#virtual-reality
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yes
I
I'm using laptop
but in the other projects it works fine also I have gtx 1050
but theres no more port π
yeah that's optimus
basically the nvidia gpu is rerouted to the intel chip
that's what fucks up VR on optimus laptops
so any idea to fix it?
are you using extended mode for altspace ?
is it something like that ?
and for the optimus related problem, there's sadly no way to fix it
that's why you always have to check when buying a laptop for VR, that this laptop is NOT fitted with optimus
GTX1060/70/80 laptops aren't equipped with optimus anymore
why in ue4 editor doesnt work
well :/
seeing its a 1050 equipped laptop (so recent one), that's a bit sad to buy a new one
should work well with that then
but yeah, the optimus trap is vicious when you don't know about it
3 years ago, I couldn't use my laptop anymore to dev for VR with the Oculus DK2
because it wouldn't work with direct mode and Oculus was pushing Direct
That day I hated Optimus more than ever π
its so silly problem....
you can still use vr stuff from unreal with extended mode on, just not the play in editor
@pearl tangle from a dev pov that's not a really practical solution to build everytime you want to test changes π¦
its what we always had to do back before 4.7 when they first added in the vr preview
i tested one thing
MSAA + GPU particles = DEATH
msaa REALLY dislikes small particles
i went and turned down my gpu particles a ton to improve performance considerably
@wicked oak that may be why I had terribad performance with point clouds π¦
thats very possible
but with point clouds you are better on deferred + taa
temporal will probably improve your point clouds
could do yeah
Finally finished the layout for this goddamn kitchen
all using procedural doors yay
whats that cupboard on the left that opens horizontally?
oven π
need to model the faΓ§ade of it, same for the microwave that tops it and the wine cellar next to the drawers
I got 35-45 fps in blank project
with htc vive and ue4 4.16
and with cross eyed π
I think this is not normal
normaly I should get 90 fps with blank project
Am I right?
@mighty carbon Looks awesome thanks
πΈ np
@jaunty shell but cabinet doors don't have handles on the inside.
Also, you need to let my select things like bevel profile, grooves, moulding, finishes, etc π
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.
@wintry escarp got controller working properly for locomotion and interaction. Hopefully will update test build after work.
Microsoft attempts to solve ecosystem fragmentation by adding new standard.
Now there are 15 standards.
That's the one π
@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.
Awesome! That's a good size team
yeah we are really happy with our current lineup, lots of talented and hard working people π
if you don't mind me asking, where is funding coming from, @stiff briar ?
self funded
I hope you understand @mighty carbon that I can't share any info on any internal processes and inner workings of the company
I don't know about that, but ok, no problem
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
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
@real sage or @upbeat meadow might have an idea or two about that
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.
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?
Given that you get big frame hits when streaming in a new level...
it's best if you just do something like stereo layer render
while loading.
I think Robo Recall uses a similar technique.
So essentially load a cubemap? What's a stero layer render?
Yeah
stereo layer renders get sent to compositor
so you know when you open the steam menu... that's all rendered in compositor
Ohh that sounds like what I want!
How?
There's a stereo layer render option in Unreal. Just do a bit of googling.
I've seen people do level streaming.
@fair hearth I've done level streaming
Depends on the size of the chunks.
@fair hearth it's pretty easy to do actually
How do you avoid frame drops during level streaming puzza?
I only make the levels visible once they're streamed in
I have a base level
it's got some basic text and stuff in it to read
and then I stream levels into that
and hide all of it's things when I do the switch
which I hide behind a camera fade
So if you don't show the levels while streaming, it doesn't impact frame rates as much?
@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?
@fair hearth yeah!
they all start out not visible
and we have a function that loads in new ones as we wish
That sounds cool.
Here's what I'm thinking on how to implement it, let me know if I'm on the right track,
-
Have persistent level relatively empty
-
Have each seperate level streamed based on the level that the player selects
-
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)
-
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
Note: I didn't mean lighting scenarios as in the actual feature, just different lighting situations
@silk lodge
Thanks for your help btw, It's nice to finally get a handle on this
@fair hearth one thing to watch out with for lighting scenarios:
"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 itβs daytime. As a result, lightmaps will no longer be streamed by sublevel."
that was in the 4.14 changelog, I don't know if it was changed in later versions
Thanks @sturdy coral ! I'm not currently using lighting scenarios, but that's good to know!
is this old or some new shit ?
and this is cool https://www.oculus.com/experiences/rift/991142941007103/
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PS I run botht he unreal and unity groups in NYC π
I thought that was a in-game VR screen shot
How's robo recall through ReVive?
Didn't think it was too flash hot
You guys played anything interesting in VR lately?
Playing through Mage's Tale right now... oculus funded game from inExile... some really neat mechanics
So much loading though. And the singing while loading. So much singing while loading. Just so much.
hah i wish our VR quality looked that good
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
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
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
Cable is always annoying for any 360 game
The single biggest factor that stops me from turning freely.... as after a few turns, it's twisted up. Faster for the Rift D:
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
tangles you up in like 30 seconds but I was always keen to try it without a cable
Haha... sounds almost like a game to troll you into tangling the cable π
haha yeah it does a very good job at it
was definitely 1 of the 1s where I instantly went, this is cool, but impossible to play with the cable
also FYI to anybody around the area. https://www.meetup.com/ue4-sing/
I have taken over the UE4 meetup group here
..taken over?
i wonder what will happen to current rift users if oculus pull it to make a new version not using any zenimax code
clearly zenimax plan to fuck them for as much and for as long as possible
@wintry escarp I imagine that the devices will get a firmware update?
@digital marlin yeah it was created over a year ago by a couple of other guys but they never got it off the ground
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
zenimax is just patent trolling to the extreme
of course if you get the engineers and tell them to write the same code again, the code will be similar
non-literal-copy lmao
there are only a few ways to implement a given algorithm
Is it uncommon for pawns to have their own cameraComponent ?
Or is that how one should do it?
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.
Then went whale hunting, and their harpoons have hit whale blubber!
thats why they are in texas
what the fuck they are doing in texas, the state of patent trolling
Yeah, it's essentially a company of lawyers.
they are in the same district that gets all the patent trolling lawsuits becouse they allways are pro-trolling
they dont do that in california where they would call bullshit
Ah well. Not my problem. Let the boys with money fight it out.
Facebook basically came out and said - the impact of the lawsuit has not been material to our bottom line.
Or in common english - 'yeah whatever zenimax.'
didn't they get quoted as saying the exact opposite to that just yesterday?
talking about how it was unreasonable to have to have clean room engineers re-create their base code?
it is imposible
becouse they already recoded the thing
its just that there is only one way to code that
i mean its just math
You guys been playing any 'The Mage's Tale'?
only a bit
Dangit. Trying to get past some puzzle.
they claim that they are required to bring in outside engineers to recode it is the issue blanco
who have never touched their code base
otherwise it still falls under the copywrite infringement
Sometimes old school game makers suck at making puzzles π
Like shit back in the Sierra and Lucasarts adventure game era.
inExile/black isle are only a little bit removed from that era, and they had some meh puzzles in their classics too π
@tired tree wich is absolutely insane
Oh I understand that....but to the court I can see how they would think that would make "clean code" since they are clueless
regardless of the scumbagging involved in this case, Zenimax is being a real dick
I honestly think the only reason we even have FO4, DoomVFR and Skyrim coming to VR is because Zenimax wants to salt the wound
zenimax knows they can do that allways
no matter if oculus does hire others
they will still patent troll oculus
if oculus stole something, that was from valve
not zenimax
i.e. release our big killer apps for the platform that's not Oculus.
in order to drive marketshare over to not Oculus π
they are going to denuvo it so it doesnt work on oculus
for sure
i thought that was too petty
but looking at that
its probably going to happen
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.
But Oculus has taken a lot of missteps to destroy their once good will.
The biggest of which is and still remains their refusal to support other headsets on their store.
well, they turn the other way with revive
I mean, whatever technical reasons they might proffer, people don't really care for it.
i guess its more like they dont want to implement openvr
lets see when openXR happens
And Revive is handy, but it doesn't win good will for them.
if they still refuse to implement that, then ill call bullshit on them
Of course, all the other drama... getting bought by Facebook, Luckey's shenanigans... none of that has helped.
I still think them money hatting for exclusives is a justified move for VR and from a business standpoint.
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.
They've taken a lot of losses by this point! I wonder if Facebook will keep bankrolling them
I don't have high hopes for OpenXR, what with microsoft trying to push DirectVR or w/e now
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.
more so since one of the members is facebook....
people get pissed with the exclusives
but its the best way
look at SteamVR
look at the non-exclusives there
how many games are of the caliber of the oculus exclusives?
robo recall is the biggest game, and arizona sunshine too
arizona sunshine did get oculus money, but not exclusive money
robo recall started as a very early alpha.
also the starting games like job simulator or hover junker
if it wasnt for exclusive money we wouldnt have the VR features we have now
robo recall plain wouldnt exist
nor would Mages tale
or Luckeys tale
Yeah, totally agree.
or chronos
etc etc
robo recall was 10 million
even raw data didnt sell enough to make 10 million
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.
Which is well... too bad for Oculus. I'm ok with it as a Rift+Vive owner π
and at the end, vive people can pay for the game anyway
and get it with revive
but damn look at all discussions about zeni vs oculus outside of oculus forums/reddit
there is MAD hate for oculus
Sure. Honestly, I think it's a vocal minority that get's really angry about that stuff.
absurd amounts of it
But it's a very vocal group that influence thinking among the relatively small amount of VR users around.
Not unlike social media in general.
Ew. They've subbed the grip button for cap touch surfaces.
i still want buttons
but trackpad + 3 face buttons is ocuus style
so its cool
and it has the grabbing
its got a trigger still right?
Yeah the blue one
has 5 finger surfaces, one is hidden on top down
doubt it
if the fingers are proximity cap sensing then I don't care about no grip trigger
rather have the higher flexibility
wish it had per zone haptics
that would be amazing
That'd be sweet as
Not sure if it's proximity based though. The calibration suggests it might be, but it doesn't say so anywhere.
What I dislike about the lack of grip button is that it breaks solid compatibility with existing VR games.
shouldn't be required otherwise
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.
Calibration seems to be related to that.
the point of no grip, is you are supposed to "grip" to grip this controller
Yeah. It's a different feeling though.
Yeah. I think it'll ultimately make for a better experience.
I'm just slightly annoyed that I'll have to optimize for a third controller π
The solutions I've used to overload the Vive controller won't translate great over to the knuckle controller.
haha
Do some weird keyboard thing with it.
use combo of touchpad and finger cap typing.
could be a really fast input methd
up/left/down/right and pressed up/left/down/right gives you 8*3
24 letters on one hand!
That'd be hell to learn though.
people tried direct hand to letters typing before with gloves
seemed really painful to learn
BTW, how's your keyboard in your template work?
It looks enticingly like it'll take finger inputs. But it doesn't.
Yeah
Where's the 3D one? Is that the one stuck next to the door?
there is a hidden button underneath that one that turns it into 3d
Ah ok.
but I don't have seperate finger collision setup in the demo
Fair call.
haven't put any time into hands tbh, its not requires for showing how to use things
Makes sense
the 3d keyboard just has drum sticks to type with for now due to that
Yeah. TBH, I haven't seen anyone do finger mesh collision on keys as keyboard typing.
Which is why I was asking about yours... because it looks like it almost could π
and mimicking it, it felt really natural.
it could
Like I was just hunt and pecking.
for the 3d one, it would just work
for the 2d one, would be a small change
3d one is just generic buttons so anything set to overlap can type
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
Fair call
its generated off of a datatable
I have another one that is just the numpad I was testing for code entry
the keypad would be fingers
Oh sweet. It looks like the cap touch surfaces are 'analogue'
Seems like they can sense how much of the surface you're touching.
I intended to do finger typing...just haven't gotten around to it, would have to pose the hands
nice
oh...even the face buttons are
didn't expect that
Will be a very interesting controller to work with.
Wonder how it feels in hand. hopefully still like a handle
Because straight handles are the most common touching parts of tool forms in this world...
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
it already doesn't fully cover oculus touch after all...
Yeah.
@pearl tangle how is the TPCast?
Also, how'd you get it?
@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
Yeah. I think so too. I'm primarily lamenting the somewhat reduced compatibability between existing setups.
somewhat, because the functionality is there. But the feeling is quite different
yeah, I guess there is a second face button now though
so things using grip as button could use that instead
i'd rather have full cap buttons on grip than physical with cap tbh
but you couldn't press both at the same time easily
yeah one thing with grip buttons is they can cause a lot of mis-presses
even really good ones like the paddles on the steam controller I occasionally click by accident
@sturdy coral still screwing around getting it setup
this thing was tacky and janky as hell, but I remember it being a lot better for halo than using face buttons:
no camera and no direct to HMD yet sucks
hope they fix the direct mode for tpcast soon
seems they have 2 versions of the software and I grabbed the wrong 1
yeah no direct mode means no vr preview right?
didn't know anything about the direct mode not working on it actually
.........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
i wont be doing dev work with the wireless stuff anyways, just for actually running things
extended mode sucks with steamvr
I think extended mode doesn't support ATW either
but they claim its a temp issue and direct mod ewill work in the future?
Oh what. You can't do direct with TPCast?
That's... really unfortunate D:
for my use case.
Ah jeez. All my hype for wireless dead.
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
there is a reason its not widely available yet
Yeah... will just have to wait till the kinks are sorted.
No mic, no direct mode. Bleh π
wireless almost killed backpack vr for me, but then valve announced the next base stations will be tilable to huge areas..
Did you get one?
no camera zap
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
@tired tree well that sucks too. But I can't use camera as it is right now without a bunch of issues popping up.
Yeah.
i have an msi backpack pc as well
Just running out of USB resources.
don't you have a rift too?
you can virtually simulate having the camera on it
Yeah
by using kinect π
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...
get a powered 1. thats how i run the 10 vive trackers at once
It is a powered 10 port hub
I have to have two too, kinect's usb controller isn't compatible with oculus and vice versa
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 π
still cant get the damn tpcast to work either
heyo everyone π
I was looking into those but I decided I prefer the wire rather than a 60ghz rf generator slapped against my cranium :p
saw you got your tpcast @pearl tangle !
got it. need to get it to work would be handy
problems with the router ?
@sharp swan scared of the brain cancer? It's too late! We get plenty of radiation from smartphones
yep cant get past the first step
/s
I dont use them either :p
hmm wish I could help but we don't have one :/
I dont mind using a mobile phone if I use a handsfree but I hate having them next to my head.
you dont have to use a phone to be affected by the radiation
you are emitting radiation
true , we live inside a network of basestations now so hey ho
bananas are emitting lots of radiations in fact
Side note. If you have bed spring coils
those serve as mini amplifiers of radio signals
rofl
and have been proven to slightly increase the incidence of cancer in the side you have facing the bed π
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!
@sharp swan lightbulbs are Thz rf generators
Hehe
yeah I only have one of them strapped to my head when I have an idea though
scientists already proved that cellphone usage contributes to brain cancer
so, hopefully TPCast users have a good health insurance
Show me the receipts!
so, I see new awesome controllers available for Vive.. Pretty sweet!
Now Vive looks more compelling to me, pricing aside
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
Well, I assume it would be even cooler than Touch
But touch doesn't really add gameplay functionality beyond what's available on the Vive
it just has gestural functionality.
the touch controllers are the only thing that rift has thats better than vive now. the knuckle 1s will be way better though
the new vive things totally new controllers or add ons?
valve is making them not htc
interested in how they communicate
cosidering they are likely designed around any steamvr headset
you can bypass communicating with the headset with the usb wireless adapters
same as the steam controller
I know that
just didn't know if they were going that route
or had something new lined up
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?
When are they being released? Couldn't find any info
Says you have to do finger calibration on every use too.
Because a full gen normally consists of all the hardware coming at once?
And not just controllers π
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
@glossy agate when you let go and grip again it re-calibrates every time
'its not a big deal
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?
they said all three are seperate, but they also have one combined output for them
@clever sky they almost have to be, the new base stations aren't supporting existing headsets
the old sensor mass production stops in june, all the new ones they make will support the new base stations: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25858291/44509f0958e6b0453c35f9deb7a990e611668c98.jpg
Yeah, that's right.
I think for holidays there will be a new headset and the controllers
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?
it is possible it is just the LG one, 1440p
Would you upgrade?
probably, I'm thinking of upgrading just to get one of the lighter vives now
Better sell off my extra Vive while I can.
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
Ah ok.
if the LG is heavier I probably wouldn't get it
Yeah, it doesn't help the weight at all. It does feel more comfy, but also heavier...
more like a proper helmet π
I think the LG had a flip up thing, that looked cool
The LG one will be compatible with Windows right?
Oh yeah... windows have their own controller as well.
I don't know if they announced any windows holo compatibility
they might have had a separate one for that
Dammit VR ecosystem fragmented to shit already! π
Ah ok
Lg's doesn't have built in audio...
It's really convenient the built in audio.
yeah I like earbuds fine but built in is definitely more convenient for sharing
@raven halo PM ?
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
I don't need built in audio, I have decent cans
So I leave them off a lot of the time and not getting headset audio π
I've got $400 IEMs that have way better sound. I still prefer the built-ins for practical reasons.
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
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
I would definitely buy the controllers, they should be backwards compatible with the old bases
Yeah I want those right away too
Had no personal use for the pucks but the controllers look way better. More natural grabbing ect
if that works well it would be nice, because the manual ship control is clunky
it would be nice if Google and Amazon would provide plugin for UE4 to utilize Alexa and Google Assistant AI in games/apps
Would be cool for giving commands to your dog in FO4 VR
@glossy agate I'm totally stealing that idea for reddit karma
Hahaha go for it
any idea when 4.16.2 is coming or 4.17 preview begin ?
I don't know but 4.17 is supposed to improve vulkan a lot so I'm looking forward to it
@sturdy coral lol, good luck with that, have to implement hands before then
hah oh yeah they just have floating controllers right now right?
or what you are holding yeah
Hopefully they have hands for final release. Would be super cheesy just having vanishing controllers when you grab stuff, while everything else looks cool
"Despite Kinkeadeβs words, there doesnβt seem to be much sign of an end to Oculus and ZeniMaxβs battle right now."
what an article.....
10 years? oculus would do better to pull it until they have a replacement
@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
ship behind them is valve going "Da hell they doing to our wonderful ocean"
someone should put a zenimax logo on the boat, put the word "LAWSUITS" on the harpoon, and put an oculus logo on the whale
hey have any of you guys been able to build the nvidia VR works version of UE 4.14 or 4.15?
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
@severe river ah you can try this solution for oculus plugin errors: https://answers.unrealengine.com/questions/535446/cant-find-file-for-asset-scriptoculuslibrary.html?sort=oldest
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
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?
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
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
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)
@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
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:
Part 1: Dissecting a Frame
Part 2: LOD and Reflections
Part 3: Post-Effects Level of Detail If thereβs one domain where Rockstar outperforms β¦
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
thats awesome, so hes taking hundreds of pictures of the scene and then feeding it to meshlabs for reconstruction?
more or less yes
is Unreal considered a good option for mobile VR now? or is unity still the better choice?
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:
- create two builds of the game: one with the steamvr plugin enabled and one without.
- 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.
- 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.
- 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.
- 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.
ARkit is supposed to be available on Git today according to this post https://forums.unrealengine.com/showthread.php?148250-Early-Access-for-ARKit-for-iOS-available-now-on-GitHub&highlight=arkit
Im getting 404 when logged in. Is anyone else able to see it?
I see it, are you logged in with an account linked to your Epic account?
Yep, should be. I'll try it again.
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
@twin pulsar maybe try launching two instances of the editor, one with -nohmd
@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
yeah I get that too
...totally
@twin pulsar maybe open one in a copy of the project. not ideal, but should let you save
Does someone using htc vive with laptop?
@plain glade Yeah, I've got a laptop vive setup. Why?
@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
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? π
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?
@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.
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
@clever sky I have cross eye issue
someone told me it was because of laptop's display card
Ok... can you describe it more?
like this
I download sshowdown vr demo
Δ±ts working perfectly
in ue4 editor
did you understand? π
@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.
@pearl tangle I have cross eye problem
@plain glade Have you adjusted the IPD?
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
but I did open with other projects without problem
ok the problem about full screen in display
I cant see fullscreen
I cant running in direct mode
because of display card
its laptop
using optimus tecnology
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
Has anyone here had trouble with meshes going crazy when launching to mobile VR?
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
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
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?
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
Hmmm... good to know
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
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!
yeah thats the problem with being early adopters
Well, the upside is you get to play with the newest (and often buggiest) toys π
"Man this tpcast just isn't up to my standards" -> Throws into corner on top of pile of knuckles controller prototypes π
so i just mail valve for one of those knuckles prototypes?
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
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
contact shadows?
what im doing there is a very simpleblack transparent material
with opacity that depends on the vertex colors
Yeah if its all static there is a contact shadow light function you can use. Probably too expensive to do dynamic though
This page provides an overview of Contact Shadows in UE4.
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.
@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."
link?
from rcalcoa in there
I thought ray traced distance shadows do work in VR, just not DFAO
oh you meant contact shadows?
rolando isn't "one of the devs", hes basically the only one working on vulkan π
@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 π
hmmm I wonder if steam might win the vr war
apple will use vive and the supertrolls are after oculus
lets hope they can support a less annoying HMD in the future
vive rubber band strap headgear leaves much to be desired
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
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
Β£759 for a vive. yikes
@opal bobcat the deluxe audio strap is an even bigger "engineering problem" because its deteriorating
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
UPDATE TO THIS UPDATE: https://www.youtube.com/watch?v=L2U6tdeDs34 tl;dw: The damage is just to a top layer. It can be scrubbed off. What's left is usable, I...
@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.
wow thats a bummer
that same guy did a review of the revolve prototype too and he said it was heavy and wiggly
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?
@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
@real needle were you playing a packaged build you had uploaded to steam? the manifest there automatically excludes the pdb files
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
So what is the best solution to having users send me their crash logs? Afaik they don't exist in shipping builds?
@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
I just looked at the last shipping build I uploaded, and then downloaded from steam. It does have the .log within Game/Saved/Logs
@real needle crash dumps are a bit different, it should look something like Saved/Logs/UE4CC-Windows-986C7D0C40809CBF0AEC8D9E2EEE7986/UE4Minidump.dmp
@sturdy coral Thanks, I knew I had seem them there before. I've had a stable build for quite a while now π
@sturdy coral how to open those with your own pdb files then?
@twin pulsar Using shortcuts like I posted runs the game in the same way as "play in editor". No need to package.
anyone know if rift controllers can be used without the HMD?
they cannot
the controllers communicate to the headset, same as the vive controllers unless you use a usb adapter for them
In the VR preview mode, is there a way I can still have live feedback within the editor?
i.e. unpossessing the pawn
@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
Well, there isn't a button, which is why I'm asking π
@frigid kite I think F10 is the normal eject hotkey, you can give that a shot
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.
Well, I wanted to look at the relative position of the HMD inside the character for starters
while it is being tracked
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?
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!
Yeah sounds like print screen would be the way to go if you have to see the actual numbers
Thanks for the help though!
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
I thought it was just the coating, you can scrub the top layer off
But then it doesn't feel nearly as nice according to the dude who started the whole deal on YT
@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?
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
why isn't 1 pc enough
steamworks works by steam account. you cant log on the same pc twice
And a VM?
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
Does UE4 VR support CLI?
Will our game win this year? (Centauri)
@full junco for me it is associated with visual studio in explorer, so I just dbl click it
@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
these guys do have a point
In this excerpt from The Game Informer Show, Ben Hanson, Matt Bertz, Matt Miller, and Dan Tack talk about the lack of enthusiasm for VR at E3 2017. Even expe...
people don't push VR anymore the same way as prior to the hype last year
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?
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
@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
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
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 π
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
"casuals" don't matter for high quality VR stuff
casuals are the mass market
casuals play candy crush whatever stuff
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
its not relevant for VR adoption though
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
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
to be fair i only got profit becouse my game was so cheap to make
I'm fine with the big AAA guys staying away from VR as long as possible
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
thats an issue of how valve doesn't curate steam though
it won't slow down
getting the $100 back is way too easy
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
well I wish there would be a highly curated platform with perfect roomscale tracking
oculus does have curation
getting into the "games" section isnt easy
in the slightest
very few people have a rift + touch + 3 cameras though
i have 3000 dollas in sales on Oculus, and 7k on Steam
wich does check out
with the percentages
your game is fine even on PSVR, so you dont need 3 cameras with the rift for your game
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
vive and rift both need price cuts, the early adapters have all bought by now
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
These casuals
Also, The Vive is better objectively to a degree no objections can be raised and sold much more than the Oculus last I checked
π
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
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.
my pc is quite well specced but is deemed not good enough for vr
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
only my gpu fails
the most important part
but I have no issues playing any normal AAA game
@wintry escarp you using a Rift?
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
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
@real needle um
All you need to do is convert them to 3Dwidgets
If you see something you like. Use WidgetInteraction
yeah, stuck on 4.11 though
i think ill just hack together something with some interactive meshes
My i3 Skylake is good in VR
you got desktop vr now?
Yeah
1000x easier to work with directly with the editor?
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
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
no
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
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
I will have to stick with gearvr then, I cant afford gpu and rift
i thought i could just turn up gfx to see how things look, then turn them all down to see how it runs
You could try, but its kind of taking an expensive chance if you cant use it
@real needle Mitch made a plugin for 4.11 for UMG: https://github.com/mitchemmc/VRUMGPlugin
thanks! ill investigate
@wicked oak ASW requires at least a 900 series GPU though, I'd go to at least a 970 for that
@wintry escarp ^
doesnt the 780 have similar raw power to the 970?
im mostly worried about compatibility with the direct mode and similar
multires is only in raw data and what else?
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
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
@wicked oak you may not want me in, I'm working on a sort of class based PVP thing too π
i only feel threat from AAA/highbudget games
@wicked oak hah yeah I can hop in then and help you test
https://discord.gg/vevHT join here
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
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
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
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
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
ok cool, I'll take it to the chat over there
is vive that much heavier?
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
The vive is definitely less comfortable than the rift
I have the original Vive dev kit too, it is even worse
I hope the DAS will bring some relief
The DK2 was pretty horrid as well, especially in hindsight
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
Any issues with the foam?
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
Oh, on Road to VR they said it balanced the weight much better π¦
Maybe it'll be better when there's a WiGig antenna on the back π
hah yeah
Definitely looking forward to that, though the price is a bit daunting