#virtual-reality

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glossy agate
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Pavlov dev just told me he used only UE4. Your talking about BIK right?

pearl tangle
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probably. im not sure, can't remember

glossy agate
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I just emailed them about it. Looks like a few big projects are using it. Cool that I don't need to run extra software for it to work.

full junco
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@sly elk I wish it would. I always asked about SSAO support in the forward renderer and at one point Daniel from Epic actually said he would do it in a month "just for me" but then he didn't have time for it. I think if more people would ask about it, he would more easily spend some time with it. it feels like I'm the only one caring about it.

mighty carbon
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RR gives me a good and needed workout ๐Ÿ˜›

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hit the ceiling again when I decided I need to jump and grab incoming missile

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bizarre.. Outside of VR it seems like one wouldn't do such a thing ๐Ÿ˜‰

sturdy coral
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@mighty carbon the two bone ik node for snapping partial mesh to full body skel?

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I'm not sure I understand what you mean

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the two bone IK node just solves a joint angle to make then ends of two bones fall into desired locations, and then lets you specify the angle the "elbow" of the bones faces, since that is ambiguous

mighty carbon
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I am guessing we are talking about different features @sturdy coral ๐Ÿ˜Š

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I am thinking of "The โ€˜Additional Meshesโ€™ feature for previewing modular meshes now uses the โ€˜Copy Poseโ€™ node instead of โ€˜MasterPoseโ€™. This means it can support meshes that do not share a Skeleton, and bones are copied by name."

sturdy coral
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ok, I think that's unrelated

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just in the same section

mighty carbon
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well, my question is if that feature would allow easy way to have modular characters and dismemberment

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@sturdy coral ^^ any idea by chance ?

sturdy coral
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No clue, but you can check out how robo rec does it

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Robo recall

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Separate skeletal meshes

mighty carbon
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RR is pre-4.16

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and it's a mess (I looked into BPs)

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I am talking about 4.17 and if that new feature would make life easier

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anyhow, I am out

jaunty shell
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VR Updates:
Spectator screens are now supported on the Oculus and HTC Vive.

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HGNNN

pearl tangle
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anybody tested out the implementation of it yet?

tired tree
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its simple

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and blueprint controlled as well

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but something probably more interesting is: Binding mechanism between a Player Controller and a Texture Render Target 2D to replace the engine defaultโ€™s video game rendering pipeline by the project specific C++ or Blueprint

mighty carbon
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@wintry escarp so, have you gotten your Rift yet ?

sly elk
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@full junco who do I send an email to or message to add myself to the the list of interested people?

wintry escarp
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it hasn't arrived yet, should be within the hour

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then I can plug it all in and go "this is shit", cos I still have a gtx780

tired tree
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nah 780 should be "ok" with a rift

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I started with old terrible perf vive on a 780

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long before they added optimizations to the pipeline

keen iron
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is foliage just not possible in vr right now or am i missing something? I'm using the kite open world demo foliage but i disabled all the wind effects and changed the grass to two sided instead of subsurface shading, is that cheaper? Is low poly the only way that an organic environment can be done in vr?

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or are those assets in particular just extremely expensive?

wintry escarp
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ok rift is here, I didn't know the MS gamepad was wireless

glossy agate
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Those assets are just super expensive. Kite demo was meant to be cinematic

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I'm able to do foliage fine.

wintry escarp
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hmmm, much tighter than gearvr, glasses might be a problem

mighty carbon
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it's adjustable @wintry escarp

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so, interesting news:

wintry escarp
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is it meant to be very slow to install?

keen iron
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yeah thats what i was thinking is the kite assets are overkill b/c they were for a cinematic, @glossy agate what foliage packs are you using in VR?

glossy agate
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I have a handful of them. Latest heavy one is poly pixels tropical island pack. Needs more optimizing but it runs, and looks pretty good

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Just don't try anything too fancy with the forward shader

wintry escarp
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silly 780 only had 1 hdmi port

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need to unplug the 4k tv :/

glossy agate
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@mighty carbon I am really curious to see how people receive games that need you in them for hours at a time. Wondering if some people will get tired of standing for a long time

mighty carbon
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@glossy agate I played RR for 1.5 hrs last night ๐Ÿ˜ƒ

glossy agate
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Yeah but like Xile you posted, and fallout 4 are like really a lot of hours

mighty carbon
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it comes with practice.. I am sure if I do several weekly sessions in RR for 1.5 hrs, in a month I'll be able to do longer sessions.

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I don't even play much longer sessions in non-VR games

glossy agate
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I was tired after just how long I lasted in the onward tourney sat. 9AM-2PM. Finalists went to 5PM. I was really tired, and grumpy about 3/4 of the way through haha

mighty carbon
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plus side is that I get a way more exercise out of VR gaming ๐Ÿ˜„

glossy agate
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We even had breaks between matches too

keen iron
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i played echo arena for 6 hour stretches no problem when the beta came out, was super sore from it though lol

mighty carbon
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My legs are sore right now, but it's a positive thing IMO

glossy agate
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Yeah, it is exercise. I go to the gym a few times a week but still sometimes get sore have to do unusual stuff in VR like Burpees almost diving for cover haha

mighty carbon
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hehe

glossy agate
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@keen iron 6 hours is a really long time haha. I gotta check that one out still if it works on revive

keen iron
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duuude what you haven't played echo arena yet?

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it does, and the discord has a revive specific section if you run into any problems

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it seemed like half the ppl were playing on revive

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i think im about to stream some echo arena actually before doing dev stuff

glossy agate
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Can you DM me a link to the discord? Ill probably set it up this week

wintry escarp
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shit, I don't have enough room for the sensors

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i cant get them back far enough ๐Ÿ˜ฆ

mighty carbon
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do you have 3 sensors ?

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Hang them on the ceiling

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that's what I did

wintry escarp
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2

mighty carbon
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that's what I got and screwed it to the ceiling

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then unscrewed sensors from their stands and put them on those mounts

wintry escarp
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are the IR are radio?

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they

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ffs, are they IR or radio

mighty carbon
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IR

wintry escarp
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so it cant be behind me, ill block it

mighty carbon
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why would they be RF?!

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lol, wut?! Did you even read instructions for Rift?! (or followed setup screens - it's all clear how to set it up)

wintry escarp
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I'm doing setup now, it keeps saying I'm too close

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rooms too small, i cant physically go back any further

mighty carbon
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and here I thought I had small room..

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I have to move our bed every time I do VR ๐Ÿ˜› Royal pita, but there is no other way I can have enough VR space

tired tree
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arrgggg...another addition to the ever growing list of compiler warnings to suppress when linking to Steam_API.h

wintry escarp
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is one side supposed to be more springy than the other?

mighty carbon
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on the HMD? It is for me

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@tired tree building your plugin for 4.17 ?

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or got VRWorks ?

tired tree
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nah it was for 4.17

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everythings fine on it, time to explore the new features that epic added

wintry escarp
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got it going

mighty carbon
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enjoy @wintry escarp

wintry escarp
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downloading google earth

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only 1 eye lense had a protective cover

mighty carbon
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mine didn't even have them at all

wintry escarp
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my head is so big everything is at max

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71 eye spereation

mighty carbon
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try First Contact, if you haven't tried it already.. Beats Google Earth for sure..

wintry escarp
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free?

mighty carbon
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yeah.. Have you setup Touch already? Cuz it launches automatically once you done setting up Touch.

wintry escarp
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didn't for me

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yes it was touch i had the space issues with

tired tree
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so much nicer

wicked oak
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oh hell yes

tired tree
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"texture" only mode is what lets us do whatever the hell we want

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turn off splitscreen, render second player view to that....

wicked oak
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we got that in ps4 in 4.16

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i guess they made it generic

tired tree
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yeah they added it to all HMD pipelines

wicked oak
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but i dont have that "screen mode plus eye"

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the one i have in ps4 is for the social screen. Its direct passthrough or texture

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no half-half

wintry escarp
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ffs, my space is so small i cant do first contact, things at side are out of read area

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i will need to see how re calibrate

mighty carbon
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do you like it better than Gear VR @wintry escarp ?

wintry escarp
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its much higher quality, hands are good. but its very tight

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i have the Velcro at max size

mighty carbon
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๐Ÿ™„

wintry escarp
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how do i rerun the setup?

mighty carbon
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@wintry escarp from your desktop app - click gear icon, then go to Devices and then .. I forgot, but it's pretty straight forward

wintry escarp
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ok thanks

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rift has a built in mic?

mighty carbon
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yep

wicked oak
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really high quality one

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i even use it when i play counter strike

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i have the rift somewhere on my desk, and it picks up the voice

wintry escarp
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google earth is pretty cool, like and endless railway model

alpine torrent
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Planet earth II is pretty cool

mighty carbon
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Planet Moon 5 is even better !

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now we are talking

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$200k prize

wintry escarp
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the level of movement accuracy is much better, no controller drift

mighty carbon
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bah, 4.18...

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If not using Steam Audio, how can one use HRTF/reflections on Windows for Rift/Vive using Oculus spatializer (no Wwise, no FMOD) ?

tired tree
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he said 4.18 for platform and stability work....

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not that it isn't useable until 4.18

granite jacinth
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@mighty carbon ?

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You can use HRTF now?

mighty carbon
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yo

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No idea.. I use FMOD for Gear VR but would love to use native Oculus Audio (or Steam Audio, if performant and stable) for desktop VR..

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@tired tree well, when they say stuff like that it makes me feel that it's not going to be stable/performant

wintry escarp
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did the 3rd party rift face pads ever get released? saw some on kickstarter

tired tree
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@mighty carbon gotta try it.....its a new release and integration, they can't claim its perfect yet

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you aren't going to put out a game anyway before its stable unless you intend to make one in less than 3 months

mighty carbon
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true..

wintry escarp
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can you use steam audio if you don't release on steam?

granite jacinth
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HRTF works...

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Been working since 4.12 at least

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Whenever Oculus plugin came in

tired tree
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yeah steam audio is not tied to anything specific

mighty carbon
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ok, I am lost here.. Where do you get that Oculus plugin?

glossy agate
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I thought oculus hrtf was built in already? Pretty sure I saw it

wintry escarp
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anyway to disable the "your hardware doesn't meet min requirements" msg?

tired tree
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oculus HRTF is still just an approximated box model though isn't it?

glossy agate
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Yeah, from what I saw on it. I think Pavlov uses it. Steam audio is supposed to be super legit from what I have heard. Probably try it this weekend.

tired tree
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oops, sorry meant the enviroment modeling

granite jacinth
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@mighty carbon just enable in plugins

tired tree
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but I think that recent oculus audio update mentioned something about better enviroment modeling

mighty carbon
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well, even though it is, it sounds good and it's fast

granite jacinth
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Oculus Plugin works just fine. You audio snoobs

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Snobs

tired tree
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it still doesn't allow for occlusion though...

granite jacinth
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Snoobs

mighty carbon
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@granite jacinth oh, I see. And how to make sound source to be HRTF in the scene ?

granite jacinth
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Whatever

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@mighty carbon change input

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In audio cue

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Details

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Spatialziation

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Whatever it's called

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Change it to HRTF

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Done deal

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Simple as that

full junco
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oculus HRTF sounds perfect

granite jacinth
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Plus setting the right settings of course ;)

tired tree
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the whole point of steam audio is baked occlusion and refraction modeling, if you don't care about that then yeah...stay oculus

glossy agate
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I know it works good haha, but if another free built in plugin works better, everyone will use that instead.

granite jacinth
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Now that takes time

full junco
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@tired tree baked occlusion is lame, no one wants baked stuff

granite jacinth
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Yeah, who knows which will really be better though.

tired tree
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steam audio looks like a significant extra workload too

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they have dynamic as well do they not?

full junco
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yeah

granite jacinth
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I want everything dynamic

tired tree
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the baking is to make static objects faster for processing

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there is no reason to not want both

full junco
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sure, I dont have static objects ๐Ÿ˜›

tired tree
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yeah sure..you have no walls...

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in that case you are in flight and none of those features matter to you

full junco
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I dont have static stuff. I have walls

glossy agate
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I think onward is steam audio. Between the games, you can tell the difference a little but not much.

granite jacinth
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Onward is steam already?

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What did they ahve before then?

tired tree
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yeah

glossy agate
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Pretty sure. It's unity

granite jacinth
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Ah, did Unity have it before us?

tired tree
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they upgraded to it awhile ago, think they had a blog post

granite jacinth
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Probably

tired tree
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post onward dev being at valve HQ

granite jacinth
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Unity 2017... I won't lie...

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Almost converted me

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Sad we won't get some of the features ever in UE4

tired tree
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meh

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go look into the depths of the forums for both unity AND ue4

glossy agate
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Yeah, when they updated, I heard a dog bark in an ally and pulled off my headset thinking it was real life. Super accurate.

tired tree
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same complaints

granite jacinth
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Unless community does something

tired tree
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grass is always greener

granite jacinth
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Nah, I have done both sides.

tired tree
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both engines have merits, and both have feature lists the other doesn't

granite jacinth
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UE4 is always behind Unity

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In most relevant features.

tired tree
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like?

granite jacinth
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Well, I will tell you one feature that I did not find relevant

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VR Editor

tired tree
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i asked what it was behind / missing

full junco
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VR editor isn't relevant

tired tree
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not what you didn't care about

full junco
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and until Unity makes it source code public, theres no way I and many other people would ever use it

glossy agate
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Ue4 is way ahead in just stock graphics out of the box.

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Visual scripting too

full junco
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the only big thing where I think unity is ahead is 2D stuff

glossy agate
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With unity you have to use a bunch of addons

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Yeah, mobile dev unity is better for sure. Ue4 if bloated with big file sizes it seems like.

tired tree
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unity has areas where it is far more flexible just due to its c# integration

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Epic wrangles c++ into all sorts of knots to get what it does out of it

mighty carbon
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just got confirmation from Oculus that only HRTF is exposed to UE4 integration. Not even early reflections are exposed. No reverb either to my understanding.

wintry escarp
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unity deploys much faster for me so far, seems no matter what i do in ue4 it wants to cook 1000s of shaders ๐Ÿ˜ฆ

mighty carbon
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you are doing something wrong for sure

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it doesn't do this to me for Android and for desktop preview is instant. So iteration time is basically zero.

wintry escarp
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how did you attach the sensors to those brackets you used?

wicked oak
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FINALLY got to do nativization

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i dont know if its faster

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but i can do it

glossy agate
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@wintry escarp should only compile once haha. Are you deleting the cache in app data or something?

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Even when you copy content folders into other projects, it shouldn't require shader compilation.

mighty carbon
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@wintry escarp do you mean those ceiling brackets from Amazon I linked earlier ?

placid sparrow
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Hello, are there any games suites ready for VR ? im looking for games that i could customize for brands

wintry escarp
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yes

placid sparrow
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i found some with google but im looking something more than just a 360 pano , more like Ue4 like games

keen iron
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so im using the VRExpansion player controller rn and im trying to figure out what is grabable, it looks like its anything that can generate overlap events?

mighty carbon
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@wintry escarp just unscrew sensor from the stand. It's a bit snug, but it won't break.

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you can see there is a seam, maybe 5 cm down from the sensor

wintry escarp
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its screwes right into the bracket?

mighty carbon
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sensor has a short, ~5cm stem with a female thread in it. That's how it's attached to its original stand.

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you unscrew it from the original stand and screw it onto the stand from Amazon

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so I have that first stand that mounts to the ceiling (or wall), then telescopic selfie stick and then sensor screwed to the selfie stick.

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that contraption allows me easily adjust sensors' locations/orientations

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it was very handy when I got 3rd sensor

wintry escarp
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3rd one behind you?

mighty carbon
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yep

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if you plan of getting 3rd sensor, you might as well use same setup I did (with telescopic selfie-stick). Otherwise you'd have to drill your ceiling/walls many times to get proper location for the sensors ๐Ÿ˜›

wintry escarp
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they need to let people turn off that annoying msg, i get it, my gpu sucks

mighty carbon
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google it

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maybe there is an option to turn it off

wintry escarp
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theres a hack but only if its the cpu doing it

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weird theres no way to move the screen back/forward like on gearvr

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that would remove my glasses problem

glossy agate
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Really no focal distance knob thing on rift? Seems like it would have to be standard until prescription lenses could be used. Maybe they count on people using contacts.

full junco
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focal distance? you also cant adjust that on vive

mighty carbon
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@wintry escarp get prescription lenses for Rift

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then you won't have to wear glasses

glossy agate
full junco
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@glossy agate I have my vive for more than a year now but never knew that's possible lol

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does that work on a vive pre?

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I can't really move those things on the side

glossy agate
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Haha, yeah, I have pre. I thought it was for focus, but it turns out its more for glasses.

wintry escarp
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too expensive

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my budget is gone getting the rift

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have to admit the vive wins there

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robo recall was quite playable

full junco
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@glossy agate how does it work on a pre?

wintry escarp
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the display does seem better than gearvr

full junco
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I cant pull the things on the side out

glossy agate
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Same way I think. I did it by accident when I first had it

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try just turning. They may already be out

full junco
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I cant turn them

glossy agate
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Mine were out right out of the box. Hmm, not sure then. Mine is a pre and they turned. Ill google and see if all pre's have it

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Yeah, they should all have it

full junco
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I think it works

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with a screwdriver and a lot of force

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impossible by hand only

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probably because I didnt move it for more than a year

glossy agate
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Yeah could be it. Was gonna say, the internet said the super early versions had a hidden knob inside the face gasket to do it.

full junco
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it was already set to the closest distance though

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I hoped I could set it even closer

wintry escarp
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i wear glasses so i'd be moving it back

glossy agate
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@wintry escarp For rift, you can get a thicker face gasket to make up for this feature. May want to look on amazon.

full junco
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I dont wear glasses and I want the FOV to be as high as possible

wintry escarp
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to amazon....

glossy agate
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Yeah, Im gonna double check mine tonight and make sure its close all the way

full junco
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btw, Rolando said they will focus on Vulkan performance with 4.18

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@wicked oak @sturdy coral

wintry escarp
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americans got small heads?

glossy agate
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Naw, you may be a mii

wintry escarp
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heh

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amazon failed, looking on oculus forums

glossy agate
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If you find a good company let me know. Now that it's hot out I'm super tired of the stock vive gasket.

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It just soaks up sweat like a towel

wintry escarp
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my glasses are the problem, very tight fit is making them steam up

glossy agate
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I have heard of a company I think it's called vrcover that has good products I have heard. Maybe they have what we need

granite jacinth
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@glossy agate you bought a rift?

wintry escarp
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heh its certaintly different

granite jacinth
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You guys can snag one for free

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From Oculus

glossy agate
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Nah, I have only vive still. Regret not getting one yesterday now.

granite jacinth
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And I don't know about Americans having smaller heads.

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Bigger brain power for sure

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Brain density?

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Brain Density Per Inch?

glossy agate
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Hahaha

granite jacinth
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Bigger

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Anyway.

wintry escarp
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if i had the money id probably have gone vive for the extra size but its nearly 2x rift price now

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looks like $50

wintry escarp
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heh according to videos i put on the rift wrong, i put it on like a respirator

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those videos are dumb

tired tree
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@keen iron by default in the template anything that implements the interface or is simulating is grippable.

keen iron
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yeah in the template

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i was trying to do it in another project and

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realized i had to add trace channels and all this other shit and couldn't get it to work still so im just going to make a copy of the template and work from there lol i give up

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theres so many other little things that went into getting the plugin to work in the template that are hidden apparently

wintry escarp
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luckys tail is quite a nice looking little game

full junco
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you can still play luckeys tale even though he doesn't work at oculus any more? ๐Ÿ™ƒ

wintry escarp
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so far the only thing that's been jerky was the quill art program

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demo pictures didn't move well

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nn

tired tree
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@keen iron you don't have to do any of that stuff, the template just shows how to set up everything so that you don't have to change any nodes for new objects

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you can throw 90% of it out if you just want basic gripping

keen iron
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man i had another project and i just

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took a static mesh of like a key

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and put the interface on and that didn't work

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so then i looked at the cube and put in events for on grip and stuff and added the exact same variables

tired tree
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well, I don't handle when/how you grip in the plugin.......that would be really inflexible

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its up to you to call "gripobject"

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the interface makes it easier, "gripobjectbyinterface" just fills out pretty much everything

keen iron
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and it still didn't work at all, idk i just made a copy of the template project to start over fresh with anyways

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the only thing i really think im going to have trouble with is

tired tree
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its not compatible with epics grip interface at all is why, you have to put a little work into it since the options are so much more advanced

keen iron
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how can i stop the grip from happening on every solid surface? like i can just climb right up every static mesh and wall i make even without climb activated

tired tree
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yeah it allows for anything in the template for demo's sake, there is a function you can override called "isobjectclimbable" or something of the sort

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and you can return false for everything that you don't want to be climbed

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the default implementation of that function allows all static mesh to be climbable

keen iron
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awesome man ty

tired tree
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also if using the template, look into the "grippable" prefixed objects

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all of the interface is already implemented and the settings are in a struct you can just edit for those

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they are c++ but the template is set up mostly for using the interface and gameplay tags for grip control

keen iron
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and ty a ton for making this plugin, after trying to add a capsule collider to the camera yesterday and realizing it doesn't even work for walking up sloped landscape i thought i was doomed hahaha

tired tree
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its possible in blueprint, just really convoluted

keen iron
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where is the "isObjectClimbable" function? im digging through everything trying to find it right now

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checked for the word climb in the code for VR character, base character, character move and grip interface and didn't see anything

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is it a new property that you added to the static mesh class?

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@tired tree

tired tree
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you just download th etemplate?

keen iron
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yeah

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i have the project open right now

tired tree
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in the VRcharacter undert climbing category "CanObjectBeClimbed"

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in a derived class can override that function

keen iron
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i am streaming btw if you wanna help me out there, so I should be able to do that from the Vive_PawnCharacter bp since its parent is VRCharacter right?

tired tree
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the function is in the Vive_PawnCharacter

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not the code

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I try not to implement gameplay mechanics in the plugin itself

keen iron
#

oh derp

#

so if i set VRTraceChannel to ignore on the collision for my mesh

tired tree
#

i'm going to send you a pm to continue in there though, we already filled this channel uo

keen iron
#

allright

mighty carbon
#
sturdy coral
#

hopefully with this price drop a lot more will

dawn cipher
#

Do I need to disable the Motion Controller components on pawns that are not locally controlled?

mighty carbon
#

one thing I dread to deal with is audio ๐Ÿ˜ฆ (finding / tweaking sfx for the project)

dawn cipher
#

What's the trick for setting WorldToMetersScale at runtime? It causes a noticeable flicker in the controllers, where it looks like they get a latent frame update right before rendering and it doesn't respect the new WorldToMeters scale

pearl tangle
#

you need to adjust the size of the controllers as well

wintry escarp
#

motorsep the sensors work fine with usb extender cables?

mighty carbon
#

@wintry escarp CableCreation Gold (Long 16FT) Super Speed USB 3.0 Active Extension Cable, USB 3.0 Extender USB A-Male to A-Female Cable, 5Meter/16ft, Black https://www.amazon.com/dp/B0179MXKU8/

#

That's what I got and it works wonderfully

#

Btw, when I ordered 3rd sensor, Oculus sent it with extension cable (free bonus)

#

I ordered 3rd sensor from Amazon too

wintry escarp
#

amazon uk don't seem to sell just a sensor

mighty carbon
#

Odd

wintry escarp
#

robo recall was fun

mighty carbon
#

:)

#

Try The Lab from Steam

wintry escarp
#

free?

#

heh, steam saw I now have vr

#

oculus have them for ยฃ59 but they seem to have problems authorising my cc

mighty carbon
#

Yeah, The Lab is free

pearl tangle
#

blocks from google is their new 1 too. haven't tried that yet but seems like it will be quite an effective modelling program even

wicked oak
#

it is

#

of course, it is only the absolute basics

#

but it shows how could a poly modeler work in VR

wintry escarp
#

I tried robo recall in high settings and it seemed ok

sturdy coral
#

@wintry escarp it uses dynamic resolution

#

(unless you turned that off)

wintry escarp
#

780 is old but it had a massive fill rate

#

the lab is nearly downloaded

#

gearvr must be doing a lot of scaling, in theory its higher res but rift is clearly much better

sturdy coral
#

most stuff runs at 1024x1024 on gear

wintry escarp
#

the lab says I don't have a vr headset

#

i enabled unknown sources for rift

wintry escarp
#

hmmm steamvr refuses to run

#

maybe a reboot is needed

alpine torrent
#

@wintry escarp it's connected?

wintry escarp
#

ok the lab runs but it doesn't see the touch joysticks

#

the controllers are there but it says please use wand to move forward, I cvant move

mighty carbon
#

eeh?

#

I never had such issues with SteamVR

#

maybe because I went through initial setup, just like on Oculus Home

wintry escarp
#

meh it wanted me to click the joysticks

jaunty shell
#

yeassss

#

well I found what to do next week, port the current projects to 4.16 ๐Ÿ˜„

wicked oak
#

nice

#

that will let me add support for that in my next update for DWVR

sturdy coral
#

now how long before performant vulkan + VRWorks at the same time

wicked oak
#

doubt it will come soon. VRWorks si basically a set of directx extensions

#

its current ue4 version

#

there is VRworks for vulkan btw

mighty carbon
#

GL beats Vulkan currently on mobile

#

per Carmack

#

in VR that is, using UE4/Unity

tired tree
#

mobile already doesn't use that many draw calls and isn't as core capable....

mighty carbon
#

lol, just noticed bunch of corrections to the story ... Damn you, UploadVR

sturdy coral
#

so they are making a 3-dof standalone too?

mighty carbon
#

6-DoF

#

inside out positional tracking

#

they already showed it works, so most likely refining it

#

unless it's something else entirely

#

why would we need 3-DoF standalone when there is Gear VR, Daydream and bunch of Chinese knock-offs ?! But then again, it's UploadVR...

dire dagger
#

anyone have experience deploying on oculus store? It rejects my build due to the presence of the openvr_api.dll

#

wondering what's likely to break if i just remove the dll from the archive

mighty carbon
#

hmm... that's bad news.. @tired tree 's plugin can't be used for Oculus Store submissions :/

#

@dire dagger you know you can ask Oculus Support, right ?

tired tree
#

yes it can?

#

steamAPI is in a seperate module that can be disabled

#

just for that reason

mighty carbon
#

ohh, how?

tired tree
#

under plugins "OpenVRExpansion" module

#

its what is detecting the correct controller in steamVR though, so you would throw out those features or keep it in for steam builds

wintry escarp
#

are vive games a bit crashy on rift?

#

archery could be good but I don't have room to pull the bow

#

hold bow out and its past my VR boundary

#

๐Ÿ˜ฆ

dire dagger
#

ah yeah, disabled the SteamVR plugin and now openvr_api.dll no longer is contained in my binaries folder, thanks for the info @tired tree

tired tree
#

yeah thats the engines module that adds it in

mighty carbon
#

@tired tree so, SteamVR that is supplied by Epic needs to be disabled, not your plugin?

tired tree
#

steamvr from epic, and my steamvr specific module

mighty carbon
wintry escarp
#

anyone know why my ue4 rift view is facing the wrong way?

#

ah camera touching a wall

glossy agate
#

Anyone else notice on 4.16 when you go to editor settings>play> and change the window size that pops up, it doesn't actually show the right size? I keep having to try a click the maximize button really quick to get full screen.

normal thorn
#

yeah

#

I alt tab then grab the PIE view top bar like I'm going to move it, then I can maximize

glossy agate
#

Yeah, but my mouse keeps dissapearing unless I do it super fast. Used to size to the size I requested in older versions haha

normal thorn
#

yeah it still works on vive, but not on oculus as far as I'm expereincing

#

oculus stays at something smaller than 1280

glossy agate
#

Hmm, Im on Vive

#

Really strange haha. Maybe Ill look for a console command to force it or something

normal thorn
#

fullscreen doesn't work for you?

#

thats the console command

glossy agate
#

It does, but I have to grab and click it real fast, instead of just posting resolution requested when I begin play

#

Im currently doing it through editor settings. Just annoying when Im trying to record content

normal thorn
#

I'm doing exactly that right now. Still annoying and very hard to get true 1920x1080

#

scaline up the PIE view doesn't render higher rez it looks like

#

at least not on oculus which is the only one that has mirror mode 4

glossy agate
#

Yeah, I am trying to use that same size. Worked in .13 and 14 just fine for sure.

mighty carbon
pearl tangle
#

im sure if something looks amazing they will throw some cash at it. but little indie games doesn't bring in large new markets of people. Robo Recall and whatnot will

mighty carbon
#

๐Ÿ˜ฆ

pearl tangle
#

you have to be doing something pretty impressive for people to just throw free money at you

dawn cipher
#

What's Vive's Thumbpadd touch bound to, or is it just having an X/Y value that isn't zero for the Thumbstick?

pearl tangle
#

it's an x y value output

rare violet
#

im noticing that DOF doesnt work in the VR Template...is there a way to enable it (not necessarily using VR anymore, but need some DOF screenshots)

sturdy coral
#

@rare violet /mnt/f/Unreal Projects/VRTemplate/Config$ ack -i 'dof|depth'
DefaultScalability.ini
21:r.DepthOfFieldQuality=0
30:r.DepthOfFieldQuality=0
39:r.DepthOfFieldQuality=0
48:r.DepthOfFieldQuality=0

#

comment those lines out of DefaultScalability

#

(or manually set it by console when in 2d, to something non-zero)

odd garnet
#

bruh VR tho

#

how cool is this shiz

#

We're plane hopping gods

pearl tangle
#

@rare violet you can just enable it in the project settings too

mighty carbon
wintry escarp
#

$100 is $100.

granite jacinth
#

Yo. Who has more than one Rift? And has used or knows that's you can use same set of cameras for Vive.

#

My question, can we do the same thing for Rifts for Touch.

#

I still have my Rifts in boxes. But before I unpackage, I need to relayout my second floor.

fair hearth
#

Would you have the rifts hooked up to the same pc?

tired tree
#

vive uses laser beams that sync, it only depends on room setup

#

rift cameras have to directly be connected to the computer

#

it won't work

wintry escarp
#

awe, minecraft in vr is such a dissapointment

#

the nausea is high with this one

tired tree
#

eh? i didn't have any problems

#

there are safety setups

#

or are you using the "official" (terrible) one

#

the community vivecraft is way better than the windows 10 official VR version

wintry escarp
#

win10 one

#

I normally play on the old java one

tired tree
#

java one with vr mod >>>>>>>>>>> win10 one

#

win10 one is terrible in VR

wintry escarp
#

looking at getting vivecraft

#

vivecraft much better but I think I will stick to 2d for minecraft

#

will try again when eye tracking headsets come out

#

should let you lock the view while moving, like in real life

mighty carbon
#

@tired tree is there teleportation and motion controllers support for vivecraft ?

wicked oak
#

yes

mighty carbon
#

ooh

#

btw, how to play Steam non-VR games on a big ass virtual screen?

#

(I don't know if it's possible to do the same for Origin games too)

wicked oak
#

launch the game from steamvr

#

steamvr will open a huge fucking theater

#

its a bit buggy, i had some framerate issues with it. Maybe you are more lucky

mighty carbon
#

I doubt it - I have i3

wicked oak
#

played dark souls a bit on that huge screen just to see how it oes

mighty carbon
#

cool ๐Ÿ˜ƒ

wicked oak
#

man i want one of those new boxes

#

im going to mail oculus to ask if they have some leftover empty box

#

becouse its REALLY fucking annoying to go around caarrying the 2 boxes

#

having only one will be much better

mighty carbon
#

I have 2 boxes too :/

#

got a photo of the box that houses Rift + Touch ?

wicked oak
wintry escarp
#

sale must be going well, they ran out of normal stock within a week

wintry escarp
#

ISS space station an old app as far as VR goes?

alpine torrent
#

Vive Deluxe Strap need 3 to 1 cable if you have old vive

tired tree
#

not if you buy the new cable too

granite jacinth
#

Ohh

#

I just thought about this

#

I have two extra xbox 1 controllers now huh

sturdy coral
#

@alpine torrent I have the old cable and DAS is fine with it

alpine torrent
#

@sturdy coral it looked that it would be fine with it as the cable channel had space when new cable goes there in DAS

wintry escarp
#

hmm I thought my rift was ok but the tray tool says otherwise, under 60fps most of the time

pearl tangle
#

what gpu are you running on/

sturdy coral
#

I think he said a 700 series, so no ASW

#

probably getting ATW/reprojection, @jade elm if you wave the motion controller in front of your face in an app like that does it have some double vision/ghosting to it?

mighty carbon
#

too bad it's not VR and not UE4

wintry escarp
#

gtx780

#

good moaning

pearl tangle
#

well then yeah of course thats going to be low fps most of the time

#

if not all of the time

wicked oak
#

Carmack about standalone headsets

#

complaining that even gearVR has lots of overhead from the phone OS and stuff

#

that he would like to do it like consoles

#

literally says "consoles get twice the power for the equivalent hardware"

#

wich is correct

#

my game runs really good on PSVR compared to PC. And the bruteforce power is not even close to comparable

#

he also says that phones are throttled by thermals

#

so if you combined dedicated hardware + console style "we have ALL the power for the app", you can get to quite high performance for a standalone headset

mighty carbon
#

Sure @wicked oak but it's still going to suck without positional tracking and motion controllers.

wicked oak
#

the rumors talk about tiers

#

they have a inside out tracking headset

mighty carbon
#

The new rumor has it that Fb us working on a line of standalone HMDs, with Santa Cruz being top of the line

wicked oak
#

yeah, that

mighty carbon
#

I just don't see who will be buying $200 standalone

wicked oak
#

people who is cheap

#

adn just want it for movies or whatever

mighty carbon
#

@pearl tangle what do you think?

pearl tangle
#

it will have inside out tracking like all of the other standalone headsets that are coming out. windows headsets are already doing tracked controllers along with that too. They will sell a shitload more standalone headsets than desktop 1s. There are a shitload of use cases for standalone 1s outside of gaming that the gaming 1s dont fullfil very well

#

why do you think every manufacturer is getting in on it? Lenovo, Asus, LG, HTC, Google, Apple, Facebook. Pretty clear it's got a lot of potential

mighty carbon
#

MS ones aren't standalone. They are tethered to PC.

wicked oak
#

definitely porting DWVR to mobile somehow XD

#

if they have hand controllers

wintry escarp
#

isn't it time for connect 4?

mighty carbon
#

October

#

In my realm we are still in July ๐Ÿ˜œ

#

@wicked oak port it to Gear VR, it has one controller

wicked oak
#

gearvr alone is not worth it, and with one controller isnt enough

quaint loom
#

did the recent Unreal Engine patch fix the non-tracking or tracking break on 1|2 vive controllers on preview/launch? Still thinking a workaround to force re-initialize them again may be needed. Recall a devstream where they merged the instantiation of controllers into the base but don't think it was solid

wicked oak
#

i dont see much profit on doing it, give how stupid difficult it would be to remake the game like that

quaint loom
#

is there much different from gearVR and others really? aside from instantiating it at beginning versis say ios, samsung devices? Like Oculus vs Vive one difference is spawning actor at x,y,z=6 feet up or 0)

mighty carbon
#

@wicked oak so I am guessing you were joking about mobile port? ๐Ÿ˜‚

wicked oak
#

a standalone headset would have a lot more power

#

and most likely i could prepare it as a launch title, giving me a lot of exposure

wintry escarp
#

gearvr is a travesty of poor decisions

wicked oak
#

gearVR is damn awesome by what it is

#

i mean, its just a shitty plastic mount on a PHONE

#

that has to run all android cruft and everything

#

just compare it with daydream

#

see how far ahead GearVR is from it

wintry escarp
#

daydream should be better since it has higher requirements

wicked oak
#

its nowhere even near as good

wintry escarp
#

usb3 can do video so why doesn't the s8 have the option to use it asa dumb display for pc powered vr in the gearvr

wicked oak
#

drivers and latency

#

its possible the phone is not wired to allow USB video IN

#

or it has to route in a weird way, wich causes latency issues

wintry escarp
#

ok, add a hdmi port to the s8+ and push that as the vr option

#

alli can think of is they have an greement with oculus not to

wicked oak
#

you wouldnt need to. Just make sure that usb3 port allows video in

wintry escarp
#

dumbest is cutting the data line from the new gearvr headset usb port

#

its like...here is a usb port on the gearvr so you can deploy without removing the phone....only joking, remove that phone you peasants

alpine torrent
#

should standalone work like gearVR one or insideout HMD?

wintry escarp
#

cheap ones will be gearvr

wicked oak
#

if the cheap one doesnt have inside-out, it will be a better gearvr, but one that cant act as a phone

mighty carbon
#

I am betting it won't be that much better than Gear VR

#

Maybe cooler and with more RAM/storage. Unless they go with NVIDIA SoC and external battery

wicked oak
#

GearVR is thermally throtted a lot

#

and gearVR has to let android run a lot of background processes

#

a standalone with the same chip as a gearvr could get up to 3 times the performance

#

just from better thermals and better OS

#

carmack himself saying that the chips in the gearvr could perform at twice the power if they had better thermals

wintry escarp
#

android that sloppy? it uses most power just to run itself?

wicked oak
#

yes

#

hear carmack talk, he complains a lot about all the background software getting in the way

#

android is like windows. its a fat OS and has a shit ton of background shit running

#

from background aplication refresh and things like that

#

on console, you get 6 of the 8 cores 100% for you

#

the OS will not try to run any background process

#

those 6 cores are completely yours, no matter what is installed on the console

#

there are no background processes that might eat power

alpine torrent
#

even your background processes?

wicked oak
#

you cant have background process on those 6 cores if another game is running. I dont think you can have background processes on a console at all

#

unless you mean just other threads that you do background stuff on

mighty carbon
#

@wicked oak yes, but Nvidia SoC would allow for full OpenGL/DX/Vulkan, while Qualcomm would only allow for ES2 (UE4's ES3.1 doesn't work with mobile VR)

wicked oak
#

cant do DX if its not windows

#

OpenglES is not really that much different from pc opengl

#

and vulkan is vulkan

#

nvidia SoC is still a mobile chip. Those run opengl

#

like the Switch

#

but for the switch they created their own low level api

#

like Vulkan but specific for the exact hardware of the switch

#

but it also runs Vulkan and opengl

mighty carbon
#

you need OS to run standalone HMD. Preferably the one Unity/UE4 support. So it's either Windows or Linux. You don't want yet again that Android crap.

#

also Carmack said there are no significant performance yields using Vulkan on mobile

wicked oak
#

linux is probably the best

#

custom distro

mighty carbon
#

(when using it with UE4 / Unity)

wicked oak
#

a distro that leaves your cores alone

#

i wouldnt be surprised if they base the OS on android

#

just lock the shit out of it like the android store

#

it would be essentially creating a new console

#

but that would be going too far i think. It could definitely be like a console, but not exactly like a console. I wonder what devs will think about "holy fuck now its a console and locked down like one"

#

honestly the best way for the standalone headset would be to go the console route

#

but let everyone make software for it, not as locked down as consoles where you need a devkit and shit

wintry escarp
#

I wonder how much speedup you would get if windows had an amiga like game hardware mode

#

you could basically shut down the OS then restart it when you were done

mighty carbon
#

having Windows on standalone isn't an option really

wicked oak
#

thats kind of what windows Game Mode is supposed to do

#

basically it throttles the background processes

#

but it cant throttle them completely

mighty carbon
#

WTF

#

note how Vive wasn't tested ?

wicked oak
#

what the fuck are they doing aiming sonic guns at people for the lulz?

tired tree
#

"Apple, Facebook, HTC and Microsoft VR systems can all be "

#

they didn't test Vive but the article mentions htc?

#

even though it will work regardless

frigid kite
#

"The vomit-inducing experience of virtual reality could be about to get a whole lot more nauseating. ' What an unbiased way to start an article ๐Ÿ˜

wintry escarp
#

most people play in their house, how they going to shoot sonic guns at you there?

#

anyone tried these?

#

$65 including the lenses seems reasonable

wicked oak
#

getting some corruption in PSVR

#

DAMMIT

#

rip forward rendering :/

#

might have a look to the project in 4.17 preview, maybe it is fixed there

wintry escarp
#

I got bigscreen for rift but it doesn't seem to work right

#

my sbs 3d film is all squashed, it isnt being corrected

keen iron
#

whats the best way to setup an ik rig? I found a year old thread this morning suggesting IKinema

wintry escarp
#

get an animator

#

sad but true

#

blender could do it, learning curve involved though

wicked oak
#

the IK rigs have to be done in ue4

#

on the animation tree

#

if you want runtime AI in your game

wintry escarp
#

if you have a rigged maya character you need to re-rig it in ue4?

keen iron
#

this is for controlling the ik in realtime like echo arena, i saw the two bone ik node in the animator but was wondering if thats enough or if ikinema is necessary

glossy agate
#

ANother one to look at is BIK. UE4 plugin that should do it. Pretty affordable too when I asked the dev

wicked oak
#

BIK is cheaper than ikinema

#

its pretty good

#

but i didnt buy it, becouse they dont offer source code with the plugin, wich means i cant compile it with a custom version, and im completely dependent on them

#

and it doesnt work on ps4 at all (yet)

#

ikinema is quite bad in that part too, also very closed

#

and their ps4 version is 5 figures (on the low side)

keen iron
#

wtf lol, well im devving for oculus / steam so im not worried about ps4 at all

#

ty for the info thats exactly what i was wondering

#

oh whoah thats expensive, how hard is it to just make a really simple crude solution for just arms?

mighty carbon
#

@tired tree so if someone wearing Vive gets whacked into the head with sonic cannon blast, nothing will happen ?

tired tree
#

no?

#

it should have the same effect

#

its not shielded either

dawn cipher
#

If I want to implement scaling-the-world-around-you in VR, how do I adjust my actor's location each frame so that your head appears to be in the same spot?

#

If you just adjust the WorldToMeters scale, when you scale up you get taller in the world (as it's increasing the positional factor of your relative values from the HMD). I tried taking (NewWorldScale-OldWorldScale) * Head->RelativeLocation.GetSafeNormal() and adding or subtracting that from your position but my head still appears to move in the world. Do I need to multiply that by a factor or something?

sturdy coral
#

@dawn cipher get safe normal doesn't seem right, that gives you a unit vector

#

if you are 5 feet in the air from VR origin and scale the world X2 you are going to end up with the same offset as if you are 2ft in the air and scale X2

dawn cipher
#

@sturdy coral I was thinking I could figure out the amount it was going to move and then the direction would be the negative of it's direction from the origin

#

But now that I think about it, I need to just store the old position, calculate the new position after changing the world scale (understanding that the actual component isn't updated until the next frame)

#

And then subtract those two positions to get an actual delta.

sturdy coral
#

yeah, in your old way you've got the scaling amount and the direction, but not the magnitude from origin

dawn cipher
#

Hmmn, not convinced this is the right solution either.

#
FVector OldLocation = Head->RelativeLocation; 
float OldScale = GetWorld()->GetSettings()->WorldToMeters;
GetWorld()->GetSettings()->WorldToMeters = NewDesiredScale; // Update scale
FVector NewLocation = Head->RelativeLocation * (NewDesiredScale/OldScale);
AddActorWorldOffset(OldLocation-NewLocation)``` doesn't seem to actually keep me in one place either
#

That should give me the delta of the heads positions from before and after the scale change, which should be how much I have to move counter to keep it in the same position right

sturdy coral
#

@dawn cipher I'm not sure if world to meters immediately updates all the component transforms or if it happens on next tick; since it looks like a plain variable and not a method I would assume it doesn't happen until the next tick

#

I think you need to do:

AddActorWorldOffset(Head->RelativeLocation - Head->RelativeLocation * (NewDesiredScale/OldScale)); // may have gotten the subtraction backwards
GetWorld()->GetSettings()->WorldToMeters = NewDesiredScale;```
dawn cipher
#

@sturdy coral Correct it waits until next frame. That's why I figure ou the conversion factor to tell how much it's going to change. I'll have that version a go in a minute, going to finish porting to C++ (instead of showing you guys the spaghetti-prints)

dawn cipher
#

@sturdy coral OldScale: 419.350891 NewScale: 419.986816 OldLoc: X=78.240 Y=52.117 Z=88.657 NewLoc: X=78.359 Y=52.196 Z=88.792
So the scale is increasing (by fractions of a cm) and the new location is also bigger - but if I flip the order of the subtractions around, it's even worse!

#

There's gotta be something else involved in this calculation

sturdy coral
#

@dawn cipher try it with simple numbers and vectors and simulate the effect you think worldtometers will have

#

so like [100,0,0] as your position, and a world to meters change from 100 unreal units (cm) per meter to 200

dawn cipher
#

Puts your new calculated position at 200, which means you need to subtract 100 from your position

sturdy coral
#

yeah, from my snippit it would be [100,0,0] - [100,0,0]*2 = [-100,0,0]

dawn cipher
#

[100,0,0] from 100 cm to 500cm means a new position of [500,0,0] meaning you need to move to -400 to stay at 100

sturdy coral
#

oh

#

wait

#

yeah you can

#

can't add to actor like that without converting relative into world

#

change it to AddActorWorldOffset(RelativeToWorld(Head->RelativeLocation - Head->RelativeLocation * (NewDesiredScale/OldScale)))

dawn cipher
#

AddActorWorldOffset already takes additive deltas and not worldspace deltas though

mighty carbon
#

does world composition work in VR? (or does it even work at all properly)

sturdy coral
#

@dawn cipher ok, and your actor root component is your VR Root too?

dawn cipher
#

Yes

sturdy coral
#

@dawn cipher are you sure about this?

#

it says "Adds a delta to the location of this actor in world space."

dawn cipher
#

@sturdy coral yes it's in worldspace, but I'm saying if you pass it "0, 0, 50" you go up 50cm and not you go to 0,0, 50

sturdy coral
#

but that still isn't right

dawn cipher
#

Right now there's no rotations involved and the pawn itself doesn't get scaled so I'm not sure what RelativeToWorld would do.

sturdy coral
#

what if your actor is facing backwards

dawn cipher
#

No rotations yet.

sturdy coral
#

I'd recommend don't mix relative and world even if you think you will fix it up later

dawn cipher
#

[100,0,0] from 100cm to 500cm is new position of [500, 0, 0] which means you need to move to [-400, 0, 0] to stay at [100,0,0]
Maybe our math should be ((OldScale-NewScale)/100) *OldLocation as [100-500] = (-400/100) = -4, multiply old location (100,0,0) by -4 (-400, 0, 0)

#

[50,0,0] from 100cm to 400cm gives you a new position of [200,0,0] meaning you need a value of -150 to stay in the same place...
(100-400) = -300/100 = -3, old location (50, 0, 0) * -3 = (-150, 0, 0)

#

Worth a shot though it seems really weird

#

It gives weird results. It makes it look like the world isn't even scaling until you move your head

#

Maybe this is the wrong thing to try and do, I should study Google Blocks

sturdy coral
#

@dawn cipher the VR editor should have the code for it already

dawn cipher
#

So I had a poke though that, and the EditorAutoScaler class has this comment on it "Automatically scales the user when dragging the world and pressing the touchpad"

#

Tucked away in the UViewportWorldInteraction (of all places) is a uh... complicated math block.

// Because the tracking space size has changed, but our head position within that space relative to the origin
    // of the room is the same (before scaling), we need to offset our location within the tracking space to compensate.
    // This makes the user feel like their head and hands remain in the same location.
    const FVector WorldSpacePivotLocation = InOutRoomTransform.TransformPosition(InRoomPivotLocation);
    const FVector NewRoomSpacePivotLocation = (InRoomPivotLocation / OldWorldToMetersScale) * InNewWorldToMetersScale;
    const FVector NewWorldSpacePivotLocation = InOutRoomTransform.TransformPosition(NewRoomSpacePivotLocation);
    const FVector WorldSpacePivotDelta = (NewWorldSpacePivotLocation - WorldSpacePivotLocation);
    const FVector NewWorldSpaceRoomLocation = InOutRoomTransform.GetLocation() - WorldSpacePivotDelta;
sturdy coral
#

looks pretty close to what we were saying, plus a relative to world conversion

dawn cipher
#

Ah interesting, they build an FTransform for the head called "GetRoomSpaceHeadTransform" which is just the local rotation/position, and the room transform which er... "DefaultOptionalViewportClient->GetViewRotation"

#

Which I assume is the viewports way of saying where the viewport actor is.

sturdy coral
#

(InRoomPivotLocation / OldWorldToMetersScale) * InNewWorldToMetersScale; is I think the same things as Head->RelativeLocation * (NewDesiredScale/OldScale)

dawn cipher
#

Oh, I should definitely start the VR editor on my current map and resize the world and see what it feels like hah

#

Oh. Apparently we're right @sturdy coral

#

It feels the same in their VR editor, which feels wrong, but is apparently right.

sturdy coral
#

yeah the whole world scaling up and down isn't something you really have a reference for

#

in real life

dawn cipher
#

I wonder if it'd make more sense to scale underneath feet

#

Instead of at head

#

I'll steal Epic's code when I'm done with OW and try that

pearl tangle
#

@sturdy coral you were the guy doing all the stuff with the kinect right?

sturdy coral
#

@pearl tangle yeah a bunch of kinect stuff

pearl tangle
#

@sturdy coral sent you a PM mate. Not really game related but thought you might be able to help, considering how useless the kinect forums are

dawn cipher
#

@sturdy coral hmmn, no real luck on borrowing from Epic's code. If I plug in their calculation instead of the one we came up with it doesn't seem to have much of an effect on your position at all.

glossy agate
#

@motorsep#8292 world comp should work fine for VR. I have seen some other games using it, you probably want to keep the sun dynamic if it's a huge world.

mighty carbon
#

@glossy agate ah, cool

alpine torrent
upbeat kestrel
#
sharp swan
#

I am very dubious about that. I mean at some point we will have self-contained that are the quality of current HMDs but right now I can only see it being somewhere in between Cardboard and PSVR, both of which are utterly terrible experiences.

wicked oak
#

@sharp swan would be a lot better than PSVR

#

GearVR has better quality than PSVR

sharp swan
#

stabbing myself in the eyes is better than a PSVR

wicked oak
#

carmack has some talks, i linked above

#

they say that if they use the same chips as a gearvr, but not constrained to the thermals of a phone, they can get twice the performance easily

#

and then having the OS be much more controlled, without android background processes doing shit, they can improve CPU performance further

sharp swan
#

well maybe im just cynical but I wouldn't doubt Carmack for a moment. He is the boss I guess.

wicked oak
#

i still worry about the gaming device

#

hand controllers are just best

#

but inside out hand controllers are problematic

#

gamepad VR is shitty

sharp swan
#

I want gloves that track. I dont see why any hand tracking needs to be either controller simulated or mapped from a scan based system such as leap motion/realsense. It's about time we got a 50/50 system where the gloves track themselves in relation to the HMD location. Not like Nintendo Powerglove or anything. Something with finesse.

granite jacinth
#

Man

#

There have been gloves for VR for awhile now

#

But nothing sticks since they aren't bundled with HMDs

#

Or games

sharp swan
#

I mean standardized ones really. Something developers will work with as standard rather than being a niche thing within a niche thing.

granite jacinth
#

I doubt we'll see gloves being mainstream ever, unless they come with the HMDs

#

Ah, I guess a "VR Glove Controller" standard would be nice

wicked oak
#

honestly i do not want gloves

#

i want a hand controller

#

with buttons

#

and joysticks

granite jacinth
#

I want a full body optical scanner

#

Actually, I lied.

#

I want to just jack in

#

done

sharp swan
#

Dimethyltryptamines. In various forms. That's the real VR.

#

VR shoes. Im calling it now. They are like those "wheelie shoes" but you can walk on the spot with them ยฌ.ยฌ

alpine torrent
#

so full body suit for VR?

#

like suit what fit to everyperson who wears it

sharp swan
#

as long as the penis area extends when I do, im good with that.

alpine torrent
#

Extender or make a hole in it with other automated system in that area usable for other things ๐Ÿ˜„

real needle
#

Has anyone experienced this: if I start my game on Steam (without SteamVR already being opened), the HMD works, the hands track properly, but the buttons on the vive controller don't work. The only button that works its the System button at the bottom. If I open my game after SteamVR is already opened, I don't have this problem.

real needle
#

very bizarre, but forcing -fullscreen and -vr on the executable fixed it

minor dagger
#

anyone run into issue with camera jitter caused by "lock to hmd" and actor component attachment?

keen iron
#

how can i have something that is always floating at the midpoint between the motion controllers?

#

i tried getting the distance between their world locations then dividing that distance by 2 then adding that value to the world location of one of the controllers but something is off

#

i think the angle between the two controllers needs to be multiplied in there at some point?

#

oh duh add them and divide by 2, im stupid lol

wintry escarp
#

hmmm, the vr template pretty old and never updated?

winter venture
#

undo not working in the vr editor on a vive for anyone else?

pearl tangle
#

@wicked oak good gloves along with tracked props with the vive trackers is pretty awesome

#

but using gloves on their own without holding anything feels weird

#

the noitom hi5 gloves got delayed by another month annoyingly

minor dagger
#

anyone know how to run only one window in vr mode? Like if I runings 2 PIE windows and I want to display only second one in vr?

pearl tangle
#

check out 4.17 maybe

minor dagger
#

?

#

there is no way to do so in 4.16?

full junco
#

theres no way how your GPU could handle rendering two PIE windows with one being VR

jaunty shell
#

@full junco I do it with our PaintVR tool ๐Ÿค”

#

works alright (although) the second window sometimes flashes in the VR view

full junco
#

but whats your GPU?

jaunty shell
#

1080 laptop

#

two separate windows

#

the right one is an ortho camera with very little render distance

#

just enough to display the painted rendertexture

wicked oak
#

in 4.17 you can do "eye + render texture" in the view

#

no need for 2 windows

jaunty shell
#

@wicked oak I need to give 4.17 a whirl

manic ledge
#

Nice work on the PaintVR test, I did a similar tutorial for some uni student during a workshop - I assume this works with a similar method, using a raycast to get the UV coords at the intersection

jaunty shell
#

yup

jaunty shell
#

@wicked oak so I just migrated PaintVR to 4.17, where is that eye + rt feature you mentioned ?

wicked oak
#

on the hmd display modes

tired tree
#

it solves all of your problem

wicked oak
#

they changed from "hmd mirror mode 3"

#

that was whatever

jaunty shell
#

oh man I smell Oculus only

wicked oak
#

to actually having a function

tired tree
#

its not oculus only...

#

its an epic feature

wicked oak
#

it even works for psvr

#

i tested

jaunty shell
#

hmm

#

so far only one or two modes worked with the vive :p

tired tree
#

you can't set oculus's mirrors

#

but regardless mirror modes are converged now

#

all of those in the image work

jaunty shell
#

lots of features it seems, nice

#

yup, looks like it works well

#

pretty cool

mighty carbon
mighty carbon
#

folks, what are the best voice input plugins do you know of?

mighty carbon
wicked oak
#

wtf man

#

they got sairento straigth

#

i really should have stopped trying to improve the game and just release it around february

mighty carbon
#

and probably add some "napkin" story and change name from DWVR into something really cool ๐Ÿ˜ƒ

#

the gameplay in that samurai game doesn't look impressive at all. But the name sounds cool ๐Ÿ˜ƒ

wintry escarp
#

nice to have but ยฃ300 is fair whack

wicked oak
#

right now im stressed as fuck becouse im just too late

#

literally every day that passes is money im losing, and hard

#

more competitors appear constntly

#

and i cant compete against them due to low budget

granite jacinth
#

@wicked oak Story of our lives

glossy agate
#

What kind of budgets do you think Sariento, and reborn are using?

mighty carbon
#

$1M+ ?

wicked oak
#

nah, nowhere even close

#

reborn somewhere in the middle of sairento and my game

#

sairento doesnt have much more budget than i do

#

at least at release

#

but they were much more popular at the start, and they are using that money to improve the game

lavish violet
#

anyone here have experience with VFX?

#

and if not, what kind of information would be helpful to you?

#

common practices, special techniques, ways to approach?

glossy agate
#

Yeah I was thinking like 10k on those games. Creators of reborn are a tiny company. They did release 1 other game I could see, but it only had 3 reviews

mighty carbon
#

I don't see how art as seen in those games can be on 10k budget

glossy agate
#

Character art is probably expensive, but isn't art usually cheaper than programming?

mighty carbon
#

depends

wicked oak
#

its all marketplace

#

both sairento, my game, and that other game use similar percentage of markeplace assets

#

wich means

#

literally anything that is not a character model or a "hero asset"

#

Top Down Scifi can be spot

#

on the 3 games

glossy agate
#

And chars probably cost $500-$1000 each

#

Unless one the team members did them so they didn't need a contractor

wicked oak
#

those are made in-house

#

but i can tell you sairento uses almost a bigger marketplace percentage than me

#

all the environment meshes and animations are marketplace

glossy agate
#

Yeah, thats the way to go. Waaaay faster and way cheaper, unless you just have to have a really unique art style.

wicked oak
#

DWVR wont be the only game i put on PSVR

#

maybe i do VRMultigames "ultimate" edition

#

with more minigames and stuff

#

mostly becouse something like that would be easy to do

#

i need to find something i can get done in 2-3 months and do several of them

winter venture
sly elk
#

"And chars probably cost $500-$1000 each" Only if you are using bottom of the barrel outsourcing

granite jacinth
#

@winter venture best solution I found... Not to use VR Editor

sly elk
#

budgets

glossy agate
#

Yeah for sure. Reborn is from a Chinese company. Probably cheaper to get it there

sly elk
#

I'm planning to release my game on screen and VR. I don't think there are enough VR headsets out there yet. It will be interesting to see if this latest oculus sale pushes big numbers

winter venture
#

๐Ÿ˜† yeah i haven't been using it, but i tried some landscape sculpting with it recently and i think it could be okay for that if not for a bunch of simple issues with the controls

glossy agate
#

Editor may just be fun for showing off VR to friends. Like a super high end Google blocks.

sly elk
#

I can see wanting to use it for a block out pass for some types of games

winter venture
#

it definitely feels cool even if it isn't that useful

mighty carbon
#

ha, someone beat me to it

#

although reloading isn't as cool as it was in the movie trailer

lavish violet
#

add targets to shoot and you might think otherwise

sly elk
#

I want a 3d overlay of blueprint windows in VR. Debugging blueprint graphs in vr preview is a pain in the butt

pearl tangle
#

you just have to alt tab around a bit @sly elk

sly elk
#

its a pain in the butt with a rift. have to cover teh sensor (or tape it) and then operate the game to test things while looking at the VR preview

tired tree
#

make yourself a logger

mighty carbon
#

@sly elk clearly you haven't developed for Gear VR ๐Ÿ˜ญ ๐Ÿ™€

#

Working with desktop VR seems to be a breeze after that ๐Ÿ˜‰

silk lodge
#

@sly elk totally agree; If something is dumb, I'll grab a coworker and debug together

rare violet
#

Spectator screens are now supported on the Oculus and HTC Vive.

#

This was from the 4.17p1 release list...does anyone know where we can mess with that?

jaunty shell
#

@Microdose#1690 check out yesterday's conversation about it

#

oh wow

#

HTC is recruiting VR Evangelists in the US

wintry escarp
#

motorsep you doing your game dev on the rift now?

mighty carbon
#

@wintry escarp nah, finishing it for Gear VR.. Started adding sounds yesterday. Might push out an update this week ๐Ÿ˜‰

#

Unfortunately it's iOS/Unity only

tired tree
#

jesus, that is ancient tech there

mighty carbon
#

does anyone know of a good weapon/projectiles BP systems on the Marketplace that can be used in VR ?

#

and btw, 4.17p2 just landed

sly elk
#

what kinds of weapons? Hit scan? Projectile?

mighty carbon
#

hitscan, projectile, melee

sly elk
#

any weapon system ought to be VR compatible with minor changes, right? Like just attach the weapons to a socket on the motion controller and rebind the fire button?

mighty carbon
#

I am using MordenTral's VR plugin + template. So, weapons would attach to hands same way they do in his template

#

ideally I'd rather partner up with some BP guru for this project ๐Ÿ˜‰

#

(I'd rather work on art/anims/level design)

sly elk
#

I know that feeling.. I'm doing my game as a team one 1 and having been an artist for so long, doing gameplay stuff is a new kind of exhausting ๐Ÿ˜ƒ

#

*of one

mighty carbon
#

yep.. It's fun and all, but doesn't quite work in a business sense ๐Ÿ˜ฆ

glossy agate
#

@mighty carbon Im building a weapon system now that uses the plugin. Taking a bunch of logic from the VR weapon toolkit on the marketplace.

#

It needs a lot of changes though, cause its not MP ready, and it uses projectile meshes instead of trace so you gotta modify it a lot. Good starting point for me though

mighty carbon
#

I see.. It's not about making it really. I am sure I can make it (for SP at least). It's just the time it takes to make BP stuff and art.

#

I'd rather split profit with someone and make game faster than do it all by myself and get it out in several years just in time to be late and obsolete :/

glossy agate
#

Yeah, is good if your looking for a reaistic setup if thats what you want. But writing it from scratch or spending $40, Ill save the time haha

#

A fair amount of work is needed, but tiny compared to doing it all

#

Yeah, Im partnered with one other guy on my new game, and got a sound guy. Would be nice to have a programmer better than me on it too, cause Im not great. I subbed to Mordentrals Patreon to get a little help on his discord

mighty carbon
#

that's what I mean - modifying something sometimes take too much time and it's just easier to make it from scratch. It doesn't have to be pretty. It just needs to work and be stable.

#

Generic solutions are good for large scale projects, for Marketplace assets.

#

But when it comes down to get it done and shipped, I am all down for cheating ๐Ÿ˜„

#

especially if the game will have 3 unique weapons.

glossy agate
#

With this kit modifying is faster than scratch though. I can create 1 base weapon, 1 mag and 1 ammo with exposed variables. Then I can just swap out meshes and and change setting on a child BP so every other weapon will take 45 min to make each

#

Got like ammo count, kick amount, full auto? bool, damage amount, and a bunch more like sound settings, emitters ect, all pub variables

mighty carbon
#

does it have reloading ?

glossy agate
#

Yep. Push a clip in and pull the slider for the weapon

#

slide locks after last round fires too

#

And al the weapon packs I wanted are 50% off with the summer sale today!!

tired tree
#

ryan were you doing physics based clips or non colliding?

glossy agate
#

Currently they are physics assets, but that will probably have to change for cost

#

Set them to physics last night, but will switch back, or somehow keep it all client side once a player takes possession of one.

#

I don't know much about MP, so I gotta learn whats best, or how to work it

tired tree
#

the plugin handles all of that for you

#

there is a Client_Authoritive rep mode for grippables

glossy agate
#

Oh sweet, will replicated physics clips slow everyone down. I heard to not simulate physics over a network. Just replicate position at like like 30 hrtz or something

tired tree
#

it doesn't replicate over unless ServerSide authoritive mode is on

#

when a character holds it each client tracks it to where it should be relative to the hand

#

the grip itself is replicated, not the movement, for most modes

glossy agate
#

Ah okay. Cause the ammo will be available to everyone in a level from loot boxes, but a player can take it and add it to personal inventory over a handful of slots.

#

Unless I make a loot box specific to a player that opens it, like last of us, so everyone can open the same box.

tired tree
#

should prob move this to the other discord ;P

glossy agate
#

Got it

mighty carbon
#

2 more days for Lone Echo..

sly elk
mighty carbon
dusky moon
keen prawn
#

@dusky moon

#

this worked in packaged last time i tested

#

u might not need all of it

dusky moon
#

ahh I see, Does that "Create Level Sequence Player" do the trick ?

keen prawn
#

yea

dusky moon
#

because I just get the reference of Sequence in my level blueprint and play it there

keen prawn
#

u dont need any of the nodes connected to the camera actor

#

thats super custom stuff ๐Ÿ˜›

dusky moon
#

Yeah! I'll give it a try... Thanks in advice ๐Ÿ˜‰

keen prawn
#

np

#

cant believe they just closed that thread w/o givin an answer...

#

hmm he did use create sequence, so not quite sure whats goin on there, havent tried to package a sequence since it was in preview ๐Ÿ˜›

dusky moon
#

oops! I just tried in mine and didn't work

#

but yeah, It's strange because triggering seuqence is something that you expect to work and the fix shouldn't be hard for epic I guess

#

like the Vive's 4:3 Hmd mirror mode

keen prawn
#

hmm, i thought i packaged this and it worked

#

you did this in the level BP?

dusky moon
#

yes

#

I'll dig it more tomorrow to see if theres any strange fix for this

keen prawn
#

I think that should work

mighty carbon
#

Nate Mitchell tweeted: "Plenty more massive 2018 and 2019 Rift titles already in production. New Rift users have a ton to look forward to in years ahead!"

echo thorn
#

Hello guys ! does anybody knows how to use open cv with ue4

jaunty shell
#

@echo thorn opencv ? Is it for something related to vr ?

echo thorn
#

@jaunty shell it is not completely related but can be worked out in vr

plain glade
#

hi there

#

Is there any guide for VR character? for exmp max poly or something like that. I want use realistic character but dont know

#

I have htc vive btw