#virtual-reality

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jaunty shell
pearl tangle
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yeah the sli 1s are crazy if the software is optimized for sli that is

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we tend to just scale down the graphics a bit on ours, build in graphics settings in all the programs we do so we can adjust per machine

jaunty shell
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I'd dig it, since we use the vrworks branch of UE4 there should be vrSLI integrated into it

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what kind of settings ? screenpercentage ?

pearl tangle
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we just expose all the graphics settings. texture,shadow,scaling,aa etc into an in game control panel so we can tweak it and see the fps

jaunty shell
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good call

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although effects quality and material quality doesn't do much

pearl tangle
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yeah thats pretty much the same as what we did too but we show FPS on there as well

jaunty shell
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what kind of function do you use to show fps ? deltatime based ?

pearl tangle
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i dont remember to be honest. 1 of my other devs put it together

jaunty shell
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alright :p

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I'm just mirroring the stats from steamvr to check if performance is good

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holy hell 300โ‚ฌ for 2*16go of ram

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alienware is still as expensive as ever

pearl tangle
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yeah go for Asus or MSI

jaunty shell
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we have a partnership with dell at work :/

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much easier to buy with them for our IT than buying from a reseller

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I'd go directly for an MSI laptop if I could for sure. Or even a clevo or some other custom laptop reseller

pearl tangle
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yeah thats why i always bypass finance and IT and just buy the stuff then expense it ๐Ÿ˜‰ I just purchased a microsoft surface hub today too hah

jaunty shell
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hehe that's a solution :p

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but I doubt 3kโ‚ฌ in expense is gonna be an easy pill to swallow from someone that started working 7 months ago :p

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hmm almost 5k for a solid 1080 sli laptop... no way ๐Ÿ˜‚

pearl tangle
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this was $15k USD ๐Ÿ˜‰

jaunty shell
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holy hell

pearl tangle
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I wanted to go for the 84" version but thats $20k USD just for that. I got an extra 55" and touch panel overlay in the $15k. so 2 55" touch panel computeres

jaunty shell
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wait an 84" screen ?

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how the damn would it fit on a desk xD

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need to stop looking at sli laptops, these are way over budget I think

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and I'm not even sure vrsli would work with just a console command (could be tho)

pearl tangle
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hah its on a big ass stand. haven't you seen the microsoft surface hub stuff?

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its 84" 4k with quaddro card inside. dual cameras, multi microphones and a bunch of other fancy stuff

clever sky
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Is surface hub the table or the touch screen TV?

pearl tangle
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I want them in all our offices for better collaboration but they are slightly overpriced so i managed to get the 55"

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its the new TV sort of 1

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it's essentially a big ass video conferencing type 1 with whiteboard on it

clever sky
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Ah ok.

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I was going to say... are you going to play some D&D on it? ๐Ÿ˜› but it's not a table anymore.

pearl tangle
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yeah their naming convention is almost as bad as samsung

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the 84" panel weighs 127kg and the stand weighs 170kg

clever sky
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Ludicrous ๐Ÿ˜›

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the size and weight that is

jaunty shell
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damn

pearl tangle
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@clever sky thats what she said

jaunty shell
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we use similar screens at work, but these are dummies, you still need a computer plugged in

pearl tangle
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yeah thats what im doing with this other 55" panel that I got. hooking up a gigabyte box pc to the back and a kinect on top. Testing between the 2 panels and hopefully can get a good enough result from the tv panel + PC because its a quarter of the cost and I have to buy 3 more setups for an event so would save me shitloads going with the other panels. but I figured I would just buy both because I will never get another chance to hide a surface hub in a client expense for a project hah

jaunty shell
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ah yes, the little gigabyte/zotac mini pcs are handy af

pearl tangle
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yeah it seems like it should be good enough to handle the kinect v2 and fit inside the screen housing easily enough

jaunty shell
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I've covered two brands of laptops in my custom sheet for now, and my god some laptops have weird specs

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a 1080sli with an 18" 1080p 60hz NON gsync screen ?

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what a waste of power ๐Ÿค”

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I mean I know these are mainly for VR, but still

pearl tangle
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yeah the new asus 1 has 1080 sli and 4 m2 drives in raid 0 and the water cooling dock

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that thing is insane

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they have another 1080 sli machine too thats $4k

jaunty shell
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and the sli only works when docked too

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found a 21" acer laptop with sli'd 1080

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10kโ‚ฌ ๐Ÿ˜‚

pearl tangle
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hah yeah you can never move the damn thing. I have the asus gx700 watercooled 1 which had the full desktop 980 in it. dock barely got used but was handy to have for rendering stuff and demoing when we first got it

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1070 laptop though outperforms it by a lot

jaunty shell
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๐Ÿ˜ƒ

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so, how ?

pearl tangle
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its a plugin for unreal engine. Takes a bunch of screenshots pretty much but it's like taking a screenshot from a bunch of locations 10cm apart within a 1m cube

jaunty shell
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lightfield then ? kinda ๐Ÿค”

pearl tangle
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yeah thats the idea. they just figured out a better way to package it essentially

jaunty shell
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oh well, nothing to get hyper hyped about then

pearl tangle
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well it's a good way to run way higher detail stuff on mobile VR at least. will tie back in with the new daydream with the tango stuff in it

wicked oak
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lightfield

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it could be awesome for a static wave shooter

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you then composite the dynamic objects on top

pearl tangle
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yeah could work well for the standing only VR type stuff actually

wintry escarp
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its not realtime conversion is it, I thought it baked out a low poly version of the scene

pearl tangle
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yeah. bakes it out low poly but high detail

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so you can run much higher quality looking stuff with bits of head tracking and interactivity as opposed to 360 video which cant have head tracking or interactivity

clever sky
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Well, if it works it works.

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Promising stuff for VR.

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Will make for some sick arch viz demos too.

pearl tangle
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i wouldn't say it suits that so much since its standing only

clever sky
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Should support node based teleportation too.

pearl tangle
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well you could do some different areas i suppose

clever sky
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Or a tightly restricted nav mesh.

pearl tangle
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yeah depends on what you are trying to achieve

clever sky
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So it's a poly set that they generate.

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But then render light field textures on top of it?

pearl tangle
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you know the output you get from a kinect depth scan where you can see the 3D object from that fixed perspective then everything else gets shadows from the front of it?

clever sky
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Yeah.

pearl tangle
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Thats pretty much how that works, it does a depth scan of the scene and puts the stuff onto flat planes in different spots around the scene

clever sky
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But then you can have some accurate positional tracking within a limited space?

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Or am I misunderstanding that?

pearl tangle
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like that

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then i move the camera around a bit and capture a slightly different angle and then you piece the 2 together

clever sky
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Ah

pearl tangle
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do that every 10cm apart across 1m and you get a fair amount of the shadow filled in

clever sky
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Clever.

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Wonder how much a real camera array like that would cost ๐Ÿ˜›

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Is that a 1m x 1m plane?

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Or just a 1m line with 10 cameras?

pearl tangle
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the facebook 1 with 24 cameras does exactly that

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the 1m thing is how the lytro 1 was physically setup

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1mx1m

clever sky
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Huge

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Still.

pearl tangle
clever sky
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Could potentially make an old school VR adventure game for mobile with that ๐Ÿ˜›

jaunty shell
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ah, we had a similar setup for lightfield at technicolor

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16*16 cameras I think

tired tree
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Old school adventure room exploration games have a lot of potential in vr

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haven't really seen a dedicated one in the works yet though sadly

jaunty shell
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Call of the starseed ? Kinda

pearl tangle
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it was part way there

tired tree
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I actually want to see some VR adventure games using pixel art style assets in VR

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i love alternative artstyles in VR, its more otherwordly

clever sky
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@tired tree do you mean like Compound or do you mean like Out of Ammo? Or perhaps some weird billboard based pixel sprites?

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Like Quell 4D

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Only with pixel art instead of vector art.

tired tree
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closer to compound but with more arty graphics

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imagine the old color index water flow effect in VR...

mighty carbon
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Quake ?

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(with software renderer)

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@tired tree ^^ ?

tired tree
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why? can be done with any new age engine too

mighty carbon
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no, I mean the look

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"imagine the old color index water flow effect in VR" << Quake or even Doom/Heretic/Hexen come to mind

tired tree
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oh yeah they had it

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though not quite as nice as dedicated adventure games did it

clever sky
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Some MotoGP star died.

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In a bike accident.

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In a bicycling accident.

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Damn that's irony.

mighty carbon
mighty carbon
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they are working on 360 deg. tracking with 2 sensors

pearl tangle
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I wonder why it doesn't perform very well with the 2 cameras to be honest. technically it should be possible with it, guess their algorithm really needs the 2 cameras to see the object at the same time to calculate the position

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did you end up getting a third camera with yours @mighty carbon ?

mighty carbon
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nah, I decided to wait

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(plus I don't really have enough physical space for room-scale setup)

pearl tangle
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even for standing stuff it's much more comfortably having 360 capability. I have been playing all robo recall with my vive instead of rift just because of that. although it works much better with the touch controllers

clever sky
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Robo Recall really makes that 360 teleportation work.

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It works so well it makes fixed direction teleportation feel archaic.

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It works so well I've adopted the mechanic in my own system

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Well... really I've just kept their rotation mechanic from the template

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But made it work ๐Ÿ˜›

pearl tangle
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yeah i couldn't handle the wasting time screwing around with the joystick to get the direction right and then having to teleport for every single thing since I can't even turn around and shoot the robot who is punching me in the back

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even the dev's at Epic prefered playing it with the vive hah

clever sky
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But it's in a good place now ๐Ÿ˜›

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You can turn physically and you can teleport turn

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Just like it should be!

pearl tangle
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if you have 3 cameras

clever sky
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Yes. Well, 2 camera people don't matter to me ๐Ÿ˜›

mighty carbon
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you'd be surprised to find out that a lot of Rift owners have 2 cameras

clever sky
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He says defensively ๐Ÿ˜ƒ

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Nah, my stuff caters perfectly well to 2 camera users.

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Front facing users I call them

mighty carbon
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I am one ๐Ÿ˜‰

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tracking works fine on maybe 220 deg. arc

primal sky
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i still dont understand such a huge limitation on the device.. our vives at our studio work great.. have no issues.. i dont get it!

clever sky
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@primal sky don't get what?

primal sky
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That occulous was planned that way. Honestly I was a bit stunned when I realized.. it seems so counter to VR premise

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Not having 360

mighty carbon
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one step at a time @primal sky

clever sky
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@primal sky Yeah... they really ballsed their early pre-launch interest through their feet dragging on the controllers

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and the camera tech

deft badge
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Howdy all

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Question: I'm doing Motion controller recording and playback to capture a players experience in VR

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All that works, cept

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Is there any way to call (simulate) a motion controller trigger pressed event?

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In one early project, we have a bunch of these event handlers sprinkled around

primal sky
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@mighty carbon thats fair. just seems a very obvious gaffe

fresh laurel
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The rift will be replaced in 2 years

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I expect numerous price drops

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over that time period

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The tech is already outdated

real needle
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@deft badge I would just add a custom event that triggers the same logic, and instead of calling "simulate motion controller input-event" just call the custom one

deft badge
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Hey man, thanks, thats what I ended up doing

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Hows things?

real needle
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They're busy I took a weekend job to make the bills happen but I'm planning to release the multiplayer by the steam summer sale next month ๐Ÿ˜ƒ

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I'm doing daily playtests and you're more than welcome to join, anyone here is

deft badge
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Congrats on the upcoming release (not the weekend job)

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I'd be happy to play test mate

real needle
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Where are you located?

deft badge
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Sydney Aus

real needle
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We have another aussie playing with us

deft badge
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I'm sorry to hear that

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๐Ÿ˜„

real needle
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xD

deft badge
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Is it the Zap meister?

real needle
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He's having some latency issues depending on who's hosting over here

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Nope, he can't join for shit!

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His connection just drops out immediately

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We tried a long time ago

deft badge
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yeah, we barely have running water here

real needle
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Our guy in Brisbane can play well though

deft badge
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1st world country my ass

real needle
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Even VOIP stays stable up to a certain amount of players

deft badge
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Well, if you need another tester, just say the word

real needle
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That'd be cool you're in a timezone that fits well with me lol

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I'm about to head home for the day but by the end of this week + the weekend we'll be playing quite a bit

deft badge
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I'll be around

real needle
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I might throw up a bunch of keys on the forums, we've scheduled daily playtests at 8pm pacific time and would be fun to get some feedback when several ppl + servers are playing

pearl tangle
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which 1 is that for @real needle the nest?

real needle
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Yeh ๐Ÿ˜ƒ

pearl tangle
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hows that 1 going, still getting any ongoing sales?

real needle
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Yes but not many, which I don't mind because I haven't been able to patch small pieces of content because of the major overhaul for multiplayer/co-op

pearl tangle
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I think people expect too much from developers in the way of updates and patches and whatnot. I still assume that whatever I bought at the time is what it is going to be unless its early access

real needle
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I also don't think most of them know that I'm the only dev on the project :b

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I did get sad from some of the reviews saying "they took the money and abandoned the project"

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It's hard to communicate, and to stay on top of it

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Time to grab some grub, it's 2am here after all

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Has anyone used lens matched shading in combination with temporal anti aliasing?
Just doing vr.LensMatchedShadingRendering 1 results in a lot of artifacts unless I disable TAA.

wicked oak
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@real needle what GPU?

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LMS only works for 1070-1080-1060

real needle
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1070

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lms seems to work, but it looks strange when combined with taa

wicked oak
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uhm, i think it worked.. Anyay, its possible the TAA doesnt work well due to how it does it

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what about forward + msaa?

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does it work with LMS?

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given the way LMS improved, i just bruteforced resolution

real needle
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disable taa and up the resolution?

jaunty shell
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@real needle I can run a quick test if you want

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are you using forward or deferred ?

real needle
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deferred

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I guess I should try forward, but right now I would just like to get my current project a bit faster ๐Ÿ˜ƒ

jaunty shell
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forward + msaa looks really good

real needle
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with lms?

jaunty shell
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LMS doesn't change much visually

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unless you really stretch your eyes out

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it fucks up some shaders and post processes though

real needle
jaunty shell
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yeah, its still the case

real needle
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is that forward?

jaunty shell
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forward + raytraced shadows

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But I noticed shadows being cut (not garbled like the previous screenshot) in the highest levels of LMS with classic shadows

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also, debug lines aren't rendering properly

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have you tried MultiRes ?

real needle
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i get the same artifacts with multires

wicked oak
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the issue is that LMS renders a distorted view

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so postprocessing needs to hav that in mind

jaunty shell
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TXAA doesn't really look sharp with VR anyways :p

wicked oak
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it does if you use it alongside moar resolution

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wich LMS lets you do

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due to 30-40% performance improvement

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so you just go to 150 screen percentage and add TAA

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and now it looks super smooth

jaunty shell
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hmm, still looks blurry with bumped up screenpercentage

real needle
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if I enable TAA with LMS I can see the temporal jittering

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@wicked oak didn't you see any of that with lms and taa?

jaunty shell
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Only problem I have with MSAA is this shimmering around objects close to transparent surfaces

real needle
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I guess I should try forward and see if it solves my problems

jaunty shell
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yeah worth a shot ๐Ÿ˜ƒ

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btw that new slider for SS in the steamVR settings is neatsauce

real needle
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better than r.screenpercentage?

jaunty shell
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good question

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gonna run some tests

real needle
jaunty shell
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getting a warning while compiling

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is LMS/MultiRes 32 bits only ?

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UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.23-09.31.29:250][ 0]LogShaderCompilers:Warning: SinglePassStereo is not supported on this platform.
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.23-09.31.29:251][ 0]LogShaderCompilers:Warning: MultiRes rendering is not supported on this platform.

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getting that a lot

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not as errors tho

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right I have a packaged build ready, gonna run a few tests now

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do you guys have any SS values requests ?

real needle
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i'm running lms/multires on 64 bit

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doesn't lms have its own screenpercentage thing going

wintry escarp
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isn't all win10 64bit and all new cpus?

real needle
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are you compiling for SM4 support?

jaunty shell
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think so

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engine defaults

real needle
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needs to be SM5 for multires I think

jaunty shell
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hmm

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I'll get the build log and check

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nah its SM5

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multires is working well

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all's good

granite eagle
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Hey, has anyone released a VR game or raised money on Kickstarter?

wicked oak
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yes/no

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forget about kickstarter this days

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the time where lots of things got funded is over

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only true nostalgia or massive hype can fund anything

granite eagle
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I guess I need to create massive hype then ๐Ÿ˜“

wicked oak
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if you need to ask you cant do it

jaunty shell
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right, sooo the supersampling in steamVR settings does nothing at all in UE4

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be it at 0.6x or 5x, same visually, same performance

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I restarted steamVR each time to be sure

pearl tangle
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so it doesn't override it?

jaunty shell
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not for UE4 at least

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works as intended in the SteamVR Home

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the color picker from SteamVR Home works pretty well btw, I'm stea... borrowing that idea for sure :p

pearl tangle
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on the little spray can thing?

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I don't know why you can't place launchers for apps around inside the home or use the big ass screen to view your stuff though. rather silly to still need to jump back into the pop up

jaunty shell
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nah the color picker you use when spawning stuff

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looks exactly like this

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inner area of the trackpad is for SB, outer area for Hue

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simple but efficient

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need to find a way to get radial angle instead of XY finger position

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oh wow, rama made a widget out of the editor color picker

real needle
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tested nvidias vr funhouse which seems to use deferred and multires. and that works. but that is ue 4.11

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perhaps multires and taa has stopped working between 4.11 and 4.15

jaunty shell
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Rama's color picker in action in VR ๐Ÿ˜ƒ

wicked oak
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we already shittalked that one to death in #lounge

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it looks like a scam

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you get real money back from referrals

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and that team cant make an mmo like they want to.

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and the owner has been involved on SEVERAL pyramidal schemes

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and their footage is half marketplace assets

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mashed together in a sloppy way

mighty carbon
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I meant the visuals

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I didn't even look into the details about the game itself

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I am not really big on MMO

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but in VR it could be a way different

mighty carbon
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new AI system

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I wonder if it's any better than the other one

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mighty carbon
waxen flare
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How do I go about placing a VR pawn on a moving platform? I'd like to maintain walking / motion controller abilities

wicked oak
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if youuse a Character with character movement component (needs workarounds) you can use the built in stuff for that

waxen flare
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That sounds like overkill and also like it could lead to things breaking.

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I was hoping for something simpler like attaching the pawn to the platform. But it seems to produce an error.

wicked oak
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you can do that

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just fine

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do a downward trace, parent yourself to that

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or just store the object AND its transform

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if you find that is the same object as last frame, but the transform is different, then offset the pawn

waxen flare
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That technique sounds perfect thank you :)

tired tree
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thats how the character movement components do it in the first place

waxen flare
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And works perfectly btw!

granite eagle
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guys I need some help. I'm working on a FPS for VR.I have pawn control rot (enabled) and lock to HMD (disabled).
It works well except when I arm moving the headset moves the aim. I want to be able to aim and use a controller while the HMD moves free of the aim controls.

glossy agate
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@granite eagle sounds like you would need to do something like use an extra component that the right thumb stick rotates and you would fire off that. Problem I see though is you would lose yaw turning unless you were using an Xbox controller and a 360 setup. If it's a flying game though you could set it up like eve Valkyrie which is similar to what I described.

real badge
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Just use the forward vector from the controller rather than the camera

glossy agate
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Sounds like he's not using motion controllers though

clever sky
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@pearl tangle what's the gist? they're using 2 LCD layers and using an interference pattern that combines to form a variable focus image?

pearl tangle
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haven't had a chance to go through the whole thing yet to figure it out but looked cool

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i have the gx700, previous version of this. They have definitely beefed it up quite a bit

jaunty shell
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good morning !

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@pearl tangle oh hey, its that watercooled laptop !

glossy agate
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Anyone here willing to look at my log files on a failed 4.15 build? I have been trying to make work for about 6.5 hours and I'm at a loss.

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It's for my project I'm supposed to release Thursday haha

jaunty shell
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@glossy agate not much knowledgeable with builds but I'll do my best, can you paste it somewhere ?

glossy agate
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Awesome, I'll dm it to you. Thanks!

jaunty shell
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๐Ÿ‘Œ

deft badge
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Send it over @glossy agate I'll take a look

jaunty shell
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@deft badge he went to bed :p

deft badge
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K. Did he send you the logs? Did you guys figure it out?

jaunty shell
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there was an "error C2001 :
newline in constant" problem in his log

deft badge
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Solved or no?

jaunty shell
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no idea, he went to bed without reporting back

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he also used a onedrive folder for his project

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could be nothing, but I suggested him to move it to a normal folder

deft badge
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C++ project I assume.

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Was there a line number?

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That error happens when there is something like '' in code, or ""

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oops, discord reformatted that

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'\' or "\"

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He'll most likely need to do '\\' or "\\"

granite eagle
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@glossy agate @Shirk#7842 Yeah I'm just using a controller/keyboard setup. I'll give your suggestion a go.

jaunty shell
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@deft badge apparently the header that caused the error was empty, just a class declaration

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most likely not the cause of the error :/

mighty carbon
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Cool, but 1. It's not stereo, 2. 30 fps only, 3. What about ambisonic sound?!

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Also wonder if it stitches correctly

granite eagle
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Can I get some VR dev opinions on my VR marketplace site ( http://xaxisvr.com/ )? Originally my intention was to start a free marketplace for devs to list there games/demos. I'm not sure if there's really a demand for this platform at the moment. Do you think dev's would use it?

dusk vigil
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@granite eagle It's really hard to get solid ground as a distribution site. WearVR, Itch, GreenmanGaming already cater to indies. Playfield tried to position themselves as a new marketplace, spent millions on it and bombed... It's pretty tough

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The extra hassle for a developer to spread out to other sites, update builds and so forth is not really worth it I think.

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Itch is great for works in progress, getting your stuff out there before hitting Steam

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Plus the fact Steam still has an open door for even the crummiest VR games

granite eagle
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Yeah I just had a look at Itch and it's got a lot of projects which is a big headstart. To bad because I prefer my sites look and feel. I assumed Steam had a high barrier to entry, if that's not the case I might aswell change plans for XAXISvr

mighty carbon
mighty carbon
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"New: Distance Field Lighting Optimizations" << can we use it in desktop VR now?

tired tree
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you mean mobile?

vagrant mantle
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Handle ropes,in vr, is it possible?

dusk vigil
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Sure it's possible. The default PhysX ropes can be a bit janky at times though

mighty carbon
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@tired tree nah, I mean desktop

mighty carbon
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"Direct multiview is now supported for Samsung Gear VR, removing an extra render target and full screen copy when using mobile multiview which improves overall performance and reduces memory usage.

Monoscopic far field can now be used with multiview enabled on Gear VR ensuring the stereo rendering portion of your scene is rendered optimally."

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lovely !

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except last time I tested it didn't work in my project ๐Ÿ˜ฆ

dusk vigil
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I don't think Unreal has any money problems, being owned by TenCent

tired tree
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why would an investment have any thing to do with DLC for RR...

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Also did you test monoscopic on 4.16?

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that line literally says it didn't work until 4.16

wicked oak
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epic games doesnt need that knd of investment, tencent already supports them i think

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and people still buy unreal engine pro license

mighty carbon
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@tired tree $$ to hire more people to work on non-engine projects. Yeah, I tested mono in 4.15.. Now I have to wait for FMOD to release (at least on their github) 4.16-compatible plugin so I can move to 4.16

glossy agate
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Have you tried the new steam audio integration, is it pretty good?

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Compared to FMOD

mighty carbon
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it's not ready yet

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Valve said 4.17 is when it will be production ready

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plus I haven't started on my desktop VR port, so I don't really want to delve into uncharted territory yet

full junco
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strange feeling that a new engine version is released and I don't even care about it because I will stay on 4.15

deft badge
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Why?

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@full junco I mean, any particular reason?

pearl tangle
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anybody tried implementing fullbody tracking on the spline IK solver?

mighty carbon
full junco
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@deft badge just that I have a lot of engine changes I did in 4.15 where porting them to 4.16 would be a lot of work, and I don't want to spend a lot of time with that since I want to release my game soon

mighty carbon
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but 4.16 has VR audio and other goodies

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(unless your game is for deaf gamers)

sturdy coral
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@full junco didn't you need this one:

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  • The left eye is used when selecting LODs to avoid selecting two separate LOD levels when rendering in stereo.
full junco
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@mighty carbon like you often said now, the steam audio stuff from 4.16 is experimental and not production ready, so I don't need that. oculus HRTF sounds perfect

mighty carbon
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how do you do Oculus HRTF on Vive ?

sturdy coral
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this one is probably worth merging too, I never understood their explanation for why low-latency mode on the controllers caused jitter, and I couldn't reliably reproduce it.. must have been this bug:

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  • Bugfix: Fixed threading issue with motion controller tracking that caused controller motion pops. This problem manifested intermittently.
full junco
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@sturdy coral I applied that LOD eye issue immedietaly when it hit master, and it didn't fix HISMCs, so I also fixed that myself

sturdy coral
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ah

full junco
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@mighty carbon the oculus HRTF is platform independent. well, might only work on windows, but HMD doesn't matter. it also works without VR

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@sturdy coral hm, didn't see that motion controller one

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when was it merged into master?

sturdy coral
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not sure

mighty carbon
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oh, nice @full junco I didn't know that

full junco
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@mighty carbon I told you already quite a while ago

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and you always insisted on that oculus HRTF doesn't even exist ๐Ÿ˜›

sturdy coral
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this change looked nice too: New: Added LOD Distance Factor to Scene Capture Component, which can be used to make scene captures and planar reflections much cheaper to render if the scene has good LODs setup.

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if it works with HLOD could let scene captures render with a lot less draw calls

mighty carbon
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@full junco it doesn't. It's called Oculus Audio SDK ๐Ÿ˜‰ I assume it's built into UE4 (for desktop VR).

full junco
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I never said the real name is exactly "oculus hrtf"

pearl tangle
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its part of their plugin

full junco
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but its the best way to describe it

deft badge
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"it also works without VR" ?

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How does it know your ear position?

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oh

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Of course

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The camera

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is smart

sturdy coral
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@deft badge yeah, there is also a way in the player controller

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to override listener position

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useful in 2d if you have a game with a camera that is far away

full junco
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@mighty carbon its just called HRTF in UE4, and its from the oculus plugin, so its easiest to just call it "oculus hrtf":

deft badge
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I use the HTRF Spatialization in our VR project

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It wook a lil bit of getting used to, but now I have it working quite well

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I did the test where you ask a user to face the direction of a particular noise

full junco
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@sturdy coral I don't have scene captures, so I don't need that change you mentioned

sturdy coral
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@mighty carbon even if oculus hrtf isn't the right thing to call it, it isn't like oculus hrtf ambiguous, there isn't some other hrtf made by oculus

glossy agate
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John is your game coming out this month still?

sturdy coral
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(unless there is something different for gear)

pearl tangle
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it works fairly well though regardless

full junco
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@glossy agate well, I don't like to think so far into the future, but based on the past I would say its unlikely that I get it released this month. would be nice though

pearl tangle
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very keen to spend some more time playing with the steam audio stuff though

granite jacinth
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Heard the steam audio was better than Oculus HRTF

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But who knows.

glossy agate
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Yeah the steam audio is gonna be dope

pearl tangle
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yeah it handles all the sound bouncing and whatnot that the other stuff doesn't

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nvidia has the same stuff that you can utilize too

glossy agate
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It's supposed to be way better. I guess the oculus one kind of fakes it using tricks.

sturdy coral
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in the preview thread they said there was some packaging error with steamvr audio that might not get fixed until 4.17

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but they may have updated since I read that

glossy agate
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Pavlov seems like it has a pretty good system. It's ue4 but I don't know what he used.

pearl tangle
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the oculus 1 doesn't attempt to do occlusion and sound propogation, it just uses the time of flight stuff im pretty sure

sturdy coral
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pavlov seems to just be unreals built in occlusion with oculus hrtf too

glossy agate
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Yeah that's what I heard, like a hit box on your head for the stereo sound

sturdy coral
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if a sound gets blocked it just does some attenuation and can be set to more strongly attenuate higher frequencies, so it sounds muffled

glossy agate
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Yeah that sounds like Pavlov then

pearl tangle
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so it is doing a trace from the sound source to the users head?

sturdy coral
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yeah the voices sound muffled even if you are through a thick concrete wall where you shouldn't hear them at all

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yeah I think it is just a single trace and doesn't look at physical materials or anything

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steam audio is supposed to do bounces and be based on some material tagging

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and then the other main thing it has is supposed to be baking

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if a sound is in one stationary place

tired tree
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The motion controller thread access blocking isn't really the main issue with the late updates, the main issue is that it breaks down at high actor velocities

glossy agate
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If we can get what onward has that would be perfect. Not sure if it's fmod or what

sturdy coral
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all the bounces and occlusion info can be baked and be cheaper

tired tree
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its a nice fix of course, was implemented kind of silly before

sturdy coral
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I heard steam audio was in onward now but I haven't played in a while

tired tree
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I went back to onward recently to check out their progress...was really disapointed, 90% of the interaction failures I remembered are still there

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assumed it would have been cleaned up by now

sturdy coral
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I had heard pavlov was much more streamlined but it seemed very similar

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only main difference was the respawn rate

mighty carbon
glossy agate
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It's like an old car, you gotta learn her quirks to get gud haha

sturdy coral
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@mighty carbon not true, the oculus hrtf is part of the oculus audio plugin

tired tree
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i played it a decent amount, the game is still ok, its just the clunkyness that doesn't have to be there should be fixed

sturdy coral
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you can use it without the oculus rift plugin

glossy agate
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Similar game but way different gameplay style

sturdy coral
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yeah, just I thought they would have some more arcady reloading mechanics and stuff from what I heard about it

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and that it would be more like CoD compared to arma

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there are some time to kill differences and stuff but overall just the character movement and gun feeling seemed very very similar

tired tree
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you missed the big one though charles "Steam SDK updated to 1.39"

sturdy coral
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ah yeah, I saw that, I didn't know what all is new

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it mentioned steam controller stuff

glossy agate
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It's usually a free for all mess. But they do have the rust COD map now. Someone built it in workshop.

tired tree
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Can finally stop manually loading the OpenVR dlls and actually just call the functions directly now....finally

sturdy coral
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awesome

full junco
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@tired tree is the controller fix worth merging? I dont think I ever noticed controller issues

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do you know in which commit it was added to master?

tired tree
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the controller fix is a race condition

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it only caused issues when the threads accessed it at the same time

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but its a 3 line fix

full junco
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which threads? GT and RT?

tired tree
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yeah

sturdy coral
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was it just getting like only part of the vectors at once?

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since they are bigger than a word

full junco
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since you know its 3 lines you probably know which lines?

tired tree
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yup

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sec

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.h

protected:
//~ Begin UActorComponent Interface.
virtual void SendRenderTransform_Concurrent() override;
//~ End UActorComponent Interface.

FTransform RenderThreadRelativeTransform;
FVector RenderThreadComponentScale;
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.cpp

void UGripMotionControllerComponent::SendRenderTransform_Concurrent()
{
RenderThreadRelativeTransform = GetRelativeTransform();
RenderThreadComponentScale = GetComponentScale();
Super::SendRenderTransform_Concurrent();
}

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then in prerender

    FTransform OldLocalToWorldTransform = MotionControllerComponent->CalcNewComponentToWorld(MotionControllerComponent->RenderThreadRelativeTransform/*MotionControllerComponent->GetRelativeTransform()*/);
    FTransform NewLocalToWorldTransform = MotionControllerComponent->CalcNewComponentToWorld(FTransform(Orientation, Position, MotionControllerComponent->RenderThreadComponentScale));
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you use the new ones

full junco
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I don't have any UGripMotionControllerComponent::SendRenderTransform_Concurrent in my code

tired tree
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have to add it

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ofc, not Grip motion

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just motioncontroller

full junco
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can't you link the commit?

tired tree
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ummmmmm

full junco
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copying from discord isn't really what I consider nice ๐Ÿ˜„

sturdy coral
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do a blame on github

tired tree
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pretty sure it was part of a large merge

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I tracked it down during a bunch of other comparisons

sturdy coral
tired tree
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yeah

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think that one also contains some of their interface changes too

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you'll have to ignore those

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it got changed in 4.16

full junco
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ah that horrible merge

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from june 2016 to april 2017 all VR stuff in one commit

sturdy coral
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hah guess it was the robo recall merge?

full junco
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@tired tree which file is the stuff in?

tired tree
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motioncontrollercomponent.h

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and .cpp

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only the lines in pre-render and that new function /two variables

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ignore all of the world scale stuff

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OHFFS

full junco
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thanks

tired tree
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the debug rendering issue i reported didn't get fixed before release

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they accepted that shit a week ago.....

sturdy coral
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accepted the answer or a pull request?

tired tree
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assuming that means that the physics replication is borked still too

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they reproduced it on their end

sturdy coral
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is it all debug rendering? I think I heard you mention it one of your youtube videos but can't remember the details

tired tree
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think it effects something else too

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but mainly debug objects

sturdy coral
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that sucks since 4.16 was all about testing shit in VR with adding simulate and stuff

tired tree
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my editor keeps turning on vreditor mode randomly too

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wasn't doing this in previews

glossy agate
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getting forced now. Like a windows update

full junco
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theres actually 1 really annoying bug in 4.15, but it isn't fixed in 4.16 either. navmesh is broken with world origin shifting

pearl tangle
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Even when you recalculate?

mighty carbon
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fucking UE4... 4.15.3 fucked up my static meshes with LODs ๐Ÿ˜ฆ

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๐Ÿ™€ ๐Ÿ˜ค ๐Ÿ˜ญ

full junco
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@pearl tangle yeah

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@mighty carbon how?

mighty carbon
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When I load LODs, they don't render, unless I force reduction using settings

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which I fine if I am generating LODs from Base LOD, but I am not - I already have pre-generated LOD meshes

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and then if I put triangles count to 0 in LOD1, for example, the LOD gets removed automatically. Then if I load my LOD again - it renders! But, doing the same trick to the next LOD crashes UE4

full junco
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hm, ok

mighty carbon
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so, essentially, I can't make Gear VR project without my pre-built LODs

full junco
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then you should move back to 4.15.2

mighty carbon
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the same issue

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I worked in 4.13 or 4.12

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and I didn't need to update the terrain mesh

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now I do, and now the issue popped up

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and if Epic acknowledges it, it won't be fixed until 4.17 or even later

sharp flame
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hi guys, is there a way of getting a screenspace rendertarget to work in vr? It currently seems to render 2 different images displayed on each eye, but they are in a way not configured right and overlap eachother when applied to an object. This would be for a portal btw.

sharp flame
real needle
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Does someone know or work with the Path Follow Plugin ?

wintry escarp
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if they've broken it then it should be easy to spot where the problem is, hotfix might do it

cold siren
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Hey Guys, any one here can lend a hand with profiling my simple scene?

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for some reason my dynamic basepass is taking many ms but I have no dynamic lights in my scene\

mighty carbon
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Alright, the issue was with Intermediate/Saved folders in the project. I deleted those and now LODs can be loaded properly.

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However, now that screen size values for LOD distance are from 0 to 1, it doesn't quite work as efficiently as the old system :(

native cedar
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anyone had any luck with leap gesture events?

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I have a vive + leap setup and working and trying to get when the player does the circle gesture

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but I don't know what is responsible of that event and where it is called

mighty carbon
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http://www.moguravr.com/htc-link/ << going to be phone-powered apparently

MoguraVR

HTC NIPPONๆ ชๅผไผš็คพใฏ25ๆ—ฅใ€ใ‚นใƒžใƒผใƒˆใƒ•ใ‚ฉใƒณๆŽฅ็ถšใ—ใฆไฝฟ็”จใ™ใ‚‹ๆ–ฐๅž‹ใƒขใƒใ‚คใƒซๅ‘ใ‘VRใƒ‡ใƒใ‚คใ‚นใ€ŒLINKใ€ใ‚’็™บ่กจใ—ใพใ—ใŸใ€‚ๅŒ็คพใฎใƒใ‚คใ‚จใƒณใƒ‰VRใƒ‡ใƒใ‚คใ‚นใ€ŒHTC Viveใ€ใจๅŒใ˜ใใ€VRๅ†…ใงๅ‹•ใๅ›žใ‚Œใ‚‹ๆ€ง่ƒฝ๏ผˆ6DoF๏ผ‰ใ‚’ๆฅฝใ—ใ‚ใ‚‹็ซฏๆœซใจใชใฃใฆใ„ใ‚‹ใจใฎใ“ใจใ€‚ ไฝฟ็”จๆ–นๅผใจใ—ใฆใฏใ‚ตใƒ ใ‚นใƒณใฎใ€ŒGear VRใ€ใชใฉใจๅŒใ˜ใใ€ใ‚นใƒžใƒผใƒˆใƒ•ใ‚ฉใƒณใ‚’VRใƒ‡ใƒใ‚คใ‚นใซๆŽฅ็ถšใ™ใ‚‹ใ‚‚ใฎใ€‚5ๆœˆ16ๆ—ฅใซ็™บ่กจใ—ใŸHTC็คพใฎใ‚นใƒžใƒผใƒˆใƒ•ใ‚ฉใƒณใ€ŒHTC U11ใ€ใซ USB Type-CใงๆŽฅ็ถšใ™ใ‚‹ใ“ใจใงไฝฟ็”จใงใใพใ™ใ€‚ๅŒๆขฑใฎใ‚ณใƒณใƒˆใƒญใƒผใƒฉใงๆ“ไฝœใ—ใพใ™ใ€‚ใƒˆใƒฉใƒƒใ‚ญใƒณใ‚ฐๆ–นๅผใซ้–ขใ™ใ‚‹่จ˜่ผ‰ใชใฉใฏ็พๅœจ่ฆ‹ๅ—ใ‘ใ‚‰ใ‚Œใšใ€HTC็คพใฎใƒˆใƒฉใƒƒใ‚ญใƒณใ‚ฐๆฉŸๆง‹ใงใ‚ใ‚‹Lighthouseใฎๅฏพๅฟœใชใฉใ‚‚่จ˜่ผ‰ใ•ใ‚Œใฆใ„ใพใ›ใ‚“ใ€‚ ใ‚ณใƒณใƒ†ใƒณใƒ„ใจใ—ใฆใฏใ€ใ“ใ‚ŒใพใงใฎHTC Viveใฎใƒฉใ‚คใƒณใƒŠใƒƒใƒ—ใ‚’้ †ๆฌกใ€ŒLINKใ€ใซๅ‘ใ‘ใฆๅฑ•้–‹ไบˆๅฎšใ€‚HTC U11ใจๅŒๆง˜ใซ้€šไฟกใ‚ญใƒฃใƒชใ‚ขใ‚’้€šใ˜ใฆใฎ่ฒฉๅฃฒ๏ผˆไพกๆ ผๆœชๅฎš๏ผ‰ใ‚’ไบˆๅฎšใ—ใฆใ„ใพใ™ใ€‚ ใ€Žๆ”ปๆฎปๆฉŸๅ‹•้šŠ ARISEใ€ใจใฎใ‚ฟใ‚คใ‚ขใƒƒใƒ—ใ‚‚ ไปŠๅ›žใฎ็™บ่กจใซๅˆใ‚ใ›ใ€ใ€Žๆ”ปๆฎปๆฉŸๅ‹•้šŠ ARISEใ€ใจใฎใ‚ฟใ‚คใ‚ขใƒƒใƒ—ใ‚‚็™บ่กจใ€‚ๆ–ฐ่ฆใซๆใไธ‹ใ‚ใ—ใŸใ€Œๆ”ปๆฎปๆฉŸๅ‹•้šŠ ARISEใ€ใฎใƒกใ‚คใƒณใ‚ญใƒฃใƒฉใ‚ฏใ‚ฟใƒผ่‰่–™็ด ๅญ๏ผˆใใ•ใชใŽ ใ‚‚ใจใ“๏ผ‰ใ€่’ๅทปๅคง่ผ”๏ผˆใ‚ใ‚‰ใพใ ใ ใ„ใ™ใ‘๏ผ‰ใ€ใƒใƒˆใƒผใ€ใƒˆใ‚ฐใ‚ตใฎใ‚คใƒฉใ‚นใƒˆใ‚’็”จใ„ใŸใ‚ญใƒผใƒ“ใ‚ธใƒฅใ‚ขใƒซใ‚’ไฝœๆˆใ—ใ€ใ€ŒHTC U11ใ€ ใชใ‚‰ใณใซใ€ŒLINKใ€ใฎ่ฃฝๅ“็‰นๅพดใ‚’ไผใˆใ‚‹ๅ†…ๅฎนใจใชใฃใฆใ„ใพใ™ใ€‚ ไธŠ่จ˜ใฎใปใ‹ใ€ใ€Œๆ”ปๆฎปๆฉŸๅ‹•้šŠ ARISEใ€ใจใ‚ณใƒฉใƒœใƒฌใƒผใ‚ทใƒงใƒณใ—ใŸใ€ŒHTC U11ใ€็‰น่จญใ‚ฆใ‚งใƒ–ใƒšใƒผใ‚ธใ‚’5ๆœˆ25ๆ—ฅ21 ๆ™‚ใ‚ˆใ‚Š่จญ็ฝฎใ—ใ€ ใ‚ณใƒณใƒ†ใƒณใƒ„ใ‚’้ †ๆฌกๅ…ฌ้–‹ใ€‚ใพใŸใ‚ณใƒณใƒ†ใƒณใƒ„ใฎ๏ผ‘ใคใงใ‚ใ‚‹ใ€ŒHTC U11ร—ๆ”ปๆฎปๆฉŸๅ‹•้šŠ ARISEใ€ใƒ†ใ‚ฃใ‚ถใƒผๅ‹•็”ปใ‚’ใ€6 ๆœˆใ‹ใ‚‰ๅ…ฌ้–‹ใ™ใ‚‹ไบˆๅฎšใ€‚็‰น่จญใ‚ฆใ‚งใƒ–ใƒšใƒผใ‚ธใฎ URL ใฏใ“ใกใ‚‰ใจใชใฃใฆใ„ใพใ™ใ€‚ ใ‚นใƒšใƒƒใ‚ฏ ใƒ˜ใƒƒใƒ‰ใƒžใ‚ฆใƒณใƒ‰ใƒ‡ใ‚ฃใ‚นใƒ—ใƒฌใ‚คใ‚ตใ‚คใ‚บ ็ด„ 197.69mm๏ผˆๅน…๏ผ‰ x 116.61mm๏ผˆ้ซ˜ใ•๏ผ‰ x 167.33 mm๏ผˆๅฅฅ่กŒ๏ผ‰ ใƒ˜ใƒƒใƒ‰ใƒžใ‚ฆใƒณใƒˆใƒ‡ใ‚ฃใ‚นใƒ—ใƒฌใ‚ค้‡้‡ 554g๏ผˆๆšซๅฎšๅ€ค๏ผ‰*USB๏ผˆType-C๏ผ‰Y ใ‚ฑใƒผใƒ–ใƒซๅซใ‚€ ่ฆ–้‡Ž่ง’ ็ด„ 110 ๅบฆ ใƒ˜ใƒƒใƒ‰ใƒžใ‚ฆใƒณใƒˆใƒ‡ใ‚ฃใ‚นใƒ—ใƒฌใ‚คๆญ่ผ‰ใƒใƒƒใƒ†ใƒชใƒผ ็ด„ 2,800mAh ใƒ‡ใ‚ฃใ‚นใƒ—ใƒฌใ‚ค ็ด„ 3.6 ใ‚คใƒณใƒ ใ‚ขใƒขใƒฌใƒƒใƒˆๆถฒๆ™ถ X 2ย (ๅ„ 1080 x 1200 ใƒ”ใ‚ฏใ‚ปใƒซใ€ 90Hz ใƒชใƒ•ใƒฌใƒƒใ‚ทใƒฅใƒฌใƒผใƒˆ) ๅค–้ƒจๆŽฅ็ถš

wintry escarp
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its all gibberish

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someone with money should do a phone with displayport or usbc video, so a phone can be used as desktop vr as well as mobile

sturdy coral
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@mighty carbon "toggle H&S warning" is big

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that has been the biggest pain in the ass with devving on rift

pearl tangle
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that came out a couple weeks ago on there right?

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The thing I am trying to do with the rift at the moment is disable the damn menu button

sturdy coral
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I think they started doing a beta branch and it came out in that

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the oculus menu button?

pearl tangle
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yeah

sturdy coral
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for kiosk type use?

pearl tangle
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running an event 1 on the rift. with steam we can just enable arcade mode and it turns it off

sturdy coral
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yeah, I don't think they even license for arcades on rift yet

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my sister's real estate company just bought a shopping mall with some investors and I've been looking into Vr arcades ๐Ÿ˜ƒ

pearl tangle
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it's not for an arcade per se. it's just in steam vr it gives you that option so you can remove the ability for people to accidentily press it, and you can do the playlist stuff and whatnot with it too

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im going to be running 1 of the things we built for a client with the vive tracker in a vr arcade here too but keen to setup 1 later on

sturdy coral
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you may have to epoxy a little emergency button flip cover over it

pearl tangle
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more of the warehouse scale type stuff. custom software, custom hardware type arcade rather than just playing steam games

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yeah considered that too. I don't need anybody to touch the joystick or top buttons at all on ours

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was looking at running with steam vr instead of the oculus stuff and that might do it better

sturdy coral
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yeah

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you could get some matching black gaffer tape and tape a thin peice of plastic or wood over it, but I bet someone would peel it off

pearl tangle
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hah yeah not so great for dozens of people to go through thats for sure

sturdy coral
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ooo this is cool:

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Exposed PhysX enhanced determinism mode using the compiler flag PHYSX_ENABLE_ENHANCED_DETERMINISM. This allows local subsets of the PhysX simulation to behave deterministically independent of what is going on elsewhere in the Physics world.

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I wonder what that means exactly, and if you could achieve a lockstep network model now

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another from the 4.16 changelog I see:

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Whitelisted SteamVR plugin for Linux so SteamVR Blueprint functions are always available, even if stubbed.

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is it possible to do that on windows? I heard Oculus will reject you if you have any trace of the steamvr plugin and didn't know there was a way to automatically stub blueprint functions when a plugin wasn't loaded

tired tree
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hoooo boy....them enabling adaptive net update frequency by default in 4.16 is going to cause a ton of headaches

sturdy coral
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@tired tree hmm, I haven't used it before, doc on it says "If enabled, update frequency is allowed to ramp down to MinNetUpdateFrequency for an actor when no replicated properties have changed. This is currently controlled by the CVar "net.UseAdaptiveNetUpdateFrequency""

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I thought if no replicated properties changed there wouldn't be an update anyway

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and that update frequency only applied to changed things

tired tree
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it sets the NEXT update to 70% of how long the last took to actually replicate...that or the min frequency

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so the first replication after a change of something dormant will be slooow, unless you set minnetupdate on every actor or forcenetupdate()

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guess its time to start actually setting min net updates on everything

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because the default of 2 times a second.....

sturdy coral
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@tired tree does that 70% stack over time, so it is an exponential decay?

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until the min frequency

tired tree
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it decays over the last time it took to update, but thats "actually update" as in something was good to send

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70% is there so that it can get qucker when things start changing more often

sturdy coral
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oh ok, so it would be an expoential increase when things are changing, not exponential decay when they aren't

tired tree
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the problem is that with say the default 2 times a second, a bReplicateMovement object that is thrown will have the same velocity through-out its air time, and since no relevent variables are changing, it increases its time until next update over and over

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then when it hits something, there is a large delay before the next net update

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so unless you change that minimum 500ms to something like 100ms or less, objects warp around like mad with movement replication and uproperties can get up to a half second delay before they actually replicate a change over

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without the console command the game checks at a constant rate, default 100 times a second. so there is obviously a lot of extra overhead on checking for changed variables, that would be every actor every frame for 90FPS VR

wicked oak
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in case you need it. I managed to add launch options to the game. In my case for a "demo/showroom" mode

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its super easy, you can read the console arguments from anywhere

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i created an empty Entry map, that just loads you into the next map depending on the option

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literally just this:

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        return FName("DemoEntry");
    } ```
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(from a function that returns the name of the level to load next)

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and this on Steam side

sturdy coral
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I would think they would just have a big array of bitfields somewhere where every replicated property &'s its "changed" bit when it gets changed, but maybe that isn't workable

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they do the check for changes all in only a single thread too right?

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I guess some properties get changed and then changed again back to the original value all within the same tick too

tired tree
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they check against a memcpy of the last state with the default DeltaRep

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last repped state that is

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but this is just slowing down how often the checks happen

wicked oak
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that makes complete sense

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you can XOR both of them, and if its not 0 then something changed

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and xor can be a vector instruction and do fat chunks at once, so no performance issue there

tired tree
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You can also figure out which variable changed via is offset in memory

sturdy coral
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for a replicated array are they scanning the whole array if it is still the same size as before?

tired tree
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each element yea

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there is a FastArrayRep option

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where you manually dirty elements

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but that isn;t that useful unless you are repping a large array

sturdy coral
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ah ok

tired tree
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I went through all of the replication code recently when I realized that overriding NetSerialize also causes NetDeltaSerialize default to never be called

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they really do a great job overall

sturdy coral
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I was considering arrays for replicating kinect depth data but then learned there is no compression by default

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and arrays have a really small size limit

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I'm instead just packing it into the voice packet structure

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with some compression

tired tree
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it compressess deltas, you can also just make a struct with a custom net serialize, but yeah that kind of data is better manually compressed

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it only sends 1 bit for bools by default

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and shorts for rotators

sturdy coral
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how does the delta compression work with packet loss? keeping track of the last acknowledged update and delta-ing from that?

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for kinect depth stuff I ended up doing delta compression from just the previous pixel for each pixel in the frame, but I'm not from previous frames, which could probably improve things a good bit

tired tree
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for reliable or unreliable

sturdy coral
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for a property it is always just best effort isn't it? some updates don't make it through

tired tree
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yeah

sturdy coral
tired tree
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i'd have to check again to see if it Acks it

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come to think of it, it must Ack uproperties

sturdy coral
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yeah, I was thinking maybe that min update rate though might be in place instead of acks

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just keeps sending it, but really slow

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err n/m if that is actually just for how frequent to check for updates

tired tree
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that would be problematic with past state checks

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Actor property replication is reliable

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in the docs

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but it will skip in betweens if it changes before a good Ack

dusky moon
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Volumetric Fog looks rad in 4.16 inside VR, Only wish it could support Forward Rendering

wintry escarp
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turns on every new feature full blast on his gtx780

mighty carbon
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Oh, sounds like advancements in forward renderer stopped with RR shipment

full junco
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@dusky moon it doesnt work with forward?

wintry escarp
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is the new sound system a full fm synthesis module?

primal sky
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we released a free soundtrack if someone could test download it that would be very awesome.

mighty carbon
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Screenshots look good

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But why 360 degree requirement?

primal sky
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you can play it without

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but its definitely designed for it. its free

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have a go!

mighty carbon
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Afk right now

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get yourself 1060 ๐Ÿ˜ƒ

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also

dusky moon
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@full junco I get double vision from the volumetric fog in Forward

full junco
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@dusky moon double vision? well I guess its better than float vision

dusky moon
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whats float vision ?! ๐Ÿ˜„

full junco
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probably looks similar to double vision, just less accurate

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I have no idea what you mean with "double vision" ๐Ÿ˜›

dusky moon
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ah I mean , the light rays are a bit off in VR.. it's like the stereoscopic render doesnt properly overlap

full junco
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ah

dusky moon
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Doesn't it look a bit weird in Forward ?! just try it the you know what i mean ๐Ÿ˜„

full junco
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its probably relatively easy to fix then

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I can't use forward

dusky moon
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y ?

full junco
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because I need SSAO

dusky moon
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hmm I see

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I deeply want it's sharpness for text

full junco
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well I would also want that, but SSAO is even more important

dusky moon
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depends on the content ... I stick to deferred in my last project because it's full of foliaged landscape and UI is so minimal.

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in that case deferred looks way better

full junco
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why does deferred look better there?

dusky moon
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because in Nature based environments you want to avoid sharpness and the bluriness of deffered help you to somehow avoid and dissolve the dull foliage in the scene

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take Tree as an example, you really don't need to see it's details and edges accurately

full junco
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I dont really see why less sharp would look better with foliage?

dusky moon
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Well my point refers to AA in this case

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as the edges in foliage like tree / grass / flowers / etc are not needed to be accurately rendered

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And for me , the nature based scenes in VR looks pretty un-natural and dull and I'd rather not to see them sharpley

full junco
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ok

wintry escarp
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motorsep I don't play Japanese games, but breaking the gtx780 is a pain

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that's a definite no rift for me now, I cant afford rift and gpu

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unless older nvidia driver doesn't affect anything else in vr

mighty carbon
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well, you can always get GPU now and Rift later

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or Rift now and new GPU later

mighty carbon
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I think it's safe to say they already failed

odd garnet
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Anyway I can use the botton on the left side of the actual HMD as a in game input button

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@mighty carbon DUDE get elite dangerous instead of Everspace

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it's SO much better

mighty carbon
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aye, thanks

devout fox
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When a widget interaction component hits a HitTestInvisible / SelfHitTestInvisible section of a widget, should it still return a hit? I feel like that's wrong, but wanted to make sure it's not intended use before reporting it.

mighty carbon
quartz bay
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My test suggests that there is no difference in performance between a debug PIE build and a shipping build.

tired tree
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there is

full junco
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you probably tested the "wrong" stuff

tired tree
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least of all the slate rendering for the editor

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and all inline debuggables and STAT sections

full junco
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the source is full of things that are removed in a shipping build, so the CPU has to do a lot less things in shipping

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if you tested in a super GPU limited scenario, you won't see the difference

quartz bay
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yeah, my CPU load is very light, but my GPU is not

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I was hoping I'd get at least an extra millisecond on the GPU by having a shipping build, but it looks like there is no noticeable difference

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do you guys develop for the GearVR and try to get a VR app to not overheat a samsung galaxy S6?

full junco
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I don't

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@mighty carbon is the gearvr guy here

pearl tangle
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the vive link actually looks quite interesting. a mobile headset with proper controllers is a good start

tired tree
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oh gooooooody...steamvr update tanked UE4 vr preview compatibility today

pearl tangle
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anything on gear vr will make it heat up. make sure you have thermal throttling enabled and benchmark against that

thorny niche
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S6 can be NOT overheated lol?

full junco
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@tired tree what?

thorny niche
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It's a pain, really, best tool we've found is GearVR specific nodes for CPU and GPU

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But even them are not a silver bullet

tired tree
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the beta build for steamVR, my vr preview doesn't work with it. Had to rollback

full junco
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ah, beta

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thats fine then ๐Ÿ˜„

tired tree
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most devs are on the beta

full junco
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why?

tired tree
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its has what is coming out next and is early access to new features

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its rarely unstable

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its post alpha

pearl tangle
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actually seems like a lot of misinformatin on the vive link

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the new beta is a pretty big change though

tired tree
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its also what the SteamVR Home is currently on, so will be FAR more people than normal on the beta

full junco
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@tired tree well it feels like the only feature that was ever added was the async reprojection, I cant remember any other new feature in in the last year

tired tree
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vive trackers...were beta access early

full junco
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and that doesn't even work on my GPU

tired tree
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and switched to new designation on beta as well

full junco
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most people dont have trackers though

pearl tangle
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do the trackers show up properly in the new steamvr? They were always just the base mesh before without texture

tired tree
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i'm mainly talking about devs though, and a lot of devsat least want access to the latest openvr code drivers PRIOR to releas

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its how I knew the trackers switched ids and had it patched before it went live after all....

mighty carbon
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solution for Gear VR - make small, short experiences

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leave games for Rift/Vive

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maybe S8 doesn't get as hot as S6/7 ?

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also, they already started working on S9

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So I am guessing by the time I get done with actual game for Rift, I wouldn't have to chop down art assets to get it working on S10/S11 ๐Ÿ˜‚

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lol, I did some voodoo on my terrain and now I have to retrace my steps in order to get improved version into UE4 and have it look identical to original one (plus improvements).. Gee, makes me remember about importance of documenting procedures.

pearl tangle
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they started working on the s9 2 years ago

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the s8 still gets very hot, same as daydream stuff. there is no ventilation on the things so anything that runs them at 100% for more than a couple of seconds at a time is going to cook them

thorny niche
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As far as S6 is still a requirement, performance will be an issue.

#

The biggest throw down recently was Android 7, it literally ruined performance budgets on S6

#
  • vertical tearing appeared, which isn't fixed yet
mighty carbon
#

I am sure it will be fixed when all S6s get Android 7

#

performance isn't going to be fixed though

thorny niche
#

@mighty carbon what tools do you use for performance tests on GearVR?

pearl tangle
#

s6 got android 7 ages ago

thorny niche
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Are UE4's native session frontend logs enough?

#

I mean 'stat start/stop file'

mighty carbon
#

@pearl tangle not in USA on T-Mobile... I still have 6.0.1 and T-Mobile shows N is still in development for S6

pearl tangle
#

wow thats some slow updates. seems like T-Mobile being the holdup there

mighty carbon
#

@thorny niche I use fps counters and start/stop file. And my personal sensation when testing in VR ๐Ÿ˜ƒ

thorny niche
#

Have you shipped something already?

mighty carbon
#

nope

#

still working on it

#

also have load of issues building project for release

#

no problem building dev builds, but some weird errors when building for distribution

thorny niche
#

I see

mighty carbon
#

4.16 might solve all the issues

granite jacinth
#

And introduce new ones

mighty carbon
#

well that too

thorny niche
#

I've seen they mentioned mobile Slate performance increase in 4.16, really looking forward to it

granite jacinth
#

I would be very careful about updating projects from here on out. The QA is getting worse and worse each release since 4.10

mighty carbon
#

but Oculus supposedly is fixing issues I reported when trying to package with their branch. So maybe the'll fix 4.15.3 and I can ship my thing with that.

#

I wonder why QA went downhill

thorny niche
#

Can you guys shed some light on your performance budgets? Drawcalls, tris, shader complexity etc.

mighty carbon
#

for ?

thorny niche
#

GearVR

mighty carbon
#

It's all well outlined on Oculus dev portal

#

well documented

#

(sometimes a bit dated)

full junco
#

@thorny niche creating widgets got faster in 4.16. rendering them didn't I think. so only if you often call CreateWidget() in your code you will see improvements

mighty carbon
#

I think I had fps drop on widget creation in 4.14/4.15

thorny niche
#

Is 2k texture atlas ok for GearVR?

mighty carbon
#

why atlas?

quartz bay
#

The problem is that you have to pass on S6 in order to get published on the oculus store

thorny niche
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to minimize amount of textures and material IDs

quartz bay
#

I had a system where I measure the S6 battery temperature and start turning off scene elements as the temperature increases

#

my game runs fine on my S6 for 15 minutes without overheating, but when oculus goes and tests it, their phone overheats in 5 minutes

#

they claim that they are testing on a brand new phone, and so am I

mighty carbon
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if you have tiling textures, you can't have atlas

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for non-tiling textures, yes, you want to have an atlas

thorny niche
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I understand, non-tiling it is

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@quartz bay my S6 overheats in 15-20 mins of gameplay on approved games from the store, so I believe it varies from device to device

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which complicates development even more

quartz bay
#

yeah ๐Ÿ˜ฆ the hardest part here is that I can't reproduce the results they're getting so I don't know if anything I do fixes the problem they're getting

thorny niche
#

are they kind with feedbacks? I haven't sent them a thing yet.

quartz bay
#

from what I can tell, the feedback appears to be templated or copy/paste responses

thorny niche
#

I see

#

4:20 AM, need to sleep. See ya guys!

quartz bay
#

gnight

pearl tangle
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you can do tiling textures with texture atlas, it just requires a bit more work to get it to happen properly

real needle
#

Is anyone else experiencing frame freeze/steamVR crash/crash log with 3d3 errors since the last steamvr-patch?

#

I also updated nvidia drivers

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"Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')"

mighty carbon
#

@pearl tangle material will be more expensive than drawcalls for individual textures

pearl tangle
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apparently a bug on the new beta

tired tree
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yeah the new beta broke ue4

real needle
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SteamVR or Nvidia? I'm not on the beta branch of SteamVR

tired tree
#

latest nvidia driver also has issues with the engine

#

i had to rollback it last week

#

oh good

#

if you turn off SteamVR Home it will function again for now

real needle
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Home doesn't exist in the "stable" version of SteamVR yet right? I don't see the option for it anyway... I only tried it once

tired tree
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no it doesn't

real needle
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So Nvidia it is then, thanks

lusty ledge
#

anyone having issues with steam audio in 4.16?

#

i can't find half of the settings the documentation refers to

#

notably i've turned on the plugins and added the -audiomixer flag... but i don't see "occlusion plugin" or "reverb plugin" within Attenuation Settings anywhere

pearl tangle
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did you enable those plugins in the plugin browser?

lusty ledge
#

i figured it out - i was setting -audiomixer in the wrong place

#

i've got a more interesting problem now

#

namely, i wanna attach a single phonon probe to a bunch of actors in my level

lusty ledge
#

oof, now i'm salty. it looks like internally there's a PhononProbeComponent, but it's not blueprint spawnable

#

i think it's only ever added through phonon probe volumes

wintry escarp
#

s6 is known to overheat on vr isn't it

thorny niche
#

It is but it's fair to say everything can overheat easily

wintry escarp
#

I heard last night the new NVidia drivers totally breaks vr on gtx780

pearl tangle
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vr should always have been pretty broken on a 780 anyway

granite eagle
#

Has anyone got any tips for drag/dropping an actor into a level from UI using Vive motion controllers

#

I'm interested in a setup similar to the VR version of the editor making is possible to build stuff but in game

safe herald
#

@granite eagle Any specific part of that you're facing trouble with?

#

Seems quite straightforward, you'd record the UI element triggered, register a drag event, maybe spawn a little version of the model on the controller as an indication and then spawn the actor in the world at the coordinates where the user lets go of the drag.

sturdy coral
#

you can look at the VR editor code too to see exactly what they do

granite eagle
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@safe herald I have done any drag and drop and wasn't aware of a dedicated event for it, I'll give it a go.

#

@sturdy coral Yeah earlier in awnserhub I asked if the VR version of the editor could also be used as an ingame mechanic. Will look into it over the weekend. ๐Ÿ˜„

mighty carbon
wintry escarp
#

I wonder why its japan only, that's a tiny market

alpine kiln
#

Maybe to test the idea out.

wintry escarp
#

MS one is north america only

wicked oak
#

damn, the forward renderer gets a massive speedup in ps4

#

and i mean massive

#

i got no AA tho

#

trying to see if ican tell it to use FXAA or temporal

wintry escarp
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working on psvr?

mighty carbon
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@wicked oak with 4.16 ?

wicked oak
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yes

mighty carbon
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what about PC ?

wicked oak
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too many drawcalls

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forward increases quality a lot in my game for msaa, but it increases CPU time a fuckton

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drawcalls in ps4 basically dont have overhead

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they have very small overhead

#

so no issue there

mighty carbon
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well, drawcall depend on content

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PS4 just happens to power through your content

#

there is no magic here, just raw power

wicked oak
#

it would be similar on pc if i could use Vulkan for VR

#

its just that DX11 is slow as balls for drawcalls

#

and i have a lot of drawcalls

tired tree
#

can use vulkan for VR in linux, its in early testing

#

could try using the bridge for windows with some tweaks instead

#

though likely buggy

mighty carbon
#

what stops Epic from going full Vulkan in VR ?

tired tree
#

vulkan is still wip?

mighty carbon
#

i see

undone kite
#

Hey Everyone, Is there a way to have a TFP character and in VR the location of the players head allows the person to move behind the character. Is there documentation or something that goes over how to account for that?

tired tree
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what do you mean move behind? As in re-orient the character to the same facing or as in freewalk behind the character?

undone kite
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The HMD is positioned where che characters eyes would be but if the player sits back in their chair, they would float to behind where the characters head would be making things look weird.

tired tree
#

Then you'll have to run some IK with the head if you want a visible body to the owning client

wicked oak
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you can do what Farpoint does

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it has a fullbody IK

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but that body has no hands and no head

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the hands arent IK

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that way they are more responsive

tired tree
#

head IK honestly is useless in single player

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for VR

wicked oak
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they dont have to lag until the animation system catches up

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and just be attached directly to the controllers

#

farpoint does it for inmersion, that way players are more grounded in the world

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they look down and they see their spacesuit

tired tree
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thats how farpoint handles that?

wicked oak
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yes

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farpoint also works with a gun controller

tired tree
#

feels like the hands would be presence breaking

wicked oak
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no they dont

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its interesting how the hands are detached

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but its a spacesuit

undone kite
#

But if you look down would you not see a neck hole?

wicked oak
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no, due to the IKs

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you see your torso

tired tree
#

if you IK to the neck, you can't look down

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through the neck

wicked oak
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they use that unreal IK plugin

#

i talked with the guys but the console license is hella expensive ๐Ÿ˜ฆ

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few thousand dollars

tired tree
#

for a spine chain he could just use the new solver with 4.16

wicked oak
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not in my budget range

tired tree
#

he said sitting

#

shouldn't need a full solution

wicked oak
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sitting is far easier

#

holy shit halved GPU time on the ps4 forward renderer

tired tree
#

because of vulkan?

wicked oak
#

ps4 has its own api

#

as its for ps4 gpu only, the driver is super super super thin

#

so all driver functions are very fast compared to a PC

tired tree
#

ah, so their own metal

wicked oak
#

lol testing with 180 screen percentage

undone kite
#

I'll probably use the spline solver when we migrate to 4.16 then. (Currently on 4.15)

wicked oak
#

but i dont seem to get antialiasing

#

not even fxaa

tired tree
#

does it have a seperate command? if its using their custom drivers it might have built in AA right?

wicked oak
#

thats what im testing

#

is probably this is on my end

wicked oak
#

becouse its a fucking massive improvement

#

im getting 5-6 ms gpu time on my most complex level

#

down from 8-9

#

i theorized a while ago that forward on ps4 could run hella fast in my game due to the drawcall crunching

#

i was right

thorny niche
#

Is anyone familiar with frame 'prediction time' stuff? Performance wise.

wicked oak
#

update on the ps4 forward. FXAA works, temporal doesnt

#

prediction time of what @thorny niche

thorny niche
#

of a rendered frame I suppose

quartz bay
#

Is there a way to see a breakdown of what everything costs in the basepass of the GPU visualizer?

sturdy coral
#

anyone know how to pull up the oculus performance hud from the console? I wrote it down somewhere but can't find it

#

it was something like "hmd setint perfhud 1"

#

ahh, think I found it, hmd setint PerfHudMode 1

quartz bay
#

Is it possible to turn off all post processing completely?

#

or at least the BokehDOFRecombine, whatever that is?

#

also, does anyone know the GPU performance cost of the volumetric fog in 4.16?

#

is it cheaper or more expensive than exponential height fog?

glossy agate
#

Isnt volumetric fog just a setting in exponential height fog? Im guessing it would cost a bit more for lights.

quartz bay
#

I don't know, I'm still in 4.15.2 and debating whether to upgrade to 4.16

#

if there's a performance boost to framerate, I'll do it

tired tree
#

@wicked oak Nice, FXAA is better than TAA for VR anyway, you are golden then

full junco
tired tree
#

yeah i saw

#

excited about it

#

had to manually copy on module init before to do that

full junco
#

I wonder if that means its enabled on non-PS4 too

mighty carbon
#

what does it even mean?!

#

I've heard that post 4.17 Epic is going to allow rendering plugins, so it will be like Unity

tired tree
#

what?

#

no

#

shader plugins != rendering plugins

#

though its a damn sight better than it was

mighty carbon
#

I see

quartz bay
#

is anyone doing adaptive quality for their graphical settings?

midnight tree
#

question gents, i setup lods for my characters yesterday but it seems that i'm either getting no fps increase or in some cases its even worse. does anybody have an idea what the reason could be? is there any specific guidelines to follow with VR and lods for skeletal meshes? anyhting i might be missing?

real needle
#

@midnight tree Are you sure the meshes are the problem?

midnight tree
#

im working on optimizing the scene a bunch more

#

just learned about static mesh instancing

#

but i tested it on a fairly blank map

#

spawned in 50 enemies without lods

#

then added in lods and did the same test

real needle
#

run "stat scenerendering" in your console

midnight tree
#

got roughly same results sometimes worse

#

yeah i gave that a shot

real needle
#

and "stat unit" it might not even be the GPU

midnight tree
#

still trying to fully understand all that too

real needle
#

mainly look at translucency, shadows and draw calls

#

draw calls is at the bottom

#

of the stat scenerendering list

#

are you on forward or defferred?

midnight tree
#

forward

#

and speaking of shadows, i disabled them in lod 2

#

so theoretically that alone should improve things right?

real needle
#

do you have static or stationary lights?

midnight tree
#

static

#

(on the test map)

real needle
#

have you baked?

midnight tree
#

not sure how to

#

still fairly new to it

real needle
#

it's ok! we're here to help