#virtual-reality
1 messages · Page 122 of 1
instanced
its pretty much the same bug they had back in 4.13 with instanced stereo turned on
yeah i have that one too
in 4.13's case though they fixed it before it came out of preview
if you do a debug draw, it has like a black shadow, and its in a wrong place
in 4.16 its up to hotfix 2 without a fix now.....
like the hotreload bug
unless the fix is unlisted ofc, I can't test at the moment
it allways comes back
@tired tree Is there something preventing the VRCharacter from being rotated directly (for snap rotation), or am I doing it wrong?
@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.
I'll check that out, thanks!
lol, some 1070 GPU costs ~$1000 and some 1080 costs $600 ...WTF
@mighty carbon That crytocraziness
I've only mined a little bit, back in the AMD 6800 series days
don't you need sort of render farm for it or is it profitable mining on 1 GPU ?
I read up on it over the past few weeks
But, you have to be buying multiple cards
which is what's the issue
supply/demand OP
Only 1 no
They are maxing out their PCI-E lanes
Requires a bit of luck also
I just wonder when prices will get back to normal
Hmm
ANother month of two
when Vega is shipped to consumers
And Volta comes out
@wintry escarp get yourself 1050Ti. It's cheap and minimum required. Good for development.
Since rumor is, NVIDIA is scared a bit and will be releasing a Titan Volta this Fall
heh
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
Tegra is NVIDIA
so, $$$
Everyone would rather use Snapdragons
Which are significantly cheaper
Also, Apple is getting into the GPU game last I heard
So should be interesting to see what they do
I thought they were using their own Mobile GPU stuff, but guess not
Power whatever
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 😦
@granite jacinth yeah, they were using imagination technologies or at least their patents before, but they announced the won't any more..
I had some of that stock, down like 50-60% in one day when they announced that =/
@sturdy coral You never know
Apple is grabbing up stuff left and right
Pissed me off when they took Faceshift
interesting, hadn't heard of that
they also just picked up SMI
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
Can you just buy gpu s at wholesale pricing in bulk, or wait for pricing to soften?
Ali express looks like they have 1070s for under $500 with a large enough volume.
makes sense to get 1050Ti, unless you are after enterprise VR
then you'd probably want 1080 anyway
@pearl tangle do you know if affordable Tango AR is coming any time soon? (AR in HMD)
derpends what you consider affordable
also there is no such thing as Tango AR yet either
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
or standalone HMD priced like smartphone
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
tango doing realtime calculations is very heavy
what about some kind of camera that attaches to Rift and allows for AR ? Anything like that available ?
speaking of unprofitable markets ...
you can already make that if you want to. Pretty easy to stick a webcam ontop of a headset and then use the ARtoolkit
done that before with some stuff. Using a camera and screen vs a seethrough panel though is hugely different
difference due to extra latency ?
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.
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
Cool
What if the camera was stereo?
It would not be like TV strapped to your face, right?
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
vive has a "camera to face transform" property...if only the camera was better and had a second one it could be really useful
but regardless, you could take that transform offset from the HMD position, and easily calculate your way around what you are looking at
also @glossy agate damn it, they were corgies, not cats
Haha
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?
(2D would be maybe security cams and/or an interactive map; not the same view as VR players sees)
Ohhh
prior to 4.17, you would have to customize the engine
Nah, I'll wait for 4.17
Sweet
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
Unity has a few games doing that already and they are all very simplistic rendering wise
Yeah, it wouldn't be fancy, especially for 2D screen
Just having interesting ideas for 2-player coop on the same PC.
lots of people do, its been #1 most requested VR feature for months
(Technically it would be single player with 2 physical players)
4.17 has a ton of great VR additions
anything great for mobile vr?
everyone tries to implement that vr thing becouse it helps loads to market the game
youtubers absolutely LOVE it
they dont like to cover games that dont have it
common people dont use it
its a purely marketing feature
@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
I think you are wrong @wicked oak
@mighty carbon in what way?
every single time i mailed a youtuber to give a key of my game, the first question was "does it have mixed reality"?
youtubers and streamer absolutely adore it
@wicked oak youtubers love mixed reality
In the way that players don't use that feature
Sure, if it shows same view as VR, it's no use
they dont
Have to design gameplay around that concept for people to use it
becouse it doesnt work unless you want to stream
@wicked oak we aren't talking about mixed reality, we were talking about async gameplay
oh
mixed reality is for show only, async gameplay has a ton of potential though
you are speaking of mixed reality gaming
those show feature is part of VR for showcasing VR games and player for streamers so they can show better
but mixed reality is more
Eeh, no. I am talking about async gameplay.
mixed reality is that bluescreen thing isn't it
Augmented Reality, and no we weren't
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 😦
@wicked oak what would youtubers and streamers want to see on the screen in a fast game like yours? some regular third person perspective?
See more of the SteamVR Knuckles at twitter.com/cloudheadgames Cloudhead's Denny Unger shows off the latest hardware from Valve and SteamVR with the "Knuckle...
they seem to be quite awesome
yup, 3rd person perspective
wich would "look" flashy as hell
if they do 180 degrees to hit a enemy and things like that
it would definitely look badass
I would think it looks horrible to have a third person perspective when the player very quickly teleports around
nah i dont think so
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
so you could teleport but other players would see for a fraction of a second where youre going to land
can rift players play vive players in games? or are they seen as different platforms even though both are pc
@wintry escarp not if you are using the Oculus/Steam online subsystems
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
thats oculus store vs steam store
their online subsystems are different
but if your game is steam, it doesnt matter if they play with oculus or vive, they will be able to play together
yeah, all within steam is fine
even if oculus is on the native SDK
however, invite popups and stuff will only show in the 2D window and not in VR (on steam with Oculus SDK)
but you can handle them in your game with the api and make them show I think
or use steamvr for both types of headsets
@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
Hmm
That Oculus Rift support is no joke though
Hardware request got approved rather quickly
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?
just add a capsule?
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.
check after teleport for overlap with the volume
you can manually overlap check in blueprint
Thanks. I'll try that this evening.
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?
are you actually using the VRCharacter?
its default collides with all static geometry
you might have your world as dynamic
Hah nevermind! I actually fell outside the world because the player start was close to the wall
and the vive was on my desk
mah bad
Pitfalls of vr development
you can adjust spawn position to the relative hmd location
or use the simple character, even though its less feature complete it will always be pawn to hmd centered
mm? oh you would have to adjust spawn position relative to it
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 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
Great!
Guys is there a good reason to implement Simplygon ?! now that we have built-in lod generation in-engine ?
I wonder if epic even test vr modes
simplehud flips the display upside down
simpleVR
simplevr?
smilerVR ?
I thought these didn't work with current systems
or is this something else
I think there will be a vive2 soon, they just wont preannounce it cos it would kill sales
nah
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?
i think billboards will be obvious once theyre close
50% off everything from http://www.polypixel3d.com/ right now if anyone is interested. I already got 3 packs
Buy 3D models in our online store for your projects. Wide variety of environments, nature scenes, buildings, vehicles/cars, & weapons.
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
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/
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
feels like I am wasting time with that platform 🙄 😞
in other news is 1.16 Oculus is out and already supports extra trackers
(extra Touch controllers)
Still fighting the good fight?
yep
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
why release an update that cripples performance
hi there
I'm using htc vive but have a problem
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?
get your height and drop a box in next to you thats that exact height and see if it looks correct
also put the controllers on the floor and you can check if its sitting correctly
@pearl tangle thanks for your suggestion . I will try
@wicked oak have you tried Doom 3 BFG VR ? (was released a few month ago)
only a bit
all dynamic lighting and shadows at max fps is so cool... I wish UE4 could perform that well
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?
Has anyone tried packaging a project with the Steam Audio plugin on?
@silk lodge I'm not sure what you are showing exactly?
@silver brook Here is a project from epic you can pick apart that has a bow in it https://forums.unrealengine.com/showthread.php?118247-Twitch-VR-Bow-And-Arrow-Project-Files
Must be logged in to view I think
I have 1 1cm objects for each string with pivots off the bow
they scale to the purple grab points
so they alway are in your hand
they do the string by running offsets in the material to bend it
there are alternative methods but that one is fast
easiest way I can think of is to draw two simple strings from the bow corners to where the finger is
no bending needed
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
4.17
ah, cool
has mixed reality
or at least they updated to 4.18 qualifier AFTER the mixed reality feature set was pushed
so, any UMG pros here ?
yes, self-proclaim moderator, I am aware.. #umg is no use and that's why I am asking here
Aye
Even though plenty of people are getting help in #umg ?
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
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 😦
what he told me was basic stuff I already knew
I can't put these elements together to get it working the way I need it
I think I figured it out, but f####ck... I hate UMG
@mighty carbon How long have you been working on this project? At least 9 months right?
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
Vulkan API supports multithreading, which is particularly important for mobile platforms. Multithreading enables the system to balance the workload across mu...
cool for Daydream and a bag of dicks for Gear VR devs/users
gearvr never going to use vulkan?
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
and becouse ue4 vulkan is still crappy
so I don't have a lot of hope for Vulkan support in Gear VR in 2017
gearVR is often bottlenecked at the pixel shader
due to high resolutions on a shitty gpu
one of the best mobile GPUs nevertheless
after all vulkan is to lower CPU overhead
not make the gpu faster
my game would get mad gains on vulkan becouse i have far too many drawcalls
at this moment it doesn't matter - Gear VR runs sooo sloooow with my UE4 project after recent Oculus update
like, where it was 60 fps, it's ~25 fps now
nothing changed in the project to cause that
so, Vulkan or not, if Oculus doesn't care much for 3D rendering on Gear VR, Vulkan would be of no use
(and it seems that they only care much for 2D and video stuff, not for games/apps, and certainly not for UE4)
checked to see if allgearvr slowed down? or just older ones
crippling the shit out of older hardware seems to be a common tactic now
I only have S6
well, my wife has S8, but I haven't gotten Gear VR for S8
not on PC @wintry escarp
you can still play VR with your GPU
@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)
no, never used the profiler
it's adb, not profiler
sleep time, nn all
@wicked oak what's taking so long to port your game to PSVR ?
the game has to be finished first
im finishing some stuff, as i wont release "early access" in ps4
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
so ive been improving my game for all platforms in preparation for ps4
if i wasnt going to release in ps4, i would have called it "complete" back around februrary
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
@mighty carbon so basically, feature creep
and optimization in spades
the "core" of the gameplay is the same since around februrary or so
oh, damn..
the game PSVR port is pretty much ready
since 2 months
i already passed VR consultation wich is the first stage of the review. Its the tech review
they check your vr implementation is good
and runs well without too much stupid shit
the rest of the review is stuff like making sure all metadata is correct, it has achievements, ps4 menos work, etc
this week im preparing that final version
my artist is making an armory so we finally can implement the weapon buy system. And the new mission system
it was already implemented, just had no "hud"
ah, I see
@mighty carbon I guess 4k 90fps headsets is not for this year
Doesn't sound like it
Also might be in the price range only @pearl tangle can afford
😂
My boss laughs at me when I bring the price subject 😆
Get a better job ;)
I have a quite decent job, just not the one that deals with new tech
Better can mean things other than money
@pearl tangle by that I meant "don't bother with the pricetag, get the best"
I would not work on that beast of a laptop if the budget was tight 😂
we would probably only work on cardboard too
You spend more time.on optimization with cardboard games so lose money in the long run anyways
not with 360° still only 😂
So much easier just pumping out Vive stuff and running on 1080s and not having to worry so much about performance
Yeah that's what we use cardboard for
360 video version of the Vive content
I released a cardboard interactive app a year ago but performance is still screwed on it
How do you even make money with Cardboard o.O
I see
Yep. We do an event and then give away a few hundred cardboard headset's to watch the 360 video version on
I have 500 headsets on my desk at the moment
Got it
Cool
Then the people can watch this passive 360 video version with the rest of the marketing material they get
it will include gaze tracking
so you could probably do foveated rendering
you know what use gaze tracking?
looks like vr is about to take a big leap
I still think they should separate the gpu/cpu from the screen to reduce upgrade costs
It will cost like Hololens, most likely
So, no leap unless it's powerful enough to run Robo Recall and is affordable
lol there is no way it can cost like hololens
and no mobile headset will run robo recall in years
Then no revolution on the horizon
I don't see what niche requires such device. IMO it's just a PR move to show capabilities of Samsung.
@wintry escarp so you want it to be AR headset?
I don't get why there isn't a decent AR headset that streams from a PC yet
no I just think the screen should be separate from the gpu/battery to reduce upgrade costs
and reduce the headset weight/heat
does that mean my 780 already has dx12 support?
hmmm unity insists I have a dx9 gpu
update drivers and don't trust Unity ? 😛
theres the problem, updating NVidia drivers on an old card...its asking for trouble
huh?!
nvidia routinely break older stuff in their rush to support the latest games
I'm currently on 376.53
i'll just assume unity is full of crap
unity is cool and there is difference features in unity and unreal
that's a bold announcement
@raven halo PM
@mighty carbon beat me to it
😄
whats supposed to drive that display?
even foveated rendering wouldn't be enough
hololense 32degree fov :/
gas powered steampunk !
@mighty carbon dieselpunk then ;)
btw, tried The Lab last night. It was pretty cool and performance was great. Can't say the same about Trials on Tatooine
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.
Pavlov is a puke machine 😃
that space shooter game is addictive. RecRoom is pretty good for dungeon crawlers though
everyone knows best game is DWVR
@mighty carbon you play Pavlov much? We should play together sometime
Nah, anything that is WASD like movement makes me insta-sick
doesn't pavlov have a movement mode in settings for people that get sick?
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
Also, don't like MP the way it's done currently. SP is my thing.
Vive touchpad should always be 0-1.0 on all axis's
@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
Yeah Pavlov has an OOB type system people can use. Won't win with it though
You should try overclocking a bit
Trials worked fine for me on a 1070. SS was at 1.5
@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
@sturdy coral I was multiplying delta time with the add input vector
turns out you're not supposed to do that
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?
4.16 provides best performance so far.. And it was all good with 4.16.1
Guess you should just roll back to that unless one of the hotfix bugs affected you
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)
@mighty carbon you write in BP or are you all c++?
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
I got it working
@mighty carbon I have a Note 5 and Gear VR
@latent coyote PM
lol
that's why I say f#ck MP games 😉
because people are mean?
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.
like Journey?
hard to ignore them entirely in that scenario
but you mean something more like destiny maybe?
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)
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
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
I just hope MMO design in VR, whenever it happens, is more like Ultima Online (systems and sandbox based) and less like WoW (themepark)
haven't played either of those, so can't really say much
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
Scouting for new/weird/interesting GUI solutions, any tips?
jiggle jelly to activate stuff
: ) EDIT, meaning existing stuff available to test on Steam etc.
the UI of Cosmic Trip is pretty fun to use
similar to the jelly example
you punch big squishy buttons
will test
hi guys, anyone here familiar with hmd commands?
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?
you can set it via console in editor, it is in a config somewhere too.
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
🤔
well it might be that hmd sp 100 is a console command that essentially does a temp version of the r.screenpercentage config setting
so, if that's the case, there should be a new file created for that?
alrighty.
I'm browsing the commands can be used in console, but can't seem to find a command to reset those things
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?)
300 is a pretty high value
200 is largely enough for super sampling
and will already kneel high end hardware depending on the projects
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
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?
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
use nvpack and it will get all the stuff setup in a single folder for you and unreal will handle it much better
I had used that, but unchecked the SDK stuff because I'd already had it through Studio. I'm installing it through NVPack now
check what version to install, the latest has a habit of breaking it
btw, happy 4th to fellow Americans 😃
Hey guys I added my VRPawn to the scene but the game keeps spawning DefaultPawn and gives me control of it
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
@silver brook check your game mode in world settings and make sure you call the right pawn for your player start
@glossy agate I think my pawn is set right but what do you mean by right pawn for player start?
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.
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?
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
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
@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 ?
ooh okay, thanks @sharp swan today, looks like my computer is working fine now.
hi guys, anyone here familiar working with oculus rift touch?
not me
I got my camera moving under gearvr touchpad control, instant nausea...as expected
@mighty carbon , I am but I've created a new map/gamemode and it is not working.
@silver brook did you use his template project ?
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
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...
Well it wasn't really a collision issue directly...
More of a setting with the Pawn
Well it was, the place the player start was had the pawn colliding with something, but good to hear you got it either way
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?
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
ah ok
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
It's in one of the menus on your left hand when you have something selected
I think the bottom one
didnt know people used the VR editor 😄
well im trying... definitely not as fast as a keyboard but still interesting
found it, edit menu from the home
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.
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"
smaller disk space I assume?
Yeah, trying to get the package a bit smaller
but performance is my #1 concern, since it is a vr thing
If it will be on steam, probably don't need to compress. Think it just creates a smaller download. Maybe usefull for mobile apps
it would only affect loading time, not runtime performance
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?
why such an old version?
if you are releasing on Steam or Oculus, they take care of incremental updates
Is this that Orbus VR game, or did you make this?
We made this
Nice. Open world?
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
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.
Ignore the unbuilt lighting lol
@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)
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
Hi guys, is it possible to use the oculus touch independently? even with out using the headgear?
ooh i guess it is not possible
it is not possible no
vive you can use the trackers without the headset potentially but not oculus stuff
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
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
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.
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
just laptop, I have Rift already
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
laptop 1060 is weaker than a desktop 1060 isn't it
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
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
mitx pc not small enough? or does it need to be self powered
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
https://www.newegg.com/Product/Product.aspx?Item=N82E16834315892 << sounds like a good one
trying to make a portable 'untethered' vr system?
https://www.newegg.com/Product/Product.aspx?Item=N82E16834154592 << this one has more USB ports though
@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)
1090 would be even better, if money was not an issue 🙄
that one has specs very similar to my MSI one
those are super powerful
will run everything well
1090 ?
@mighty carbon you mean 1080Ti?
@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
1080ti looks good but the price is outrageous
Titan Xp price is huge
@alpine torrent no, I am just being sarcastic
@mighty carbon so you going to get 4160 card what is more powerful 😄
sorry 4162 card
damn, the channel is unusually quiet
im heading out for sun, gonna rain for days after this. Not that im active here, but.
https://t.co/MybtkEluG5 My team's #virtualreality #videogame Centauri won! https://t.co/U6x7KfBPyB Made in #ue4 @UnrealEngine @NVIDIAGameDev
We actually won that competition I posted awhile back on here.
Congrats!
Thanks
@wicked oak Haha
probably more if you play it right
Congrats man! Really cool
cool, congrats @granite jacinth
@wicked oak do you happen to know if Dungeon Architect creates HISMCs and allows bulk settings for min/max cull distance ?
ughh.. That's a flawed implementation of a system that must has those things for performance reasons..
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?
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
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
it depends on your game
its like asking "do you have sales figures for small mobile games"?
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
nah, its actually worse
lol
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
Is there a flood now @wicked oak with Steam Direct?
I saw an article on PCGamer or something
but haven't read it yet
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
Prototype for a new Oculus Touch game, use guns and magic to combat the hordes of enemies that appear, using full motion controls and gestures. Follow us on ...
to this
Recorded from an Oculus Rift with Touch, from the prototype build that will be shown at Barcelona Games World.
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
You gotta PR the shit out of game to make it popular too. Like any other product. Sariento did a great job at it
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
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
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
Give all our demons tits with good physics. If you can smack to jiggle them, sales will increase at least 5X. Its science.
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
I'm still playing onward. I'll be in the wildcard tournament tomorrow
Some research for my next project
that's MP and you like MP games 😉
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
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
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
@frigid kite what do you play? You get in on that raw data pvp beta?
I didn't even know there was one 😄
RR has unappealing art style?! Eeehhh?!
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)
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
I always figured RR was like a more polished looking version of raw data. Graphics wise. Haven't played them yet
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
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
@wicked oak apparently DA uses HISMCs now, not just plain ISMCs
How so?
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
no distance, they work by screen size
for my DGN prototype i had to MANUALLY turn on-off the lights
yeah, that sucks
This lecture presents a technical deep dive into COD:IW renderer and the architectural design process behind it. Numerous topics will be covered: shadows, particle rendering, reflections, refractions, global illumination, volumetric rendering and Forward+ rendering. This talk will guide you through ...
interesting
128 pages
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 :/
you seem to forget that the forward renderer is a lot like the one in doom
except doom has no issues handling dynamic lighting
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)
someone had experience with ikinema?
@minor dagger I will be soon...rahahahhahahahhahahaha. can't wait to give it a shot
But that it #animation question
not exclusively an #animation question if it is about their VR IK rigging
worth it though considering.
@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
still costs for a setup of vive stuff tho
@sturdy coral so, what's the trick to having good performance with dynamic lights in UE4?
My trick... Not having any
the trick is a gtx1080 isn't it
https://youtu.be/zzVtWswT4Oc this one is all dynamic lights. Just 2 lights. No optimizing as a load test. No forward renderer. Got around 70 fps on 1070
No optimization yet so lots of frame drops, but overall a great asset pack from Poly Pixel 3D. So cool in VR. Also using Mordentrals expansion plugin
What's the tris and drawcalls count ?
I can't remember, I worked on it last weekend was the last time I looked at it. Over 1300 objects in the scene.
@granite jacinth that trick won't work if you need day/night cycle
Island 359 is a pretty dense game from the looks of it. Dev told me it's all dynamic too
@glossy agate possibly the issue isn't with dynamic lighting per se
I was just surprised it actually ran at all haha
Island 359 uses stock UE4?
Yes, as far as I know. They used mordentrals plugin too
Both the creators are artists, not programmers
Care to ask that dev what's the trick to using dynamic lights in UE4 for VR?
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
This isnt even limited to just VR though
@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?
yup
Doom 3 BFG uses idTech 5 renderer
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
@granite jacinth indeed. Any game with dlights has limited number of them, especially point lights
too bad there is like 10 other dungeon games coming, with more budget
anyway im out for today
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?
People say it's awesome
@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
Dude, it was... the code is open source if you are curious
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 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
So, it should be slower, but it's faster than UE4
It has a lot less features
Isn't using pbr is it?
Ue4 can do tons of non shadow casting lights
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
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)
so, in other words UE4 has a loooong way to go before it can be fast with dlights?
@sturdy coral ?
Doom3 (idtech4) remains my favourite engine. Those shadows were amazing. Couldn't do non-metallic materials very well, but...shadows.
😃
Btw, supposedly Island 359 is 100% BP, no CPP
What is the best way to get in-game VR screenshots? Highish resolution is the goal.
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
well, if they used pre-built binaries, then they still didn't use CPP
they specifically asked me if they could use "parts" of it
implying they did thier own coding
100% BP, nativized, is 100% CPP :p
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
yeah kind of like the way Starfighter was touted as made by one guy. 😉
never heard of it
yeah it had no marketing :p
Available for VR in steam Early Access : http://store.steampowered.com/app/433190 Available for NonVR on PC and XboxOne Q1 2017 For more info visit the offic...
so, it wasn't made by one guy?
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.
heh, I see
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.
makes sense
Found it! https://youtu.be/RCumoPEs7rc
This is a talk in two parts, beginning with an Unreal Engine 4 overview from Wes Bunn of Epic and transitioning into a breakdown of how to successfully bring...
Its a pretty good listen
@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)
well, don't really see it in any showcases.. Most stuff being shown is baked.
kite demo isnt a good demo, its kind of a disaster how heavy that is
i love how DFAO and DFShadows look
From what I recall, Crysis 3 is the only game with fully dynamic lighting and it was really fast.
too bad they are too expensive for VR or were broken, at least last time i tried
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
@sturdy coral any idea when Fortnight's optmizations and improvements for dynamic lights will trickle down to stock UE4 ?
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.
@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?
ah ok yeah I figured it was their forward rendering thing
I guess they didn't need more than one reflection capture
So who do I have to email to try and get some knuckles controllers?
not Chet
I just messaged Steam support. Guess Ill see if I get a response.
@glossy agate do you already have an app id and stuff?
I have 1 app published, but this would be for my next game
Trying to contact dev support
ah ok, yeah I thought you meant steam customer support.. I was like good luck with that 😃
@sturdy coral @wicked oak I tested 4.17 yesterday with vulkan, and running the full editor with vulkan actually works without any crashes
Awesome! Thanks a lot man! @wicked oak
gotta be ignored for sure tho
@sturdy coral @wicked oak I found some small issues with vulkan in the editor in 4.17, wrote about them here: https://forums.unrealengine.com/showthread.php?112863-Vulkan-status&p=734028&viewfull=1#post734028
but overall I was impressed how well it worked
nice
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
Gonna wait till I have a bit more to show on the project before sending in a video with the request
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
given that you have that, can you test it?
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
but there are no vr players on linux
well, I don't care
ok then
its about being able to say it runs on linux
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
thats what i was thinking. Just doing the linux version for the publciity
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
that sounds cool
right now im focusing on 4.16.2 as this 17th i send the game to sony for review
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
@full junco showdown might be a good one to try
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
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
I dont have async reprojection
or interleaved I guess
I just assumed it was hitting that since it was exactly 45fps
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
I think with emulate stereo
and vsync off
you can get a decent comparison if you have a ~4k monitor
I don't have one
or force it to supersample
maybe vulkan doesn't allow the time warping etc
@wintry escarp doesn't have to do anything with fps in ue4
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
yeah comparing performance in the editor isnt really the way it should be done
but you will have even less ways to get profiling numbers
well, not less than I have now
with Oculus I turn off ASW and use hmd setint PerfHudMode 1
and it will split out gpu and cpu
I can only look at final frame numbers
and then steam just the performance graph
with vulkan you cant get any gpu stats currently
ah, and I guess oculus doesn't even support it at all yet right?
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
they need it, since they are the ones with the windows 7 requirement for their store
(so DX12 is off the table)
who?
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
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
UE4 will support a fallback to DX11 for a long time
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