#virtual-reality

1 messages · Page 122 of 1

wicked oak
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@tired tree vr debug draw being fucking broken in stereo render with forwad?

tired tree
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instanced

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its pretty much the same bug they had back in 4.13 with instanced stereo turned on

wicked oak
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yeah i have that one too

tired tree
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in 4.13's case though they fixed it before it came out of preview

wicked oak
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if you do a debug draw, it has like a black shadow, and its in a wrong place

tired tree
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in 4.16 its up to hotfix 2 without a fix now.....

wicked oak
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like the hotreload bug

tired tree
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unless the fix is unlisted ofc, I can't test at the moment

wicked oak
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it allways comes back

frigid kite
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@tired tree Is there something preventing the VRCharacter from being rotated directly (for snap rotation), or am I doing it wrong?

tired tree
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@frigid kite you either need to rotate it by the controller rotation or set the character to not use control rotation in settings. There is also a rotation set of nodes in the character showing how to rotate one.

frigid kite
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I'll check that out, thanks!

mighty carbon
mighty carbon
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lol, some 1070 GPU costs ~$1000 and some 1080 costs $600 ...WTF

granite jacinth
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@mighty carbon That crytocraziness

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I've only mined a little bit, back in the AMD 6800 series days

mighty carbon
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don't you need sort of render farm for it or is it profitable mining on 1 GPU ?

granite jacinth
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I read up on it over the past few weeks

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But, you have to be buying multiple cards

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which is what's the issue

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supply/demand OP

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Only 1 no

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They are maxing out their PCI-E lanes

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Requires a bit of luck also

mighty carbon
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I just wonder when prices will get back to normal

granite jacinth
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Hmm

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ANother month of two

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when Vega is shipped to consumers

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And Volta comes out

mighty carbon
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@wintry escarp get yourself 1050Ti. It's cheap and minimum required. Good for development.

granite jacinth
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Since rumor is, NVIDIA is scared a bit and will be releasing a Titan Volta this Fall

mighty carbon
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heh

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Hmm.. I wonder why no mobile device uses Tegra X2 (or Xavier in the nearest future). We could have had desktop level of mobile VR in a phone form factor

granite jacinth
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Tegra is NVIDIA

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so, $$$

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Everyone would rather use Snapdragons

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Which are significantly cheaper

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Also, Apple is getting into the GPU game last I heard

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So should be interesting to see what they do

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I thought they were using their own Mobile GPU stuff, but guess not

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Power whatever

mighty carbon
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Snapdragon isn't bad per se.. What I can't stand about mobile GPU is that it doesn't do backface culling, it doesn't do tris clipping / culling and so on. It's sooo primitive compare to desktop GPUs when it comes to rendering performance optimizations 😦

sturdy coral
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@granite jacinth yeah, they were using imagination technologies or at least their patents before, but they announced the won't any more..

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I had some of that stock, down like 50-60% in one day when they announced that =/

granite jacinth
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@sturdy coral You never know

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Apple is grabbing up stuff left and right

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Pissed me off when they took Faceshift

sturdy coral
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interesting, hadn't heard of that

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they also just picked up SMI

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yeah some of imagination's patents must have started expiring, the latest nvidia desktop GPUs use some tiling rendering/ray tracing stuff that used to be all theirs

glossy agate
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Can you just buy gpu s at wholesale pricing in bulk, or wait for pricing to soften?

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Ali express looks like they have 1070s for under $500 with a large enough volume.

mighty carbon
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makes sense to get 1050Ti, unless you are after enterprise VR

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then you'd probably want 1080 anyway

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@pearl tangle do you know if affordable Tango AR is coming any time soon? (AR in HMD)

pearl tangle
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derpends what you consider affordable

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also there is no such thing as Tango AR yet either

mighty carbon
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well, something like smartphone affordable.. To pop it into HMD like Daydream or Gear VR and see CGI integrated in your room or office or whatever

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or standalone HMD priced like smartphone

pearl tangle
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a smartphone at the moment is not powerful enough to run proper augmented reality with tango. They are doing a lot more stuff in the standalone headsets. stripping back the OS and stuff to optimize it

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tango doing realtime calculations is very heavy

mighty carbon
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what about some kind of camera that attaches to Rift and allows for AR ? Anything like that available ?

mighty carbon
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speaking of unprofitable markets ...

pearl tangle
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you can already make that if you want to. Pretty easy to stick a webcam ontop of a headset and then use the ARtoolkit

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done that before with some stuff. Using a camera and screen vs a seethrough panel though is hugely different

mighty carbon
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difference due to extra latency ?

glossy agate
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Vive has a camera. Not sure if anyone has tried ar on it. Only cool shit I've seen so far is mordentral filming his cat with it haha.

pearl tangle
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difference due to it being like having a tv on your face compared to seeing the real world objects directly. also the camera lenses are offset from your head a few inches so you get some weird things going on, it's also usually a single camera not stereo camera too

mighty carbon
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Cool

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What if the camera was stereo?

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It would not be like TV strapped to your face, right?

pearl tangle
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it works better but still the camera is sitting a couple of inches away from your face so it still feels rather odd. definitely an improvement though

tired tree
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vive has a "camera to face transform" property...if only the camera was better and had a second one it could be really useful

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but regardless, you could take that transform offset from the HMD position, and easily calculate your way around what you are looking at

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also @glossy agate damn it, they were corgies, not cats

mighty carbon
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Haha

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Is it possible to output VR into HMD, but regular 2D to the monitor at the same time and have VR player use motion controllers, but also allow keyboard + mouse input?

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(2D would be maybe security cams and/or an interactive map; not the same view as VR players sees)

tired tree
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it is possible in 4.17

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without source edits...yes

mighty carbon
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Ohhh

tired tree
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prior to 4.17, you would have to customize the engine

mighty carbon
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Nah, I'll wait for 4.17

tired tree
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i posted about it two days ago i think

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has blueprint nodes and everything

mighty carbon
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Sweet

tired tree
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that being said....VR already sucks up perf, rendering a second view sucks up even more, you would really have to watch fidelity doing that

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Unity has a few games doing that already and they are all very simplistic rendering wise

mighty carbon
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Yeah, it wouldn't be fancy, especially for 2D screen

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Just having interesting ideas for 2-player coop on the same PC.

tired tree
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lots of people do, its been #1 most requested VR feature for months

mighty carbon
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(Technically it would be single player with 2 physical players)

tired tree
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4.17 has a ton of great VR additions

wintry escarp
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anything great for mobile vr?

wicked oak
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everyone tries to implement that vr thing becouse it helps loads to market the game

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youtubers absolutely LOVE it

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they dont like to cover games that dont have it

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common people dont use it

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its a purely marketing feature

mighty carbon
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@wintry escarp I'd guess not. 4.16 got motion controller and direct multiview. I have not heard of any new stuff for Gear VR or Daydream

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I think you are wrong @wicked oak

wicked oak
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@mighty carbon in what way?

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every single time i mailed a youtuber to give a key of my game, the first question was "does it have mixed reality"?

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youtubers and streamer absolutely adore it

alpine torrent
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@wicked oak youtubers love mixed reality

mighty carbon
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In the way that players don't use that feature

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Sure, if it shows same view as VR, it's no use

wicked oak
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they dont

mighty carbon
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Have to design gameplay around that concept for people to use it

wicked oak
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becouse it doesnt work unless you want to stream

tired tree
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@wicked oak we aren't talking about mixed reality, we were talking about async gameplay

wicked oak
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oh

tired tree
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mixed reality is for show only, async gameplay has a ton of potential though

alpine torrent
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you are speaking of mixed reality gaming

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those show feature is part of VR for showcasing VR games and player for streamers so they can show better

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but mixed reality is more

mighty carbon
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Eeh, no. I am talking about async gameplay.

alpine torrent
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you mean mixed reality gameplay

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having mixed reality devices

wintry escarp
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mixed reality is that bluescreen thing isn't it

alpine torrent
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like oculus, vive

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ARKit is one of it

tired tree
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Augmented Reality, and no we weren't

mighty carbon
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Btw, I noticed that 4.16.1 had nice round gizmos around rerouting nodes in the Event Graphs. 4.16.2 brought back ugly square gizmos 😦

full junco
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@wicked oak what would youtubers and streamers want to see on the screen in a fast game like yours? some regular third person perspective?

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they seem to be quite awesome

wicked oak
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yup, 3rd person perspective

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wich would "look" flashy as hell

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if they do 180 degrees to hit a enemy and things like that

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it would definitely look badass

full junco
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I would think it looks horrible to have a third person perspective when the player very quickly teleports around

wicked oak
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nah i dont think so

wintry escarp
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could have players teleport from their point of view but have them streak from place to place in other players point of view, as if theyre just moving very fast

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so you could teleport but other players would see for a fraction of a second where youre going to land

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can rift players play vive players in games? or are they seen as different platforms even though both are pc

sturdy coral
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@wintry escarp not if you are using the Oculus/Steam online subsystems

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you pretty much need to host servers if you want them to play together. you could also potentially still let users host and you just host tunnels between the platforms or implement your own NAT hole-punching

wicked oak
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thats oculus store vs steam store

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their online subsystems are different

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but if your game is steam, it doesnt matter if they play with oculus or vive, they will be able to play together

sturdy coral
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yeah, all within steam is fine

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even if oculus is on the native SDK

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however, invite popups and stuff will only show in the 2D window and not in VR (on steam with Oculus SDK)

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but you can handle them in your game with the api and make them show I think

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or use steamvr for both types of headsets

glossy agate
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@wintry escarp I think rec room kind of does that. Player teleports but everyone else sees the lerp. Also rift and vive users can play together on steam. Works for onward, pavlov, and rec room for sure

granite jacinth
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Hmm

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That Oculus Rift support is no joke though

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Hardware request got approved rather quickly

alpine kiln
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I was working on moving an Oculus (XBox controller) VR project over to use the Vive and Touch controllers. I had audio that would start when I would move through a trigger. Since the new avatar no longer has a capsule to activate the trigger, what would be the best way to activate the audio?

wintry escarp
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just add a capsule?

alpine kiln
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I want to say I tried that, but since you teleport to a location, the capsule would not physically cross the edge or border, to get to the new location.

tired tree
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check after teleport for overlap with the volume

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you can manually overlap check in blueprint

alpine kiln
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Thanks. I'll try that this evening.

frigid kite
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Hey @tired tree, I just prepped a new project for the jam, but the VRCharacter does not collide with the world. Basic UE pawns do collide correctly though - happen to know what I missed?

tired tree
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are you actually using the VRCharacter?

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its default collides with all static geometry

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you might have your world as dynamic

frigid kite
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Hah nevermind! I actually fell outside the world because the player start was close to the wall

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and the vive was on my desk

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mah bad

tired tree
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ah..lol

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k

frigid kite
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Pitfalls of vr development

tired tree
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you can adjust spawn position to the relative hmd location

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or use the simple character, even though its less feature complete it will always be pawn to hmd centered

frigid kite
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Sweet, thanks

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Whereabouts would I find the spawn relative to hmd setting?

tired tree
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mm? oh you would have to adjust spawn position relative to it

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if you are auto spawning it won't happen, if you override the spawner or manually find one to spawn at you can do it

frigid kite
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ooh like that

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alright, thanks!

tired tree
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@frigid kite that is actually I can setup in the future to be done automatically in the player controller too, i'll make a note to implement it some time

frigid kite
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Great!

wintry escarp
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how do you get out of editor vr mode?

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escape doesn't work

dusky moon
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Guys is there a good reason to implement Simplygon ?! now that we have built-in lod generation in-engine ?

sturdy coral
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@wintry escarp it is something with backtick

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ctrl alt shift or something

wintry escarp
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I wonder if epic even test vr modes

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simplehud flips the display upside down

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simpleVR

sturdy coral
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simplevr?

mighty carbon
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smilerVR ?

wintry escarp
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I thought these didn't work with current systems

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or is this something else

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I think there will be a vive2 soon, they just wont preannounce it cos it would kill sales

mighty carbon
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nah

north axle
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Hi I'm trying to make VR for the first time. I wanted to make a forest scene. While looking through the UE4 documentation it says not to rely on normal game dev smoke and mirrors. So i was wondering. Do you guys still use bilboard trees or should every branch and leaf be modeled? How to you keep it performing well?

wintry escarp
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i think billboards will be obvious once theyre close

mighty carbon
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test it\

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get free SpeedTree package and see how it performs/looks in VR

glossy agate
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Feels free cause I just got a couple hundred this morning for illustrating some beer labels. First time I got something besides beer with it haha

feral maple
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If anyone's interested, I've taken a swing at recreating the Zero-G movement mechanic from Lone Echo/Echo Arena and the Mission ISS demo. I just used the built-in VR template, stripped out teleport stuff, so i could use the already setup hands and object-grabbing functions. oh and put a static mesh root with physics enabled on the motioncontrollerpawn. Other than that, this is the important part of my blueprint that does the hands-velocity transfers for pushing yourself around in zero G. I'm sure it could be simplified/improved, but it's what I could throw together for now. heh ;D
https://blueprintue.com/blueprint/fp2sl6jv/

mighty carbon
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omg, fucking Gear VR and Oculus.. Just noticed Carmack said latest update bogged down performance and I didn't really pay attention to it.. I though he meant Android 7 on S6

mighty carbon
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feels like I am wasting time with that platform 🙄 😞

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in other news is 1.16 Oculus is out and already supports extra trackers

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(extra Touch controllers)

digital marlin
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Still fighting the good fight?

mighty carbon
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yep

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btw, just tried Doom 3 BFG in VR - pretty damn good 😃 Good VR audio is lacking and controls are a bit awkward (due to the gameplay not being 100% VR friendly), but other than that it's very cool

wintry escarp
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why release an update that cripples performance

plain glade
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hi there

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I'm using htc vive but have a problem

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when I play my game without vr , my all components scales is normal but in VR its different. its like smaller then normal mode. Do you have same problem?

pearl tangle
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get your height and drop a box in next to you thats that exact height and see if it looks correct

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also put the controllers on the floor and you can check if its sitting correctly

plain glade
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@pearl tangle thanks for your suggestion . I will try

mighty carbon
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@wicked oak have you tried Doom 3 BFG VR ? (was released a few month ago)

wicked oak
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only a bit

mighty carbon
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all dynamic lighting and shadows at max fps is so cool... I wish UE4 could perform that well

silver brook
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Does anyone here know how to make a bow string for VR, so that you can grab the string from any point and stretch it?

silk lodge
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@silver brook yes

glossy agate
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Has anyone tried packaging a project with the Steam Audio plugin on?

silver brook
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@silk lodge I'm not sure what you are showing exactly?

glossy agate
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Must be logged in to view I think

silver brook
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oh thanks

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Yea I watched the guide I was curious how they made the bow string

silk lodge
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I have 1 1cm objects for each string with pivots off the bow

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they scale to the purple grab points

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so they alway are in your hand

tired tree
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they do the string by running offsets in the material to bend it

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there are alternative methods but that one is fast

wintry escarp
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easiest way I can think of is to draw two simple strings from the bow corners to where the finger is

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no bending needed

mighty carbon
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can someone please help me with UMG bs ? #umg is useless 😦

mighty carbon
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basically I have 3 images, left, middle and right. left/right should stick to middle piece, that should be tiling horizontally depending on the length of the text string

wicked oak
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niceeee

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but it uses their custom engine version

mighty carbon
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I am guessing UE4 will get it in 4.18 ?

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which will be by the end of 2017 o.O

tired tree
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4.17

mighty carbon
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ah, cool

tired tree
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has mixed reality

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or at least they updated to 4.18 qualifier AFTER the mixed reality feature set was pushed

mighty carbon
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so, any UMG pros here ?

granite jacinth
mighty carbon
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yes, self-proclaim moderator, I am aware.. #umg is no use and that's why I am asking here

granite jacinth
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Aye

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Even though plenty of people are getting help in #umg ?

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Just because you get ignored or people gloss over a question, doesn't mean you should spam other channels which have nothing to do with your question

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Give it some time until someone can help you. But that doesn't matter, seems you got help, you just didn't like the answer or couldn't understand it over there 😦

mighty carbon
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what he told me was basic stuff I already knew

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I can't put these elements together to get it working the way I need it

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I think I figured it out, but f####ck... I hate UMG

granite jacinth
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@mighty carbon How long have you been working on this project? At least 9 months right?

mighty carbon
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something like that

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why @granite jacinth ?

mighty carbon
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haha, fucking Gear VR... Built an update with 4.16.2 and now Oculus can't let update through because apparently Oculus Mobile SDK is older than ver 1.0

mighty carbon
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cool for Daydream and a bag of dicks for Gear VR devs/users

wintry escarp
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gearvr never going to use vulkan?

mighty carbon
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I don't know about "never", but Daydream has been using Vulkan and Gear VR hasn't been. Carmack said recently he got no measurable gains with Vulkan and Unity/UE4 using some hacks, because Vulkan is missing some critical extensions for Gear VR

wicked oak
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and becouse ue4 vulkan is still crappy

mighty carbon
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so I don't have a lot of hope for Vulkan support in Gear VR in 2017

wicked oak
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gearVR is often bottlenecked at the pixel shader

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due to high resolutions on a shitty gpu

mighty carbon
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one of the best mobile GPUs nevertheless

wicked oak
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after all vulkan is to lower CPU overhead

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not make the gpu faster

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my game would get mad gains on vulkan becouse i have far too many drawcalls

mighty carbon
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at this moment it doesn't matter - Gear VR runs sooo sloooow with my UE4 project after recent Oculus update

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like, where it was 60 fps, it's ~25 fps now

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nothing changed in the project to cause that

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so, Vulkan or not, if Oculus doesn't care much for 3D rendering on Gear VR, Vulkan would be of no use

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(and it seems that they only care much for 2D and video stuff, not for games/apps, and certainly not for UE4)

wintry escarp
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checked to see if allgearvr slowed down? or just older ones

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crippling the shit out of older hardware seems to be a common tactic now

mighty carbon
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I only have S6

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well, my wife has S8, but I haven't gotten Gear VR for S8

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not on PC @wintry escarp

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you can still play VR with your GPU

mighty carbon
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@wintry escarp have you done any debugging for mobile apps in the past ? I wonder if you do logcat after running my app to see performance (I think it posts fps into the log)

wintry escarp
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no, never used the profiler

mighty carbon
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it's adb, not profiler

wintry escarp
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sleep time, nn all

mighty carbon
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@wicked oak what's taking so long to port your game to PSVR ?

wicked oak
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the game has to be finished first

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im finishing some stuff, as i wont release "early access" in ps4

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given that releasing in ps4 costs me money to get the reviews and similar done (for ESRB/PEGI/localization) then i need to do it right from the start

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so ive been improving my game for all platforms in preparation for ps4

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if i wasnt going to release in ps4, i would have called it "complete" back around februrary

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but i have a second opportunity, wich can get lots of money if done right, wich is why the game gets a lot more features and stuff

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@mighty carbon so basically, feature creep

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and optimization in spades

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the "core" of the gameplay is the same since around februrary or so

mighty carbon
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oh, damn..

wicked oak
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the game PSVR port is pretty much ready

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since 2 months

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i already passed VR consultation wich is the first stage of the review. Its the tech review

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they check your vr implementation is good

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and runs well without too much stupid shit

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the rest of the review is stuff like making sure all metadata is correct, it has achievements, ps4 menos work, etc

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this week im preparing that final version

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my artist is making an armory so we finally can implement the weapon buy system. And the new mission system

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it was already implemented, just had no "hud"

mighty carbon
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ah, I see

mighty carbon
jaunty shell
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@mighty carbon I guess 4k 90fps headsets is not for this year

mighty carbon
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Doesn't sound like it

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Also might be in the price range only @pearl tangle can afford

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😂

jaunty shell
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My boss laughs at me when I bring the price subject 😆

pearl tangle
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Get a better job ;)

mighty carbon
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I have a quite decent job, just not the one that deals with new tech

pearl tangle
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Better can mean things other than money

jaunty shell
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@pearl tangle by that I meant "don't bother with the pricetag, get the best"

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I would not work on that beast of a laptop if the budget was tight 😂

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we would probably only work on cardboard too

pearl tangle
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You spend more time.on optimization with cardboard games so lose money in the long run anyways

jaunty shell
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not with 360° still only 😂

pearl tangle
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So much easier just pumping out Vive stuff and running on 1080s and not having to worry so much about performance

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Yeah that's what we use cardboard for

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360 video version of the Vive content

jaunty shell
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tbh you can't really do much more

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yeah we do the same, thanks to Ansel

pearl tangle
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I released a cardboard interactive app a year ago but performance is still screwed on it

mighty carbon
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How do you even make money with Cardboard o.O

jaunty shell
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you don't xD

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its more like a commercial tool for us at least, for event and such

mighty carbon
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I see

pearl tangle
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Yep. We do an event and then give away a few hundred cardboard headset's to watch the 360 video version on

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I have 500 headsets on my desk at the moment

mighty carbon
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Got it

mighty carbon
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Cool

pearl tangle
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Then the people can watch this passive 360 video version with the rest of the marketing material they get

wicked oak
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it will include gaze tracking

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so you could probably do foveated rendering

alpine torrent
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you know what use gaze tracking?

mighty carbon
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I wonder if it will be more powerful than S8

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And by how much

wicked oak
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they are kind of advertising the chip for vr stuffs

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so probably a lot more powerful

wintry escarp
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looks like vr is about to take a big leap

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I still think they should separate the gpu/cpu from the screen to reduce upgrade costs

mighty carbon
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It will cost like Hololens, most likely

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So, no leap unless it's powerful enough to run Robo Recall and is affordable

wicked oak
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lol there is no way it can cost like hololens

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and no mobile headset will run robo recall in years

mighty carbon
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Then no revolution on the horizon

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I don't see what niche requires such device. IMO it's just a PR move to show capabilities of Samsung.

alpine torrent
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@wintry escarp so you want it to be AR headset?

hard light
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I don't get why there isn't a decent AR headset that streams from a PC yet

wintry escarp
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no I just think the screen should be separate from the gpu/battery to reduce upgrade costs

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and reduce the headset weight/heat

wintry escarp
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does that mean my 780 already has dx12 support?

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hmmm unity insists I have a dx9 gpu

mighty carbon
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update drivers and don't trust Unity ? 😛

wintry escarp
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theres the problem, updating NVidia drivers on an old card...its asking for trouble

mighty carbon
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huh?!

wintry escarp
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nvidia routinely break older stuff in their rush to support the latest games

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I'm currently on 376.53

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i'll just assume unity is full of crap

alpine torrent
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unity is cool and there is difference features in unity and unreal

jaunty shell
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that's a bold announcement

mighty carbon
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@raven halo PM

fresh laurel
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@mighty carbon beat me to it

mighty carbon
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😄

wintry escarp
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whats supposed to drive that display?

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even foveated rendering wouldn't be enough

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hololense 32degree fov :/

mighty carbon
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gas powered steampunk !

jaunty shell
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@mighty carbon dieselpunk then ;)

mighty carbon
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btw, tried The Lab last night. It was pretty cool and performance was great. Can't say the same about Trials on Tatooine

glossy agate
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70 mp by Q4 of this year? What is the cost of that headset going to be

#

Yeah, Lab is usually the first thing I demo people on when they come over, easy for anyone to get into.

#

If they are gamers and pick it up pretty fast I put them in Pavlov or Serious Sam to go crazy.

mighty carbon
#

Pavlov is a puke machine 😃

sharp swan
#

that space shooter game is addictive. RecRoom is pretty good for dungeon crawlers though

wicked oak
#

everyone knows best game is DWVR

glossy agate
#

@mighty carbon you play Pavlov much? We should play together sometime

mighty carbon
#

Nah, anything that is WASD like movement makes me insta-sick

tired tree
#

doesn't pavlov have a movement mode in settings for people that get sick?

frigid kite
#

Is there a reason why the vive touchpad seems to output far larger values in a packaged build than in the editor?

#

I move a hell of a lot faster in the build

#

and when I copied my project over to my work pc today, I moved dreadfully slow there

mighty carbon
#

Also, don't like MP the way it's done currently. SP is my thing.

tired tree
#

Vive touchpad should always be 0-1.0 on all axis's

sturdy coral
#

@frigid kite are you doing something like moving a fixed amount on tick without looking at delta time?

#

@mighty carbon I think trials has a min req of a 980 or so

glossy agate
#

Yeah Pavlov has an OOB type system people can use. Won't win with it though

sturdy coral
#

You should try overclocking a bit

glossy agate
#

Trials worked fine for me on a 1070. SS was at 1.5

mighty carbon
#

@sturdy coral I have 1060

#

lol, so 4.16.2 ruins manifest for Gear VR and Oculus branch doesn't want to play along with FMOD

#

so I am fucked either way until one of them fixes UE4

frigid kite
#

@sturdy coral I was multiplying delta time with the add input vector

#

turns out you're not supposed to do that

sturdy coral
#

Yeah, character movement component will already scale the input by the delta time, ish

#

@mighty carbon gear dev sounds really unstable on ue4

#

You may just want to stick to an old version, have you already made a lot of changes you would lose going back?

mighty carbon
#

4.16 provides best performance so far.. And it was all good with 4.16.1

sturdy coral
#

Guess you should just roll back to that unless one of the hotfix bugs affected you

mighty carbon
#

can't roll back

#

unless I build from source and I am not going to waste my evening doing that

#

(evening would not be enough to build UE4 from source)

#

ha, cleaned up project's folder and rebuilt from scratch - worked

#

@wintry escarp PM

#

anyone with S6 and Gear VR around? (besides smilertoo)

glossy agate
#

@mighty carbon you write in BP or are you all c++?

mighty carbon
#

all BP++

#

😛

#

BP-only

glossy agate
#

Haha right on. Was thinking maybe you could roll back from the launcher, but engine versions there don't let you pick which version of 16 to use. So yeah you would have to build the whole thing from source. Super pain in the ass

mighty carbon
#

I got it working

latent coyote
#

@mighty carbon I have a Note 5 and Gear VR

mighty carbon
#

@latent coyote PM

#

lol

#

that's why I say f#ck MP games 😉

pearl tangle
#

because people are mean?

mighty carbon
#

that too

#

I'd definitely lose it if someone bitch about me playing not the way they expect me to play and kick me off the server

#

😛

#

I would play MP where it's basically SP, but you meet live people in-game and you can do whatever.. Hang out, part ways, ignore them entirely, etc.

sturdy coral
#

like Journey?

mighty carbon
#

not really

#

you can shoot anyone/thing in the face in that game 😛

sturdy coral
#

hard to ignore them entirely in that scenario

#

but you mean something more like destiny maybe?

mighty carbon
#

right.. that would be player's choice.. They can be more powerful / skilled, or you can beat them..

#

I haven't played Destiny (never owned console)

sturdy coral
#

I never played it just because I got super burnt out on MMOs

#

I don't know how much it is one, but I didn't want to find out

mighty carbon
#

I don't like MMO or pure RPGs in general, but I see how it could be made to be interesting and not grindy

#

in VR

sturdy coral
#

I just hope MMO design in VR, whenever it happens, is more like Ultima Online (systems and sandbox based) and less like WoW (themepark)

mighty carbon
#

haven't played either of those, so can't really say much

glossy agate
#

I have only had a couple shitty people in onward. Too small to be too toxic. Just the arcades that get kicked

#

But noobs are usually ok. Afk and tk people get kicked if it's a close match between people that are good

digital marlin
#

UO with VR would be great

#

I think.

ruby ice
#

ultima online?

#

oh right

#

I'm not sure

dusk vigil
#

Scouting for new/weird/interesting GUI solutions, any tips?

jaunty shell
#

jiggle jelly to activate stuff

dusk vigil
#

: ) EDIT, meaning existing stuff available to test on Steam etc.

jaunty shell
#

the UI of Cosmic Trip is pretty fun to use

#

similar to the jelly example

#

you punch big squishy buttons

dusk vigil
#

will test

west moss
#

hi guys, anyone here familiar with hmd commands?

west moss
#

got some questions about it. I tried doing this command hmd sp 300 on a project with out a vr setup and it made my computer so slow. is there a way to reset it on its original settings?

sharp swan
#

you can set it via console in editor, it is in a config somewhere too.

jaunty shell
#

hmd sp 100 ?

#

to default back the supersampling to 100% resolution

west moss
#

yeah, I also thought doing those command will update some .ini files. but can't even find it on my sourcecontrol

#

tried doing the hmd sp upto 30 but it is still slow

#

not sure why, but it made my whole computer slow

jaunty shell
#

🤔

west moss
#

even after restarting my computer D:

#

can't even use my photoshop

sharp swan
#

well it might be that hmd sp 100 is a console command that essentially does a temp version of the r.screenpercentage config setting

west moss
#

so, if that's the case, there should be a new file created for that?

sharp swan
#

it should be in GameUserSettings iirc

#

let me check

west moss
#

alrighty.

#

I'm browsing the commands can be used in console, but can't seem to find a command to reset those things

sharp swan
#

there isnt one

#

you set it to the default, which in this case is 100

west moss
#

okay, not sure why. is it really supposed to affect the whole computer settings? (the effect should be applied to the unreal project only right?)

sharp swan
#

yes

#

maybe putting it upto 300 over-stressed your pc ?

jaunty shell
#

300 is a pretty high value

#

200 is largely enough for super sampling

#

and will already kneel high end hardware depending on the projects

latent coyote
#

Hmm. I can't get the tutorial Gear VR project to build or launch. Keeps running into an error. I followed the directions in the Gear VR Quickstart (which is a little outdated given it refers to UE 4.7 or 4.8), but it gets this error: Helper: Packaging (Android (ETC2)): Invalid or unsupported command "--silent update lib-project --path JavaLibs/downloader_library --target android-23"

#

It was having problems when set to android-19 as well, but looked like it was expecting 23; hence the change

pearl tangle
#

minimum is 21 from memory but you should target 23

#

and you need to make sure you have the rest of your android setup working properly as well. You are able to do a regular, non gear vr android build?

latent coyote
#

I haven't on my laptop before, but should be able to. I think what the problem is is I downloaded the SDK through Android Studio, which installed the very latest SDK and tools version. The android command is deprecated in that, so have to install version 25.2.3 or lower

pearl tangle
#

use nvpack and it will get all the stuff setup in a single folder for you and unreal will handle it much better

latent coyote
#

I had used that, but unchecked the SDK stuff because I'd already had it through Studio. I'm installing it through NVPack now

wintry escarp
#

check what version to install, the latest has a habit of breaking it

mighty carbon
#

btw, happy 4th to fellow Americans 😃

silver brook
#

Hey guys I added my VRPawn to the scene but the game keeps spawning DefaultPawn and gives me control of it

latent coyote
#

Got the build working after redirecting to the lower level sdk. Now I'm unable to do anything for the rest of the day, lol. At a 4th picnic now

glossy agate
#

@silver brook check your game mode in world settings and make sure you call the right pawn for your player start

silver brook
#

@glossy agate I think my pawn is set right but what do you mean by right pawn for player start?

glossy agate
#

The game mode has what pawn will be selected through the player start thing that is in your scene. You can select which one you want in world or project settings.

#

Looks like a capsule with a game controller in it.

silver brook
#

Right in World Settings I've choosen my custom game mode and set my default Pawn class to my pawn

#

But now it just spawns and posses a Camera Pawn for some reason

#

Do I need to do something within my game mode?

pearl tangle
#

do you have another camera in the scene that is set to autoposses player 0? just drop your pawn in there and make it possess you and see what happens

silver brook
#

Yea its soo odd there is no other camera

#

it' just automatically spawning a CameraActor

#

and that seems to work with my headset but of course its missing all the logic I put into my VRPawn

#

I'm not telling it to use any other camera so I'm not sure why it
is

#

I have the world settings set to use my pawn

#

the rest I admit is default

mighty carbon
#

@silver brook why not to use either Epic's or @tired tree 's templates to avoid all that headache associating with initial setup for VR ?

west moss
#

ooh okay, thanks @sharp swan today, looks like my computer is working fine now.

west moss
#

hi guys, anyone here familiar working with oculus rift touch?

wintry escarp
#

not me

#

I got my camera moving under gearvr touchpad control, instant nausea...as expected

silver brook
#

@mighty carbon , I am but I've created a new map/gamemode and it is not working.

mighty carbon
#

@silver brook did you use his template project ?

silver brook
#

Epics VR Template, yea

#

Their MotionControlller Map works great

#

I've looked in the Level Blueprint, and checked all their settings. All they seem to be doing is dropping in the pawn and that is it

#

But the same thing doesn't work for me when I try to make another map have the VR Pawn

#

So I tried dropping the VRPawn in the map, creating a game state, setting the pawn in World Settings, in project settings, overriding the GameState to try and force the pawn, nothing seems to work.

#

Everytime I seem to possess a CameraActor

#

Oh and using a Player Start

silver brook
#

OMG figured out what it was. Apparently the pawn by default is set to not spawn if colliding, I had to change it to always spawn and ignore collisions...

wise thunder
#

That's why I asked if it was a collision issue in general yesterday

#

😉

silver brook
#

Well it wasn't really a collision issue directly...

#

More of a setting with the Pawn

wise thunder
#

Well it was, the place the player start was had the pawn colliding with something, but good to hear you got it either way

silver brook
#

Aye, that may be true if I were actually using a player start.

#

and thanks

#

Now it would seem I can't see my controllers...

#

lol

#

its odd not even the Event Begin Play Breakpoint is getting hit for my Pawn

#

What could cause that to happen?

#

Ok, so apparently it was the fact I had switched game modes (to a custom), switching back to GameModeBase fixed it but why was that an issue to begin with?

wise thunder
#

If you use AGameMode alongside AGameState (note the lack of Base on both of them) there's custom match starting flow that you have to satisfy

#

If you don't have a typical FPS round-based system, extend from AGameModeBase and AGameStateBase

silver brook
#

ah ok

keen iron
#

Is there an equivalent of a right click in the vr editor? I pressed every button and gace it a google, im just trying to delete something lol

frigid kite
#

It's in one of the menus on your left hand when you have something selected

#

I think the bottom one

sharp swan
#

didnt know people used the VR editor 😄

keen iron
#

well im trying... definitely not as fast as a keyboard but still interesting

#

found it, edit menu from the home

glossy agate
#

I guess the new vr editor is way better. I tried the old one, and it was hardly useable. I'll have to try out the 4.16 to compare.

#

Just didn't like constantly accidentally moving the whole landscape while navigating around.

real needle
#

Are there any disadvantages to compressing when cooking?

#

I'm assuming slightly longer startup time when the user opens the packaged executable?

#

I'm referring to the checkbox "Create compressed cooked packages"

mighty carbon
#

smaller disk space I assume?

real needle
#

Yeah, trying to get the package a bit smaller

#

but performance is my #1 concern, since it is a vr thing

glossy agate
#

If it will be on steam, probably don't need to compress. Think it just creates a smaller download. Maybe usefull for mobile apps

mighty carbon
#

it would only affect loading time, not runtime performance

real needle
#

i'm using 4.11.2 -> i understand that if i build using the File Menu Package option, i won't be able to issue incremental (small) patches.

#

users would have to download the whole thing again - is this correct?

mighty carbon
#

why such an old version?

#

if you are releasing on Steam or Oculus, they take care of incremental updates

frank mango
glossy agate
#

Is this that Orbus VR game, or did you make this?

frank mango
#

We made this

glossy agate
#

Nice. Open world?

twin pulsar
#

Hi, I asked this in the UI channel but no one had much to say, it's about UMG. Hoping someone can shed some light:

1 - Are units in pixels or in some abstraction? i.e. unreal units, points (which would abstract away pixel density of the screen).

2- How does the size the widget was designed at relate to its size in worldspace and specifically in VR?
As in, most widgets I make end up huge if I set them to Wolrd space in a widget component.

3- when rendering them in world space in a widget component, what's the meaning of the "draw size" property?
Not sure how to use it for instance if I have a widget designed with the "fill screen" size, since "draw size" in the component just seems to crop and not scale.

4- when rendering them in world space in a widget component, what's the meaning of the "draw at desired size" property checkbox?

#

it's stuff that is not clear to me from my tests so far nor from the documentation

glossy agate
#

I don't think fill screen size will work. You would have to just use draw size. Yeah it does crop if your UMG is larger than draw size. Make you UMG the same as desired draw size. Or just scale it in the BP editor after the draw size is correct.

frank mango
#

Huge levels and multiplayer

#

Plus non vr multiplayer

frank mango
sturdy coral
#

@glossy agate "Just didn't like constantly accidentally moving the whole landscape while navigating around." if it is still an issue, you should be able to put the landscape in a separate sublevel and lock the sublevel as a workaround

#

@real needle it's like motorsep said, just make sure you turn off compression of the pak file or I think steam can't handle the delta encoding anymore (steam will still do its own compression in addition too)

glossy agate
#

Yeah, it was from the first version of the VR editor I tried. From what I have seen less of an issue on the new version

west moss
#

Hi guys, is it possible to use the oculus touch independently? even with out using the headgear?

#

ooh i guess it is not possible

pearl tangle
#

it is not possible no

#

vive you can use the trackers without the headset potentially but not oculus stuff

mighty carbon
subtle island
#

Is there any way to read the chaperone bounds of steamvr within unreal or unity?

#

eg. turn your bounds into physical objects around you?

#

I'm not working on anything to do with it just wondering if its possible or if the chaperone is not accesible from within the engine

tired tree
#

Yeah..you can query the API directly, but also UE4 blueprints has a chaperone bounds blueprint node

#

as well as tracking device position / orientation as of 41.6

mighty carbon
#

is it possible to get a laptop within $1500 budget for VR with Oculus (3 sensors) ? Has to be pretty robust when it comes to overheating and durability of hinges.

fair hearth
#

you want the laptop and oculus within the budget? or just the laptop?

#

there's a gigabyte 1060 laptop that's around 1k, I'll send you the link in a bit, away from pc atm

mighty carbon
#

just laptop, I have Rift already

wicked oak
#

then yes

#

the laptops with a 1060, or maybe even one of the 1070 ones (if you get it on sale) will be all you need

wintry escarp
#

laptop 1060 is weaker than a desktop 1060 isn't it

wicked oak
#

yes

#

depending on how good the laptop is, a bit less or a bunch less

#

but its fairly close

#

mostly depending on the thermal limit

mighty carbon
#

so 1070 should be considered min for laptop to run VR smoothly enough ?

#

I am mostly concerned about having enough USB ports for 360 setup and overheating/hinges durability

wintry escarp
#

mitx pc not small enough? or does it need to be self powered

wicked oak
#

1060 will run the VR games

#

1070 will play ALL of them, at good settings

#

my laptop with a 1070 runs faster (gpu wise) than my desktop with a 970

mighty carbon
wintry escarp
#

trying to make a portable 'untethered' vr system?

mighty carbon
#

@wintry escarp nah, just something to take with me for trade shows and when I am away from desktop for several days (which happens often)

alpine torrent
#

1080 laptop

#

Max-Q laptop is good

mighty carbon
#

1090 would be even better, if money was not an issue 🙄

wicked oak
#

that one has specs very similar to my MSI one

#

those are super powerful

#

will run everything well

wintry escarp
#

1090 ?

alpine torrent
#

@mighty carbon you mean 1080Ti?

sturdy coral
#

@wintry escarp @mighty carbon I don't know about the mobile 1060, but the mobile 1070 and 1080 is supposed to be very close to equivalent to desktop; they run at a lower clock but have more cuda cores than the desktop equivalent to compensate

#

so it is a good bit different from the 900m cards that were weaker than the desktop equivalent

wintry escarp
#

1080ti looks good but the price is outrageous

alpine torrent
#

Titan Xp price is huge

mighty carbon
#

@alpine torrent no, I am just being sarcastic

alpine torrent
#

@mighty carbon so you going to get 4160 card what is more powerful 😄

#

sorry 4162 card

mighty carbon
#

damn, the channel is unusually quiet

spiral zephyr
#

im heading out for sun, gonna rain for days after this. Not that im active here, but.

granite jacinth
#

We actually won that competition I posted awhile back on here.

alpine kiln
#

Congrats!

granite jacinth
#

Thanks

wicked oak
#

i already told you that it looked good

#

on steam it would get you 5k dollars minimum

granite jacinth
#

@wicked oak Haha

wicked oak
#

probably more if you play it right

glossy agate
#

Congrats man! Really cool

mighty carbon
#

cool, congrats @granite jacinth

mighty carbon
#

@wicked oak do you happen to know if Dungeon Architect creates HISMCs and allows bulk settings for min/max cull distance ?

wicked oak
#

it doesnt

#

and it doesnt

#

its dumb instanced mesh

mighty carbon
#

ughh.. That's a flawed implementation of a system that must has those things for performance reasons..

real needle
#

does anyone have any links to rough sales figures for small VR titles?

#

I'm under the impression you're lucky if you sell 1000 copies?

wicked oak
#

low and lower every day

#

thanks to not being a big playerbase, but literally everyone getting unity, 2 asset packs + VRTK, and releasing it on steam

real needle
#

so its 1000ish the ballpark at this point?

#

i saw a number of 700 at one point a while ago, as sort of the average

wicked oak
#

it depends on your game

#

its like asking "do you have sales figures for small mobile games"?

mighty carbon
#

well, it's the same as for desktop non-VR titles

#

some sell well, some sell mediocre and some sell outright badly

#

Unity, assets from assets stores, etc. doesn't matter

#

PR and building community, and keeping them happy is the key

granite jacinth
#

Just noticed my prizes

#

That Zbrush license is OP

wicked oak
#

nah, its actually worse

granite jacinth
#

lol

wicked oak
#

the player base is small, and its being spammed to hell by the damn unity VRTK noobs

#

look at the amount of VR games released on steam

#

and compare it with the VR vs non-vr playerbase

granite jacinth
#

Is there a flood now @wicked oak with Steam Direct?

#

I saw an article on PCGamer or something

#

but haven't read it yet

wicked oak
#

steamdirect stops the noob-est of those

#

its becouse steam allowed every vr game to go in with no control

#

literally anything

#

at least now they have to pay 100 to upload their VRTK prototype

#

im mad as fuuuuck about this becouse my game got harmed by it, a LOT

#

compare this

#

to this

#

check the comments, video, and reception

#

both the videos show the same, done with a couple months difference. Both of them were on reddit

#

also check the date

#

beetween the older and the newer, a FUCKTON of shitty vr shooters apeared on steam

#

and they saturated the genre hard

#

people then got pissed of "oh god not another shooter" even if mine is top 5 best

#

and fantasy dungeon crawlers are next

glossy agate
#

You gotta PR the shit out of game to make it popular too. Like any other product. Sariento did a great job at it

wicked oak
#

yup, even if my game has better core gameplay than sairento

#

they did better at selling the cyberninja part

#

now they hired better people with the money they got, so they went ahead

#

but my game was a lot better at release

#

i did PR it, its just that i dont have a cyberwaifu as my steam icon

real needle
#

that sucks, sorry to hear that

#

dilution seems to be a real problem

#

i guess oculus does have a curation angle which steam doesn't

wicked oak
#

yup

#

but

#

they have the downside of being an absolutely fucking terrible store

#

you cant search by price, or by genre, or anything

#

i have half the sales on oculus than i do on steam

mighty carbon
#

add pr0n to your game and sell it standalone !

#

just saying..

#

😄

glossy agate
#

Give all our demons tits with good physics. If you can smack to jiggle them, sales will increase at least 5X. Its science.

mighty carbon
#

I think novelty of VR wears off quickly for many

#

I don't play RR anymore. It's cool and all, but it's all the same thing.. No story, no story progressing, minimal character development (and painful too).

#

For me Doom 3 BFG VR is the game to go to atm

glossy agate
#

I'm still playing onward. I'll be in the wildcard tournament tomorrow

#

Some research for my next project

mighty carbon
#

that's MP and you like MP games 😉

glossy agate
#

Game has a rabid fan base

#

Rec room is still pretty fun. They keep adding new content. I think the social aspect makes it a lot of fun

#

Even played the charades in there with like 8 other people. Was actually really fun

wicked oak
#

rec room is cheating

#

its fully free, mantained by investors

glossy agate
#

Yeah, but the content is actually decent too

#

Have no idea on how they plan on monetizing that though haha

#

Selling hats, and home trinkets? Haha

#

*VR home

frigid kite
#

Hmm, I installed RR when it had that bundle with Raw Data

#

I tried to work the character customization UI for 5 minutes, didn't get anything to work, and decided to uninstall

#

the art style is also highly unappealing to me

#

but maybe that's just me

glossy agate
#

@frigid kite what do you play? You get in on that raw data pvp beta?

frigid kite
#

I didn't even know there was one 😄

mighty carbon
#

RR has unappealing art style?! Eeehhh?!

frigid kite
#

Honestly it's been some time since I actually played the vive, last thing I bought was Everspace

#

and I usually go to robo recall

#

(though I've not actually finished it)

wicked oak
#

wont be monetized. rec room is meant to grow

#

thats why it abuses investor money

#

that way when they make their next project, they have the playerbase

#

maybe they could monetize it with skins

#

but its about the playerbase, to then sell stuff. Its free to grow it

glossy agate
#

I always figured RR was like a more polished looking version of raw data. Graphics wise. Haven't played them yet

lapis glen
#

Thought this might be interesting for you.

dawn cipher
#

GEngine->HMDDevice->GetCurrentOrientationAndPosition(Rotation, Position); reports a Z position that is 6" off the ground (15cm) while the headset on the ground, anyone know what's up with that

normal thorn
#

just checking... VR Preview/mirror screen is not currently going fullscreen? alt+enter doesn't work. Commandline "fullscreen" doesn't work, HMD mirror mode 4 doesn't help, HMD pd 2 doesn't change anything to the monitor screen...

#

I'm in 4.13 so miiight be time to update to the latest

mighty carbon
#

@wicked oak apparently DA uses HISMCs now, not just plain ISMCs

wicked oak
#

nice

#

too bad its useless for VR due to unreal engine light system

mighty carbon
#

How so?

wicked oak
#

no light culling

#

if you look inside the dungeon, it will calculate all the lights in the dungeon

#

it will be fucking slow

#

that includes shadows

#

unreal will try to render the shadows of every single light in the dungeon

mighty carbon
#

o.O

#

no distance culling for lights either ?

wicked oak
#

no distance, they work by screen size

#

for my DGN prototype i had to MANUALLY turn on-off the lights

mighty carbon
#

yeah, that sucks

#

interesting

wicked oak
#

128 pages

mighty carbon
#

quite interesting read

#

you look at that and idTech 6 and scratch head thinking why Epic is moving in the direction they have been moving with UE4 renderer :/

wicked oak
#

you seem to forget that the forward renderer is a lot like the one in doom

mighty carbon
#

except doom has no issues handling dynamic lighting

sturdy coral
#

but that isn't from moving in the opposite direction

#

they've moved closer to doom with the shadow caching stuff in 4.13 (still not as good as doom, but they aren't moving in the wrong direction)

minor dagger
#

someone had experience with ikinema?

granite jacinth
#

@minor dagger I will be soon...rahahahhahahahhahahaha. can't wait to give it a shot

sturdy coral
#

not exclusively an #animation question if it is about their VR IK rigging

granite jacinth
#

True. Lack of information

#

But isn't that like $2k+?

sharp swan
#

worth it though considering.

granite jacinth
#

Maybe

#

Maybe I can get them to give me that instead

glossy agate
#

@meepmeep#4613 look up jonas molgaard YouTube channel. He did a full body vr ik rig tutorial there

#

I thought indie license was only $99

sharp swan
#

still costs for a setup of vive stuff tho

mighty carbon
#

@sturdy coral so, what's the trick to having good performance with dynamic lights in UE4?

granite jacinth
#

My trick... Not having any

wintry escarp
#

the trick is a gtx1080 isn't it

glossy agate
mighty carbon
#

What's the tris and drawcalls count ?

glossy agate
#

I can't remember, I worked on it last weekend was the last time I looked at it. Over 1300 objects in the scene.

mighty carbon
#

@granite jacinth that trick won't work if you need day/night cycle

glossy agate
#

Island 359 is a pretty dense game from the looks of it. Dev told me it's all dynamic too

mighty carbon
#

@glossy agate possibly the issue isn't with dynamic lighting per se

glossy agate
#

I was just surprised it actually ran at all haha

mighty carbon
#

Island 359 uses stock UE4?

glossy agate
#

Yes, as far as I know. They used mordentrals plugin too

#

Both the creators are artists, not programmers

mighty carbon
#

Care to ask that dev what's the trick to using dynamic lights in UE4 for VR?

wicked oak
#

becouse island 359 basically only has the directional light

#

its perfectly ok if you have one light

#

or a couple

#

the issue is when you need a lot

mighty carbon
#

But, you can't use a lot, period

#

Not even Doom 3 BFG VR has a lot of lights

wicked oak
#

Doom 3 is a 2004 or similar game

#

its really fukcing old.

granite jacinth
#

This isnt even limited to just VR though

glossy agate
#

@wicked oak for your dungeon generator can't you just use trigger boxes to start the lights when you are close, and inside the room?

wicked oak
#

yup

mighty carbon
#

Doom 3 BFG uses idTech 5 renderer

wicked oak
#

that is exactly what i did

#

each room is an actor, so i did a distance check

#

if distance is less than a treshold (editable) then the room "turns on"

#

and becomes visible

#

if you look closely, you can see rooms popping in in some cases

#

i really like the melee combat in that prototype, it ended up being fucking awesome

mighty carbon
#

@granite jacinth indeed. Any game with dlights has limited number of them, especially point lights

wicked oak
#

too bad there is like 10 other dungeon games coming, with more budget

#

anyway im out for today

glossy agate
#

I played in the Onward tourney today, was super fun (got slaughtered though). Can't wait for more esport ready VR titles to come out. Anyone making an overwatch VR?

mighty carbon
#

Echo Arena

#

Is an esport title

glossy agate
#

Yeah, is it good?

#

Guess its free so I should get revive and try it out

mighty carbon
#

People say it's awesome

sturdy coral
#

@mighty carbon doom 3 bfg (assuming it wasn't radically rewritten from doom 3) can't use a lot of lights because it does a full pass over affected pixels for each light separately instead of iterating within the shader

#

Original doom 3 was made when shaders were pretty limited

#

So it much more memory bandwidth to do lighting

mighty carbon
#

Dude, it was... the code is open source if you are curious

sturdy coral
#

If you iterate over lights in the shader things are likely to be cached

#

Also shadows were done with geometry and I think calculated on the cpu

mighty carbon
#

The fork I am running has PCH shadowmaps

sturdy coral
#

@mighty carbon that sounds like I said

#

Core at its same, additive blending pass for each light

#

Instead of doing the passes in a loop in the shader

#

Shadow thing wouldn't apply if you are using something different

mighty carbon
#

So, it should be slower, but it's faster than UE4

sturdy coral
#

It has a lot less features

#

Isn't using pbr is it?

#

Ue4 can do tons of non shadow casting lights

mighty carbon
#

check # 5 (Changes)

#

no, no pbr

#

Then I am guessing vblanco just used all lights as shadow casting

#

Doom 3, like I said, doesn't do that

sturdy coral
#

Lights still add some cost, he has run into culling issues

#

But on forward renderer it uses a tiled 3d grid to consider lights

#

and he said it runs ok there

#

On deferred it uses a 2d grid so the lack of good culling was adding expense

#

What doom 2016 does is if a light doesn't move, it will cache the shadow map for all static geometry and then composite the zbuffer of only movables on top of it, saving tons of work

#

Ue4 as of 4.13 will cache for a movable light that doesn't move, like doom

#

But it won't cache if a moveable object enters the frustum of the light

#

And will instead redraw everything, even static stuff

#

Where doom 2016 would draw only the movables and composite the result over the map of the static stuff

#

And I think his other problem is even lights with completely obscured volumes will still regenerate shadows (unless cached and no movables), even if there is no chance you will see a pixel affected by that light

#

Doom 2016 also uses megatexture as part of it's shadow stuff, I think higher res mip levels can get evicted but you still have lower res ones to work with and can use them while you do some stuff to spread out the work for regenerating the static geometry affected cache for the higher mip (potentially spread over several frames, but I'm not sure if they do)

#

(could also be only not all tiles are always evicted and they can regenerate only the needed tiles)

mighty carbon
#

so, in other words UE4 has a loooong way to go before it can be fast with dlights?

mighty carbon
#

@sturdy coral ?

real needle
#

Doom3 (idtech4) remains my favourite engine. Those shadows were amazing. Couldn't do non-metallic materials very well, but...shadows.

mighty carbon
#

😃

mighty carbon
#

Btw, supposedly Island 359 is 100% BP, no CPP

real needle
#

What is the best way to get in-game VR screenshots? Highish resolution is the goal.

sharp swan
#

Is anyone here familiar with the Hyperreal VR from China? Specifically integrating the SDK files?

#

its a bit hard to get info , as I don't read chinese

tired tree
#

pretty sure that is incorrect motorsep

#

they were using parts at least of my plugin

mighty carbon
#

well, if they used pre-built binaries, then they still didn't use CPP

tired tree
#

they specifically asked me if they could use "parts" of it

#

implying they did thier own coding

sharp swan
#

100% BP, nativized, is 100% CPP :p

mighty carbon
#

I mean, all gameplay and AI and whatever else not related to MordenTral's plugin ... If not, people (other UE4 devs) on Twitter spread misleading info

sharp swan
#

yeah kind of like the way Starfighter was touted as made by one guy. 😉

mighty carbon
#

never heard of it

sharp swan
#

yeah it had no marketing :p

mighty carbon
#

so, it wasn't made by one guy?

sharp swan
#

well no. Most of the work was done by one guy. But I did some stuff, there were voice actors. An AI guy. All in all about 20 people worked on it.

mighty carbon
#

heh, I see

glossy agate
#

Well, I cant find it now, but the Island 359 devs did a GDC talk, it was somewhere on the YT channel. I think they did mostly (if not all) BP, plus some of Mordentrals plugin because they have art degrees and no programming experience. To save time they said they mostly purchased or found all the art assets and just did a once over for VR optimization and to make the skins cohesive looking. Said they made 2 games in 6 months like this (Brookhaven is the other one).

#

Because Mordentrals Plugin exposes those new features to BP for VR they are able just write in the special features they needed with BP no real C++ knowledge needed.

mighty carbon
#

makes sense

glossy agate
#

Its a pretty good listen

sturdy coral
#

@mighty carbon yes, but it isn't moving in the wrong direction, and in some ways UE4's dynamic lighting is more impressive (distance field ambient occlusion)

mighty carbon
#

well, don't really see it in any showcases.. Most stuff being shown is baked.

sturdy coral
#

fortnite?

#

kite demo?

wicked oak
#

kite demo isnt a good demo, its kind of a disaster how heavy that is

#

i love how DFAO and DFShadows look

mighty carbon
#

From what I recall, Crysis 3 is the only game with fully dynamic lighting and it was really fast.

wicked oak
#

too bad they are too expensive for VR or were broken, at least last time i tried

sturdy coral
#

fortnite is fully dynamic

#

(also, doom 2016 is partially baked and doesn't have dynamic time of day)

#

I still think it is ahead in a lot of ways though

#

my main wish for UE4 right now is good vulkan support

mighty carbon
#

@sturdy coral any idea when Fortnight's optmizations and improvements for dynamic lights will trickle down to stock UE4 ?

glossy agate
#

It will be nice when all dynamic works well, and you never need to bake. Make it easier for us indie devs that dont have beast baking swarms.

sturdy coral
#

@mighty carbon they already have, 4.16 included lots of distance field optimizations

#

@mighty carbon 4.13 included the shadow caching stuff

#

there may be more to come in 4.17, etc. but I'm not expecting too much

#

do you guys know if Oculus' First Contact was UE4?

wicked oak
#

it was

#

their custom forward render build

sturdy coral
#

ah ok yeah I figured it was their forward rendering thing

#

I guess they didn't need more than one reflection capture

glossy agate
#

So who do I have to email to try and get some knuckles controllers?

sturdy coral
#

not Chet

glossy agate
#

I just messaged Steam support. Guess Ill see if I get a response.

sturdy coral
#

@glossy agate do you already have an app id and stuff?

glossy agate
#

I have 1 app published, but this would be for my next game

#

Trying to contact dev support

sturdy coral
#

ah ok, yeah I thought you meant steam customer support.. I was like good luck with that 😃

full junco
#

@sturdy coral @wicked oak I tested 4.17 yesterday with vulkan, and running the full editor with vulkan actually works without any crashes

wicked oak
#

to apply for a knuckles

glossy agate
#

Awesome! Thanks a lot man! @wicked oak

wicked oak
#

gotta be ignored for sure tho

full junco
#

but overall I was impressed how well it worked

wicked oak
#

nice

full junco
#

I only tested with the third person example project, but even like 6 months ago the particle effects demo already worked perfectly with vulkan on SM4, so I think it probably works perfectly now with SM5

#

and the editor is the hardest stuff

glossy agate
#

Gonna wait till I have a bit more to show on the project before sending in a video with the request

wicked oak
#

i wonder if forward render works with it

#

and the performance in vr

full junco
#

the first thing I test with vulkan is always profilegpu, because I obviously wanna know how fast vulkan is, but it seems they still didn't care about supporting profiling with vulkan

wicked oak
#

given that you have that, can you test it?

full junco
#

well profilegpu doesn't work and stat gpu doesn't work

#

so I could only compare overall frame times

#

I think vulkan is still not doing the parallel rendering, so you still can't expect its performance to be better than D3D11

#

but I would love to release my game on windows + linux

#

just because I dislike windows and releasing on linux too sounds nice

wicked oak
#

but there are no vr players on linux

full junco
#

well, I don't care

wicked oak
#

ok then

full junco
#

its about being able to say it runs on linux

wicked oak
#

that too

#

free publicity

full junco
#

yeah, and vulkan too

#

people love vulkan

#

and if a developer support linux with vulkan while most others do not it makes him appear a bit more serious and also makes it clear that it isnt some guy who quickly took some marketplace assets and released some game

wicked oak
#

thats what i was thinking. Just doing the linux version for the publciity

full junco
#

and I dislike microsoft, so it makes me happy to do anything I can to hurt microsoft

#

@wicked oak I can't test my game with 4.17 + vulkan currently because I can't get texture arrays to work with 4.17

#

what should I use to compare performance?

#

VR seems to work on windows + vulkan without any source changes now

#

so just using the VR preview works

#

running Vulkan SM5

sharp swan
#

that sounds cool

wicked oak
#

right now im focusing on 4.16.2 as this 17th i send the game to sony for review

full junco
#

I will stay on 4.15 with my game for a while

#

but testing 4.17 is fun

wicked oak
#

i might test that vulkan implementation

#

see what happens to my game

full junco
#

ok now I got a crash

#

so not completely crash free 😄

#

VR example project on default settings I have 45 fps in VR with vulkan and 90 fps with DX11, so Vulkan performance is worse

sturdy coral
#

@full junco showdown might be a good one to try

full junco
#

in DX11 I have a GPU time of 4.4 ms, so there is quite some room there before it would go down to 45 fps, Vulkan has to be significantly slower to have 45 fps

sturdy coral
#

but yeah, if it can't hit it on the template then it is pretty far off

#

if you turn off async reprojection you should be able to get a decent frame timing

full junco
#

I dont have async reprojection

sturdy coral
#

or interleaved I guess

#

I just assumed it was hitting that since it was exactly 45fps

full junco
#

its usingg the interleaved one, yeah

#

comparing fps in VR is just not a good idea, it will always cap at 90 fps for example

#

so vulkan and D3D11 needs to be compared without VR

#

vulkan might still have a lot of debug stuff enabled

#

there wasnt really a reason yet to turn that off for epic, its not like they expect people to use the current 4.17 branch for any real stuff

#

they are focused on getting vulkan to work, not work with good performance

#

and it works pretty well

sturdy coral
#

I think with emulate stereo

#

and vsync off

#

you can get a decent comparison if you have a ~4k monitor

full junco
#

I don't have one

sturdy coral
#

or force it to supersample

wintry escarp
#

maybe vulkan doesn't allow the time warping etc

full junco
#

@wintry escarp doesn't have to do anything with fps in ue4

sturdy coral
#

but yeah on debug stuff, they might have a bunch of instrumentation in place and stuff while it is in flux

#

you can try comparing production packaged builds maybe

full junco
#

yeah comparing performance in the editor isnt really the way it should be done

sturdy coral
#

but you will have even less ways to get profiling numbers

full junco
#

well, not less than I have now

sturdy coral
#

with Oculus I turn off ASW and use hmd setint PerfHudMode 1

#

and it will split out gpu and cpu

full junco
#

I can only look at final frame numbers

sturdy coral
#

and then steam just the performance graph

full junco
#

with vulkan you cant get any gpu stats currently

sturdy coral
#

ah, and I guess oculus doesn't even support it at all yet right?

full junco
#

I think so, yeah

#

I also dont have a rift

#

I think oculus supports it in their SDK, but UE4 doesn't support it

#

the SteamVR vulkan stuff was PRed, I think he got asked by valve to PR it

#

oculus didn't seem to care about getting ue4 to support vulkan with the rift

sturdy coral
#

they need it, since they are the ones with the windows 7 requirement for their store

#

(so DX12 is off the table)

full junco
#

who?

sturdy coral
#

oculus

#

it might be windows 8

#

but their min spec that you are required to support to be on the store

#

isn't windows 10

full junco
#

well steam also works on windows 7

#

and you dont need DX12 or vulkan, DX11 works fine

sturdy coral
#

eah but steam you can put up any requirements you want

#

you don't need it yet because UE4's support isn't mature enough

full junco
#

UE4 will support a fallback to DX11 for a long time

sturdy coral
#

but if you ever made something with tons of draw calls that needed it there is a chance you couldn't feasibly get it to work on the oculus min spec without DX12 or vulkan