#virtual-reality

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jaunty shell
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well to view it in VR

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there's no tool that allows to view point clouds in VR as of today

subtle island
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Ooh interesting, so is this for just visualisation or is it leading to extra experimenting with stuff to see what you can do with it?

jaunty shell
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for now only viz

subtle island
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Very cool even still

jaunty shell
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its a pain in the ass but I can't wait to try it out with the Vive

subtle island
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Yeah I can imagine, if you could get colour data on there somehow from the scans and increase the density you could add some force stuff using the vive controllers and start bending reality around lol

jaunty shell
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interesting idea ๐Ÿ˜ƒ

tired tree
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isn't there a few point cloud VR programs out there already? just not released finished tools?

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i've seen multiple people play with it

pearl tangle
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@fair cairn there is a bunch of stuff designed for use in caves that i know used to work back on the dk1

tired tree
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yeah actually......there are a few commerical product for VR point clouds too already.

fair cairn
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??

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Wrong tag?

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@pearl tangle ??

mighty carbon
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does anyone know how to setup project to be DLC-ready and then how to author DLC for it ?

jaunty shell
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@tired tree wah ? got any links ?

meager nebula
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hey, any1 with vive? ๐Ÿ˜›

tired tree
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@jaunty shell did...you google it? There are a million Unity projects doing it and ran into a couple buy to use too

jaunty shell
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Hmm unity

tired tree
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the best ones are stand alone, but that is pretty par for the course with point cloud / hermite data

sturdy coral
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how are you guys liking the deluxe audio strap?

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I'm finally supposed to get an adapter for it today to make it work with vive pre

jaunty shell
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@sturdy coral ๐Ÿ‘Œ

tired tree
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the tension relief on the side of mine broke

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its grinding now

clever sky
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@sturdy coral it's pretty good so far. Best part is probably having built in audio. Don't have to futz around with headphones now.

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At least half the time I just went without headphones; too lazy.

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Also having them built into the strap means you don't have to worry about it falling off... for the most part. You can still bump them during high activity.

sturdy coral
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yeah, the oculus headphones hit my glasses a lot when I put it on

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so I ended up using the oculus earbuds there too

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saves a little weight too

clever sky
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Mostly like the tension knob on the back. It's good to be able to easily control how much tension you want and to release it cleanly.

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But it feels like a lot of twisting to get it on and off cleanly.

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turning rather

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Otherwise if I don't loosen it enough, it'll pull my glasses off when I put it on or take it off.

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A bit like the Rift...

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But without springs that are quite as robust.

sturdy coral
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none of you have had the deteriorating foam have you?

clever sky
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Kind of.

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The first thing I did was pull it out of the box, spit on my thumb and rub the foam

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black stuff on my thumb.

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But in actual use, no deterioration noted.

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So... I guess it's quite individual

sturdy coral
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that sucks

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I may test mine like that and then wash it off if it is coming off any

clever sky
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I sweat like hell on my forehead, but not on the crown of my head which is where that stuff is.

sturdy coral
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I think I saw in japan or something they are already offering replacement foam

clever sky
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Yeah, I expect that'll be available to all DAS peeps soon. Or at least hope ๐Ÿ˜›

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It's probably not that big a deal for me given that my hair is already black.

sturdy coral
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I think my oculus headphones might have been kind of defective

clever sky
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Why's that?

sturdy coral
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they are supposed to pop out to the sides and stay locked

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and mine just like always pop back in at the slightest touch

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that's the main reason they may it a pain with glasses

clever sky
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Ah yeah. Similar to mine.

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Sometimes they lock

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but frequently it doesn't.

jaunty shell
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hmm I found why performance is so horrendous on the point cloud rendering

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shader complexity is going through the roof

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for each individual point

sturdy coral
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shader complexity or quad complexity?

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I bet it would be taxing on MSAA since so much of the screen is edges

jaunty shell
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well shader complexity is almost fully white

sturdy coral
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you think a lot are stacking on top of each other and zfighting?

jaunty shell
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with msaa off it gains quite a bit of performance though

sturdy coral
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sometimes that will show up in shader complexity

jaunty shell
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yeah they are

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I think the texture lookup isn't high quality enough

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and points tend to have the same position

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lots of zfighting

sturdy coral
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I think each time one pixel peaks through it costs the same as four from the way quad complexity works

tired tree
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you are actually generating qquads for those?

sturdy coral
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then with msaa it can multiplied even more

tired tree
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i thought you were using that one guys setup

sturdy coral
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(quad as in four pixels, not as in geometry quads)

tired tree
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talking about his image

sturdy coral
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yeah

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I didn't meant to correct you but with what I was saying

jaunty shell
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hmm its adding a static mesh comp

tired tree
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how many of them.....

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it was one per slice in his setup right?

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part of why I didn't like it

jaunty shell
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not sure, probably is that

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its weird actually

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he adds a whole mesh with 2M+ polygons

sturdy coral
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he was encoding position into UVs

tired tree
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yeah I thought he was generating slices with static meshes and then partitioning it

sturdy coral
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he had some slices too there is one image showing them

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I think he was planning on being able to use LOD with it

tired tree
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if you were going to go that hacky might as well run isntanced meshes with a color lookup in the material

sturdy coral
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he tried color for position and it had a problem with forcing srgb

jaunty shell
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what I don't understand is why should we require a 2M mesh for clouds that have nothing in common with his ?

tired tree
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he is splitting the mesh up to represent the different locations...coloring it in

meager nebula
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I've tried to mess with vive's controllers a bit

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I'm following this guide

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I can see them in game but their motion doesn't reflect what I do with the controller

glossy agate
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Looks like DOOM VFR is only $30. Anyone know if its still the full experience? Fallout 4 VR is charging the full $60

wicked oak
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its not

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its extra stuff with new levels

sturdy coral
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@meager nebula make sure the camera is attached the same root as the controllers

mighty carbon
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Fallout VR will not be as good as Doom VFR

meager nebula
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@sturdy coral is getting the controller's position by using the GetWorldLocation on the controller's static mesh a good way?

sturdy coral
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should be fine, I would get it from the motion controller component itself and not the mesh but as long as they are the same you will get the same result

meager nebula
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thanks

mighty carbon
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so, has anyone done DLC packaging / deployment ?

granite jacinth
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I am surprised we don't have a channel for that or modding

mighty carbon
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indeed :/

glossy agate
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I think the modding thread on the forum is pretty active. Not sure about DLC though

mighty carbon
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I don't know if it's a good or bad thing at this point

digital marlin
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Surely you're not buying a Vive unless you know enough about it to know what you need for it?

mighty carbon
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?

patent galleon
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Excuse me, anybody know VR mode without VR device (e.g. vive...)?
Launch parameters '-vr' don't work on 4.15.3?

pearl tangle
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it wont work if you don't have a headset connected

patent galleon
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@pearl tangle Thanks, but I have successfully tried in 4.12 ๐Ÿค” ?!

mighty carbon
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@pearl tangle looks like VirZoom Mobile is coming fall 2017

pearl tangle
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whens fall? Like october/november?

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@patent galleon 4.12 was a long time ago. There is a toggle in the settings to "launch in vr mode" directly so you don't need to include that there anyway

mighty carbon
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@pearl tangle well, technically Sep - Nov is fall

deft badge
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Its a setting called "Start in VR"

patent galleon
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@pearl tangle project setting->project description->Start in VR? I tried. But nothing happen.
It seems that I still have to borrow the vive.

pearl tangle
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well if you are developing for VR then yeah you definitely need to borrow a vr headset anyway

patent galleon
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mm...ok thanks ๐Ÿ™‚

mighty carbon
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Developing for VR without having VR equipment is like developing PC games ... without PC

patent galleon
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@mighty carbon I think there may be similar to the virtual VR way to facilitate the development, after all, a team is not every one has a headset

mighty carbon
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that's what you think Derek.. But reality is different

pearl tangle
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yep even if you are just modelling or doing materials or effects you need to be able to actually experience it in the headset to have half an idea what its going to turn out like

digital marlin
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yeah it's an expensive dev fitout for now but it'll get cheaper.

pearl tangle
clever sky
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What is that?

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Interesting. But it's using arm swinger

pearl tangle
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yeah wasnt sure if they had anything else tying in with the arm swinging since they keep moving while shooting too

clever sky
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Will pick it up though. Looks like it could be a fun campaign shooter

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Not a fan of multiplayer

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In general

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They've got sliding locomotion too it seems

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So i guess footage altering between either

pearl tangle
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yeah bits in between but i did see 1 part where he was using the swinging arms and then shooting while still moving and running again

jaunty shell
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Good morning !

wintry escarp
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good moaning

wicked oak
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@pearl tangle 6.5 dollas for a couple greybox level and some moving features probable taken of VRTK

clever sky
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RunVR is an armswinger too ๐Ÿ˜›

wicked oak
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its less effort than your freedom locomotion thing

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much less effort

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and yours is free

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the guy just grabbed VRTK and did a couple levels

pearl tangle
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about the same effort as that other guy that just grabbed some levels from the marketplace and added in a loading hub and that was it. then you just teleport around the premade levels

clever sky
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Which game was that?

jaunty shell
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VR laptop is due to arrive in 2 to 3 weeks

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goddam alienwares are assembled and shipped from china nowadays T_T

wicked oak
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so you got the alienware at the end?

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when you get it, tell us how it goes

pearl tangle
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yuck why alienware?

tired tree
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still more effort than that beach ball sim that came out early on...though in his defense he appears to be adding to it after the feedback

clever sky
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Haha... Puzzabug's beachball valley? ๐Ÿ˜›

jaunty shell
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@pearl tangle I would have gone for MSI or Asus, but our company works with Dell

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so we had to go Alienware ๐Ÿคข

mighty carbon
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Has anyone tried that Dead Effect 2 game? (Kinda like Doom)

wicked oak
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wtf "my company works with dell"

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how does that work, and how isnt that a bad thing?

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why wouldnt a company just buy the best deal, not caring about the company?

jaunty shell
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tell that to our IT

pearl tangle
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yeah common thing with procurement

mighty carbon
pearl tangle
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thats why I just go around all of our IT and finance and just buy the stuff and then expense it afterwards on a client job ๐Ÿ˜‰

jaunty shell
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its a good thing I can get what I want to an extent, so I'm not complaining

pearl tangle
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i've gotten about $100k worth of equipment this year doing that hah

jaunty shell
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hmm I'm not sure that's gonna work for us :p

pearl tangle
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yeah my finance isn't a fan either. but my airline miles definitely are a fan! ๐Ÿ˜‰ haha

jaunty shell
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when I get from "VR Designer" to "VR Manager" maybe ๐Ÿ˜‚

clever sky
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Dammit. To the top made me sick D:

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Shame, because it's pretty cool otherwise.

tired tree
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mmmm, knuckles controllers models in steamVR now.....

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if accurate to the end design, they look nice

clever sky
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Automatically unlocked?

tired tree
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haven't checked location yet, just images being posted, likely in the beta build

clever sky
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Not in yet... or if they are looks like you need to do something to unlock them

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I'm quite liking where they're taking this Steam Home. It's pretty much what you'd want out of a VR hub

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But it'd be nicer if it had built in desktop access and web browser stuff.

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I mean it's kinda there, but the screen greys out when you pull up the steam menu ๐Ÿ˜›

jaunty shell
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I love the fact that you don't have to "hold" the knuckle controllers

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gonna be interesting for interactions

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also one step closer to input like lightweight gloves

clever sky
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Probably better I think,

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Like gloves, but also with buttons

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Gloves are like ODTs. Everyone wants one, until they have one.

tired tree
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i don't remember, were they planning on capacitive sensing on them?

clever sky
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Then they'll be... oh... this isn't as great as I hoped it would be!

jaunty shell
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its a matter of making the right ui honestly

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๐Ÿ˜„

tired tree
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its not about the ui

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its about buttons being quicker / more intuitive for control operations

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menus are a different thing

clever sky
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Good UI can't fix bad haptics D:

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I know. I've tried!

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e.g. setting direction with Vive touchpad. Shouldn't be too hard... I even have a little heading arrow that shows you what direction you're moving in.

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Well... apparently it's hard.

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Because that smooth touchpad surface really doesn't let you know where your thumb is on the touchpad.

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Meanwhile on the Rift... no worries.

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Bit of skin pull from the thumbstick trying to torque back to the centre and you know intuitively which direction you're pointing in.

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And if you got no haptics... ehhhh, everything will feel unsatisfying and floaty.

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Imagine shooting guns in VR finger pistol style.

jaunty shell
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pew pew

clever sky
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Yeah ๐Ÿ˜›

jaunty shell
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the day knockback like haptics gets into small controllers

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โค

clever sky
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knockback like haptics?

jaunty shell
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like striker VR

clever sky
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Ah. Well, that'll be a useful form of haptic feedback.

jaunty shell
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recoil/knockback

clever sky
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Not sure how much we can minituarize striker though...

jaunty shell
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clever sky
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the reason it's as good as it is, is because of its size and weight.

jaunty shell
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they do have a pistol prototype

clever sky
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i.e. its mechanical properties, as opposed to its electronic properties.

jaunty shell
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that chainsaw preset hgnn

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yeah true

clever sky
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What'd be cool is if VR controllers had some sort of extension clip in system

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clip those rails to the controller. Sweet

clever sky
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Anyway... haptics is obscenely complex to do well... given that touch isn't a single sense, but a number of overlapping senses!

jaunty shell
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just a matter of standardizing this stuff

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yeah haptics are hard for sure

clever sky
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The worst thing is to make it better, you gotta add more mechanical bulk.

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You want more haptic over your body? Gotta have a suit with more coverage.

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You wanna limit the motion of your limbs? Well, hope you're prepared to wear this exosuit

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You want something like a rifle that feels like a rifle? Let me show you this VR rifle!

jaunty shell
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want a car ?

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prepare the $$$

clever sky
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Yeah. And that's a pretty limited version too.

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You can go crazy ๐Ÿ˜„

jaunty shell
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(thats a sim we made two years ago)

clever sky
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Cool stuff.

jaunty shell
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I think the whole hardware costs a few kโ‚ฌ

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but damn it was fun to use

clever sky
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I can imagine.

jaunty shell
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I wish we had the vive that time. We used a DK2 with the camera strapped to the front pole

clever sky
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Well I have to imagine. I can't afford a sim rig! ๐Ÿ˜›

jaunty shell
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DIY can lead to pretty nice stuff :p

clever sky
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Well, I can't afford the space for one either!

jaunty shell
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at last you can get a static simrig for less than 1k

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yeah space is a problem

clever sky
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What's a static one do? Let you sit in a chair with a wheel?

jaunty shell
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yeah

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got one of them Obutto Revolution at home

clever sky
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Hehe. Not a huge improvement over just sitting in my comfy chair with a wheel at a desk ๐Ÿ˜›

jaunty shell
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honestly I can't go back to my old desk xD

clever sky
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Fair call. I mean, it's definetly an improvement.

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What's interesting to me is skin pull haptics

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Much underrated part of haptics, but can contribute a lot to the feeling of something.

jaunty shell
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skin pull ?

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with temperature variations ?

clever sky
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Not temperature. Just when something pushes against the skin.

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e.g. you push an analog stick up, the spring is forcing it back down, thus causing the top of the stick to push against the skin on your thumb.

jaunty shell
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ah right

clever sky
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Similarly, in racing, when you brake hard, the contact from the chair uses frictional forces and inertia to pull the skin on your thighs and butt backwards

jaunty shell
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true

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there's a sim rig that uses this principle afaik

clever sky
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Someone's been working on a skin pull haptic controller for VR as well.

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Yeah, I remember seeing that. I just can't recall it's name.

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Tactical haptics is the name of the VR controllers.

jaunty shell
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ye

clever sky
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They've got 4 bits on the grip that slide up and down. And the differential feeling can produce a relatively convincing sensation of haptics.

jaunty shell
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oh man that's from the hydra + DK1 era of VR

clever sky
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Yeah

jaunty shell
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I member

clever sky
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Shame that no one's picking them up on their tech.

jaunty shell
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pretty cool concept, although a bit oversized

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I think they demoed a recent prototype with the vive tracker

clever sky
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But I guess the technical issues of making it small enough is quite significant.

clever sky
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In the same vein of - haptics are difficult because they require mechanical elements to work well.

clever sky
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Yeah. Thing is like a small nail gun!

jaunty shell
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oh they made a custom one too with the steamvrdevkit

clever sky
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Still... would be nice to give it a shot.

jaunty shell
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indeed

clever sky
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This thing with the striker rail

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would be pretty amazing as far as VR tool/haptics go.

pearl tangle
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interresting to tryt that out for sure. still custom vive tracker props will be much better

plain glade
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why Im getting red screen? with htc vive

jaunty shell
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red ?

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that's not common

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red led on the side of the HMD you mean ?

plain glade
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I mean when I open project VR preview I got red screen on HMD

jaunty shell
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๐Ÿคท

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got more information, what's in your project ? Do you have a VR pawn of some sort ?

plain glade
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yes

jaunty shell
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any error message on the steamVR window ?

plain glade
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It was about compositor

mighty carbon
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so, is it any good ?

jaunty shell
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user feedback on /r/vive was good

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the mobile game is pretty meh tbh :p

ripe vault
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How does one do a launch image with google daydream? The option in project settings for android to select a launch image doesn't appear to work.

mighty carbon
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@jaunty shell I wonder if it works fine with Rift

jaunty shell
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I don't see why not

mighty carbon
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ppl say it's a direct port from mobile, with deferred renderer and it runs like sh#t

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I wonder if it's UE4-based

jaunty shell
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it is

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end of the trailer

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bottom left

mighty carbon
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aha, cool. At work, so I can only skim over videos to be undetected ๐Ÿ˜›

jaunty shell
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๐Ÿ˜ƒ

clever sky
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Hope it plays better than their alpha demo!

sturdy coral
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@patent galleon I don't think -vr was parsed in 4.12

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@clever sky "Because that smooth touchpad surface really doesn't let you know where your thumb is on the touchpad."

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^-- you can use relative offset

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if you have a steam controller you can try it out, they have an implementation

clever sky
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For haptic feedback?

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Oh yeah... might have a play with that.

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But... I don't have a steam controller.

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So if you start your thumb towards the edge (but not on it)... how's it work?

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vs starting your thumb in the center?

sturdy coral
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it is more for putting your thumb close to center but not being exact

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if you start on the edge there is nothing you can do

clever sky
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Ah...

sturdy coral
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I guess you could move the relative point to somewhere nearby

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and treat starting on the edge as pressing in that direction

clever sky
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Yeah. I mean, I don't have an issue personally. It's just what I've observed from novice users.

sturdy coral
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I'm not sure what steam controller does in that situation

clever sky
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That they treat the touchpad as one big button... rather than as a touchpad.

sturdy coral
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yeah

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I wish UE4's input system was more flexible

clever sky
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Oh well. It's nothing that a 5 minute training session can't rectify.

sturdy coral
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so you could drop in little bits of code to drive the axises in different ways

clever sky
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But it's a hassle when demoing to a bunch of first timers ๐Ÿ˜›

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Can you give an example?

sturdy coral
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like for implementing that relative axis

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or like drop in bits of code for swipe detection driving events

clever sky
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I guess like scroll wheel style stuff

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Yeah ok ๐Ÿ˜ƒ

sturdy coral
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or even say "I want oculus to this, vive to do that"

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but still get to use named input events

clever sky
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Well.. you'd have to manually set it up... record the X/Y on touch and set up a tick to compare change in position

sturdy coral
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yeah it is all possible now, just kind of goes outside of the input system

clever sky
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Yeah. It's a lot of manual stuff right now.

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Just an extra barrier to using Unreal for VR for indy devs I suppose!

sturdy coral
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there should also be a cleaner way to deal with events that only go to the object in your hand

clever sky
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How can I incorporate rhythm music game mechanics into a FPS? ๐Ÿ˜›

sturdy coral
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without having to manually check left and right and stuff

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single player or multiplayer fps?

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someone did some game where you absorbed bullets kind of like audio shield to get ammo

clever sky
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Oh yeah.

sturdy coral
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but I don't think it was rhythm based

clever sky
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I don't like audioshield mechanics tho.

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Too sloppy. Need punchy timing based ones ๐Ÿ˜ƒ

wintry escarp
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where would a blueprint reading the gearvr controller go? in the gamemode ?

clever sky
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gameinput?

sturdy coral
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probably player controller or pawn

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gamemode only exists on the server

mighty carbon
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@wintry escarp I have it in the player's BP

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I wonder if locomotion is not teleportation and thus comfort rating is moderate :/

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looks like it has teleportation

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10 hrs of single player is something worth looking into IMO

opal bobcat
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being a wizard the teleportation mechanic actualy makes sense

mighty carbon
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games don't need to make sense.. ๐Ÿ˜‰

opal bobcat
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doesnt hurt to do so though

mighty carbon
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making stuff realistic restricts devs' creativity and ability to deliver

wicked oak
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man its going to get raided

opal bobcat
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who said anything about realism

wicked oak
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by the rabid locomotion squad

opal bobcat
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i just said, it makes sense to have teleportation in a game about wizards

wicked oak
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game doesnt cater to my specific needs REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

mighty carbon
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I am gonna have to buy it, even though RPG isn't my thing (I can't stand any of the Elder Scrolls games, but I do enjoy Diablo)

opal bobcat
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elder scrolls games actualy have decent gameplay mechanics, diablo is just a clickfest

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w/a leveling system

mighty carbon
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to each their own.. I don't like click-fest per se, but I hate going around an picking up all kind of shit in Oblivion.

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Darksiders 2 has a very good balance of action and RPG elements. I'd definitely play FP game in VR with same kind of balance

opal bobcat
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only two games im really interested in at the moment, doom vfr, and fallout4

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though what ive seen of fallout4 vr so far hasnt been particularly promising

wicked oak
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fallout 4 seems exactly what its supposed to be

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a VR port of fallout 4

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same game, but instead of being controlled with WASD, its all on the VR stuff

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and im 100% cool with it, as its what i expected

opal bobcat
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so far all ive seen of it is WASD control

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no teleportation in the e3 demo vid

wicked oak
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nah it will have teleport

opal bobcat
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hopefuly they put as much effort into the vr aspects of it as i see going into doom VFR

wicked oak
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im pretty sure they have had massive issues

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Doom engine is new, optimized for framerates up to 200, and turns out its renderer is a perfect use case for VR

opal bobcat
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makes sense

wicked oak
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Fallout 4 is on a really old engine patched to oblivion

opal bobcat
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right

wicked oak
#

they cant implement ladders

#

i mean, they really cant

#

there is not a single ladder in any of their games

#

ladders just teleport you out of the dungeon or similar

#

im damn sure that implementing VR was an absolute hell for their tech team

opal bobcat
#

yeah thats why im wondering if its going to be the same quality as vfr

#

just didnt seem like that was the case in the e3 videos

mighty carbon
#

also Doom VFR team fans of VR (and some use Rift ๐Ÿ˜‰ ) and they made sure Doom VFR is as good as it can be. Fallout VR is just an afterthought with every aspect of it.

opal bobcat
#

we need a really solid vr rpg

#

a AAA title

stiff briar
#

since there is an ongoing discussion about VR RPGs and this is an Unreal Engine discord server, we would like to share with you fellow devs our latest trailer for The SoulKeeper VR (Early Access coming out this summer, August 15th):

https://www.youtube.com/watch?v=XN9kDW0sTtA&feature=youtu.be

The SoulKeeperยฎ VR - Early Access coming August 15th, 2017 for the Oculus Touch & the HTC Vive! The SoulKeeperยฎ VR is a highly anticipated Early Access title...

โ–ถ Play video
toxic wedge
stiff briar
#

oh just saw someone posted our trailer earlier today in here, sorry didn't mean to spam the convo ๐Ÿ˜ƒ at least to respond @mighty carbon 's question, yes it sure is Unreal Engine (FTW)

opal bobcat
#

myron: looks good

#

i hope theres full teleportation though

#

myron: do you allow for roomscale combat?

#

that'd be pretty awesome

#

i could see doing that fight in w/a roomscale setup

#

so no teleportation would be neccessary

stiff briar
#

Thanks AnTi :)

We offer all forms of locomotion, controller-based, room-scale and teleportation, and all are optional/available at all times...ok there is one or two spots that you need to use teleportation to get through, although in theory you could try jumping across (i wouldnt try it lol!)

opal bobcat
#

nice

stiff briar
#

fighting is certainly working just as good with roomscale or controller based locomotion (freeform)

#

lemme share a link to an older vid of ours where we kinda go over some of the melee mechanics

opal bobcat
#

yeah i cant do controller locomotion, just make sme sick

stiff briar
#

yeah lots of people have that issue...personally i m all good with controller locomotion but not with rotation

opal bobcat
#

yeah rotation is the worst

stiff briar
opal bobcat
#

have you thought about implementing a FOV limiter for controller movement?

stiff briar
#

tbh we didnt

#

but it is a good point

opal bobcat
#

it might help people use it who otherwise couldnt

stiff briar
#

it is certainly worth looking into, as we want it to be a pleasant and comfortable experience

#

as for the melee, roomscale i d say probably works the best as it requires a lot of back or side stepping

#

and we are talking about small steps, so it is perfect

#

even in a tigh space

#

tight*

opal bobcat
#

yeah, thats what it seemed like to me

#

i'd love to try a really well made swordfighting sim in vr

#

yours is the best ive seen so far

stiff briar
#

thanks! we hope we won't disappoint, but being that it is early access we still want to get a lot of feedback towards improving the game for full release

#

a lot of uncharted territory still in VR

opal bobcat
#

no doubt

mighty carbon
#

@stiff briar is it going to be a single-player game? any ranged classes? (while melee is cool, I think I would prefer shooting over melee)

stiff briar
#

for the first release of the early access we have a hybrid class, mage/fighter, this way the player can cast spells as well as fight in melee mode...with each consecutive update we will be launching more characters with different abilities, some have ranged and stealth in their array of mechanics, others brute melee etc. For the August 15th release, it will be singleplayer only, we are also looking into co-op mode, but again that will come at a later date

silk lodge
#

@stiff briar I had success using helmets to block out fov and reduce movement related issues

stiff briar
#

that sounds like an interesting approach puzzabug. You simulated wearing a helmet, thus providing a steady point of visual reference to the user?

opal bobcat
#

thats a good idea, just draw the helmet model whenever you translate instead of some arbitrary fov blocking

wicked oak
#

i dont know if you will be able to add coop just as is

#

you need to recode the whole game for MP

stiff briar
#

yeah it is certainly one of those things we ll need to look into post early access launch

#

if we do it, chances are it will be in the form of a separate game mode

glossy agate
#

Can't you just write all the replication for mp ect, then you can setup the actually server options and game modes later? Use the money from initial sales to pay for the servers maybe

#

Still probably a pain in the ass cause stuff never seems to work as expected out the gate when you start testing mp

tired tree
#

ryan its not that quick

silk lodge
#

@stiff briar yeah, just rendered the inside of a helmet on a character

stiff briar
#

that sounds super cool @silk lodge , let alone it adds a whole new layer of "realism" ๐Ÿ˜„

tired tree
#

multiplayer requires baseline system structure considerations, also developing multiplayer and single player together you have to test back and forth to ensure you aren't breaking multiplayer with each new singleplayer feature.

Its a huge development time hog....of course the alternative of ending up with a totally incompatible singleplayer to multiplayer game is worse.

stiff briar
#

very true @tired tree but certainly worth exploring, provided it doesn't hinder the rest of the production (not too much anyway)

sturdy coral
#

@stiff briar looks awesome

tired tree
#

@stiff briar what kind of wall boundry system are you using? Fade to black?

stiff briar
#

we had tried the fade to black about a year ago but the feedback we were getting from public demos was that it breaks immersion. So ever since we replaced it with a pushback type of system. It is very subtle and gentle as to not make someone nauseous (unless you keep bumping into the same spot on purpose lol)

tired tree
#

mmmm, so its not 1:1 pushback?

stiff briar
#

how would you define 1:1 pushback?

tired tree
#

pushing into a wall keeps you at the contact point

#

you said it is smooth a gentle, which wouldn't be that 1:1

stiff briar
#

well it pushes you back the moment you are crossing the geometry's collision. So to the user it should feel 1:1

sturdy coral
#

@stiff briar I could definitely see a dynamic FOV restricting helmet that would fit in with the art style, a more fantasy version of this:

#

(from the new wolfenstein)

tired tree
#

ah, ok...so its character collision basically. Normal stuff, sorry thought you were working with something new

#

it is the same direction I took

#

believe that h3vr went that route as well now.

stiff briar
#

yeah I think it makes more sense than fading to black, at least that's the feedback we got from users

#

@sturdy coral yeah something like that would be super cool

tired tree
#

its the default in my plugin, but I get a few users reporting players not liking it, so I am always curious when people move over to it

stiff briar
#

one issue i find being quite dominant in VR and not so much in non VR (although it depends on the community lol) is that opinions are often divided into equally large groups of people

#

take freeform locomotion for example, many people love the idea but just dont feel comfortable with it...another (probably equal number of people) group would almost refuse to play anything not having that feature

tired tree
#

its entirely possible to mix the two as well, run vision darkening during pushback as an option

stiff briar
#

we kinda mixed things up in a similar fashion with teleportation. We didn't do anything new, just had a slight fade taking place every time the player teleports. Before we would just instantly teleport them without any fades. To some it didn't make much of a difference, others seem to love it

tired tree
#

I don't like the fading personally, but it has game advantages, it can help cover LOD transitions and other things

#

so it in some cases it is likely worth keeping regardless

wicked oak
#

replication is hell

stiff briar
#

a lot of users also seem to think it makes the teleportation more comfortable

wicked oak
#

and in VR is worse

#

becouse you dont have 2 heads to test

#

so to develop vr mp, you need to make a Vr simulator mode

#

that lets you do common actions while not in VR

#

mine looks like that

#

ive coded the character to have a few preset hand positions

#

how do you test it @tired tree ?

stiff briar
#

looks good @wicked oak

wicked oak
#

becouse then you have the issue of motherfucking steam systems that wont let you connect on the same pc. so i have to copy the game into another pc, and try to run it through a different steam account

silk lodge
#

I stick both vr headsets on my head! ๐Ÿ˜ƒ

#

(in sli)

wicked oak
#

btw both of the characters are broken op in different ways

#

the guy with pistol and sword can instakill anyone with it

sturdy coral
#

@wicked oak another tool to look at is demo recording and replay

tired tree
#

i prototype most of my multiplayer out of VR, and check for technically hard to test things in VR between two computers

wicked oak
#

and the bow is explosive

tired tree
#

but you have to realize, I built my plugin around multiplayer from the beginning and its more than a year on now, been able to grind down issues over time

wicked oak
#

i still have to implement the proper replication system

#

this one is still using the older Aquila code wich just spams server RPCs with the updated pawn transform

#

bow is recoded, now it works "lag free" in the fact that is instantly responsive

#

the damage comes later ๐Ÿ˜ƒ

#

replicating the arrow was giving me tons of headaches

#

so i dont

#

the client calls a "server create arrow" and "server launch arrow" on the Bow

#

when the arrow hits, it calls server arrow report hit and does its impact FX

#

of course, hacking that "server arrow report hit" would be possible. But it only works if the server knows there is an arrow flying there already

tired tree
#

mmm

sturdy coral
#

cloning inputs could be a good tool, I haven't done that yet

tired tree
#

you are doing fully client side, thats fine with non pvp

sturdy coral
#

have e.g. a mirror link version of yourself

tired tree
#

you would get a ton of complaints in pvp

wicked oak
#

yes, becouse i want it to be really responsive

#

its the server who does the final damages and similar, but if you hit them in your pc server will validate it and do so

#

its just that lagging in VR feels awful

tired tree
#

I know, I consider VR much more important for more client sided authority than any other game platform

wicked oak
#

i make sure to add some basic anticheat checks for now. to avoid stuff like players instakilling everyone in the map

#

wich is a goddamn headache on so many levels

tired tree
#

more so since there tends to be a lot more physics interactions as well if not doing a straight shooter

wicked oak
#

there is a game that did melee combat

#

but its glitchy as fuck

#

people still play it.. i couldnt release something in that state

tired tree
#

there are a lot of them..which one?

wicked oak
#

melee combat PvP

#

with swords and stuff

sturdy coral
#

no one has done multiplayer sword fighting yet have they? It basically seems impossible without something like swords simulated to act as if they were really heavy and sluggish

wicked oak
#

one guy did

#

its glitchy

#

i definitely wouldnt release that thing

#

swords seem to be simulated and replicating the physics

sturdy coral
#

what I've thought of it a really slow and heavy attack sword

#

and a fast defense sword in your other hand

#

the fast one would be all client side

#

and the heavy one would take advantage of inertia and stuff to do prediction

wicked oak
#

clunky

#

for my rpg-ish game (wich is PvE) i went with a 100% clientside sword

#

and even enemies

#

they wont damage you unless you get hit in your pc

sharp swan
#

I've planned to do something with melee in VR and wasn't even thinking about using physics for it at all

sturdy coral
#

yeah PvE is different

wicked oak
#

that lets you do stuff like 100% responsive parrying

#

feels great

#

too bad its too much competition

#

i might still use that concept for the scifi game

#

i just got that dungeon crawler they just released

#

in oculus

#

its really high budget

sharp swan
#

whats it called?

wicked oak
#

The Mage Tale

#

its by the same guys from The Bards tale

#

uses the same assets in fact

#

one interesting thing they do is that all "menu" options are physical and the like

#

you press buttons in a table

#

or you eat a potion to load a savegame

#

and for aiming the spells

sharp swan
#

ahh hell yeah its inXile ๐Ÿ˜„

wicked oak
#

its half gaze aim and half proper throwing

#

when you cast a spell, you have a typical gaze aim

#

your spells will be autoaimed there, but its more of aim assist

#

you still need to throw the stuff roughly in that direction

#

its not a bad idea

tired tree
#

strangely enough, AltspaceVR has multiplayer physics melee combat in their tavern, its server sided movement on the weapons so they are a little unresponsive but it adds weight to how much to can swing them. While not perfect, the concept is serviceable as a start.

sharp swan
#

i need it. not willing to buy it on oculus store though.

wicked oak
#

well its by Oculus Studios...

#

tldr paid by oculus

sharp swan
#

thats a shame

wicked oak
#

i think i could make a kickass cooperative dungeon crawler, but i just cant do it in a fantasy setting

#

my game would be unfairly compared to things like that Mages Tale

#

btw, im going to push a big update to DWVR steam version soon-ish

#

for the steam sales

#

would you help me testing it?

#

i need people to roast it

sharp swan
#

make one in the Vampire the Masquerade style

wicked oak
#

thats the issue, style. I was thinking on the scifi style becouse i could do stuff by myself

#

as i have no artists

#

lowpoly style and stuff

sturdy coral
#

@wicked oak is it full oculus studios? those usually have indefinite exclusivity but I thought I heard this one was 12 months

sharp swan
#

12 months gives me time to get a new GPU and the x299 chipset to sort itself out :p

wicked oak
#

for my next game i need to make sure i can do the art myself

#

becouse if a cool artist does cool stuff, and then i cant continue on that, then i cant continue the content

#

like what happens in DWVR and why i only have 3 maps

sturdy coral
#

@stiff briar how many artists do you guys have? your stuff looks great

sharp swan
#

im not touching art in mine. Just gonna prototype, pitch, crowdfund if possible and then put it in the bin when I dont get enough money, realise I've wasted my life, put a VR shotgun in my mouth and blow my polygon head off, before taking off the VR helmet and resigning myself to basic web development ยฌ_ยฌ

wicked oak
#

lol pitch and crowdfund

sturdy coral
#

hah don't count onf crowdfunding

sharp swan
#

im not

sturdy coral
#

if you want crowd funding you've got it backwards... have an artist show pretty pictures

#

and hire the developers ๐Ÿ˜›

sharp swan
#

the pitch is for investors. The crowdfund is because it's worth a shot

wicked oak
#

i got nice profit with DWVR, its near 10.000$ in sales. But remove steam cut, remove taxes, etc

#

and while its profitable, its not profitable to hire professional artists

sturdy coral
#

I'm just feeling no shame in using lots of marketplace stuff

wicked oak
#

lol

#

look at my guns

#

SCIFI weapons dark and light

#

and the maps are built out of infinity blade assets

sturdy coral
#

robo recall is full of it, player unknown's is full of it, I keep seeing marketplace stuff everywhere now

wicked oak
#

but the guy who made the maps did a great job building the map from that

sharp swan
#

I wouldn't have a problem with that either as I plan to sell to people who dont use the marketplace to know :p

wicked oak
#

i swear i see Top Down Scifi

#

EVERYWHERE

#

like literally on every indie game that has scifi stuff on it

tired tree
#

marketplace assets are more of a problem for VR, where they are likely heavier than what is ideal

sharp swan
#

sidescroller. it's on all platforms now

#

I wonder if anyone has finished a game with the RPG Toolkit yet

sturdy coral
#

I hope someone gets the photogrammetry workflow down really well

#

and we just get tons of scans of stuff at really cheap prices

stiff briar
#

@sturdy coral thanks! well about a year ago we had two artists, now we have 4

wicked oak
#

this pack

#

makes some serious buck

#

its everywhere

#

absolutely everywhere

tired tree
#

man... LegendreVR talking about the point cloud stuff for VR yesterday made me want to pull out my voxel plugin and start in again on procedural stuff for VR, its way more fun.

wicked oak
#

procedural is hella fun

#

for my dungeon crawler im prototyping the worldgen in 2d

#

in pure C++ with SFML

tired tree
#

it wouldn't take much for my voxel shader to make those billboards for the cloud data

wicked oak
#

i want to get the algorithm down

#

becouse i want the levels to have some flow, like warframe or diablo do

#

i dont want purely RNG room stitching

#

becouse that gets boring super fast, and its super confusing

tired tree
#

there are a lot of different dungeon generation methods out there

wicked oak
#

the one i want to do is more like the diablo 3 ones

tired tree
#

branchking weighted tree space partitioning is the cleanest i have seen

wicked oak
#

no, i wont do those

#

i want to do room based generation

#

i mean, with premade chunks

tired tree
#

yeah, like that

wicked oak
#

the idea would be that each "mission" would have a graph

tired tree
#

it generates room layouts in a branching tree then then goes back and fills in corridors

wicked oak
#

like a starter room, then 2-4 rng rooms, then a big boss room, and then 2 paths from there

#

and so on

tired tree
#

oh...like Binding of Issac

wicked oak
#

no, like diablo

tired tree
#

you know there is a lot of room for a BOI game in VR

#

its also really indie accessible

wicked oak
#

BOI is 100% on a grid, and im sure its generation just creates a graph on the grid

#

a extremelly fancy version of that is what path of exile does

#

its on a grid

tired tree
#

BOI is very simplistic yes

wicked oak
#

it generates rooms

#

it adds doors on the critical path

#

and then it adds the geometry

tired tree
#

oh you want open room generation

sturdy coral
#

legend of dungeon has a Vr mode

tired tree
#

i mistook some of what you said

sturdy coral
#

but it is just third person

wicked oak
#

no i dont. I want a generation that just has a list of premade sublevels and assembles them

tired tree
#

legend of dungeon is great in vr

wicked oak
#

a example would be Strafe, or Ziggurat, or Tower of Guns

#

its really common on FPS-y games. But i see them allways failing in the same way

#

of making the levels way too rng

#

just randomly plopping rooms

#

i want to give it some flow

#

becouse one would get hella lost if its rng in vr

sturdy coral
#

did any of you ever try out doom's snap map?

wicked oak
#

yeah, thats kind of what the system would do @sturdy coral

sturdy coral
#

it looked like it would lend itself to procedural

wicked oak
#

just assemble premade rooms

#

thats exactly what i want to do @sturdy coral

#

but damn , ue4 sucks at it

stiff briar
#

have you guys played around with Dungeon Architect?

wicked oak
#

and it sucks HARD at it

#

@stiff briar its cool, but useless

#

its very neat, but the issue with a procgen system is that it needs to be done per-game

#

and again, ue4 sucks REALLY hard at procedural levels

#

becouse you need to use dynamic light

#

and you know how balls slow ue4 dynamic light and culling is

tired tree
#

I like that method a lot too

wicked oak
#

thats similar to what dungeon architect does

#

if not the same algorythm

#

my dungeon prototype was done with dungeon architect

#

but its "snapmap" style generator is not very good

#

its really damn dumb

#

it just rng plops rooms from a list

sturdy coral
#

did doom's snap map actually support any baking?

wicked oak
#

doom doesnt need baking

#

its all dynamic

#

doom engine is just optimized for it

#

they have proper light culling (ue4 does not have light culling for what ive tested)

#

at all

#

only frustrum culling for lights

sturdy coral
#

ah I thought they had some

wicked oak
#

this means that if you are in a FPS generated dungeon

sturdy coral
#

one good tool they have

wicked oak
#

and look into the center

sturdy coral
#

is every light also gets a bounding box

wicked oak
#

you will render ALL the lights in the dungeon

sturdy coral
#

in doom, so you can prevent non-shadowed lights from leaking through walls

wicked oak
#

you can guess how massively slow that is on vr

#

oh thats neat

#

obligatory epic plz

#

so basically rendering a light as a box instead of a sphere?

sturdy coral
#

@wicked oak in the vanishing of ethan carter VR teardown thing they mention there is light culling

#

they talk about how a single pixel was getting through in a few cases and preventing it

wicked oak
#

somehow i could get 10 fps looking into a wall

#

becouse it tried to render all the lights and all the shadows in that direction

#

its so bad i was doing prototypes in unity

sturdy coral
#

doom looked like it had a good shadow caching system too

wicked oak
#

yes. Doom only rendered the lights that had dynamic objects around them

sturdy coral
#

similar to what they added in ~4.14 where if nothing is moving it is cached

wicked oak
#

nah, the 4.14 one is nowhere near as good

sturdy coral
#

but also they super impose moving things

#

yeah

#

they super impose movables so they don't have to rerender static stuff at all ever

#

unless the light is moving

wicked oak
#

UE4โ€™s pretty naive light culling (simple frustum test, plus a screen area fraction cap) was simply doing a bad job, and we had no way of even knowing which lights they were.

#

from ethan carter

#

exactly what i was saying

#

no light culling

#

for my dungeon prototype i had to do "culling" myself

#

by setting ALL the rooms to hidden by default

#

and only letting your room + adjacent to be visible

sturdy coral
#

yeah

#

but it has light culling in principle

silk lodge
#

could I hijack this lighting conversation to talk about audio spatialization?

sturdy coral
#

just doesn't work for shit I guess ๐Ÿ˜›

wicked oak
#

frustrum culling doesnt count as any kind of proper culling

#

its 70s tech

#

cant they do like the thing they do to cull static geometry?

#

they do cull that

#

just check the light as a sphere

sturdy coral
#

oh I thought they at least attempted that

wicked oak
#

no it doesnt lmao

#

its just a frustrum check

sturdy coral
#

cause that article talks about pixels popping through

#

through foliage

wicked oak
#

thats about meshes

#

not lights

sturdy coral
#

ah indeed

wicked oak
#

also, you cant really load maps into maps dynamically

#

ue4 breaks itself really hard

#

unity can do this, but maps wont have a transform

sturdy coral
#

I guess there is still a tiling thing that goes on

#

even in deferred

wicked oak
#

so to do the procedural stuff, you need to set the whole map to "dynamic", and then move it

#

the cool thing is that it keeps the lightmaps

#

in unreal, if you have a statically baked thing, and try to move it, it will remove the bake

#

in unity it keeps it

sturdy coral
#

I don't know if the grid extends into Z with deferred

wicked oak
#

so you can just bake it on the sublevels, and load them into the main level, and thne move

sturdy coral
#

but that would effectively cull out some lights

wicked oak
#

and you keep your baked light

sturdy coral
#

ish

#

but not shadowed ones I guess

wicked oak
#

Forward does much better on the "look at wall" test

#

i guess becouse pixels dont check the lights as the lights dont affect those pixels

sturdy coral
#

yeah they are looking up into this grid data structure(in the shader) I think (so the shader won't consider lights outside of their 3d grid cell)

silk lodge
wicked oak
#

not the same thing mate

#

that one is more for AO

silk lodge
#

well, it had some of the same words ๐Ÿ˜ƒ

#

so I'm trying to make a "big" audio source - basically right now audio is very direct and you can pin point it

wicked oak
#

close enough

silk lodge
#

sorta a mix between spatialized and non-spatialized audio

sturdy coral
#

@silk lodge they just added that in the oculus audio sdk

#

"Added volumetric rendering to sound sources to support sound emanating from a spherical volume instead of a point-source. Set to 0m to render a point-source"

silk lodge
#

you're the best!

#

how do I get this new feature into my stuff?

sturdy coral
#

may be in their github branch

#

other than that I'm not sure

#

and I'm not sure if that new feature is exposed into the UE4 audio attenuation settings or what

silk lodge
#

I'll check the changelogs

wicked oak
#

Performance was a huge team focus, and I mean all departments, not just code. On code performance side, I could say though that our philosophy was โ€œearly optimization is the root of all goodโ€, and the results speak for themselves. For performance, I must also give credit to the consolesโ€™ profiling tools; this is an area where PC has a lot of catch up to do.

#

he is so right

#

ps4 performance tools are gold

#

Tiago: The engine actually supports a fairly generous amount of light sources, conceptually > 100k, but we do clamp to a sane maximum of about 8k, although if youโ€™re using that many light sources youโ€™re likely doing it wrong! The amount of shadow casters is limited by the video memory we have to cache our shadows, so for a single frustum and for performance we do clamp to 256 shadow caster lights โ€“ it could be increased, but at performance cost and again, if youโ€™re using that many, you are likely doing it wrong for shadow map based approaches.

#

try rendering 256 shadowcasters in unreal

sturdy coral
#

hah yeah

#

I believe one of the teardowns said the cached shadow maps are going through megatexture too

wicked oak
#

yup

sturdy coral
#

I was looking into sparse texture stuff the other day, really wish UE4 would use it

opal bobcat
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i was doing 400 shadow casters in my project

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4 light sources wtih 100 cubes

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took my fps down to a crawl

sturdy coral
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apparently for things like shadow maps and material maps you can put the solid areas in lower mips and only keep the edge data in higher mips

wicked oak
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@opal bobcat

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they mean 256 LIGHTS casting shadows

sturdy coral
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UE4 doesn't even have good way to set resolution on individual spotlights does it?

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I think I saw in answerhub every one would get it from global shadow quality settings

opal bobcat
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256 lights? i cant even do 4

sturdy coral
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@opal bobcat that wouldn't be 256 with movables in view of each one though

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lots would just be fully cached

opal bobcat
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4 with just 100 movables is too much

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needs computers to hurry up and get more powerful

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otherwise visualizing thousands/tens of thousands of pieces of data is just not practical

sturdy coral
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@opal bobcat well you can at least compile the linux kernel in 15 seconds now ๐Ÿ˜ƒ

opal bobcat
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lol i remember when it took me like an hour

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but that was back in the 486 days

sturdy coral
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yeah.. I ran gentoo back in college and wasted so much time compiling

wicked oak
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basically, coreeeeeeeeeeeeeeeeeeeeeeees

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seems a legit system, butthere is clearly going to be a bunch of latency when going from die to die

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not like games are going to use more than 8 cores

opal bobcat
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is their usually any performance gain between running in pie vs packaged exe?

wicked oak
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yup

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a massive difference

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specially if you compile in Release

opal bobcat
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in terms of fps. like 10 average?

wicked oak
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but that one is CPU performance

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like twice

opal bobcat
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huh

wicked oak
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(my game is cpu bound)

opal bobcat
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i dont think my project is cpu bound

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just gpu bound

wicked oak
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release turns on all the optimizations

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development has optimizations, but not all of them

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not the really aggresive ones

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thats why its debugeable

opal bobcat
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right,

wicked oak
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and well, you dont have the resource hog that is the editor

opal bobcat
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yeah i know about that

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im curious though

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i compile but ddo a hot reload in the editor

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does it still compile to the debug that i have set in my VS

wicked oak
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no

opal bobcat
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or does it automatically make it release?

wicked oak
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when you do a releease build

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it rebuilds everything

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even the editor

sturdy coral
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what are the main optimizations missing? editor doesn't do link time optimization right?

wicked oak
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well, not the editor

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the engine

opal bobcat
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release build you mean setting VS to: shipping ?

wicked oak
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to start with, all the editor overhead is gone

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debugging overhead is gone toce

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in my case it was a MASSIVE increase in performance

opal bobcat
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ill have to test

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ive only done fps checks on PIE

wicked oak
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but, again, my game is cpu bound

opal bobcat
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and the fps is generaly dismal

sturdy coral
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yeah I get a massive increase too

opal bobcat
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well actualy if i turn shadows off

wicked oak
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dont worry, if you manage your game to run fine in PIE

sturdy coral
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I can run with a scene capture out of editor

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and not in editor

wicked oak
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you will be sure it will be performant

opal bobcat
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oh its not a game

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its a utility

wicked oak
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thats kind of what ive done with DWVR

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but still its heavy on the cpu...

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damn dx11 driver overhead

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using hlods just bloats the memory to 3 times the original size of the game

sturdy coral
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yeah, I can't wait to move to vulkan

opal bobcat
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still id like it to be nice and 90fps since its vr

wicked oak
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and doesnt improve performance that much

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i prefer to get better image quality

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my pc is below min-spec

opal bobcat
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dx12 is win10 only right?

wicked oak
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gpu is minspec, but i7 2600k is supposedly below minspec

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but i have it overclocked to hell

sturdy coral
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yeah, so you can't get on the oculus store with it (if it is a requirement)

wicked oak
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how is the DX12 implementation?

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i wonder if that would work on vr and stuff

sturdy coral
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I haven't tried it on stock, but I did try it with vrworks and it doesn't work

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it is missing implementation for one of the extensions multi res is using

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dx12 has it implemented by ue4 doesn't in the rhi

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from some of what I've read they will still have a lot of work to do to get much advantage, all the draw calls can be threaded and stuff but the engine isn't setup for doing it

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I think I might have seen somewhere that scene captures get an improvement already though and run in parallel

wicked oak
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oh it does

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what do you think it does on consoles?

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ps4 runs my game faster than pc

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at same resolution and same settings

opal bobcat
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does ps4 use dx12?

wicked oak
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it uses GLM

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basically sony version of vulkan/dx12

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created far before them

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its a sony specific graphics API, to access the exact hardware the ps4 has

opal bobcat
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typical sony

wicked oak
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looks a lot like a better vulkan

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but it does has all this whole queues and command buffers and stuff

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they offer GLMX wich is a higher level version of the API, wich is much more like DX11/opengl

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inside it it just calls the low level api

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so you can just get it running on glmx wich is much more typical, and replace parts with low level glm

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then they got some seriously kickass debugging tools

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way ahead what pc has

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i open the profiler

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and, no kidding

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i got 20 fucking graphs

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on the GPU

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i can see all the pipeline stages of the gpu, and how full are them

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for example if i have shaders too heavy, the "pixel shader" stage will be at 100% and bottlenecking the rest

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while if i have far too many drawcalls, "command processing" will be the one bottlenecking

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you cant do that on PC

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at all

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at least that i know

opal bobcat
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wait

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i ran a profiler in ue4

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it tells me if different things are taking to long

wicked oak
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thats ue4 internal profiler, and its cpu only

opal bobcat
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no the gpu one

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gpu profile

wicked oak
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but it does have a GPU section wich are gpu stuff. But its not that completely accurate

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it can bug out

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its not the same as this profiler

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thats just the time each render pass takes

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the ps4 gpu profiler tells me exactly the % use of each of the parts of the GPU

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and also from all the memory busses

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and from every core

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its like this windows thing

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but taken to the absolute extreme

opal bobcat
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so do you need a special ps4 dev thing to do all that

wicked oak
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yes

opal bobcat
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yeah how much does that cost?

wicked oak
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it also has a CPU debugger that can capture what happens in one frame of your game

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and exactly what happens with your threads

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and what code is running on each thread, in a timeline view

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its on google, easy to find the price

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its not accurate, but its fairly close

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NDA-d

opal bobcat
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ahh

wicked oak
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they also have a renderdoc style gpu debugger

opal bobcat
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well im just going to assume the cost is Not Cheap

wicked oak
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that stores all the drawcalls and can replay them/check buffers

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but its better than renderdoc, more low level

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as its designed for exactly 1 gpu

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then you get stuff to record gameplay, you get stuff to record input and play it back, you have log viewers, you can access ps4 hdd from the pc, etc

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funny shit, the devkit has 2 ethernet ports

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it has 1 dev ethernet, wich is used to connect to LAN to connect to the PC

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and then it has a normal ethernet connector for normal internet

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and well, tons of debug options

opal bobcat
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sounds nice

wicked oak
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all of that is free

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doesnt matter if you are indie or AAA, you get access to sony stuff, you can get it

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of course, you need a devkit to use it

opal bobcat
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still though i think i'd rather develop for the pc platform, just more capaibilities all around

wicked oak
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but its not sold separately (looks at wiiu devkits)

opal bobcat
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even if its not as performance efficient

wicked oak
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wiiu and 3ds devkits sell debugging as DLC

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and im not evne kidding

opal bobcat
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but then again im not making games

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so puting non games on a gaming console would be silly

sturdy coral
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so does dx12 and vulkan get similar improvements today?

sturdy coral
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@wicked oak this is where I read it wouldn't really speed things up yet, but it looks like it was from 2015:

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"D3D12 will allow parallel command list building, which D3D11 did not (efficiently). Ideally the engine will do less and less work on the RHI thread and more work in command list building tasks. This can enable massive parallelization of rendering. However, a huge amount of work has to be done to refactor the renderer to get those gains."

ripe vault
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Does anyone know why Launch Image setting in project settings for Google Daydream builds might not be working? I tried loading a blank level and then forcing a quick splash before the level a person would begin playing, but even that is slow. I want something to appear while the game is first loading. Any ideas? Thank you.

mighty carbon
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@stiff briar why does your game have "moderate" comfort rating ?

stiff briar
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@mighty carbon where did you see that?

mighty carbon
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@stiff briar Oculus Home game's page

stiff briar
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this is out of date information for the time being, it is from older builds and demos

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that one is probably from the very first demo we posted back in...Fall 2015 it wasnt even interactive

mighty carbon
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heh

stiff briar
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although on a different note, our closed alpha that got released November 2016 was far less optimized than what we have right now and what we will be releasing in August. For a start we were using deferred rendering back then

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right now we are on forward, disabled post processing etc

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still looks as good but performs much better ๐Ÿ˜„

mighty carbon
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gotcha

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@stiff briar btw, by ranged class I meant a character that uses bow, cross bow, throwable weapons, magic projectiles, etc. (kind like Heretic/Hexen, or Darksiders where War used that stake gun and pistol)

stiff briar
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in that case then our current character is a hybrid melee/ranged. Player can fight with a sword, staff or cast ranged spells ๐Ÿ˜ƒ

mighty carbon
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๐Ÿ˜ƒ

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@stiff briar will it run fine on i3 Skylake 3.7Ghz and 1060 6Gb ?

stiff briar
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I can aswer the 1060 part of the question with certainty, we have a 1060 that runs the game fine. The CPU we use on that rig is a 3+ year old i7. Have also tested the game on i5s but didn't get to actually test on any i3s, not yet at least

mighty carbon
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๐Ÿ˜ฆ I see

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@stiff briar did you guys work on the game full time ?

stiff briar
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more like 2x full time but yeah, by dev standards I d assume that's the full time ๐Ÿ˜ƒ

digital marlin
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@stiff briar what game are you working on ?

stiff briar
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@digital marlin The SoulKeeper VR

mighty carbon
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lol, I just realized I was looking at Mage's Tale while thinking of The SoulKeeper VR ๐Ÿ˜›

stiff briar
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lol np

mighty carbon
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you guys don't have the storefront there yet, right ?

stiff briar
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not on Oculus, not yet

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the Steam storefront is already up, needs a bit of updating too though

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screenshots and vids are from the closed alpha so they dont represent the product that accurately anymore

digital marlin
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hey looks great

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How are you handling movement if you don't mind me asking?

stiff briar
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freeform controller based locomotion, as well as teleportation, and roomscale (with the usual limitations the last one usually has), all optional, letting the user play whichever way they feel most comfortable with

digital marlin
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ah nice

mighty carbon
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@stiff briar any ETA for Early Access hitting Oculus Home ?

clever sky
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Chat got super active last night.

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Nice.

stiff briar
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@mighty carbon same as Steam, August 15th ๐Ÿ˜ƒ

clever sky
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So how long do you think it'll take to play through Myron?

stiff briar
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i d say 6-7 hrs give or take

clever sky
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Nice nice.

digital marlin
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that's great.

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Good to see some VR games that aren't based on a 10 minute loop

glossy agate
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@stiff briar really cool. Will this be a 3 year dev cycle when your done? How many people on the team?

mighty carbon
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if the game is good, there better be DLCs planned ๐Ÿ˜ƒ

glossy agate
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Oh yeah, was gonna ask if he was going EA too.

mighty carbon
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yeah, August 15th

glossy agate
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I meant, is it full release, or an EA release. Unless that's what you meant I haven't checked on steam

mighty carbon
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EA

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btw. I think I finally cracked down on Gear VR controller and got it working in my project ๐Ÿ˜ƒ

glossy agate
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Nice. That the last thin you need to release?

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Thing*

mighty carbon
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nah, but it's one of the critical ones

plain glade
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hi there I got some errors with my vive

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when I play in VR mode . I got ue4 unresponsive editor error

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Its workin with the other projects but in UE4 I got this problem

plain glade
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and also I have one more problem about cross eye..

jaunty shell
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@plain glade the compositor is going nuts on my end too, buts that's not really an issue when you put the headset on

plain glade
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the other problem seems fixed but now I got cross eye problem ๐Ÿ˜ƒ

jaunty shell
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no idea about the crosseye issue

pearl tangle
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are you in direct mode?