#virtual-reality

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wicked oak
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my antialiasing commands are doing nothing

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on the forward renderer

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it just ignores all commands

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even in the editor

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4.16

midnight carbon
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i guess i must wait for 4.17 and try alternatives by thn ๐Ÿ˜ฆ

wicked oak
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uhmmm

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if i enable MSAA on the settings

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its MSAA and does not let me turn it off

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if i put TAA in the settings it lets me change the aa, but doesnt let me use MSAA

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in forward

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MSAACount 1 should disable msaa

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but it doesnt

midnight carbon
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hmm

tired tree
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msaa 1 is taa isn't it?

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its the fallback setting

wicked oak
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not in 4.16

tired tree
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CVarMSAACount->GetInt() <= 0

wicked oak
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it does nothing

tired tree
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they changed it to 0

wicked oak
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wait what

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god fucking dammit

tired tree
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i just checked the source for 4.16

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0 makes more sense honestly

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but was unannounced

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TEXT("0: MSAA disabled (Temporal AA enabled)\n")
TEXT("1: MSAA disabled\n")
TEXT("2: Use 2x MSAA\n")
TEXT("4: Use 4x MSAA"),

mighty carbon
tired tree
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they better have, its 3x the experience with it

mighty carbon
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๐Ÿ˜ƒ

clever sky
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That's cool and good to know.

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And confirms what I'm saying when I say VR is only proper VR with good motion controller support.

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Well... you really also need 360 with a bit of space to maneuver around in.

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Rift w/ Xbox = VR 0.5
Rift w/ Touch = VR 0.9
Rift w/ 3 sensor = VR gen 1.

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Vive = gen 1.

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Gen 2 will be wireless, improved res, eye tracking

mighty carbon
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wishful thinking ๐Ÿ˜‰

subtle island
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What method would you guys suggest for having floating boxes with buttons the player can point at and click?
Right now I have no idea so I just need a suggestion to try and investigate

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And by bfloating boxes I basically just mean a floating square with text & a button

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It's only for a short demo so simple & lightweight will work, doesn't have to be too flashy or full featured

clever sky
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@subtle island Why not just use widgets and widget interaction components?

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It's not 3D, but it's functional UI.

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Otherwise you can line trace and pass interface calls to the box

subtle island
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Do widgets work when placed in 3d space? I haven't much gone into UI yet

jaunty shell
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@subtle island yup, works no problem

subtle island
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Nice i'll have a go with that, cheers guys ๐Ÿ˜ƒ

jaunty shell
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this is all UI widgets

subtle island
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Good to know! that goes waaay above and beyond what I need right now but definitely good to know it's expandable

jaunty shell
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๐Ÿ˜ƒ

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well isn't that a sexy cooler

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first time I see a moving one too

mighty carbon
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tired tree
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Star Trek Bridge Crew came out today

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should be interesting seeing reactions, supposed to be fairly polished

clever sky
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Nice.

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Looking forward to giving that a shot.

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Although I suspect the first thing I'll do is stand up and check out the space and break the IK rig ๐Ÿ˜›

tired tree
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its seated, will break everything

wicked oak
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@tired tree any luck with Canvas for vr?

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i need a very basic hit marker in VR, for when you get hit

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basically a "triangular" arrow in the screen

tired tree
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drawing it to screen directly?

wicked oak
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canvas would be the easiest and fastest way to do it

tired tree
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not sure you want to use canvas for that

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perspective would be non existant

wicked oak
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wich is exactly what i want

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i want it to appear on the very edge of vision, without depth, on top of everything

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i would use a stereo layer, but im already using a few of them and rotating it like that would be annoying

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canvas would be a lot simpler

tired tree
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I ran a custom canvas overlay with a plugin module I was playing with for awhile

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not sure I have any of it remaining

wicked oak
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how exactly did you make that work

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to be fair im now thinking a custom canvas texture to a stereo layer would probably work

tired tree
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i'm loading up to remember the class override

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sec

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virtual void PostRenderView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) {} was one of them, in the ISceneViewExtension

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but i had another method

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trying to find

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post render view is what the new default stereo layers is using

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oh yeah, other method was an overridden GameViewportClient class, think I tapped into Draw() and rendered custom Canvas after the rest of draw was complete?

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void UGameViewportClient::Draw(FViewport* InViewport, FCanvas* SceneCanvas)

sturdy coral
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@mighty carbon that headline isn't accurate

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the "Nearly Every Rift Owner Has Bought Touch Says Oculus" headline

mighty carbon
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no headline is accurate nowadays ๐Ÿ˜‰

wintry escarp
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can still buy them separate here

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it needs another price cut, the early adopters all have them now

mighty carbon
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while lower prices are always welcomed, there is still not whole a lot of content

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so imagine it becomes $499 for the whole bundle with 3 sensors

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bunch of people buy it, play a week and then start whining that there is nothing to play

wintry escarp
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at $499 id give it serious thought, just suffer my gtx780 until I can afford a new gpu

mighty carbon
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well, between $500 and $600, it's just $100

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so, tbh I don't see why people keep saying $600 is expensive, but $500 is not

wintry escarp
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ยฃ600 here, the pound recovered value but prices didn't go down again

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$772 US

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I have ยฃ1100 saved for driving lessons, what isn't used will go on a rift or new gpu, unless I'm a really shit driver and that isn't enough ๐Ÿ˜ฎ

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burning through all of that on lessons would be depressing

sturdy coral
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@wintry escarp just do your driving lessons in project cars instead

mighty carbon
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o.O

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damn, I paid $45 per driving lesson for my daughter (maybe 5 lessons total). UK and EU seems to be crazy expensive.

wicked oak
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UK IS crazy expensive

mighty carbon
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@wintry escarp why do you want to drive when your public transportation system is superb ? Do you have a car that just sits in the garage and collects dust ?

wintry escarp
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she passed after 5 lessons?

mighty carbon
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oh, you don't have to take lessons in US

wintry escarp
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so I can tick the box when applying for jobs, that I have a valid license

mighty carbon
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you take a written test first. If you pass, you proceed to driving test.

wintry escarp
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i did theory test last week

mighty carbon
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my kid took written test when she was 16. Then she practiced with our car on the roads without heavy traffic. Then when she turned 18 she took those driving classes on busy streets and highway (she already knew how to handle car well; just needed instructor with extra pedals for safety) and once she was confident enough, she went to take her driving test.

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she also did it in a small town ๐Ÿ˜‰

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passed first time

wintry escarp
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i don't know anyone with a car insured for other people, so it will have to be lessons

mighty carbon
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ha, I am glad I don't live in UK ๐Ÿ˜ƒ

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Most insurance policies in US include so called uninsured driver case

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(let's say you don't feel good and someone needs to drop you off to a doctor - they aren't on the insurance, but if they drive you and get into accident, you are covered)

wintry escarp
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got to be insured, taxed and MOT'd here

mighty carbon
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anyhow, only jobs that require you to drive around need you to have driver's license

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(I lived in UK for a bit and at that time that was the case)

wintry escarp
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lots of things like computer repair, IT support don't specify it but it can sway an application

mighty carbon
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odd, but ok

wintry escarp
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if they have 1 person who can only use public transport, and one who can go anywhere at anytime...

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public transport also basically stops at 11.30pm here

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i don't live in london

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filthy cesspit that it is

mighty carbon
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At last weekโ€™s Display Week 2017 conference, Samsung showed off a new ultra-high resolution display for VR headsets that more than triples the pixel count of the displays in the Oculus Rift and Vive. A new display from Samsung targeting use in VR headsets packs a whopping 2,024 x 2,200 pixels into a 3.5โ€ณ form-factor, โ€ฆ

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Intel's solution might be better than TCPCast (or whatever the name it was) ?

full junco
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better display = nice

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would be great if you could just replace the screen in the rift and vive

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so take it apart, disconnect old screen, connect new screen, put it back together

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screen probably isn't more than $50

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in theory it should work. you might have to replace the whole thing including hdmi port though, not sure if the hdmi port supports so much res at 90 fps

granite jacinth
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@full junco HDK

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And the screen is probably the most costly

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$220 for the screen upgrade and that's not the same res

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Which I would expect to be higher cost

full junco
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the iphone 7 screen is 39$

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and thats bigger. screen cost likely scales with size, not with resolution

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so a small 3.5 inch screen won't be much more expensive, even with a very high res

granite jacinth
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@full junco Hmmm, so you're saying that they would not have some sort of upcharge due to "VR" and just because?

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Also, screens incur cost from Resolution as well as Size

full junco
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well they surely would want to make it more expensive just because of "VR" ๐Ÿ˜„

glossy agate
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Well the cost will go down if sales go up. Get a better deal for ordering in bigger bulk.

granite jacinth
mighty carbon
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Carmack rocks... If you watch it you see how much VR has to go to be better.

mighty carbon
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what do you think ?

trim flower
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hey guys, I got a simple climbing mechanic down, but it doesn't work when I try to climb an object that moves. My character just stays in the same position and doesn't attach to the object. (I dont think 'attach to' is what I need to use though. I'm using setactorlocation. Does anyone know what the solution might be? Mordentral has it in his plugin, but it's made with custom nodes and I would rather not rely on it too heavily. Thanks for your time!

granite jacinth
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@trim flower Just get source and use the same code

pearl tangle
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@mighty carbon does that say 18 969 60 Static mesh triangles?

mighty carbon
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~20k

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18,969.60

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I don't know where .60 comes from

sturdy coral
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@mighty carbon have you tried precomputed visibility?

mighty carbon
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no other visibility is possible on mobile

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so, that's what I have there

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I can't test if culling is working as "freezerendering" cmd does nothing on the device

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works in PIE though

primal sky
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You should be able to see culling just from draw all stats

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Draw call stats

full junco
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@pearl tangle a few months ago, did you mention stuff about how to improve the quality of the focus of a cinematic camera?

pearl tangle
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the focus? I was having a lot of issues with the rendering and AA issues, nothing particular about the focus though. Whats your issue?

full junco
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I'll try to take a screenshot

pearl tangle
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FXAA?

full junco
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when the difference in focus is quite large (very low aperture), the blur looks very low res

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I use TAA

pearl tangle
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the cinematic camera will work better with FXAA from memory. You can also increase the aperture a bit to not force the focusing so much can help.

full junco
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with a higher aperture it looks very nice

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I just sometimes want to have a huge difference

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FXAA doesn't look better, it just looks slightly worse

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there has to be some setting to improve the quality of the blur?

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I thought you talked about that a few months ago...

pearl tangle
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my issue was with moving objects around them creating the spotted issue. I render out at really high frame rates to solve that problem. The focus on super close vs super far will be problematic with really low aperture because you go outside of realistic realms

full junco
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is it unrealistic?

clever sky
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Played a bit of Bridge Crew

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pretty cool.

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Although camera positioning shits me.

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I mean, I get that they don't want us to break their nice IK rigs and all that

full junco
clever sky
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but giving us blackout when we hit the small artificial boundaries is kinda annoying.

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I guess they didn't want players looking at the female avatar panties.

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Or lack thereof!

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Also, got some furious vection from the title screen of all things!

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Because you're sitting in the shuttle touring around the outside of the Enterprise

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and it's slowly rotating around the ship as it should be.

full junco
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@pearl tangle the quality is affected by r.DepthOfFieldQuality

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there just doesnt seem to be a very high setting

pearl tangle
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yeah i mean a super low aperture setting on the camera. physical cameras can only go so far but you don't have an upper or lower limit in unreal

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i dont know if that setting works on the cinematic camera

full junco
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well it works, but can't go higher than 4

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I guess I could go into the source, see what it affects and add an even higher quality mode

full junco
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I guess its just impossible for UE4 to do it with a higher quality due to the DOF being a PP effect

pearl tangle
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im not entirely sure how the cinematic camera handles things compared to just tweaking the post process volumes but it should be a lot more realistic with it's stuff, just need to figure out a lot more on how physical cameras work and go with that. For still shots rendering out from it you should in theory turn off AA entirely as that caused a lot of problems with mine and close up type shots

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once you are super close up it does have some issues, when im really close to the leaves or the bottle it gets those sort of artefacts if the focus is a long way out of whack

mighty carbon
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@primal sky based on stats culling works

tired tree
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@trim flower My climbing stores a relative offset from the being climbed component instead of a world space location, so it works on moving objects. Also yes my climbing is overkill if you just want a simple setup, its multiplayer and has built in step up and collision, if you only want to do simple climbing than installing an entire plugin is less than ideal.

trim flower
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@tired tree your plugin is definitely the one I go to for a VR character. It's just in this instance I want to learn how to implement this relative climbing. If I use the template 100% I won't learn it. I'll try out storing the relative offset though. Thanks for everything.

mighty carbon
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any ideas ?

wicked oak
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just implemented a very simplistic version of PSVR AIM support in my game

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and daaaaaamn forward ue4 in psvr is fucking gold

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i can increase resolution by 30% and still have performance to spare

mighty carbon
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well, it's getting boring with all that blah blah blah.. Show us some videos ๐Ÿ˜‰

wicked oak
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soon(tm)

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but how am i going to record it XD

wintry escarp
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point your camera at a screen and tell people its a retro filter

tired tree
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what does psvr aim have to do with your res? Or were you just excited about two things at once? :p

wicked oak
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both things

tired tree
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how does the accuracy feel like with it? Late updates tends to cause a ton of scope jitter

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but with actual solid base it should be better

wicked oak
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much better than moves

tired tree
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you are just re-orienting to it right? or do they actually provide it as a tracked base already for you

wicked oak
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i dont have a mesh

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ive tricked my game to change the tracking of my right hand

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instead of tracking with the right hand, it changes to "gun"

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then i detect it from my "hand"a ctor

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and change the attachment offsets

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to do it properly i would need to change more things

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but it does work quite fine

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im still using the teleport mode

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i could try to add smooth locomotion but players would fall off the map CONSTANTLY

tired tree
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forgot the aim was a single device, had the two motion controllers attached to it in my head

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of course it works like that

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yeah that would be far more solid

wicked oak
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its a single device with a fuckton of buttons and 2 joysticks

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even a dpad

mighty carbon
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so, can anyone please look at the screenshots I posted and let me know where I am having issues with performance?

jaunty shell
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@mighty carbon uuh that's a pretty low fps indeed

tired tree
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the stat rendering tanks it though

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shouldn't pay attention to the right hand fps with those windows up on mobile

jaunty shell
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what's the redraw viewports ?

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I don't have it on my end

mighty carbon
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yeah, fps counter will be low when stat cmds are used

tired tree
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motor, does stat startfile work with mobile?

thorny niche
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@mighty carbon hell a lot of a draw calls

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84 is huge, I'm targeting 15-20

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draw calls is a biggest issue on GearVR, hands down

mighty carbon
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Oculus said 100 drawcalls is ok

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~60 is the best target

thorny niche
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100 probably will work with Unlit materials

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What materials are you using?

polar hazel
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hey, are there any decent VR ready GPUs for under $300?

mighty carbon
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default lit, fully rough

thorny niche
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And recently biggest hit on performance for me was Android 7, apparently Android became much heavier and ruined my performance budgets so I have to re-do all the tests again now

mighty carbon
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they didn't day explicitly that I have to use unlit materials with 100 drawcalls

thorny niche
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Do not forget their advises were based on older Android versions

mighty carbon
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that was advised before N came out and I am still on M

thorny niche
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Yup, M had much better performance figures

mighty carbon
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but not really in my case

thorny niche
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the best thing is to use Profiler tool to get in-depth look at stuff ('stat start/stopfile')

mighty carbon
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yeah

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but that one gives me spikes with CPU stalls

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nothing specific really

thorny niche
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CPU stalls on a Game thread?

wicked oak
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the profiler is slow as balls

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ridiculously slow

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you cant take its actual timings seriously as it makes everything much slower

thorny niche
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you mean it takes some performance by itself to wright log files right?

granite jacinth
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Profiler actually works?

thorny niche
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it is

granite jacinth
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Doubtful

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Especially with forward

thorny niche
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what do you mean? I'm using in right now)

granite jacinth
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Found a bunch of errors

thorny niche
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ah

granite jacinth
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Instanced Stereo has its own issues as well.

thorny niche
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well, I haven't tried it with Deferred so I don't know the difference, what errors have you found?

granite jacinth
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But if you aren't using it, then yeah, should work as intended

mighty carbon
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@thorny niche I don't recall now, but I don't really have any heavy game logic (no AI, only a few ticks and 2 traces, etc.)

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like I said yesterday, my scene is as simple as Quake 3, or even Quake, with no AI.. Gear VR should simply power through it like nothing

thorny niche
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@mighty carbon the thing is CPU stalls on Game thread mean CPU waiting for the GPU to render previous frame, CPU stalls on a Render thread mean GPU waiting for the CPU's base pass to get what to render. Is it clear?

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So if you have CPU stalls on Game thread that means GPU is bottleneck in your case

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Which leads to graphics issues - draw calls, tris count (least of a problems really), shader complexity, transparency

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From what I've seen on your screen shots I can say reduce draw calls (combine static mesh objects), use atlas material for them (every material slot is a draw call), remove Normal maps (they are very heavy), remove transparency.

wicked oak
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normal maps heavy ?

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isnt it a quite basic shader? you only need to sample the texture and offset the normal vector from that

thorny niche
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Do you mean 'create' Nmap in material editor from diffuse texture?

wicked oak
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i mean all a normal map is (usually) is just a texture sample + offseting the face normal

mighty carbon
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normal maps are not heavy

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as they are only used for baking

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it's all baked lighting

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(unless UE4 does per pixel lighting even with baked lightmaps)

thorny niche
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Well my tests showed normal map is costly - test scene with single simple plane and normal mapped material heavier then same stuff w/o normal map

mighty carbon
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It just seems to me UE4 is really not made to be performance in mobile VR

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well, if I don't have normal maps and whatnot, might as well just not develop for Gear VR

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for games it's quite acceptable. For experiences - it's not.

wicked oak
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@thorny niche that is really weird, becouse a normal map is barely a couple instructions

thorny niche
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Normal maps are not as flexible in VR at first place, because of 3d you can see it's fake

wicked oak
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and a texture sampler

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not really, they still improve the look of things

mighty carbon
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normal maps for small and medium details work really well

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it's been said many times, including by industry pros

thorny niche
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Well, for me making small distinctive things (like buttons etc.) is a no no

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natural textures of some sort is ok though

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rocks, wood

granite jacinth
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Who's used volumetric fog so far?

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In VR project...

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Any performance hits? Look good?

clever sky
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Normal maps are ok for mm sized features

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Or larger CM sized features that you can't get closer to.

mighty carbon
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in the perfect world that is.. I think it's not a big deal to use normal maps in most scenarios at this point since tech is still too limiting .

tired tree
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Normal mapping was originally frowned on in VR, but that has been backtracked by pretty much everyone since then, including Carmack.

thorny niche
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The fact is it's a minor picture seller and on GearVR it is better to get rid of in favor of performance

mighty carbon
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lol, minor seller ... It's a major seller for experiences.. Who wants to look at early 90's graphics.. Like I said before, for games it's not a big deal. For experiences, where you just chill or experience stuff, it's more about visuals than about "gameplay"..

wicked oak
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and you can use detail texturing

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for normals

sturdy coral
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@mighty carbon are any of your materials messing with UVs? could cause a dependent texture read which is slower on mobile

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I don't know all the details of it but I think world-space textures can cause it sometimes

mighty carbon
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I use custom UVs on a few materials since it's much faster than messing with UVs in pixel shader

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(per Epic's docs btw)

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but for the most part it's just diffuse and normal map, fully rough

copper stag
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Hi everyone! How can I make my VR Pawn to move with the object that it stands on? Currently the object moves back and forth under my character but the character doesnโ€™t move with it.

mighty carbon
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you can get location and orientation every frame and apply that to your pawn

mighty carbon
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pretty cool

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this is even cooler ๐Ÿ˜ƒ

copper stag
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That looks awesome!

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yes I was thinking about that motorsep but I'm still almost a complete beginner with blueprints!

pearl tangle
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@mighty carbon the AR toolkit works fairly well with the VR headsets, only tricky bit is the offset from your face of the camera

mighty carbon
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looks pretty responsive

mighty carbon
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can it work with larger markers ?

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What about occlusions ? (real world objects occluding virtual ones)

pearl tangle
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it needs the whole marker in view for it to work but you can use images and other stuff instead of the glyph @mighty carbon

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and you can't occlude things, no AR system is capable of doing that currently. I have a project that I am building with Google for the Tango with their new plugin that will do that but it's only because we have 3D models matching the locations of the physical objects and then doing depth testing to do the occlusion

mighty carbon
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That figures

sturdy coral
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@pearl tangle in OpenVR I think this gives you the offset for Vive: Prop_CameraToHeadTransform_Matrix34

pearl tangle
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im talking about the physical camera

sturdy coral
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?

pearl tangle
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the same way using the vive camera it feels a bit awkward because of the offset

sturdy coral
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oh

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I thought you meant tricky to find the offset from the HMD

pearl tangle
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nah that bit is easy now. the AR with a VR headset is the annoying thing :p I did it back on the DK2 with a webcam and the free AR plugin as well. It becomes even more awkward when you have it done on a mobile phone since the camera is off to the side of 1 eye

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in other news, got a VirZoom bike in here today finally. should be good fun to screw around with

sturdy coral
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yeah that will be fun

raven halo
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@wicked oak for the PS4... are you using a testkit or a dev kit?

wicked oak
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devkit

raven halo
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it's quite expensive isn't it?

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we are thinking about getting the testkit, which is cheaper. But we are not sure what we would be missing

wicked oak
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you need a devkit

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you cant do debugging on a testkit

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or proper profiling

pearl tangle
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they have come down a long way in price from the old $20k from what ive heard

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i just picked up a little zbox 1080k today. keen to see how that goes compared to the 1070 version which is less than half the size and weight. tiny little box with water cooling though is quite impressive

wicked oak
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ps4 devkits were never 20k i think

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maybe the very pre-release prototypes

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but 20k was for the ps3 ones

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ps1 devkits were outrageously expensive

mighty carbon
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so what's the price range for PS4 devkits ?

wicked oak
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there is a polygon article

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they are quite close

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NDA doesnt let me tell how much they cost

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thos is the model i have. grabbed from google

pearl tangle
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yeah they lke to keep those details pretty quiet but also because they charge different prices to different people on them too

wicked oak
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looks like there is a hack for retail ps4s to turn them into a testkit

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i should definitely try that one

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free testkit yo

pearl tangle
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well not quite free, you still need to buy a ps4

mighty carbon
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cheaper than actual test kits

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plus no need to comply with any of the Sony's dev requirements

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except that it's pointless because one needs to be a registered dev to get PS4 UE4 ๐Ÿ˜ฆ

wicked oak
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thats the idea, cheaper than actual testkits

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LITERALLY testing on retail hardware

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that way you can get them easily and much cheaper

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than having to grab a testkit

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i wonder if it actually does work

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i do have all the dev software that interfaces with testkits and similar, so no hax shanenigans if it does indeed enable testkit mode

mighty carbon
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so, you still register as PS4 dev, but instead of dev kits, you buy PS4 and hack it to become testkit?

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(registering as PS4 dev is a problem for me, due to static IP requirement)

pearl tangle
#

it was doable back on the ps3

#

why is a static IP a problem?

mighty carbon
#

because I can't just pay extra for static IP.. I have to open business account with my Internet provider

#

and I'll end up paying more for inferior Internet

wicked oak
#

you can use a VPN

#

basically, you get a cloud server, and use that cloud server as VPN

#

you have to ask permission to do that kind of thing, but they will be fine

#

its on the docs themselves

#

the IP thing is a whitelist

#

so no one can access the critically important websites even if they steal your credentials

#

they still need your IP

#

and hack your wifi too

ornate elbow
#

Hi Everyone,

I have a 360 spherical video. I use this video as a texture on a sphere. Inside the sphere is a camera and this functions as the setup for my Virtual Reality experience. Pretty basic.
I have some x,y coordinates of the video on which I would like to place a hotspot/marker in VR. How do I translate these x,y coordinates into their position on the sphere it is being projected? Any leads would be helpful. TIA

glossy agate
#

I thought sony sent dev kits free as loaners, and you have to send them back when you are done?

wicked oak
#

yes

#

they can take them back anytime

#

but there are fucktons of indies now, so only the best and most interesting are the ones who get the devkits

#

also people who has connections with people at sony

granite jacinth
wicked oak
#

its neat, sell it

#

could get coiuple thousand dollars on that easily

glossy agate
#

Looks cool. Is it like quake?

#

Thats what the jumping reminded me of.

full junco
#

that music ๐Ÿ˜„

#

some kind of nice retro style

#

it all fits very well together

granite jacinth
#

@wicked oak Ha, doubt we'll sell it.

wicked oak
#

then you are not clever at all

#

game is done, get your money

granite jacinth
#

@glossy agate Hmm, not quake. It's more strategic. You have to collect the relics to win, but sure, you COULD play it like quake, but you get no score for kills.

wicked oak
#

i can publish it for you if you dont want the hassle, i got plenty of APPids and everything set up

granite jacinth
#

@wicked oak Can't, all assets were created under education license.

wicked oak
#

what the fuck is that

granite jacinth
#

Other than code obviously

#

@wicked oak Pretty much, since all of us were students, we could use any Autodesk product for free

wicked oak
#

uhm, export to blender

#

save it there

granite jacinth
#

With the stipulation that we can't use it for commercial

wicked oak
#

say its on blender

granite jacinth
#

Haha

#

Pretty sure that's illegal also ๐Ÿ˜‰

#

But yeah, I am sure others have done it

wicked oak
#

pff, as if half the people here have bought the full 3dsmax

#

alternatively, subscribe for 1 month

#

then unsubscribe and tell you "use blender"

#

you can get a few thousand dollars of that easily

#

do you really hate money? ๐Ÿ˜ƒ

granite jacinth
#

There are other complications anyway with money.

#

The team barely hung in there together until the last bit

#

I couldn't even imagine what they would want as far as a cut

wicked oak
#

just saying you are sitting on a couple thousands dollars and doing nothing on it

granite jacinth
#

Nah, that's too much BS to worry about, I am just going to do my own thing and sell that lol

wicked oak
#

release it for free then

#

and use it as advertisement

granite jacinth
#

That could be possible, I do have Steam Dev account

#

I'll need to tweak it a bit more for Steam proper though

wicked oak
#

nah, not really

#

steam publishes anything that opens

granite jacinth
#

I do, since I only have one session that the player can find ๐Ÿ˜‰

#

lol

wicked oak
#

you would need a hyper trailer

#

and use steamworks for the session

granite jacinth
#

I hardcoded some things because it was only going to be used for school.

#

Yeah, it's not a big deal, only a few days work to make a proper server selection

wicked oak
#

gets real triggered from waste of fine art XD

granite jacinth
#

Haha, it's not optimized

#

Well

#

I did my best as far as engine/code was concerned

#

There's still a lot on the GPU side that kills my FPS

#

But it does hold steady at 90FPS about 95% of the time

#

It's just those 5% times, that bug me, overuse of particles

#

too much crap in the vision of the player at once

#

@full junco You like the music?

wicked oak
#

so what

#

better than sairento VR at launch

granite jacinth
#

Man, we had serious problems with our sound devs

#

WE HAD SEVEN of them

wicked oak
#

and i have no one and had to hire a freelancer

granite jacinth
#

and three of them said they knew UE4 and would do sound cues and HRTF...and well...they didn't

#

I had to implement all the sound at the last minute

#

One thing I learned, sound sucks

#

@wicked oak Freelancer for what?

wicked oak
#

for a few sounds

#

much better than school projects where i live

#

where i could do it better in 2 days

#

literally

full junco
#

@granite jacinth I like it yeah, fits very well with the rest of the art

wicked oak
#

but then i go to those schools, ask for collaborators, and get "but i want to just get a job"

granite jacinth
#

lol

wicked oak
#

as if they would ever get a job lul

#

not a single good school on the zone

#

absolute trash tier

#

but i knew some of them had talent and could be tought a bit

#

good luck not knowing shit about PBR while on your 3rd year of the course tho.

#

i have huge issues due to being more or less alone

#

who were the artists there @granite jacinth ?

granite jacinth
#

Um

#

I just put that up

#

Yeah there were only two good artists imho

#

Travis was the Lead and definitely the best one

#

he did all the environment art, including props. Nothing in the ship though.

tired tree
#

Good job man

granite jacinth
#

@tired tree Well, couldn't have done it without your plugin ๐Ÿ˜‰

#

I did mention you in there also

#

Hmm, people are scoping my Linkedin, should update that now that I graduated and all that jazz

wicked oak
#

wow, it took far more time than DWVR and VRMultigames together

#

Monet Gardiner - Sound Designer
Parker Knowles - Sound Designer
Luke Young - Sound Designer
Michael Britt - Sound Designer
Chris Wasleck - Sound Designer
Juan Stevenson - Sound Designer
Nicholas Squires - Sound Designer

#

what the fuck

#

my advice would be to join with those good artists, build a small team, and actually get to publish small games

#

this is pretty much your chance of having a team. outside of uni groups its just solo dev or paid

granite jacinth
#

@wicked oak LOL. yeah, we have more sound devs than core team

#

And we still couldn't get the proper sound implementations

wicked oak
#

in every school group project there is a 20% that does everything, and an 80% that watch

#

get those good people, and build a small actual team

#

you can look for work meanwhile, but you could do small games and put them on sale, looks great on portfolio

granite jacinth
#

@wicked oak Also, while it WAS technically 20 weeks... I also had TWO other classes to contend with, and they had their own projects.

#

So, this VR project got the most time, but still, it wasn't 100% of my attention

#

More like 35-40%

wicked oak
#

i just added a bayonet to my rifle for the PSVR AIm, so you have a way to deflect bullets and stab stuff

#

what i just did is grab the rifle blueprint, create a duplicate of it, and grab the sword weapon and add it in a child actor component

#

XD

#

and damn, the game really plays great with that gun controller

granite jacinth
#

lol

wicked oak
#

literally just attached my sword to the rifle

granite jacinth
#

@wicked oak lmfao, looks fine though

wicked oak
#

damn,it works

#

and its fucking great

granite jacinth
#

haha

wicked oak
#

im definitely adding this to the PC version

#

as a special weapon or whatever

#

its really fun to use your rifle to bat the bullets of the enemies and slash them

granite jacinth
#

So, @wicked oak , what if you got an offer for an incubator program. They would pay you room/board. Meals, mentorship, company start up fees, give you a place to work at...all for free PLUS a $10,000/quarter stipend, $40,000 total. For one year.

wicked oak
#

not free

granite jacinth
#

Only catch?

#

Yeah

#

Not free

wicked oak
#

how much of the company do they want?

granite jacinth
#

20% of the company

wicked oak
#

uhm, not bad at all

granite jacinth
#

I just got an offer from school

wicked oak
#

i wanted to join a similar program that was 10%

granite jacinth
#

Literally just got off the phone

wicked oak
#

those didnt give you any money at all, but did offer everything else

granite jacinth
#

Yeah, but 20% of the company is still quite a bit

wicked oak
#

keep in mind one thing

granite jacinth
#

Plus everyone else's cut

wicked oak
#

you just have to create a new company once you know how everything works and have the full team

#

for your first games you do them there. Then you create your own company, different from the last one, if you want

#

but before anything, be really sure of what you sign

#

actually go and hire a lawyer to review that

granite jacinth
#

@wicked oak Yeah, of course. I wouldn't trust their lawyers

#

That's what happened in Facebook movie

#

lol

mighty carbon
#

4.16.1 is out

wicked oak
#

ill probably upgrade

#

nvm, not a single useful fix there

#

all mac stuff

mighty carbon
#

there is a Gear VR fix ๐Ÿ˜ƒ

wintry escarp
#

I fixed the lightmap issue myself

undone kite
#

Anyone have experience with the widget interaction component here? I'm getting some strange results

granite jacinth
undone kite
#

Hopefully you can help then ๐Ÿ˜„

#

One of my pawns click using it and 3D wigets receive a click event

#

A different character clicks and the widget receives a pressed and a released event

#

but no clicked

#

same button

granite jacinth
#

@undone kite Hopefully not a multiplayer question

undone kite
#

nope

granite jacinth
#

Otherwise, you just change the input

#

on the WIC

#

itself

#

Something Index

undone kite
#

no multiplayer just selecting a different avatar

granite jacinth
#

?

#

Player possesses it?

undone kite
#

yep

granite jacinth
#

Same controller?

undone kite
#

same controller

granite jacinth
#

Where is the WIC at?

undone kite
#

pawn

granite jacinth
#

So

#

You would still need to change the index?

#

Since you are using the same controller but different WIC

undone kite
#

well it'se still sending pressed and released and hover events

granite jacinth
#

no idea, never done it before. I just know how to do it in multiplayer and it works in MP

#

The issue may be in the widget itself

#

Not the WIC

undone kite
#

The widget is just a button in an overlay with events that print text at the moment so I kinda doubt that but I can look into it more.

granite jacinth
#

Um

#

I just checked

#

Virtual User Index

#

Is what you need to change

undone kite
#

but, there is only 1 player

odd garnet
#

Wheres that mixed Reality at?

undone kite
granite jacinth
#

@undone kite Watch my tutorials, and if you still don't get it, let me know.

undone kite
#

Yeah that was a bit basic.

#

It's ok I'll see what I can figure out myself.

mighty carbon
mighty carbon
undone kite
#

@mighty carbon yeah. I know a guy working on the chipset. It's very promising

mighty carbon
#

cool

#

will it work with Rift?

undone kite
#

Not if it's being developed for Vive. I know the chipset is a seperate company though so maybe one day.

lavish violet
#

anyone here have any experience with post processes in VR?

#

i made a zoom blur post process but it only seems to be rendering properly in one eye rather than both

undone kite
#

Are you adding it to the scene with a volume?

lavish violet
#

i am!

#

is that what is causing the problem??

undone kite
#

It shouldn't. I found adding it to the camera helped for me though

lavish violet
#

word

#

what's the best way to add it to the camera? i'm still trying to figure out the post effects stuff

undone kite
#

Cameras have the post process fields under rendering features

#

so select the camera and scroll down

#

If it's a material make sure to add it to the post process materials array in the same section

lavish violet
#

that makes sense.

#

do i need to create a new camera or is there one that i can use on the viewport?

undone kite
#

if there is on there you can use it. If not, just add one.

lavish violet
#

okie doke

undone kite
#

Character have cameras already I think

lavish violet
#

thanks for your help, JDooley

undone kite
#

Careful with VR and post process though

#

I think blur is actually to be avoided in most cases. Take a quick read over the best practices for VR article by epic. It goes over PP stuff

lavish violet
#

right

#

i'm not looking to do anything huge

#

trying to get some blood on the screen

real needle
#

@lavish violet You won't be able to add screenspace effects and have them properly displayed

#

Work with particles or a sphere mesh with inverted normals around the players head

#

Or just a plane right infront of the camera

lavish violet
#

shoot. so there is currently no way around it at the moment?

tired tree
#

you can actually get the HMD location in shader nodes

#

or if all else fails, pass manually in locations via a material property

lavish violet
#

basically fake lining up the texture?

tired tree
#

i wouldn't do it for blood splats and the like

#

stereo layer effects would work better, but its not very realistic to have "blood splatters" in VR anyway

#

if you can think of a better visualizer

lavish violet
#

realistic or not, the interest is more about getting it to work in both displays

#

i certainly appreciate the help and information, folks!

tired tree
#

think last method at bottom of post still works

lavish violet
#

sweet. i'll check it out. thanks a bunch!

lament bay
#

Hey everyone- I'm seeing an intermittent glitch with my gearvr game where a few minutes in the camera just snaps rotationally (yaw) about 20 degrees... I don't think this is a performance/judder issue because it happens sometimes whenalmost nothing is going on... has anyone run into anything like this?

mighty carbon
#

something is always going on under the hood

#

yeah, I've had this issue.. For me it usually happens on spawn.

mighty carbon
#

damn FMOD

#

I can build it for Win32/Win64, but not for Android

#

some bs with error : extra qualification on member 'FMODInteriorSettings'

#

how do I fix it, so gcc plays nice with it ?

granite jacinth
#

@undone kite You didn't figure it out?

#

I go over Virtual User Index

#

maybe not in the first video, but the second

undone kite
#

Nothing to do with Virtual User Index

granite jacinth
#

Because you tried right?

undone kite
#

Yep

granite jacinth
#

As in, that pawn has a different index than the other?

#

Not, hardcoded by 0...

undone kite
#

What do you mean?

granite jacinth
#

I guess I have some time to help you out.

#

What version are you on?

undone kite
#

4.15 but I'm telling you it's not the virtual user index.

mighty carbon
#

nm, I think I fixed FMOD crap

granite jacinth
#

4.15 k, haven't played around in 4.15, so let's see

#

Could be a bug

#

You try it on 4.16?

#

Just to confirm, you are unpossessing one character and possessing another, using the same controller.

undone kite
#

Nope.

granite jacinth
#

?

#

Pretty sure that was what you had said

undone kite
#

Start using one pawn or a different one

granite jacinth
#

So. You have some character selection?

undone kite
#

same controller. different default pawn

granite jacinth
#

What

#

Do you choose a character in runtime or no?

undone kite
#

no

granite jacinth
#

Or you are just literally changing the Default Pawn class in gamemode

undone kite
#

correct

granite jacinth
#

Um

#

Definitely not a WIC issue then

undone kite
#

like I said

granite jacinth
#

You have the same exact code in both your pawns?

undone kite
#

Don't worry abot it Victor. I appreciate the enthusiasm but trust me I've been using unreal for a long time and I'll get it eventually.

#

I remember when UMG wasn't even a thing ๐Ÿ˜ƒ

granite jacinth
#

Okay, if you say so.

mighty carbon
#

It feels like 4.16.x takes much longer time than 4.15.x to package builds for Android

granite jacinth
#

Hmm

#

I'm going to try to update my project from 4.14 to 4.16, wish me luck

mighty carbon
#

good luck ๐Ÿ˜ƒ

#

sounds like 4.16 is working for me for dev builds

granite jacinth
#

nice

mighty carbon
#

tomorrow I shall test shipping for distribution builds, nativization and multi-view + mono rendering on Gear VR

real needle
#

I'm getting these ensure conditions when packaging in 4.16:

Ensure condition failed: GetSuperClass() [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 1236]

#

A couple similar ones as well

#

And I'm unsure how to fix them... I just packaged a fresh project with the same plugins without issues

#

I changed the module rules and got rid of those warnings

twin pulsar
#

@all hi again. I haven't been able to solve my issue with vr testing so I'm posting here again hoping someone might be able to help:
I am working on a game where one player uses an htc vive and another player plays in regular 3d (non VR) with the keyboard.
My problem is with testing 2 player interaction within the editor. I specifically have 2 problems:

1- When I do VR Preview inside the editor, with 2 players, I cannot make the VR window fullscreen and borderless.
This means I have to focus on one window at a time for it to receive input. So I cannot test 2 players at the same time: one with keboard and the other with vr controllers.

2- At least in 4.16.1, when I start a 2 player VR Preview, it always alternates between having both windows go VR and both windows going non VR.
That is, I click VR Preview once: both windows are non vr and non responsible to the hmd. I hit ESC. Back in the editor I click again VR Preview: now both windows are VR. I hit ESC. Repeat.

wicked oak
#

recorded some gameplay from my PS4 version

#

how do you think it looks?

#

i know it has intense fisheye, its taken directly from the psvr feed

glossy agate
#

Looks cool man. Is it snap turns I am seeing?

wicked oak
#

yes

#

ill give this smooth turning becouse its a goddamn joystick

#

im not sure if i should put it on the psvr reddit

glossy agate
#

Seems like the snap turn is preferred over smooth yaw, but you could give both options to users maybe.

#

Yeah put it up and get some hype and feedback.

#

Everyone says Reddit is the second most toxic place on earth, but people have been pretty nice from what I have seen haha

mighty carbon
#

lol, same bullshit with UE 4.16.1 - can't build distribution for Gear VR

#

UATHelper: Packaging (Android (ETC2)): [javac] Z:\src\com\epicgames\ue4\GameActivity.java:705: error: package com.oculus.svclib does not exist

glossy agate
#

Were you able to to build before? Do you have all the required packages added to your VS?

mighty carbon
#

what does VS have anything to do with packaging BP-only project ?

#

yeah, I was able to package for distribution with 4.13

#

and now I can only package dev builds (with 4.15 and 4.16), but not for distribution

glossy agate
#

You need all the C++ distributables still to package. Thought you may have needed some of the android packages too? Thats strange.

mighty carbon
#

that's not a fix - Oculus requires entitlement check

#

otherwise it won't get accepted to the store

#

what they suggest is to disable entitlement check (at least that's what I am reading)

#

they - people on AH

glossy agate
#

The thing I saw was the verifyEntitlement BP function, so I thought that may have helped.

mighty carbon
#

yeah, I use that

mighty carbon
#

I guess I have no choice but try that hack

tired tree
#

that doesn't seem like much of a hack to me, if they removed that file but the xml still shows up, commenting out the line is a quick fix

mighty carbon
#

yeah, I guess

#

btw, with 4.16 my S6 "overheated" instantly

#

the phone isn't hot to touch, but Oculus Home told me it's overheated and I need to remove device to cool it down

#

bizarre

#

and in 4.16 I can't use ~ on my bluetooth keyboard to bring console and type stat cmds ๐Ÿ˜ฆ

#

but, on the bright side multi-view + direct multi-view work and it seems like my project runs butter smooth with it.. However, can't confirm without stat cmds :/

twin pulsar
#

If this is not the right channel to post my question please let me know. I'm just trying to figure out if I am doing something wrong or it is just not possible to do in editor (VR Preview or PIE) testing of VR listen server + non VR client and have the server window in fullscreen unbordered so that the window receives input (i.e. vive motion controllers) even if the client window has focus for that player to play with the keyboard. I don't see this documented anywhere.

dusky moon
#

Guys does Steam Audio support Oculus as well ?

mighty carbon
#

@full junco would know

tired tree
#

yes

#

steam audio is platform agnostic

#

its also not ready yet btw

#

they say 4.17 for stable version

dusky moon
#

@tired tree Thanks, but is it really not ready ?! I've seen some documentations in about UE4 integration in 4.16

tired tree
#

its integrated, but the Valve guy integrating it said it won't be stable until 4.17

#

its for testing and pipeline talks right now

#

it doesn't even package out for most builds at the moment...

dusky moon
#

uhum , I mostly need it for it's sound occlusion , pitty can't kick it in builds

tired tree
#

if you intend to move to 4.17 you can play with it to learn it

#

or try and merge 4.17 changes back after its done

#

but considering that audio engine is also likely going to see changes that might be a large merge

dusky moon
#

hmm true, Any estimation about 4.17 release date ?!

tired tree
#

its on their trello

#

estimated releases for the year

#

part of the new trello setup

dusky moon
#

yeah just saw it, Q3 2017 :/

glossy agate
#

You may be able to use FMOD for now if you plan on releasing before Q3

#

It's free for 1 game a year I think.

#

Actually looks like it's free for games with less than $500k budgets

dusky moon
#

@glossy agate Good to know! I was a bit hyped by Steam's realtime audio occlusion calculations.

#

not sure if it's a feature in FMOD as well

tired tree
#

aren't people manually tracing for occlusion with FMOD?

#

which is nowhere near as good or fast as steam audio's

dusky moon
#

Ah and one last question, Any1 knows if the new ue4's sound engine works well with Gear VR ? like the synthesiser plugin ?

glossy agate
#

Oh dang. Looked online and people said it had an HRTF option, but it wasn't working

dusky moon
#

Ha, not surprised ... mobile vr is too lazy when it comes to unreal

mighty carbon
#

ue4 sound engine doesn't work with Gear VR at all

#

all it does is it plays mono sound

sturdy coral
#

@dusky moon the engine already supports occlusion, steam audio is more about bounces and I think partial absorptions

dusky moon
#

@sturdy coral yeah but engine's audio occlusion is good for static scenes. not for dynamic stuff

mighty carbon
#

well, monoscopic rendering still doesn't work for me

mighty carbon
#

alright, I managed to package distribution build ๐Ÿ˜‚

mighty carbon
#

anyone with Gear VR here ? ๐Ÿ˜ƒ

#

I'd like someone to test my pre-alpha build ๐Ÿ˜Š

zenith charm
#

@tired tree Hey there, I just looked in the main plugin thread and couldn't find what the issue was I am facing, maybe you have a quick minute? I have a working project with a previous 4.14 plugin and I just upgraded to 4.16 and just compiled a new plugin. it loads fine but the vive_pawn has all these errors now the VRExpansion function Library : stating its not compatible with the function library reference.

tired tree
#

vrexpansionfunction library is no longer a component

#

they finalyl updated steam

#

you can use all of the functions without a reference now

#

so delete the component from the actor and call the functions directly

#

thats in the patch notes, but i understand its hard to read through them all

zenith charm
#

Ohhh sorry about that! ok.

#

Thanks ๐Ÿ˜ƒ I'll do that now

alpine torrent
mighty carbon
#

so, no Gear VR users?

glossy agate
#

I have iPhone or I would test, but when are you releasing? @mighty carbon

mighty carbon
#

@glossy agate at this point I have no idea.. I am fighting the tech more than making the app ๐Ÿ˜ฆ

glossy agate
#

Haha. That's what it feels like most of the time for me too! Spend 8 hours trying to make it work>sleep>wake up> shit starts working in 15 minutes but you don't know why

#

Actually I do know why. I ask a question>sleep> wake up to advice that actually works

mighty carbon
#

hehe

#

it's different with Gear VR though.. Only a handful of people use UE4 for it and only 1 or 2 hang out here

#

plus Epic doesn't really care much for Gear VR, not Oculus seems to have it on their priority list

#

Hell, I feels like Carmack and maybe 1 or 2 more folks in Dallas are the entire mobile team at Oculus ๐Ÿ˜ฆ

#

and Carmack isn't fond of UE4 for Gear VR

#

now that I moved to 4.16 and managed to build the for the store, I feel a bit better

#

btw, just tried Mission ISS - I can confidently say I am pro-teleportation locomotion only

#

lol, $100 is what Greenlight used to be. What difference does it make? :/

alpine torrent
#

@mighty carbon I going to test Windows Mixed reality with my phone soon

wintry escarp
#

I'm a gearvr owner

mighty carbon
#

@wintry escarp what phone do you have ? S7 ?

mighty carbon
#

So, Rift can use Vulkan now

wicked oak
#

yes#

mighty carbon
#

only in native apps for now

#

I hope UE4 support is coming soon

wicked oak
#

oculus ue4 version for sure

#

this pretty much improves the performance of forward even more

#

as now you dont care about the duplicated drawcalls

#

my game runs faster on a ps4 pro due to the low level gpu API

#

with PC vulkan i would probably get mad gains

mighty carbon
#

nice

#

I am guessing 4.17 will bring us that goodie

#

niiicceeee

#

now I will be able to track my cat!

#

lol, it turned out to be harder than expected to find anyone to test Gear VR app o.O

wintry escarp
#

yes I'm on s7

mighty carbon
#

@wintry escarp PM'ed you

subtle island
#

Is there a way to visualise what is causing the most fps drop when running in vr?

#

It's hard to narrow down in editor mode because it's not double rendering

#

OH I used a shader complexity visualisation, seems objects with translucency are causing issues

#

Is there an easy way to optimize planes with opacity maps for leaves?

#

without having to just go and remodel the planes into the actual geometry?

wicked oak
#

@subtle island stat GPU

#

command

#

shows you the timing of the GFPU stuff

#

and what you said its automatic

#

it already optimizes sprites

#

its a thing you can enable for the texture i think

subtle island
#

aah cool cheers

mighty carbon
#

so, I tried Gear VR controller with Dead and Buried - had to recenter it a way to often ๐Ÿ˜ฆ But it's kinda fun I guess

eternal inlet
#

is it just me or are the black debug artefact in hmd in 4.16.1 still?

mighty carbon
#

@raven halo how do I set up Gear VR controller? (possibly with a check if controller is active)

tired tree
#

thye are, haven't been fixed yet.....

icy basin
#

Have any of you worked on Inverse Kinematics before? I'm developing a game for VR, and I've never done it before. I've found a lot of resources for IK to display arms/shoulders but I want to be able to aproximate where the player is standing. That way if they step off a ledge, they can fall.
For the record, I know that there's inherit sickness concerns with falling, I believe I have a solution for that.

digital marlin
#

From what I understand there's a plugin for the Connect.

#

ugh *Kinect.

icy basin
#

Yeah, but I'm thinking a simple way of doing it. I don't need to know all the info about the body, just an estimation of where the feet are.

digital marlin
#

oh

icy basin
#

I've seen it done before, in a couple other games

digital marlin
#

Well, wouldn't an assumption be it's the floor Z of the transform of the HMD?

#

Not sure of the exact fidelity of that though.

icy basin
#

Yeah, but I also want to make it so where you could potentially lean over a ledge without falling. Detecting basic bends at the waist essentially

digital marlin
#

I suppose you could look at implementing a tracker or a third controller for the waist / leg

#

Then using trig. determine where the person is standing.

icy basin
#

I know, but the point of it is using the basic Vive or Oculus kit. There are ways to use inverse kinematics for this, without using additional gear or anything

digital marlin
#

oh okay, well yeah not sure.

#

Someone here should be able to help

odd garnet
#

Hey everyone! I made a gesture recognition thing for the Vive trackpad

Would anyone be interested in that?

fair hearth
#

hi @odd garnet im really interested in that! would love to know more about how you made it ๐Ÿ˜ƒ

odd garnet
#

Well I'm debating about whether I'm going to make it into C++ as a plugin or release it on the market place.

#

How it works is that it Checks for what "zones" your finger goes through

#

We're using it to recognize what spell a player is wanting to caat

#

Cast

#

@fair hearth

fair hearth
#

interesting, how are you checking the finger location? is it all c++?

#

@odd garnet

mighty carbon
#

@pearl tangle @raven halo what's the trick about implementing Gear VR motion controller?

pearl tangle
#

dunno haven't tried it. daydream has a very easy motion controller bit to drop in and it works out of the box and then has a box of options you can tweak

mighty carbon
#

not this one ๐Ÿ˜ฆ There a component that I added to player's actor, but the "arm" doesn't seem to work and buttons don't work :/

#

(my setup)

wicked oak
#

TFW im bordering 10.1 ms out of 11 in the game thread on ps4 pro and i cant drop frames

#

i just went and optimized all my anim blueprints just in case, doing random shit like making sure it doesnt do any blueprint calls

#

with the fast path thing

mighty carbon
#

so, what does it mean?

real needle
#

@shanowzer are you doing a combination of "hold finger on X degree zone on touchpad and push trigger to initiate spell"?

real needle
#

Hey y'all hope everything is well. im reaching out because i am wondering if anybody has any experience using a FLEX-FLOW-HAIRWORKS Unreal merged engine and installing the VRExpansionPlugin

#

I've gotten quiet a few errors when trying to build. I'll be happy to share if anybody has any experience

deft badge
#

Were you able to build it without the plugin. I remember having to make a few changes to work with the latest version of VS

#

I mean the FLEX branch specifically

#

I did get it working though

tired tree
#

Jawn, you'll have to uncomment the "FLEX" module addition in the plugins build.cs

#

that module is specific to that engine branch, so while I have it in the build.cs for people convienance it is commented out by default

#

ah nvm you posted in my thread

#

i'll post it there too, but you are using 4.16 branch with the 4.15 flex

#

they changed how modules work in 4.16

runic wave
#

Hey, does anyone know how to exit VR editor mode?

#

the assigned keyboard shortcut is impossible to execute on a german keyboard, just like the open console key...

graceful junco
#

isn't it just escape? Or am I mixing this up with something else?

wise thunder
#

I'm not sure if the editor exit is different from PIE exit, but all of the shortcuts are customizable in the editor settings

icy basin
#

Have any of you ever done something to predict where the player's feet are in VR?

runic wave
#

escape doesn't work, vr editor mode is apparently Alt + ` which also doesnt work

mighty carbon
#

has anyone here implemented Gear VR motion controller in their BP projects?

pearl tangle
#

seems pretty unlikely you will find help with that at the moment considering how few people are doing Gear VR here in general

mighty carbon
#

I know, but Norman did it (or rather his programmer did).. I was hoping you had some ideas too ๐Ÿ˜ƒ

pearl tangle
#

nah i haven't bothered touching gear vr stuff in ages. I would have assumed it would be very similar to daydream but guess not

odd garnet
#

@real needle @fair hearth Sorry I've been busy working all day!

It actually is just directly checking the floats of both axis and doing a TON of math

#

Also just got done with an accidental workstream

fair hearth
#

i havent done work with the trackpads before aside from input events, is there a specific blueprint node you used to get the finger location?

#

@odd garnet

pearl tangle
#

you can just hook it up in the input and you get the float for X location and for Y location

fair hearth
#

oh that sounds super cool, ill give it a go at work tomorrow ๐Ÿ˜ƒ thanks!

odd garnet
#

Yeah it wasnt actually that hard

#

just MATH\

pearl tangle
#

has anybody done anything with displaying extra information on the mirror view with a vive. EG. I want to use the extra screen space to show high score list and instructions which would both be in UMG

pearl tangle
digital marlin
#

loool

mighty carbon
#

@raven halo ping me please when you are around

raven halo
#

yes, sorry, I've been in meetings since forever

tired tree
#

@pearl tangle can't imagine that it hits 90FPS if that is the case, the marketplace assets are generally heavy as hell

wicked oak
#

as if steam cared

#

its barely sold anything

#

the mass of games released ATM means this one gets completely buried as it should be

mighty carbon
#

@raven halo another PM (I wonder if you get highlights when I PM you)

pearl tangle
#

yeah there is definitely a hell of a lot of garbage on there for VR stuff. they really should stop just letting it all go through now

wintry escarp
#

are they being sold as vr assets?

wicked oak
#

@pearl tangle they have used VR as a experiment for their "OPEN DA FLOODGATES" thing

#

and to be able to brag about "oh so many vr games on steam"

pearl tangle
#

Yeah they are still charging $100 on the green light stuff at least

wicked oak
#

not for VR games, those pass without any control

#

i wonder if they will still be completely free to publish

mighty carbon
#

Steam Direct is $100 - no difference from Greenlight

wicked oak
#

you need to get approved on greenlight

#

its super easy

#

but you still need to get aproved

#

also

#

i told you that, steam. 3 months ago

#

lazy bastards

glossy agate
#

$100 per game with direct instead of a 1 time fee.

wicked oak
#

this is on a logged off view of the website

#

on microsoft edge

#

with private/no cookies mode

mighty carbon
#

$100 will be recouped in no time

#

so even with $100 per project there will be no less junk on Steam

wicked oak
#

100 is absolutely nothing

glossy agate
#

Yeah I guess they give it back when you pass $100 in sales.

wicked oak
#

keep in mind games tend to be 5-15 dollars

#

its literally 10 sales

mighty carbon
#

plus, on top of everything, it's already filled with junk.. So I don't see any benefit to better discoverability with Steam Direct

#

even in 10 years all games that are there now will still be there + new games that will accumulate on Steam within a decade

glossy agate
#

Maybe they should have done $500-$700 up front and you get the whole thing back when you make the $100 mark. More risk for releasing that way.

mighty carbon
wintry escarp
#

steam direct is $100 per title isn't it, greenlight was $100 for access to it all

mighty carbon
#

doesn't matter since you get your money back

glossy agate
#

Correct. Direct is refundable too

alpine torrent
#

Metal support for VR in Mac

wicked oak
#

they are showing one damn monster of an all in one

#

its just going to be spectacularly expensive

#

and who the hell does rendering/machine learning on an all in one?

#

people grab a 4 titanX SLI-d machine for that

#

5k dollas

#

for 8 core xeon, vega GPU, and 128 gb of ram

#

and one of those gorgeus screens

wintry escarp
#

5k isn't bad for the spec but its not upgradeable

wicked oak
#

that screen is like 2k alone

#

and the CPU is also like 1k

wintry escarp
#

i'd rather have it 1" thicker with the ability to swap bits in and out

#

I think 5k got you 32gb ram

alpine torrent
#

@wicked oak other ones was less than Xbox Project Scorpio

#

I get touchscreen with that money what is powerful pc

wicked oak
#

?

wicked oak
#

blazing new innovation right there

#

iphone now has a file manager

alpine torrent
#

well devkit had 5.5teraflops and Xbox Project Scorpio have 6TeraFlops

wicked oak
#

pokemon Go is going to use the new apple official AR kit

#

that does inside out tracking with the camera to do "proper" AR

#

that tracks the ground

#

neat

wintry escarp
#

did they announce any ios VR?

wicked oak
#

not ios

#

but mac vr

wintry escarp
#

meh

#

I cant afford pc desktop vr, mac is 5k

alpine torrent
#

well i used pokemon go ar functionality but closed it

wicked oak
#

ue4 AR neat

wintry escarp
#

they had a lot of waffle on the speaker but no mention of it frequency range ability or anything

undone kite
#

Hey Guys, Any advice on how to set the default position of a HMD on possess. Like wherever it is when you start is it's 0,0,0 point.

pearl tangle
#

Multi lighthouse tracking is real finally

#

Deluxe audio strap out today too

alpine torrent
#

@wicked oak yeah and I would love to use in WIndows mixed reality as well

digital marlin
#

I'm keen for that audio strap.

#

Though I'm gonna wait until the next version of VR

#

Dumb Q - how does AR stuff work in Unreal at the moment?

pearl tangle
#

I'm picking up a prototype Tango device from Google today and have been helping their developers work on a new plug-in for it, should be released maybe end of this month or sometime next month

#

Hololens does also work on the UWP branch of ue4 but you will need to be doing c++ for everything

digital marlin
#

I haven't even thought about hololens TBH. I can't get my hands on it at the moment

#

Though we do have some clients who are interested in AR - if we can dev stuff using Unreal that works natively in Tango / iOS.

#

Then that'd be a big win.

pearl tangle
#

its good fun, i have a couple of hololens for over a year but haven't had a chance to do much dev work with them and I don't like going back to Unity to do it

#

I told Tim Sweeny about it and he just laughed though annoyingly hah. they wont put any work into it until microsoft makes it not UWP locked

#

you can already use the older Tango plugin that Opaque media put together but it's pretty average. the new 1 will be much better

#

apple didn't announce the hardware stuff they are puttin in for AR did they?

digital marlin
#

Not from what I saw - though I didn't sit and watch the whole thing - I just picked up a 10 minute overview.

pearl tangle
#

yeah didn't look like it, just watched the video.

#

it's already up on github to test out anyways

digital marlin
#

I can't imagine they won't do something for it.

#

I think they saw Pokemon go and went 'oh...'

digital marlin
#

Ooooh thanks.

pearl tangle
digital marlin
#

thanks. legend.

#

dang I gotta get on Unreal's Git .

pearl tangle
#

just sign in

quartz bay
#

I can't seem to get my foliage to cast shadows from a directional light which is set to static, even though I have "cast shadows" enabled on my instanced trees.

digital marlin
#

yah

sturdy coral
#

@quartz bay make sure you have cast static shadows set.

quartz bay
#

yes, I have that set.

sturdy coral
#

you'll want to ask in #graphics unless it is only happening in VR

#

they can usually help you out pretty quick

quartz bay
#

I have "Cast Static Shadow" set to on, and my directional light is a stationary light, not a static light.

sturdy coral
#

oh if it is stationary

#

make sure if you are using cascaded shadow maps with it

#

that you have dynamic shadows on on the foliage too

quartz bay
#

I turned off dynamic shadows on the foliage because I thought it might be costing too much

sturdy coral
#

in the directional light search for cascaded shadow maps and turn that off

quartz bay
#

My trees don't move and my light source doesn't move, so I just want all of the shadows from the trees to be baked into the level

sturdy coral
#

stationary can do a blend of sort of static (still dynamically shaded with analytic specular) and dynamic with shadows

#

so make sure you aren't doing that if you don't need it, it has a big performance cost

quartz bay
#

yeah, I'm trying to keep everything as minimal as possible because shadows kill performance in VR

pearl tangle
#

Yep foliage shadows in VR are going to be a massive performance hit

mighty carbon
#

bake them

#

to a plane

sturdy coral
#

yeah, I wish there was built in mega texture for that

#

baking all directional light shadows to a plane would be much more efficient in a lot of cases than lightmapping everything

pearl tangle
#

If nothing moves why don't you use static instead of stationary anyway?

sturdy coral
#

static doesn't get analytic specular so you don't get good highlights that pop a lot of times, but if all you have is a directional light it can be ok

mighty carbon
#

when building engine from source, what do I need to build to be able to work in UE4 and deploy ?

glossy agate
#

Is it no shadows anywhere or just on the landscape?

pearl tangle
#

Just build the editor

#

64 bit on editor version

mighty carbon
#

got it, thx