#virtual-reality

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tired tree
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finally got tired of waiting for a decent marketplace keyboard today......

mighty carbon
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... and you made your own vr keyboard?

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๐Ÿ˜ƒ

pearl tangle
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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

sturdy coral
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my deluxe audio strap is supposed to come in tomorrow.. but then found out it apparently doesn't support the Vive Pre yet

pearl tangle
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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

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5 now actually along with a better 3 in 1 cable

odd garnet
alpine torrent
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@pearl tangle apple ios is locked system more locked than UWP is ever

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@pearl tangle apple announce depth api and ARKit so there are those

wicked oak
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interesting it was shown with UE4 instead of unity

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unity tends to be much muuuuuuuch more apple-ish

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unity itself was mac only for a while

wintry escarp
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ue4 runs much better on ios than android though doesn't it

wicked oak
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yes

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becouse it uses Metal for Ios

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not sure about how vulkan runs on high end android devices

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this kind of high performance apis are great in mobile. as mobile are several cores, but slow ones

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opengl is a singlethread api

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wich becomes a bottleneck real fast

wintry escarp
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id have considered a new ipad if the price hadn't jumped so much

wicked oak
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@MordenTral#2571 does your VR toolkit have climbing?

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i had an idea of a ender game style pvp game in space, using climbing in 0 g

tired tree
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@wicked oak yeah it does, built into the movement component

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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

wicked oak
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ill have a look

tired tree
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the climbing logic in my template is in blueprint though.

wicked oak
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does it work MP?

tired tree
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yea

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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.

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other solutions tend to have hitching...or throw out the best parts of the movement component

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in multiplayer that is

hard light
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#freethemovementcomponent

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But yes, you'll want to do it that way especially if you target multiplayer

wicked oak
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its becouse i have an idea i want to try for a Ender's Game PvP mutiplayer

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its something that can be done in literally no time. I already have a good bunch of the 3d models that would be needed

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and for the level layouts the most interesting thing would be to generate them dynamically so its different each time

tired tree
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with the character...should be good to just set low grav and allow climbing, on release would float then

wicked oak
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i would add some thrusters

tired tree
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you'd likely want to create some push away abilility too

wicked oak
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but slow

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or with limited energy

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becouse i do not want to have the players get stuck floating in nothingness

tired tree
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pfft, noobs get stuck

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let em die stuck in space :p

wicked oak
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a thuster with a several second cooldown could work fine

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goes in the direction you are aiming

tired tree
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make faceplates get cracked and ice up your vision....terrify the players

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the good thing, is that in free flight / climbing state, collision doesn

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't feel like it does walking around

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@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.

pearl tangle
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Sounds like the correct way to do that

tired tree
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basically I just wanted my work keyboard in VR so all of the muscle memory works :p

glossy agate
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@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.

tired tree
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its the same thing now

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I helped jonas get his stuff onto a character in blueprint

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its just flying mode or falling mode with low grav on the character

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the wall overlap is force added in opposing direction

sharp swan
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@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 ๐Ÿ˜ฆ

wicked oak
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i just found it interesting becouse i can have it finished on steam in less than 1 month

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im already planning a scifi game, so grabbing some assets from there is no issue

tired tree
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there is already a low grav ball in goal pvp game released

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no weapons i don't think though

wicked oak
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nah, i would definitely have weapons

glossy agate
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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.

sharp swan
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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

glossy agate
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The shooting one allowed you to add obstacles too. Unless that was your project.

wicked oak
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i have several multplayer prototypes of different kinds

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ill probably finish the "aquila" multiplayer game as a stepping stone to the scifi crawler or something like that

glossy agate
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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.

wicked oak
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i prefer to code the stuff myself. But i might grab some snippets from there

sharp swan
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whats the advantages of his plugin?

wicked oak
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right now i had to change a lot of the input stuff, becouse i was assuming left and right hand

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and turns out PSVR AIM is "one" tracker

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a Gun tracker

glossy agate
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It's like VRTK for unity

wicked oak
tired tree
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VRTK doesn't support multiplayer :p, but it has more than one dev behind it too ๐Ÿ˜ฆ

wicked oak
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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

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make a patreon @tired tree

glossy agate
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Has all the loco, climbing, interactivity ect built into it, and it looks all replicated for MP

tired tree
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dunno....i'm oldschool as hell, always been opensource and hobby projects

sharp swan
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@tired tree do you have a github?

tired tree
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but honestly the plugin is taking aton of my free time now

wicked oak
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patreon is legit tho

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it has become super popular for open source project

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to pay for the main devs

glossy agate
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So there you have it, it's better than vrtk. I would def have paid for it, but he's just giving it out.

tired tree
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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

sharp swan
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ahh fair enough ๐Ÿ˜ƒ

sharp swan
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thanks

glossy agate
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Your barf platform really is Barfy too. I never get sick, but just the slow smooth yaw made me feel it haha.

tired tree
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yeah...which is weird, i am immune to everything else, and some people don't care about that thing

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but it wrecks me

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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

sharp swan
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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

tired tree
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low fps?

sharp swan
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yeah big dips when swopping in

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*swooping

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@tired tree that procedural keyboard is just awesome.

tired tree
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I started it yesterday, it should hopefully be a lot better after more than a few hours work on it :p

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I just wanted something to use with my console component for input, so finally broke down and started working on a keyboard

sharp swan
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aye its inspired. Most people would probably have just settled for a static layout with no thought of localisation

mighty carbon
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scroll down to see Vive

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I wonder if Oculus will support Apple..

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once thing that I wonder about is why Vulkan takes forever to get out of the door. Damn Apple already has Metal v2.

wicked oak
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apple wont support vulkan

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they want to lock devs to use metal

mighty carbon
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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

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with $5k one can build outstanding VR machine with 1080 Ti and still have a pile of cash left

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or better yet build 2 VR machines - one for yourself and one for your better half

tired tree
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the mac VR machine is a joke

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still good that at least apple is looking at VR

wicked oak
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lol one 1080ti

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more like 2 of them

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with an absurd CPU, fucktons of RAM, and good everything else

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you can build one hell of a monster with 3k budget

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with 2k for the screen

mighty carbon
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lol

wintry escarp
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seems a bit silly

mighty carbon
wicked oak
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im aware of it

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it only has in common the fact that its a shooter

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i would be MUCH more worried if sairento vr did ps4 version

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or raw data

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but i dont see the sairento devs being skilled enough to do so

glossy agate
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Hopefully az sunshine has cross platform MP support. Maybe you will actually be able to find a match now.

tired tree
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doubt it will be cross platform with PS4 since main game uses steam....

glossy agate
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I thought that Star Trek game managed to do it? Unless I misunderstood.

tired tree
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they ran through ubi

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uplay

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steam was just overlay

glossy agate
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Oh yeah, that makes sense.

wicked oak
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yup. playstation is ok with you doing crossplay IF you use your own stuff

undone kite
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I have both 3D widgets and a post process shader. Is it possible to have the PPMaterial not affect the 3D widgets?

wicked oak
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working on smooth locomotion for the AIM

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you walk on the navmesh. That way you cant fall of the map

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teleport is also on the navmesh directly

glossy agate
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Nice! Is that added in the PC version too?

wicked oak
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given that im doing a 2 handed rifle mode, ill probably add it to PC

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about normal gameplay but with smooth, i dont know

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you cant do it on vive. You lack buttons

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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

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it would have to be rift only

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and it would probably bring me hate

subtle island
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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

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OH HANG ON

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I think I know why, some other element was grabbing focus

sturdy coral
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@wicked oak what are you using the vive button itself for?

wicked oak
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inventory, changing spells, moving left/right

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on the 4 cuadrants of the trackpad

sturdy coral
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I mean the button over the trackpad

wicked oak
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its a way to open the game menu

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if you want to restart or go back to main menu

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on rift i have 2 face buttons, plus the menu button, plus the joystick

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so i can use the face buttons to do the inventory thing, and then use the joystick for locomotion

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i have it implemented right now in fact

sturdy coral
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you could possibly do the menu similar to rec room, look at your wrist to pull it up

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and free up that button

wicked oak
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nope, cant do that

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switching inventory fast is really important

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you do that in the middle of the action

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thats why the game opens and changes weapon instantly

sturdy coral
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ah, so you use the menu for inventory, and separate inventory buttons for something different?

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I was thinking you could use that top button for locomotion, just hold it down and point where you want to go

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won't work great for a two handed rifle grip though because you won't be able to strafe without aiming different

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I do space pirate trainer style hand-over-the-back for switching weapons quickly

wicked oak
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i use the "grab" buttons for teleport

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i need to keep the teleporting

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and no i cant do hand over back

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there are a bunch of weapons

sturdy coral
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ah yeah, doesn't work well for more than about 2 or 3

wicked oak
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im going for a loadout of 4-6

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probably the 2 handed mode (AIM) will use 4 weapons, and the single hand mode 6

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becouse it has the spellwand and the sword as extras

solar steeple
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can VR controllers be used without a headset?

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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

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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

mighty carbon
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no

glossy agate
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Anyone know if ARkit is c++ only? GitHub is down for maint. Can't even tell if it's just a plugin or what.

mighty carbon
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maybe for now

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I would be surprised if they don't expose the whole thing to BP eventually

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is Apple's AR is about the same as one in Pokemon Go ?

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(also wonder if they yet again lock development and deployment to Macs)

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@raven halo when you wake up and have time, please check PM

solar steeple
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@mighty carbon is that a no to using VR controllers without a headset, or a no to testing effectively without one?

mighty carbon
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I know you can't use Vive's wands / Oculus' Touch without HMDs

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Since you have to have PS4 devkit and PSVR to dev/test for PSVR, I am sure it's the same deal

alpine torrent
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@mighty carbon it is similar to it yes

mighty carbon
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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

alpine torrent
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@glossy agate not C++ only

mighty carbon
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I bet @glossy agate meant C++ only in UE4..

alpine torrent
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well it's for Unity and Unreal so

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you can pretty much read it from there

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@mighty carbon well @glossy agate mentioned ARKit

glossy agate
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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

mighty carbon
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do you have Mac ?

glossy agate
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No. Just pc, but you can deploy to mobile without a mac. It just loads the app into your I tunes account.

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Hmm, actually starting to look like you may need xcode for the ARkit, which would require a mac to build. Hope not.

solar steeple
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@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

alpine torrent
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you could test it in xamarin and unity with they live player functionality to test it

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then make ue4 from it

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that is one way to do it without mac

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as it compile directly in your device

mighty carbon
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@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

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no one f#cks around with VR without VR hardware

solar steeple
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thanks for the advice, I guess

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I'm trying to do what I can with what I have

alpine torrent
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@mighty carbon you know how to compile ue4 without mac in the device?

solar steeple
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"no one f#cks around with VR without VR hardware" this is precisely what I was going to do

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everything outside of the aspect of usability, you can do without the actual HMD if you at least have the controller

alpine torrent
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@solar steeple you have to build it from theory or you make it first in psvr

solar steeple
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I really liked playing bocce on sports champions for ps3. so I'm gonna make bocce in VR

alpine torrent
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you have ps4?

solar steeple
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starting development with a ps move controller is almost symbolic

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I have a ps4 + psvr, but no dev kit

alpine torrent
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they dont offer put it to dev mode? what is in xbox

solar steeple
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there is no dev mode on ps4. xbox has a dev mode, but only for universal windows applications

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you don't get full access to the capabilities of the console

alpine torrent
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you can

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there is some tricks for it available

mighty carbon
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you still need dev account with Sony

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since you have to upload online and then download to console afaik

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@wicked oak is our PSVR aficionado

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he'll tell you when he wakes up

solar steeple
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lol

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I have devkit access at my job, but not at home. I know how the stuff all works. ๐Ÿ˜ƒ

mighty carbon
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ook, bizarre stuff - print string doesn't output anything to the screen on Android/GearVR ๐Ÿ˜ฆ

alpine torrent
mighty carbon
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ha, WTF !!!!???

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So when using multiview with multiview direct, Print Screen is blocked, console is blocked

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basically anything to do with 2D screen doesn't render

mighty carbon
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f#########ck

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reported several bugs to Epic/Oculus

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I am guessing other Gear VR devs don't use 4.16 or don't use multiview

mighty carbon
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oh, and of course Gear VR controller has no swipes working either :/

final perch
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What is development for vive in ue4 like compared to unity?

pearl tangle
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the plugin for unreal and the VR template makes most of what you would be doing incredibly easy with ue4

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vive seems more lightweight with its integration from what I have seen but im sure there are templates around for it now too

jaunty shell
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Hey lads, any of you have received a Deluxe Strap for the Vive ?

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and observed the foam deterioration problem while using it ?

alpine torrent
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in E3 wait to see Xbox showing VR headset with Project Scorpio

wicked oak
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they say they wont

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but hey, more platforms to port DWVR to XD

jaunty shell
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@wicked oak you gonna port it to mac VR ?

wicked oak
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i dont have a mac

alpine torrent
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@wicked oak would you port it to mixed reality?

wicked oak
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and playerbase is way too low

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@alpine torrent hell yes i would

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but i need the platform to have motion controller

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i mean this software called ue4 does builds for different platforms easily

alpine torrent
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Yannick was seems looking some UWP stuff when he joined to chat during UE4 training stream

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@wicked oak have you looked those Windows Mixed Reality motion controllers?

wicked oak
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yes

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they would work fine in my game

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you are shooting forward most of the time after all

alpine torrent
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that Windows Mixed Reality is coming to phones as well as new phones are coming

wicked oak
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that definitely not going to happen lol

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and my game is for a GTX 970 minimum

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with a good CPU

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Vulkan will probably lower the CPU requirement quite a bit once epic adds vulkan for oculus and vive

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i think they already got vulkan on steamvr, no?

alpine torrent
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so your game is not for arm?

wicked oak
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my game is for PC and Ps4

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i could definitely just do a build for windows holographic (desktop) if epic has support for it in ue4

alpine torrent
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then you could target Desktop apis so yeah Windows Mixed Reality is then Desktop

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Desktop Bridge is cool with that as well

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so you could release same game in steamVR and oculus marketplace if you want

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I wait what kind of VR stuff the xbox project scorpio support

wicked oak
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holographic

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for sure

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if they announce it, iguess they will still give free devkits to devs

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so hell yea, more tech

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as if my room doesnt already look like a spaceship

alpine torrent
pearl tangle
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there is already the UWP branch of UE4 that you can use

wicked oak
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hahaha i still have 2 unused APP ids

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seems it was a success to upload that gif of my game to r/psvr

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with aim controller with smooth locomotion

jaunty shell
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just finished installing the Deluxe Headstrap, fits quite well

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bit weird to reroute the cable to the side tho, feels like it could unbalance the headset a bit on the right side

wicked oak
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people say the foam melts

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with sweat

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check this out

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this is a video after another review he did where he praised it

jaunty shell
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yeah, I'll use it a bit and report back if that's the case here

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would be the occasion for VRCover to make a waterproof cover for it :p

wicked oak
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lol

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a new foam replacement

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that doesnt melt XD

jaunty shell
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x)

wicked oak
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looks cool tho

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vive with that + wireless gets really good

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i still prefer Touch

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but we know valve is doing stuff

jaunty shell
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heresyyy

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๐Ÿ˜„

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very interested by the Lighthouse V2.0 tech

wicked oak
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wont work with the normal vive

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it only works with the brand new sensors

jaunty shell
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bah, just need to get compatible devices :p

pearl tangle
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yeah im definitely keen on the new 1 since I can do warehouse scale 100x cheaper than optitrack

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my headstraps should be getting here early next week along with a few TPcast's hopefully.

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are you running the newer 3 in 1 cable on it @jaunty shell or the original 1?

jaunty shell
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3 in one

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for the work vive

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the cable is a bit too rigid

pearl tangle
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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

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definitely seems easier but build quality still seems quite a bit lower than the rift

jaunty shell
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well the business edition we have has the old cable holder bit (the vive logo one in front of the headset)

pearl tangle
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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

jaunty shell
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newer headsets are supposed to have a rigid cable holder

pearl tangle
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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

jaunty shell
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no improvements for Rift Roomscale with the latest updates ?

pearl tangle
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its too annoying running a shitload of cables all over the place with it

jaunty shell
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arh yeah

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I bet having 3 cameras to handle around isn't that great aswell

pearl tangle
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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

jaunty shell
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@pearl tangle at least the business edition comes with an active cable extender

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you'll get twice the cable length, only problem is that it uses another link box halfway

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but its a decent solution while waiting for wireless addons

pearl tangle
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i have usb extender and long displayport/hdmi caables on all and never had an issue on that side.

jaunty shell
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not the official solution then ?

alpine torrent
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build a pc to the roof simple solution heh

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or ceiling

jaunty shell
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@alpine torrent for a sedentary VR Room that's the best solution for sure

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but for a "mobile" VR demo solution, it wouldn't work :/

alpine torrent
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@jaunty shell then there is those VR PC Backpacks

jaunty shell
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well, that's a solution

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is there a GTX1080 based vr backpack available tho ? ๐Ÿค”

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1070 is good, but not really futureproof

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ah, HP's Omen VR backpack has a 1080

tired tree
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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.

wicked oak
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so they can give a backpack to a dev?

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couse sure as hell i dont want to buy one

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but if im given one for free ill showcase it at conventions and the like

jaunty shell
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@wicked oak yeah that's a good deal for devs

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I won't buy one for sure too

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But showcasing sponsored stuff is something I'd gladly do

mighty carbon
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@raven halo PM

glossy agate
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@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.

tired tree
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yeah, that one

clever sky
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It looks good. Very polished.

tired tree
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didn't know serious sam did it too

clever sky
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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).

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But it's buried in the menus ๐Ÿ˜›

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HUD menu, FOV settings > rectangular FOV mode

glossy agate
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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.

tired tree
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Yeah I would never use it, but i could see some who would

clever sky
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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).

urban shell
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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)

graceful junco
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Nope, still not in by default.

urban shell
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@graceful junco k, thanks

viscid talon
#

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.

wintry escarp
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I didn't think VR supported SLI properly

wicked oak
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VRWorks branch does

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you cant use afr on VR mate

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it adds latency, wich is why its "forbidden"

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VRWorks SLI works by just rendering one eye on each GPU

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@viscid talon in short, the only way to get ue4 doing VR sli is on nvidia cards only, using the VRWorks branch

viscid talon
#

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

wicked oak
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the problem is that they dont have proper documentation

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they should have a damn github page with the added commands

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and what they do

undone kite
#

Anyone made a reticle (like Oculus')? The one I made with a 3D widget makes me go kinda crosseyed.

wicked oak
#

@undone kite you need to make it a stereo layer

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that is head locked

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then you go and make its depth change depending on a trace

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no widget

undone kite
#

Stereo layer you say

wicked oak
#

yup

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and one that is "face locked"

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that way it will follow your hmd

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you parent the component to the camera

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and in the options you tell it to be face_locked

undone kite
#

can you link me documentation on stereo layers so I can find out more about these magical things?

wicked oak
#

and a cuad type layer

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with a point texture

#

google them, easy to find

#

oculus docs are better

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btw, test them on vive too

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becouse some of them get distorted a bit

undone kite
#

gotcha thanks

#

Stereo Layer component right?

wicked oak
#

yes

undone kite
#

awesome thanks I'll look into this more

undone kite
#

@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?

wicked oak
#

yes, you need to do a trace

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and put it at that distance

undone kite
#

Trace to the interaction distance?

wicked oak
#

yes

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you trace from the camera, forward

undone kite
#

would that not change the size of the reticle?

wicked oak
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to see the distance where the reticle would hit

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yes, probably

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you can then scale it up depending on that

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it has to be "3d"

#

the reticle has to be somewhere

undone kite
#

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

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just not affected by the environment.

mighty carbon
#

Carmack urged to render crosshair over the surface, not using render depth hack.

undone kite
#

@mighty carbon what do you mean?

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I've been using UE4 for years but have been asked to help in VR. Kind of new territory for me. Learning fast ๐Ÿ˜ƒ

wicked oak
#

carmack said to do exactly what i said

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basically have the crosshair as a 3d object in the world

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at the surface you are aiming it

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if you then use stereo layers, you can make it NOT get double buffered

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and it will be 100% perfectly locked to the face

undone kite
#

I'm trying to set it at the interaction position and adjust size but It seems to flicker

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It's not too complicated

wicked oak
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flicker?

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that seems quite nice, mostly what i said to do

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seems odd its flickering

undone kite
#

yeah I follow direction well ๐Ÿ˜ƒ

#

Is there a way to screencap what the rift sees. The layer does not seem to render to the viewport

wicked oak
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no it doesnt

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they dont render into the normal view

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becouse the view is what ue4 renders

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the layers arent rendered by ue4

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they are rendered by the SDK

undone kite
#

Yea. bit of a pickle then :p

#

ill mull through it and get it eventually

undone kite
#

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

alpine torrent
#

@wicked oak this is unity guy doing mixed reality demo from build but looks cool from but i want to do it in UE4

mighty carbon
#

is this any good for Rift ?

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(for controllers that is)

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anyhow, ordered 3-rd sensor for 360 deg tracking

pearl tangle
#

get ready for the cable madness

mighty carbon
#

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 ?

pearl tangle
#

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

mighty carbon
#

but now you have to buy whole new HMDs

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For me it's fine (if I ever manage to scrape up for Vive) since I don't own Vive already

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but for people who already invested into Vive ...

tired tree
#

so what?

mighty carbon
#

I wonder if it's true for wands and pucks too

tired tree
#

even if oculus v2 uses cameras it likely won't be the same ones

#

but yeah

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its the same

#

the new lighthouses are faaaar better

mighty carbon
#

yeah, but Oculus v2 isn't happening in the next 2 years, or so they say

tired tree
#

and incompatible with how they tracked

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yeah, but steamvr has to support muliple manufacturers

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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

pearl tangle
#

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

tired tree
#

can't halt progress in an emerging market because of legacy hardware restrictions

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the new lighthouses are tons better

mighty carbon
#

oh, I was under impression Lighthouse v2 comes out in a few month or so

tired tree
#

its only for new headsets

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that aren't even out yet

#

man the tracking volumes possible with those though......

mighty carbon
#

can I make Westworld with it ? ๐Ÿ˜„

tired tree
#

with enough fo them yes

mighty carbon
#

I am sold then

tired tree
#

or at least enough in a large enough warehouse to run direted walking logic on players

pearl tangle
#

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

mighty carbon
#

gee, compiling source for Android is a royal pita

pearl tangle
#

i think just doing anything for the gear vr is a pain in the ass

mighty carbon
#

well, no different than building any Android app

#

btw, I figured out controller buttons

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implementation is outright poor

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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

pearl tangle
#

gear vr deployment seems to be a lot more problematic than regular android for me

opal bobcat
#

have you tried google dream yet?

pearl tangle
#

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

glossy agate
#

Your controllers turn off every 30 sec while you play?

pearl tangle
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hes talking about the resycning the position of them since they aren't 6dof

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like with the rift you sometimes have to reset the position of the headset

glossy agate
#

Oh, yeah that sounds like a pain in the ass. Hadn't heard that before

pearl tangle
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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

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then you run some calculations to assume how they are moving at the elbow rather than the actual accelerometer data and whatnot

glossy agate
#

Oh I thought he was talking about the touch controllers

mighty carbon
#

nah, Touch is awesome

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Daydream/GVR controllers are gimmicks, especially that they drift

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I guess it's better to use controller when it comes to games like Dead and Buried

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drift is what annoys me (but then again, maybe I expect too much after using Touch)

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Carmack isn't happy with drift on GVR controller, but maybe he will hack it and make it better

pearl tangle
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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

mighty carbon
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btw, what's "arm"? How do you make "arm" for Daydream ?

mighty carbon
#

anyone?

pearl tangle
#

its the arm model

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not a visual representation of an arm but a representation of arm movements rather than just controller movements

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so you setup the size of the arm and stuff and then it does the inference on the visualization of the controller @mighty carbon

fresh laurel
#

ARKit is just the table detector

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huh

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UE4 is doing something and I want to use it

pearl tangle
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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

fresh laurel
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@pearl tangle Fair enough.

wintry escarp
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motorsep: you got a daydream as well now?

alpine torrent
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when Mixed Reality HMD use USB 3 port when Rift and Vive are plug to GPU

twilit lion
#

Sorry, i have a question ! Someone used Chinese's VR_ PPGun!?

alpine torrent
#

ok first time i got ARKit with Hololens and Windows Mixed reality omg see the event in table and some play it

clever sky
#

Damn. That sucks to hear about V2 lighthouse been incompatible with current gear.

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So basically, gotta rebuy everything when we upgrade to gen 2.

mighty carbon
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@wintry escarp no, but the arm thing should be the same I guess

wicked oak
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its odd that they didnt make the lighthouses backwards compatible

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people would definitely buy the new smaller ones, and as they are cheaper they would become default in newer manufactured vives

tired tree
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they are using a totally different syncing and beam system

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its not really going to be backward compatible

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the lasers can actually sent small packets of data on each pass now, which is really fricken cool

clever sky
#

wow

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that is pretty impressive.

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But what's the use case for that functionality?

tired tree
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also no LEDS at all, and single rotor

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thats how they sync now i believe

clever sky
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Ah ok

tired tree
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they send data back and forth through the lasers

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pretty sure that is how they ID too

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on the tracked object

clever sky
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That's pretty sci-fi

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Sucks for Vive trackers though.

wicked oak
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thats fucking rad

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i saw that the rotor still does some kind of cross pattern

clever sky
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There goes my plan for building a collection of trackers D:

wicked oak
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how the hell does it send the data?

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maybe as part of the "sync" pulse?

tired tree
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that would explain the multiple stations, each would have its own id encoded on the lase

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r

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so the tracked object knows which one hit it

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but it may still just be time sync'd and the encoding is jsut for between stations

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dunno

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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.

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yeah I was right

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its an ID packet on the laser

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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

wicked oak
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seems considerably more complex

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does it still do its vertical/horizontal sweeps?

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how can it send data on the laser if the laser is rotating at high speed?

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unless you encode it on the waveform of the laser wich seems strange

tired tree
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it has two lasers on the rotor now

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two on one, instead of one on two

wicked oak
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i saw that one. But how exactly does it send the data??

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its what i dont understand on the new one

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the old one was basic as fuck. One "Sync" pulse, then a sweep pulse, then another sync, then another pulse

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get local X and local Y angles from sensor

tired tree
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they don't specifically say how they are bursting data with each hit

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people are speculating currently

alpine torrent
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@wicked oak AR/MR for Unreal tutorial coming

wicked oak
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they showed it

tired tree
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I assume its on the datasheet for the receiver, but I don't feel like reading it atm

wicked oak
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on the apple demo

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they need to do it becouse if not, unity will do it

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well,unity is already basically the only way to develop for hololens

alpine torrent
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unity have 91% games made to Windows Mixed Reality

pearl tangle
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You can see how they do it on the tech sheet stuff on the tracker training documentation I'm pretty sure

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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

wicked oak
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@ZoltanJr#2131 dvd and fiber doennt have a moving beam and receiver

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DVD is a bounce that either bounces as 0 or bounces as 1

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fiber optic is spectrum stuff

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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

subtle island
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So with the lighthouse 2 would you have to upgrade your whole setup to use them? hmd, link box, controllers etc.?

mighty carbon
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how does it feel to play racing games in VR ? Sickening ?

alpine torrent
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if you have the wheel and you sit like in a car seat then it could be feel good

mighty carbon
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so you personally haven't tried it?

alpine torrent
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then you could build frame what shake like you are in a real car

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there is simulators for that

mighty carbon
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nah, I don't have $$ / space for the frame

alpine torrent
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sadly i dont have racing wheel anymore

mighty carbon
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I just have an office chair and maybe I can get a wheel

alpine torrent
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why not to get gaming chair?

mighty carbon
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but if it creates motion sickness real easy, I'd want to waste money on the wheel

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because racing chair cost a lot of money?

alpine torrent
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well gaming chairs look like racing chair so it could you feel authentic

glossy agate
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Its just if you can handle fast movement or not. A cockpit kind of grounds you though

mighty carbon
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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

glossy agate
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You can try the demo of my game or I can PM you a key. You need 360 for the full thing though

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Gets about as as fast as you can go

alpine torrent
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Project Cars support VR?

glossy agate
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It does. Probably one of the more popular racing games

mighty carbon
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@glossy agate will have 360 next week (at least that's the plan)

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I tried Mission ISS and I didn't like it (as far as motion sickness goes)

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and that was slow movement

glossy agate
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Nice! 360 is a lot of fun.

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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

subtle island
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I've tried elite dangerous in vr, at first its a bit sickening but you do get used to it

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The cockpits take up a lot of the screen in that tho

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I tried war thunder but I was going crazy with aerobatics and made myself feel a bit sick

tired tree
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Mission ISS is fairly sickness inducing though Motorsep

mighty carbon
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@subtle island that's what I heard, but contrary to such opinion I don't grow VR legs ๐Ÿ˜ฆ

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@tired tree I am kinda concerned about Lone Echo because of Mission ISS ๐Ÿ˜ฆ

tired tree
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Mission ISS is free float isn't it?

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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

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as I don't remember you talking about non teleport before that

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its sadly not a "try for a few hours and poof, fixed" thing

subtle island
#

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

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if you're getting low fps that coould be a key contributer

alpine torrent
#

@tired tree not ISIS?

mighty carbon
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lol, someone attempted to login to Discord using my credentials from France

#

f#cking Internet, I am running out of passwords I can memorize ๐Ÿ™„

alpine torrent
#

not from spain

#

you are using like lastpass`

wicked oak
#

lastpass already got hacked

#

use keepass if you want the ultimate secure one

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open source btw

alpine torrent
#

i cannot remember the F-Secure one

gilded oyster
#

keepass def. the way to go

wicked oak
#

im using one called dashlane

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seems to work really well

#

it can work offline or online. the online its just a sync

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that syncs your password database (encrypted)

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when that last hack happened, they said they got hacked but there was no issue as everything was encrypted

glossy agate
#

@mighty carbon get on mordentrals barf platform, it will grow you vr legs.

wicked oak
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its free, but the paid tier has the online sync functionality

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you can use it offline if you wnat

mighty carbon
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@glossy agate I tried his template - didn't get sick climbing or using teleport. Got sick using everything else.

subtle island
#

^Interesting, autodesk trying to streamline max to vr based on the stingray engine

tired tree
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barf platform didn't help me any with my "legs"

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I am immune to all forms of sickness except that damned thing

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well...thats not true, had a bug in grapple once that put my character into a handstand

#

that was worse

glossy agate
#

Yeah I was kidding, that's still the only thing that makes my guts turn

tired tree
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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

glossy agate
#

Your OOB movement was pretty cool. Would work in MP because it says fair.

wicked oak
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OOB?

glossy agate
#

Out of body. Pawn dashes in real time to where you choose, then the camera teleports when it arives

tired tree
#

its a small demo, any actual movement based off of it would need a lot more work

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for gameplay at elast

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or it would be a huge disadvantage compared to slider players

glossy agate
#

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

wicked oak
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it would still be highly unbalanced

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its not about speed

#

its about movement

#

the smooth locomotion guy can keep shooting while dodging

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and moving around

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the teleport guy cant

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he can teleport, or he can shoot

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he stays most of the time still

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then changes position

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the smooth lomotion guy never stops

glossy agate
#

He can though. You can shoot while the pawn dashes in real time

wicked oak
#

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

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and dodge like that

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the teleport guy cant

tired tree
#

doesn't pavlov use this as a movement?

glossy agate
#

Yeah it does.

wicked oak
#

pavlov is direct smooth locomotion

tired tree
#

no

#

there is an optional comfort mode

#

with stutter dash teleport, but the other clients see smooth

wicked oak
#

man i dont know why the fuck i care about balance

glossy agate
#

Its still roomscale so teleport guy can still peak to shoot between dashes

wicked oak
#

just do it and please everyone

#

more sales

tired tree
#

ifthey care enough they'll learn sliding eh? :p

#

or quit

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and you lose a player

wicked oak
#

a player that already bought it

tired tree
#

nothings quite perfect atm

#

yeah but multiplayer needs a base

wicked oak
#

yeah

tired tree
#

though onward retains one

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with no alternative

wicked oak
#

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

glossy agate
wicked oak
#

with the assets of the one that will become a dungeon crawler

#

this prototype

glossy agate
#

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

wicked oak
#

it was pretty fun to have the 3 completely different playtypes

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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

glossy agate
#

When are we gonna do another test?

wicked oak
#

when i have something to test

glossy agate
#

fair enough haha

wicked oak
#

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

glossy agate
#

Your ID's are still good too right? No $100 fee to try it out

wicked oak
#

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

glossy agate
#

Right on. You write the lobby yourself? I want to try it out when you are ready

wicked oak
#

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

glossy agate
#

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.

wicked oak
#

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

glossy agate
#

Nobody cares if you have it in early access. If its final with bad graphics people complain from what I have seen

wicked oak
#

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

glossy agate
#

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.

wicked oak
#

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

subtle island
#

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

wicked oak
#

becouse lone artists get nowhere

#

so you dont see lone artists doing games

#

its lone programmers

#

with shitty graphics

glossy agate
#

I don't know how to set up modding but I know steam workshop can be done

wicked oak
#

specially with VR

#

wich needs a very high level of tech skills

subtle island
#

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

glossy agate
#

Yeah I'm mostly an artist. Super mediocre at BP

subtle island
#

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

wicked oak
#

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

subtle island
#

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

wicked oak
#

i tried everything, but found im best at programming

subtle island
#

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

wicked oak
#

just join one of us to get professional experience, we all need artists

#

for portfolio stuff

tired tree
#

damn, the deluxe audio straps audi quality is pretty good

sturdy coral
#

funny how engine changelogs always have to do with epic's games.. signed distance field performance doubled? Fortnite release!

tired tree
#

well it is a lot easier to put features through their paces when activly using them

glossy agate
#

How long have you had the strap? Any problems with it?

tired tree
#

just got it

#

nice so far

#

a lot more confortable, waaaaay better for devving

glossy agate
#

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

sturdy coral
#

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

glossy agate
#

Good thing you said something. i have a Vive pre. Didn't know it wasn't compatible.

sturdy coral
#

they said it should ship out june 19th

glossy agate
#

Awesome, thanks man

sturdy coral
#

looks a lot better than the old touch pad

mighty carbon
#

drifts badly though ๐Ÿ˜ฆ

#

(to my taste; probably wouldn't be so picky if I hadn't tried Touch ๐Ÿ˜‰ )

real needle
#

Can someone help me to Trigger with the Vive Tracker ?

#

I am using a ppGun

mighty carbon
#

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 ๐Ÿค”

#

I sure will miss those times ๐Ÿ˜ญ

real needle
real needle
#

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
#

@real needle Don't they have documentation on how to call the steamvr input with their controller?

real needle
#

@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

wicked oak
#

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

wintry escarp
#

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

tired tree
#

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

limber rose
#

@stiff briar Hey Myron, this will likely be your home. ;p

mighty carbon
#

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

mighty carbon
#

where is everyone?

clever sky
#

Hey @wicked oak what are the accuracy of the PSVR controllers like?

#

Do they drift much?

wicked oak
#

@clever sky yes

#

mostly in the yaw rotation

#

they get fixed if you swing them a bit

clever sky
#

even while facing forwards? How do they recalibrate?

wicked oak
#

swinging it a bit makes it recenter

#

thats why so many psvr games make shaking to reload a thing

clever sky
#

Ah ok. What's the rate of drift? Like noticeable after a minute or two?

wicked oak
#

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

clever sky
#

Hmm ok.

#

Worth getting a PSVR at this point?

wicked oak
#

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

clever sky
#

Yeah. That's what I thought ๐Ÿ˜›

#

There's a deal for the PSVR around here, but still hard pressed to justify it.

wicked oak
#

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

clever sky
#

Thanks for the info. Had to take off after the last message.

wintry escarp
#

don't you get 2 cameras if you have rift and touch

#

one with each

mighty carbon
#

you do

#

he is just saying tracking on PSVR is absolute shit

wintry escarp
#

you got any nice result from the new volume fog?

mighty carbon
#

havent even tried it

#

it doesnt work in VR anyway

wintry escarp
#

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

glossy agate
#

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

wintry escarp
#

there was a way to make it work but its currently GPU crippling

glossy agate
#

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.

wintry escarp
#

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

glossy agate
#

Yeah, I just tried turning on distance field shadows too. Don't notice a difference, just worse perf

wintry escarp
#

you get a nice look? I'm mostly getting bubbly obvious spheres with little fog shadowing

glossy agate
#

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.

mighty carbon
#

it doesn't work in VR in a sense that it doesn't render correctly, or so I've heard

glossy agate
#

Yeah, not working good so far. I'll try a different scene later with a flashlight to see how it looks

mighty carbon
#
wintry escarp
#

no reason wireless addons shouldn't work for vive and rift

subtle island
#

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

subtle island
#

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?

tired tree
#

16:9 mirror still requires engine changes in 4.16

#

hopefully 4.17 has it built in

subtle island
#

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

mighty carbon
#

they don't - it's all paid PR

#

@wintry escarp ^^

#

on the other hand, why Vive-only?! ๐Ÿ˜ฆ

wintry escarp
#

no reason I can think of, should work on both

granite jacinth
#

@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

mighty carbon
granite jacinth
#

<@&213101288538374145> Pin my last message please, thanks!

upbeat kestrel
#

ok fine

#

๐Ÿ˜‰

subtle island
#

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

opal bobcat
#

so should you expect a 50% fps drop rendering 100 cubes in a single scene?

granite jacinth
#

That's 100 draw calls

opal bobcat
#

right

#

so is that enough to warrant that kind of framerate drop?

granite jacinth
#

Did you try it with just one box?

opal bobcat
#

yes

#

no noticable drop with one box

#

with 2 your start to get a drop

#

of about 10 fps

granite jacinth
#

So, what we had to do was merge actors for our enviornments

opal bobcat
#

goes up from there

granite jacinth
#

But we had a crapton of platforms also

opal bobcat
#

merge actors...

#

what does that mean?

#

make them child actors?

granite jacinth
#

We merged the non-interactable platforms

#

No, you merge them

opal bobcat
#

ok well all of these are interactable

granite jacinth
#

K

opal bobcat
#

seperately

#

does that mean you cant merge them?

granite jacinth
#

And you need to see them at all times?

opal bobcat
#

well thats the general idea, yeah

granite jacinth
#

100 cubes

opal bobcat
#

i could just restrict it to less

granite jacinth
#

do you have LODs on them?

opal bobcat
#

i dont,

#

they're all fairly close

#

i mean within a few hundred meters in game sapce

#

i beleive

granite jacinth
#

Like I said before, the epic mats aren't VR ready

#

you COULD try UI material domain

opal bobcat
#

so say i disable the mats

granite jacinth
#

it will help reduce

opal bobcat
#

not much though

#

i did that

#

and it barely registers

granite jacinth
#

Also try stereo and forward?

opal bobcat
#

not sure what you're refering to

granite jacinth
#

@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

opal bobcat
#

yes, but a while ago

#

if its some new feature maybe i missed it

granite jacinth
#

Go back, there's some new things

opal bobcat
granite jacinth
#

part of

subtle island
#

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

opal bobcat
#

yeah but is 40fps like where you want to be?

#

i thought we need to aim for 90

#

40 seems way off still

subtle island
#

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

opal bobcat
#

right

#

so is mine

granite jacinth
#

and then throw up

opal bobcat
#

but id like to be able to maintain quality

#

and 45fps isnt quality

subtle island
#

But my point is that the VR optimization guides out there will definitely help you

opal bobcat
#

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

subtle island
#

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

opal bobcat
#

ok switching to the foward renderer

#

all systems go!

subtle island
#

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

opal bobcat
#

im on 4.15 right now

subtle island
#

I think 4.13 might've been the first introduction of the forward renderer but you're probably alright with 4.15

alpine torrent
subtle island
#

The vr train is gradually picking up speed

#

love it

opal bobcat
#

foward renderer also doesnt seem to effect the performance much

#

if anything its worse

#

but maybe that was just the msaa

subtle island
#

steamvr home is messing with my workflow and I don't like it

uneven moon
#

Posted about a UE4 consultant position (VR development) on the Jobs thread in case anyone's interested .

lapis glen
#

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.

wicked oak
#

-emulatestereo

lapis glen
#

This does not apply to the editor, does it?

wicked oak
#

i think yes

lapis glen
#

"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.

wintry escarp
#

anyone got a scene showing a working volume fog they can dropfile?

real needle
#

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

mighty carbon
#

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

clever sky
#

What sort of locomotion is Fallout using?