexible than the engine where you have full source access

wicked oak
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no game framework at all. And multiplayer is nowhere near as good as ue4 with the framework

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unity is designed to be extensible

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people have added dynamic GI with PLUGINS

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you can even modify the render paths with plugins and stuff

full junco
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well, thats the one thing that you cant do with plugins in UE4

wicked oak
mighty carbon
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so, instead of making your game you first will be making tools and renderer and then making your game

wicked oak
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its a different tool

tired tree
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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

wicked oak
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ue4 has everything by itself, but its nowhere near as flexible as unity

tired tree
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lots of module code is Private: to keep things clean, but it lowers access

wicked oak
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unity just lets you do whatever the fuck you want with shaders

full junco
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and UE4 also has way better reputation than unity. if I see a unity game, I expect it to be trashy

wicked oak
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well, becouse unity store makes it too easy to get stuff done

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did you know that star wars battlefront xwing vr experience was prototyped in unity?

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almost all studios use it for prototypes

forest plover
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plus the money they take from your game is insane compared to Epic's policy

wicked oak
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then they do the game on their own engine

tired tree
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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

full junco
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well, it makes the source cleaner and easier to understand though if its not designed to be extensible

wicked oak
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@forest plover i have free unity pro

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anyway not much difference beetween basic and pro

tired tree
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yeah, it works for AAA and people using the source

mighty carbon
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gotta make open letter to Tim S. to correct the course in which UE4 is heading

tired tree
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but its just going to limit the marketplace potential is all

forest plover
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@mighty carbon can I sign it as a supporter of it?

full junco
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@mighty carbon lol

wicked oak
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lol

full junco
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we can be very happy with the "course in which UE4 is heading"

tired tree
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UE4 isn't heading the wrong way

wicked oak
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my case with the new game is that the blender interop can speed up my level prototyping MASSIVELy

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becouse i can just load the whole damn level from blender

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instantly

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when i alt-tab

full junco
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we are lucky that they focused on VR so much

tired tree
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its just not an interp language and has some limitations

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epic already managed to make c++ far more extendable than it normally can be

wicked oak
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anyway, ill give unity another chance even if im that much of a ue4 fanboy. Mostly becouse BUSINESS

tired tree
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gotta give them probs for it

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props

full junco
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there you have the props

wicked oak
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ill come back with results of making the "same thing" onunity, coming from the ue4 prototypes

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i already ported this one to unity in 2 days

full junco
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with all the stuff I know about UE4, I dont see why I should ever consider learning how a different engine works

wicked oak
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im aware its rough, but i made that 10 days after getting my Vive

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it was the fisrt vr thing i did

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i also made the level myself

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well, i didnt port the whole level or scripting, but i ported all the base mechanics

full junco
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btw, steam audio only works on windows @mighty carbon

wicked oak
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thats why i cant use it

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even if i wanted 😦

tired tree
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VALVE doesn't have it working in linux?

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wut?

full junco
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the ue4 integration, I dont know about it in general

tired tree
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that is likely due to the windows part of the new audio engine being the most stable then

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since steam audio is tied into the new audio engine

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yeah their feature page lists all platforms

mighty carbon
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@full junco desktop VR is only on Windows anyway

tired tree
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its just the implementation

mighty carbon
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@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

wicked oak
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there is

mighty carbon
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no, there is not

wicked oak
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somehow unity autoloads from the .blend files in the folder

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and i end in unity with a prefab that has the whole scene as i have it set up in blender

mighty carbon
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in order to load Blender's scene you have to implement half of Blender into Unity

wicked oak
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somehow they did it

mighty carbon
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they didn't

wicked oak
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but im not exactly how

mighty carbon
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you are dreaming

wicked oak
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i can use .blend in unity

mighty carbon
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you can not

wicked oak
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im not completely sure how exactly it works

full junco
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@mighty carbon I thought you wanted to use the steam audio HRTF in your gearvr project?

wicked oak
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i think they go through a fbx converter or something, but they load the stuff anyway, instantly

mighty carbon
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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)."

wicked oak
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blender to ue4 is faaaaaaaaaaaaaaaaaaaaaaaaaar more clunky

mighty carbon
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it uses Blender's FBX exporter

tired tree
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yeah...it uses it itself in engine

wicked oak
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but it loads directly from a .blend in the folder, autoloaded when you save the .blend and alt-tab

mighty carbon
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it doesn't.. I don't see how you don't get it

wicked oak
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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

mighty carbon
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.blend file requires Blender's code and that code is under GPL 2.0

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Unity can not and would not use Blender's code in Unity

wicked oak
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it doesnt matter exactly how they do it, but it "just works"

tired tree
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they don't use their code...

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they use their exporter...

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those are generally dlls or exes with command line

mighty carbon
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again, make a plugin for UE4 that does the same thing - makes Blender to spit out FBX automatically

tired tree
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thats likely possible

wicked oak
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i would definitely want to do it. If i had time for it

tired tree
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he is saying he can do this already without having toinvest the time into it

wicked oak
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and im saying that everything just works, automagically

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i put a .blend into the game folder, and it loads in the asset view

mighty carbon
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lol, if you are willing to spend time learning Unity and making extra tools for it, might as well make tools for UE4

tired tree
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its not hard to add new assets to the editor though, I had .vox files drag and drop and re-importable

wicked oak
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wtf you talking about extra tools, its about getting the new project done as fast as possible

full junco
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maybe you should once try to take your time for a project πŸ˜„

wicked oak
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nevaaar

glossy agate
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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

tired tree
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surprise surprise, main player character nativized without issues on first attempt

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4.16 is doing far better with that than 4.15

mighty carbon
#

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.

wicked oak
#

@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

mighty carbon
#

your performance limit comes from absolutely unoptimized art

tired tree
#

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.

glossy agate
#

Shit haha. What if you generated at build time instead of runtime

wicked oak
#

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

mighty carbon
#

what's what's hard to believe, because I have a way more complex scene and it runs at 60 fps on Gear VR

wicked oak
#

@mighty carbon yours isnt dynamic

#

on dynamic light

#

mine is

#

thats why it runs that badly

mighty carbon
#

@tired tree what's VRTK ?

wicked oak
#

im goign to perform some tests on unity to see if it goes better

#

due to lower overhead

glossy agate
#

Yeah thats what I thought. Isn't build time design better anyway so the levels are more coherent?

wicked oak
#

no, i need randomly generated levels

#

to increase the "work"

mighty carbon
#

randomly generated levels are overrated

wicked oak
#

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

mighty carbon
#

if it feels awful in the first playthrough, no one will stick around

wicked oak
#

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"

mighty carbon
#

Diablo 1 had random levels and it was first. Diablo 2 pulled fans and Diablo 3 wasn't so random.

wicked oak
#

it would just generate random rooms so there are different versions of the same "map"

#

mostly inspired by Diablo 3

mighty carbon
#

Warframe looks like shit

wicked oak
#

where they have a lot of control over the map, but its still rng

glossy agate
#

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.

mighty carbon
#

remember Hellgate - Diablo in FPS.. Failed so hard that even free version had no players

wicked oak
#

warframe 3 is diablo as a space shooter and its MASSIVE

#

and people love it

#

its got really good base mechanics, and insane replayability

glossy agate
#

If you had like 5-10 build time levels of rec room quality, it will probably have the same play time

wicked oak
#

i want to do better than rec room

#

they are not a dedicated game for that

glossy agate
#

Thats just my opinion though. Give us a post mortem when you build it so we know how it does.

wicked oak
#

yeah

mighty carbon
#

Warframe is MP game

wicked oak
#

mine is too

real needle
alpine torrent
#

i was waiting to see a look of it

mighty carbon
#

no shit

#

what are the specs ?

alpine torrent
#

there wasnt any

#

what i saw

#

same daydream controller

#

felt like standalone vr device is phone build in with tango

mighty carbon
#

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)

alpine torrent
#

the design looked so box looking

mighty carbon
#

well, I wouldn't expect it to be fancy πŸ˜ƒ

full junco
#

it will likely be way better than a S8

mighty carbon
#

Vive looks like shit, Daydream looks like warmers worn on your head πŸ˜›

#

how so @full junco ?

#

it can be better if they shove Nvidia into the HMD

#

but then you have battery life issues

full junco
#

@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

mighty carbon
#

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.)

full junco
#

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

mighty carbon
#

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

alpine torrent
#

well win10 in arm coming so yeah google see competitor there

mighty carbon
#

so $700-900 standalone (and upgradable) wonder might find its market

#

hell, I'd get it myself

alpine torrent
#

when win10 on arm gets there Windows mixed reality lands to it possible

mighty carbon
#

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

alpine torrent
#

yeah the controller for daydream looks more like remote controller

rare violet
#

hey friends, anyone know if there is a sensitivity setting for the VR editor? feels like its moving/rotating/scaling everything super fast

wintry escarp
#

it has to cost nearly half what a VR phone does

#

or perform much better

pearl tangle
#

FYI guys, noitom just opened up dev applications for the hi5 gloves

clever sky
pearl tangle
#

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

clever sky
#

Haha. Fair enough πŸ˜›

pearl tangle
#

probably lost about $3k or so from failed kickstarter stuff. majority of which is in the VR space

clever sky
#

Ouch.

#

What kinda stuff did you lose it on?

pearl tangle
#

lets go through the list

clever sky
#

Love that you have one prepped πŸ˜ƒ

pearl tangle
#

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

clever sky
#

haha... no screen D:

#

So you just got a 'helmet'

pearl tangle
#

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

clever sky
#

Ah

#

Sounds about right.

#

Well, I cancelled my VRGluv backing.

pearl tangle
#

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

clever sky
#

Lol... fuckin' STEM.

#

I've got a friend that's on hook with the Virtualizer.

pearl tangle
#

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

clever sky
#

Did you get that one in the end?

pearl tangle
#

nah they wont ship over here

clever sky
#

Ah jeez

#

Man, that's an impressive backing record πŸ˜›

pearl tangle
#

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

clever sky
#

Oh yeah. Gonna develop for VirZoom?

pearl tangle
#

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

clever sky
#

Luckily most of my backs are for games which tend to come through.

pearl tangle
#

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

clever sky
#

Nice

#

But that just means that they used kickstarter as a preorder platform

#

not for actually funding development? πŸ˜›

pearl tangle
#

i have had maybe 5-10 things that have done the stuff well but I just can't be bothered risking hundreds anymore

clever sky
#

Yeah, I get that.

pearl tangle
#

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

clever sky
#

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.

pearl tangle
#

hah thats good then at least. I backed exploding kittens and that worked well

clever sky
#

Most of the extra time was spent just adding more content in there.

pearl tangle
#

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 πŸ˜‰

clever sky
#

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 πŸ˜›

pearl tangle
#

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

clever sky
#

Custom PC water cooling sounds like the kinda stuff you'd get into only if you really love to plumb.

pearl tangle
#

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

glossy agate
#

Hey Zap, did you use world comp or anything when you transferred that big outdoor level? That was the epic flying example right?

clever sky
#

@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 πŸ˜›

glossy agate
#

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.

pearl tangle
#

yeah big time for that. the pop in is very extreme on landscape stuff if you don't do it well

glossy agate
#

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

primal sky
clever sky
#

40 x 40km is pretty massive

primal sky
#

We actually secured some commercial licenses as well.. so if you guys have any questions.. fire away!

clever sky
#

are you doing a flight sim?

primal sky
#

@clever sky sorry buddy

#

i cut your convo

#

πŸ˜ƒ

clever sky
#

@primal sky Where are you getting funding from that lets you put out a game for free? πŸ˜ƒ

glossy agate
#

I meant 40 square haha

clever sky
#

Looks pretty good

primal sky
#

We have an FPS that does pretty well on steam

clever sky
#

Nice

primal sky
#

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

clever sky
#

Ah yeah.

primal sky
#

but yeah. the subscriptions do come if you build for it.

clever sky
#

I should charge VR arcade peeps πŸ˜›

primal sky
#

and email the hell out of the VR arcades.

clever sky
#

I haven't charged anything!

primal sky
#

you should

clever sky
#

I've had a few approach me as well.

primal sky
#

its a commercial enterprise

#

they make money.. most places are 30-50 / hour per person

#

something in that range

clever sky
#

Dayum

#

I've been foolish!

primal sky
#

no worries.. im here to set you straight.. haha.

#

whats your game?

glossy agate
#

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.

clever sky
#

Freedom Locomotion VR

#

more tech demo than game.

primal sky
#

linky

clever sky
primal sky
#

oh weird.. no we only use steam

#

screw viveport

#

πŸ˜‰

#

@clever sky yeah i totally know this.

#

why not make a 15minute challenge type game?

clever sky
#

Cool

primal sky
#

thats what arcades are looking for apparently.. about 15 minutes

#

ideally coop

clever sky
#

Ok. Good to know!

primal sky
#

like your system

clever sky
#

Cheers.

primal sky
#

good work man!

clever sky
#

I'll make one where they run a long a trail and shoot targets that fly by.

#

Muhahaha

primal sky
#

how about using your mobility to achieve goals

#

like a platformer.

clever sky
#

Yeah, could do that too.

primal sky
#

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

clever sky
#

Good ideas.

primal sky
#

good sell to the arcades anyway

clever sky
#

So that's why there's a bunch of way too short games nowadays πŸ˜›

primal sky
#

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

clever sky
#

Ah ok.

primal sky
#

so i think people are really just putting out short demos

clever sky
#

Well, when you hear that people are paying 30-50 an hour

primal sky
#

thinking they might get a windfall

clever sky
#

difficult to not want a nice slice of that.

primal sky
#

right!

#

thats teh key

#

well

#

charge a reasonable price and email every VR arcade you can fine

#

finde

#

damn it

#

haha

clever sky
#

Yeah. But having said that... how many VR arcades are there?

#

And do you charge per seat?

primal sky
#

some places have 20 stations and they will pay 10-20 per station per month

#

yes always per seat

clever sky
#

Dayum

primal sky
#

just cant be expecting $40 / month for a VR game

clever sky
#

15 minutes eh.

primal sky
#

thats the goal and ideally coop

#

thats what they tell me anyway

clever sky
#

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.

primal sky
#

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.

clever sky
#

Nice.

primal sky
#

I did the art and design

#

(which we borrowed from our FPS)

clever sky
#

Fair call πŸ˜ƒ

primal sky
#

love your little town man!

clever sky
#

Thanks for these answers btw!

#

Cheers. But that's really Synty studio's stuff.

primal sky
#

oh roger. cool

clever sky
#

I'm thinking I can probably pull off a platformer pretty quickly.

#

Grab the asset packs and flip em! muhahah

primal sky
#

yep. lol

#

make em pretty at least

#

haha

clever sky
#

There's a decent mario looking one on the marketplace.

primal sky
#

gotta run.. wifey is home!

#

that would be fun

clever sky
#

Cheers!

#

Off to work.

rare violet
#

hey guys, is there any way to show something ONLY in the HMD and not be visible in the mirrored output?

primal sky
#

it seems unlikely on a per object basis

rare violet
#

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

primal sky
#

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

rare violet
#

i guess it wouldnt be mirror if it didnt show everything lol

primal sky
#

so you could probably hide widgets and stuff on the edge of the screen

rare violet
#

interesting idea

primal sky
#

it is cropped differently

rare violet
#

huh, it only shows one eye

primal sky
#

so you might just get lucky

rare violet
#

do you know which eye it shows?

primal sky
#

left

rare violet
#

honestly a tiny few icons on the side will do

primal sky
#

i know because we made a scope

#

yep

#

top in know is cut off.

rare violet
#

dude, thank you! that is such a great idea πŸ˜ƒ

primal sky
#

np!

#

but easy to test anyway

rare violet
#

yea ill jump in. πŸ˜ƒ

primal sky
#

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

rare violet
#

thanks!

rare violet
#

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

pearl tangle
#

have you got it in world space rather than screen space?

rare violet
#

not sure, im doing this:

glossy agate
#

That won't work. You need to put it on something in world space using a widget component in your character or something.

rare violet
#

chekcing it out, thanks @glossy agate

pearl tangle
#

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

rare violet
#

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

glossy agate
#

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.

pearl tangle
#

yeah you would need to make some specific tweaks to get that to happen

glossy agate
#

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

pearl tangle
#

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

glossy agate
#

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

rare violet
#

hehe, thanks guys, its a VJ performance tool

pearl tangle
#

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

rare violet
#

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

echo thorn
#

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?

pearl tangle
#

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

echo thorn
#

I am using htc vive headset . My pawn gets spawned on the spline . I have set actor loaction and rotation for the spline.

#

location*

pearl tangle
#

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

echo thorn
#

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.

pearl tangle
#

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

jaunty shell
#

hey all ! So what are your speculations about HTC/Lenovo's new standalone headsets ? πŸ˜ƒ

echo thorn
#

ohkay thanks alot man. I will setup the device again and let you know if the error still exists

eternal inlet
#

@wicked oak Pretty cool stuff with your unity prototype in just 2 days. Love your hand inventory btw... nice idea

eternal inlet
#

@pearl tangle ooh u play 7dtd? that's one of my favorite games πŸ˜ƒ

pearl tangle
#

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

eternal inlet
#

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

eternal inlet
#

looks pretty cool

echo thorn
#

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...

sturdy coral
#

@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

echo thorn
#

Ohkay Thanks @sturdy coral πŸ˜ƒ

pearl tangle
#

hopefully

tired tree
#

@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.

eternal inlet
#

thx M

#

actorcomponent it will be

#

πŸ‘

mighty carbon
#

@tired tree what's VRTK and why is it any better than your plugin?

eternal inlet
#

google and u shall find

#

unityproject thingie

tired tree
#

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"

mighty carbon
#

Oh, I thought it was for UE4

tired tree
#

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

mighty carbon
#

Got it

mighty carbon
#

don't expect any mind blowing performance :/

wintry escarp
#

so its basicall phone level vr 😦

#

they should have separated the battery so you could use a BIG one and run the sd835 flat out

#

is 6dof inside out tracking?

mighty carbon
#

yeah, sounds like it will be inside out tracking

#

from reading about Qualcomm's tracking, it's not a robust one

sharp flame
#

hi, is there any easy ways of getting a rendertarget with screen uv's to behave properly in vr?

mighty carbon
#
#

good luck selling that (if it's $700)

wintry escarp
#

if nothing else it should drive down prices of vive/rift

#

why do they cost same when pc is doing all the grunt work

raven halo
#

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

wintry escarp
#

an AR headset with that power might make sense

#

I hate when they announce shit then don't give any details

mighty carbon
#

what are you going to do with AR headset of that size and weight ?

wintry escarp
#

use it outside, in buildings etc to show how shit could look when built

mighty carbon
#

it doesn't track huge areas

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wintry escarp
#

so you couldn't walk through an empty house and fill it with VR furniture and decoration?

mighty carbon
#

doesn't sound like it

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maybe newer prototype / release device would allow that

wintry escarp
#

I wont buy another that doesn't have instant feedback in ue4/unity

mighty carbon
#

it would need scene reconstruction in order for you to be able to walk through real-life spaces

wintry escarp
#

but google has been doing that for a couple of years with tango

mighty carbon
#

yeah, but this isn't Tango

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nor it has depth camera

wintry escarp
#

have you seen a rift/vive? is it a huge difference from gearvr

#

nowhere here to see one working

mighty carbon
#

I have Rift

tired tree
#

motorsep they have a video showing the tech behind the headset walking through a warehouse that was posted yesterday

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its limited in range sure, but is supposed to handle dynamic areas

leaden jackal
#

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?

mighty carbon
#

@tired tree interesting.. A few hands on reviews I've read suggest it's limited to a small circular area around user

tired tree
#

likely yes, but they were walking

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around isles in a warehouse

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so the shelves were probably within that area

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should have mentioned the shelves

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assuming the headset uses the same tech that is

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they showed it off at the same time

wintry escarp
#

the rift controllers come with an extra sensor don't they, making 2

glossy agate
#

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

pearl tangle
#

@mighty carbon the stuff in the standalone headsets is Tango related

mighty carbon
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But Tango uses special camera

pearl tangle
#

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

mighty carbon
#

Aye

#

But poopy VR for the price of Vive ?!

#

What's your take on this announcement?

pearl tangle
#

thats a pretty big assumption about the quality of it without ever trying it out dont you think?

mighty carbon
#

835 is powerful SoC, but not even close to older desktop GPUs

glossy agate
#

Is the price really the same as Vive or are people guessing? May be cool if it works with that Rift cat thing.

mighty carbon
#

Well, it sounded like what Google said

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In the ballpark of Vive/Rift, but everyone has different definition of ballpark πŸ˜‚

glossy agate
#

Haha yeah. I mean you don't need a PC, but I was thinking like $250-$300 to get some adoption.

mighty carbon
#

Like, for Palmer $350 ballpark turned out to be $700

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πŸ˜’

glossy agate
#

$350 for headset, no sensors or controls maybe haha

mighty carbon
#

I assume @pearl tangle has that Daydream 2.0 HMD right now

#

Damn Windows 10 Creators Update takes forever to install 😬

pearl tangle
#

beware it may kill some of your drivers. I have to roll back because the Kinect work work properly now

mighty carbon
#

Btw, apparently FMOD is going to take awhile to upgrade to 4.16 :(

#

Ouch :(

pearl tangle
#

hah i keep telling you to forget about it and focus on your other stuff and come back to it later

mighty carbon
#

I am on Home. Can't even postpone the updates.

pearl tangle
#

ive had driver issues with the samsung phones too and the pixel lately

mighty carbon
#

finally done

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πŸ˜“

deft badge
#

Hey all

#

Gear Vr question

#

Trying to render a stereo image from UE4 to GearVR, any advice? I can only see mono so far

mighty carbon
#

o.O eh?!

deft badge
#

πŸ˜ƒ

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I took a panoramic shot from within ue4 of a non gear VR project

mighty carbon
#

what plugin did you use ?

deft badge
#

We tested those screenies with whirligig (Steam VR 360 player)

#

The images are good

mighty carbon
#

there was a plugin to show stereo equirecs for each eye separately

deft badge
#

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

deft badge
#

My question, is given these 2 images, how to render them as stereo

mighty carbon
deft badge
#

sweet, thanks champion.

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I did see your name mentioned in that thread

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I was just reading through it

mighty carbon
#

can't do it in vanilla UE4 - have to use that plugin

deft badge
#

ok mate, thanks again.

#

dives in

mighty carbon
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lol

#

so, Steam Audio is no use in 4.16

pearl tangle
#

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

mighty carbon
#

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

sturdy coral
#

@pearl tangle what broke with kinect in creators update? the whole thing?

pearl tangle
#

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

deft badge
#

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

mighty carbon
#

I am still waiting for @pearl tangle to show us how it's done for Gear VR πŸ˜ƒ

deft badge
#

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.

pearl tangle
#

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

deft badge
#

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

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On GearVR

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\o/

pearl tangle
#

yeah both things that didn't exist back when I was doing it so makes sense

rare violet
#

wasnt the creators update supposed to have the new UI in it?

#

seems like nothing changed

pearl tangle
#

it has themes. no different UI though

rare violet
#

i thought they had a whole new Ui coming out

pearl tangle
jaunty shell
#

CS_Surf, the game

wintry escarp
#

anyone using rift/vive with a gtx780, or did you all get 10xx cards

real needle
#

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.

wintry escarp
#

so id be looking at maybe 35-40fps, still too low

wintry escarp
#

ever hear of anyone replacing the gearvr usb port to allow data transfer?

mighty carbon
#

Get 1060 6Gb and you'll be happy @wintry escarp

#

The rumor has it that $300 HMDs use LCD screens and shitty lenses

wintry escarp
#

hmmm say theyre ok but not as good as vive/rift

#

I wonder if the htc one will use vive sdk

mighty carbon
#

How?! It's Android powered

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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.

forest plover
#

at least you can be robocop now....

wintry escarp
#

oh its the MS v r that uses the pc isn't it

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Verizon is only in the usa

#

are there any rubber s7 cases you can leave on and still fit the phone into the gearvr?

sturdy coral
#

@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

pearl tangle
#

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

sturdy coral
#

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)

pearl tangle
#

Yeah it says that on 3 machines of mine but works on the other 2

mighty carbon
#
sturdy coral
#

@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

wintry escarp
#

or cost reduce the existing design

pearl tangle
#

You get cost reduction by the parts becoming cheaper because they are not new anymore

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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

mighty carbon
#

I am ok with CV1

#

although I wouldn't mind some tracking markers to put on my cat πŸ˜›

wintry escarp
#

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

mighty carbon
#

you can only buy Rift + Touch nowadays

#

they no longer sell Rift alone

wintry escarp
#

shops etc here do

#

nowhere to actually test one working though

wintry escarp
#

that has to be crippling sales here, Β£500+ is a lot to buy blind.

mighty carbon
#

Test what ?

#

it's freaking awesome

wintry escarp
#

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

full junco
#

well TVs are boring, you dont need those, buy a VR headset instead πŸ˜›

wintry escarp
#

if its the massive jump from gearvr everyone says id probably have one by now if I could go in and try it

mighty carbon
#

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

tired tree
#

oh looky here

#

motorsep is a true believer in real VR

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:p

mighty carbon
#

lol, come on πŸ˜ƒ

#

hmm.. Twitter is down

#

nice accessories

tired tree
#

have you started playing with rift dev yet or still just trying to finish your Gear experience first?

vale matrix
#

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

wintry escarp
#

I'm trying to get that working unity, which is no help to you in ue4

vale matrix
#

@wintry escarp The bleeding edge is fun innit? πŸ˜‰

wintry escarp
#

its a pain in both cos you need to deploy to test

vale matrix
#

yeah, I've been enjoying the past few hours compiling, putting the phone in the HMDthen swearing when nothing works

wintry escarp
#

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

vale matrix
#

I did not know this...

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Or I think I knew something about this then forgot all about it until you mentioned it

mighty carbon
#

@tired tree still trying to finish Gear VR app.

wintry escarp
#

I'm guessing the instant feedback of desktop vr is 100x better

wintry escarp
#

anyone using the oculus remote monitor with gearvr?

#

it keeps disconnecting after 5-10 secs

vale matrix
#

I didn't know you could do that either! πŸ˜‰

#

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

wintry escarp
#

I wish theyd find a way to reflect the phone/controller movements in the editor

#

should be simple with w wifi connection

pearl grove
candid viper
#

Had something similar - just posted what I had and the workaround.

mighty carbon
#
#

btw, Alien: Covenant was pretty bad ass movie !

pearl tangle
#

definitely the 1080ti makes a nice improvement with robo recall

dusky moon
#

Any1 tried 4.16's Volumetric Fog in VR ? does it look nice ?

pearl tangle
#

looks really nice

shy iron
#

Hey guys. does someone have a figure representing the key mappings of the Oculus Touch?

#

Is this the correct one?

clever sky
#

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.

mighty carbon
#

Isn't volumetric fog performance taxing?

pearl tangle
#

@shy iron it's pinned in the chat

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@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

mighty carbon
#

I mean, on PC VR

dusky moon
#

@mighty carbon Unreal added Volumetric Light to its documentation and discussed the perforrmance taxing there

full junco
#

@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

mighty carbon
#

I see

clever sky
#

@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.

full junco
#

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

wicked oak
#

@full junco yes

#

SteamVR SDK has the .fbx for them

#

you can pick that there

pearl tangle
#

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

full junco
#

@wicked oak sure?

full junco
#

@wicked oak where to get that sdk?

#

I only know the openvr sdk and that doesn't have any fbx files

full junco
#

@wicked oak ?

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

full junco
#

@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

wintry escarp
#

can get 2nd hand dk2 for Β£120 now, but seems a bit pointless.

pearl tangle
#

yeah not sure why you would bother

#

same with the OSVR. it's overpriced to still have no controllers or anything with it

jaunty shell
#

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 ?

pearl tangle
#

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

jaunty shell
#

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