#virtual-reality
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whats wrong with the 1 thats up on the marketplace at the moment/ what did you do differently to that 1 @tired tree
my deluxe audio strap is supposed to come in tomorrow.. but then found out it apparently doesn't support the Vive Pre yet
just ordered 3 now too but the HTC guy said they will expedite the shipping since I had them in the office and showed a project for the rift that I want to swap to vive but need the straps :p
5 now actually along with a better 3 in 1 cable
Just finished up building its kit. Next step is to make it intelligent I wanted to show how big he was compared to the normal VR player (both big and small)
@pearl tangle apple ios is locked system more locked than UWP is ever
@pearl tangle apple announce depth api and ARKit so there are those
interesting it was shown with UE4 instead of unity
unity tends to be much muuuuuuuch more apple-ish
unity itself was mac only for a while
ue4 runs much better on ios than android though doesn't it
yes
becouse it uses Metal for Ios
not sure about how vulkan runs on high end android devices
this kind of high performance apis are great in mobile. as mobile are several cores, but slow ones
opengl is a singlethread api
wich becomes a bottleneck real fast
id have considered a new ipad if the price hadn't jumped so much
@MordenTral#2571 does your VR toolkit have climbing?
i had an idea of a ender game style pvp game in space, using climbing in 0 g
@wicked oak yeah it does, built into the movement component
well, a movement mode that supports climbing at least it, it can be used for more than that, basically a direct movement pathway into the movement component
ill have a look
the climbing logic in my template is in blueprint though.
does it work MP?
yea
thats why i built it into the plugin directly, was going to leave climbing up to users until I realized its actually hard to do that correctly with a movement component without building it directly in.
other solutions tend to have hitching...or throw out the best parts of the movement component
in multiplayer that is
#freethemovementcomponent
But yes, you'll want to do it that way especially if you target multiplayer
its becouse i have an idea i want to try for a Ender's Game PvP mutiplayer
its something that can be done in literally no time. I already have a good bunch of the 3d models that would be needed
and for the level layouts the most interesting thing would be to generate them dynamically so its different each time
with the character...should be good to just set low grav and allow climbing, on release would float then
i would add some thrusters
you'd likely want to create some push away abilility too
but slow
or with limited energy
becouse i do not want to have the players get stuck floating in nothingness
a thuster with a several second cooldown could work fine
goes in the direction you are aiming
make faceplates get cracked and ice up your vision....terrify the players
the good thing, is that in free flight / climbing state, collision doesn
't feel like it does walking around
@pearl tangle I was probably a bit harsh talking about the marketplace and forum efforts, they just didn't suite what I wanted out of a keyboard, they are likely fine for most things.
I started iterating on one yesterday that is dynamically generated off of a datatable. So different key layouts / keys can be swapped in and out easily without manual placement and 2D/3D keyboards can use the same base table to generate off of so I can design one once and then use it as 3D or 2D as I choose.
Sounds like the correct way to do that
basically I just wanted my work keyboard in VR so all of the muscle memory works :p
@wicked oak Someone is making a similar one, but where both teams try to throw a ball in other teams goal. Looks like a lot of fun, but probably better if you have shooting. Was messing Mordentral's plugin this weekend and it has a lot of cool features that would work, but @eternal inlet has a really cool zero gravity solution where you can push off walls. There may be a tut on his channel.
its the same thing now
I helped jonas get his stuff onto a character in blueprint
its just flying mode or falling mode with low grav on the character
the wall overlap is force added in opposing direction
@glossy agate strange. Im about to prototype something similar with guns, melee and ball throwing into a goal. Not sure if I want to now I know others are doing it ๐ฆ
i just found it interesting becouse i can have it finished on steam in less than 1 month
im already planning a scifi game, so grabbing some assets from there is no issue
there is already a low grav ball in goal pvp game released
no weapons i don't think though
nah, i would definitely have weapons
Dang, I saw a prototype on the ue4 FB page that had shooting and the diamond shaped obstacles, then saw the same thing on YouTube with no shooting, and just throwing the ball.
I've not had controllers for my home vr setup until yesterday so im ready to embark on something. I dont want to just be amongst a bunch of clones that will probably do better than I can solo
The shooting one allowed you to add obstacles too. Unless that was your project.
i have several multplayer prototypes of different kinds
ill probably finish the "aquila" multiplayer game as a stepping stone to the scifi crawler or something like that
Mordentrals plugin is super awesome though if you use it. Pretty much everything that I would need is exposed in BP. Looks like it even has all the server stuff added too.
i prefer to code the stuff myself. But i might grab some snippets from there
whats the advantages of his plugin?
right now i had to change a lot of the input stuff, becouse i was assuming left and right hand
and turns out PSVR AIM is "one" tracker
a Gun tracker
It's like VRTK for unity
https://www.youtube.com/watch?v=1BuvfKDEZKA pretty neat to play my game with AIM
VRTK doesn't support multiplayer :p, but it has more than one dev behind it too ๐ฆ
yeah, its for the noobs that can use all that stuff. Normally i just implement it myself, but looking at how others do it is not a bad thing
make a patreon @tired tree
Has all the loco, climbing, interactivity ect built into it, and it looks all replicated for MP
dunno....i'm oldschool as hell, always been opensource and hobby projects
@tired tree do you have a github?
but honestly the plugin is taking aton of my free time now
patreon is legit tho
it has become super popular for open source project
to pay for the main devs
So there you have it, it's better than vrtk. I would def have paid for it, but he's just giving it out.
Marc, its on bitbucket...which might actually need to change eventually. I'm holding out until epic complains because all my personal projects were on there already I just made them public
ahh fair enough ๐
thanks
Your barf platform really is Barfy too. I never get sick, but just the slow smooth yaw made me feel it haha.
yeah...which is weird, i am immune to everything else, and some people don't care about that thing
but it wrecks me
the Island 359 devs asked for working standing bases so I was testing with that when I about threw up, left it in as a challenge
the most barf inducing thing I ever did was use VXGI with the frozen lake hang-glider demo from the launcher. I lasted less than 2 minutes before I had to take the headset off
low fps?
yeah big dips when swopping in
*swooping
@tired tree that procedural keyboard is just awesome.
I started it yesterday, it should hopefully be a lot better after more than a few hours work on it :p
I just wanted something to use with my console component for input, so finally broke down and started working on a keyboard
aye its inspired. Most people would probably have just settled for a static layout with no thought of localisation
scroll down to see Vive
I wonder if Oculus will support Apple..
once thing that I wonder about is why Vulkan takes forever to get out of the door. Damn Apple already has Metal v2.
I wouldn't count on Apple as VR platform - people having hard time justifying spending $800 on PC + $600 on VR and I doubt having to spend $5k on Mac + $800 on Vive will help VR going mainstream
with $5k one can build outstanding VR machine with 1080 Ti and still have a pile of cash left
or better yet build 2 VR machines - one for yourself and one for your better half
lol one 1080ti
more like 2 of them
with an absurd CPU, fucktons of RAM, and good everything else
you can build one hell of a monster with 3k budget
with 2k for the screen
lol
seems a bit silly
@wicked oak https://uploadvr.com/arizona-sunshine-gleams-psvrs-aim-controller/ << your competitor on PSVR
im aware of it
it only has in common the fact that its a shooter
i would be MUCH more worried if sairento vr did ps4 version
or raw data
but i dont see the sairento devs being skilled enough to do so
Hopefully az sunshine has cross platform MP support. Maybe you will actually be able to find a match now.
doubt it will be cross platform with PS4 since main game uses steam....
I thought that Star Trek game managed to do it? Unless I misunderstood.
Oh yeah, that makes sense.
yup. playstation is ok with you doing crossplay IF you use your own stuff
I have both 3D widgets and a post process shader. Is it possible to have the PPMaterial not affect the 3D widgets?
working on smooth locomotion for the AIM
you walk on the navmesh. That way you cant fall of the map
teleport is also on the navmesh directly
Nice! Is that added in the PC version too?
given that im doing a 2 handed rifle mode, ill probably add it to PC
about normal gameplay but with smooth, i dont know
you cant do it on vive. You lack buttons
becouse i use the trackpad as face buttons for inventory. But if im doing locomotion, then the trackpad is used for movement and you dont have any key for inventory
it would have to be rift only
and it would probably bring me hate
Hey does anyone know why my vive controller's button inputs suddenly aren't working in unreal? both controllers are tracked and nothing has changed in the blueprints
OH HANG ON
I think I know why, some other element was grabbing focus
@wicked oak what are you using the vive button itself for?
I mean the button over the trackpad
its a way to open the game menu
if you want to restart or go back to main menu
on rift i have 2 face buttons, plus the menu button, plus the joystick
so i can use the face buttons to do the inventory thing, and then use the joystick for locomotion
i have it implemented right now in fact
you could possibly do the menu similar to rec room, look at your wrist to pull it up
and free up that button
nope, cant do that
switching inventory fast is really important
you do that in the middle of the action
thats why the game opens and changes weapon instantly
ah, so you use the menu for inventory, and separate inventory buttons for something different?
I was thinking you could use that top button for locomotion, just hold it down and point where you want to go
won't work great for a two handed rifle grip though because you won't be able to strafe without aiming different
I do space pirate trainer style hand-over-the-back for switching weapons quickly
i use the "grab" buttons for teleport
i need to keep the teleporting
and no i cant do hand over back
there are a bunch of weapons
ah yeah, doesn't work well for more than about 2 or 3
im going for a loadout of 4-6
probably the 2 handed mode (AIM) will use 4 weapons, and the single hand mode 6
becouse it has the spellwand and the sword as extras
can VR controllers be used without a headset?
I wanna start working on a VR game, but I don't have any PC VR gear. just PSVR and a couple of PS3 cameras
my understanding is that if I use PSMoveService, OpenVR should enable use of the Move controllers with 3D tracking, if I plug in two cameras, but I dunno if I'll be able to effectively test out my game without the headset
no
Anyone know if ARkit is c++ only? GitHub is down for maint. Can't even tell if it's just a plugin or what.
maybe for now
I would be surprised if they don't expose the whole thing to BP eventually
is Apple's AR is about the same as one in Pokemon Go ?
(also wonder if they yet again lock development and deployment to Macs)
@raven halo when you wake up and have time, please check PM
@mighty carbon is that a no to using VR controllers without a headset, or a no to testing effectively without one?
I know you can't use Vive's wands / Oculus' Touch without HMDs
Since you have to have PS4 devkit and PSVR to dev/test for PSVR, I am sure it's the same deal
@mighty carbon it is similar to it yes
if you can pair Move to PC, you can probably dev on PC without HMD, but making VR stuff without VR hardware doesn't usually work
@glossy agate not C++ only
https://developer.apple.com/arkit/ more and it was in xamarin post what use C# so
I bet @glossy agate meant C++ only in UE4..
well it's for Unity and Unreal so
you can pretty much read it from there
@mighty carbon well @glossy agate mentioned ARKit
Ah ok. Hopefully it gets exposed to BP in ue4 soon. I still have an iOS account I'm paying for but haven't used in a while haha
do you have Mac ?
No. Just pc, but you can deploy to mobile without a mac. It just loads the app into your I tunes account.
Hmm, actually starting to look like you may need xcode for the ARkit, which would require a mac to build. Hope not.
@mighty carbon sounds like you might not be able to answer my question authoritatively, but the thing about vive wands and oculus touch probably applies in any case
you could test it in xamarin and unity with they live player functionality to test it
then make ue4 from it
that is one way to do it without mac
as it compile directly in your device
@solar steeple sounds like someone needs to either shell out money for VR hardware, or make something interesting to get attention of Oculus and Oculus would provide Rift + Touch for free
no one f#cks around with VR without VR hardware
@mighty carbon you know how to compile ue4 without mac in the device?
"no one f#cks around with VR without VR hardware" this is precisely what I was going to do
everything outside of the aspect of usability, you can do without the actual HMD if you at least have the controller
@solar steeple you have to build it from theory or you make it first in psvr
I really liked playing bocce on sports champions for ps3. so I'm gonna make bocce in VR
you have ps4?
starting development with a ps move controller is almost symbolic
I have a ps4 + psvr, but no dev kit
they dont offer put it to dev mode? what is in xbox
there is no dev mode on ps4. xbox has a dev mode, but only for universal windows applications
you don't get full access to the capabilities of the console
you still need dev account with Sony
since you have to upload online and then download to console afaik
@wicked oak is our PSVR aficionado
he'll tell you when he wakes up
lol
I have devkit access at my job, but not at home. I know how the stuff all works. ๐
ook, bizarre stuff - print string doesn't output anything to the screen on Android/GearVR ๐ฆ
https://channel9.msdn.com/Events/Build/2017/B8056 good to watch
ha, WTF !!!!???
So when using multiview with multiview direct, Print Screen is blocked, console is blocked
basically anything to do with 2D screen doesn't render
f#########ck
reported several bugs to Epic/Oculus
I am guessing other Gear VR devs don't use 4.16 or don't use multiview
oh, and of course Gear VR controller has no swipes working either :/
What is development for vive in ue4 like compared to unity?
the plugin for unreal and the VR template makes most of what you would be doing incredibly easy with ue4
vive seems more lightweight with its integration from what I have seen but im sure there are templates around for it now too
Hey lads, any of you have received a Deluxe Strap for the Vive ?
and observed the foam deterioration problem while using it ?
in E3 wait to see Xbox showing VR headset with Project Scorpio
@wicked oak you gonna port it to mac VR ?
i dont have a mac
@wicked oak would you port it to mixed reality?
and playerbase is way too low
@alpine torrent hell yes i would
but i need the platform to have motion controller
i mean this software called ue4 does builds for different platforms easily
Yannick was seems looking some UWP stuff when he joined to chat during UE4 training stream
@wicked oak have you looked those Windows Mixed Reality motion controllers?
yes
they would work fine in my game
you are shooting forward most of the time after all
that Windows Mixed Reality is coming to phones as well as new phones are coming
that definitely not going to happen lol
and my game is for a GTX 970 minimum
with a good CPU
Vulkan will probably lower the CPU requirement quite a bit once epic adds vulkan for oculus and vive
i think they already got vulkan on steamvr, no?
so your game is not for arm?
my game is for PC and Ps4
i could definitely just do a build for windows holographic (desktop) if epic has support for it in ue4
then you could target Desktop apis so yeah Windows Mixed Reality is then Desktop
Desktop Bridge is cool with that as well
so you could release same game in steamVR and oculus marketplace if you want
I wait what kind of VR stuff the xbox project scorpio support
holographic
for sure
if they announce it, iguess they will still give free devkits to devs
so hell yea, more tech
as if my room doesnt already look like a spaceship
think wearing one of these https://channel9.msdn.com/Shows/OEMTV/OEMTV1769
hahaha i still have 2 unused APP ids
seems it was a success to upload that gif of my game to r/psvr
with aim controller with smooth locomotion
just finished installing the Deluxe Headstrap, fits quite well
bit weird to reroute the cable to the side tho, feels like it could unbalance the headset a bit on the right side
people say the foam melts
with sweat
So the foam padding on the back of the new headstrap doesn't handle sweat?!?! This is obviously a huge issue and I /REALLY/ wish I found this sooner to let y...
check this out
this is a video after another review he did where he praised it
yeah, I'll use it a bit and report back if that's the case here
would be the occasion for VRCover to make a waterproof cover for it :p
x)
looks cool tho
vive with that + wireless gets really good
i still prefer Touch
but we know valve is doing stuff
bah, just need to get compatible devices :p
yeah im definitely keen on the new 1 since I can do warehouse scale 100x cheaper than optitrack
my headstraps should be getting here early next week along with a few TPcast's hopefully.
are you running the newer 3 in 1 cable on it @jaunty shell or the original 1?
i just ordered 1 of those as well to try out, all of ours are the earlier 1s. I will grab a couple of the business edition vives shortly too which should have all the newer bits and pieces
definitely seems easier but build quality still seems quite a bit lower than the rift
well the business edition we have has the old cable holder bit (the vive logo one in front of the headset)
If the face mask on the rift didn't get so hot and it worked with lighthouse and handled proper room scale better then I would be happy
newer headsets are supposed to have a rigid cable holder
oh yeah the top headstrap connector bit got changed quite quickly too. It has the hard plastic extender bit instead of being directly on the headset, works quite a bit better
no improvements for Rift Roomscale with the latest updates ?
its too annoying running a shitload of cables all over the place with it
yeah i prefer the controllers and the comfort of the headset, which hopefully is no longer a problem with the new audio strap, and the cable is better just too short
@pearl tangle at least the business edition comes with an active cable extender
you'll get twice the cable length, only problem is that it uses another link box halfway
but its a decent solution while waiting for wireless addons
i have usb extender and long displayport/hdmi caables on all and never had an issue on that side.
not the official solution then ?
@alpine torrent for a sedentary VR Room that's the best solution for sure
but for a "mobile" VR demo solution, it wouldn't work :/
@jaunty shell then there is those VR PC Backpacks
well, that's a solution
is there a GTX1080 based vr backpack available tho ? ๐ค
1070 is good, but not really futureproof
ah, HP's Omen VR backpack has a 1080
oh, you can also apply for a dev program https://ssl.www8.hp.com/h41268/live/index.aspx?qid=26960
mmmmm, a user of my plugin implemented a static room / dynamic view idea I had been thinking about for awhile. Guess he had the same idea, for reducing vection sickness, I think it has a lot of potential.
so they can give a backpack to a dev?
couse sure as hell i dont want to buy one
but if im given one for free ill showcase it at conventions and the like
@wicked oak yeah that's a good deal for devs
I won't buy one for sure too
But showcasing sponsored stuff is something I'd gladly do
@raven halo PM
@tired tree are you talking about that espire1 game? Looked like a pretty neat take on comfort mode. Serious Sam has something similar but with a round viewport.
yeah, that one
It looks good. Very polished.
didn't know serious sam did it too
I protoyped a version of that too for my system. You can actually try it out (although it's not quite as full featured as what's shown in Espire 1).
But it's buried in the menus ๐
HUD menu, FOV settings > rectangular FOV mode
Yeah SS second encounter had it, or it may have been a feature added in the "fusion beta" thing they have. Its not really for me, but I can see the benefit for people who get pretty sick.
Yeah I would never use it, but i could see some who would
I don't like it myself personally. But I've had at least one user report to me that the rectangular FOV worked for him where the round FOV didn't (otherwise he could only use blink step).
anyone know if the black bars in the vive preview window have been removed natively in 4.16? currently working in 4.15 using source only to modify steamVR.cpp, but was going to migrate to 4.16 if this has been integrated. ( i believe there may have been a source request for this in process)
Nope, still not in by default.
@graceful junco k, thanks
Hi, I'm trying to enable SLI for UE4 4.15 / 4.16.
I have downloaded VRWorks 4.15 (and 4.14) I have SLI enabled ofc from nvidia control panel. Multires and LMS enabled from project settings and i'm playing with different console command values 0-3 but i just don't get any results. In earlier VRWorks builds (4.12-4.13) i had awesome fps boost with these settings and sli enabled.
I have also tried engine release builds (4.15 and 4.16). I have created Nvidia profiles and tried different afr settings but sli is not working. I have tried VR-preview from editor and also packaged game...
If here's anyone who can help me i'm ready to pay for your effort. Thanks.
I didn't think VR supported SLI properly
VRWorks branch does
you cant use afr on VR mate
it adds latency, wich is why its "forbidden"
VRWorks SLI works by just rendering one eye on each GPU
@viscid talon in short, the only way to get ue4 doing VR sli is on nvidia cards only, using the VRWorks branch
vblanco, thanks for your reply. I just don't get any fps boost with VRWorks 4.14 and 4.15 builds. In earlier builds 4.12-4.13 it worked like a charm
the problem is that they dont have proper documentation
they should have a damn github page with the added commands
and what they do
Anyone made a reticle (like Oculus')? The one I made with a 3D widget makes me go kinda crosseyed.
@undone kite you need to make it a stereo layer
that is head locked
then you go and make its depth change depending on a trace
no widget
Stereo layer you say
yup
and one that is "face locked"
that way it will follow your hmd
you parent the component to the camera
and in the options you tell it to be face_locked
can you link me documentation on stereo layers so I can find out more about these magical things?
and a cuad type layer
with a point texture
google them, easy to find
oculus docs are better
btw, test them on vive too
becouse some of them get distorted a bit
yes
awesome thanks I'll look into this more
@wicked oak So I got the stereo Layer working and showing the reticle on screen but it's like I'm crosseyed. Seeing 2 (stereo render right.) Does it neeed to be a specific distance fron the camera to be effective?
Trace to the interaction distance?
would that not change the size of the reticle?
to see the distance where the reticle would hit
yes, probably
you can then scale it up depending on that
it has to be "3d"
the reticle has to be somewhere
Yeah I figured that the Stereo layer would just render to each eye afterward :p
So it's basically the same thing as a 3d Widget
just not affected by the environment.
Carmack urged to render crosshair over the surface, not using render depth hack.
@mighty carbon what do you mean?
I've been using UE4 for years but have been asked to help in VR. Kind of new territory for me. Learning fast ๐
carmack said to do exactly what i said
basically have the crosshair as a 3d object in the world
at the surface you are aiming it
if you then use stereo layers, you can make it NOT get double buffered
and it will be 100% perfectly locked to the face
I'm trying to set it at the interaction position and adjust size but It seems to flicker
It's not too complicated
yeah I follow direction well ๐
Is there a way to screencap what the rift sees. The layer does not seem to render to the viewport
no it doesnt
they dont render into the normal view
becouse the view is what ue4 renders
the layers arent rendered by ue4
they are rendered by the SDK
oh. Ohhhhh
Apparently I can't have these on multiple pawns at the same time?
they all get rendered to the same screen it seems
@wicked oak this is unity guy doing mixed reality demo from build but looks cool from but i want to do it in UE4
is this any good for Rift ?
(for controllers that is)
anyhow, ordered 3-rd sensor for 360 deg tracking
get ready for the cable madness
why?
I have plenty if ports
or you mean extension cables ?
also, it looks like new Lighthouse (v2) isn't compatible with current Vive HMDs. Is that true ?
yeah its the extension cables for everything that gets annoying
extensions for the cameras, extensions for the headset
yep newer lighthouse stuff wont work with the old chips but those newer lighthouses are a fair way out and will be for the version 2 headsets most likely. the biggest benefit to me is the multi lighthouse setup now. instead of paying about $250k to deck out a warehouse with optitrack cameras you can do it with about $25k worth of lighthouse stuff. still not quite as good but still for a tentth of the price we should start to see a lot more cool arcade stuff popping up
those numbers on the headset sales for q1 actually seems rather high
but now you have to buy whole new HMDs
For me it's fine (if I ever manage to scrape up for Vive) since I don't own Vive already
but for people who already invested into Vive ...
so what?
I wonder if it's true for wands and pucks too
even if oculus v2 uses cameras it likely won't be the same ones
but yeah
its the same
the new lighthouses are faaaar better
yeah, but Oculus v2 isn't happening in the next 2 years, or so they say
and incompatible with how they tracked
yeah, but steamvr has to support muliple manufacturers
LG might be using lighthouse V2 fo their headset
vive isn't releasing a vive 2 anytime soon as far as anyone is aware
htc
yeah its not really something I expected to even get the mid range updates that are already coming through.
if tech updates then you have to buy new stuff, nothing stopping you from still using the older headset though
same as if you want to get a 4k TV instead of a 1080 TV. you buy a new 1 rather than expect a free upgrade
can't halt progress in an emerging market because of legacy hardware restrictions
the new lighthouses are tons better
oh, I was under impression Lighthouse v2 comes out in a few month or so
its only for new headsets
that aren't even out yet
man the tracking volumes possible with those though......
can I make Westworld with it ? ๐
with enough fo them yes
I am sold then
or at least enough in a large enough warehouse to run direted walking logic on players
yeah still need the tracking pucks on everything though but at least I can just build custom props with some sensors on it for different things
compared to the small IR markers you can place on stuff with optitrack it's definitely not as good but price wise makes a gigantic difference
gee, compiling source for Android is a royal pita
if anyone interested https://github.com/Oculus-VR/UnrealEngine/issues/6
i think just doing anything for the gear vr is a pain in the ass
well, no different than building any Android app
btw, I figured out controller buttons
implementation is outright poor
I don't know who to blame, Oculus or Epic
I think Oculus since they provide stuff to Epic
that kind of controller is really overrated
have to reset it every 30 sec when playing Dead and Buried
probably less frequently than that when just pointing and clicking occasionally
btw, interesting http://missioniss.magnopus.com/iss-breakdown.html
gear vr deployment seems to be a lot more problematic than regular android for me
have you tried google dream yet?
the daydream 1 doesn't seem to get so far out of whack, it also depends how you do the arm model as well if you attach it to the camera or the player in general. i do prefer the feel of the gear vr controller though with the trigger on it, easier to hand to people and let them understand how to use it
Your controllers turn off every 30 sec while you play?
hes talking about the resycning the position of them since they aren't 6dof
like with the rift you sometimes have to reset the position of the headset
Oh, yeah that sounds like a pain in the ass. Hadn't heard that before
for daydream and gear vr 1 it's always going to be an issue because they don't know where they actually are in the real world. They are just wiimotes
then you run some calculations to assume how they are moving at the elbow rather than the actual accelerometer data and whatnot
Oh I thought he was talking about the touch controllers
nah, Touch is awesome
Daydream/GVR controllers are gimmicks, especially that they drift
I guess it's better to use controller when it comes to games like Dead and Buried
drift is what annoys me (but then again, maybe I expect too much after using Touch)
Carmack isn't happy with drift on GVR controller, but maybe he will hack it and make it better
they have nothing in them to be able to handle drift correction really. they are mostly to be used as pointing devices, trying to use them as an actual gun or something is not going to happen so well without positional tracking
btw, what's "arm"? How do you make "arm" for Daydream ?
anyone?
its the arm model
not a visual representation of an arm but a representation of arm movements rather than just controller movements
so you setup the size of the arm and stuff and then it does the inference on the visualization of the controller @mighty carbon
@kentbye @alphasystech @TimSweeneyEpic Turns out ARKit is just a table-detector
ARKit is just the table detector
huh
UE4 is doing something and I want to use it
The ARtoolkit doesn't do anything that you couldn't already do with open CV or the ue4AR plugin. It will just make a bit more common starting point for people making AR things, but since it's locked to iOS only it's useless to a lot of developers considering Android has 70%+ market share in a lot of places
@pearl tangle Fair enough.
motorsep: you got a daydream as well now?
when Mixed Reality HMD use USB 3 port when Rift and Vive are plug to GPU
Sorry, i have a question ! Someone used Chinese's VR_ PPGun!?
ok first time i got ARKit with Hololens and Windows Mixed reality omg see the event in table and some play it
Damn. That sucks to hear about V2 lighthouse been incompatible with current gear.
So basically, gotta rebuy everything when we upgrade to gen 2.
@wintry escarp no, but the arm thing should be the same I guess
its odd that they didnt make the lighthouses backwards compatible
people would definitely buy the new smaller ones, and as they are cheaper they would become default in newer manufactured vives
they are using a totally different syncing and beam system
its not really going to be backward compatible
the lasers can actually sent small packets of data on each pass now, which is really fricken cool
Ah ok
they send data back and forth through the lasers
pretty sure that is how they ID too
on the tracked object
There goes my plan for building a collection of trackers D:
that would explain the multiple stations, each would have its own id encoded on the lase
r
so the tracked object knows which one hit it
but it may still just be time sync'd and the encoding is jsut for between stations
dunno
In late June we will make another option available, assuming testing of first silicon continues to go well. The TS4231 part uses 5 components per sensor, so it is cheaper to place at each sensor. More importantly, though, it provides a burst of data per laser or sync hit. Using that data allows information to be transmitted on the laser itself, which we can use to learn about the source of that laser.
yeah I was right
its an ID packet on the laser
which is why current gen is incompatible, they did it based on timing sync while the new stations don't have the LED array and the tracked objects do it by getting the ID
seems considerably more complex
does it still do its vertical/horizontal sweeps?
how can it send data on the laser if the laser is rotating at high speed?
unless you encode it on the waveform of the laser wich seems strange
i saw that one. But how exactly does it send the data??
its what i dont understand on the new one
the old one was basic as fuck. One "Sync" pulse, then a sweep pulse, then another sync, then another pulse
get local X and local Y angles from sensor
they don't specifically say how they are bursting data with each hit
people are speculating currently
@wicked oak AR/MR for Unreal tutorial coming
they showed it
I assume its on the datasheet for the receiver, but I don't feel like reading it atm
on the apple demo
they need to do it becouse if not, unity will do it
well,unity is already basically the only way to develop for hololens
unity have 91% games made to Windows Mixed Reality
@wicked oak Alex answer https://twitter.com/UnrealAlexander/status/872791009108922368
@Janisku7 That's pretty cool, I think it would be fun to do an AR/MR tutorial for Unreal. I'll see what we have planned
You can see how they do it on the tech sheet stuff on the tracker training documentation I'm pretty sure
The benefit of that system is that you can connect multiple lighthouses all over the place and they can all be on the same frequency rather than just 2 and it knows what Bram it came from because of the data packet it's transmitting. It's exactly the same methods we currently use for transmitting data with a laser ala DVD or fibe optic cable
@ZoltanJr#2131 dvd and fiber doennt have a moving beam and receiver
DVD is a bounce that either bounces as 0 or bounces as 1
fiber optic is spectrum stuff
i wonder how exactly its synced becouse even if you send the laser with data inside its spectrum, how does it get received properly if the sensor will only catch the laser for a very short amount of time, and can be moving on that time
So with the lighthouse 2 would you have to upgrade your whole setup to use them? hmd, link box, controllers etc.?
how does it feel to play racing games in VR ? Sickening ?
if you have the wheel and you sit like in a car seat then it could be feel good
so you personally haven't tried it?
then you could build frame what shake like you are in a real car
there is simulators for that
nah, I don't have $$ / space for the frame
sadly i dont have racing wheel anymore
I just have an office chair and maybe I can get a wheel
why not to get gaming chair?
but if it creates motion sickness real easy, I'd want to waste money on the wheel
because racing chair cost a lot of money?
well gaming chairs look like racing chair so it could you feel authentic
Its just if you can handle fast movement or not. A cockpit kind of grounds you though
I guess I should buy a racing game and see how it feels using gamepad, and if I don't barf, get a wheel later
You can try the demo of my game or I can PM you a key. You need 360 for the full thing though
Gets about as as fast as you can go
Project Cars support VR?
It does. Probably one of the more popular racing games
@glossy agate will have 360 next week (at least that's the plan)
I tried Mission ISS and I didn't like it (as far as motion sickness goes)
and that was slow movement
Nice! 360 is a lot of fun.
Ill PM you a key. I heard a lot of people got sick on ISS because of turning upside down or something. I havnt tried it
I've tried elite dangerous in vr, at first its a bit sickening but you do get used to it
The cockpits take up a lot of the screen in that tho
I tried war thunder but I was going crazy with aerobatics and made myself feel a bit sick
Mission ISS is fairly sickness inducing though Motorsep
@subtle island that's what I heard, but contrary to such opinion I don't grow VR legs ๐ฆ
@tired tree I am kinda concerned about Lone Echo because of Mission ISS ๐ฆ
Mission ISS is free float isn't it?
also it is far too early to say you can't get VR legs, while some truly can't, you haven't actually had enough time in sickening experiences yet to claim that.
at least assuming it was after you got touch that you started playing with them
as I don't remember you talking about non teleport before that
its sadly not a "try for a few hours and poof, fixed" thing
Yeah I don't think people should have to "just get over it", there's definitely more that could be done with the technology to help
if you're getting low fps that coould be a key contributer
@tired tree not ISIS?
lol, someone attempted to login to Discord using my credentials from France
f#cking Internet, I am running out of passwords I can memorize ๐
lastpass already got hacked
use keepass if you want the ultimate secure one
open source btw
i cannot remember the F-Secure one
keepass def. the way to go
im using one called dashlane
seems to work really well
it can work offline or online. the online its just a sync
that syncs your password database (encrypted)
when that last hack happened, they said they got hacked but there was no issue as everything was encrypted
@mighty carbon get on mordentrals barf platform, it will grow you vr legs.
its free, but the paid tier has the online sync functionality
you can use it offline if you wnat
@glossy agate I tried his template - didn't get sick climbing or using teleport. Got sick using everything else.
^Interesting, autodesk trying to streamline max to vr based on the stingray engine
barf platform didn't help me any with my "legs"
I am immune to all forms of sickness except that damned thing
well...thats not true, had a bug in grapple once that put my character into a handstand
that was worse
Yeah I was kidding, that's still the only thing that makes my guts turn
also like I told you Motor, you tried it for all of 5 mins,I would expect anyone to get sick like that, also don't think you used hand forward movement
Your OOB movement was pretty cool. Would work in MP because it says fair.
OOB?
Out of body. Pawn dashes in real time to where you choose, then the camera teleports when it arives
its a small demo, any actual movement based off of it would need a lot more work
for gameplay at elast
or it would be a huge disadvantage compared to slider players
Yeah it would be, but you could keep a ghost gun with the cam to shoot while dashing so you could kind of defend yourself. Projectiles would still come from the pawn though like your demo
it would still be highly unbalanced
its not about speed
its about movement
the smooth locomotion guy can keep shooting while dodging
and moving around
the teleport guy cant
he can teleport, or he can shoot
he stays most of the time still
then changes position
the smooth lomotion guy never stops
He can though. You can shoot while the pawn dashes in real time
how exactly? even if you keep a random gun
you cant do peeking on a corner
the smooth locomotion guy can go, take 2 shots, go back
and dodge like that
the teleport guy cant
doesn't pavlov use this as a movement?
Yeah it does.
pavlov is direct smooth locomotion
no
there is an optional comfort mode
with stutter dash teleport, but the other clients see smooth
man i dont know why the fuck i care about balance
Its still roomscale so teleport guy can still peak to shoot between dashes
a player that already bought it
yeah
but for example i want to make a multiplayer game for my next project
as im going to build a ton of assets, i might use it to do it as multiplayer
did you see my Aquila prototype?
might make it a full game
Testing VR Keyboard and some new things
with the assets of the one that will become a dungeon crawler
Gameplay video from the Aquila prototype. This is not a game currently on sale, but just a small prototype i made to test some multiplayer features.
this prototype
this is what i was talking about with the shoot while dash. In competative though you would need to use slid if you want to win
would only work for casuals
it was pretty fun to have the 3 completely different playtypes
that cancelled each other rock/paper/scissors
but now i think, maybe i can have a gunner class (the rifle one) that just works with teleport/dash
as usually you would want to snipe with that
When are we gonna do another test?
when i have something to test
fair enough haha
might continue this soon anyway
as im going to build the assets for the game anywy
so im losing nothing by releasing it
assets are getting done for another scifi game, so using them for a multiplayer "preview" could work
and that i get some experience deploying an MP game
instead of doing it for the other game wich is a lot bigger
Your ID's are still good too right? No $100 fee to try it out
heeheheh
yes
i got 2 empty IDs
pretty much completing that prototype and making it "final"
the prototype has a considerable amount of jankyness in it. like the bow is buggy as fuck lol
and the replication is trash
ill probably use some of the code @tired tree has on his template for the movement system
as we both implemented the same thing
but his is a bit better
Right on. You write the lobby yourself? I want to try it out when you are ready
you remember i just had a server browser
ill keep that
but make sure that the games are "finished" and "start" again on a new map
like UT where the server is left alone and does different games
nice, I want to do an MP game next too, but I don't know shit about networking and all that. Have to hire someone
I have the template from epic, but I am lost trying to set game type or anything like that.
what i need are level designers
i can do plenty by myself, but honestly im much better as a programmer
but in VR honestly nobody cares about graphics
or thats what it seems for steam indies
ill focus more on the gameplay and flow
wich is what i do well
Nobody cares if you have it in early access. If its final with bad graphics people complain from what I have seen
i want to at least have some art style/flow
and something i can get done myself
i fucked up really badly with DWVR with maps that are too cool
i cant do those myself, and my level designer is doing other stuff now
Yeah, I'm buying a lot of the art for my next one and giving it a once over. Takes sooo much time to make yourself.
do you know how can you allow modding?
if i let people create custom levels im set
and could focus on making the features perfect and balance
how the hell does modding work in fact
for ue4
Yeah I feel that the art & design side is lacking mainly because a lot of small one man dev teams obviously can't afford to hire someone to help with the art side in most cases, and the devs are usually programmers rather than artists
becouse lone artists get nowhere
so you dont see lone artists doing games
its lone programmers
with shitty graphics
I don't know how to set up modding but I know steam workshop can be done
With blueprints you can get part way with prototypes as an artist
but there's a lot of core stuff that needs C++ to function well
Yeah I'm mostly an artist. Super mediocre at BP
But unreal is user-friendly enough to be accessible at least up to a prototype level if you spend the time figuring out how things work
i have mad tech skills, even on "tech art", but i do not have good "artist sense"
i learnt 3d modelling before i was a programmer
I'm mostly on the art side but i've always been about as interested in the technical side, if I wasn't able to get onto my 3d course i'd have tried for programming
i tried everything, but found im best at programming
If I don't manage to get a job quickly when uni is fully over later this month I might spend some time trying to get to grips with some c++. I don't want to stray too far from CG since that's what my degree will be in but a lot of visualisation places are starting to get into using unreal
just join one of us to get professional experience, we all need artists
for portfolio stuff
damn, the deluxe audio straps audi quality is pretty good
funny how engine changelogs always have to do with epic's games.. signed distance field performance doubled? Fortnite release!
well it is a lot easier to put features through their paces when activly using them
How long have you had the strap? Any problems with it?
Right on. I guess some people were having problems with the foam, but didnt know if it was just a couple, or a big systemic ploblem they will have to recall
I want to get one next. Better for demoing to other people too
I ended up selling my strap at inflated ebay prices expecting to buy another by the time the Vive Pre conversion kit arrives
but they are completely sold out everywhere now, hope it doesn't take too long
Good thing you said something. i have a Vive pre. Didn't know it wasn't compatible.
@glossy agate yeah email vivepreSupport@htc.com and ask for the kit and give them your street address
they said it should ship out june 19th
Awesome, thanks man
btw, Gear VR controller in action https://www.youtube.com/watch?v=VdXZtzLEu4I
looks a lot better than the old touch pad
drifts badly though ๐ฆ
(to my taste; probably wouldn't be so picky if I hadn't tried Touch ๐ )
btw, sweet https://www.reddit.com/r/oculus/comments/6g4jte/oculus_public_test_channel_11604_changes_the/
so, watching Apple VR livestream and I see new community manager
I wonder what happens now with head squashing between @fathom thorn and @novel coyote ๐ค
I sure will miss those times ๐ญ
it looks like this
Has anyone experienced the vive controllers not calling "TriggerRelease" if the grips are pressed and released in very short order?
Hmm let me try to make an axis event of the grips and see if they atleast return 0. At this point I don't mind putting it on a tick.
@real needle Don't they have documentation on how to call the steamvr input with their controller?
@real needle Thanks fot he help, No they do not have any documentations because it is only supported with Unity3D.
But their hardware is what's calling the input on the vive tracker no?
Because that is engine agnostic
And SteamVR handles it the same
If they are doing that in a plugin and not as runtime software in the background then you would have to write all of that yourself
According to the way it looks setup (your picture) I would assume that the gun is handling the call through the puck, and that shouldnt matter wether it's Unity or Unreal
yes it is calling the input, but ue4 doesn't recognize the trigger (MotionController R Trigger).
All the doc is for Unity
Have you tried left?
And are you sure that the puck is simulating left/right motioncontroller input
So idk if it is possible to make it work with BluePrint.
Left me Try
Or does it call "tracked device 6 trigger"
If the last is true, then you can't do it with BPs
The left one also doesn't work
If I am in the Steam or HTC menu it is possible to trigger.
Just not in my game with ue4
I guess that i'll need to code it with C++ if I want to make it work. Thanks for the help
Epic games lately develops the engine for their games first
wich i think its a valid way of doing stuff
the new features get proven in production environment and shipped to players
anyone played with volumetric fog?
I have my spotlight making a visible cone but I cant get the volume particles to appear for a more fogged look
ue4 doesn't currently implement the trackers as motion controllers
so no, they won't call any events
OpenVR had a software update a while back and they stopped being recognized as controllers in ue4, and epic hasn't done anything about it yet
@stiff briar Hey Myron, this will likely be your home. ;p
supposedly Galaxy S6 from T-Mobile is finally getting Android 7 update. I wonder if it worth updating for VR. @raven halo any thoughts?
if, and that's a big if, Oculus gets Vulkan going, I guess it would be overall win. But I've heard that currently performance on Android 7 is a way worse than on Android 6
where is everyone?
Hey @wicked oak what are the accuracy of the PSVR controllers like?
Do they drift much?
even while facing forwards? How do they recalibrate?
swinging it a bit makes it recenter
thats why so many psvr games make shaking to reload a thing
Ah ok. What's the rate of drift? Like noticeable after a minute or two?
depends too much
on how good is your setup and how much you move and similar
my AIM did drift a bit, it was real annoying to aim with it when the sight is drifting
on a setup that is a bit worse
on other setup it was fine
if you have pc vr
no
the couple exclusives arent worth the nearly 500 cost even if you already have the ps4
and who the fuck is going to play the same game on an inferior platform?
Oculus/Vive are mostly the same level, but psvr is much worse
the headset design is quite confortable, and its easy to use
but it falls a lot in every other thing
Yeah. That's what I thought ๐
There's a deal for the PSVR around here, but still hard pressed to justify it.
its worst part by far is tracking
its absolutely trash tier
even if you tried to use oculus rift with touch with 1 camera
you would still get much more fov, much less/no wobble, and no drifting at all
Thanks for the info. Had to take off after the last message.
you got any nice result from the new volume fog?
seems to rely on a noise function he mentions but isn't shown anywhere
other than to tell you NOT to use the normal noise function
Volume fog should work in VR. The guys making Planeterism are using it, with dynamic lighting on a 4KM map. They just said dynamic GI and LPV were too expensive when I asked about it.
Although they could be using crazy powerful dev machines
there was a way to make it work but its currently GPU crippling
Just tried it. I have a 1070, it works but the fog seems to pop in and out. Perf was ok I guess, 0.57 MS for the volume fog
shadow depths are costing 5.81 though. Not sure if that tied into fog.
ive been trying for days and havnt got a good look at all yet
bubbling spheres
hopefully gpus will add support for volume stuff in next gen
it's a nice looking effect
Yeah, I just tried turning on distance field shadows too. Don't notice a difference, just worse perf
you get a nice look? I'm mostly getting bubbly obvious spheres with little fog shadowing
My scene is just mordentrals sample level, so no fancy meshes or anything, just seeing if it worked. I don't notice bubbles though, and I am getting some occluded light shafts
Still getting popping, and it sometimes feels like a fog texture is placed against you eye which feels bad. I have it set to 1 in density.
it doesn't work in VR in a sense that it doesn't render correctly, or so I've heard
Yeah, not working good so far. I'll try a different scene later with a flashlight to see how it looks
Another entrant in the rapidly burgeoning wireless VR segment appears as DisplayLink prepares to present their new WiGig 60Ghz wireless VR technology at next weekโs E3 convention and, according to a recent hands-on, itโs looking pretty impressive. Given recent opinions shared by the founder of Oculus, that current generation virtual reality headsets would not see โฆ
no reason wireless addons shouldn't work for vive and rift
Is there any way to stop my phyiscs actors from ever sleeping? with my grabbing system in vr if an actor goes to sleep they become much harder to grab
At least that seems to be what's happening
I seem to have stumbled across a common bug, apparently I mightv entered an oculus hmd mirror mode command instead of a vive one, now my mirror screen is just black, anyone know a fix?
AH
just used the vive command, fixed it!
Does anyone know how to mirror the hmd view but with a standard 16:9 resolution rather than a square?
damn that's annoying
Ah well, it's livable
I don't want to mess with the source stuff now, maybe at the start of the project but not the end
they don't - it's all paid PR
@wintry escarp ^^
on the other hand, why Vive-only?! ๐ฆ
no reason I can think of, should work on both
@tired tree RIght, thankfully someone made a plugin
@subtle island I wish I could find out the guy who did the plugin
I have it for 4.14, had it for 4.15 but doubt I can find it in all my junk
I'm sure he did one for 4.16 as well, just can't remember the dude's name
4.14 VR Fullscreen Mode (tested): https://www.dropbox.com/s/1b8sdxunaz5w75j/SteamVR 4.14.7z?dl=0
4.15 VR Fullscreen Mode (untested): http://www.dropbox.com/s/sjhps1sux4a04jx/SteamVRPlugin.zip?dl=0
<@&213101288538374145> Pin my last message please, thanks!
Ah nice i'll give it a go, running into another problem now though, worldgridmaterial compile issue, it's known and apparently fixed in 4.14 so i'm going to try and migrate the project over
so should you expect a 50% fps drop rendering 100 cubes in a single scene?
That's 100 draw calls
Did you try it with just one box?
yes
no noticable drop with one box
with 2 your start to get a drop
of about 10 fps
So, what we had to do was merge actors for our enviornments
goes up from there
But we had a crapton of platforms also
ok well all of these are interactable
K
And you need to see them at all times?
well thats the general idea, yeah
100 cubes
i could just restrict it to less
do you have LODs on them?
i dont,
they're all fairly close
i mean within a few hundred meters in game sapce
i beleive
Like I said before, the epic mats aren't VR ready
you COULD try UI material domain
so say i disable the mats
it will help reduce
Also try stereo and forward?
not sure what you're refering to
@opal bobcat Have you looked at the basic documentation for VR yet?
If you haven't, you should, there's a wealth of information there
Go back, there's some new things
this is what you're refering to? https://docs.unrealengine.com/latest/INT/Engine/Performance/ForwardRenderer/
part of
There are quite a few helpful guides & tips around, I managed to get my thing from like 20 to a mostly solid 30-40fps I think with just some basic changes
yeah but is 40fps like where you want to be?
i thought we need to aim for 90
40 seems way off still
For what I need it's alright it's a demo for a uni project, people are only going to spend about 2 minutes on it
and then throw up
But my point is that the VR optimization guides out there will definitely help you
thats where im at right now basically
oh
the one i just linked to seems to have some tips. i'm going to try those out
Yeah there are a few things I wish i'd known at the start that probably would've saved some fps but you live and learn
Also I don't know about your uni thing but my main thing is the rendered and standard realtime visuals, the vr project is an extra thing i've been working on so the fps isn't a number one priority, if you're more comp sci based it might be more important
Also you might have issues depending on your version, I was on 4.13 and had some annoying issues but transferring to 4.14 seems to have solved them
im on 4.15 right now
I think 4.13 might've been the first introduction of the forward renderer but you're probably alright with 4.15
foward renderer also doesnt seem to effect the performance much
if anything its worse
but maybe that was just the msaa
steamvr home is messing with my workflow and I don't like it
Posted about a UE4 consultant position (VR development) on the Jobs thread in case anyone's interested .
Is it possible to simluate VR? I dont need to see it, I just need to see the FPS and cost of rendering to the VR headset.
-emulatestereo
This does not apply to the editor, does it?
i think yes
"D:\Program Files\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4Editor.exe" "D:\Unreal Projects\ViveTest\ViveTest.uproject" -emulatestereo
That is what I entered and VR preview is not available to me.
anyone got a scene showing a working volume fog they can dropfile?
when i teleport my VR pawn to another location, i'd like to rotate the world so that the player's chaperones are respected - but the world itself rotates to accomodate
how is this achieved?
got it working - set player rotation on player root
Fallout VR and Doom VR are coming this year
Fallout locomotion looks like it will make me sick instantly :/
and of course they showed Vive as VR device, so no saying it Rift will run it at all
Doom VFR (not sure what F stands for here) looks good though
What sort of locomotion is Fallout using?