#virtual-reality
1 messages · Page 117 of 1
Nah. I'm hoping they've got more like their man Todd Howard promised.
But as long as there's sliding, I can still mimic walking on the spot.
Well, it's definetly fallout 4 in VR, and I'm definetly going to play and enjoy it.
But, the hands or lack thereof looks way too raw.
Really hope they both have coop
They've got basic grey vive meshes in there.
Looks like prototype footage
What's funny is that Doom VFR has hands.
So... dunno what the deal there is. Maybe the gamebyro engine is just really that bad.
Yeah, looks like single hand guns though. But I guess doom never has reload
Yeah did look a little raw on fallout, but plenty of time to put in some hand meshes hopefully
Well... they had plenty of time before! 😛
Haha. True already had meshes from the pc version. Hands will be a $10 dlc
Pretty much. And they'll sell a variety of hand meshes, all seperately too.
Ah, I see what Bethesda are doing. They're relying on their ever present modding community to fix things up for them :p
while they do the bare minimum and reap all the profits!
Speaking of modding... looks like they've set up some sort of crowd sourced third party contractor based mod making service...
Can I become a Creator?
Whether you are a professional developer, artist, or modder; you can apply to be a Creator here. Be ready to share work you’ve already done as part of your application.
If I’m accepted to be a Creator, what can I create and what is the dev process?
Creators are required to submit documentation pitches which go through an approval process. All content must be new and original. Once a concept is approved, a development schedule with Alpha, Beta and Release milestones is created. Creations go through our full development pipeline, which Creators participate in. Bethesda Game Studios developers work with Creators to iterate and polish their work along with full QA cycles. The content is fully localized, as well. This ensures compatibility with the original game, official add-ons and achievements.
Are Creators Paid For Their Work?
Yes. Just like our own game developers, Creators are paid for their work and start receiving payment as soon as their proposal is accepted and through development milestones.
Is Creation Club paid mods?
No. Mods will remain a free and open system where anyone can create and share what they’d like. Also, we won’t allow any existing mods to be retrofitted into Creation Club, it must all be original content. Most of the Creation Club content is created internally, some with external partners who have worked on our games, and some by external Creators. All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing. This also guarantees that all content works together. We’ve looked at many ways to do “paid mods”, and the problems outweigh the benefits. We’ve encountered many of those issues before. But, there’s a constant demand from our fans to add more official high quality content to our games, and while we are able to create a lot of it, we think many in our community have the talent to work directly with us and create some amazing new things.
tfw doom vr uses the exact same mechanics as DWVR
im 100% going to pirate fallout vr
there is no way in hell ill rebuy the game at full price
if they at least offered a discount it would be ok
but when i already bought FO4 at full price, im not going to buy the same game again
but they've changed the camera
Hello guys, something weird happened for me in using Motion Controller (VIVE), trigger button works good in playing editor but when i try to launch game by right click on .uproject , trigger button not working but motion controller is tracking inside program ... I using 4.15.1
are you sure to click on the game window ?
if you want your inputs to work in the editor, the focus needs to be in the PIE window or else only tracking will work
yes focus is to the target window, but in editor everything is ok but in launch not working !
I tried other buttons they're not working too!
when you are saying launch, do you mean VR Preview, Standalone or Build ?
right click on .uproject and then launch
I found the problem , i set input mode to UI in menu !
👌
I am not a big fan of Fallout, so I'll probably get Doom VFR, if it works on Rift.
Seems doubtful that it would given the whole zenimax issues with rift
i see them being petty enough to add a check to forbid oculus rift
and then using denuvo to lock it
Bethesda VR games are stated to release for Vive and PSVR afaik
Yep no rift. Although obviously it can work with single direction non room scale if it's releasing for psvr
they are my competition 😦
Maybe using the gun controller
i need to release DWVR before doomVR happens
becouse its the same thing but better...
and OH GOD THE HATERS
against the dashing
and they even did some cool things with the dashing, like using it to telefrag
that is a fucking genious idea and i dont know how i didnt think of that
Are people just bitching that they want full locomotion instead?
yes
like 60% of the comments are "locomotion plz" and 30% is "its vr i dont have it meh" and only 10% is actually positive
its exactly like when i posted DWVR to the psvr subreddit
what about you goddamn trust the devs that made Doom wich is a great game?
they really dont half-ass it, they will have the gameplay balanced around that
People that are going to bitch about something are always a lot louder than people that are excited by it
its like the people who add a locomotion mod to Robo Recall and then complain that it breaks completely
and the smooth locomotion squad is the loudest of them all
my smooth locomotion mode is going to be hella broken
but given how loud they are it might get me more sales
and i need the money
Seem to be. I'm sure the devs probably have both options in there anyway like they will with fallout vr
nope
not the same case
fallout 4 vr doesnt really matter
its slow paced
but doom isnt
to play doom with smooth locomotion, you need absurd speed
its why i have locomotion + dash on the smooth mode on DWVR
Depends on the circumstances in fallout I suppose but yeah makes sense
becouse it is literally impossible to play it on 100% lcomotion
and it will be oculus only
vive wont be able to play locomotion
due to lack of buttons
I tried out the void ghostbusters game yesterday actually. It's pretty well done for a first tech demo for them
They over engineered the stuff compared to what got utilized in the actual game though
The IK on the players was horrible thougj
I won't implement smooth locomotion in my projects
you will get almost harassed then
becouse they are rabid as hell
for my next game, fuck it
im inplementing everything
Then you will probably lose a lot of potential sales too. Gotta give the customers what they want if you are trying to make money
to get the most sales
even if each of them ends up clunkier
as if pc vr players cared about clunkyness
Don't really care. Can't please them all. Nothing good comes out of trying to please everyone.
Money
yup
Headaches
yes, but people is stupid
And no loyal followers
Money isn't everything
as it has to be half assed
you cant do both well
the rabid squad will be ok with it, the rest will have teleport that is the way its meant to be played
There are currently about 50000 paying rift + touch customers out there. If you are only targeting them and then a subset of them you are already in trouble
Better build loyal following and play long game than try pleasing everyone and not have that hardcore fans in the future.
the players do not care about quality
the mayority of games are clunky as hell
look at goddamn sairento
having 20 times the sales i have
while it barely runs duct taped
and has like 2 enemies
(now more couse 20 times more money)
Eeh, don't know where you get that. People care about quality.
It looks cool. That's where the sales come from on that I'm sure
exactly
mine isnt nearl as cool looking
even if it plays far better
and even when it plays far better, it has less longevity
as i just make players powerful by default
What's that little RTS game where you pull up the portals from the ground
instead of adding rng unlocks
turns out people do like rng unlocks and similar
and im adding that to dwvr
for the full release
Yeah that adds a lot to longevity of it at least
That's most people's issue with VR games at the moment. Nothing you can repeatedly play
one thing im thinking of, for my next game
is to actually support the different movements as "classes"
so the ninja would have smooth + teleport. a sniper and archer have full teleport, and a rifleman having full smooth locomotion
for an MP game
that way it could keep some balance
as the bowman cant move while drawing the bow for example
or the sniper cant move while using the 2 hands to snipe
I quite like the method in 1 of the snowball fighting games. You have a little version of your head attached to your wrist and you have to throw it to teleport
Interesting way of removing the instant teleport
Another cool 1 I saw at Unreal open day in Shanghai these guys had it that you shoot out a grappling hook and it pulls you really auickly to the spot it hits, or if it hits a guy that you can kick them away when you pull across
but if people can use normal translation and then you have to do stupid things to teleport, no one ever would use teleport
so if i have locomotion for some, then i need fast and instant teleport
probably with energy cooldown or something
so its not broken
my bowman would probably be hella broken as im going from the Aquila prototype where the guy had explosive arrows
You could make them need to fire a teleport arrow or something
uhm, that could work
the sniper using his rifle
or just have it on the off-hand
wich is a bit easier
Could shoot a tracer bullet into somebody and then teleport to them and best them to death with the rifle
Like the teleporter gun that was in unreal tournament too actually. Not sure if that made it into the new 1 but you would fire out a disc type thing
yeah thats a possibility
just having a translocator
the rifleman would be 100% cookie cutter
much like something from Onward
ninja with smooth + teleport so it can dash around
and being a piece of shit
with a pistol probably
Yeah it's not necessarily an advantage if the other guys can teleport around then full locomotion is probably on par
i need to fully prototype it
Tough 1 to balance test that's for sure
thats the thing, the rifleman could just do spamming with the guns
Good way to give everyone what they want
You could make the Ninja 1 have to run on the spot to walk around too would be funny
@mighty carbon I still don't think you've played around with smooth locomotion enough yet, its best experienced for easily sickened players with SLOW movement speed and controller direction based movement.
you refuse to buy onward and testing with my template is not ideal because I leave pawn speeds default
its not perfect
but in the right setups is tolerable by most
It's 1 of those things that if you can't do it then you can't do it. I don't play any games that require it at all
I don't get easily motion sick but I just don't like it
onward is tolerable BECOUSE its slow
like i said, its not perfect
yeah their speed is literally the only thing that made it work for more players
and shit talk every game that doesnt
and still, have you seen all the people that have gotten sick from onward?
its clunky slow to me when I play, because its walking speed
@tired tree I tested your template and Mission ISS - pure sickening experiences
yeah and I told you to do controller oriented direction and slow speed
you went into the deep end using my template
mission ISS, no excuse
i don't think they do it right
Clearly onward is a very popular game so plenty of people are fine with the full locomotion anyway
Teleport and climbing are the only types that don't make me sick.
and again
5 mins of gameplay
is not enough to tell if you are one of those that can't get over it
That's enough to put me off
but you don't have to try
And there is zero incentives in VR to try to power through and "build" up resistance.
you say that...
and then the most played games are all doing locomotion now
obviously there are a lot of players trying to get over it
the spearhead of the locomotion rabid squad is Onward
Pretty much if you want to sell a VR game you need to provide both options. No way around it really or you are just throwing away money
and on consoles, Farpoint
and RE7
slow movesped checks out
planar environments with no verticality check out too
Yeah it's not a great trend for high quality games but people are starting to get pretty sick of VR shooters so hopefully people start playing around with more types of games. Would be great to see a Sim City VR game or even the Sims VR would work well
the reason im not doing the fantasy dungeon crawler, even if i had a great prototype, is that everyone is doing it
while mine would be better than most, it will be uglier than the big ones
wanted to do something like that since dk1
I thought we'd have a VR The Sentinel by now
Why not Sims? The gameplay would work perfectly fine with VR and make the game a fair bit more immersive too
i'm saying a better sims
player characters
not ai
vehicles, housing, jobs, its already done in every game through modding
doing it directly in VR and 2D as well would be huge
Not everybody wants to play an MMO all the time. There is still a huge market just for a regular sim game. All of the tycoon type games would work great with VR too
I'm sure Sims VR exactly as it is now just tweaked for VR would go really well. But EA won't ever do it because they lock everything inside origin
Yeah those are pretty cool
The ccg sort of tabletop games also look pretty cool in VR
yup, and there are several of them already
i saw a demo of a D&D tabletop game
like that anime one a few weeks ago
where during actions you possess your character on the table
that had cards, turn based combat, and WAIFUS
now THAT interested me
Yeah some interesting 1s coming out of Japan and Korea in that sort of space. Get people in from different markets and let them see the difference VR can offer is pretty good
lol, tired of shooters... Tired of wave shooters, maybe ?
Just any shooter. Nobody is willing to invest in VR shooters now either Vive won't touch them neither will epic or oculus. Gotta do something more interesting
I am not tired of shooters. As a matter of fact that's all (most of the games anyway) I play in non-VR
In VR is what I'm talking about
however, shooter has to have a decent background story, some interesting characters, "quests" and non-linearity
VR has no good shooters
it's all "go to a spot", "survive a wave", rinse-repeat
i know, just saying, who is going to start in on one right now
and I just don't like Fallout for some weird reasons.. (just doesn't click with me)
you release right before or after fallout and you are dead in the water
Arizona sunshine has patches of story in there. It's great fun co op
I don't care for coop
Yeah fallout will be that killer VR app for sure
(or MP in general)
of course its good to have story for your game, but right now thats gonna be too much unless you have tons of money
You don't have to. Doesn't mean it's not fun
too much work*
I'll be really sad if they don't have run in place for fallout 4
I want to jog next to my dog
You can jog while pushing forward on the joystick?
I'd say maybe 10% chance it will have it
why wasn't i aware of this
With an Omni treadmill would be handy but then you would struggle to pick up stuff
motion tracking app for cellphones for VR walking
once we get good mr glasses we can walk around irl with the google earth/gta overlays running
@frank minnow who said making good games is easy and a little of work?!
@mighty carbon you mean, those games which have no story in market are bad games?
depends
Looks pretty imprecise thouvh
there are a ton is shit games in VR right now
most have no story and no characters
Pretty sure he was saying making a good story is expensive
it doesn't have to be that precise, its waveform based
sure, if you have to hire high caliber writers and such
yes, its strategy
they make simple games first to show their team or company in market first
you are behind of them now
sadly me too 😦
Doesn't seem like it would handle strafing though...
PocketJog maybe more accurate? Or pocketWalkForward
Though the company initially proclaimed that the Xbox One X (formerly known as ‘Project Scorpio’) would feature VR support, at E3 this week Microsoft is distancing itself from that commitment. An official statement provided to Road to VR suggests that the Xbox One X won’t see any form of VR support as a launch feature, …
Yeah wouldn't trust that so much. The bouncing up and down is easy enough
no VR for XBOX 😦
inside-out tracking wont get proper good any time soon will it?
Inside out tracking is already very good
Hence the standalone headsets for daydream coming out
It's the hand tracking they don't do
they do room now?
Yeah
I guess when we get an interpretive 3d-scanning cam or what it will be, it'll scan both hands and environment
oh wow
anywhere cclose to vive accuracy?
They always could. Try out a hololens
i tried some old cardboard phone thing, and oculus/vive
all i make for vive is vey physical and hands-on(aiming for good fingertracking), so tracked hands(and hopefully roomscale, good news on hololens thanks) is very important
Magic leap looks promising but i dont believe that hype yert
Leap motion is ok at finger tracking now but I wouldn't use it for actually interesting with anything
Hololens can do hand tracking as well but same issues
Magic leap will be the same deal as hololens but better optics
Drift? There is no drift with leap motion it's just a camera you stick on the headset and it shows your hands
i just wanna have a virtual piano in front of me all day that I can play whenever
not leap motion, magic leap
i make same mistake a lot hhe
o wait nvm
They don't have a headset yet. Just super early prototypes for devs to make content for it
leap motion V2 is taking forever to come out, pretty sure they dropped it as standalone and aregoing only with headset integration now
They are only doing VR now too after they realised nobody was doing anything with it for other stuff
They have the V2 thing already you can get actually
new apple stuff? Seems like Ml and NNs can be quite efficient at extracting depth etc from camera
They don't sell it but yeah people have them
ah
It's about twice as long and half as thick so it gets wider gap between the lenses so it can see more essentially. More like eye width
Apple hasn't announced their new hardware yet but the new iPhone will 99% have depth sensing camera like the tango
Wonder how low we can get latencies there
It's all delayed though because of manufacturing problems with the Oled displays same as all the other devices using them
DSLAM methods for tracking sith a single camera have been around for ages. The apple ARtoolkit thing doesn't provide anything you couldn't already do in unreal with the AR plugin or openCV
ye thats what it seemed like
think i might have to walk around with a backpack and helmet if i want to realize my dream within ?? years
Interested to see what they do with the hardware stuff though since it will give a lot more publicity
I have a backpack PC but the wireless stuff will make it obsolete within a few months
It will hopefully spark the creative understanding of VRs power in the masses
I wanna have fingertracking and MR/AR piano with me on the bus always
They have cracked the multi user shared space stuff so that will help for the big warehouse style games and that's still the most fun you can have sith VR
You would be smacking the guy next to you a lot with a full sized piano.
yes
and that would pair his AR-device with mine, and he would be forced to listen to me
It would be doable now with hololens pretty much, pair a leap motion on there or realsense for better finger tracking
Or just carry around a lidar with you and an inflatable piano and problem solved
could a visible light rgb lidar function?
ok, hololens/leapmotion is todays solution..what is it in a year or two? I'm deciding platform
platform-goal. Vive and full vr for now, really enjoying dev
No point deciding on a platform for 2 years away, the field will be completely changed by then
Just make cool shit for the Vive and it will transition a lot to AR anyway
for sure 😃 love how fast it goes tehse days
Yeah, i'm learning BP techniques, it will only become more vauluable
will see how it develops. asking because im gonna work with tv-producers soon, but they are focused on good panned sound + 4k 360 videos. Meh, i'm all about them 3d interactive things, think i will turn them down unless i can convince them
its a dying media-house, min/maxed their experimental budget with general VR explioration winning out.
360 video is still the most consumed form of "VR" content by a mile and it's probably going to stay that way for another 2-3 years I would say.
I try and stay away from it too but have to do the occasional 360 video and photos
At today’s PC Gaming Show, we announced the release date for Ready at Dawn's two new zero-g space titles: Lone Echo and Echo Arena. Pre-order Lone Echo now to enjoy the single-player space adventure on July 20—and save 10% off the purchase price of $39.99. You’ll also get to dive into the high-flying competitive action of the multiplayer sports game Echo Arena—free at launch for a limited time.
finally
but I am afraid to pre-order since I don't feel good playing Mission ISS
😦
there is vulkan code on oculus ue4 branch
this code is NOT on normal 4.16
i wonder if this would work
there is also steamvr code for vulkan support
but says linux only
Oculus added Vulkan support for desktop to their SDK not too long ago
yup, thats why im investigating
Last year, as the Raw Data team was about to begin at an extended period of crucial development, we decided to update the community on the State of Raw Data. Now, with E3 (and some very exciting game news) just around the corner, we thought it was a perfect time to revisit you guys and provide an update. So here we are with the State of Raw Data, E3 Edition!
man it sure is cool to have tons of cash
@wicked oak the steamvr vulkan linux stuff in UE4 will likely work on windows too, the guy who did the PR just only did it for linux because he's a linux guy so to be safe he put it in defines only for linux
I sent him a PM and asked him since I was interested in it
too bad i cant open the editor in vulkan at all
it instantly crashes
on some swapchain stuff
the editor needs like 120% support for being usable with an API
yeah, only do it for a standalone game
so i do a build
the game compiles the shaders
and open it as -vulkan?
yeah
alright gonna try
see wtf happens
when opening the editor with vulkan, it tries to open steamVR
with -sm4 it should look same like dx10
normally it doesnt do that
as if i cared lmao
i use nothing
no dynamic light, no dynamic shadows, only the forward render, no postprocess
uhm, forward render in sm4?
mobile renderer is forward
vulkan with -sm4 is pretty much consider stable in ue4 I think.
desktop forward renderer might be sm5 though, and maybe some VR stuff is also sm5
vulkan with sm5 should also work pretty well though
if you want to test vulkan with steamvr on windows you will have to remove those #elif PLATFORM_LINUX obviously
the thing is though, I don't think you have any reason to actually use vulkan for a game on windows currently
the performance will still be worse than dx11 most likely.
vulkan doesn't do parallel rendering yet in UE4
yeah, they only focused on making it support all the visual stuff
wich does indeed use parallel rendering
it does make sense tho
make it fully featured first
optimize later
yeah
it obviously makes sense though to test that stuff now with your game
so you can report visual issues so that epic can fix them
so that once the performance stuff is done, you at least dont have to worry about any visual issues any more
Full support for UE4’s high-end rendering features utilizing the Vulkan API on both Windows and Linux including parallel rendering to take advantage of all available CPU cores.
Rendering
Does anyone know if there are any VR advert plugins available for Unreal?
@royal anchor_Alcatraz#2916 TTimo who made that pull request is ex-ID Software guy 😉
@mighty carbon you should do the formatting correctly if you want me to see you mentioned me
and thanks for the info
😃
Whelp, I just submitted my game for review on oculus store. Wish me luck 😮
good luck
Skyrim is coming to PlayStation VR (PSVR). Don’t need to say much more than that, do we?
A trailer for the game made its debut at E3 2017 this week on Sony’s stage. No details on Oculus Rift or HTC Vive support, nor date.
Details when they come.
.special-buttons > * { text-align:left !important; } FacebookTwitterRedditMore
Related
poor @wicked oak 😦
so much competition
Any tips for launching multiple instances of a VR project?
If I try to do it in the editor with VR Preview, every other launch fails to acquire tracking, and when it does work it doesn't seem to be possible to disable tracking for a single instance. vr.EnableStereo False will stop both instances from tracking.
If I try to package the game and launch it:
- sometimes launching the second instance will close the first
- sometimes I get two instances launched, but neither can acquire tracking
- occasionally it actually works and I can actually enable tracking in one of the instances with vr.EnableStereo
Sony money hatting the Skyrim VR. Annoying!
But it'll just mean that we'll get it later. Hopefully existing PC mods work for it.
So many established titty mods on Skyrim already 😉
thanks @royal anchor_Alcatraz#2916 for the PR
but if PC vulkan still doesnt use multithread encoding, and its slower, then i have no need for it
today, a new raspberri pi 3 arrives
im going to try putting GitLab on it
ill share my findings
Although Beth are shitheads, it's nice to see 3 major AAA titles heading to VR.
Also saw a few other AAA devs announcing VR titles
Nothing for mobile VR though
And the fact that Epic-Oculus aren't going to make Gear VR controller better handled and more exposed to BP, it makes me wonder where Gear VR is heading.
(Or UE4 as engine for mobile VR development)
@sturdy coral Thanks, I'll give that a try. Do you know if there's a way to disable vr for one instance when launching them through the editor, or am I going to need to package the game every time I want to test something?
progress video(all sound generated in-engine) 😃 https://www.youtube.com/watch?v=XH9zjK_KHyk
Sony is moving VR at much faster rate than anyone else
Final Fantasy VR is coming to PSVR soon too
@wicked oak do I need to be registered PS4 dev in order to dev for PSVR?
(even if I could use that hack to turn PS4 into test kit, unless it's not even the thing)
that doesn't sound at all like anything special
focus capable displays are WIP currently, not actually production ready, doubt its anything more than a consideration to them, and every other manufacturer has talked about that for a while
and he isn't even talking eye tracking
which is already in beta status for vive and will likely be in next gen
just gaze forward
you are reading way too much into his "wish list for VR" that is literally the same as everyone elses
I mean, PSVR sold 1M+ units, has largest library of games and it just feels like despite horrible tracking it's going to be a leading VR platform
yeah, mass units is what I meant
you were a little confusing saying "moving VR"
and then linking a "future of VR" talk
PS4 owners are rabid for more VR though, have to validate the purchase
plus havign never tried better VR, its going to be good to them anyway
as you would know mr former gear only user :p
lol, yeah
I see people on Reddit order Rift every now and then
so the growth is there, just slow
would probably be just as hard to move a PSVR user to PC VR as to move them from console to PC for gaming
probably harder, considering the hardware requirements
@solid talon yeah query if the headset is enabled (will be true for both) and if the viewport is stereoscopic (only true for the 2d preview)
Has anybody here integrated the usens fingo sdk into unreal?
@wicked oak you should still test vulkan now if you plan to use it once it supports the parallel rendering. otherwise you might find visual issues then with your project and have to wait for months again for epic to fix those.
Hey everyone, I'm having some trouble getting lens matched shading to run in a vrworks build for 4.15. Similar problem to kazaakas on here: https://forums.unrealengine.com/showthread.php?140192-What-s-happening-with-VRWorks-support/page2&highlight=lens+matched+shading. There is no visual or performance difference between when lms is enabled or disabled. I also get an error when I try and use different levels of lms, specifically "Error: vr.LensMatchedShading is read only!". For reference I'm on a Vive with Windows 10 and a titan X Pascal (not Xp). Let me know if more info is needed or if this question should be moved elsewhere. Thanks
so, either Oculus or Amazon are awesome - they sent a free extension cord along with sensor!
I am guessing it's Oculus, since amazon's box had Oculus box inside, and Oculus box has sensor and cable inside.
too bad no one told me about it and I ordered extension cord separately 🙄
mega, not super
turbo cord
On that 360 roomscale now! @mighty carbon
so ive been trying out different scenarios to test why my performance is so bad on my project
for displaying like say 100 boxes
so i can create a fresh project, blueprint only, place 100 static cube boxes and it runs like a champ
90fps no problem
if i go into my project, do the same thing place 100 static mesh boxes
my framerate will drop to 20fps
seemingly the only difference being the two projects
since my project doesnt really have any started geometry, just a flat plane
does having a blueprint project really make that much of a difference?
what about those selections you make at the start of the project the dessktop / mobile , low detail/high detail
is there any way to chagne those after the fact?
is there a list of what options those settings actualy change anywhere?
its affecting the scalability settings
and the PP things that you can turn on/off in the project settings I think
right
id just love to know what they are
not positive thats my problem yet
but thats one of the differences between my project and the default project that renders the 100 boxes just ifne
some UE4 default boxes?
and if its only down to those stupid settings a picked at the begining of my project
yes
take a screenshot?
and what hardware?
970gtx
corei7
i mean the 100 boxes render at solid 90fps
on a default project
im testing a default high quality proejc tnow
to compare
how is your lighting setup? are the lightts static or movable?
movable?
you can move them in the editor, yes
shadow casting enabled?
yes,
4 dynamic shadow casting lights can be quite expensive
however
even removing them
doesnt greatly increase performance
i tried that
well i tried making them non-visible
using the editor
well, any PP stuff does not care at all about if you have 1 box or 100 boxes
and the only thing that is expensive and affected by the amount of things is shadow casting, since its an extra draw call for every object per light
PP is post process
yeah that makes sense
does hiding the lights in the editor actualy remove them from the rendering pipeline
tested it with the high detail desktop default project
and their is a framerate drop
like 30fps drop
not as major as my own project
I never tried to "hide" lights
I always disable the "visible" checkbox when I want to disable a light
ive only done so in an attempt to troubleshoot this performance
there is a noticable (30fps) difference between 128boxes in desktop/hiq and mobile/lowq
thats significant enough that it leads me to think i should remake my project w/those options
if i cant actualy find out what those options change
theres no place to change those after the fact is there?
ahh the Visible option in Rendering you mean?
i can try that
i can also turn off shadows
since i dont really care about them
remaking the project in a new project file is kind of a pain
but if it can get my framerate up to 90 its worth it
wow
you will end up with the same fps most likely if you "remake" it
got rid of the shadows on the 4 lights
and my project is like 90fps solid
displaying those stupid boxes
shadows are expensive, yeah
lets see if it works with my fancy boxes
theres no way you can have 4 dynamic shadow casting directional lights in a VR game
Howdy all, I'm using 4.16.1 with a Vive. "Lock to HMD" unticked has no effect at all. I've been hunting all over for an answer. Tried a bunch of things, like switching to another camera (with lock to hmd off). Tried setting that camera's location and position on tick.
john: only reason i had those lights in there is because the decals needed them
or else they werent showing up
is there a way to get decals working without lights shining on them?
if so i'd be interested in it
Also for another bad idea, does volumetric lighting work in the forward renderer? I got it working in deferred, but not in forward.
Docs don't mention it
One the biggest performance increases we had was simply disabling 'cast shadow' on most of our actors.
also increased lighting rebuild (or I think it did).
i just did it on the lights themselves
and it really improved things
yeah the shadows is a big boost
i heard yesterday that the materials in the starter content are not "VR Optimized"
anyone know of any materials that ARE "VR Optimized" ?
or what would constitute a "VR Optimized" material?
finally got 360 tracking working
I gotta admit - setting it up was a royal pita 😦
pretty smooth tracking though with occasional (very seldom) small hitches
I guess I need to tweak physical location of my trackers and it's not trivial as I screwed them to the ceiling
RR has stupid teleportation setup for 360 :/
So how is it?
well, it's there.. I need some 360 apps to really test it. I don't have much apps in my library
in RR it makes no difference really
and I got tangled in the cord, so I need to engineer some contraption to have cord go to the ceiling
You'll get used to it.
A lot of people complain that Steam games run like shit on Rift :/
last time I tried running something I couldn't get it running (Steam)
will give it a spin later this week
That's weird. Works perfectly fine for me.
but you have Vive
Cept for the Vive stuff 😛
My discoveries so far with 'Lock to HMD'. Works fine on Rift. Can only lock orientation on Vive. I've been unable to have the HMD not update the camera position with Vive. 4.16.1
@deft badge What are you trying to lock to HMD?
I'm trying to unlock a camera from the HMD
That sounds like a not very good idea. Messes people up
(I'm aware of the repercussions)
Use it as a shitty lo-res big screen? 😛
lol
I want to make an experience much live a Gear Vr but with limited position tracking. Orientation would remain 1 to 1
@clever sky Vive is gonna have to wait for gen2. I want new controllers, wireless and upgraded tracking 😃
But for some reason Vive won't unlock it's position from the camera.
Rift does.
Vive no.
@mighty carbon I'm just saying, not really set as a PC VR dev without the two major headsets! 😛
It'll get you 80% of the way there
nah, I've learned hard way that indies should release one platform at a time
Also, has anyone tried the volumetric lighting with the forward renderer?
The docs mention nadda regarding the forward renderer and columetric lighting, and I couldn't get it working. I did get it working on the deferred renderer
wow
so disabling shadows and changing my box from an obj import to the static mesh cube, and disabling widgets except when you look at them has boosted my fps up to 90 again
welli have one UMG widget component per packet
its the 3d widget component
not traditional widget which is always stuck to screen
yes
which the user can show when they select the box with their pointer
im trying to get the fps of my application up to vr standard 90
i mean i look at what people can do with GPU instancing, literally hundreds of thousands of boxes silky smooth
and i cant even do 100 of my stupid boxes before the fps tanks
well seems i've figured out how to do 100 now atleast
heh thats' the first step
turning shadows off of my 4 lights was the breakthrough
I recall having an issue where I'd hide / unhide my widget instead of creating it as I figured that
would save on performance.
but it didnt?
Well it would still interact.
It was just invisible
So I was trying to find a way to turn it 'off' -
How does your widget work?
keep in mind im c++
if (enter)
widgetComponent->SetVisibility(true);
else
widgetComponent->SetVisibility(false);
hrmm
Yeah I'm getting into C++ now.
The setup is such a bitch lol. I didn't have Windows 8.1 SDK but it failed to notice that, so I would get these obscure errors on VS 2017
why C++ ?
trying to stay 99% c++ if possible
my entire project is c++ code
except for some procedural materials
this quarter i've worked in c++ ue4, ocaml, c, asm, and more c++ opengl
that still doesn't answer the question "why"
why? because im a programmer, not a blueprinter
im interested in learning ue4 api
not ue4 blueprint
and i have learned quite a bit
by poking into the source code for kismet and other parts of the api
For me it's about performance and the ability to do things a bit quicker.
also I find c++ fun
same
For now I'll probably do things with BP then copy them across, just until I get comfortable.
i figured out how to convert bp to c++ manually
Side question - has anyone had success with any locomotion play-wise?
so i can use bp tutorials and adapt them for c++
o'rly?
yeah bp can be converted to c++ if you're careful
I thought that was somewhat automatic?
Like you click 'Convert to c++" or something lol
yes bp has its own conversion it does
but the code isnt that grreat to understand the api
oh I see
i learn all the underlying api calls by just looking them up indiviidually
then i understand how to integrate it into my c++ code better
all the vr interactivity ive done in c++ has been from bp tutorials
some of its pretty cool cuz ue api actualy extends c++ to do things it cant originally do
like java style interfaces
that it accomplishes with macros
Not to mention doing Quaternian functions
yeah, quaternians are nice, i had them using the oculus sdk as well
seems like anytime i use a dynamic material i get a framerate drop
you using a dynamic material or instance dynamic material?
UMaterialInstanceDynamic is what i use
well it has the word instance in it, so I'm going to say it's all good.
I just remember it from BPs is all.
yeah should be the same as bp
What's your material doing?
mm yeah that shouldn't be having an impact performance wise
yeah, but still.
yeah
Then again I think dynamic materials are a bit of a curve ball
maybe theres some better way
For me, anyway. lots of pitfalls
i can be coloring my objects
hide / unhide mesh?
see i build my actor in c++
i build it componentwise
im not sure when i add a mesh to a meshcomponent
if it really uses the default material that the mesh is assigned
hrmm
i do:
const ConstructorHelpers::FObjectFinder<UStaticMesh> MeshObj(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube'"));
if (MeshObj.Object != NULL) {
PacketboxMesh->SetStaticMesh(MeshObj.Object);
}
static ConstructorHelpers::FObjectFinder<UMaterial> Material(TEXT("Material'/Game/Materials/VROPT_MAT1.VROPT_MAT1'"));
PacketboxMaterial = Material.Object;
and that assigns the material
if i dont do that the framerate increases
hmm
Yeah I have no idea sorry
The material you're assinging, is that a dymaic instance mateiral?
its tricky business, this VR
PacketboxMaterial = Material.Object;
oh ok
but it has aparameterized color
so you can spawn a dynamicmaterialinstance from it
auto dynamicPacketBoxMat = PacketboxMesh->CreateDynamicMaterialInstance(0, PacketboxMaterial);
ah ok and yeah that happens in the constructor.
yes
no worries
atleast i got about a 30fps gain today just from removing shadows
so thats pretty good
i just have to get the rest of the way there
alright.. so, i'm developing a VR app using a vive, for someone who has a Rift.. a bit difficult, especially with trying to guess the functionality of the Touch controllers lol
and actually something weird i'm noticing.. I made an "Oculus Touch (R) Thumbstick CapTouch node, which I assume is supposed to fire when you rest your thumb on the Touch controller's thumbstick... but I start the game and the node is immediately, constantly firing?
using BP or C++ Velv?
BP
ah nvm the same happens with the other input events lol
to get if they're touching their thumb on the joystick i'll use this i guess
it's either 0 or 1 i believe
shouldn't be 0 or 1, should be 0 TO 1
and you are directly comparing a float to 0
should probably check for ISNearly instead
as their buttons may have some variation, its safer that way
at least i'm assuming that epic mapped the near touch - touch as a range there
since its afloat
Has anyone done performance testing with instanced stereo lately using FWD rendering?
@pearl grove its pretty much needed
forward duplicates your drawcalls
and not using instanced stereo duplicates them AGAIN
if your scene is even half complex, with both things it balloons to an absurd level
but, as allways, profile it
in my game its a very serious gain
Awesome, thanks! What game are you making?
DWVR
ah yea.. nice
feels bad not having a cool trailer to send to sony
Guys, has anyone found that the forward render produces darker colors overall? Is there any way to fix this in a non-painful way? (ue4 4.15.1)
@remote spruce can you put up a side by side?
with eye adaptation turned off (uniform exposure)
Sure, I'm out of the office right now, will post it when I come back. I thought it might be due to reflections
k, yeah it could be
there are some options around how many reflection captures can affect a material, may be using a different darker capture over a lot of the scene
It's mainly on moveable objects
I wonder if some of your guys already produced some VFX for VR Game and if you got some experience in what of our traditional workflows does still work in VR and what not at all?
Usually they say that billboards don't work in VR because of the depth-perception, but to be honest, when I put a little smoke-vfx in a scene and looked at it via VR ... it was OK. Since the smoke was so fluffy my eyes were not be able to tell that it's just floating planes in a 3D space.
@serene topaz billboards loook ok if they are far
but they show themselves fake as shit when they are close
i*ve heard that thick smoke doesn't work well (especially when big particles are rolling strongly - but this looks shitty in non-vr as well).
got Gear VR @serene topaz ?
@mighty carbon no, just a occulus without any controllers.
I see
There are some things on the unreal documentation vr optimization guide, for example people have gone back to more traditional particle effects, rather than transparent sprites actual meshes are being used a little more for vr because of the expense of rendering translucency
I used the explosion builder pack and it seems to look pretty good. It mixes cards with meshes so it looks more volumetric.
https://forestwave.glitch.me/ <<=--- is unreal capable of delivering this kind of experience?
120k cubes rendered at 90fps
just by using shader animations
coded in threejs and webgl
@wicked oak fallout 4 control scheme: http://i.imgur.com/dvvOqmy.jpg
bizarre
Direct movement?
I hope they have a tutorial-y section, trying to remember all that right off the bat would be a pain
kinda dead here today :/
Like learning onward controls. Like the free movement and jumps though.
I just don't know how the fallout thing is gonna work movement wise.
I guess it's just teleporting, but how will that go in that setting I wonder?
they have full locomotion and teleport in there
thankgoodness they're doing both
I have yet to experience locomotion but I'm keen on it.
That is, if it's actual locomotion and not 'MoveActorOffset' stuff
@digital marlin what's the difference between 'actual locomotion' and 'move actor offset'?
I will stick with just teleporting in it even though its not great
Isn't location motion movement that pertains to physical emulation?
Like.. moving your arms and that sort of thing?
If it isn't I owe Bethesda an apology
There's no broad term that I'm aware of that describes physically oriented locomotion systems like in-place, ODTs, armswingers.
But I use 1:1 locomotion or room scale movement to describe moving around in room scale.
The only time people would say that a game doesn't have 'actual locomotion' is when it's room scale only, or maybe when it only has teleportation (or limited forms of teleportation).
Most of the time when users say 'real locomotion' they're talking about some sort of continuous movement solution - normally sliding, but could also be something like Blink/Dash Step from Freedom locomotion.
blink/dash doesnt really qualify as "locomotion" to users
its basically just a different version of teleport
normaly people talking about locomotion mean non teleport and non roomscale smooth motion
yeah id say "full locomotion" means WASD
Blink/dash step are different from teleport blink/dash - they use the same control scheme as smooth locomotion.
They're kinda an inbetween for users that can't hack smooth locomotion.
whats blink step?
But yeah, blink/dash step are only found in a few games/experiences.
like Serious Sam
haven't played
blink step is one of Freedom Locomotion's alternative movement modes
basically instead of smoothly moving you each step, it just blink teleports you that step.
But your step lengths are limited
and the control scheme is basic WASD/joystick locomotion
i.e. don't need to point at the ground, just point controller and push on touchpad/joystick in the direction you want to move relative to the controller.
I've been tweaking it recently in response to feedback.
But mainly just limiting the rate of blinks and changing step length instead. It's still really intuitive...
@clever sky what do you think of the idea i have of doing a multiplayer shooter where different classes have different weapons and locomotion?
it will basically be the Aquila prototype 2.0
for balance
@wicked oak Yeah, I've been thinking of that sort of solution myself to correct for small inherent imbalances in the locomotion schemes
e.g. CAOTS might give you the highest potential movement speed because you actually have to expend energy to move around
Blink might actually allow you to 'disappear' with each step
i had the idea of something like a ninja with smooth locomotion AND teleport
but you have a slower movement speed
teleport in cooldown
Then you have teleport classes, etc.
Definetly good potential if you can get the balance and mechanics right.
I mean, if you threw tens of millions at it, you'd get the potential for Overwatch level polish!
But you know what I mean 😃 there's precedent for this sort of class differentiation.
did you try the Aquila prototype?
Yeah a while ago.
i think you were on the playtests
Yeah.
the guy with shield and rifleman would have smooth locomotion, but the bowman wouldnt
Side note, if you guys like VR games and rhythm games, you should really give Airtone a shot. Crazy good polish on this. Great work out and fun as hell.
Like we've got a bunch of auto-gen beat map VR games out there; audioshield, audiopuncher, etc...
but this kinda game shows why dev made beat maps are still the bees knees for rhythm games.
i need to start making some stuff for the virzoom bike. considering some interesting infinite runner type 1s
they have some kinda interesting games for it but the quality of them all is pretty rubbish
@pearl tangle what kind of bike is that?
virzoom
@pearl tangle cool, but I wonder how many miles it lasts
probably as much as any other cheapish exercise bike does
yeah 1 you can attach to a regular bike
but then you would need another gamepad or something for the inputs i guess
yeah they have a plugin
aha, cool
works on gear vr and daydream now too
this is something I'd love to mess with
do you know by chance when is standalone sensor coming ?
the sensor seems like an interesting 1 since it just goes onto the pedal which means its essentially just the same gyro you have in your phone and probably just the gear vr/daydream controller
it will have no way of understanding resistance or anything though
Good old Vive support.
Told them to cancel my deluxe audio strap after hearing about the problems with the soft touch finish
Get billed yesterday and then received it today.
Well.... I was going to get one anyway, but if they're going to replace the foam once they sort it out, then might as well just use the one I just received now!
And it's pretty damn good. Super comfy.
It even improves immersion through weight balance and... the built in audio too!
Like... the audio itself is fine, but the fact that it's attached to the headset and you're not worrying about messing around with headphones is a significant improvement for immersion.
Every other headphone/headset I've used (packed-in IEMs, $400 IEMs, a couple different over ear cans) have all had the same issue of having to readjust them from time to time.
thats why Oculus comes with headphone
Yeah. I like the Oculus headphones.
and i think its better than the vive one, or at least ive seen that on reviews
is it?
yeah the rift still seems better designed than the vivestrap
Hmm... only having tried to the DAS for a couple hours, I'd say the DAS headphones are nicer
at least once you're in VR.
rift headset in general is just easier for people
managed to swap this other big project back over to vive once we got the headstraps and should have some TPcast's coming soon as well which will help
Because it's got this nice airy padding that just disappears once they're on your ears 😃
but still rift is just easier for people to pick up and put on. controllers are too confusing for them though
Touch controllers are confusing?
for people that have never used VR before or play games yeah
vive controllers are much easier to just hand somebody
Ah ok
The Vive with DAS is pretty much on par with the Rift in terms of comfort... a little more comfortable I'd say... the twisty knob is good. Nice gentle way of releasing it.
and tightening it up
Much better than playing around with straps
yeah still doesn't seem too well built though. headphones seem better designed on the rift and the cord sits better too
i ordered a new 3 in 1 cable along with my deluxe straps and i just got 1 of the old damn 1s
Probably! The Rift definetly is a better aesthetic package
Damn, that sucks about the cable
They've still got that shit floating around.
And they don't really differentiate between the old and new too well!
FYI, the new ones should show a picture of the cable actually leading into the single cable portion when ordering (at least it does so on the Vive AU accessories site).
Side note - playing Airtone a bunch today... played on Rift+Touch and Vive+wands...
the extra 100 or so grams per controller make a big difference in performance it seems.
It's like I can't move the vive wands around fast enough to hit all the notes all the time... of course I still miss a few with the touch controllers... but less of a feeling of been impeded by the controllers.
yeah dodgy bastards
it shows the different picture on the singapore site to the australian site
NZ shows the same as singapore image
Yeah... I remember trying a gamble at the new 3 in 1
Because they cropped the image of the cable short
yeah sneaky
Got a fat cable
i already talked to them will get it sorted out. don't need another of that shitty cable, only bought it to get the single cable 1
just noticed on the china site as well they now have rental of vives available
Eventually managed to get a skinny cable for both my headsets. But only because the fat cable decided to go and die
And support sent a new 3 in 1.
That's pretty cool. But... that can't be cheap. Gotta replace all the bits that touch users 😛
its pretty much what i do with clients but we have the custom software to go with it
those prices are in RMB
That shit's not cheap.
anybody got a good way of smoothing a float thats updating on tick?
yeah thought there might have been a cleaner function that can just handle the smoothing by now
Depends on what sort of smoothing you want.
just to average it out over time since its too messy
I'm a fan of just feeding the value back into itself.
yeah... lerp is pretty excellent for that I've found.
I mean I had some custom code initially that was trying to put all these values into an array then adding and removing those values per tick
but although it worked... it just didn't work as well/flexibly compared to lerp.
yeah that was my thought too just splice and pop
so what are you doing with the lerp though? using a timeline for the alpha?
Nah. You just feed the float you want to update into A
the target value you want it to go to in B
and use the alpha to control how much it's smoothed out by.
0 is all A, 1 is all B... so a value like 0.05 would mean that B contributes 5% to the overall value per tick... or would move A to B over 20 or so odd frames (not exactly because that's not how the math works)
If B is shaking all over the place, then it'll essentially take the average of all those Bs over 20 or so odd frames
yeah but your alpha it goes across you define the duration of that with a timeline going over 1second or something?
Oh yeah. You can come up with an algorithm to make it more frame rate independent.
I had a macro that sorted that out for me...
But nah, you don't need to shift the alpha.
As A approach B, the rate of change will slow down.... but assuming that there's reasonable dynamic variance like from user input... then it'll continue smoothing things out at a fairly even rate
@pearl tangle well, I am not sure whether tracking resistance on the bike would be important. I simply hate biking in-doors and adding some moving scenery in VR would definitely help having fun. As long as "speed" matches more or less.
so what do you use to drive the lerp? Just up a variable each tick
The thing that drives the lerp is that the output of the lerp is fed back into the value of A
motorsep thats my point, the resistance of the bike should help determine the speed a lot as well. If you pedal on the super low resistance then it should go slow compared to the same speed on high resistance
So move the value of A a little bit towards B, then make that new value A.
or having it simulate the actual energy
if you are going upwards on the virtual environment, have the bike be harder
and reverse
I see
Does Virzoom allow for resistance change feedback?
ideally yes. but that would mean the software driving the resistance which annoyingly the bike cant do
Ah
it gets a resistance value from the bike, but you cant change it over the software
If I had Intel’s wireless Vive I might actually use VR. The setup is easier without all the cables, you’re less likely to trip over and smash your PC/die and, of course, you also look super-cool too. It’s kinda what VR needs to be. You’re going to need a powerful GPU for VR, so check out our pick of the best graphics cards around today.
Yeah, it's a cheap looking bike.
I hope it will be compatible with Rift
nobody is really caring much about making the wireless work with the rift since you are still mostly constrained to a much smaller space than the vive
its about on par with what you would expect to get for a regular $500 exercise bike to be honest
I hope that isn't the final Intel design.
im still lost on your lerp 1 though @clever sky
I'll try provide a screenshot
you need something that drives the change in alpha to update the value right? Or is there some other way you are doing that
It's pretty basic though, which is why I like it.
And that's it - Float to smooth out will become equal to Target float over time.
Unless target float is shifting all over the place, in which case it'll just smooth out the overall effect of target float over time, reducing the effect that each spike has
ah yeah that doesn't work in my case
Fair enough! 😛
i get the updated value of the speed on tick
can't you feed that updated value into B?
So basically you want to smooth out B... you make an extra float with A and use that as the smoothed out value
where B is the 'raw' value.
yeah but i moreso want the average over a second rather than that
Ah... well there's a function that has a sort of curve that you can alter that operates a bit like that. Can't remember it off the top of my head.
Might be able to call it via 'ease in' or 'ease out' - and it'll have a drop down for linear.
Otherwise, might have to just use a custom function that does what I described earlier.
yeah im thinking the array with a pop is probably the way to go and i just take the average of that over 20 frames
The complicated part is if you want it to be frame independent!
Then there's a bunch of other shit that goes with it 😛
its just an average though so im not really concerned
also its only running on my computer, not something I will release
too easy.