#virtual-reality

1 messages Β· Page 120 of 1

plain glade
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not exactly

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I cant enable direct mode

jaunty shell
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πŸ€”

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using a laptop of some sort ?

plain glade
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yes

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I

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I'm using laptop

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but in the other projects it works fine also I have gtx 1050

jaunty shell
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are the mobile 1050 labeled as VR ready ?

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I'm not sure

plain glade
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I tried with altspace VR

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its working perfectly

jaunty shell
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hgnn

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intel HD

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that's why it can't go to Direct

plain glade
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but theres no more port πŸ˜„

jaunty shell
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yeah that's optimus

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basically the nvidia gpu is rerouted to the intel chip

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that's what fucks up VR on optimus laptops

plain glade
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so any idea to fix it?

jaunty shell
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are you using extended mode for altspace ?

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is it something like that ?

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and for the optimus related problem, there's sadly no way to fix it

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that's why you always have to check when buying a laptop for VR, that this laptop is NOT fitted with optimus

plain glade
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yeah like this ...

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but with tutorial or the other project

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its working perfectly

jaunty shell
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GTX1060/70/80 laptops aren't equipped with optimus anymore

plain glade
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why in ue4 editor doesnt work

jaunty shell
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other project ?

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in UE ?

plain glade
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not in ue

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for example steam vr tutorial

jaunty shell
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well UE requires direct afaik

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extended is deprecated now

plain glade
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so I should buy new pc ? πŸ˜„

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should I πŸ˜„

jaunty shell
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well :/

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seeing its a 1050 equipped laptop (so recent one), that's a bit sad to buy a new one

plain glade
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my company already ordered a desktop pc with 80

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with 1080

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I should wait it πŸ˜„

jaunty shell
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should work well with that then

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but yeah, the optimus trap is vicious when you don't know about it

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3 years ago, I couldn't use my laptop anymore to dev for VR with the Oculus DK2

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because it wouldn't work with direct mode and Oculus was pushing Direct

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That day I hated Optimus more than ever πŸ˜„

plain glade
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its so silly problem....

pearl tangle
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you can still use vr stuff from unreal with extended mode on, just not the play in editor

jaunty shell
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@pearl tangle from a dev pov that's not a really practical solution to build everytime you want to test changes 😦

pearl tangle
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its what we always had to do back before 4.7 when they first added in the vr preview

wicked oak
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i tested one thing

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MSAA + GPU particles = DEATH

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msaa REALLY dislikes small particles

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i went and turned down my gpu particles a ton to improve performance considerably

jaunty shell
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@wicked oak that may be why I had terribad performance with point clouds 😦

wicked oak
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thats very possible

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but with point clouds you are better on deferred + taa

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temporal will probably improve your point clouds

jaunty shell
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could do yeah

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all using procedural doors yay

wintry escarp
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whats that cupboard on the left that opens horizontally?

jaunty shell
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oven πŸ˜ƒ

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need to model the faΓ§ade of it, same for the microwave that tops it and the wine cellar next to the drawers

plain glade
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I got 35-45 fps in blank project

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with htc vive and ue4 4.16

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and with cross eyed πŸ˜„

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I think this is not normal

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normaly I should get 90 fps with blank project

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Am I right?

mighty carbon
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Interesting

fresh laurel
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@mighty carbon Looks awesome thanks

mighty carbon
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😸 np

clever sky
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@jaunty shell but cabinet doors don't have handles on the inside.

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Also, you need to let my select things like bevel profile, grooves, moulding, finishes, etc πŸ˜„

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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@wintry escarp got controller working properly for locomotion and interaction. Hopefully will update test build after work.

mighty carbon
clever sky
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Microsoft attempts to solve ecosystem fragmentation by adding new standard.

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Now there are 15 standards.

sturdy coral
clever sky
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That's the one πŸ˜„

stiff briar
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@glossy agate 12 full timers right now + 3 who do what they can when they can. We expanded the team recently, before that we had a time there were 3 of us, and then there were 5-6 of us for quite a large portion of the project. We plan frequent updates once the Early Access hits release.

glossy agate
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Awesome! That's a good size team

stiff briar
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yeah we are really happy with our current lineup, lots of talented and hard working people πŸ˜ƒ

mighty carbon
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if you don't mind me asking, where is funding coming from, @stiff briar ?

stiff briar
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self funded

mighty carbon
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o.O

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like, royalty based or people get paid for full time work?

stiff briar
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I hope you understand @mighty carbon that I can't share any info on any internal processes and inner workings of the company

mighty carbon
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I don't know about that, but ok, no problem

sturdy coral
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I wonder if Raw Data's PVP update is going to include sword fighting with the saija character and actually attempt to have saija vs saija with blocking and stuff

fair hearth
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Does anyone here know how to load levels in vr without having the vive kickback to the steamvr loading screen?

I've tried using epic's vr load splash screen but it doesn't appear to work

stiff briar
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@real sage or @upbeat meadow might have an idea or two about that

fair hearth
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Ideally I'd love to make something similar to the portal games where there's a tiny space to look around while the level loads,

I know currently that there's an issue with the engine not being able to render anything when the level load command is triggered. So I'd have to stream the levels but I'm not sure what's the best option at this point.

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If it does end up where I have to use level streaming would it make sense to have everything on the same persistent level and then load in the different scenes via level streaming?

clever sky
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Given that you get big frame hits when streaming in a new level...

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it's best if you just do something like stereo layer render

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while loading.

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I think Robo Recall uses a similar technique.

fair hearth
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So essentially load a cubemap? What's a stero layer render?

clever sky
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Yeah

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stereo layer renders get sent to compositor

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so you know when you open the steam menu... that's all rendered in compositor

fair hearth
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Ohh that sounds like what I want!

How?

clever sky
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There's a stereo layer render option in Unreal. Just do a bit of googling.

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I've seen people do level streaming.

silk lodge
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@fair hearth I've done level streaming

clever sky
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Depends on the size of the chunks.

silk lodge
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@fair hearth it's pretty easy to do actually

clever sky
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How do you avoid frame drops during level streaming puzza?

silk lodge
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I only make the levels visible once they're streamed in

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I have a base level

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it's got some basic text and stuff in it to read

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and then I stream levels into that

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and hide all of it's things when I do the switch

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which I hide behind a camera fade

clever sky
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So if you don't show the levels while streaming, it doesn't impact frame rates as much?

fair hearth
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@clever sky so I found the stereo layer node, do I have to put that in the level I'm loading from, or the level I'm loading too?

@silk lodge that sounds like what I want to set up, how are you handling your level hierarchy? Do you have one persistent level with multiple streamed scenes?

clever sky
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Not sure. Haven't used it myself. Last time I tried it was buggy.

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But that was 4.13

silk lodge
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@fair hearth yeah!

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they all start out not visible

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and we have a function that loads in new ones as we wish

fair hearth
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That sounds cool.

Here's what I'm thinking on how to implement it, let me know if I'm on the right track,

  1. Have persistent level relatively empty

  2. Have each seperate level streamed based on the level that the player selects

  3. On Teleport to the selected level fade the camera then change the player pawn to the one in the streamed level, (this would be easiest for me due to different levels having different player pawns)

  4. profit?

One thing that I'm concerned about is light building,

Would having all my scenes on one persistent level require me to build the lighting for all the scenes at once? How do directional lights etc work with streamed levels in this manner as my scenes have different lighting scenarios

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Note: I didn't mean lighting scenarios as in the actual feature, just different lighting situations

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@silk lodge

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Thanks for your help btw, It's nice to finally get a handle on this

silk lodge
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yw! Glad I could help!

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now make me some games!

sturdy coral
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@fair hearth one thing to watch out with for lighting scenarios:

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"When a Lighting Scenario level is present, lightmap data from all sublevels will be placed inside it so that only the DayScenario lightmaps are loaded when it’s daytime. As a result, lightmaps will no longer be streamed by sublevel."

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that was in the 4.14 changelog, I don't know if it was changed in later versions

fair hearth
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Thanks @sturdy coral ! I'm not currently using lighting scenarios, but that's good to know!

mighty carbon
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is this old or some new shit ?

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real needle
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Hey #VR friends. I'm hosting a VR Game Jam in NYC this August. There's 100 tickets, hurry up and get yours https://www.patreon.com/Unity3D

If you're not in NYC a

Patreon

Become a patron of Unity NYC today:
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Hey #VR #Gamedev friends. I'm hosting a VR Game Jam in #NYC this August. There's 100 tickets, hurry up and get yours https://t.co/QgWXuF5nZh https://t.co/9Tvok7QRq3

#

PS I run botht he unreal and unity groups in NYC πŸ˜›

pearl tangle
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more new toys. Should be good fun playing robo recall with this πŸ˜‰

digital marlin
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I thought that was a in-game VR screen shot

clever sky
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How's robo recall through ReVive?

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Didn't think it was too flash hot

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You guys played anything interesting in VR lately?

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Playing through Mage's Tale right now... oculus funded game from inExile... some really neat mechanics

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So much loading though. And the singing while loading. So much singing while loading. Just so much.

pearl tangle
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hah i wish our VR quality looked that good

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it works perfectly fine. The only slight annoyance is the grabbing stuff since the touch controllers are much more comfortable with that. Hanging out for the new steam vr contrllers to hurry up and come out or maybe I will just glue a vive tracker to the touch controllers hah

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loading is deffinitely a killer with VR. I want to play arizona sunshine but I just can not be bothered sitting through an hour of loading for 5 minutes of playing

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will try out a few other 1s with the wireless though and see how they go. I remember some games that were fun from a while ago but the cable became so annoying

clever sky
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Cable is always annoying for any 360 game

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The single biggest factor that stops me from turning freely.... as after a few turns, it's twisted up. Faster for the Rift D:

pearl tangle
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yeah there was this cool game that was like snake and you have a dragon attached to your controller and keep spinning around to pick up the things

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tangles you up in like 30 seconds but I was always keen to try it without a cable

clever sky
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Haha... sounds almost like a game to troll you into tangling the cable πŸ˜›

pearl tangle
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haha yeah it does a very good job at it

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was definitely 1 of the 1s where I instantly went, this is cool, but impossible to play with the cable

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also FYI to anybody around the area. https://www.meetup.com/ue4-sing/

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I have taken over the UE4 meetup group here

digital marlin
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..taken over?

wintry escarp
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i wonder what will happen to current rift users if oculus pull it to make a new version not using any zenimax code

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clearly zenimax plan to fuck them for as much and for as long as possible

clever sky
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@wintry escarp I imagine that the devices will get a firmware update?

pearl tangle
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@digital marlin yeah it was created over a year ago by a couple of other guys but they never got it off the ground

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I don't think them updating their code will change anything with Zenimax because they are saying it was their code that allowed them to get to that stage at all. aka without zenimax oculus wouldn't have a product

wicked oak
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zenimax is just patent trolling to the extreme

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of course if you get the engineers and tell them to write the same code again, the code will be similar

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non-literal-copy lmao

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there are only a few ways to implement a given algorithm

digital marlin
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Is it uncommon for pawns to have their own cameraComponent ?

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Or is that how one should do it?

clever sky
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Zenimax have been emboldened by their 500 million windfall. They have no reason to not push this thing to the extent that they can get away with.

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Then went whale hunting, and their harpoons have hit whale blubber!

wicked oak
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thats why they are in texas

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what the fuck they are doing in texas, the state of patent trolling

clever sky
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Yeah, it's essentially a company of lawyers.

wicked oak
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they are in the same district that gets all the patent trolling lawsuits becouse they allways are pro-trolling

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they dont do that in california where they would call bullshit

clever sky
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Ah well. Not my problem. Let the boys with money fight it out.

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Facebook basically came out and said - the impact of the lawsuit has not been material to our bottom line.

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Or in common english - 'yeah whatever zenimax.'

tired tree
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didn't they get quoted as saying the exact opposite to that just yesterday?

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talking about how it was unreasonable to have to have clean room engineers re-create their base code?

clever sky
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The financial impact

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i.e. the 500 mil.

wicked oak
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it is imposible

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becouse they already recoded the thing

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its just that there is only one way to code that

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i mean its just math

clever sky
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You guys been playing any 'The Mage's Tale'?

wicked oak
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only a bit

clever sky
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Dangit. Trying to get past some puzzle.

tired tree
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they claim that they are required to bring in outside engineers to recode it is the issue blanco

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who have never touched their code base

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otherwise it still falls under the copywrite infringement

clever sky
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Sometimes old school game makers suck at making puzzles πŸ˜›

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Like shit back in the Sierra and Lucasarts adventure game era.

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inExile/black isle are only a little bit removed from that era, and they had some meh puzzles in their classics too πŸ˜ƒ

wicked oak
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@tired tree wich is absolutely insane

tired tree
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Oh I understand that....but to the court I can see how they would think that would make "clean code" since they are clueless

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regardless of the scumbagging involved in this case, Zenimax is being a real dick

clever sky
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I honestly think the only reason we even have FO4, DoomVFR and Skyrim coming to VR is because Zenimax wants to salt the wound

wicked oak
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zenimax knows they can do that allways

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no matter if oculus does hire others

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they will still patent troll oculus

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if oculus stole something, that was from valve

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not zenimax

clever sky
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i.e. release our big killer apps for the platform that's not Oculus.

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in order to drive marketshare over to not Oculus πŸ˜›

wicked oak
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they are going to denuvo it so it doesnt work on oculus

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for sure

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i thought that was too petty

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but looking at that

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its probably going to happen

clever sky
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It's quite funny to me now TBH. It largely only matters to me from the stand point of how it effects VR adoption overall.

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But Oculus has taken a lot of missteps to destroy their once good will.

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The biggest of which is and still remains their refusal to support other headsets on their store.

wicked oak
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well, they turn the other way with revive

clever sky
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I mean, whatever technical reasons they might proffer, people don't really care for it.

wicked oak
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i guess its more like they dont want to implement openvr

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lets see when openXR happens

clever sky
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And Revive is handy, but it doesn't win good will for them.

wicked oak
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if they still refuse to implement that, then ill call bullshit on them

clever sky
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Of course, all the other drama... getting bought by Facebook, Luckey's shenanigans... none of that has helped.

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I still think them money hatting for exclusives is a justified move for VR and from a business standpoint.

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But a lot of people are still pissed about that too, largely in combination with the lack of support for Vive/other headsets on their store.

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They've taken a lot of losses by this point! I wonder if Facebook will keep bankrolling them

tired tree
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I don't have high hopes for OpenXR, what with microsoft trying to push DirectVR or w/e now

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Microsoft tends to bully standards into promenance, and keeping the cooperation of so many entities in a burgeoning field like OpenXR will require is going to be difficult.

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more so since one of the members is facebook....

wicked oak
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people get pissed with the exclusives

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but its the best way

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look at SteamVR

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look at the non-exclusives there

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how many games are of the caliber of the oculus exclusives?

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robo recall is the biggest game, and arizona sunshine too

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arizona sunshine did get oculus money, but not exclusive money

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robo recall started as a very early alpha.

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also the starting games like job simulator or hover junker

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if it wasnt for exclusive money we wouldnt have the VR features we have now

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robo recall plain wouldnt exist

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nor would Mages tale

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or Luckeys tale

clever sky
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Yeah, totally agree.

wicked oak
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or chronos

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etc etc

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robo recall was 10 million

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even raw data didnt sell enough to make 10 million

clever sky
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But, unfortunately for them, it's been cause for a lot of pain in the PR department, despite the quality it's brought to VR.

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Which is well... too bad for Oculus. I'm ok with it as a Rift+Vive owner πŸ˜›

wicked oak
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and at the end, vive people can pay for the game anyway

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and get it with revive

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but damn look at all discussions about zeni vs oculus outside of oculus forums/reddit

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there is MAD hate for oculus

clever sky
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Sure. Honestly, I think it's a vocal minority that get's really angry about that stuff.

wicked oak
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absurd amounts of it

clever sky
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But it's a very vocal group that influence thinking among the relatively small amount of VR users around.

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Not unlike social media in general.

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Ew. They've subbed the grip button for cap touch surfaces.

wicked oak
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3 capacitatibe buttons

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neaaat

clever sky
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Not buttons D:

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surfaces!

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Should've kept the middle finger as a cap sense button.

wicked oak
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i still want buttons

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but trackpad + 3 face buttons is ocuus style

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so its cool

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and it has the grabbing

tired tree
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its got a trigger still right?

clever sky
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Yeah the blue one

tired tree
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has 5 finger surfaces, one is hidden on top down

clever sky
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Is the trigger cap sensing?

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Looking at the diagram; doesn't seem to be.

tired tree
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doubt it

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if the fingers are proximity cap sensing then I don't care about no grip trigger

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rather have the higher flexibility

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wish it had per zone haptics

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that would be amazing

clever sky
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That'd be sweet as

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Not sure if it's proximity based though. The calibration suggests it might be, but it doesn't say so anywhere.

tired tree
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oh yeah..it does calibrate the zones

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kind of has to be then

clever sky
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What I dislike about the lack of grip button is that it breaks solid compatibility with existing VR games.

tired tree
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shouldn't be required otherwise

clever sky
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Recalibrations will occur automatically over the course of a play session as you reach out to grab items, throw things, etc. This is both expected and necessary, as your skin capacitance will change over time. The intent is for the controller to adjust to these changes automatically after the initial calibration has been performed.

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Calibration seems to be related to that.

tired tree
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the point of no grip, is you are supposed to "grip" to grip this controller

clever sky
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Yeah. It's a different feeling though.

tired tree
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as you can hold it free floating

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i'm looking forward to it

clever sky
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Yeah. I think it'll ultimately make for a better experience.

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I'm just slightly annoyed that I'll have to optimize for a third controller πŸ˜›

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The solutions I've used to overload the Vive controller won't translate great over to the knuckle controller.

tired tree
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pfffft

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capacitive finger piano for menus

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lets go

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up / enter / down

clever sky
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haha

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Do some weird keyboard thing with it.

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use combo of touchpad and finger cap typing.

tired tree
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could be a really fast input methd

clever sky
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up/left/down/right and pressed up/left/down/right gives you 8*3

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24 letters on one hand!

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That'd be hell to learn though.

tired tree
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people tried direct hand to letters typing before with gloves

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seemed really painful to learn

clever sky
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BTW, how's your keyboard in your template work?

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It looks enticingly like it'll take finger inputs. But it doesn't.

tired tree
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?

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what do you mean finger

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like collision?

clever sky
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Yeah

tired tree
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the 3d one does

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you could do it with the 2d one as well

clever sky
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Where's the 3D one? Is that the one stuck next to the door?

tired tree
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there is a hidden button underneath that one that turns it into 3d

clever sky
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Ah ok.

tired tree
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but I don't have seperate finger collision setup in the demo

clever sky
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Fair call.

tired tree
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haven't put any time into hands tbh, its not requires for showing how to use things

clever sky
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Makes sense

tired tree
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the 3d keyboard just has drum sticks to type with for now due to that

clever sky
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Yeah. TBH, I haven't seen anyone do finger mesh collision on keys as keyboard typing.

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Which is why I was asking about yours... because it looks like it almost could πŸ˜›

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and mimicking it, it felt really natural.

tired tree
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it could

clever sky
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Like I was just hunt and pecking.

tired tree
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for the 3d one, it would just work

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for the 2d one, would be a small change

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3d one is just generic buttons so anything set to overlap can type

clever sky
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As long as you have sticky keys

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shift/ctrl/alt

tired tree
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they exist in the layout, the console I replaced ctrl and alt with up and down arrows for navigation though since they aren't used for console input

clever sky
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Fair call

tired tree
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its generated off of a datatable

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I have another one that is just the numpad I was testing for code entry

clever sky
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What input did you use for that?

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drum stick?

clever sky
tired tree
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the keypad would be fingers

clever sky
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Oh sweet. It looks like the cap touch surfaces are 'analogue'

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Seems like they can sense how much of the surface you're touching.

tired tree
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I intended to do finger typing...just haven't gotten around to it, would have to pose the hands

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nice

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oh...even the face buttons are

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didn't expect that

clever sky
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Will be a very interesting controller to work with.

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Wonder how it feels in hand. hopefully still like a handle

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Because straight handles are the most common touching parts of tool forms in this world...

tired tree
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pretty sure going to have to do some custom input mappings fo that thing, the default motioncontroller setup in UE4 won't cover near to half of that capability

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it already doesn't fully cover oculus touch after all...

clever sky
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Yeah.

sturdy coral
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@pearl tangle how is the TPCast?

clever sky
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Also, how'd you get it?

sturdy coral
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@clever sky the knuckles controllers look good to me, clicky button on each finger plus capacitive in addition would be better but I think it will overall be much better than touch or vive

clever sky
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Yeah. I think so too. I'm primarily lamenting the somewhat reduced compatibability between existing setups.

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somewhat, because the functionality is there. But the feeling is quite different

sturdy coral
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yeah, I guess there is a second face button now though

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so things using grip as button could use that instead

tired tree
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i'd rather have full cap buttons on grip than physical with cap tbh

sturdy coral
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but you couldn't press both at the same time easily

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yeah one thing with grip buttons is they can cause a lot of mis-presses

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even really good ones like the paddles on the steam controller I occasionally click by accident

pearl tangle
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@sturdy coral still screwing around getting it setup

sturdy coral
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this thing was tacky and janky as hell, but I remember it being a lot better for halo than using face buttons:

tired tree
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no camera and no direct to HMD yet sucks

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hope they fix the direct mode for tpcast soon

pearl tangle
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seems they have 2 versions of the software and I grabbed the wrong 1

sturdy coral
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yeah no direct mode means no vr preview right?

pearl tangle
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didn't know anything about the direct mode not working on it actually

tired tree
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.........every time I push a commit to my repository...some guy forks it 12 times and I get e-mail spam.....the hell is going on

pearl tangle
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i wont be doing dev work with the wireless stuff anyways, just for actually running things

tired tree
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extended mode sucks with steamvr

sturdy coral
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I think extended mode doesn't support ATW either

tired tree
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but they claim its a temp issue and direct mod ewill work in the future?

clever sky
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Oh what. You can't do direct with TPCast?

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That's... really unfortunate D:

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for my use case.

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Ah jeez. All my hype for wireless dead.

pearl tangle
#

the business edition 1s will be a lot better. and also displaylink and intel doing their versions definitely wont be long before the kinks are worked out

tired tree
#

there is a reason its not widely available yet

clever sky
#

Yeah... will just have to wait till the kinks are sorted.

#

No mic, no direct mode. Bleh πŸ˜›

sturdy coral
#

wireless almost killed backpack vr for me, but then valve announced the next base stations will be tilable to huge areas..

clever sky
#

Did you get one?

tired tree
#

no camera zap

sturdy coral
#

wireless range is apparently only around the current lighthouse area

#

I haven't gotten one but I may when those new base stations and headset are out

#

for the back yard

clever sky
#

@tired tree well that sucks too. But I can't use camera as it is right now without a bunch of issues popping up.

tired tree
#

eh? why not

#

you running on usb 2?

clever sky
#

Yeah.

pearl tangle
#

i have an msi backpack pc as well

clever sky
#

Just running out of USB resources.

tired tree
#

don't you have a rift too?

sturdy coral
#

you can virtually simulate having the camera on it

clever sky
#

Yeah

sturdy coral
#

by using kinect πŸ˜›

clever sky
#

I had a period where I had a 10 port hub plugged into the wrong USB controller, and it just kept screwing everything else up.

#

Because I need 2 USB controllers on this comp now...

pearl tangle
#

get a powered 1. thats how i run the 10 vive trackers at once

clever sky
#

It is a powered 10 port hub

sturdy coral
#

I have to have two too, kinect's usb controller isn't compatible with oculus and vice versa

clever sky
#

It just takes like... 3 of the USB slots on the controller.

#

What was really infuriating about the issue caused by overloading the controller is that the issue was not easy to diagnose.

#

It just keeps spitting - USB device not connected at you.

#

And so you jiggle all the connections

#

and sometimes it works, and sometimes it doesn't

#

You kinda assume that if you have the ports, you're ok! But that's not how it works πŸ˜›

pearl tangle
#

still cant get the damn tpcast to work either

jaunty shell
#

heyo everyone πŸ˜ƒ

sharp swan
#

I was looking into those but I decided I prefer the wire rather than a 60ghz rf generator slapped against my cranium :p

jaunty shell
#

saw you got your tpcast @pearl tangle !

pearl tangle
#

got it. need to get it to work would be handy

jaunty shell
#

problems with the router ?

clever sky
#

@sharp swan scared of the brain cancer? It's too late! We get plenty of radiation from smartphones

pearl tangle
#

yep cant get past the first step

clever sky
#

/s

sharp swan
#

I dont use them either :p

jaunty shell
#

hmm wish I could help but we don't have one :/

sharp swan
#

I dont mind using a mobile phone if I use a handsfree but I hate having them next to my head.

pearl tangle
#

you dont have to use a phone to be affected by the radiation

jaunty shell
#

you are emitting radiation

sharp swan
#

true , we live inside a network of basestations now so hey ho

jaunty shell
#

bananas are emitting lots of radiations in fact

clever sky
#

Side note. If you have bed spring coils

#

those serve as mini amplifiers of radio signals

jaunty shell
#

rofl

clever sky
#

and have been proven to slightly increase the incidence of cancer in the side you have facing the bed πŸ˜›

#

i.e. on your back if you're a back sleeper, and your side if you're a side sleeper.

#

Or your front if you're weird!

jaunty shell
#

front = more risk of suffocation = more erotic dreams

#

πŸ€”

sturdy coral
#

@sharp swan lightbulbs are Thz rf generators

clever sky
#

Hehe

sharp swan
#

yeah I only have one of them strapped to my head when I have an idea though

mighty carbon
#

scientists already proved that cellphone usage contributes to brain cancer

#

so, hopefully TPCast users have a good health insurance

clever sky
#

Show me the receipts!

mighty carbon
#

so, I see new awesome controllers available for Vive.. Pretty sweet!

#

Now Vive looks more compelling to me, pricing aside

clever sky
#

Well... it'll be more interesting once we see content for it

#

Just trying to imagine what you'd be able to do with them

#

I wonder if they're effective enough for dextrous manipulation

mighty carbon
#

Well, I assume it would be even cooler than Touch

clever sky
#

But touch doesn't really add gameplay functionality beyond what's available on the Vive

#

it just has gestural functionality.

pearl tangle
#

the touch controllers are the only thing that rift has thats better than vive now. the knuckle 1s will be way better though

wintry escarp
#

the new vive things totally new controllers or add ons?

pearl tangle
#

valve is making them not htc

tired tree
#

interested in how they communicate

#

cosidering they are likely designed around any steamvr headset

pearl tangle
#

you can bypass communicating with the headset with the usb wireless adapters

#

same as the steam controller

tired tree
#

I know that

#

just didn't know if they were going that route

#

or had something new lined up

clever sky
#

To be honest, the knuckle controllers seem like a weird half gen thing to release.

#

Do you think they're releasing them to devs in prep of a soon to be announced gen 2 VR?

#

So that by the time gen 2 hits, they'll have plenty of knuckles content?

glossy agate
#

When are they being released? Couldn't find any info

#

Says you have to do finger calibration on every use too.

mighty carbon
#

why half-gen, @clever sky ?

#

@wintry escarp PM ?

clever sky
#

Because a full gen normally consists of all the hardware coming at once?

#

And not just controllers πŸ˜›

#

I think the scenario that I've outlined seems most plausible right now. The next gen HMD doesn't affect gameplay as much as next gen controllers...

#

so they're putting these out earlier for devs to start building and experimenting with them

tired tree
#

@glossy agate when you let go and grip again it re-calibrates every time

#

'its not a big deal

glossy agate
#

Oh ok. They said it takes the mean of 3 grips but should be seen as temp. Guess it can be changed in a software update?

tired tree
#

they said all three are seperate, but they also have one combined output for them

sturdy coral
#

@clever sky they almost have to be, the new base stations aren't supporting existing headsets

clever sky
#

Yeah, that's right.

sturdy coral
#

I think for holidays there will be a new headset and the controllers

clever sky
#

So I guess we'll hear about gen 2 whenever Valve holds their annual conference

#

So. Time to speculate about the specs

#

Whatcha guys think?

sturdy coral
#

it is possible it is just the LG one, 1440p

clever sky
#

Would you upgrade?

sturdy coral
#

probably, I'm thinking of upgrading just to get one of the lighter vives now

clever sky
#

Better sell off my extra Vive while I can.

sturdy coral
#

I got the audio strap but it didn't help the weight too much

#

it is a lot more comfortable but still too heavy cause I have a bad neck

clever sky
#

Ah ok.

sturdy coral
#

if the LG is heavier I probably wouldn't get it

clever sky
#

Yeah, it doesn't help the weight at all. It does feel more comfy, but also heavier...

#

more like a proper helmet πŸ˜›

sturdy coral
#

I think the LG had a flip up thing, that looked cool

clever sky
#

The LG one will be compatible with Windows right?

#

Oh yeah... windows have their own controller as well.

sturdy coral
#

I don't know if they announced any windows holo compatibility

#

they might have had a separate one for that

clever sky
#

Dammit VR ecosystem fragmented to shit already! πŸ˜›

clever sky
#

Ah ok

#

Lg's doesn't have built in audio...

#

It's really convenient the built in audio.

sturdy coral
#

yeah I like earbuds fine but built in is definitely more convenient for sharing

mighty carbon
#

@raven halo PM ?

clever sky
#

Not even sharing... just don't like the earbuds because they get in the way when just popping the headset on and off for dev work

wintry escarp
#

I don't need built in audio, I have decent cans

clever sky
#

So I leave them off a lot of the time and not getting headset audio πŸ˜›

#

I've got $400 IEMs that have way better sound. I still prefer the built-ins for practical reasons.

sturdy coral
#

I like earphone sound isolation better too, the vive audio strap does seem to provide a bit of isolation though even though it is open

glossy agate
#

I would get next gen right away if it had some really cool improvements. If it's like PS4 to PS4 pro I would personally hold off for a sale. IF it's coming out next year. If they announce for 2019 it would be insta buy, probably have some really cool stuff in it by then

sturdy coral
#

I would definitely buy the controllers, they should be backwards compatible with the old bases

glossy agate
#

Yeah I want those right away too

glossy agate
#

Had no personal use for the pucks but the controllers look way better. More natural grabbing ect

mighty carbon
#

wow!

#

IBM Watson powered

tired tree
#

if that works well it would be nice, because the manual ship control is clunky

mighty carbon
#

it would be nice if Google and Amazon would provide plugin for UE4 to utilize Alexa and Google Assistant AI in games/apps

glossy agate
#

Would be cool for giving commands to your dog in FO4 VR

sturdy coral
#

@glossy agate I'm totally stealing that idea for reddit karma

glossy agate
#

Hahaha go for it

mighty carbon
#

any idea when 4.16.2 is coming or 4.17 preview begin ?

sturdy coral
#

I don't know but 4.17 is supposed to improve vulkan a lot so I'm looking forward to it

tired tree
#

@sturdy coral lol, good luck with that, have to implement hands before then

sturdy coral
#

hah oh yeah they just have floating controllers right now right?

tired tree
#

or what you are holding yeah

glossy agate
#

Hopefully they have hands for final release. Would be super cheesy just having vanishing controllers when you grab stuff, while everything else looks cool

mighty carbon
tired tree
#

"Despite Kinkeade’s words, there doesn’t seem to be much sign of an end to Oculus and ZeniMax’s battle right now."

#

what an article.....

wintry escarp
#

10 years? oculus would do better to pull it until they have a replacement

wicked oak
#

@wintry escarp zenimax will still patent troll

#

keep in mind they are patent trolling oculus becouse they "stole code" where no stolen code was found

#

only code that does the same thing, so it has some similarity

#

they demand they use outside engineers to code that thing

#

and even if oculus did

#

they will still patent troll

#

photo of zenimax vs oculus

#

except zenimax got the harpoons well stuck

tired tree
#

ship behind them is valve going "Da hell they doing to our wonderful ocean"

wicked oak
#

someone should put a zenimax logo on the boat, put the word "LAWSUITS" on the harpoon, and put an oculus logo on the whale

severe river
#

hey have any of you guys been able to build the nvidia VR works version of UE 4.14 or 4.15?

sturdy coral
#

yeah, is it failing for you?

#

@severe river last time I built it was on 4.14

severe river
#

man im pulling my hair out

#

i tried 4.14 it failed, now trying 4.15. i kept getting a plugin issue with oculus plugins

#

removed their plugins and then i was having breakpoint errors

sturdy coral
#

I changed loading phase to PostConfigInit in the oculus plugin, it might have been an nvidia branch specific thing but I don't think it was

severe river
#

whats crazy is 4.15 just started working for me, thank you tho. do u know where i can find the command list for lens matched and multires and all that?

sturdy coral
#

if you type vr. and hit tab they will all show up

#

there is one or two that you have to set in configs and restart for though

#

I think they show up in renderer settings in the gui

wicked oak
#

man

#

this is so cool

#

he uses "photogrametry" to bake a whole level into a final mesh

#

or not a whole level but a good chunk of it

#

its like taking HLODS to the absolute extreme

sturdy coral
#

that would be cool to use in a lod system

#

the problem with it in a lot of scenarios would be it would lose metallic and stuff

#

and not have analytic reflection highlights from lights

#

it looks ideal for most of that scene though

#

HLOD needs some kind of flood fill thing to do hidden face removal, it can do it against landscape height fields but that's all (or maybe that's the mesh combine tool I'm thinking of)

wicked oak
#

@sturdy coral not if you capture the material too

#

maybe you can do the same thing with the albedo, roughness, and metallic "debug views"

#

and then build it into a material

#

like the HLOD system already does

#

this mostly seems like a WAAAAAAAAAAAAAAAAAAAAAAAY better hlod system

sturdy coral
#

yeah, you wouldn't want to capture that with photogrammetry though, when you already have the data

#

or maybe it ends up being easier I don't know

#

maybe just capture the gbuffer along with each photogrammetry capture

#

in GTA's LOD system they just use all diffuse for distant stuff and you don't notice the missing metallic. Looks like even for things like distant windows on office buildings which should have reflections they are still just diffuse:

wicked oak
#

as it captures light

#

it would be fine in my case

#

i just make it unlit

#

becouse its already lit on the material

#

and it would "blend" wit the lightmap

#

the issue is that i would need to redo everything if i change lights

severe river
#

thats awesome, so hes taking hundreds of pictures of the scene and then feeding it to meshlabs for reconstruction?

wicked oak
#

more or less yes

abstract gale
#

is Unreal considered a good option for mobile VR now? or is unity still the better choice?

twin pulsar
#

Hi again, I asked here a while back about testing multiplayer with one vr player and one non vr player, on the same machine. But still haven't been able to come up with a solution.
Does anyone have a good solution for this?

  • What I can do so far:
  1. create two builds of the game: one with the steamvr plugin enabled and one without.
  2. Start both standalones on the same machine.

With the above, the build with steamvr will start in full screen automatically and retain tracking of the vive controllers and heaset. The second build, the one without the plugin, automatically
starts in windowed mode and I can click on the window to gain focus and play with the keyboard as the non vr player. The VR player still works despite the windowed non vr instance having focus.

The problem with this is that it's time consuming: each time I want to test VR vs non VR player I have to make 2 builds, start them, etc, Takes about 5min per iteration.

  • What I would want:
    To be able to start 2 player PIE from the editor where one instance is VR and the other is not.
#
  • What I tried:

Setting number of playes to 2 in the play settings button in the editor and clicking PIE.
Results in 2 candybar (the slate dark diagonal strip header themed) windows.
Both track the headset but the hmd and I can see them in my monitor but the hmd does not connect and instead stays in the vive "room" with the blue spinner waiting.

  1. Same as 1 but clicking VR Preview.
    Results in 2 windows: one candybar and one plain white header.
    Both track the headset but the hmd and I can see them in my monitor.
    The hmd also connects, but I see superimposed images, which might be the input from both PIE windows.
#
  1. Same as 2 but adding code that depending on whether stereoscopic is enabled or not, loads up a different level with a VR or non VR pawn respectively.
    The code looks like this:
bool URTTUtils::PlatformSupportsVR() {
    if (PlatformIsEditor()) {
        auto vp = GEngine->GameViewport->Viewport;
        return GEngine->IsStereoscopic3D(vp);
    }
    else {
        return GEngine->HMDDevice.IsValid();
    }
}

Results in 2 windows: one candybar and one plain white header.
candybar tests false for >IsStereoscopic3D and goes into non VR mode.
plain white tests true and goes into VR mode. This window tracks the headset and I can see it in my monitor.
But the headset is all black. Not on the waiting screen. Just black.

#
  1. Same 2 but switching "Run on Single Process" off and setting the editor to listen server.
    Results in 2 windows: one candybar and one plain white header.
    Candybar starts immediately and in VR mode. Plain header starts as separate process after, in non VR mode.
    Seems the most promising. However, to play in the plain non vr window I need to click on it for it to gain focus.
    When I do this, the candybar (VR) losses focus:
  • The vive controllers still track movement but no longer track trigger / button presses.
  • The steamvr client window starts switching back and forth between unresponsible and responsibe (UE4Eeditor.exe).
  • As a consequence the headset constatly loses and regains tracking.
glossy agate
#

Im getting 404 when logged in. Is anyone else able to see it?

wise thunder
#

I see it, are you logged in with an account linked to your Epic account?

glossy agate
#

Yep, should be. I'll try it again.

wise thunder
#

Try to go to the main repo

#

If that 404s, that's your issue

glossy agate
#

Figured it out. Was not linked anymore for some reason. I have not tried using it for years.

#

Sweet success. Now just gotta figure out if I can deploy to my ipad from a windows machine. Looks like no, but Ill try anyway

#

AAAnd the answer is right there. Apple machine only cause you need xcode

sturdy coral
#

@twin pulsar maybe try launching two instances of the editor, one with -nohmd

twin pulsar
#

@sturdy coral but with 2 instances of the editor I won't be able to save changes to the project. you know now if you have 2 open, you try to save (at least with BP, and I use them quite a bit for gameplay) and it tells you there is an error with external dependencies in the graph

#

also at least in my computer, I'm pretty sure running any editor instance with hmd freezes all other editor instances. It's happened to me by accident a few times, where I open another editor with another project, test something with the hmd and when I get back to the editor / project I was working on before opening a new editor, the UI is not responsive anymore

digital marlin
#

yeah I get that too

digital marlin
#

...totally

sturdy coral
#

@twin pulsar maybe open one in a copy of the project. not ideal, but should let you save

clever sky
#

Vive really know how to ream us poor aussie devs D:

#

$200 for the Vive trackers.

plain glade
#

Does someone using htc vive with laptop?

clever sky
#

@plain glade Yeah, I've got a laptop vive setup. Why?

pearl tangle
#

@plain glade I also have a few laptops that run vives too

#

@clever sky I got all mine from the UK so they ended up about $160 each of so

clever sky
#

Yeah. That was the price before shipping.

#

Actually it was 169

#

then an extra 31 for shipping

#

And here's what kills me.

#

They shipped the DAS in its big ass box for 14 bucks

#

Like... what the hell. Are they sending the office receptionist to the post office to mail these off, then charging for her time too? πŸ˜›

pearl tangle
#

yeah they ripped me off for the audio straps too

#

and they still haven't sorted out my cable yet either since they keep calling me at like 7:30pm when im out at dinner rather than actually emailing me anything

#

has anybody used instaVR for a gear vr app at all?

candid viper
#

@twin pulsar Just run through shortcuts. I start a listen (either VR or none VR) and a client using shortcuts. You can have the project open in the Editor as well. Close the running versions, make changes in the editor, save, then run the shortcuts again to test. Example shortcuts:
None-VR listen:
"C:\Program Files (x86)\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4Editor.exe" C:\Barog\DungeonRaider\DuRa\DuRa.uproject AiTest?listen -game -nohmd -log LOG="NoneVrListen.txt"
VR Client:
"C:\Program Files (x86)\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4Editor.exe" C:\Barog\DungeonRaider\DuRa\DuRa.uproject 127.0.0.1 -game -vr -log LOG="VrClient.txt"
You can do the same with debugging one instance if/when you need to.

shell karma
#

hey guys, quick question: is ~1000 draw calls with 0.22 - 0.60 ms normal to cause camera stutter with htc vive and gtx 1070 ?

#

I'm just trying to narrow down the issue

#

and somehow benchmark the draw calls

plain glade
#

@clever sky I have cross eye issue

#

someone told me it was because of laptop's display card

clever sky
#

Ok... can you describe it more?

plain glade
#

like this

#

I download sshowdown vr demo

#

Δ±ts working perfectly

#

in ue4 editor

#

did you understand? πŸ˜„

full junco
#

@sturdy coral why do you think specifically 4.17 will have any relevant improvements to vulkan? I don't see that, there were almost no vulkan related things commited on github recently.

plain glade
#

@pearl tangle I have cross eye problem

clever sky
#

@plain glade Have you adjusted the IPD?

plain glade
#

IPD?

#

can u explain it

clever sky
#

On the Vive headset

#

there's a knob on the right of the HMD

#

that you can turn

#

that changes how far apart the screens are relative to each other.

#

It sounds perhaps like you have it set too low

plain glade
#

but I did open with other projects without problem

#

ok the problem about full screen in display

#

I cant see fullscreen

clever sky
#

Hmmm

#

Are you running in direct mode?

plain glade
#

I cant running in direct mode

#

because of display card

#

its laptop

#

using optimus tecnology

clever sky
#

Ah...

#

Well... I think that's the main problem there.

#

the in editor VR window doesn't work well without direct mode.

#

My laptop runs a gtx 1070

#

Works fine with unreal PIE

subtle island
#

Has anyone here had trouble with meshes going crazy when launching to mobile VR?

pearl tangle
#

so just played through a few levels of robo recall over TPcast. works relatively well. Also gave Tails a go again @clever sky thats the game I was thinking of

clever sky
#

Ah ok

#

So... worth while?

pearl tangle
#

its definitely still early tech thats for sure. Complicated setup procedure and everything but handy for getting rid of the cable at least. The occasional hiccup with the fps. Occlusion is definitely a problem.

#

but it's a lot smaller than a backpack PC thats for sure. Would definitely prefer the displaylink version that has the battery also mounted on the head rather than the cord to your back pocket since thats still a cord

#

makes it tough for me to use for events still because of that but makes working with props better at least

clever sky
#

Occlusion is problematic? Dang.

#

After they showed it with people trying to block it by cupping the whole thing

#

and still been relatively stable

#

I would've thought it'd be a non-issue

#

So the main issue with the cord is that you can't rely on people having pockets for the battery?

pearl tangle
#

yeah. it can easily be setup to be on a belt or something though i suppose

#

or could run a shorter cord and put a smaller battery in there instead and just mount it to the back of the headset

#

it sits slightly odd on the deluxe audio strap too. i noticed the strap not actually sitting on my head at all because of it, but doesn't feel uncomfortable. maybe just a little bit more pressure on the face

clever sky
#

Hmmm... good to know

pearl tangle
#

yeah depends on what you do whether its worthwhile. Will be a couple of alternatives out by the end of the year anyways so good comparisons

clever sky
#

Yeah. No biggie... let the kinks get sorted out

#

Feels like any way you go, you're a bit compromised right now.

#

Cable just another form of compromise!

pearl tangle
#

yeah thats the problem with being early adopters

clever sky
#

Well, the upside is you get to play with the newest (and often buggiest) toys πŸ˜›

tired tree
#

"Man this tpcast just isn't up to my standards" -> Throws into corner on top of pile of knuckles controller prototypes 😝

wicked oak
#

so i just mail valve for one of those knuckles prototypes?

wicked oak
#

testing some blob shadows with mesh for my vr game, as the lightmap doesnt look very good

#

any tips for that kind of thing?

#

im also thinking on baking the AO maps into textures, as i cant use SSAO

glossy agate
#

Do contact shadows work?

#

Also if you have substance painter you can get a nice AO map right out of the red channel on your metallic/roughness texture

wicked oak
#

contact shadows?

#

what im doing there is a very simpleblack transparent material

#

with opacity that depends on the vertex colors

glossy agate
#

Yeah if its all static there is a contact shadow light function you can use. Probably too expensive to do dynamic though

wicked oak
#

it has nothing to do with that

#

contact shadows are for bump mapped stuff

glossy agate
#

It may still help along with ray traced distance shadows? People use it for arch viz. I thought blob shadows were usually just used for faking dynamic shadows for the cost savings like the fan shadow in robo recall.

wicked oak
#

dont work on vr

#

and they are quite expensive

sturdy coral
#

@full junco I just saw it in the vulkan status thread. One of the epic devs said: "I'm personally aiming for 4.17 to have a way better experience."

wicked oak
#

link?

sturdy coral
#

from rcalcoa in there

#

I thought ray traced distance shadows do work in VR, just not DFAO

#

oh you meant contact shadows?

full junco
#

rolando isn't "one of the devs", hes basically the only one working on vulkan πŸ˜„

#

@sturdy coral and DF shadows work well in VR

#

with way better experience he means that it doesn't crash and stuff like that

#

but it won't be "usable" from a performance perspective

#

so it won't support parallel rendering yet and stuff like that, most likely

#

usable means though that if you wanna be able to say your VR game runs great on linux, you can say that, because they accepted that PR for making vulkan work on linux with steamvr

#

performance will be worse than DX11 on windows most likely though

#

still, its nice being able to say your game runs on windows and linux

#

I would definitely spend a week with installing linux and testing my game there just for being able to say it runs on linux πŸ˜„

wintry escarp
#

hmmm I wonder if steam might win the vr war

#

apple will use vive and the supertrolls are after oculus

opal bobcat
#

lets hope they can support a less annoying HMD in the future

#

vive rubber band strap headgear leaves much to be desired

wintry escarp
#

yeah if they know it sucks new vives should come with the new better headband, they shouldn't still be selling the shit one then asking people to pay more

opal bobcat
#

srsly

#

i have to shell out another $100 to correct the engineering problem HTC should have solved before it released its product

#

also since i was dumb enough to buy one when they were released, mine is like a pound heavier

#

which is not something that can be corrected with a headstrap unfortunately

wintry escarp
#

Β£759 for a vive. yikes

full junco
#

@opal bobcat the deluxe audio strap is an even bigger "engineering problem" because its deteriorating

opal bobcat
#

oh really?

#

you mean it doesnt hold up over time?

#

thats sucky, i was kinda thinking about getting the one with the flip up welding mask style mount

full junco
twin pulsar
#

@candid viper you mean using a shortcuts to run multiple instances of the editor without packaging? If so, I guess it's a bit better regarding iteration times than packaging, though still more time than I would hope for. Cause my main issue is that if I have to make 2 packaged builds each time I want to test, It kills productivity.

opal bobcat
#

wow thats a bummer

#

that same guy did a review of the revolve prototype too and he said it was heavy and wiggly

sturdy coral
#

there is an update to that video, you have to rinse the foam and it all comes off

#

haven't done that with mine yet or tested it to see if it is coming off

#

any of you guys in the raw data beta?

real needle
#

@sturdy coral Not sure yet, I filled out the survey they sent back

#

Would anyone know what I can take from editor and packaged build crashes when the error log only displays "You do not have the debugging symbols installed" even though I most certainly do

#

First time this cropped up was in 4.15, and I'm seeing this in 4.16 as well

#

I'm running VS 2015

#

If that matters

sturdy coral
#

@real needle were you playing a packaged build you had uploaded to steam? the manifest there automatically excludes the pdb files

real needle
#

Right now it just happened when playing in editor

#

That would explain a lot though

sturdy coral
#

try opening the dump file in Saved/Logs and see if it finds the symbols that way

#

might just be a problem with the crash reporter

real needle
#

So what is the best solution to having users send me their crash logs? Afaik they don't exist in shipping builds?

sturdy coral
#

@real needle just make sure you keep the .pdb files for each build, your users don't need it

#

they send you the dump and then you can open it with your own .pdb to get all the symbols

#

I've had it work with the .pdb created from rebuilding from the same revision too, but once your game is in production I wouldn't count on that and make sure to save each full build

real needle
#

I just looked at the last shipping build I uploaded, and then downloaded from steam. It does have the .log within Game/Saved/Logs

sturdy coral
#

@real needle crash dumps are a bit different, it should look something like Saved/Logs/UE4CC-Windows-986C7D0C40809CBF0AEC8D9E2EEE7986/UE4Minidump.dmp

real needle
#

@sturdy coral Thanks, I knew I had seem them there before. I've had a stable build for quite a while now πŸ˜ƒ

full junco
#

@sturdy coral how to open those with your own pdb files then?

candid viper
#

@twin pulsar Using shortcuts like I posted runs the game in the same way as "play in editor". No need to package.

wintry escarp
#

anyone know if rift controllers can be used without the HMD?

pearl tangle
#

they cannot

#

the controllers communicate to the headset, same as the vive controllers unless you use a usb adapter for them

frigid kite
#

In the VR preview mode, is there a way I can still have live feedback within the editor?

#

i.e. unpossessing the pawn

sturdy coral
#

@full junco I've had it work right away in VS sometimes, sometimes it has made me select the source directory manually, you need to revert your source control revision to the same version you built with too

#

@frigid kite they added a simulate mode to the VR editor but I haven't tested it, I'm not sure if it lets you eject from the pawn

frigid kite
#

Well, there isn't a button, which is why I'm asking πŸ˜„

sturdy coral
#

@frigid kite I think F10 is the normal eject hotkey, you can give that a shot

glossy agate
#

the f10 doesn't work in VR, I just tried it. Would have been nice to have. @frigid kite I just use simulate to make sure stuff is spawning correctly if that is what you are trying to test.

frigid kite
#

Well, I wanted to look at the relative position of the HMD inside the character for starters

#

while it is being tracked

glossy agate
#

hmmm. Mordentrals plugin used a 2d render for like a mirror. Maybe you could use a similar setup to see yourself and what you are doing?

frigid kite
#

Well, I mainly just wanted to see the coordinates so I can use them to drive a lerp

#

I guess I'll have to print them to screen or something

#

Too bad!

glossy agate
#

Yeah sounds like print screen would be the way to go if you have to see the actual numbers

frigid kite
#

Thanks for the help though!

frigid kite
#

Hmm, I'm really itching to buy the audio strap, but my sensible side tells me to hold off until HTC issues a statement on the padding

wintry escarp
#

I thought it was just the coating, you can scrub the top layer off

frigid kite
#

But then it doesn't feel nearly as nice according to the dude who started the whole deal on YT

full junco
#

@frigid kite same here, I also will wait for HTC to assure everyone they fixed the issue

#

I want LG to release their headset, I like LG significantly more than HTC

#

@sturdy coral but how to import the dmp file in VS?

wicked oak
#

testing steamworks is the worst shit fucking ever

#

not being able to test in one pc, needing several, and having to move builds from one to other and similar its super annoying

wintry escarp
#

why isn't 1 pc enough

wicked oak
#

steamworks works by steam account. you cant log on the same pc twice

frigid kite
#

And a VM?

wicked oak
#

VMs have trouble with games

#

due to the GPU and similar

#

so i have to put 2 pcs with 2 vr headsets and switch beetween them

#

and steamworks is very finnicky

#

who wants to test with me?

#

its working now

#

needs Oculus, but it kind of works in Vive

#

just i dont have the hands implemented so everything has a rotational offset

fresh fractal
#

Does UE4 VR support CLI?

granite jacinth
#

Will our game win this year? (Centauri)

glossy agate
#

@wicked oak you still testing? I can in a min

#

Once my level finishes building

sturdy coral
#

@full junco for me it is associated with visual studio in explorer, so I just dbl click it

real needle
#

@wicked oak I save to a Dropbox that I have linked on two computers. And instead of two HMDs I use a flat pawn as the server on one of the machines

#

Testing replication and latency with two hmds is way too cumbersome

zinc violet
#

these guys do have a point

#

people don't push VR anymore the same way as prior to the hype last year

frigid kite
#

My Newsstand feed is always full of articles about how VR is declining

#

it's all just classic naysayer stuff

#

Unrelated, is there a good reason why the motion controller thumbstick Y axis input value is inverted?

zinc violet
#

well, there simply isn't hype around VR anymore

#

and it all follows the old patterns

#

new tech comes in, gets hyped, slowly dies right after launch

#

I do want VR to succeed but I'm afraid that greed destroyed the chances

#

they should have gone 300-400 ballpark on oculus like they initially planned

#

we'll be getting gear around that price range now/soon but I'm afraid it's too late already

#

also, most of the VR startups have gone out of business already

wicked oak
#

@zinc violet becouse they were WILDLY overvalued

#

im still fine with my VR games, even if its not much. But those "OH LOOK IT HAS A PLASTIC CARDBOARD HEADSET, MUST COST MILLIONS", of course they died

#

and i know of a few of them

#

they have their headset, wich is just a plastic cardboard made in china

#

and somehow got tons of money in investment

#

i think it will still be growing, but slowly, at least until gen 2 or similar

#

PSVR is doing really well

#

PC vr is never going to be big

#

never

#

same reason pc gaming wont destroy console gaming

zinc violet
#

pc vr has way better chances than console vr

#

they just need to get the prices down

wicked oak
#

i dont think so. Too hard

#

a guy can go into a gamestop, pick the big blue box that says psvr, alongside the big blue box with PS4 on it, and be done

#

try to do the same with a PC

#

you need a Gaming pc

#

and getting a gaming pc

#

is hard

#

really fucking hard

#

for the casuals

zinc violet
#

there's lots of sim games on pc that don't exist on consoles that actually benefit from VR

#

those games will not arrive at consoles

#

also, there will always be more content on PC

#

probably not more quality content but still πŸ˜„

wicked oak
#

oculus is still sponsoring awesome things

#

and valve says they have 3 games

#

but i do think gen 2 is where its at

#

PSVR 2.0 can be quite interesting. But PC VR2.0 will probably be super stacked

full junco
#

"casuals" don't matter for high quality VR stuff

wicked oak
#

casuals are the mass market

full junco
#

casuals play candy crush whatever stuff

wicked oak
#

and mobile gaming is the biggest market by far

#

and the one that moves the most money

#

even more than PC + consoles combined

#

thats how much it makes

full junco
#

its not relevant for VR adoption though

wicked oak
#

the thing is that VR is super damn hardcore at the moment

#

PC vr needs a 800$+ gaming pc, wich isnt easy to get

#

and PSVR is still kind of expensive too

full junco
#

HTC made profit with the vive, so theres no reason why they shouldnt work on it any more. devs made profit with their games (like you did), so thats fine too. PC market doesn't need hundreds of millions of players to be profitable

wicked oak
#

to be fair i only got profit becouse my game was so cheap to make

full junco
#

I'm fine with the big AAA guys staying away from VR as long as possible

wicked oak
#

the issue is that fucking everyone grabs VRTK and spams the store

#

at least it will slow down with steam direct

#

as you still need to pay the 100 dollars

full junco
#

thats an issue of how valve doesn't curate steam though

#

it won't slow down

#

getting the $100 back is way too easy

wicked oak
#

harder every time due to the sheer spam in the store

#

thats why im looking forward for PSVR as its far harder to publish there, so any game gets some spotlight

#

a bit of it at least

full junco
#

well I wish there would be a highly curated platform with perfect roomscale tracking

wicked oak
#

oculus does have curation

#

getting into the "games" section isnt easy

#

in the slightest

full junco
#

very few people have a rift + touch + 3 cameras though

wicked oak
#

i have 3000 dollas in sales on Oculus, and 7k on Steam

#

wich does check out

#

with the percentages

full junco
#

your game is fine even on PSVR, so you dont need 3 cameras with the rift for your game

wicked oak
#

same percentage on VRMultigames steam and oculus

#

yeah, i knew i would port it to PSVR from the start

#

and i prefer the 180 setup

#

i dont like spinning around with the cable

#

maybe once i get a vive wireless kit

wintry escarp
#

vive and rift both need price cuts, the early adapters have all bought by now

wicked oak
#

nope, then need a proper "vr ready" pc program

#

they are expensive, yes

#

but Oculus is 600, only 100 more than PSVR

#

yet psvr has sold 5 times what oculus has sold

#

look at steam stats

#

how many people have vr tier pcs

granite jacinth
#

These casuals

lapis glen
#

Also, The Vive is better objectively to a degree no objections can be raised and sold much more than the Oculus last I checked

#

πŸ˜›

granite jacinth
#

Install base of PS4 is the winner here

#

That's just common sense

#

Console fanatics are even more hardcore imho than PCmasteracers

#

Also ease of use comes into play

#

Oh, one console plus one hmd. Done and done

lapis glen
#

The problem is indeed the PCs. Many people have a PS4, not many people have the PC hardware required to run VR. The power of the low tier PCs needs to go up. Further, people need to stop buying laptops

#

Ease of use? One PC and one HMD. Done and done.

#

You need to install on both.

#

The trackers are easier on the PSVR though

#

Just one camera while the rift and the vive have two stations you need to plug in.

wicked oak
#

Ps4 install base is 4-5 times bigger than VR Ready pc userbase

#

rumbers check out

wintry escarp
#

my pc is quite well specced but is deemed not good enough for vr

wicked oak
#

mine says its not good enough becouse its a 2600k i7

#

but i have it overclocked to hell

#

so pretty sure its fast enough

#

its just that the oculus thing is fucking retarded

#

it only checks if the cpu number is a 3rd generation i5/7 at minimum

wintry escarp
#

only my gpu fails

wicked oak
#

the most important part

wintry escarp
#

but I have no issues playing any normal AAA game

wicked oak
#

@wintry escarp you using a Rift?

real needle
#

Are there any VR menu system assets out there? I'm surprised to find none on the Marketplace. I'm looking for volume sliders and a few buttons

wintry escarp
#

no, I keep thinking of getting one cos it should be much less hassle than gearvr

#

you can test it all in editor

#

should also be a big step up in quality

granite jacinth
#

@real needle um

#

All you need to do is convert them to 3Dwidgets

#

If you see something you like. Use WidgetInteraction

real needle
#

yeah, stuck on 4.11 though

#

i think ill just hack together something with some interactive meshes

mighty carbon
#

My i3 Skylake is good in VR

wintry escarp
#

you got desktop vr now?

mighty carbon
#

Yeah

wintry escarp
#

1000x easier to work with directly with the editor?

mighty carbon
#

i3 3.7Ghz 16 Gb RAM 1060 GTX 6Gb VRAM

#

I haven't worked with PC VR yet, but I assume it's more productive than mobile VR as you can test and debug much quicker than for mobile.

#

Not to mention desktop GPU is better suited for VR

wintry escarp
#

what gpu?

#

1060 ?

#

what did you go for? vive or rift?

#

I was looking at 6gb 1060s but prices got silly in last few weeks

#

think it would be ok to use a 780 for dev? just keep to lower settings

full junco
#

no

glossy agate
#

Yeah I think delving the game takes more power than just playing the game. What headset do you have? Most people seem to be fine on 1060

#

Just don't super sample really high

wicked oak
#

i was able to tets my new game a bit with my team member, it all worked

#

wich i didnt relaly expect

#

VR ninja with teleporting attack is definitely a lot of fun

wintry escarp
#

I will have to stick with gearvr then, I cant afford gpu and rift

wicked oak
#

i think you might be able to use a 780 for rift

#

i remember people being able to

wintry escarp
#

i thought i could just turn up gfx to see how things look, then turn them all down to see how it runs

glossy agate
#

You could try, but its kind of taking an expensive chance if you cant use it

sturdy coral
real needle
#

thanks! ill investigate

sturdy coral
#

@wicked oak ASW requires at least a 900 series GPU though, I'd go to at least a 970 for that

#

@wintry escarp ^

wicked oak
#

doesnt the 780 have similar raw power to the 970?

sturdy coral
#

yeah

#

doesn't support ASW or multires shading though

wicked oak
#

im mostly worried about compatibility with the direct mode and similar

#

multires is only in raw data and what else?

sturdy coral
#

I don't know anything else using it except funhouse

#

ASW can get you nicely through the "my game runs too slow in editor builds but is ok in production/packaged builds" problem

wicked oak
#

my new PvP game is shaping up to be quite fun, wanna join me to play test it?

#

got another guy to test it too, for a several people playtest

sturdy coral
#

@wicked oak you may not want me in, I'm working on a sort of class based PVP thing too πŸ˜ƒ

wicked oak
#

i only feel threat from AAA/highbudget games

sturdy coral
#

@wicked oak hah yeah I can hop in then and help you test

wicked oak
#

i have a discord channel

#

for program the playtest

#

you on a vive or on a oculus?

#

all that logic about "ill keep my game in secret becouse its a great idea"... I never liked that thinking

#

its a ridiculously huge red flag for me if an indie says that

#

as keeping it in secret is only really important if you are a AAA becouse lots of people will care

sturdy coral
#

yeah for AAA you will also get railed by fans if you changed their pet feature from some early alpha thing they had only read about

wicked oak
#

or get lynched if a new assassins creed leaks and its a greybox level

#

"OMG NEW AC LOOKS SO BAD" and similar

#

becouse this exact thing has happened

sturdy coral
#

I have vive and oculus probably would prefer oculus right now because vive has been screwing up my neck

#

but I can do either if you need testing on one more than the other

wicked oak
#

oculus works better right now

#

i still havent cared to implement proper vive imput support

#

so it works, but it works due to UE4 Motion Controller interface

sturdy coral
#

ok cool, I'll take it to the chat over there

wintry escarp
#

is vive that much heavier?

sturdy coral
#

I've had a neck injury from the gym and it just aggravates it a bit more than oculus

#

I have the Vive Pre too which is supposed to be the heaviest

frigid kite
#

The vive is definitely less comfortable than the rift

sturdy coral
#

I have the original Vive dev kit too, it is even worse

frigid kite
#

I hope the DAS will bring some relief

#

The DK2 was pretty horrid as well, especially in hindsight

sturdy coral
#

I got the DAS and it didn't help too much so far.. I'm considering selling the pre and getting a new retail Vive just to get it down a bit

#

the DAS is a lot more comfortable

frigid kite
#

Any issues with the foam?

sturdy coral
#

but it can't really change the weight distribution. it does keep the weight from sloshing around any though which helps

#

I haven't tested mine with water yet to see

#

but nothing so far

frigid kite
#

Oh, on Road to VR they said it balanced the weight much better 😦

#

Maybe it'll be better when there's a WiGig antenna on the back πŸ˜„

sturdy coral
#

hah yeah

frigid kite
#

Definitely looking forward to that, though the price is a bit daunting

sturdy coral
#

@frigid kite DAS is really light, there is no way for it to change weight distribution without adding weight

#

but it does change weight distribution as far as where the vive rests on your face

#

I think that's what some reviewers mean