#virtual-reality

1 messages · Page 117 of 1

clever sky
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Many different locomotion options = We have teleportation and sliding! 😄

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Nah. I'm hoping they've got more like their man Todd Howard promised.

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But as long as there's sliding, I can still mimic walking on the spot.

glossy agate
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Fallout is sliding. Looks really cool!

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Doom looks teleport only

clever sky
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Well, it's definetly fallout 4 in VR, and I'm definetly going to play and enjoy it.

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But, the hands or lack thereof looks way too raw.

glossy agate
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Really hope they both have coop

clever sky
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They've got basic grey vive meshes in there.

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Looks like prototype footage

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What's funny is that Doom VFR has hands.

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So... dunno what the deal there is. Maybe the gamebyro engine is just really that bad.

glossy agate
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Yeah, looks like single hand guns though. But I guess doom never has reload

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Yeah did look a little raw on fallout, but plenty of time to put in some hand meshes hopefully

clever sky
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Well... they had plenty of time before! 😛

glossy agate
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Haha. True already had meshes from the pc version. Hands will be a $10 dlc

clever sky
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Pretty much. And they'll sell a variety of hand meshes, all seperately too.

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Ah, I see what Bethesda are doing. They're relying on their ever present modding community to fix things up for them :p

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while they do the bare minimum and reap all the profits!

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Speaking of modding... looks like they've set up some sort of crowd sourced third party contractor based mod making service...

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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.

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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.

wicked oak
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tfw doom vr uses the exact same mechanics as DWVR

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im 100% going to pirate fallout vr

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there is no way in hell ill rebuy the game at full price

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if they at least offered a discount it would be ok

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but when i already bought FO4 at full price, im not going to buy the same game again

wintry escarp
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but they've changed the camera

stable shadow
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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

jaunty shell
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are you sure to click on the game window ?

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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

stable shadow
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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!

jaunty shell
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when you are saying launch, do you mean VR Preview, Standalone or Build ?

stable shadow
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right click on .uproject and then launch

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I found the problem , i set input mode to UI in menu !

jaunty shell
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👌

mighty carbon
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I am not a big fan of Fallout, so I'll probably get Doom VFR, if it works on Rift.

pearl tangle
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Seems doubtful that it would given the whole zenimax issues with rift

wicked oak
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i see them being petty enough to add a check to forbid oculus rift

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and then using denuvo to lock it

jaunty shell
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Bethesda VR games are stated to release for Vive and PSVR afaik

pearl tangle
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Yep no rift. Although obviously it can work with single direction non room scale if it's releasing for psvr

wicked oak
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they are my competition 😦

pearl tangle
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Maybe using the gun controller

wicked oak
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i need to release DWVR before doomVR happens

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becouse its the same thing but better...

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and OH GOD THE HATERS

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against the dashing

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and they even did some cool things with the dashing, like using it to telefrag

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that is a fucking genious idea and i dont know how i didnt think of that

pearl tangle
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Are people just bitching that they want full locomotion instead?

wicked oak
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yes

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like 60% of the comments are "locomotion plz" and 30% is "its vr i dont have it meh" and only 10% is actually positive

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its exactly like when i posted DWVR to the psvr subreddit

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what about you goddamn trust the devs that made Doom wich is a great game?

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they really dont half-ass it, they will have the gameplay balanced around that

pearl tangle
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People that are going to bitch about something are always a lot louder than people that are excited by it

wicked oak
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its like the people who add a locomotion mod to Robo Recall and then complain that it breaks completely

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and the smooth locomotion squad is the loudest of them all

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my smooth locomotion mode is going to be hella broken

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but given how loud they are it might get me more sales

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and i need the money

pearl tangle
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Seem to be. I'm sure the devs probably have both options in there anyway like they will with fallout vr

wicked oak
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nope

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not the same case

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fallout 4 vr doesnt really matter

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its slow paced

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but doom isnt

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to play doom with smooth locomotion, you need absurd speed

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its why i have locomotion + dash on the smooth mode on DWVR

pearl tangle
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Depends on the circumstances in fallout I suppose but yeah makes sense

wicked oak
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becouse it is literally impossible to play it on 100% lcomotion

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and it will be oculus only

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vive wont be able to play locomotion

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due to lack of buttons

pearl tangle
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I tried out the void ghostbusters game yesterday actually. It's pretty well done for a first tech demo for them

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They over engineered the stuff compared to what got utilized in the actual game though

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The IK on the players was horrible thougj

mighty carbon
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I won't implement smooth locomotion in my projects

wicked oak
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you will get almost harassed then

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becouse they are rabid as hell

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for my next game, fuck it

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im inplementing everything

pearl tangle
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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

wicked oak
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to get the most sales

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even if each of them ends up clunkier

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as if pc vr players cared about clunkyness

mighty carbon
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Don't really care. Can't please them all. Nothing good comes out of trying to please everyone.

pearl tangle
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Money

wicked oak
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yup

mighty carbon
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Headaches

wicked oak
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yes, but people is stupid

mighty carbon
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And no loyal followers

wicked oak
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make the game be teleport for the best experience

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and add half assed locomotion

mighty carbon
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Money isn't everything

wicked oak
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as it has to be half assed

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you cant do both well

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the rabid squad will be ok with it, the rest will have teleport that is the way its meant to be played

pearl tangle
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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

mighty carbon
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Better build loyal following and play long game than try pleasing everyone and not have that hardcore fans in the future.

wicked oak
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the players do not care about quality

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the mayority of games are clunky as hell

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look at goddamn sairento

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having 20 times the sales i have

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while it barely runs duct taped

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and has like 2 enemies

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(now more couse 20 times more money)

mighty carbon
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Eeh, don't know where you get that. People care about quality.

pearl tangle
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It looks cool. That's where the sales come from on that I'm sure

wicked oak
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exactly

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mine isnt nearl as cool looking

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even if it plays far better

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and even when it plays far better, it has less longevity

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as i just make players powerful by default

pearl tangle
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What's that little RTS game where you pull up the portals from the ground

wicked oak
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instead of adding rng unlocks

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turns out people do like rng unlocks and similar

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and im adding that to dwvr

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for the full release

pearl tangle
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Yeah that adds a lot to longevity of it at least

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That's most people's issue with VR games at the moment. Nothing you can repeatedly play

wicked oak
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one thing im thinking of, for my next game

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is to actually support the different movements as "classes"

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so the ninja would have smooth + teleport. a sniper and archer have full teleport, and a rifleman having full smooth locomotion

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for an MP game

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that way it could keep some balance

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as the bowman cant move while drawing the bow for example

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or the sniper cant move while using the 2 hands to snipe

pearl tangle
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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

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Interesting way of removing the instant teleport

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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

wicked oak
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but if people can use normal translation and then you have to do stupid things to teleport, no one ever would use teleport

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so if i have locomotion for some, then i need fast and instant teleport

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probably with energy cooldown or something

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so its not broken

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my bowman would probably be hella broken as im going from the Aquila prototype where the guy had explosive arrows

pearl tangle
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You could make them need to fire a teleport arrow or something

wicked oak
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uhm, that could work

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the sniper using his rifle

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or just have it on the off-hand

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wich is a bit easier

pearl tangle
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Could shoot a tracer bullet into somebody and then teleport to them and best them to death with the rifle

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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

wicked oak
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yeah thats a possibility

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just having a translocator

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the rifleman would be 100% cookie cutter

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much like something from Onward

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ninja with smooth + teleport so it can dash around

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and being a piece of shit

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with a pistol probably

pearl tangle
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Yeah it's not necessarily an advantage if the other guys can teleport around then full locomotion is probably on par

wicked oak
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i need to fully prototype it

pearl tangle
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Tough 1 to balance test that's for sure

wicked oak
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thats the thing, the rifleman could just do spamming with the guns

pearl tangle
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Good way to give everyone what they want

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You could make the Ninja 1 have to run on the spot to walk around too would be funny

tired tree
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@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.

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you refuse to buy onward and testing with my template is not ideal because I leave pawn speeds default

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its not perfect

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but in the right setups is tolerable by most

pearl tangle
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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

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I don't get easily motion sick but I just don't like it

wicked oak
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onward is tolerable BECOUSE its slow

tired tree
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like i said, its not perfect

wicked oak
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and it has no verticality

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yeah but the damn players demand it on every game

tired tree
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yeah their speed is literally the only thing that made it work for more players

wicked oak
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and shit talk every game that doesnt

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and still, have you seen all the people that have gotten sick from onward?

tired tree
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its clunky slow to me when I play, because its walking speed

mighty carbon
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@tired tree I tested your template and Mission ISS - pure sickening experiences

tired tree
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yeah and I told you to do controller oriented direction and slow speed

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you went into the deep end using my template

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mission ISS, no excuse

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i don't think they do it right

pearl tangle
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Clearly onward is a very popular game so plenty of people are fine with the full locomotion anyway

mighty carbon
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Teleport and climbing are the only types that don't make me sick.

tired tree
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and again

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5 mins of gameplay

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is not enough to tell if you are one of those that can't get over it

mighty carbon
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That's enough to put me off

tired tree
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but you don't have to try

mighty carbon
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And there is zero incentives in VR to try to power through and "build" up resistance.

tired tree
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you say that...

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and then the most played games are all doing locomotion now

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obviously there are a lot of players trying to get over it

wicked oak
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the spearhead of the locomotion rabid squad is Onward

pearl tangle
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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

wicked oak
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and on consoles, Farpoint

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and RE7

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slow movesped checks out

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planar environments with no verticality check out too

pearl tangle
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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

wicked oak
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the reason im not doing the fantasy dungeon crawler, even if i had a great prototype, is that everyone is doing it

tired tree
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nah, not sims

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RP GTA VR experience

wicked oak
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while mine would be better than most, it will be uglier than the big ones

tired tree
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wanted to do something like that since dk1

wintry escarp
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I thought we'd have a VR The Sentinel by now

pearl tangle
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Why not Sims? The gameplay would work perfectly fine with VR and make the game a fair bit more immersive too

tired tree
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i'm saying a better sims

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player characters

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not ai

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vehicles, housing, jobs, its already done in every game through modding

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doing it directly in VR and 2D as well would be huge

pearl tangle
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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

tired tree
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someone is making a black and white clone

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for VR

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that looks pretty interesting

pearl tangle
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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

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Yeah those are pretty cool

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The ccg sort of tabletop games also look pretty cool in VR

wicked oak
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yup, and there are several of them already

tired tree
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i saw a demo of a D&D tabletop game

wicked oak
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like that anime one a few weeks ago

tired tree
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where during actions you possess your character on the table

wicked oak
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that had cards, turn based combat, and WAIFUS

tired tree
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now THAT interested me

wicked oak
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i had an idea for something like that

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but its really complex

pearl tangle
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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

mighty carbon
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lol, tired of shooters... Tired of wave shooters, maybe ?

pearl tangle
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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

mighty carbon
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I am not tired of shooters. As a matter of fact that's all (most of the games anyway) I play in non-VR

pearl tangle
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In VR is what I'm talking about

mighty carbon
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however, shooter has to have a decent background story, some interesting characters, "quests" and non-linearity

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VR has no good shooters

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it's all "go to a spot", "survive a wave", rinse-repeat

tired tree
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fallout4?

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pretty sure that hits that nail on the head

mighty carbon
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no dialog, no story, etc.

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well, it's not out yet 😉

tired tree
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i know, just saying, who is going to start in on one right now

mighty carbon
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and I just don't like Fallout for some weird reasons.. (just doesn't click with me)

tired tree
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you release right before or after fallout and you are dead in the water

pearl tangle
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Arizona sunshine has patches of story in there. It's great fun co op

mighty carbon
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I don't care for coop

pearl tangle
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Yeah fallout will be that killer VR app for sure

mighty carbon
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(or MP in general)

frank minnow
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of course its good to have story for your game, but right now thats gonna be too much unless you have tons of money

pearl tangle
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You don't have to. Doesn't mean it's not fun

frank minnow
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too much work*

tired tree
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I'll be really sad if they don't have run in place for fallout 4

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I want to jog next to my dog

pearl tangle
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You can jog while pushing forward on the joystick?

tired tree
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pffft

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doesn't feel anywhere near as natural

pearl tangle
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I'd say maybe 10% chance it will have it

tired tree
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why wasn't i aware of this

pearl tangle
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With an Omni treadmill would be handy but then you would struggle to pick up stuff

tired tree
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motion tracking app for cellphones for VR walking

spiral zephyr
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once we get good mr glasses we can walk around irl with the google earth/gta overlays running

mighty carbon
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@frank minnow who said making good games is easy and a little of work?!

frank minnow
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@mighty carbon you mean, those games which have no story in market are bad games?

mighty carbon
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depends

pearl tangle
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Looks pretty imprecise thouvh

mighty carbon
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there are a ton is shit games in VR right now

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most have no story and no characters

pearl tangle
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Pretty sure he was saying making a good story is expensive

tired tree
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it doesn't have to be that precise, its waveform based

mighty carbon
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sure, if you have to hire high caliber writers and such

frank minnow
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why dont you make good game then?

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i guess because it alots of work

mighty carbon
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working on it

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yeah, it is

frank minnow
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yes, its strategy

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they make simple games first to show their team or company in market first

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you are behind of them now

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sadly me too 😦

pearl tangle
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Doesn't seem like it would handle strafing though...

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PocketJog maybe more accurate? Or pocketWalkForward

tired tree
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its supposed to handle orientation as well

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now that i'm not sure about accuracy on

mighty carbon
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pearl tangle
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Yeah wouldn't trust that so much. The bouncing up and down is easy enough

mighty carbon
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no VR for XBOX 😦

spiral zephyr
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inside-out tracking wont get proper good any time soon will it?

pearl tangle
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Inside out tracking is already very good

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Hence the standalone headsets for daydream coming out

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It's the hand tracking they don't do

spiral zephyr
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they do room now?

pearl tangle
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Yeah

spiral zephyr
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I guess when we get an interpretive 3d-scanning cam or what it will be, it'll scan both hands and environment

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oh wow

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anywhere cclose to vive accuracy?

pearl tangle
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They always could. Try out a hololens

spiral zephyr
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i tried some old cardboard phone thing, and oculus/vive

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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

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Magic leap looks promising but i dont believe that hype yert

pearl tangle
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Leap motion is ok at finger tracking now but I wouldn't use it for actually interesting with anything

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Hololens can do hand tracking as well but same issues

spiral zephyr
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latency?

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drift?

pearl tangle
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Magic leap will be the same deal as hololens but better optics

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Drift? There is no drift with leap motion it's just a camera you stick on the headset and it shows your hands

spiral zephyr
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i just wanna have a virtual piano in front of me all day that I can play whenever

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not leap motion, magic leap

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i make same mistake a lot hhe

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o wait nvm

pearl tangle
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They don't have a headset yet. Just super early prototypes for devs to make content for it

tired tree
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leap motion V2 is taking forever to come out, pretty sure they dropped it as standalone and aregoing only with headset integration now

pearl tangle
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They are only doing VR now too after they realised nobody was doing anything with it for other stuff

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They have the V2 thing already you can get actually

spiral zephyr
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new apple stuff? Seems like Ml and NNs can be quite efficient at extracting depth etc from camera

tired tree
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you can get V2 now?

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as a dev beta only"

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?

pearl tangle
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They don't sell it but yeah people have them

tired tree
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ah

pearl tangle
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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

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Apple hasn't announced their new hardware yet but the new iPhone will 99% have depth sensing camera like the tango

spiral zephyr
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Wonder how low we can get latencies there

pearl tangle
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It's all delayed though because of manufacturing problems with the Oled displays same as all the other devices using them

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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

spiral zephyr
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ye thats what it seemed like

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think i might have to walk around with a backpack and helmet if i want to realize my dream within ?? years

pearl tangle
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Interested to see what they do with the hardware stuff though since it will give a lot more publicity

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I have a backpack PC but the wireless stuff will make it obsolete within a few months

spiral zephyr
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It will hopefully spark the creative understanding of VRs power in the masses

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I wanna have fingertracking and MR/AR piano with me on the bus always

pearl tangle
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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

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You would be smacking the guy next to you a lot with a full sized piano.

spiral zephyr
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yes

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and that would pair his AR-device with mine, and he would be forced to listen to me

pearl tangle
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It would be doable now with hololens pretty much, pair a leap motion on there or realsense for better finger tracking

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Or just carry around a lidar with you and an inflatable piano and problem solved

spiral zephyr
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could a visible light rgb lidar function?

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ok, hololens/leapmotion is todays solution..what is it in a year or two? I'm deciding platform

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platform-goal. Vive and full vr for now, really enjoying dev

pearl tangle
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No point deciding on a platform for 2 years away, the field will be completely changed by then

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Just make cool shit for the Vive and it will transition a lot to AR anyway

spiral zephyr
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for sure 😃 love how fast it goes tehse days

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Yeah, i'm learning BP techniques, it will only become more vauluable

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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

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its a dying media-house, min/maxed their experimental budget with general VR explioration winning out.

pearl tangle
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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.

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I try and stay away from it too but have to do the occasional 360 video and photos

spiral zephyr
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hehe we got the same philosophy on it then

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"VR"..

mighty carbon
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finally

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but I am afraid to pre-order since I don't feel good playing Mission ISS

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😦

wicked oak
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there is vulkan code on oculus ue4 branch

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this code is NOT on normal 4.16

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i wonder if this would work

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there is also steamvr code for vulkan support

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but says linux only

mighty carbon
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Oculus added Vulkan support for desktop to their SDK not too long ago

wicked oak
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yup, thats why im investigating

mighty carbon
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wicked oak
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man it sure is cool to have tons of cash

full junco
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@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

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I sent him a PM and asked him since I was interested in it

wicked oak
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too bad i cant open the editor in vulkan at all

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it instantly crashes

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on some swapchain stuff

full junco
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using the editor in vulkan is suuuper experimental

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just dont do it

wicked oak
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oh

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so i just launch the game itself?

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and what compiles the shaders?

full junco
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the editor needs like 120% support for being usable with an API

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yeah, only do it for a standalone game

wicked oak
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so i do a build

full junco
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the game compiles the shaders

wicked oak
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and open it as -vulkan?

full junco
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yeah

wicked oak
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alright gonna try

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see wtf happens

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when opening the editor with vulkan, it tries to open steamVR

full junco
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with -sm4 it should look same like dx10

wicked oak
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normally it doesnt do that

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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

full junco
#

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

wicked oak
#

why?

#

i have too many drawcalls, vulkan does drawcalls faster = much faster game

full junco
#

the performance will still be worse than dx11 most likely.

#

vulkan doesn't do parallel rendering yet in UE4

wicked oak
#

thats kind of worthless then

#

i was expecting it to run like the console version

full junco
#

yeah, they only focused on making it support all the visual stuff

wicked oak
#

wich does indeed use parallel rendering

#

it does make sense tho

#

make it fully featured first

#

optimize later

full junco
#

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

jaunty geyser
#

Does anyone know if there are any VR advert plugins available for Unreal?

full junco
mighty carbon
#

@royal anchor_Alcatraz#2916 TTimo who made that pull request is ex-ID Software guy 😉

full junco
#

@mighty carbon you should do the formatting correctly if you want me to see you mentioned me

#

and thanks for the info

mighty carbon
#

😃

quartz bay
#

Whelp, I just submitted my game for review on oculus store. Wish me luck 😮

mighty carbon
#

good luck

mighty carbon
#

poor @wicked oak 😦

#

so much competition

solid talon
#

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
sturdy coral
#

@solid talon launch one with -novr

#

err sorry, I think it is -nohmd

clever sky
#

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.

wicked oak
#

if it does

#

holy shit

clever sky
#

So many established titty mods on Skyrim already 😉

wicked oak
#

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

mighty carbon
#

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)

solid talon
#

@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?

spiral zephyr
mighty carbon
#

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)

tired tree
#

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

mighty carbon
#

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

tired tree
#

not leading on tech front

#

but in mass units, likely yes

mighty carbon
#

yeah, mass units is what I meant

tired tree
#

you were a little confusing saying "moving VR"

#

and then linking a "future of VR" talk

mighty carbon
#

😃

#

multitasking at work 😉

tired tree
#

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

mighty carbon
#

lol, yeah

#

I see people on Reddit order Rift every now and then

#

so the growth is there, just slow

tired tree
#

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

sturdy coral
#

@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)

final perch
#

Has anybody here integrated the usens fingo sdk into unreal?

full junco
#

@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.

wicked oak
#

yeah

#

but it instanly crashes 😦

midnight compass
#

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

mighty carbon
#

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 🙄

digital marlin
#

super extension cord

#

VR Bungie jump

mighty carbon
#

mega, not super

digital marlin
#

turbo cord

glossy agate
#

On that 360 roomscale now! @mighty carbon

mighty carbon
#

not just yet

#

still need to hang it

opal bobcat
#

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?

full junco
#

its affecting the scalability settings

#

and the PP things that you can turn on/off in the project settings I think

opal bobcat
#

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

full junco
#

do you actually see a difference between 1 box and 100 boxes?

#

there shouldnt be any

opal bobcat
#

1 box runs fine

#

100 boxes tanks the fps

full junco
#

some UE4 default boxes?

opal bobcat
#

and if its only down to those stupid settings a picked at the begining of my project

#

yes

full junco
#

take a screenshot?

opal bobcat
#

the cube

#

sure

full junco
#

and what hardware?

opal bobcat
#

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

full junco
#

how is your lighting setup? are the lightts static or movable?

opal bobcat
#

i have 4 placable lights

#

directionals

full junco
#

movable?

opal bobcat
#

you can move them in the editor, yes

full junco
#

shadow casting enabled?

opal bobcat
#

yes,

full junco
#

4 dynamic shadow casting lights can be quite expensive

opal bobcat
#

however

#

even removing them

#

doesnt greatly increase performance

#

i tried that

#

well i tried making them non-visible

#

using the editor

full junco
#

well, any PP stuff does not care at all about if you have 1 box or 100 boxes

opal bobcat
#

i didnt remove them all together

#

what does PP mean?

full junco
#

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

opal bobcat
#

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

full junco
#

I never tried to "hide" lights

#

I always disable the "visible" checkbox when I want to disable a light

opal bobcat
#

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

full junco
#

you will end up with the same fps most likely if you "remake" it

opal bobcat
#

got rid of the shadows on the 4 lights

#

and my project is like 90fps solid

#

displaying those stupid boxes

full junco
#

shadows are expensive, yeah

opal bobcat
#

lets see if it works with my fancy boxes

full junco
#

theres no way you can have 4 dynamic shadow casting directional lights in a VR game

deft badge
#

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.

opal bobcat
#

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

deft badge
#

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

digital marlin
#

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).

opal bobcat
#

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?

mighty carbon
#

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 :/

clever sky
#

So how is it?

mighty carbon
#

well, it's there.. I need some 360 apps to really test it. I don't have much apps in my library

clever sky
#

Ah

#

Go get some Steam games.

mighty carbon
#

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

clever sky
#

You'll get used to it.

mighty carbon
#

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

clever sky
#

That's weird. Works perfectly fine for me.

mighty carbon
#

but you have Vive

clever sky
#

I have a rift too

#

with 3 cameras

mighty carbon
#

oh

#

hmm

#

well, now I am all set for PC VR dev 😉

clever sky
#

Cept for the Vive stuff 😛

deft badge
#

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

clever sky
#

@deft badge What are you trying to lock to HMD?

deft badge
#

I'm trying to unlock a camera from the HMD

clever sky
#

Oh

#

I'm curious what would you do with that?

glossy agate
#

That sounds like a not very good idea. Messes people up

deft badge
#

(I'm aware of the repercussions)

clever sky
#

Use it as a shitty lo-res big screen? 😛

deft badge
#

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
#

Ah ok

#

That makes sense.

mighty carbon
#

@clever sky Vive is gonna have to wait for gen2. I want new controllers, wireless and upgraded tracking 😃

deft badge
#

But for some reason Vive won't unlock it's position from the camera.

#

Rift does.

#

Vive no.

clever sky
#

@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

mighty carbon
#

nah, I've learned hard way that indies should release one platform at a time

deft badge
#

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

opal bobcat
#

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

digital marlin
#

Disabling widgets except when you look at them?

#

How does that work?

opal bobcat
#

welli have one UMG widget component per packet

#

its the 3d widget component

#

not traditional widget which is always stuck to screen

digital marlin
#

sure.

#

So is the widget in an 'active' 'inactive' state or like hidden / visible?

opal bobcat
#

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

digital marlin
#

heh thats' the first step

opal bobcat
#

turning shadows off of my 4 lights was the breakthrough

digital marlin
#

I recall having an issue where I'd hide / unhide my widget instead of creating it as I figured that

#

would save on performance.

opal bobcat
#

but it didnt?

digital marlin
#

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?

opal bobcat
#

keep in mind im c++

#

if (enter)
widgetComponent->SetVisibility(true);
else
widgetComponent->SetVisibility(false);

digital marlin
#

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

mighty carbon
#

why C++ ?

opal bobcat
#

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

mighty carbon
#

that still doesn't answer the question "why"

opal bobcat
#

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

digital marlin
#

For me it's about performance and the ability to do things a bit quicker.

#

also I find c++ fun

opal bobcat
#

same

digital marlin
#

For now I'll probably do things with BP then copy them across, just until I get comfortable.

opal bobcat
#

i figured out how to convert bp to c++ manually

digital marlin
#

Side question - has anyone had success with any locomotion play-wise?

opal bobcat
#

so i can use bp tutorials and adapt them for c++

digital marlin
#

o'rly?

opal bobcat
#

yeah bp can be converted to c++ if you're careful

digital marlin
#

I thought that was somewhat automatic?

#

Like you click 'Convert to c++" or something lol

opal bobcat
#

yes bp has its own conversion it does

#

but the code isnt that grreat to understand the api

digital marlin
#

oh I see

opal bobcat
#

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

digital marlin
#

Not to mention doing Quaternian functions

opal bobcat
#

yeah, quaternians are nice, i had them using the oculus sdk as well

opal bobcat
#

seems like anytime i use a dynamic material i get a framerate drop

digital marlin
#

you using a dynamic material or instance dynamic material?

opal bobcat
#

UMaterialInstanceDynamic is what i use

digital marlin
#

well it has the word instance in it, so I'm going to say it's all good.

opal bobcat
#

lol

#

i've never used the other kind

digital marlin
#

I just remember it from BPs is all.

opal bobcat
#

yeah should be the same as bp

digital marlin
#

What's your material doing?

opal bobcat
#

very simple

#

basicaly just sets a color

digital marlin
#

mm yeah that shouldn't be having an impact performance wise

opal bobcat
#

well i have 100 of these things

#

so they add up

digital marlin
#

yeah, but still.

opal bobcat
#

yeah

digital marlin
#

Then again I think dynamic materials are a bit of a curve ball

opal bobcat
#

maybe theres some better way

digital marlin
#

For me, anyway. lots of pitfalls

opal bobcat
#

i can be coloring my objects

digital marlin
#

hide / unhide mesh?

opal bobcat
#

well a mesh is just geometry

#

you still have to apply a material to it

digital marlin
#

Yeah but the material attached to the mesh.

#

Not really dynamic though 8\

opal bobcat
#

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

digital marlin
#

hrmm

opal bobcat
#

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

digital marlin
#

hmm

#

Yeah I have no idea sorry

#

The material you're assinging, is that a dymaic instance mateiral?

opal bobcat
#

its tricky business, this VR

digital marlin
#

PacketboxMaterial = Material.Object;

opal bobcat
#

thats just the UMaterial from basic shapes

#

in the engine

digital marlin
#

oh ok

opal bobcat
#

but it has aparameterized color

#

so you can spawn a dynamicmaterialinstance from it

#

auto dynamicPacketBoxMat = PacketboxMesh->CreateDynamicMaterialInstance(0, PacketboxMaterial);

digital marlin
#

ah ok and yeah that happens in the constructor.

opal bobcat
#

yes

digital marlin
#

hmm yes.. yess..

#

yes I have no idea.

#

sorry

opal bobcat
#

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

ashen nexus
#

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?

digital marlin
#

using BP or C++ Velv?

ashen nexus
#

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

tired tree
#

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

wicked oak
#

on this case i just use it as an axis

#

for a blendspace

tired tree
#

at least i'm assuming that epic mapped the near touch - touch as a range there

#

since its afloat

pearl grove
#

Has anyone done performance testing with instanced stereo lately using FWD rendering?

wicked oak
#

@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

pearl grove
#

Awesome, thanks! What game are you making?

wicked oak
#

DWVR

pearl grove
#

ah yea.. nice

native cedar
#

so what did you use to profile GPU again?

#

I mean as external tool

mighty carbon
wicked oak
#

feels bad not having a cool trailer to send to sony

remote spruce
#

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)

sturdy coral
#

@remote spruce can you put up a side by side?

#

with eye adaptation turned off (uniform exposure)

remote spruce
#

Sure, I'm out of the office right now, will post it when I come back. I thought it might be due to reflections

sturdy coral
#

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

remote spruce
#

It's mainly on moveable objects

serene topaz
#

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.

wicked oak
#

@serene topaz billboards loook ok if they are far

#

but they show themselves fake as shit when they are close

mighty carbon
#

@wicked oak not true

#

my smoke is particles and it looks fine close-up

serene topaz
#

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).

mighty carbon
#

got Gear VR @serene topaz ?

serene topaz
#

@mighty carbon no, just a occulus without any controllers.

mighty carbon
#

I see

subtle island
#

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

glossy agate
#

I used the explosion builder pack and it seems to look pretty good. It mixes cards with meshes so it looks more volumetric.

opal bobcat
#

120k cubes rendered at 90fps

#

just by using shader animations

#

coded in threejs and webgl

fresh laurel
#

AR Toolkit 6 just launched

sturdy coral
mighty carbon
#

bizarre

digital marlin
#

Direct movement?

subtle island
#

I hope they have a tutorial-y section, trying to remember all that right off the bat would be a pain

mighty carbon
#

kinda dead here today :/

glossy agate
#

Like learning onward controls. Like the free movement and jumps though.

digital marlin
#

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?

pearl tangle
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they have full locomotion and teleport in there

opal bobcat
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thankgoodness they're doing both

digital marlin
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I have yet to experience locomotion but I'm keen on it.

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That is, if it's actual locomotion and not 'MoveActorOffset' stuff

clever sky
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@digital marlin what's the difference between 'actual locomotion' and 'move actor offset'?

pearl tangle
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I will stick with just teleporting in it even though its not great

digital marlin
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Isn't location motion movement that pertains to physical emulation?

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Like.. moving your arms and that sort of thing?

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If it isn't I owe Bethesda an apology

clever sky
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There's no broad term that I'm aware of that describes physically oriented locomotion systems like in-place, ODTs, armswingers.

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But I use 1:1 locomotion or room scale movement to describe moving around in room scale.

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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.

wicked oak
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blink/dash doesnt really qualify as "locomotion" to users

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its basically just a different version of teleport

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normaly people talking about locomotion mean non teleport and non roomscale smooth motion

pearl tangle
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yeah id say "full locomotion" means WASD

clever sky
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Blink/dash step are different from teleport blink/dash - they use the same control scheme as smooth locomotion.

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They're kinda an inbetween for users that can't hack smooth locomotion.

pearl tangle
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whats blink step?

clever sky
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But yeah, blink/dash step are only found in a few games/experiences.

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like Serious Sam

pearl tangle
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haven't played

clever sky
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blink step is one of Freedom Locomotion's alternative movement modes

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basically instead of smoothly moving you each step, it just blink teleports you that step.

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But your step lengths are limited

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and the control scheme is basic WASD/joystick locomotion

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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.

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I've been tweaking it recently in response to feedback.

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But mainly just limiting the rate of blinks and changing step length instead. It's still really intuitive...

wicked oak
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@clever sky what do you think of the idea i have of doing a multiplayer shooter where different classes have different weapons and locomotion?

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it will basically be the Aquila prototype 2.0

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for balance

clever sky
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@wicked oak Yeah, I've been thinking of that sort of solution myself to correct for small inherent imbalances in the locomotion schemes

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e.g. CAOTS might give you the highest potential movement speed because you actually have to expend energy to move around

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Blink might actually allow you to 'disappear' with each step

wicked oak
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i had the idea of something like a ninja with smooth locomotion AND teleport

clever sky
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but you have a slower movement speed

wicked oak
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teleport in cooldown

clever sky
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Then you have teleport classes, etc.

wicked oak
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then a rifleman with Onward/pavlov movement

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and a sniper with purely teleport

clever sky
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Definetly good potential if you can get the balance and mechanics right.

wicked oak
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as the idea would be to jump into high places

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and snipe from there

clever sky
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I mean, if you threw tens of millions at it, you'd get the potential for Overwatch level polish!

wicked oak
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lmao

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nah, wouldnt be the idea

clever sky
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But you know what I mean 😃 there's precedent for this sort of class differentiation.

wicked oak
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did you try the Aquila prototype?

clever sky
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Yeah a while ago.

wicked oak
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i think you were on the playtests

clever sky
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Yeah.

wicked oak
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the guy with shield and rifleman would have smooth locomotion, but the bowman wouldnt

clever sky
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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.

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Like we've got a bunch of auto-gen beat map VR games out there; audioshield, audiopuncher, etc...

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but this kinda game shows why dev made beat maps are still the bees knees for rhythm games.

pearl tangle
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i need to start making some stuff for the virzoom bike. considering some interesting infinite runner type 1s

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they have some kinda interesting games for it but the quality of them all is pretty rubbish

wicked oak
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how do you see this trailer?

mighty carbon
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@pearl tangle what kind of bike is that?

pearl tangle
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virzoom

mighty carbon
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@pearl tangle cool, but I wonder how many miles it lasts

pearl tangle
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probably as much as any other cheapish exercise bike does

mighty carbon
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oh, I see they have standalone sensor coming soon

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can use with any bike

pearl tangle
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yeah 1 you can attach to a regular bike

mighty carbon
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lovely

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do they have UE4 integration by chance ?

pearl tangle
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but then you would need another gamepad or something for the inputs i guess

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yeah they have a plugin

mighty carbon
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aha, cool

pearl tangle
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works on gear vr and daydream now too

mighty carbon
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this is something I'd love to mess with

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do you know by chance when is standalone sensor coming ?

pearl tangle
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they only announced it 2 days ago

mighty carbon
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oh, I see

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well, I guess I'll just have to wait until the release

pearl tangle
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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

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it will have no way of understanding resistance or anything though

clever sky
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Good old Vive support.

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Told them to cancel my deluxe audio strap after hearing about the problems with the soft touch finish

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Get billed yesterday and then received it today.

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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!

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And it's pretty damn good. Super comfy.

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It even improves immersion through weight balance and... the built in audio too!

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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.

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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.

wicked oak
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thats why Oculus comes with headphone

clever sky
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Yeah. I like the Oculus headphones.

wicked oak
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and i think its better than the vive one, or at least ive seen that on reviews

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is it?

pearl tangle
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yeah the rift still seems better designed than the vivestrap

clever sky
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Hmm... only having tried to the DAS for a couple hours, I'd say the DAS headphones are nicer

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at least once you're in VR.

pearl tangle
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rift headset in general is just easier for people

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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

clever sky
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Because it's got this nice airy padding that just disappears once they're on your ears 😃

pearl tangle
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but still rift is just easier for people to pick up and put on. controllers are too confusing for them though

clever sky
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Touch controllers are confusing?

pearl tangle
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for people that have never used VR before or play games yeah

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vive controllers are much easier to just hand somebody

clever sky
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Ah ok

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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.

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and tightening it up

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Much better than playing around with straps

pearl tangle
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yeah still doesn't seem too well built though. headphones seem better designed on the rift and the cord sits better too

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i ordered a new 3 in 1 cable along with my deluxe straps and i just got 1 of the old damn 1s

clever sky
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Probably! The Rift definetly is a better aesthetic package

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Damn, that sucks about the cable

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They've still got that shit floating around.

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And they don't really differentiate between the old and new too well!

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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).

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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.

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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.

pearl tangle
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yeah dodgy bastards

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it shows the different picture on the singapore site to the australian site

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NZ shows the same as singapore image

clever sky
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Yeah... I remember trying a gamble at the new 3 in 1

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Because they cropped the image of the cable short

pearl tangle
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yeah sneaky

clever sky
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Got a fat cable

pearl tangle
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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

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just noticed on the china site as well they now have rental of vives available

clever sky
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Eventually managed to get a skinny cable for both my headsets. But only because the fat cable decided to go and die

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And support sent a new 3 in 1.

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That's pretty cool. But... that can't be cheap. Gotta replace all the bits that touch users 😛

pearl tangle
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its pretty much what i do with clients but we have the custom software to go with it

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those prices are in RMB

clever sky
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That shit's not cheap.

pearl tangle
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so a lot cheaper than what I charge clients

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like $250 for 2 weeks

clever sky
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150 AUD for 3 days 😮

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Yeah fair enough.

pearl tangle
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anybody got a good way of smoothing a float thats updating on tick?

clever sky
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lerp

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?

pearl tangle
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yeah thought there might have been a cleaner function that can just handle the smoothing by now

clever sky
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Depends on what sort of smoothing you want.

pearl tangle
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just to average it out over time since its too messy

clever sky
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I'm a fan of just feeding the value back into itself.

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yeah... lerp is pretty excellent for that I've found.

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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

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but although it worked... it just didn't work as well/flexibly compared to lerp.

pearl tangle
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yeah that was my thought too just splice and pop

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so what are you doing with the lerp though? using a timeline for the alpha?

clever sky
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Nah. You just feed the float you want to update into A

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the target value you want it to go to in B

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and use the alpha to control how much it's smoothed out by.

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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)

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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

pearl tangle
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yeah but your alpha it goes across you define the duration of that with a timeline going over 1second or something?

clever sky
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Oh yeah. You can come up with an algorithm to make it more frame rate independent.

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I had a macro that sorted that out for me...

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But nah, you don't need to shift the alpha.

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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

mighty carbon
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@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.

pearl tangle
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so what do you use to drive the lerp? Just up a variable each tick

clever sky
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The thing that drives the lerp is that the output of the lerp is fed back into the value of A

pearl tangle
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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

clever sky
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So move the value of A a little bit towards B, then make that new value A.

wicked oak
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or having it simulate the actual energy

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if you are going upwards on the virtual environment, have the bike be harder

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and reverse

mighty carbon
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I see

clever sky
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Does Virzoom allow for resistance change feedback?

pearl tangle
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ideally yes. but that would mean the software driving the resistance which annoyingly the bike cant do

clever sky
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Ah

pearl tangle
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it gets a resistance value from the bike, but you cant change it over the software

mighty carbon
clever sky
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Yeah, it's a cheap looking bike.

mighty carbon
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I hope it will be compatible with Rift

pearl tangle
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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

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its about on par with what you would expect to get for a regular $500 exercise bike to be honest

clever sky
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I hope that isn't the final Intel design.

pearl tangle
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im still lost on your lerp 1 though @clever sky

clever sky
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I'll try provide a screenshot

pearl tangle
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you need something that drives the change in alpha to update the value right? Or is there some other way you are doing that

clever sky
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It's pretty basic though, which is why I like it.

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And that's it - Float to smooth out will become equal to Target float over time.

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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

pearl tangle
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ah yeah that doesn't work in my case

clever sky
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Fair enough! 😛

pearl tangle
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i get the updated value of the speed on tick

clever sky
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can't you feed that updated value into B?

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So basically you want to smooth out B... you make an extra float with A and use that as the smoothed out value

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where B is the 'raw' value.

pearl tangle
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yeah but i moreso want the average over a second rather than that

clever sky
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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.

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Might be able to call it via 'ease in' or 'ease out' - and it'll have a drop down for linear.

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Otherwise, might have to just use a custom function that does what I described earlier.

pearl tangle
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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

clever sky
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The complicated part is if you want it to be frame independent!

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Then there's a bunch of other shit that goes with it 😛

pearl tangle
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its just an average though so im not really concerned

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also its only running on my computer, not something I will release

clever sky
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too easy.