#virtual-reality

1 messages ยท Page 118 of 1

pearl tangle
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well at least i am getting some exercise while developing now hah

glossy agate
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Raw data looks like its getting Free loco PVP. May actually pick that one up now

opal bobcat
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so now instead of lan parties

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we'll have vr parties?

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everyone brings their rigs and sets up

tired tree
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Zoltan

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don't use array

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do a rolling average

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you won't have to store previous values, get to set a threshold count, and its performance light

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@pearl tangle forgot to tag

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I use two rolling averages, high / low, low is a smaller sample size and controls start / stop, high is long term smoothed average

clever sky
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@tired tree Is there a specific rolling average function? Or is lerp the way to do it?

tired tree
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oh

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didn't link it

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newAverage = lastAverage (input from last frame result);
newAverage -= newAverage / numSamples;
newAverage += newSample / numSamples;

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you just keep one variable, and each sample you modify it by the new sample

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numSamples is across how many samples you want to average

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its an averaging low pass filter basically

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there is also a simple exponential low pass that doesn't require stored values, but I haven't got a clean result from it yet

clever sky
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Cool stuff.

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Anyway, off to bed.

wintry escarp
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does ue4.16 work with the gearvr controller yet?

mighty carbon
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it does

vale matrix
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I got it running the other day with the ball roll Epic example, its nice

wicked oak
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@tired tree how are you testing Editor vs VR vs editor VR?

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im trying to get a simple way to testing if im on vr or not for debugging

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i remember you had something, but i dont remember what you did

tired tree
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i check if the currently editor mode is vrpreview, or if it is in game with an active headset, if not than i use a fps pawn

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well..a derived character with fps settings

wicked oak
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i want it to flip a switch on the vr pawn

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that turns off tracking and makes it work with WASD + mouse + debug keys

tired tree
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i just have been using the non vr window modes in the editor

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during play swithing is pretty easy

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sent you the detection function

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don't like to paste filler in here, obscures conversations

glossy agate
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I think the default fps project has a simple version of it so you can play both in and out of BR

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Vr*

wintry escarp
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opal bobcat
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yeah

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saw that looks awesome

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unlimited room scale, multi user, with motion controllers

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and it appears like it could be cheap enough to buy a lot of

real needle
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I just opened up 4.16 for the first time on a terminal and a tab named "OdinPluginGenerator" was opened by default?

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I believe Odin was the name of the custom version of the engine epic was using for RoboRecall

opal bobcat
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just read that

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doom definitely looks like the most fleshed out of the 3

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really looking forward to it

real needle
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Hey guys I have a very concerning issue with the grip buttons on the vive controllers: Occasionally, they will not return "Released". I have provided a unity build and a 4.16 unreal project where it can be reproed, and I would appreciate if some of you could possibly test it out as well: https://drive.google.com/open?id=0B6tHV5YjeUu8OFZTRDBxbFItalE

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The simple repro turns off visibility when the grips are pressed, and turns it back on when they are released

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I've now tested on 6 different vives (pre's and consumer version), and on some the issue is more prevalent than the others

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Since I was able to reproduce it in both unity and unreal, it could be a hardware problem or an OpenVR problem. I doubt it's openVR at this point because otherwise the same problem should appear on other buttons

deft badge
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@real needle : Google Drive... "You need permission"

real needle
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Hmmmm

deft badge
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grabbing 4.16 version now

real needle
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โค

digital marlin
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hrmm

real needle
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I also went ahead and emailed valve directly

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I'm surprised this hasn't been discovered yet

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But this is actually the first time I'm using the grips in a great way, before they've just been annoying at best

mighty carbon
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any graphics (materials) gurus here ?

digital marlin
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Ah my co-worker is pretty good with that stuff.

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I'd be happy to pass on a question to him.

deft badge
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@mighty carbon, what's up? RE materials

mighty carbon
deft badge
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@real needle : Love your level design. ๐Ÿ˜‰

mighty carbon
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^^ is he going to implant common sense ?

deft badge
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The grips buttons work fine, except for one instance, when the left controller stayed invisible.

mighty carbon
real needle
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@deft badge Thanks I spent quite a bit of time on that ๐Ÿ˜‰

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And that's the problem

digital marlin
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lol Palmer Lucky

real needle
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It won't reset itself until you click it again

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And since the release is what you need to time in my game, it breaks gameplay

deft badge
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Yeah, it was stuck on, even though I had released the grip

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It happened once in about 100 tries

digital marlin
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@mighty carbon lemme see what he says.

real needle
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Yeah, it seems to vary between controllers and how much they have been used

digital marlin
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He's my go-to guy for materials themselves, not sure if he knows a lot about sockets etc but we'll see.

real needle
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Like I said in the post, it's sometimes as often as 1 in 5 and then 1 in 100

glossy agate
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Ill Give it a shot too @real needle Im on pre

real needle
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Thank you guys, I just need more people to chime in so that it doesn't get dismissed as a problem with my 6 vives :b

deft badge
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๐Ÿ˜ƒ

real needle
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I've also tested on 3 different computers

digital marlin
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Hrmm

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Could be your weak fingers

real needle
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Yeah they are pretty weak

digital marlin
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How much milk are you drinking?

real needle
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I only played drums for 19 years

digital marlin
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Frail.

real needle
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None, milk isn't for adults

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Beans and veggies โค

mighty carbon
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tacos!

digital marlin
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Beer is also a substitute for calcium.

opal bobcat
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mmm tacos

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i thought beer leeches calcium

real needle
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@digital marlin And a great Vitamin b12 boost

digital marlin
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8D

real needle
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The alcohol does

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Because the stomach uses vitamins to break the alcohol down

digital marlin
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o rly?

real needle
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Or something like that...

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Say

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If you drink too much milk

digital marlin
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I think it makes me more likable and attractive.

mighty carbon
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well, don't know about all that, but it seems like WorldPositionBehindTranslucency doesn't work in ES preview and on ES2 device

real needle
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I realized this conversation could go somewhere else lol, so I'm just gonna stop there

digital marlin
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Fair enough

deft badge
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@real needle Best vr drumming experience?

real needle
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Real Life

real needle
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I haven't played any that I was super stoked about. All of them is missing a kick pedal and it doesn't make sense to play without one

deft badge
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yeah

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๐Ÿ˜ฆ

real needle
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I did a small game called "Drums of War" during the GGJ, where you combated archers by pounding war drums

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I got the hit detection to feel good

glossy agate
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Works fine for me. Failed once out of a couple hundred click

real needle
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Yeah like I said, it's either 1 in 100 or more frequently depending on the controllers

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1 in 100 is actually still really bad for my game

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Because you use the grip buttons to climb in a special way

glossy agate
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I tested both side grips, and tested with clenched fists

real needle
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I discovered something while testing this. And that is that you can't click both grip buttons on one controller at the same time

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When one is held down the other is locked

digital marlin
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I hate the side grips personally.

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just in general. I find it awkward to use.

opal bobcat
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yeah

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always hit them by accident

digital marlin
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Yeah

real needle
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Same here, which is why I was super stoked when I built a mechanic that the grips makes sense for

opal bobcat
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its like that second trigger on the touch

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always the last button im going to use

glossy agate
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I like how Onward used them for just grabbing and holstering weapons.

digital marlin
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Though it's a nice way to do a reload mechanic for a gun game

real needle
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I can invite you guys to the closed test builds on steam if you want to try it out

glossy agate
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Yeah, send a key!

digital marlin
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Sure

real needle
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Do you own The Nest?

opal bobcat
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owns nest

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thats a fun game

real needle
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If you do, all you need is the password

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If not I'll send you a key

glossy agate
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I do not

opal bobcat
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you wrote the nest?

real needle
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Yeah

opal bobcat
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nice

real needle
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Been working on it since release

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It's a multiplayer title now

opal bobcat
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yeah i thought the scope mechanic was very cool

real needle
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Thanks ๐Ÿ˜ƒ

mighty carbon
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@deft badge so, could you please look at my material issue ?

real needle
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I tried playing Hotdogs Horseshoes and Handgrenades yesterday. And even lying prone on the ground I couldn't hit shit with the sniper. I love the game in general, but the sniper is just way too hard

opal bobcat
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yeah, does the nest work with oculus too?

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ive only ever used it with vive

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my vives not setup at the moment

real needle
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The single player does, but you should set the alignment of the rifle under the customization settings

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Multiplayer is prepared for Rift, and just needs a little bit of work to function atm

digital marlin
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Anyone know of a good book mechanic for Vive?

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ugh vive.

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Unreal

opal bobcat
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ive never tried the multiplayer

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is it co-op or pvp?

real needle
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It's not public, been working on it for 8 months

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PvP atm, which is me figuring out issues related to latency etc

opal bobcat
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nods

real needle
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Co-op has always been the grand goal for me, but I've been doing this on my own for a long time now and haven't had a character artist on board

opal bobcat
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i just did a small mutliplayer pong game for my VR class project

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it was fun but we just worked over localhost so the latency was nil

real needle
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I'm doing listen servers so for me it mostly depends on the hosts internet connection

deft badge
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@motersep, yeah I'll take a squiz

real needle
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But I'm trying to do some faking to give the local player a better representation of the game when the host is saturated

opal bobcat
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nods

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so do you actualy shoot at the other player? or do you both shoot at the androids

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and its whoever gets the high score

real needle
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Nah it's PvP ala Overwatch style

opal bobcat
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oh ive never tried overwatch

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you move in that tgame right?

real needle
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Yes

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And you move in The Nest

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Each Character has their own form of locomotion

opal bobcat
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ahh ive only ever played where you duck behind the wall

real needle
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Yuup

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That's all thats been available

opal bobcat
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are you a solo dev?

real needle
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Still is, publicly. A multiplayer game needs a userbase, and the game needs to be good enough to keep the users to play it for that user base to happen

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Mostly. My company has another artist but he's been busy doing other things.

opal bobcat
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ahh so you did the art yourself?

real needle
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The new art style is sourced from the asset store and modified by me

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I have a level designer who helped me with the first PvP-map

opal bobcat
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what forms of locomotion did you implement?

real needle
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There are currently three kinds, but I'd rather not mention them here and just have you play the game with me in a couple of days

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I need to leave my office for today atm

opal bobcat
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sounds good

real needle
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The grip bug I mentioned earlier breaks the best one of them

opal bobcat
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does that mechanic work with the touch at all?

real needle
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It's a new take on climbing that works in junction with fast paced action, and I haven't had many complaints about locomotion sickness, and for the really sensitive they can play another character that doesn't use it

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Yes, touch sholdn't be a problem

opal bobcat
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i would label myself as really sensitive, but i can atleast give it a shot

real needle
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The sniper class will be for you then, but I think you can play the other one as well

opal bobcat
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ahh you're doing ctf style classes?

real needle
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Think World of Warcraft/Overwatch

opal bobcat
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ive definitely played wow

real needle
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You can just take a look at an overwatch video and see the types of locomotion

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I've spent a good portion of the last year prototyping a system that is still in the works, and will be released with the third character class

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I really gotta go I'll talk to you guys and we'll play later. Thanks for reproducing for me! If you could go to the answerhub post and chime in with your findings that'd be appreciated โค

opal bobcat
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yeah, overwatch looks pretty sickness inducing

real needle
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haha indeed

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just the design with the "rock paper scissor" between the classes

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is what I'm aiming for

opal bobcat
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nods

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yeah thats a good balance

deft badge
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@motersep, got blob shadows working.

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Works on slopes

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Has one issue, that I'll leave to you to fix

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It casts onto the players foot as well as the surrounding geo

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@mighty carbon

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  1. Add some geo around the feet
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  1. Apply this material to them
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The material needs to be set to transparent.

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Results

pearl tangle
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@real needle I saw another VR arcade in dubai on the weekend that had the nest up there

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also this thing with a giant vive headset on a moving rail hah

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they have some vibrating vest stuff and a gun controller as well @real needle

mighty carbon
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@deft badge thanks, I'll try it now.. Unfortunately I was never good with materials / shaders in any engine, so shaded foot is bound to stay :/

pearl tangle
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You could just disable shadows on the player?

deft badge
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That one is better, doesn't shade the foot, but also doesn't work on surfaces higher than the foot (ie clipping). But that's smoothed out as well

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couldn't help himself

mighty carbon
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what about setting color of the shadow ?

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(this way it can be used in lieu of dynamic lights)

deft badge
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Plug a colour in to the base colour node

mighty carbon
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ah, cool

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well, it doesn't work in Android preview :/

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going to deploy to device and test there

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nice stuff in the comments

mighty carbon
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@deft badge tested, seems to be working on the device

deft badge
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Sweet

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Try the better version above

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If you haven't already

mighty carbon
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I haven't, since I think casting shadow on the slopes is a good thing, even if it shadows character's feet

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@deft badge how can I tweak intensity of the blob in either of the setups ?

deft badge
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Add a multiple node just before the opacity input

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Multiply by 1 does nothing. Multiply by .5 halves the intensity

mighty carbon
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aye, sweet!

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thanks a bunch!

deft badge
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No charge

wintry escarp
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motorsep did you get the controller working?

mighty carbon
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I did

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Now I need to redo my BP code where I trace, so that it accounts for controller.

wintry escarp
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is there a simple check you can do so you can just set up 2 control paths?

mighty carbon
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It.has.nothing.to.do.with.check

clever sky
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@pearl tangle did you get a chance to try out any japanese VR stuff? Seeing cool stuff from Namco Bandai...

pearl tangle
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Nah they didn't have anything there last time I was there. Haven't been to Tokyo since January. Will probably be heading back in s couple months and will check out the stuff in Shinjuku

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The Mario 1nwill be interesting. The evangelion 1 could be cool too

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Oh also got my average speed working perfectly with array and averaging out the 50 values and it works well because it accelerates and slows down more like a real bike would like that

mighty carbon
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๐Ÿ˜

clever sky
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Nice

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So what kinda terrain are you using for your bike?

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personal fitness bike game.

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What a time we live in.

pearl tangle
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I'm gonna make 1 where Pacman is trying to eat you and you are a ghost rubbing away

clever sky
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rubbing away. Sounds kinky!

tired tree
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@pearl tangle did you miss where I linked you a better averaging method?

pearl tangle
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I must have been asleep by that stage didn't see it. Will scroll back up when I get home and check it out!

tired tree
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yeah, it is waaaay less calculation intensive and cleaner

pearl tangle
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Mine ended up pretty clean and only took me 5 minutes too, could be similar. Will screen grab after as well

tired tree
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doesn't use an array

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its a rolling average, you recalculate the average as you go

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only need current sample, the variable, and how many samples you want to use it across

pearl tangle
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Yeah that's the same way I'm doing it I just use an array to do it across the most recent 20-60 values at the moment and just keep dropping the first item from the array

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Keen to see how it's handled without the array but sounds like the same method just different execution

tired tree
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its the same result, you just don't have to store 50 values, and it doesn't have to loop through them

fair hearth
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has anyone been able to get the vr splash screens working so that it doesnt kick back to steamvr when loading levels?

mighty carbon
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tired tree
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Rip leap

subtle island
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oooh, are they not continuing to work on the gloves as peripheral?

wintry escarp
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I saw rift offering ยฃ100 worth of games, ยฃ100 off would be better

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but clearly that would cost a lot more

mighty carbon
subtle island
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Complaints mainly boil down to: game developed not for VR isn't amazing inVR because of sparse areas

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Clickbaity titles

mighty carbon
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I still think teleportation is the way to go in VR, not WASD

subtle island
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Agree, I can get used to floating around but it just feels off putting

mighty carbon
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eeh, I've spent quite some time in VR and teleport locomotion has not become sour.. Anything else takes me out of VR world, literally ๐Ÿ˜ฆ

sturdy coral
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because of sickness?

real needle
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@pearl tangle Can you believe that those are the first pictures I have ever seen of the actual setup

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It's been there for months

wicked oak
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my favourite by FAR is the one i use in DWVR

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of dash teleport

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but i prefer when its instant

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i want it to be really fast to use, which is why in my games you have perfect interaction in that way

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there is no animation, no charging, it just works

real needle
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@pearl tangle And the vibrating vest is a proprietary wireless subpac solution

sturdy coral
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I've used just a splitter to an FM transmitter to get wireless bass

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I guess you could split directly from the vive audio jack to a subpac too right?

tired tree
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they should have just gave the players a motorcycle in f4VR

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F2 had cars, give people cycles in F4 and the long drawn out travel is easier

sturdy coral
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as anyone done good motocycles in VR?

tired tree
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haven't seen them at all yet

sturdy coral
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that recent one where you have motorcycle hands looked cool, but also looked really sickening because it would rotate the horizon and stuff

tired tree
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it on my todo list to play with

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horses have been done "ok"

sturdy coral
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who's done that well? I remember there was a horse combat one on DK1 but I never tried it out

tired tree
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somejousting game on steam I have does it ok, don't remember the name, been a couple others that implemented horses that i haven't tried

glossy agate
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I saw a medieval battle game where you can have a horse. Can't remember the name though. Came out last month I think

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Had some pretty big crowds so it looked cool

tired tree
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yeah thats the newer one

glossy agate
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I don't think throttle Powah actually rotates the horizon though. I think the guy recording the trailer bent over and turned around just to give a cool effect like you can do tricks.

tired tree
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rotating the horizon while not being in a cockpit is terrible

sturdy coral
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ah ok, maybe it only does pitch? I remember some loops and stuff and that would be hard to emulate by turning around

mighty carbon
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@sturdy coral yeah, have to remove HMD because of sickness. Doesn't happen with teleportation.

sturdy coral
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yeah, that's a shame. have you tried onward, etc.? stuff without artificial rotation

real needle
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@sturdy coral some people here in seattle have been making motorcycle games for the VirZOOM

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My friend is also making a motorcycle game for the gear called "Redline"

clever sky
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@tired tree apparently rotating the horizon just sucks period. Cockpit reduces the suck, but it's still preferable to not move the horizon line!

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My own testing in UE4 seems to confirm that notion... tested with some basic vehicle templates but unchecked the rotation lock (to the car) on the camera.

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Felt much better to me than camera locked to car.

tired tree
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yeah i'll agree there

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the cockpit only helps some

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its the direction of gravity vs view point clash that is the killer

clever sky
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And not for all users. I know because I'm one of the users that cockpit doesn't help that much.

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Or maybe it does, but not enough for me to really enjoy VR driving games ๐Ÿ˜›

tired tree
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i'm a long term sports guy, done a lot of flips and stuff in real life...VR flips turn my stomach in circles.

sturdy coral
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I'm fine in project cars and stuff, only thing that gets me for some reason is going in reverse

tired tree
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can't get over the body disassociation.

sturdy coral
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especially after going forward at a lot of speed for a long time

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but I can go backwards fine in FPSes

clever sky
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Reverse is a weird one. Some people get hit by it hard

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Well... motion sickness in general is just a mess. The matrix of things that will cause motion sickness vs reduce or solve it is highly individual.

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Even have people that consider themselves immune to motion sickness complaining about some stuff that normally helps everyone else as a cause of motion sickness - like teleportation.

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Although TBH, I think those users are largely conflating the disorientation (itself a sort of unpleasant feeling) with motion sickness, which tends to lay people out for longer.

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I know 90 degree snap turns suck like that for me.

sturdy coral
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yeah, reverse doesn't make me actually sick, but just feels really unnatural

clever sky
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Yeah that's a fair call.

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I think it's because we associate our neutral posture with forward motion...

sturdy coral
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I like snap turns at a smaller increment than 90

clever sky
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real backwards motion kinda shifts your weight and posture so proprioceptively it feels quite different

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Whereas VR back is just thumbpad down.

tired tree
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snap turns are worse for me than any form of sliding locomotion

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turning in general that isn't directly controlled is out of my comfort zone

sturdy coral
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yeah I still prefer no snap turns but use them a lot while deving just to stay in my chair

clever sky
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I'm not a fan of snap turns either.

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Best turning in VR I think is Robo Recalls tele-turn...

real needle
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Snap turns actually make me queezy, and some teleportation fades has made me feel weird too. I can do artificial locomotion no prob. We're all different ๐Ÿ˜ƒ

sturdy coral
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hah I hated that tele-turn

clever sky
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Well... the 180 version sucked!

sturdy coral
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yeah I only tried the original

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not whatever they have now

clever sky
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But the 360 version is how it should've been.

tired tree
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i'll say, does anyone know someone that can't handle climbing?

real needle
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@tired tree Yes

clever sky
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I've met a few

tired tree
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it seems to be far easier for most to take

clever sky
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But most users seem to handle climbing quite well.

tired tree
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its direct hand to motion

clever sky
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It works off the same basis as armswinger.

real needle
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I think that people who has been using VR for a while has an easier time with climbing

glossy agate
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For some reason when I first tried the climbey demo I got a little sick. I think it was more that it was super glitchy though

clever sky
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in terms of resolving the visual-vestibular conflict.

real needle
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New players have a harder time

clever sky
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i.e. it creates the illusion that you're not moving, but your arms are moving the world around you.

tired tree
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do you do direct movement armswinger or speed to motion armswinger

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i've seen both

clever sky
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I've got a fake armswinger going on in my stuff as an option.

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closer to speed to motion though.

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Direct arm motion is a little weird... I think Art of Fighting uses that?

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That doesn't sound right. What's that game called? The counterstrike VR thing?

sturdy coral
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art of the fight

clever sky
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Ah yeah.

glossy agate
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I set up a system using mordentrals plugin last weekend where you slide loco to walk like Onward but to sprint you click the trackpad and run in place. Thought it was cool because you are way less accrate sprinting and shooting without faking bullet spread.

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CS VR you are probably thinking of Pavlov

tired tree
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direct motion armswinger I hate, but I am also not the largest fan of armswinger anyway...so w/e

clever sky
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Nah, not pavlov.

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Pavlov doesn't do armswinger.

glossy agate
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Onward, or BAM

clever sky
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No, I was talking about Art of the Fight ๐Ÿ˜›

glossy agate
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Oh, art of fight does swing I think

clever sky
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Art of Fighting is an old fighting game from the 90s

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But the names are super close ๐Ÿ˜›

sturdy coral
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what about the war of art

clever sky
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Never heard of it!

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But for some reason my brain jumped from war of art to shogun board game to karateka.

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Karateka! The memories! Also probably shows how old I am ๐Ÿ˜›

sturdy coral
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I never played it, but played PoP

tired tree
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you are pretty young I thought....

sturdy coral
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jordan mechner has a really good thing where he posted his journals from developing prince of persia after karateka

clever sky
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Mid 30s. old enough to be a young kid when Karateka was still been passed around on floppies ๐Ÿ˜„

tired tree
#

damn, don't look it

#

thought you were out of college trying to get a job :p

real needle
#

It's more of a drag

clever sky
#

Haha... ๐Ÿ˜› I'll take that as a compliment I think!

glossy agate
#

anyone here try Breach it yet? Ue4 game

clever sky
#

Prince of persia was good times too. I love how the gaming world somehow took Prince of Persia and turned it into Tomb Raider.

sturdy coral
#

ah cool, didn't realize breach it was UE4

glossy agate
#

Yeah Im curious to know if the damage replication is accurate at all

#

when you bust through walls

clever sky
#

Lets take Prince of persia's tile based movement mechanics, exploration driven nature with some light combat sprinkled throughout... and make a 3D game out of it! Oh, we need a sexy female protag.

wicked oak
#

with pointy tits

glossy agate
#

4 poly each

clever sky
#

3D modeller: "oops, we made her boobs too big." supervisor standing over shoulder: "No, that's good. Keep it."

wicked oak
#

literally what happened

#

they did their transformation wrong

clever sky
#

Yeah ๐Ÿ˜„

wicked oak
#

im preparing a 2.0 version of the Aquila prototype

#

for now ive got class based movement types

#

i have a ninja that can move AND teleport to slash people XD

glossy agate
#

Whats the premise now?

clever sky
#

Sounds intriguing!

wicked oak
#

much more variation beetween the classes

glossy agate
#

So like overwatch VR? still MP?

wicked oak
#

no, much more like halo or similar

#

not really like overwatch

clever sky
#

Well... you should pivot and make it more like Overwatch ๐Ÿ˜›

#

people love that shit.

wicked oak
#

it goes from the idea that MP games really struggle to balance different movement types

clever sky
#

It's the new halo so I'm told!

wicked oak
#

so what about making the game around that

#

for now i ported the bowman from older Aquila, and he has purely teleport

sturdy coral
#

that's what I'm doing for teleport, different classes

wicked oak
#

there is a gunner with onward style control

#

and i have a guy with a pistol that can both move and teleport

#

currently rewriting the thing using concepts from several different prototpyes

glossy agate
#

My next one is going for LOU style MP mechanics, tactical. But characters and style like classic Manhunt. Just barely started so Ill see if it actually gets finished

wicked oak
#

a thing i made sure this time

#

is that the game is fully playable witohut VR

#

for testing

#

in the fact that i can use WASD to move and right click to force teleport and things like that

clever sky
#

I like the idea of making different classes for different locomotion types.

#

Should just be a thing that VR does whenever it can ๐Ÿ˜›

wicked oak
#

and a fuckton of buttons for different actions

#

and btw this time i do have a greybox map

glossy agate
#

Do the classes have like different health balance ect, like tank and healing players?

wicked oak
#

they will

#

right now im making sure the menu works, and then ill make sure that dedicated server works and just leaves the game "on" repeating matches

#

and then ill do a playtest

clever sky
#

OTOH... kinda sucks for people that can only play one type of character that they don't like the playstyle of...

wicked oak
#

but depends on how far i ll get tomorrow

clever sky
#

So maybe not!

wicked oak
#

becouse next week is stacked to hell

#

i have TWO final exams, and i present DWVR in a convention

sturdy coral
#

the main thing is just the VR player base is so small

#

you can't balance a ton of classes

wicked oak
#

and i find all other MP vr games so..

#

janky

clever sky
#

But Star Trek Bridge Commander had great jank.

wicked oak
#

some greybox i did in a while from a concept one of my friends gave me

glossy agate
#

Only 2 really have constant servers. You have to get 10k downloads to really have it stay alive

clever sky
#

I like it.

wicked oak
#

btw that part at the right

sturdy coral
#

I'm leaning towards having a 2d mouse/keyboard class as well as several classes for different movement styles in VR

wicked oak
#

you can get on top

#

i think this map can do 2v2

clever sky
#

@sturdy coral if you're going that far, might as well make it a multi-client game where desktop players can join in alongside mobile and VR players!

wicked oak
#

its not that big

clever sky
#

Because damn, that'd be sweet ๐Ÿ˜„

glossy agate
#

Serious sam does that with fusion

clever sky
#

mobile players get a top down view

sturdy coral
#

does UE4 networking work ok across different endian architectures?

clever sky
#

... I don't know D:

tired tree
#

ue4 networking doesn't even work across mobile and non mobile platforms

clever sky
#

That's a shame

tired tree
#

you'd have to make your own subsystem intermediary

sturdy coral
#

yeah that's about what I expected =/

clever sky
#

What was that MMO back end company that recently got major funding called?

#

Would their tech handle that sort of thing?

sturdy coral
#

the british one?

clever sky
#

I think so?

wicked oak
#

Spatial OS

clever sky
#

Yeah

wicked oak
#

thats some SERIOUS black magic

sturdy coral
#

thing powering worlds adrift

wicked oak
#

of course, its mmo tech, you need lots of money to host it

#

its meant to be hosted on microsoft/amazon type clouds

tired tree
#

they don't mention mobile at all do they? and its a server partitioning system

wicked oak
#

its platform generic

tired tree
#

mmm

wicked oak
#

i mean, its just a networking layer

#

for unity and unreal

#

i guess it would work with its own login

tired tree
#

yeah...but talking about the connection

real needle
#

@wicked oak Are you using steams online subsystem with your dedicated server builds?

wicked oak
#

yes

#

well, still not dedicated

#

just this whole thing where some player hosts the match

real needle
#

So still listen then?

clever sky
#
wicked oak
#

yes it is a listen

clever sky
#

mobile VR compatible with Steam VR via lighthouse tracking?

tired tree
#

steam dedicated servers work fine for the most part, but you'll need that authentication pull request to cover your butt if your game gets popular

sturdy coral
#

is it wired for tracking or wired for display?

real needle
#

I've noticed that if a player has a bad internet connection and hosts a listen, I start to see significant latency when there are 4+ players

wicked oak
#

wich i would try to do for final game

real needle
#

So I'm looking into doing dedicated servers instead, but the workflow seems to be slow

wicked oak
#

my idea was to just add like 10 cloud servers for launch

#

maybe that amazon thing where it automatically resizes

clever sky
#

@sturdy coral probably display/power... because having hardware onboard to render for daydream doesn't mean it can wireless receive signals for full bore VR ๐Ÿ˜›

wicked oak
#

how do current VR games handle that kind of thing?

#

they are just self-hosted?

sturdy coral
#

you have to do dedicated stuff if you want to do a demo that can play with your main game (or you have to write your own subsystem to do hole punching and stuff)

real needle
#

I believe most are self hosted, but Cowbots and Aliens have dedicated servers I know that

clever sky
#

Question about scoreboards... that's stuff that Steam hosts for you right?

wicked oak
#

yes

real needle
#

Not sure about onward acutally

wicked oak
#

well, you mean about the high score thing?

#

leaderboards?

clever sky
#

Yeah

wicked oak
#

yes

#

also the server list

clever sky
#

Does it come in a specific format that you have to use, or can you pull the data and format it?

wicked oak
#

ill see if i can add some very very basic bots just to test gameplay

#

with myself

#

just run around RNG and shoot at you when on line of sight

sturdy coral
#

I wish steam networking was possible between two app ids

clever sky
#

e.g. instead of grabbing 1-10 of a list, I grab 100 samples from the overall list.

wicked oak
#

@clever sky lets you get a list

#

essentially you can get "friends" or "global", and you can then get them ascending or descending

#

from X to Y

sturdy coral
#

you can probably check out how robo recall does it, presumably uses the online subsystem api

clever sky
#

So you can't do something like grab every position divisible by 10 or something like that?

wicked oak
#

no

clever sky
#

Ok. Is there a limit to how much you can grab per go?

wicked oak
#

you can check the exact details on the steamworks website

clever sky
#

Ok ๐Ÿ˜ƒ

sturdy coral
#

is this for a freedom locomotion leaderboard ๐Ÿ˜ƒ

clever sky
#

Nope! ๐Ÿ˜›

sturdy coral
#

fitness tracking is all the rage

clever sky
#

I'm just trying to think of ways to make better leaderboards

#

I want to do a scatter plot instead of just X-Y lists

#

Because that shit is meaningless to me as a player that never gets in top X ๐Ÿ˜›

tired tree
#

A maximum of 100 users can be downloaded at a time, with only one outstanding call at a time. If a user doesn't have an entry on the specified leaderboard, they won't be included in the result.

sturdy coral
#

I bet a detailed scatter plot kills self esteem of half of your player base ๐Ÿ˜›

clever sky
#

Hehe ๐Ÿ˜ƒ

tired tree
#

also...damn.. they re-did the steamworks documentation and site with the Steam Direct release

#

it looks nice now

clever sky
#

Yeah, just noticed it too

tired tree
#

about damn time

sturdy coral
#

is it actually public facing now?

#

I just want to be able to google it

clever sky
#

The login screen is at least

sturdy coral
#

so I don't have to log in

clever sky
#

I couldn't log in.

tired tree
#

its better searchable and has a tree view for documentation

#

its....good.....

#

very unlike valve to make good documentation

#

must be the work of demons

clever sky
#

The work of their customer service team housed in a building seperate from main Valve staff.

#

probably ๐Ÿ˜ƒ

glossy agate
#

Onward still hosts on Photon I think. Pavlov uses AWS gamelift. Not sure about the others like Rec room.

opal bobcat
#

does onward actualy have any vr elements in it

#

or is it just an fps shooter with an hmd driver tacked on

#

from the videos ive seen it seems more like the later

glossy agate
#

Its all VR. You have to grab gear off your body, reload, physically revive people with needles, pull pins ect and type on the ipad. All roomscale

opal bobcat
#

ahh, i guess i missed that in the videos i saw,

#

but its also a non vr game correct? so all of that is just achieved by hitting keyboard keys for non-vr players?

glossy agate
#

Probably my fav VR game. Have almost 100 hours in it, but its tiny compared to what the other players have

#

No its VR only

opal bobcat
#

i see

#

yeah i wouldnt even bother buying it personally

#

it uses locomotion that causes me to barf

glossy agate
#

Yeah, not for everyone. I like it cause it requires teamwork and tactics to win. Its like playeing in hardcore mode with no respawns, so if you suck you spend a lot of time waiting which turns people off

opal bobcat
#

refuses to purchase vr software which refuses to provide non-sickness inducing locomotion

glossy agate
#

Hard part is finding loco systems that work in PVP that are not sliding and don't handicap any players

opal bobcat
#

could care less about pvp, never cared much for it

sturdy coral
#

@opal bobcat which games or demos have you tried with onward style locomotion?

glossy agate
#

Im all PVP so I can talk mad shit haha

opal bobcat
#

much: afact onward style locomotion is just striaght fps style locomotion

#

unless im missing something

sturdy coral
#

it is controller-relative

opal bobcat
#

touch vs vive motion?

sturdy coral
#

so can be a lot less sickness inducing than HMD relative

opal bobcat
#

not sure what that distinction is

#

never heard of the term

sturdy coral
#

the direction is relative to where you point the controller, lots of older FPS style locomotion was relative to where you were looking

glossy agate
#

yeah. gotta have controller based. @opal bobcat you can try it with the default fps template in VR. Its setup for pretty much the same motion. Mordentrals plugin also has it if you want to try it out

opal bobcat
#

huh

sturdy coral
#

many people got sick from e.g. half-life: VR that don't at all from onward style

opal bobcat
#

let me try, most likely if it moves frame of reference ill get sick, but maybe

glossy agate
#

actually the template you may have to just swap out in the BP to make it relative to controller forward vector. Takes like 10 se

sturdy coral
#

onward is also pretty slow movement, the template is probably pretty fast

glossy agate
#

yeah just set it from 600-300

opal bobcat
#

is there any free example of this locomotion in either app store?

glossy agate
#

In the one im working on walk is set at 300, sprint is set at 1000. Probably pull it back to 800 though

sturdy coral
glossy agate
#

I think you may still be able to install the Pavlov demo. Its the same

sturdy coral
#

that has it (without strafing, just all controller direction based) and is free

opal bobcat
#

cool, let me try it out

#

thanks

sturdy coral
#

it is grip to move the way you are pointing on it, and also has teleport on the touchpad

opal bobcat
#

oh does it work w/rift?

#

i dont have my vive hooked up atm

sturdy coral
#

I'm not sure

opal bobcat
#

ok

mighty carbon
#
#

I thought that firm died a while ago

ashen nexus
#

Hi everyone, i'd like some help on something if anyone could: I am trying to make functionality for both the Vive's trackpad and the Rift's thumbstick, and I need to determine which the user has. is this correct, or is there a better way?

#

unfortunately i don't have a Rift to test with, only a Vive

sturdy coral
#

@ashen nexus I'd add an HMD check against GetHMDDeviceName

#

but that unfortunately doesn't tell you whether the user is using a rift with SteamVR

ashen nexus
#

no steamVR just a standalone exe

#

what are the device names?

#

Oculus Rift, SteamVR, PSVR ?

sturdy coral
#

I think it is OculusRift all as one word

#

SteamVR and I'm not sure about PSVR

ashen nexus
#

alright cool, hopefully that's right. thank you

sturdy coral
#

I'd like to patch the engine to have checkboxes for the different HMDs inside the input configuration

#

similar to checking 'ctrl' 'alt' etc.

ashen nexus
sturdy coral
#

Yeah, that should work. If you end up using it all over the place you may want to make it a macro or enum you can switch on

ashen nexus
#

cool, thanks again!

opal bobcat
#

yeah tried that controller move deal, didnt feel any different to me than regular translation

glossy agate
#

Not for everyone

#

Takes some getting used to

tired tree
#

that shouldn't work for SteamVR....

#

it returns HMDName SteamVR for everything

#

oh you already mentioned that

#

anyway, you can get the device information from SteamVR to identify oculus on the platform

clever sky
#

@ashen nexus The VR Template has platform switching functionality in the pawn. It's one of the first begin play nodes. Pretty much what you've done, except it has an enum to make it even easier.

ashen nexus
#

yea i realize that they have tried to make it as agnostic as possible and work for Vive and Rift, but I had to make a certain functionality work for the Vive touchpad AND the Touch joystick (the joystick snaps back to 0 so my functionality had to be modified) therefore i had to split the MotionController (R) Y-Axis into 2 entirely separate functions depending on the controller used. is there a more elegant way to handle that? (another thing that sucks is that I have to rely on the client to tell me if the functions are even working since I don't have a Rift :l )

clever sky
#

I see. So you need input to behave differently depending on headset. I'm doing similar stuff with my app

#

But slightly differently. No big difference until the project gets really complicated. But I essentially log the inputs and then pass them on to their relevant functions

#

And the functions are making the call to seperate functionality based on the active HMD

sturdy coral
#

@tired tree is that exposed to the hmd api or blueprints, or do you have to call into the DLL (device information from SteamVR)?

pearl tangle
#

thats what the new "OpenXR" stuff should do. allow for that sort of stuff to be handled through that api directly so you don't have to care

wicked oak
#

thats kind of what i do. I handle the input in the "Hand" actor

#

i have Vive hand, PSVR hand, Oculus hand

#

each of them just end up calling functions on the Pawn

#

or on other things

tired tree
#

@sturdy coral its in the openVR api, now that epic finally updated steam versions in engine it also doesn't require direct dll loading anymore either

#

@pearl tangle OpenXR wouldn't fix the button layout issue, which is what is going on here. An open standard for VR software isn't going to specify standard button layouts more than SteamVR already does, there will always need to be adjustments made

#

A nintendo OpenXR controller is never goign to play identical with the same button mappings as another manufacturer.

#

and VR has a lot of room for weird accessories and different controller setups

sturdy coral
#

yeah, for things like touchpad swipes vs some alternative on joysticks, virtual buttons, etc. you are never going to be completely device agnostic and you will have to do different techniques (even more so with PSVR)

tired tree
#

i'll be honest,kind of jealous that Valve is directly handling the openVR plugin for unity

#

for them its just " return vr.hmd_TrackingSystemName;"

#

I built a framework around it, but would be nice not to have to keep tabs on what changes with every openVR upgrade

wicked oak
#

OpenXR makes it so lots of different runtimes and headsets can work

#

so basically, what unreal engine HMD interface does

#

wich means, like with UE4 interface, that you still need to do input properly

#

but in a similar way, you would be able to compile your game and make it run everywhere

#

at minimum both oculus and steam

#

without having to make sure to launch unreal with one or other HMD plugin

sturdy coral
#

@wicked oak openvr does that already though

wicked oak
#

but it isnt really open tho

sturdy coral
#

it will probably be a bit more optimized once both companies have openxr implementations instead of valve wrapping oculus, but functionality wise not much changes

wicked oak
#

openXR would definitely be an open standard like opengl or vulkan is

#

openvr is still too tightly controlled by Valve

#

problem with Khronos is that they are slow as balls

#

design by comitee, by the time they get an agreement they are outdated

#

at least they have learnt for Vulkan, and made the api very very extensible by default

#

so vendors can do their extensions easily

sturdy coral
#

I'm thinking of dropping oculus native SDK support just because steam overlay stuff like invites doesn't work, only shows up on the 2d mirror window

#

or not really dropping support, but not defaulting to it for oculus

wicked oak
#

then you will make the game run much worse for oculus

#

basically forget about the overlay

#

use steamworks to do stuff alongside ingame menus

#

im taking some stuff from ShooterGame right now

#

for the game flow

#

i didnt have that on the last Aquila prototype

#

for start match, restart the game when it ends, add optional bots, handle players joining in and stuff

#

bots just run around randomly and shoot at you if they have line of sight

sturdy coral
#

yeah shooter has a lot of stuff worth keeping

wicked oak
#

i need bots to test some multiplayer mechanics

sturdy coral
#

I just base everything on it

wicked oak
#

see how it goes when there is a bunch of stuff happening

#

as im developing pretty much alone

wicked oak
#

nice, got bots respawning and players too

#

plus a kill/death score

#

they do nothing but run around XD

mighty carbon
#

how is your PSVR game going?

wicked oak
#

quite well. I will show it this thursday

#

just wanted to switch gears a bit

#

for a couple days

#

Tomorrow i go back to it, to prepare a Steam and Oculus update now for the sales

#

im also waiting for some interface concepts from a team member

#

ive added a way to set a loadout for the weapons you want to use ingame, alongside a way to unlock weapons

#

and a new score system with a score window

#

its just all ugly as fuck as its not had a HUD pass, so its just all default texts and default UMG

#

oh, and smooth locomotion for PC

#

oculus only ATM

#

due to the joystick

mighty carbon
#

aye, cool

#

is Eagle Flight any good ?

wicked oak
#

i dont know wtf oculus doesnt tell devs of the sale

#

i received nothing

#

and so, my game is not on sale

mighty carbon
#

so, make a free game where IAP is required and make DLC for it

#

this way no one will be eligible for refunds ๐Ÿ˜›

wintry escarp
#

can I convert a HQ lightmap to a LQ? or do I need to rebake?

mighty carbon
#

rebake

wintry escarp
#

somethings broken, I have my sig file in place and oculus/gearvr plugins enabled, but 4.16.1 keeps trying to launch it as a cardboard vr app

mighty carbon
#

what place is it?

mighty carbon
#

lol, still haven't decided what to get from Summer Sale :/ Didn't think it would be an issue

umbral hatch
#

Hey does anyone here know how to have two separate levels, one for VR and one without VR?

#

But when I run the normal "Main Menu" on in PIE it loads the VR level on top of the normal MainMenu level. It is like it combines them. No where in my code or my blueprint am I calling to load MainMenuVR

clever sky
#

@umbral hatch Have a blank starter level that detects if the player is using VR, then load into the non VR or VR versions?

#

Also rename MainMenuVR? ๐Ÿ˜›

real needle
#

Since vr.bEnableStereo is the new command to use instead of "stereo on"

#

What is the command to disable it?

umbral hatch
#

@clever sky thanks I'll try the blank starter level. Also, should the name of the level really matter?

real needle
#

@umbral hatch Names matter, and if you set yourself up to do it properly from the beginning then you'll have a much better time developing ๐Ÿ˜ƒ

umbral hatch
#

Sorry didn't realize I was doing it improperly ๐Ÿ˜‚

real needle
#

The folder hierarchy section of the documentation is very important for future collaboration and keeping your project organized

umbral hatch
#

Right now I have the game instance detecting if there is a headset and then choosing the VR vs Non-VR level

real needle
#

I load "InitMap" on startup, just a blank level that does all the checks

umbral hatch
#

This is more a boarder question, but what if someone has a VR headset hooked up to their computer but wants to just play a standard version of the game. Steam usually prompts users to choose which one they wish to use if the game supports both. Does unreal have an API for this?

real needle
#

@umbral hatch That is set up using steams services, you can make a shortcut to the game and add -nohmd to launch it without VR enabled @sturdy coral I saw you talking about this earlier

#

In 4.16 patch notes:

"New: Social Screens for PlayStation VR (Early Access Preview)

PSVR Social Screen preview provides support for Social Screen separate mode, where the the Monitor and HMD display different things. "

#

I completely missed that. Should mean that they'll make it available for PC as well at some point

umbral hatch
#

Interesting. I'll have to give it a read in the patch notes. Thanks for the reference!

digital marlin
umbral hatch
#

Just curious as to why a blank level is necessary/superior to just using the game instance. Or is the game instance class not intended fro controlling hmds?

#

I like to learn and understand ๐Ÿ˜

clever sky
#

blank level is just an easy way to do it. You can usually achieve the some outcome via many different solutions

#

Depends on how robust you want the solution to be

#

how reusable and powerful.

#

My general rule of thumb is, if you have to learn something to do it once, don't bother - get someone else to do it, or do it the easier way.

#

If you're learning to learn and do it multiple times.... then figure out the best practice! ๐Ÿ˜›

digital marlin
#

guys.. learning Unreal C++ whilst hungover is really, really shit.

#

Just a hot tip for yas

real needle
#

@umbral hatch You don't need to have logic for initialization in memory during the entire game, which happens if you put it in the gameinstance class. IMO it's just easier to handle in a separate level where there is no "real" gamelogic

umbral hatch
#

Gotcha. Makes sense

real needle
#

@digital marlin How about playtesting The Nest? Think you can do that hungover? Or is VR the last thing on your mind right now? ๐Ÿ˜‰

clever sky
#

That does sound like good practice. OTOH, it seems like the extra code in logic to parse between levels to load is trivial in today's day and age ๐Ÿ˜›

digital marlin
#

heh @real needle i'm not in the office until tomorrow

#

And yeah, VR wouldn't really be a good idea at the moment.

agile kite
#

hey guys I need some help

#

if I play in VR with multiple players, each player spawns in with a random rotation of an increment of 90 degrees despite the PlayerStart facing only one direction. Any idea why?

real needle
#

@agile kite As in setting number of players to > 1 and play in editor?

agile kite
#

yep

real needle
#

Could be anything, can you even see proper stereo in the HMD?

#

I always get all the windows overlayed ontop of eachother

agile kite
#

like, does VR work?

real needle
#

yes

agile kite
#

oh yeah, it doesn't work in MP ๐Ÿคท

#

and the hmd controls all the players BlobDead

real needle
#

yup. I recommend writing most of the networked logic with a flat pawn, and then testing as client while running a second computer as the host w flat pawn

#

unless you want to put hmd's on and off. I did that for a while...

agile kite
#

what's a flat pawn, non-VR?

real needle
#

yeah

#

my silly term for it

#

cuz it's 3d, but there's no depth, so it's flat

agile kite
#

lol

#

the flat peasants

real needle
#

stomp them

agile kite
#

@real needle hang on, is it possible to run the flat pawn server and the HMD client on the same pc or

real needle
#

I'm sure you could do it somehow

agile kite
#

and do you know why there's no stereo even if I run it as client to a dedicated server?

real needle
#

no, I don't do dedicated

agile kite
#

aw ok

stable shadow
#

Hello guys,
Where i should add VIVE port ID and VIVE port Key ?

wintry escarp
#

the sig file is here. C:\Game_Engines\Epic Games\UE_4.16\Engine\Build\Android\Java\assets

mighty carbon
#

Then you have to figure out settings of your project @wintry escarp

#

Can't have settings for Google VR on if you are working on Gear VR project

granite eagle
#

Anyone have any youtube footage of their VR game? If you send me a link I'll feature it on XAXISvr ๐Ÿ˜ƒ

real needle
#

i'm using the oculus forward renderer - is it possible to get light shafts with it? i've replaced atmospheric fog with exponential height for, but can't get the shafts to work

wicked oak
#

@real needle did they update the forward render for 4.16?

real needle
#

possibly, i am on 4.11 oculus branch

#

too committed at this point to risk an upgrade

#

4.11.2

sturdy coral
#

@real needle what do you mean risk an upgrade?

real needle
#

ive done some tweaks to the engine, etc

#

just want to finish this and move on

sturdy coral
#

yeah if you are close to finishing I wouldn't bother

real needle
#

yeah, you know that feeling

#

surely something will break, etc

sturdy coral
#

but as long as you use source control it should be easy to test and revert if things don't go well

real needle
#

in general, do you know if light shafts work with forward rendering in general?

#

just in theory

#

or is it a deferred thing

sturdy coral
#

hmm, I think they should be able to because forward does have the depth buffer

#

and they do some culling against that

real needle
#

okay, do you think itd require shadow casting on the occluding objects?

sturdy coral
#

wait, do you mean screen space light shafts from directional lights

#

or the new volumetric lighting?

real needle
#

screen space light shafts

sturdy coral
#

ok yeah, that just uses the depth buffer

#

so doesn't need shadow casting

#

the new volumetric stuff is based on shadow maps and does I think

real needle
#

okay so ill keep playing. appreciate the guidance!

sturdy coral
#

yeah, it may just not be implemented in the oculus branch

#

you can try out 4.16 with a test project and turn on forward rendering

#

and see if it works there

wicked oak
#

he has to update version by version

#

if you go from 11 to 16 lots of stuff will break

sturdy coral
#

I know

#

I mean just to see if it works in theory

#

with a test project

wicked oak
#

they are different rendereres tho

#

the epic one is more featured, but its heavier

sturdy coral
#

yeah I know

wicked oak
#

and needs to do a depth prepass

#

honestly i should be using the oculus one for DWVR

#

but i need 4.16

sturdy coral
#

yeah I wish there was a way to turn off the depth prepass with it

#

I want to turn it off just on scene captures for a low-FOV sniper scope

#

lightshafts shouldn't rely on a depth prepass, as long as the zbuffer is written during the main pass they should be ok

#

but the Oculus renderer may just not have it implemented

real needle
#

bit of a longshot, but do you know where i could look to determine if they implemented it?

#

they've left in plenty of the functions

#

they do a depth prepass in this

wicked oak
#

so i just created VR genji

#

with instakill melee

#

uhm....

#

ill leave him there

sturdy coral
#

@real needle you can find everything in the shaders directory

#

they probably have some kind of define

#

it might be in the C++ code somewhere telling it to skip that light shaft post processing step entirely though

#

I would just take their branch, diff it with the baseline, and do case insensitive grep for lightshafts

real needle
#

ahh "as it is a forward renderer, normal screen-space effects or techniques that utilize a gbuffer are not supported (SSAO, SSR, the fancy subsurface shaders, decals, etc). "

#

light shafts are a small price to pay for the performance increase, i guess

wicked oak
#

Im going to do a playtest of my new MP shooter in around one hour or so
PM me for instructions on how to join

clever sky
#

@pearl tangle that bike thing you're doing might become quite relevant for business!
https://vrscout.com/news/stationary-bike-vr-fitness-machine-sensor/

VRScout

VirZOOM is back with a more affordable option for exercising in virtual reality. You might remember VirZoom as the VR stationary bike that features an array of fitness-based experiences such as lassoing bandits atop a galloping horse, cutting tight corners in an Indy race car and flying through the clouds on a mystical Pegasus just to name a few. The intuitive peripheral was also responsible for a game developer pedaling off an incredible 50 pounds. In fact the only perceivable downside to the device is the steep price tag of $400. Well if your finances were the only roadblock keeping

#

Bike app for gyms. Yay.

subtle island
#

that thumbnail looks so weird

opal bobcat
#

oh god i could just imagine the amount of sweat going into a gym vr hmd

#

so gross ๐Ÿ˜›

sturdy coral
#

@real needle yeah but forward still should have a depth buffer and none of the other gbuffer stuff (normals, material types, roughness, etc.) is needed for directional light light shafts

opal bobcat
#

gpu particles are kind of the right idea, but you'd need to be able to combine meshes with the gpu particles

#

near as i can tell

sturdy coral
#

@opal bobcat you may be able to do that all with a geometry shader and give each box different UVs

#

in the forums there is a point cloud example in a thread ryan brucks is in

#

and either he or someone else does this cool tornado type shader on top of it

opal bobcat
#

you hapen to have a link to that thread?

real needle
#

anyone here familiar with HISM (hierarchical instanced static mesh) culling?

#

as an instance approaches the edge of my camera, it is vanishing too soon

subtle island
#

Only thing i've had that was similar is when an animated skeletal object has its bounds/collision set wrong

sturdy coral
#

just millions of quads moved into place with a geometry shader

#

I can't remember where I saw the tornado thing, I don't see it there

opal bobcat
#

yeah im reading it now

#

theres people at my university that use a lot of drones and point cloud stuff

#

i think most of it is via unity thouhg

sturdy coral
#

is it with photogrammetry or lidar?

opal bobcat
#

yes

#

they have grants to go to middle east sites

#

w/archeology departments

#

i think they do both but mainly lidar

sturdy coral
#

that's cool, all I've messed with is kinect

quartz bay
#

I'm totally naive about all this, but it seems like this almost starts to enter into voxel domain. Probably the most efficient way to render all of these points is with vertex colored quads

zenith charm
opal bobcat
#

utitanxsi: that looks awesome

#

i want to know what happens when you just drive straight into one ๐Ÿ˜›

zenith charm
#

Thanks ๐Ÿ˜ƒ Right now it'll fade the screen to a dark grey where you can barely see anything until it passes then it'll return to normal

sturdy coral
#

hah cool.. we were just talking about tornado particle systems

opal bobcat
#

yup

sturdy coral
#

ish

opal bobcat
#

you could punish the user for going into it by just hurling the whole car crazily

#

that'd be wild

zenith charm
#

I'd love to if it didn't make anyone sick lol

#

Or even more incentive to avoid them.. that'll be perfect

opal bobcat
#

yes thats a good goal

#

but then again theres the overwatch folks, they would probably enjoy it

marble trail
#

Does anyone know how to exit the VR editor mode?

#

Can't seem to get back to normal editor

digital marlin
#

oh you in full screen?

#

Try ctrl + {

#

or ctrl + }

#

one of those I think

marble trail
#

Ok thanks

#

I'll try

uneven moon
#

[PAID]
Looking for a UE VR consultant.
Willing to pay either one fixed fee for the duration of our project or a fee per solution or consultation.

PM me here or email me at:sinn@sinnstudio.com with "UE4 VR" in the subject line.

real needle
#

Jobs can only be posted in the #jobs channel.

jaunty shell
#

@sturdy coral if someone ever comes up with a point cloud reader plugin for UE4, I'd happily throw money to em

pearl tangle
#

@jaunty shell Im pretty sure I have already seen that done before actually. I did a hacky version with particles and potentially the new tango plugin might have something along those lines too

jaunty shell
#

@pearl tangle Well the problem is not really reading the point cloud, but rendering it efficiently

#

the solution in that forum thread works pretty good, I'd just love to get my hands on a complete solution

#

gonna have a look at the tango plugin too, thanks !

#

hmm

#

4.12 only ๐Ÿ˜ฆ

#

And the sample project's point cloud part is full of empty stuff

#

hmm there's even a mesh to 2D texture coordiantes baker in this one. No colors though

pearl tangle
#

yeah that tango plugin is dead

#

google is building a new 1. I have some prototype hardware from them at the moment and am helping with stuff on the new plugin. Should be in 4.18 most likely

#

i managed to make a fake point cloud using depth imagery and then made the particle colours match from a colour image and it kinda works. did that with the particle extensions plugin i think

jaunty shell
#

@pearl tangle that's for relatively small clouds right ?

pearl tangle
#

well it wasn't a point cloud to begin with but I did a few million particles for it. It could also handle real time changes too if you were updating the texture with a movie file. So was there to work with visualizing the depth from the kinect actually just with the depth image and colour image cameras

jaunty shell
#

hmm

pearl tangle
#

i know there are some better ways to do things. I know McLaren has a 1 click importer from their CAD/CAM software straight into unreal now too. takes it a few hours but still, single click to bring in all their stuff

jaunty shell
#

oh damn ๐Ÿ˜

pearl tangle
#

this guy did a good job with it too but im sure you have seen that already

#

thats running on my 1080 at 110fps

#

hes done it a bit diferently by creating a giant quad mesh and then using a material

jaunty shell
#

yeah I've got the project running at the moment

#

I'm tinkering with CloudCOmpare and MeshLab to find how to clean our point clouds

pearl tangle
#

whats your scan of?

jaunty shell
#

Whole buildings

#

around 16M points

#

and I've reduced it by quite a lot while importing to CloudCompare

pearl tangle
#

yeah should make a pretty huge difference. What are you trying to do with the end result, just look at it in VR or have interactive stuff? Consider converting it to a mesh or trying to stick with particle type rendering?

jaunty shell
#

nah for starters just viewing in VR

#

idea is to have a fast workflow

#

the first results I got with cloud to mesh aren't really good, but that's probably cause

#

with these softwares

digital marlin
#

heh

#

One guy in the introduction channel was like "Hey, how do I learn Unreal?"

#

"You don't, you just try to keep avoiding fucking up."

jaunty shell
#

dev in a nutshell

digital marlin
#

oh yeah

#

Wouldn't cloud rendering be a shit load of data up and down?

jaunty shell
#

in the end its just coordinates

digital marlin
#

Dev might be different.

jaunty shell
#

noice

#

out of memoryyyy

digital marlin
#

Hey you get 1 dev point

#

We'

#

We

#

ffs

#

I'm done

pearl tangle
#

thats why using the particle system for it is actually decent since it's designed to handle millions of data points essentially. You just need to tell it where to put them

jaunty shell
#

could use the runtime mesh component too

#

@pearl tangle what kind of input data do you use ? .txt/.csv or image based ?

wicked oak
#

@pearl tangle maybe you can use unreal engine renderign apis "directly"

#

to render a bunch of points with the GPU point stuff

#

basically doing a rendering call on a vertex buffer with your data, rendered as GL_POINT or equivalent

pearl tangle
#

yeah in the next iteration perhaps. apparently it's not goood at doing the stuff with that based on what the tango guys at google have been saying. they were trying to do realtime visualization with the runtime mesh but it wont do it. i saw its on the backlog

#

I did image based stuff

#

There are definitely ways you can do it for sure. Im just not smart enough and/or have enough time or money at the moment to dig into doing it but obviously if other visualization things can do 10s of millions of points on a screen then unreal would be capable of it too

jaunty shell
#

need to get a hand on a simple, standalone based pointcloud to image conversion tool then

wicked oak
#

its kind of hard, some systems i see render it on a shader

#

by storing the pointcloud in a octree or similar and then "raytracing" it

#

sending 1 ray per pixel

pearl tangle
#

although seems like nobody has been doing much with it in a fair while. was tied in with open cv a bit when i was screwing around in there a few years ago

sturdy coral
#

I don't know exactly what that means, if it has any Geo or it is all shader

wicked oak
#

splats is what that Dreams game does

sturdy coral
#

Dreams uses splatting and they say they are all in the shader

wicked oak
#

and they have done presentations

#

about how stupid hard it was

sturdy coral
#

Yeah, is that what splatting means in general though or is that just their technique?

wicked oak
#

im not sure if its the same technique

sturdy coral
#

He pointed me towards this potree project for similar techniques to what he is using:

jaunty shell
#

some progress on the point cloud => matlab => ue4 workflow

#

I got the script to partially work and output the color of my point cloud

sturdy coral
#

@jaunty shell what are you using that building scan for, do you work with architects?

jaunty shell
#

@sturdy coral structural stuff in buildings yeah

#

point cloud in VR is one of the things we want to show during demos

#

I kinda have the workflow working now

#

but that blueprint from the thread is weird

sturdy coral
#

yeah I think he says in there he would do it a different way if redoing it

jaunty shell
#

Seems like I'm missing quite a lot of points too

#

and its inverted smh

tired tree
#

@jaunty shell does that program have the ability to output just the points with pre-calculated point normals?

jaunty shell
#

I don't see why not

#

It's what I get in my csv

#

XYZ, RGB, Nrml

#

Or something like that

tired tree
#

so all of the pre-filtering is done ,you are just looking for the display method

jaunty shell
#

Yeah

#

Either from an imported CSV or from a depth image

#

The fastest to render wins the contest

#

But I think the depth image based process is going to be limited considered the point cloud density (down to mm)

tired tree
#

mmmmm, that guy doing the layered material instance slives

#

in ue4

#

don't like that method much

#

all of the textures are vertically orientated

#

it breaks down terribly when spaced or from above

#

generated billboards like that are way better

jaunty shell
#

billboards do look better

jaunty shell
#

Bit of progress, now using 1024*2048 maps

#

2 097 152 points total

#

dunno why there's this weird segmenting though ๐Ÿค”

subtle island
#

I've been paying only partial attention to what you guys have been talking about, are these point clouds from photogrammetry / 3d scans OR straight up 3d models?

jaunty shell
#

nah, that's lidar data, no 3d models ๐Ÿ˜ƒ

subtle island
#

oh cool, so what's the purpose of getting the data into unreal?

jaunty shell
#

yep