#virtual-reality

1 messages · Page 121 of 1

sturdy coral
#

and a lot of people have comfort issues with the regular strap there, with the vive resting too much on their cheek muscles or something

frigid kite
#

Yeah, the straps are just generally not a good way of holding an HMD in place

real needle
#

@wicked oak - any tips for using motioncontroller when developing in vive - ensuring compatibility with rift?

#

i recall a while ago there was a difference between the headsets re: origin at floor level?

#

or is that not a problem - just use motioncontroller and it will theoreticalyl work on both headsets? (i've only got vive)

wicked oak
#

its automagic

granite jacinth
#

The only issue is optimal button mapping

#

Luckily I have some peeps with Rifts for input

wicked oak
#

mapping is easy, its almost direct

#

its the shape of the controllers what changes the most

#

with vive you need a different orientation than with oculus

real needle
#

hmm, what do you mean by that?

#

lets say you are using a mesh of a hand

#

arranged with the vive controller. but not really mapped any realistic way, just like a rough representation

#

do you have to detect the hmd and apply some sort of rotation, etc? i'm talking very basic hand representation

wicked oak
#

yes, you need to apply rotation

#

lets take the case of a sword/gun

#

in the vive, the handle is 100% horizontal

#

while in the oculus, the handle is around 30-40% degrees

#

its the "face" wich is horizontal

real needle
#

ah isee what you mean

#

what about a hand scenario - like job simulator

wicked oak
#

for that reason, if you have a sword on the oculus, then you will have to make sure to rotate it on the vive

real needle
#

where the hand doesnt really map to the real hand. the user just accepts the hand location

wicked oak
#

same thing

#

you will need to rotate it

sturdy coral
#

@real needle you do need to call set tracking origin: floor level

real needle
#

@sturdy coral - that is the same setting i am using for vive

sturdy coral
#

yeah, just vive defaults to it

#

and rift doesn't

real needle
#

ahhh

#

okay so that handles the HMD properly

#

but this hand thing - how would you detect the hmd and then apply the rotation?

#

and what do people use for "in game menu" on touch?

#

in vive i use "Shoulder", which is that little button above the trackpad. what is the rift equivalent?

wicked oak
#

Gamepad Special Right

sturdy coral
#

there are lots of ways to handle the hand differences

wicked oak
#

on the left controller

#

on the right controller its reserved

sturdy coral
#

sockets, storing a delta transform, etc.

wicked oak
#

on the other hand you have 2 extra face buttons. You can also put that

#

they are Facebutton 1 and 2

real needle
#

what do most people expect with touch?

sturdy coral
#

I think it is called special menu on touch

#

or something like that

real needle
#

"Gamepad Special Right" sufficient?

sturdy coral
#

in the pinned posts there is a gif here

real needle
#

what is Touch equivalent to the triggeraxis?

sturdy coral
#

but there is a better one online somewhere that has the actual UE4 names

real needle
#

i have an animation mapped to amount of triggeraxis

#

(on vive)

sturdy coral
#

search for that overview gif

#

it will tell you all the axises and mappings

real needle
#

sure thing, thx

sturdy coral
#

that's the vive one

#

there is a similar one for rift

wicked oak
#

its actually Gamepad Special Right

real needle
#

that is fantastic, thanks!

#

so it looks like they both use TriggerAxis

#

i imagine a touch person would pickup with Trigger

sturdy coral
#

they would want to pick up with grip or grip axis

#

most likely

real needle
#

ah, hmm

sturdy coral
#

it depends though

wicked oak
#

its Grip axis

#

people are used to grab stuff with the dedicated grab button

real needle
#

which one is that

#

i have the hand pickup animation mapped to Tigger on Vive

#

because there are degrees of open and close

#

what would a Touch person expect that to happen for?

sturdy coral
#

grip axis

frigid kite
#

Grip

real needle
#

got it, thanks

frigid kite
#

A vive person also picks stuff up with the grip button

sturdy coral
#

but there are exceptions, I think rec room still uses trigger

real needle
#

true, but an analog pickup

sturdy coral
#

you might want some other gameplay thing on grip, etc.

real needle
#

with degrees of closed hand

#

so i think for the analog case, grip axis is what i want

wicked oak
#

nope, vive uses the trigger in a lot of cases

#

becouse grip button in vive is dogshit

#

its really hard to press, not an axis, and you cant really keep it pressed

frigid kite
#

Well yeah, but you need both

#

You get used to it

sturdy coral
#

grip on vive is better as a toggle grip in most cases

wicked oak
#

i use it, but as toggle grip

#

yeah

frigid kite
#

In the beginning I got massive cramps

sturdy coral
#

raw data has like 3 preferences around it because people disagree so much

frigid kite
#

but now I use it as real grip, so throwing is more natural

sturdy coral
#

the grips were even worse on the vive dk1 controllers..

frigid kite
#

especially for games like robo recall

sturdy coral
#

which is hard to believe

frigid kite
#

But I agree, all in all the vive controller is very poorly designed, with the grip buttons being the worst of it

#

the touch is far nicer, though it took them too long to release

#

creating this whole group of people with gamepad pc vr

sturdy coral
#

yeah, I don't mind the rest of the vive controller, I like the touchpad flexibility

wicked oak
#

that costed them the PC vr market

sturdy coral
#

just needs a better grip

wicked oak
#

Vive being first to release stomped oculus REALLY hard

real needle
#

any simple way to detect HMD?

#

i mean, detect Vive vs Rift

wicked oak
#

becouse it created all this feeling of "rift cant roomscale" and all that trash

frigid kite
#

It's also so much bulkier, @sturdy coral

#

And the touchpad, I'm not sure about it

sturdy coral
#

@frigid kite yeah, but touch is a little too small

frigid kite
#

it's also finicky when you get right on the edge

#

which is where you wanna go a lot of the time

sturdy coral
#

having to hold it with pinky and ring finger to avoid making a fist gesture at people took some getting used to

frigid kite
#

oh, right, the Touch, not the touchpad on the vive

#

seriously, that name

sturdy coral
#

I wish the body of touch was like an inch or so longer and didn't taper as much at the bottom

frigid kite
#

Hmm, maybe, I kinda like it the way it is

#

it sits really well in my hand

sturdy coral
#

maybe it is different on the consumer one too, I have the dev kits

frigid kite
#

could be, they went through myriad design changes

sturdy coral
#

feels like it needs some rubber grippyness or to be a little longer

glossy agate
#

Onward for example toggles grip for grabbing and releasing gun, and trigger for throwables/interactables like grenage, and walkie talkie. Probably my favorite setup

#

will transfer to Knuckles well too

sturdy coral
#

they put out a knuckles porting guide

#

with a list of games that work better switching their grip to the trigger or leaving it

#

or something like that

#

probably things that had a toggle grip don't work with knuckles without changing that

#

at dev days they said they were going to eventually do a more global configuration thing like the steam controller

frigid kite
#

Unrelated, is there a common way of doing screen space overlays in vr in unreal?

#

I wanna play around with blinders, like in eagle flight

#

UMG is definitely out

wicked oak
#

face locked stereo layers

#

rendered by a UMG thing

#

you can use a 3d widget and then set the texture to the stereo layer

#

thus rendering the stereo layer with the umg

sturdy coral
#

@frigid kite for really quick and dirty face locked blinders you might want to try just overdriving post process vignette to a high level

#

I'm not sure you can ever get enough of a hard cut off with it without tweaking the shader for it

#

you can also do a post process material and write your own through the material editor

frigid kite
#

Yeah, post process was next on my list

#

I've not heard of the stereo layer before - I'll do some reading

sturdy coral
#

tried echo arena, it's really fun

#

it uses multires (back to the 780 vs 970 discussion)

#

yeah that game is going to be big, it is really polished and fun

wintry escarp
#

no multires on 780?

sturdy coral
#

nope, you need 900 series for multires and 1000 series for lens-matched shading

wintry escarp
#

games must have the usual options to lower settings though

#

bleh, safest to wait for next gen then

sturdy coral
#

yeah, lone echo supports multires but doesn't require it

#

err echo arena

wintry escarp
#

looks a bit like enders game war game arena

glossy agate
#

@sturdy coral I meant for converting grip to knuckles it would be the same motion people expect, but you wouldn't need a toggle because knuckles has touch so you would do "is touched/is released" for grabbing and letting go of stuff. More natural

real needle
#

How do you guys capture video footage and screenshots for your game? (putting together trailer, screenshot gallery, etc)

glossy agate
#

Problem with trigger grabbing sometimes (like with Pavlov) is when grabbing a gun you can accidentally start shooting right when it snaps to socket

odd garnet
#

2 weeks to release

#

;-;

#

Still so many bugs and half baked features

#

We keep thinking "oh yeah that would be cool" to about 10 things

and end up finishing 8 of them lol

glossy agate
#

What game? You got a trailer?

real needle
#

@real needle I use nvidia shadowplay... when the current patch is stable

#

Screenshots are better to capture in regular flat preview, but you can also attach a scenecapture component to the HMD camera and write capture to texture on disk

odd garnet
#

Hmmmm soon

#

We're cutting footage tonight

real needle
#

@real needle thanks for the suggestions. any alternatives to nvidia shadowplay that you are aware of?

#

OBS. Good job auto correct

#

what is that? google not cooperating for that term...

glossy agate
#

@disraeligears#4624 OBS is good for capture too. I had trouble with shadowplay flashing me to the steam screen for some reason.

jaunty shell
#

interesting presentation from NVIDIA + HTC regarding collaborative/multiuser experiences

sturdy coral
#

I wonder what kind of TAA echo arena is using, it didn't look blurry

wicked oak
#

@sturdy coral Forward Renderer?

mighty carbon
#

I don't think they use UE4

wicked oak
#

TAA looks blurry on dynamic objects no matter what you do

#

MSAA doesnt

#

they do

#

pretty sure, but not 100% sure

mighty carbon
#

there was not a single mention of Echo using UE4, nor Epic ever tweeted about it

jaunty shell
#

it looks like UE4 based on materials and light reflexions

#

but then Unity had quite an epiphany recently with visual overhauls

mighty carbon
#

in-house engine

sturdy coral
#

No ue4 mentioned in their trailers

#

They made The Order on a custom engine

jaunty shell
#

aah yeah that's from Ready at Dawn

sturdy coral
#

The options screen mentioned temporal aa

#

But also had a 2x aa option separately

#

So I think it is forward with msaa and taa

mighty carbon
#

New Doom has TAA and it's not blurry as UE4's

jaunty shell
#

New Doom looks mint

#

need to try it out in 4k though

sturdy coral
#

There was a sharpening option in the settings that defaulted on

#

So it may have had some blur masked from that

#

(in lone echo, not doom)

#

It definitely didn't seem to use screenspace reflections

mighty carbon
#

I wonder if 2 controllers can be used with Gear VR

wintry escarp
#

all that procrastinating about the rift and the only shop in Glasgow that had to demo doesn't have it anymore, they say oculus took it back

#

so theres now nowhere in this whole country to test out a rift, its as if oculus don't want to sell any

mighty carbon
#

they do, but I think their target market is North America

#

plus by now VR enthusiasts already know Rift's and Vive's pros and cons and that in general desktop VR is super-awesome

wintry escarp
#

balls to paying out £598 blind without even being able to test it

mighty carbon
#

eeh, I paid $800 for my S6 and Gear VR, blindly

#

because I tested Cardboard and I've read that Gear VR is a ton better

wintry escarp
#

I paid £500 for my phone, I needed a phone, winphone is dead. I made sure the gearvr was free

mighty carbon
#

so, you tested Gear VR and Rift is a ton better. It's pretty no-brainer decision if you have money to spend

wintry escarp
#

it wasn't a total bust, I got a new pair of cords and a cap

mighty carbon
#

I am pretty sure I'll get Vive v2.0 next time around, unless Oculus offers a better deal

#

but at this point Rift beats Vive for me

wintry escarp
#

vive is £170 more here

mighty carbon
#

(plus I got it for free from Oculus anyway)

wintry escarp
#

woo how'd you manage that

mighty carbon
#

showed them my past works in non-VR, explained what I am going to develop in VR and showed my Gear VR prototype

#

took a loooong ass time to get response, but I got it

#

you can't just come out of the woods and expect to get $600 of hardware from them

wicked oak
#

they sent me 4 oculus lmao

#

but they had an error

#

and sent me 2 oculus with touch

#

twice

wintry escarp
#

sell me one

#

threefiddy

sharp swan
#

Oculus can eat my ass with a spoon. 😄

subtle island
#

@sharp swan Really? They don't advertise that on any of the promo material for the rift

sharp swan
#

Yeah they dont like to talk about it.

#

Just like their Home Store service when they deny you access and give you no reason and wont talk to you about it again.

#

Even though they sponsored you for almost 2 years on the project 😄

#

maybe things will get better who knows

subtle island
#

Yeah they have some annoying business practices

#

Rly bad for VR as a whole IMO

sharp swan
#

still love them damn controllers tho ¬_¬

#

When I get fleeced for a new pair of Vive controllers, I shall be happy with the vive entirely

subtle island
#

What do you think of the knuckles controllers?

wintry escarp
#

cant you distribute on your own and let people sideload?

sharp swan
#

@subtle island they look pretty good but I will have to try them. They look like a step in the right direction. Vive controllers need more buttons as it is. These grip button systems can be a bit odd for people with large hands though.

mighty carbon
#

@sharp swan it's been my experience that business only do that to devs if devs talk trash about business and generally being dicks toward the business (publicly and in private)

sharp swan
#

I never said a bad word about Oculus before that. I praised them in fact for giving us hardware right from the DK1 era

mighty carbon
#

well, like I said, shit doesn't just happen out of the blue.. Gotta be a reason

sharp swan
#

im sure and if they told us, I wouldn't complain

#

how can you fix what is broken when you are not informed of what is broken though?

mighty carbon
#

was it you who made a game that directly competes with some other similar AAA game ?

sharp swan
#

that depends on your point of view. Some people wanted to compere it to Eve Valkyrie but it wasn't the same game and no-where near the quality

mighty carbon
#

that could be the reason why

sharp swan
#

it crossed my mind but I guess even telling us that as an indicator would have been something. Even if to say they were holding out on giving us a possible release date to get the initial sales. I feel it was more due to something else. Possibly the code being crap or something

little nacelle
#

Hi guys, just wanted to know, on the HTC vive controller, the face button 1,2,3,4 are on te left or the right controller?

sturdy coral
#

@mighty carbon @sharp swan there doesn't have to be a good reason. I met someone whose company name had an ampersand in it, Oculus's database couldn't handle special characters so they just totally put his game in limbo for months

sharp swan
#

that must have been pre-facebook. I can't imagine the web devs didn't sort that out immediately 😄

full junco
#

@little nacelle on both

#

@sharp swan "the code being crap"? how did they see the code?

little nacelle
#

@full junco but there are also button 5,6,7,8; so I thought the 4 first ones were on one hand and the others on the others? I don't really get how UE4 maps them

wicked oak
#

left and right hand

sharp swan
#

performance testing, apps that deal with that kind of thing really.

wicked oak
#

they complained a bit about mine

#

but i fixed the stuff

sturdy coral
#

they just have it on both

wicked oak
#

and they approved it enough to be on Gallery (shit tier) 😦

sturdy coral
#

symmetric with L and R in the name

wicked oak
#

there are 3 rankings. "normal" games are the ones that are flawless

#

Early Access are the games that are flawless, but short on content or still in-development

#

gallery is the games that arent flawless and can have a few rough spots

#

then there is a 4th. Keys only

#

for games that have SERIOUS issues

sharp swan
#

that was another thing. They first rejected in early access. Then again when it was resubmit on final release.

full junco
#

why didnt you fix it to get to "early access" at least? @wicked oak

sturdy coral
#

@wicked oak and 5th: no keys. porn apps 😛

#

even if flawless

wicked oak
#

oh i did

#

but i dont know how to tell them to re-review it

#

the game doesnt have much sales, usually they only get stuff out of gallery if it sells well

#

i did tell them if i could exit gallry

little nacelle
#

Thanks for the scheme, but I dont see face button 5,6,7,8 on it 😟

wicked oak
#

becouse it doesnt exist...

#

its face button 1,2,3,4 on left or right hand

sturdy coral
#

@atomic pumice I don't know which controller uses those but it isn't vive

wicked oak
#

Face Button (R/L) 1

granite jacinth
#

I can't wait to get back to VR Dev when I get back from vacation

little nacelle
#

Oh okay, I see, it's been anticipated for those kind of motion controller that has a lot of button on it I guess? Okay, I'll use the 4 first ones, thanks!

sturdy coral
#

@atomic pumice grepped through plugins, nothing uses beyond FaceButton4 so much just be for future use

wicked oak
#

lol how is ue4 going to support steam knuckles XD

#

it doesnt have enough axis

#

i guess it will end up as knucles axis 1,2,3

#

like it is with oculus capacitative axis

sturdy coral
#

the oculus cap touch stuff each has an axis

sharp swan
#

you can have as many axis as you like in ue4 with a bit of a mod

sturdy coral
#

but through some other interface I think

#

I think 4.15 added wheel and joystick support, so they must have some generic axis mapping now right?

sharp swan
#

they did add a new raw input thing for non-xinput controllers, allowing HOTAS to work and such. Whether that was limited I dunno as I used a custom setup when it wasn't supported

granite jacinth
#

UE4 will update itself as always to new tech

#

Half-assed at times. But it will.

wicked oak
#

i was thinking of that hero prototype thing that was discussed in lounge this morning

#

ima build the prototype a bit now

#

i want to see how it goes with rocket hands flying around a city at high speed

#

and its quite simple

tired tree
#

been a few variations of that done already

#

all of them could have been better

wicked oak
#

uhm it works to fly around a RNG city like that

#

but i havent seen a single game doing that properly

#

it could be a flashy action game vs aliens or similar

frigid kite
#

It's Morden, in the flesh! 😮

#

Been doing some prototyping with your plugin, thanks for putting so much time into it

wicked oak
#

he should get paid for it

frigid kite
#

I was just thinking that the VivePawn is a bit of a mess though, I'm planning on separating different bits of VR interaction into components/child actors so I can keep a clear head

#

But having all the character collision, physics enabled gripping and climbing ready is an absolute blessing

glossy agate
#

@wicked oak have you tried blueshift? Similar to what you described. It's free on steam

wicked oak
#

i saw that one

glossy agate
#

From the same dev that made vertigo

wicked oak
#

no i havent tried it

#

maybe i do that as i could get a finished product in 1 month

#

but DWVR comes first

#

doing it as a score attack game against aliens that are trying to destroy the city would probably work

glossy agate
#

Would be really cool

wicked oak
#

ill think about it. A project like that could be done REALLY fast

#

the city can be procgen-d with a few procedural buildings, and the aliens use AI to fly around and attack you

glossy agate
#

With Coop would be fun too. But yeah really fast to make.

wicked oak
#

coop blows the hell out of the complexity for it

#

but it can be done, interactions arent that complicated

glossy agate
#

Master Indy is making Jet Island that is similar also. Has grapple hooks instead of flying though

#

not released yet

tired tree
#

@frigid kite 75% of whats in that template pawn can be thrown out for the average user. Its there to show how to do everything, but most people won't need everything.

#

i'll agree that its a "bit" bloated by now :p

#

but the workflow is normal, hell look at Robo Recall, they put MORE of their logic into the character than I do

#

the only real paridgm shift I took is that I don't run gripping in the gripped actors, I run it on the motion controller. And that is simply because of replication efficiency and the late updates control.

digital marlin
#

@digital marlin .

mighty carbon
#

Is there a better way ?

mighty carbon
#

Hmm.. that method doesn't work for me since I got no material in my widget - it's just a text that gets updated every now and then.

#

😕

pearl tangle
#

text still has a material applied to it

fresh laurel
#

I am sad

#

😢

frigid kite
#

Oh, that was with Jeri, wasn't it 😦

#

Ah indeed, man that's too bad

fresh laurel
#

Yeah it was with Jeri

pearl tangle
#

thats a shame. I backed their kickstarter 1 and they gave everybody a refund when they got properly funded. I didn't see much opportunity for them though after all the new stuff came out

velvet mango
#

Basic question. If I want to make the player move up (think of an elevator), do I only need to move the VRPawn. Also, is the NavMesh only for teleportation, can I just remove it if I don't need it?

#

Sadly, no Vive here, so I can't test it this week :3

jaunty shell
#

CastAR people were so nice, tech had a lot of promises too 😦

fresh laurel
#

Yeah agreed @jaunty shell

jaunty shell
#

on a more positive note

#

I just received my new workstation 😄

#

120hz is such a bliss 🤓

fresh laurel
#

Oh nice

#

Congrats

jaunty shell
#

thanks

#

its going to be a long day of software installs, benchmarks and shenanigans

pearl tangle
#

this is your little alienware laptop right?

jaunty shell
#

yep !

#

GTX1080, i7 7820HK, 32gigs

#

120hz 1440p gsync screen

#

tobii eye tracking 👀

fresh laurel
#

I am looking at making at VR Headset for project using a Samsung Galaxy Tab, A Durovis Dive 7 and a Nolo VR Setup. Should I wait for more standalone VR solutions to come out or no?

#

Just curious really

jaunty shell
#

hmm sounds a bit too diy

#

and it will surely not give good results 🤔

fresh laurel
#

Ah ok

jaunty shell
#

HTC is going to release a standalone HMD in a few months

fresh laurel
#

Yeah - But for me it comes down to price

#

I do not mind going the DIY route

jaunty shell
#

I wonder if OpenVR has something you can work with

fresh laurel
#

I just want to make sure that I am making the right choice before I do so

wicked oak
#

motorsep, there is a ez mode

#

that dev is doing it in the wrong way

#

all you need @motorsep#8292

#

make sure of 2 things

#

the stereo layer must have live texture

#

and the widget has to render even if not in view

#

i usually attach them to the back of the head at a small scale

#

that way you wont see the umg thing, but it will still render for the stereo layer

wintry escarp
#

i don't think standalone HMD will be very good for a few years yet

#

cutting the wires but using the PC power is a better idea

jaunty shell
#

could be a hybrid headset

#

Use SteamVR tracking (lighthouses, wands or knuckles), use the headset to process tracking data, and stream content from pc in wireless

pearl tangle
#

yeah thats already pretty easy to do but you need to have the vive headset for the trackers to work

#

actually maybe not, i haven't tried running steam vr with the headset disconnected and just using the usb trackers

clever sky
#

@mighty carbon

#

huh

#

dunno why vblanco's macro didn't come up

wicked oak
#

as logical, the "get render target" thing is useful for more things

#

for example if you have a TV, you could use that render target as a texture in the TV material

#

and have it be on whatever shape you want

#

instead of being locked to planar or cylinder

#

btw you dont need to do so on Tick

#

this is done once

#

i do it on beginplay

#

im adding smooth locomotion to Vive, finally got an idea on how to map its controls

sharp swan
#

good luck. I need it

wicked oak
#

ill see if i can upload it today

#

to the public

mighty carbon
#

Thanks @wicked oak

jaunty shell
#

anyone using GTX 10x based laptops around ?

granite jacinth
#

@jaunty shell aye

jaunty shell
#

@granite jacinth did you have any troubles setting up your vive ? I can't have it detected in direct nor extended

granite jacinth
#

@wicked oak yo what's the purpose of that image. Maybe I didn't get what motorswp was asking.

#

@jaunty shell uh, no issues that I can see. It runs better than my desktop sadly.

jaunty shell
#

welp, that's weird

#

steamvr recognises every device of the vive, but still gives me an error 208

granite jacinth
#

That's the one I got. They are way cheaper nowadays. Good buy though. Worth it.

#

You should try a manual reboot a few times.

#

Also check to see what power settings are recommended

#

Gt73vr titan-017 with 1070

jaunty shell
#

Aye

#

I have an alienware 17r4 with a 1080

#

plugged into the hdmi port

#

gonna try rebooting a few times

#

and reinstalling the drivers

#

need to get the latest drivers too (although the current ones are not that old)

pearl tangle
#

i have found some devices like displayport and others like hdmi

jaunty shell
#

@pearl tangle hmm I'm not sure we have mini DP to mini DP at work :/

#

I'm updating the GPU drivers and reinstalling steamvr, to see if it changes anything

pearl tangle
#

you can try installing the vive software as well, i have found that made a bit of a difference on 1 or 2 machines previously

jaunty shell
#

🤢

#

@pearl tangle direct works on your laptops ?

pearl tangle
#

yep

jaunty shell
#

hmm

#

done anything special ?

#

still getting error 208

#

trying to disable gsync and see if it changes anything

wicked oak
#

@jaunty shell laptops have massive problems if they arent "vr ready" laptops

pearl tangle
#

never had any issues with gsync on it. Id say try the vive software, failing that, throw on a displayport cable. it's solved my problems

wicked oak
#

becouse usually, the hdmi is connected to the internal GPU

jaunty shell
#

this one is vr ready

wicked oak
#

ah

#

then disable gsync

jaunty shell
#

AH

#

gsync was the culprit

#

works now

#

good to know 🤔

#

wait

#

weird

#

still works after reactivating Gsync

#

oh well

#

now I just need to move the 50gigs of engine source to that laptop 😱

mighty carbon
sharp swan
#

awesome. I work in code so 1080 or not, that is upto the artist :p

wicked oak
#

pff 3 per month and goes via twitter

#

i have no chance for that

#

and im doing very neat graphics on VR

mighty carbon
wicked oak
#

im aware of it, i monitor my competition

mighty carbon
#

so, when is the release ?

#

I think Valve needs to hire an industrial designer or something..

sturdy coral
mighty carbon
#

thanks @sturdy coral

mighty carbon
#

lol

mighty carbon
real needle
#

@mighty carbon Those are not yours are they?

#

Saw post on Cloudhead Games twitter, no not yours :b

#

I've tried them but the demo didn't utilize the touchpad at all, so I still don't know if it's only capacitive or if you can click the touchpad as you can with the vive controllers

#

@sturdy coral Do you know if stereo layers are more/less performant than regular 3dwidgets?

wintry escarp
#

that NVidia thing makes no sense

#

if you do a great looking thing on a 1080...they'll give you a 1080

fair hearth
#

hey guys,

about a week ago I posted regarding loading levels on an htc vive without having it kick back out to the steamvr compositor while the game loads the level.

After some discussion I attempted to set up a level streaming scenario which would always have a persistent level loaded to avoid having the engine hang while I load in the other level. Unfortunately even with a small level the engine still cuts out to steamvr when I'm initially loading the levels. Any ideas on how I can solve this?

mighty carbon
#

@real needle what are you talking about? What's not mine? I am just posting interesting (from my perspective) links 😃

#

@wintry escarp no, if you work on great looking thing and you need 1080, they give you 1080

real needle
#

Knuckles is what I meant. I would be surprised if someone who develops for rift got a pair of knuckles ^^

#

@fair hearth The only thing you can do is to put a different "splash screen" in that little square texture that comes up when the compositor is shown

#

Or have so little to load that it loads instantly...

#

I haven't been able to get around it, and when I do a server travel, the clients doesn't even kick back out to steamvr, the last rendered frame gets frozen in the hmd

fair hearth
#

yeah, I really wanted to set up something similar to the level loading scenarios that are in the portal games, but it doesn't look like that is going to be possible in the current version of the engine

mighty carbon
#

nah, I don't have Vive's "knuckles".. Just saw it on tweeter and was like: "What an ugly design..."

fair hearth
#

@real needle do you know of anyone who has succesfully set up the splashscreens? I've tried it before but it hasn't worked properly

wraith sky
odd garnet
#

were working on a plugin for mixed reality that could be adapted for many ue4 games

subtle island
#

Would it be possible to delay the loading? or do it in chunks? I haven't tried in VR but if it's kicking to a loading screen when too much is being loaded maybe you could force load over a longer period of time?

odd garnet
#

@subtle island I would use level streaming. You can google that and find some good videos

subtle island
#

Yeah I should have @fair hearth there, it's not my personal problem

#

Just suggesting possible solutions

#

I only recently tried out level streaming, lets you do some cool stuff

odd garnet
#

Yeah

#

its that whole loading in chunks thing you were talking about

#

the chunks can be as small as you want if you want to load smoother

wintry escarp
#

i'm torn between getting a 1080 or a rift, cant have both

sturdy coral
#

@real needle I would imagine less performant, because you still end up drawing the scene behind them, where if you use a solid material in engine you wouldn't

#

you could draw a black quad with an unlit material or something behind them and maybe save most of the perf

glossy agate
#

@Wiltshire#6351 I just load persistent, delay .1 and start loading in chunks starting with what the player can see first. Have about 5 per level. Went from an 8 sec load time to <2. Gets a frame jitter but not bad.

mighty carbon
#

@smilertoo#8988 why 1080? Get 1060 6Gb

mighty carbon
#

folks, any idea why stereo layer doesn't render in PIE ? In Mitch's youtube video it does, but on my PC it doesn't

pearl tangle
#

@wintry escarp unless you are running 4k displays then the 1080 is pretty unecessary

sturdy coral
#

@mighty carbon I believe he is rendering to an in game UMG widget and the layer

#

to make the default widget interactor work

#

I don't know any reason why it would't work in PIE though

mighty carbon
#

yeah and I am simply having Stereo Layer with plain texture, for testing purposes.. Doesn't show up in PIE :/

#

which is a known thing since I began devving for Gear VR.. But I also ran Play VR Preview and it still wouldn't show

tired tree
#

it won't show in editor

#

only in headset

mighty carbon
#

I see

mighty carbon
#

so followed Mitch's tutorial and vblanco's advise to put UMG behind camera - it doesn't render to Stereo Layer. My guess is it never renders behind the camera as it's being culled.

mighty carbon
#

yep, can't put it behind the cam

#

fun fact - stereo layer being over near geometry f#cks depth perception and is virtually unreadable 😦

#

going to have to have stereo layer placed in the world and scale it up/down based on the distance from the cam..

#

damn VR

mighty carbon
#

how did you folks get around that kind of issue ?

#

hmm.. it seems that stereo layer (only 1 !!!) kills performance on Gear VR 😦

#

oh well, back to 3D widgets

jaunty shell
#

@pearl tangle the plot thickens, my vive works in direct mode when you freshly install steamvr, then throws an error 400

#

extended works as intended tho

#

but that means no UE4 pie vr preview, and that's going to be a problem :/

wicked oak
#

@motorsep#8292 there is a tickbox that say "update even when not rendered" or similar

#

stereo layer shouldnt harm performance in gearvr, they recomend it constantly

#

maybe your umg is too high resolution or updates too often?

jaunty shell
#

I give up on trying to understand why the vive does/doesn't work on that Alienware laptop

#

After pluging, unplugging the breakerbox through minidp adaptaters, it now works in direct with HDMI only

#

¯_(ツ)_/¯

#

which was not working earlier this morning and yesterday

pearl tangle
#

haha yeah steam vr is still fiddly as fuck thats for sure

#

also as a note @jaunty shell sometimes issues can come with the cables, if you just run the HDMI and USB cable straight to the machine instead of through the breakout box you can find out if there is any other issues there too

jaunty shell
#

wait, would that work ? O_o

#

what's the purpose of the breakout box then ?

pearl tangle
#

yeah it works fine.

#

it is just an extension cord and also for safety so that if you trip on the cord it pulls it ouf ot there instead of pulling a computer off the desk

wicked oak
#

its purpose is energy deliver

#

energy deliver + just in case

pearl tangle
#

also of a side note if you have a spare vive cable around you can use that as the extension from the PC to the breakout box instead if you need a really long lead

wicked oak
#

better to jank a cable from it that from the gpu

jaunty shell
#

hmm that's interesting, I haven't thought it was only an active repeater

#

@pearl tangle we have an extension kit from htc 😃

#

right, I'll try plugging it directly then and see if it changes anything

#

eh, can't, cables are too short to wrap around the laptop

pearl tangle
#

actually if you get it working you can give our most recent project a try out if you like. Keen to see what performance is like on that. Although this packaged version is set to lowest settings so our other office can run on their crappy 970's

jaunty shell
#

sure thing, pm me a link 😃

pearl tangle
#

it's a sales tool for Royal Caribbean. Has a few interactive games, 360 videos and 360 photos. Annoyingly unreal still struggles like crazy with high quality videos though so can't run them at 4k

jaunty shell
#

right, I'll try it out and report on performance

pearl tangle
#

actually il drop the file on google drive instead. should go better

jaunty shell
#

30mn download time so far

#

30/1H

#

I have to download through cellular since our workplace's firewall doesn't allow .exe dl

#

on another note, I restarted steamvr and it doesn't work anymore (error 400)

pearl tangle
#

cable swap to displayport and see what happens

jaunty shell
#

don't have mini dp to mini dp 😦

#

we only have mini dp to hdmi

#

we're not even sure it'll work

#

with dual minidp

#

it worked for this guy though

pearl tangle
#

yeah mini dp to hdmi doesn't go well but displayport works fine

jaunty shell
#

I'll go grab one during launch break then

#

wait

#

fml its working again with HDMI

#

goddamn hit and miss situation, I just unplugged and replugged every cable

#

Ill try downloading the gdrive link in parallel

#

but I'm afraid the firewall will block the download as soon as it finds the exe in the archive

pearl tangle
#

its in a zip file so would have to be your antivirus that would remove it

#

anybody else feel like giving it a try out? Keen to dig out some final bugs. Should work on rift and Vive but only through steam vr

jaunty shell
#

nah the firewall is an idiot and only checks downloads :p

full junco
wicked oak
#

nice

#

can we use vr vulkan now?

#

last time i tried i couldnt even launch the editor

full junco
#

@wicked oak editor is still the most hard thing to do with an RHI

wicked oak
#

FINALLY mixed reality

#

ue4 games have a massive issue with it

#

becouse all unity games do their cool trailers with MR and do it for the youtubers

#

unreal games dont, and youtubers dont like to play the game if it doesnt have MR

#

and worse trailers

full junco
#

what issue had UE4 with it? I mean, just take a scene capture and done?

wicked oak
#

2 windows

#

a scene capture isnt enough

#

you need to display it on a second window or similar, while still keeping the focus on the VR headset

full junco
#

why a second window?

#

you take the RT from the scene capture and render that on the one window you have

wicked oak
#

completely nuking the normal preview window?

full junco
#

yes, why would you need the normal preview window?

wicked oak
#

thats kind of what the PSVR version does

#

for MR

#

it just lets you draw a render target instead of the preview image

full junco
#

why do you need the normal window though? whats the issue with only rendering the image from the RT in the window?

wicked oak
#

you need source edits for that, can be annoying as fuck

full junco
#

well yeah of course you need to edit the source, but it isnt hard

#

and I'm happy when stuff like that is hard to do so that your game can still have something "special" that not every game has 😛

wicked oak
#

that could be a thing. Maybe ill have another look at it for "final" version

full junco
wicked oak
#

that one was easy, unreal had already all the extra stuff for the trackers

#

just need to add the support for it on the steamvr plugin

full junco
#

too bad it doesnt describe what that commit did

wicked oak
#

classic

#

they changed development into a very branchy way

#

now on the github version they merge stuff from time to time

full junco
#

a lot of commits related to google tango

mighty carbon
#

@wicked oak I didn't see that option on stereo layer. Also since it has live update turned on, render to texture happens every frame, and it's not cheap on mobile.

wicked oak
#

no, live update is that the texture has to be updated each frame

#

the texture is rendered on the widget

#

give it a time limit or similar, or dont have live update and update the texture "manually" every some time

#

what is your use case?

mighty carbon
#

Widget itself is updated on event, not every frame.

wicked oak
#

in that case dont use live update

#

just call the "SetTexture" when you render the widget

mighty carbon
#

Oh

#

I see

#

I'll try, but I still think it's too expensive for mobile :(

#

Also doesn't quite work properly with depth perception

#

(Eyes try refocusing on the layer and geometry behind it at the same time)

jaunty shell
#

@pearl tangle minidp cable will arrive through amazon tomorrow, could not find it in any local brick and mortar stores 😦

tired tree
#

@full junco not sure if there was a commit for it, but they also added the built in spectator screen support

#

looks like a unified mirror window implementation with better options

#

case ESpectatorScreenMode::Disabled:
case ESpectatorScreenMode::SingleEyeLetterboxed:
case ESpectatorScreenMode::Undistorted:
case ESpectatorScreenMode::Distorted:
case ESpectatorScreenMode::SingleEye:
case ESpectatorScreenMode::Texture:
case ESpectatorScreenMode::TexturePlusEye:

wintry escarp
#

still trying to fix the text status box?

tired tree
#

about damn time they pulled all of the mirror window stuff out of each headset and into a unified class

full junco
#

wonder what those options do

tired tree
#

likely works like robo recalls mirror

#

texture would be full screen custom texture (second camera)

#

texture plus eye would be a score overlay type of thing

#

plus the eye still rendered

mighty carbon
#

@wintry escarp not fix it. It works as expected. I am trying to make it eyes friendly.

tired tree
#

hnnnnnnnnggggg virtual void RenderSpectatorModeSingleEyeLetterboxed

#

they are virtual functions

#

full override!, thank god

#

not only that, even without overriding it, they give new functions in the HMDisplayLibrary to directly set parameters

#

static void SetSpectatorScreenModeTexturePlusEyeLayout(FVector2D EyeRectMin, FVector2D EyeRectMax, FVector2D TextureRectMin, FVector2D TextureRectMax, bool bDrawEyeFirst = true, bool bClearBlack = false);

#

static void SetSpectatorScreenTexture(UTexture* InTexture);

#

its....done correctly...

tired tree
#

They also implemented the steam Models loading, looks like I can safely throw out my code for that after 4.17

wicked oak
#

wait, loading steam models?

#

damn 4.17 is definitely going to be stacked if it has this stuff

tired tree
#

yeah

#

and they are fully implementing it as well, sub model version, not the full unified one

#

not to mention they added input bindings that are more generic so they should support the knuckles controllers

#

I can finally start unbloating my plugin instead of further bloating it 😃

alpine torrent
wicked oak
#

man, FINALLY proper stereo modes

#

so annoying of hmdwindow 1-2-3-4-5

tired tree
#

not just proper

#

fully customizable

#

async gameplay should be easily possible now

#

without source edits

full junco
#

its getting boring when UE4 can do everything by default 😃

tired tree
#

pretty sure they fixed the right/left hand defaults in SteamVR too

#

appears to take the prefered role when possible now

jaunty shell
#

@alpine torrent is that Live For Speed ?

alpine torrent
#

@jaunty shell I saw it say it in the video

jaunty shell
#

wot

#

I mean the game they are using looks like LFS

#

FormulaVR is selling the motionsim, not the apps imo

alpine torrent
jaunty shell
#

ah it could be rfactor then

wicked oak
#

finally addedsmooth locomotion to vive

#

steamvr just ignores ALL my stereo layers

#

fucking hell

#

have to use the lower quality 3d widgets

alpine torrent
#

@jaunty shell pretty cool right?

jaunty shell
#

yeah, pretty awesome for VRcades and Training 😃

tired tree
#

stereo layers work for me on steamVR blanco. Are you trying to use some of the oculus specific features?

jaunty shell
#

any of you got some experience with the swarm agent and using multiple machines to bake lightmaps ?

alpine torrent
#

Windows Mixed Reality HMD are "inside out" as Rift and Vive are outside in as what goes to tracking so outside in need external beacon system and inside out dont

wicked oak
#

they dont have to be inside out

#

they are inside out becouse its easier for the casuals

#

they take the headsets and plug it in

#

and done

#

no need to put the cameras or do the whole chaperone thing

alpine torrent
#

faster setup and they scan area where they are so you can have those VR Backpacks and just walk around

tired tree
#

yeah and also have a limited motion controller setup and less full precision......

mighty carbon
#

how do you set quality of 3D widgets @wicked oak ?

wicked oak
#

they have talked about their new C# job system in Unity

#

they can do game logic on multiple threads with it

#

they have a custom compiler for them and everything

#

with autovectorization and shit

fair hearth
#

That sounds awesome, hopefully ue4 adds something similar, having steamvr kick out to the compositor on level load or loading a level via level streaming is really killing the immersion

wicked oak
#

it does sound awesome, ue4 cant do that

#

you can multithread stuff, but you cant move anything from threads

jaunty shell
#

Figured out how to configure the swarm network, /me is now the master of the slaves !

alpine torrent
#

your swarm neurons

sturdy coral
#

why did unity need a custom C# compiler to do game logic from multiple threads?

wicked oak
#

becouse i guess it compiles into more optimized code

#

they might have some kind of weird shit for their "job" code, and the system grabs that job code and turns it into more optimized

#

they say it vectorizes stuff, but i dunno wtf it does exactly

sturdy coral
#

oh, they mean they can add threading to users' existing non-threaded code?

wicked oak
#

no

#

they are talking about a specific "job" stuff

#

that for what it seems it might be some kind of multithreaded Tick

#

but that lets them move stuff

#

unreal can do multithread tick

#

and it respects all the execution dependencies

#

but if you try to move anything

#

rip in pieces

sturdy coral
#

didn't realize that

#

I was told uobjects just aren't threadsafe except in very limited cases (mostly for asyncronous asset loading)

wicked oak
#

in general, creation/destruction is highly unsafe

#

and moving stuff too

#

becouse moving ends up calling all the transform functions and some overlap checks

#

and those are gamethread only

sturdy coral
#

ah

mighty carbon
#

Doom 3 BFG has "jobs" and it's pretty robust system.. Since it's an open source code, someone could study it and then make something similar for UE4

sturdy coral
#

you also need to lock when modifying transform data (quaternions and locations)

#

which they apparently weren't doing for the motion controller late update stuff until recently

#

I think this system has it best, as long as you get good debugger support for fibers:

#

but it also adds a frame of latency

tired tree
#

late updates don't modify the transform

#

their problem was they were getting the current transform on the rendering thread directly

#

now they set it prior to the frame being processed

#

which actually lowers the late update quality a little bit....but can't really be helped

#

late update just changes the objects scene rep on the rendering thread, not the game thread

wicked oak
#

it breaks a lot of physics

sturdy coral
#

is the SteamVR call threadsafe?

wicked oak
#

i found that overlaps wont get called, or hit events

sturdy coral
#

why don't they just call into steamvr on the rendering thread

tired tree
#

huh?

#

they change their rendering position, prior to rendering the frame and sending the result to openvr

sturdy coral
#

I mean the call to get the current position from openvr

tired tree
#

they do

#

they have to know the old position

#

to update the rendering thread location

#

relative to it

#

they cache its last location in the game thread

#

and the rendering thread uses that

#

before they were directly getting the current gamethread transform from the UObject in the rendering thread, causing race conditions

sturdy coral
#

and now they store a copy that is locked or tied to the frame number or something?

tired tree
#

prior to frame submission a function gets called that stores the positions

#

on the game thread

#

i'll note that i'm still not entirely sure where in the pipeline the late update breaks down at high velocity.

mighty carbon
#

I think you are going to regret not buying new GPU earlier

wintry escarp
#

prices have been through roof for last couple of weeks

#

only cards that havnt gone up are 1080/1080ti

#

can get a founders edition 1080 for £490, a 1070 is £440. Problem is I don't think the FE cards have quiet cooling

lean widget
#

Hi everyone, if I can get a hand with understanding certain things that make VR fun. Writing up some notes for a pitch for my end of year game. I'd like to know understand why the player would want to not take the headset off and what are the reason of being there. Define fun.

Thanks guys.

real needle
#

Hey folks. I really want to try out the NVidia VR Works in UE4 for multi-res. Is the only way to build the engine myself? Also, anyone know if there's an ETA for it being 4.16 compatibile?

wintry escarp
#

I thought it was, but I don't have desktop vr

real needle
#
#

looks like 4.15 is the latest

wintry escarp
#

anyone know if oculus are fussy about repairs, or is buying 2nd hand not a problem

mighty carbon
#

what repairs, @wintry escarp ?

#

there are no repairs

#

there is RMA, if the HMD is still under warranty and came in f#cked up.. But if you get 2nd hand HMD, you are out of luck

wintry escarp
#

in the EU if you have the receipt they should fix something, but I know some US companies like to pretend that law doesn't exist

#

they'll only honour it with original buyer

mighty carbon
#

well, you EU folks are certainly spoiled 😃

#

it's VR, not a toaster..

wintry escarp
#

that's one reason why we pay more, we get better buyers rights

#

I was going to offer someone on gumtree £400 for a cv1, but not if I'm screwed if it goes wrong

mighty carbon
#

get GPU first

#

right now prices are crazy.. But that was the same kind of deal when I was trying to get 1060

#

it was $400+... Few month later prices went back to where they were before and I got it

wintry escarp
#

so you paid $400 or you waited?

mighty carbon
#

paid less than $200 I recall

#

waited for priced to go down

wintry escarp
#

i'll wait then

sturdy coral
#

I wouldn't have though 1060 was ever $400, isn't it pretty close to a 970?

#

it was just a brief thing with low stocks?

wicked oak
#

just miners doing mining things

#

if you have a modern ATI , its going to be worth to sell it

#

480s flip for a considerable amount of money, more than what they costed

merry lichen
#

@sturdy coral its pretty much close to a 980 lol

mighty carbon
#

why all of a sudden miners began buying GPUs like crazy ?

merry lichen
#

Ethereum

#

its super profitble rn

#

lol

mighty carbon
#

9xx series couldn't mine ?

merry lichen
#

pascal architecture is much more powerful

#

they bought up all the cheap cards, so they got way better bang for thier buck lol

mighty carbon
#

should I start mining using my 1060? Maybe I can quit my day job and get back into full time game dev 😛

merry lichen
#

lmao

#

they aint that powerful

#

xd

mighty carbon
#

well, from $200 it went to $600.. I am guessing it's powerful enough

merry lichen
#

lmao not powerful enuf to pay for the power they take up , mining is all luck to so

wicked oak
#

not etherreum

#

the whole ecosystem

#

all of it

#

its through the goddamn roof

#

there is even stuff like nicehash

#

that switchs automatically

#

to the most profitable coin

#

you can get a few dollars every day with 24/7 gpu-ing

#

the exact profit depends on your electricty bill

#

if you live in a place where its cheap

#

you can expect 5 dollars a day on mined money no problem

#

its literally printing digital money

wintry escarp
#

if its like the others it will rapidly become to difficult to create new coins using gpus

wintry escarp
#

too

mighty carbon
#

so, do you think prices will come down soon ?

real needle
#

how do i find a certain commit on the epic ue4 github?

#

i'm looking for this fix commit 3145530

#

can only get to the main commit which is here: 3154728

#

this is the relevant issue page

glossy agate
#

I need to build and flip some mining computers. See them online, super basic but with 5 GPUs lined up. My buddy is into crypto currency. Maybe I'll see if he wants to advertise then just build to order

granite jacinth
#

Vega come faster

#

Threadripper

#

Faster yet

#

5820k here

#

Not terrible but could always be better

pearl tangle
#

dont know why anybody would stil be bothering to try and mine currency on a gpu rig. useless compared to an asic box

jaunty shell
#

@pearl tangle you bloody basterd, the DP cable works on the first try

pearl tangle
#

haha good to hear. I don't know why the vive is such a nightmare with that stuff sometimes. I always make sure to carry multiple hdmi and multiple displayport cables in our gear bag just incase it throws a hissy fit 1 day and changes its find

#

i remember on 1 of my laptops it used to only like displayport, then after an update it only liked hdmi

jaunty shell
#

😐

pearl tangle
#

yeah they dont make it easy

wintry escarp
#

new currencies cant be asic mined yet

pearl tangle
#

anything can be. You just need to make 1 for it. Still much better off just buying and selling them. there was only 1 cryptocurrency that was actually doing something useful and doing protein string breakdowns from the calculations instead of wasting electricity

full junco
#

haha

#

I think it's super clear now that palmer luckey was always against how Facebook wanted to make the rift a super closed platform

wintry escarp
#

what does revive do

full junco
#

were you in some kind of deep sleep during the last year or so?

wintry escarp
#

I don't have desktop vr

wicked oak
#

revive is a hack that makes oculus exclusive games work on vive

#

works as an injector that translates oculus sdk calls into steamvr sdk calls

wintry escarp
#

oh I thought vive just supported both anyway

full junco
#

and palmer supporting it with money means that he likely always disagreed with the decisions oculus made. that means if palmer could have decided more, the rift would be way more popular now

pearl tangle
#

vive works fine. It's oculus that blocks it

wintry escarp
#

so oculus go out of their way to divide an already niche market

#

:/

pearl tangle
#

yeah. how have you not heard this before?

full junco
#

@wintry escarp you never wondered why there's all the hate for oculus on reddit and other places?

wicked oak
#

its not like they actively block it

#

its that oculus is for oculus, and they dont add vive support in any way

#

the oculus hate comes from facebook

#

the exclusives can all be played with revive just fine

#

and well, valve is a saint whatever it does

#

even with how bad steam is

#

people dont realize that oculus is on the right here

#

steam needs competitiion

#

they take 30%, they borrow you, and they dont have support even for devs that make them thousands of dollars

#

ive made them around 2k dollars, at least they could bother to fucking answer the emails

full junco
#

well competition is gog though, not oculus store

wicked oak
#

no, oculus is competition for vr

#

steam for vr is just an extension of normal steam, its dogshit, and it has no standards

full junco
#

if the oculus store doesn't officially support vive, it's no competition to steam

wicked oak
#

Oculus at least reviews the game

#

and check if it runs fine

#

steam doesnt

#

as a consumer, steam is a FAR inferior store

#

but oculus store has different absolutely massive issues

#

its designed as a mobile store

#

you cant search categories, or order, or check "games below 5 dollars"

#

valve just leaves steam in autopilot

#

thats why they removed greenlight, that way they dont even need to try to "review" games

#

they dont review shit. If the game opens when you click play, you are gold

#

and ive seen cases where they didnt even check that

#

valve needs competition, they really do need it

#

the competition is:

#

Origin (EA ONLY)

#

uplay(ubisoft only, dogshit)

#

Oculus (VR oculus only)

#

GOG( drm-free only)

full junco
#

it's a "free market" approach that valve does, just let the market decide what games are good and what aren't

wicked oak
#

and itch io (micro-indies)

#

except they take 30%

full junco
#

that's why I said gog is the competition

wicked oak
#

that 30% was justified when they gave you tons of traffic

#

yeah, gog is the most direct competition

full junco
#

gog is the only relevant competition currently

wicked oak
#

but they are DRM-free and dont have any vr stuff

full junco
#

well drm free is something good

wicked oak
#

drm-free really goes against bigger devs

#

becouse it means the game gets instantly pirated

#

and the pirated version is perfect

full junco
#

I think gog should take less than 30% though to get market share from steam

wicked oak
#

no dodgy crack or anything

#

definitely

#

gog is great becouse they release "manually". They do review the games

#

and make sure they run fine

#

if you go to gog.com you will see stuff is all consistent quality

full junco
#

do they correctly review vr stuff too?

wicked oak
#

they dont have vr stuff

full junco
#

no vr stuff?

#

why?

wicked oak
#

no

#

couse no platform

full junco
#

it's just a game

wicked oak
#

steam goes with SteamVR

#

vive games need to open SteamVR anyway

full junco
#

well they can just use steamvr?

wicked oak
#

and oculus games need toopen Oculus store to launch the SDK

#

that i dont know

#

i guess they dont want to rely on a third party thing

#

i would put dwvr in gog in a heartbeat

#

i dont even drm my game

full junco
#

just like ue4 opens steamvr when you launch it, gog could too

sharp swan
#

Vive games always open the viveport page for me

wicked oak
#

my game in steam is drm-free

full junco
#

I also wouldn't drm it. drm killed my windows

wicked oak
#

its unprotected, you can grab the files and move them somewhere

#

even play it portable

full junco
#

I like piracy

wicked oak
#

its only drm-d with Oculus, becouse they make you do a SDK check

#

i do it on the BeginPlay of the pawn

#

they have a blueprint node called "veryfy entitlement"

#

it returns valid or failed

full junco
#

if someone wants to copy my game from somewhere, he sure should he able to do so. he won't receive updates, and if he likes the game he wants updates after a while, so he will buy it

wicked oak
#

on failed i close the game

#

and thats about it

#

yeah, same thing in my case

#

i do updates constantly

#

and anyway

#

its not popular enough to get pirated

#

and i have some stats about that becouse i added google analytics recently

#

the play stats are similar to the steam stats, so its not popular enough to get pirated anyway

full junco
#

openxr will still need the steamvr software running I think, right?

wicked oak
#

yes and no, depends

#

openxr is a 2 layer SDK

full junco
#

doesn't make sense to me that gog doesn't just open steamvr when a VR game is launched

wicked oak
#

they could implement the 2 layers "directly", or they could implement them "on top" of steamVR

full junco
#

without steamvr, openxr would need to do all the room measurement and that stuff

#

I don't think that's possible

wicked oak
#

openxr doesnt implement room stuff i think

#

details arent public

#

but its a high level layer and a low levle layer

#

the low level layer is all the "display" stuff

#

to talk with the low level syncs with the display and stuff

#

the high level is the one that devs talk to

#

it gives devs the input information and similar details

#

basically as devs we would only really care about the application layer

#

the device layer is SDK stuff, to allow different headsets to work in one sdk

#

literally everyone but microsoft is on openXR comitee

#

microsoft is now adding DirectVR

#

goddamit microsoft

alpine torrent
#

that OpenXR looks very complex

full junco
#

how good we can soon all support Linux im vr games

wicked oak
#

its becouse the players want to keep their SDKs

full junco
#

and then break the Microsoft monopoly! dreaming

wicked oak
#

Oculus wants to keep its SDK, valve wants to keep its sdk, etc

#

they do the application interface so devs have it easier

#

aplication interface is like the HMDInterface in ue4

#

where stuff "just works" by default

#

device layer is to allow devices in different sdks

#

for example a Vive working both under Oculus SDK and Steam SDK

alpine torrent
#

does anyone map they room space around player? what are on OpenXR?

wicked oak
#

honestly i dont know

#

most likely they will add a unified chaperone/guardian system

#

but you still configure your stuff with steam or oculus

alpine torrent
#

feel like those who are in have unified outside in approach

wicked oak
#

its absurd how fast this tech is growing

#

all this AI stuff around image stuff

#

lately neural networks have become super incredibly popular, creating super cool stuff

alpine torrent
#

yeah

#

in mixed reality headsets what are coming this holiday map the room space as it's inside out approach to vr

pearl tangle
#

nvidias neural net that can generate textures is pretty impressive

mighty carbon
#

Vive needs Revive to run Oculus exclusives and Steam VR does not work well with Rift. So it goes both ways.

#

No need to paint Oculus/Facebook evil

pearl tangle
#

i have found performance on the rift to actually go much better when its running through steam vr with ue4 oddly enough

alpine torrent
#

would you guys think with categories there is going to be #mr and #ar channels?

wicked oak
#

weird, i find oculus rift having way better performance than vive

tired tree
#

@mighty carbon rift still has its sdk used on SteamVR now, the only real difference is the home injection and people not knowing how to map specifically for rift on OpenVR

#

also, why are all of the discord channels re-arranging...damn it, VR in last place was great

mighty carbon
#

Hmm... yesterday #virtual-reality was next to the last and the last one was # lounge

shell karma
#

has anyone ever encountered this when using front end profilier for vr project ?

glossy agate
#

Lame

tired tree
#

where is that from?

#

and why is this listed as a ue4 support channel

glossy agate
#

It's from the lounge channel when other people were asking about it.

#

I never knew the channels were broken into categories.

mighty carbon
#

well, if this is support channel, there gotta be official UE4 devs lurking around and I don't recall seeing any official activity here

full junco
#

yeah I would definitely not call it support

#

@tired tree look at the announcement channel

#

I also thought it was great to have vr be the last channel

full junco
#

master is 4.18 now

granite jacinth
#

@full junco Anything good?

full junco
#

@granite jacinth a different number

granite jacinth
#

lol

full junco
tired tree
#

means 4.17 is in release testing though

#

they "have their big features in it"

full junco
#

I wonder what happens if I just set the ENGINE_MAJOR_VERSION to 5 in the source and then compile 😛

tired tree
#

perfect AR

#

ue5 is an AR mobile gaming engine

full junco
#

I wonder if anything would break

pearl tangle
#

the internet

full junco
#

would be funny to get the startup splash screen to say "Unreal Engine 5.0"

tired tree
#

post it to reddit gaming

#

though, would be very mean to Epic

mighty carbon
#

are we getting Vulkan VR in 4.17 ?

full junco
#

@mighty carbon steamvr, yes

tired tree
#

outside of linux?

#

didn't see them adjusting it for windows

full junco
#

I think they did

#

not super relevant though, performance will still not be good I think

#

so it will only be relevant for linux

mighty carbon
#

Steam VR only? No Oculus ? 😦

full junco
#

steamvr supported vulkan first

full junco
#

and does the rift even support Linux?

glossy agate
#

@full junco is your game out yet?

full junco
#

@glossy agate no

wintry escarp
#

why is there no meme poster yet for "do you even rift"

mighty carbon
#

@wintry escarp I figured out the HUD message readability in my app 😃

#

does anyone know if collision primitives are responsible for occlusion culling or mesh itself ?

#

(I think it's collision primitives)

tired tree
#

its bounding boxes

#

which is why you can set bound box scaling and it effects the culling

mighty carbon
#

I see

tired tree
#

well thats bad timing..ug

mighty carbon
#

how come?

tired tree
#

not going to be able to update the plugins and release files for a few hours

#

also I don't see my bug report in it...they might be skipping the debug draw issue until 4.17...thats sad

wintry escarp
#

what was the fix? move it further away?

mighty carbon
#

my bug report about failed collision between capsule trace and mesh from 4.14 was suppose to be fixed in 4.16. It was not and so it's now primed for 4.17