#virtual-reality
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I want use them as AI. they will speak each other
there's no "rule" that is different for VR tbh
you only have to be careful about performance a bit more than classic 2D rendering
I dont know exactly but if I use more realistic character with animation what will happen to my fps?
I want keep 90 fps for my project
what kind of "realistic models" are we talking about ? High polys ? Complex materials ?
high how ? got an example ?
hmm ~30k sounds alright
how many AI displayed do you want to have at the same time ?
so you mean theres no limit? ๐
just be careful with your materials, VR doesn't like overdraw and transparency
well UE4 can handles very complex models easily ยฏ_(ใ)_/ยฏ
ok one more question ๐
Is there any program or web site to create 3d character + animation + morph targer ๐ free or not free
except mixamo
yeah Mixamo assets are alright
exactly
ok ty for help . if you have more suggestion about character+ animation + morph ๐ pls let me know
we havent 3d artist
it means we should buy ๐
yeah and characters aren't cheap :p
have a look at the animation assets on the UE4 market too
maybe there's stuff adapted to your project
hope so ๐ ty again
anyone else having issues with LODs in VR?
what kind of issues ?
If I stand right on the edge of a transition between lods I can get it to render broken shading:
better image. Shows difference in slight headmovement. The broken shading is only in a very narrow distance range. In game it looks like a flash of broken shading: http://i.imgur.com/1pEESqG.jpg
odd... never noticed that. You might want to report it to Epic on AH
The error seems to be wherever a dynamic shadow is casting
I think this is the same issue: https://answers.unrealengine.com/questions/418816/flickering-dynamic-shadows-on-translucent-surfaces.html
sucks to find someone with a similar bug and no resolution
I posted on the hub here. If anyone else has seen this before please let me know: https://answers.unrealengine.com/questions/664012/dynamic-shadow-errors-during-lod-transitions.html
@plain glade I use manuel bastoni lab, the free blender plugin
not exactly industry standard tho ๐
but retarget to UE skeleton is super easy
in our project we havent any 3d artist ๐
I want to know can I do everything with it? I mean Is it include character + animation + morphtarget ๐ and realistic quality
it wont make a paragon sparrow with 2 clicks...
not wit 2 click ๐
it might not be the best char creator out there but its free, gets updated a lot, and its inside blender so it can do some stuff no other generator can do
it doesnt do anims tho
You can put your mixamo/fuze chars into other software after you gets the basics to improve them.
Realism will have a lot to do with in engine materials too
it doesnt do clothes and it doesnt do hair yet
And here I am, never having used VR
has anyone tried using web browser widget in VR to watch Netflix or HBO Now ?
I got it to play youtube videos, haven't tried netflix or hbo
those require log ins so it might be tricky to get keyboard input
What middleware (other than Kinema) is viable for UE4 VR implementations? Anyone using any? If you can link me to them, even better. trying to compile something. thanks
@fair hearth I see.. I wonder if @tired tree 's VR keyboard would work for those
widgets are weird, 3d widgets don't inherit from the player controller so it's hard / not possible to get input into them @mighty carbon
It's actually super frustrating, it's impossible (aside from creating a reference at begin play by getting all widgets of a class and setting a reference from that) to reference a 3d widget, I have to run all my code through casting to the game instance to communicate between the rest of my project and a 3d widget
@granite jacinth I have been looking at BIK which is just a plugin.
Has a thread on the forum
Not that I know of. Think you have to get BIK right from the dev, but indie pricing is good, and no middleware from what I know about it. Haven't found any free stuff though, been looking for a bit.
Not exactly dev related, but hot damn GORN is good
halp guyz
halp me plz
moving the pawn every frame on Vive and motion controller tracking gets weird
everything gets weird after 1k units per second
I guess I am either stuck with that or I'll have to move the world around the player instead
@native cedar as @tired tree said, go in your motion controller component properties, and check "Disable Low Latency Update"
@native cedar low latency bruh
they update right before they get rendered, so they are a lot more responsive
instead of going like movement -> tick -> set position -> render
they go movement->render
its so nice that even Farpoint (PSVR) implements it
so for accurate stuff I would still need a workaround
and they went out of their way, becouse they use fullbody IK
so they have the hands separated from the body, using low latency
and the body follows
of course, it desyncs, as the arms follow the hands
but as its a spacesuit, there is space for it XD
yeah i'm still not entirely sure where the late updates break down at high velocity
Heya everyone, newbie question here.
I have the gear vr with controller and when I pressed the controller trigger I noticed that the player shoots as well as jumps (I used the first person template).
Is there any way I can move the jump action to the touchpad click-event-like-thingy?
@real needle just remap actions - shoot on trigger and jump on maybe touchpad click
@mighty carbon via Engine - input right?
that and then see where you use that input in your BP code
Anybody know of a good tutorial for creating a controllable turret/mounted gun blueprint that's VR capable?
I am getting it after work! ๐
Let us know how it is. The SP looks super dope. May have to revive it.
reviews are extremely positive
comfort rating is "moderate", so I might have to get some meds against nausea ๐ฆ
Gingerale and weed haha
before or after getting sick?
before probably.
Havnt tried gingerale myself, but I havn't really gotten sick
I don't really smoke weed, but I grabbed some when I got the headset for science purposes
Kind of an immersion breaker personally. All I could focus on was the screen door effect
Yeah, they also got those sea sickness pills I think some people have tried. Don't know the name though.
Im in Northern CA, so for weed you just call literally anyone and you can find it haha
Yeah, thats the one
heh, there is a specially formulated meds for VR now: http://virmo.nyc/
I wonder if it's literally the same thing
Shit, why didn't I think of that! Could have made dozens of dollars selling rebranded dramamine haha. Really cool if it works good. Help people get VR legs faster.
its fake for sure
Looked at the ingredients. Its just ginger. Same effect as Ginger ale probably
I'll start with Ginger and sea-band wrist band and then take it from there.. Kinda sucks to use actual meds to play games o.O
Yeah, if ginger actually works, that would be really cool. Let me know how it goes
anyone had the issue with vive controllers where both triggers activate the same event?
Check your input settings. Are both triggers mapped to the same event?
hmmm. So both triggers are activating "Fire Right" or something?
ok i see the issue. for some reason, both controllers are being set to right
guys, if a client asks for the uproject ( it is a big fat project with lots of models and stuff) in VR how should i react to that?
get paid first?
split it in tasks, get paid on each
like if you need 10 models and its 1000 dollars, then divide it on 10 payments of 100, one per model
that might be a bit too overkill, but you need to get paid asap
yeh it is by upwork and he is paying per hour,
but i was wondering if it is ok to share the project files , was wondering if others do that
So
the unreal project files
yes do u end up sending him the project files after u are done ?
Once the client has received my milestone update, they playtest it
Once I receive payment for that milestone
I start on the next
And update repo
repeat and rinse
I just told you how I do it usually ๐
If it's on git...it's the project
They don't get the whole project until the end
It's their project, they are paying for it
cool so it's okay to send the project files when am done
if he is paying by the hour then yeah, he should get the files
that's how i was doing it till i met my programmear friend who told me that he doesnt' share his project
And you know what you're actually working for
Well, he's silly...
But this isn't just limited to Upwork
I have other clients outside of it, I do the same thing pretty much
Milestones are good for various reasons
Anyway, this belongs in #career-chat
not really VR ๐
cool thanks for the info and sorry about the wrong channel ๐
mixed reality with Oculus https://www.oculus.com/experiences/rift/1429281503799639/ (video)
SHOW MUST GO ON is an easy to play rhythm VR game. Jump onto the stage and make your music show. Feel the beat. Hit the drums. Puncture the bubbles. Play with the rhythm. Fill the stage with colors and lights. If you like energetic music, rhythm and drums, this game will give you a lot of fun!
Anyone know if there are any marketplace items that have replication for VR avatars / motion controllers / etc?
VR expansion plugin @ebon scaffold its free
this is perfect for my VR fart simulator
so, I haven't tried Lone Echo yet, "thanks" to f#king FMOD
I really can't wait for full audio integration where it works and performs well in mobile VR, so I can ditch all 3-rd party audio plugins
does anyone know if 4.17 will bring anything new for mobile VR ?
@mighty carbon so far
Stereo layers have been unified across all platforms, allowing developers to use them agnostically across any platform without worrying about functional differences between platforms.
(Experimental) Google Tango AR platform support is now available as a plugin.
that's the only Mobile VR stuff I see in the changelog
I see.. So nothing really for Gear VR. I guess I'll just stick with 4.16 for Gear VR for now.
can you not use umg in vr the same way you do outside vr?
code wise you can, but in non-VR you render it (or rather engine does) on 2D screen. In VR you need to either use 3D widget or use stereo layer and render UMG to the stereo layer @polar field
@wicked oak https://uploadvr.com/archangel-review-pacific-rim-meets-time-crisis/ << have you played it yet ?
Platform exclusivity is a divisive issue in VR; on one hand, big financial backing helps create awesome games like Lone Echo [9/10]โon the other hand, if you chose the โwrongโ headset, youโre boxed out of what might otherwise become one of your favorite games. Thanks to ReVive,ย a free hack which allows Vive users to play โฆ
photogrammetry or hand-made ? (either way it's cool)
photogrammetry
I want to make some from scratch but being a 1 person team I can't turn down the production speed here
I spent 20 minutes on the photos at the end of my workday yesterday and let it process during dinner. This morning I debranded them and did the low. I'm 5 hours into my day and have baked low done
I'll have them rigged in unreal tomorrow so probably less than 2 production days total.. If I had done this from scratch I would have spent at least a week on just the high poly model. Probably longer because I'm a perfectionist.
they look great
thanks. I'm getting within reach of having a prototype trailer for my game and not using default hands seems like an important part of selling people on a project ๐
Yeah those look really good man!
I need to try this with my hands, but I need a decent camera, not an i phone haha
I have an article about my scan approach and a tutorial covering a similar workflow I use. http://www.digitalmistakegames.com/2017/06/24/my-art-workflow-why-scanning/ http://www.alecmoody.com/rubble/
Nice Ill check it out. Def the the way to go when making real life objects. Faster and more accurate than hand made.
there are pros and cons. Depends on the objects you are making. I still hand model a lot of stuff
Yeah, I used to do a lot of char modeling, but it would be nice to get a scanned high poly head I can stylize, instead of painstakingly modeling pores and wrinkles
If you are familiar with any life casting that is a good supporting skill. Otherwise you need a multi camera rig to scan people. I have a silicone hand casting inside that glove. I can scan the hand itself later or swap different gloves on it. All with the same base pose
And materials: http://i.imgur.com/oIghRuh.jpg I am thinking I will try some forced fresnel albedo change for extra fuzziness. Like ~5% brighter albedo on the edges. Or maybe something like hair cards.
@mighty carbon you know of any guides? i've been searching and i'm not really finding anything useful for bp
hi guys, anyone here have any idea of how to preview VR in fullscreen, ue4 4.15? I've been struggling to find a solution the last 2 days
@polar field cheers man, i've followed the vast majority of those steps, still no luck. I can't figure out how to 'build' the solution once you've made the changes. It doesn't do anything for me.
building it doesn't do anything?
You wierdos
Just DL the plugin
Should be pinned
Unless there's a new feature in 4.17 that I don't know about.
the god
im sorry man what do you mean, what plugin?
Hmm 4.14/4.15
I will get 4.16
?
@urban ironyou said you wanted...fullscreen...in VR...
I gave you the current solution
Pinned msg.
sorry yep just saw that now...will test the v4.15
do i just replace the files?
@granite jacinth it didnt work ๐ฆ
still big black bars on each side...v4.15.3
copied and replaced the files in the plugin steamvr directory
What...
Have you not used a plugin before?
If not, sure you can Google that. But basically
/plugins
Drop the folder in there
GGWP
ok...let's give that a go...apologies no, only ever installed substance plugin long time ago...never used it either.
no, im saying thats the only plugin i've ever used.
Oh nvm
Read it wrong my bad.
This is different
You have to do it manually
Wherever your uprokect is
Make new folder call it
Plugins
Drop unzipped folder in there. Ggwp
ok done, copied directory into new folder, within my project, named plugins
K
fml
So that's all on you
ffs gna have to give the engine a reinstall then i guess
no, i replaced the files with the ones from the steamvr folder in the main epicgames directory
before you told me the right way to do it...i jumped the gun...so maybe that's what is causing this issue?
Aye, but those are under Engine/
Well, if you deleted anything under EpicGame/engineversion
Yes, reinstall
yes, it replaced the files etc.
ok...im gonna do this now. I pray you've fixed this solution...im about ready to slit my wrists
Suicide is no laughing matter
what could it possibly be?
No clue. Try to verify files
just reinstalled a fresh version of 4.15.3
This is launcher?
so project launches fine now that i've deleted the 'plugins' folder i created in the project directory
i'll try again..so if im correct
create 'Plugins' folder within the root directory of my project. Extract the zip file into this folder. and launch the project?
yep, same issue again. damn man....can't explain how pivotal this is...wasted 2 days trying to figure this out. it is literally...unreal.
mine looks like...
downloading 4.14 to test the other upload of the plugin you posted. not sure if my project will open on a lesser version though.
@granite jacinth
i shall try and rename it back to your screenshot? SteamVRFullscreen?
nope...damn. thanks for your help anyway
would be awesome if anyone else can try the said plugin to see if they are experiencing the same issue with an existing project.
@urban iron I have been using that plugin on a project with 4.15 for the past month or so, didn't have any issues with it
we were running a different 4.15 version than it was built with so just dropped it in the project /Plugins folder, rebuilt it and then moved it back to the engine directory and removed the old 1
@pearl tangle would it be possible to give me a step by step of what you did? Im uncertain of the locations, particularly when you say you rebuilt it and dropped it back into the engine directory. Im seriously a UE noob. People keep saying to rebuild ue4 but I imagine that's different from what I'm doing which I guess is building the level again. I have 0 experience with VB etc so not sure how to setup the source code correctly...followed instructions etc.
clearly im doing something really stupid here.
you just create a /Plugins folder in your project and put it in there and you will get a popup saying yhou need to rebuild
maybe convert it to a code project if that doesn't work and recompile in visual studio
so those last steps i dont understand at all...convert to code project? recompile in VS?
i created the plugins directory etc but I keep getting the error messages, shown in the screenshots a few replies up. Keeps telling me something is missing with the plugin, i can ignore that error and continue but then it pops up saying something about 'windowsmediaplayer' and then the app doesn't launch
my background is artist, so i really do apologize. im in neck deep of poo
PM me your project
how hard is it to make a bow and arrow weapon in BP ?
Not hard. Check the asset sharing thread on the ue4 forum and you can get a base
rift or gear?
Been merging the gun toolkit with Mordentrals plugin. Working 60% of the time everytime now haha. (placeholder assets so it looks like shit) but all other guns can easily be extended off as child actors with their own settings. https://youtu.be/Nq8BzJPWZTw
Open VR plugin used, along with other kits. Modular weapon kit
You have to run in place to sprint so its more realistic making it hard to aim while going fast. Still needs a ton of work, but it took like a week to get this far.
@glossy agate attach the muzzle FX to the gun
to a socket
you are doing a "spawn effect at location"
that means that if you move it gets offset
if you change it to spawn effect attached, and make sure its attached to the gun, the muzzle FX will follow the gun well
Yeah, switching that, and some sound setups. That was a hold over from the gun toolkit haha.
http://steamcommunity.com/app/450540 Update 43 Coming Next week!
you are lucky as fuck
the H3 guy has a video explaining how his super advanced VR guns work
Oh sweet
I'm still having trouble with my slide not animating or locking when ammo runs out. Gotta figure it out.
im watching it and he is going so overkill is spectacular
holy shit
it is REAAAAAAAAAAALLY overkill
but i guess its good for his game as it is a simulator
Yeah haha. Bullet trigger even. Mine just calls to the mag and asks if a bullet is available. Set up an extra trace channel just for the mag and future attachments.
And mine uses sockets for front and back grip on a static mesh.
the way he talks about the code becoming a mess due to yoloing it
reminds me of DWVR a lot
Haha, probably true for anything I ever tried to program. I still have piles of dead BP I gotta get rid of still in the actors so far from experiments.
Luckily I started with the expansion plugin and just had to convert the gun toolkit, but that kit had a lot of wacky shit in it that had to/has to be redone, that's why it took as long as it did.
Like it had tick in the player character pushing through to the gun on a lot of features, which was a pain in the ass to redo.
so you hold his rifle with 2 hands?
Yeah you can have 2 handed grip. Less kick with 2 hands holding. Still finishing that part
you use bp or c++?
BP with the expansion plugin written in c++
@glossy agate just joined the channel, watched you vid and it looks pretty cool :)
you working on an actual game which you intend to publish or just for playing around with vr?
I'm publishing a game. Only a couple weeks in so far. This will be my second game. Actual budget and other people working on this one.
awesome! whats the first one called? (it's on steam I guess?)
if its a simulator will you be doing your own physics?
Trance vr was the first one. $30 and time spent on it so it's pretty basic.
@wintry escarp don't know yet. Not a simulator though. Multiplayer tactical game. Kinda like last of us multiplayer.
never seen that, hear its good
One of my favorites for sure. I'm just trying to make stuff I like to play, and hopefully get other people to play with me haha
nice, haven't played it, is it coop or pvp?
watched gameplay vid, looks like its pvp ๐
lets see if showdownVR works on my gpu
That is awesome. I'm working on a multiplayer project as well.
me and my parter are indie devs, released our first VR title on steam just a short while ago as a hobby / learning experiment.
Switching now to working full time job on a VR multiplayer title as well.
(our first title: http://store.steampowered.com/app/571860/Galactic_Core_The_Lost_Fleet/)
Galactic Core - The Lost FleetExperience a fast-paced VR Shooter that challenges your ability to engage and react under increasing levels of intensity as you blast your way in the fight for survival. Featuring a leveling based progression system ...
$9.99
Thinking of switching to mordental's vr expansion plugin.
How's that been working out for you so far?
@wintry escarp https://forums.unrealengine.com/showthread.php?116782-VR-(OpenVR)-Expansion-Plugin
Features lists are at the very bottom of the page
I don't have it up on the marketplace because #1, its free, #2, I update it daily some times and #3, it has some barrier to entry that I don't want to deal with for people just downloading it willy nilly
It's really really cool though.
anyone tried making noodle-arms? Using two cable-components, each cable attached to a hand(wrist) and(i guess) a spot about 40cm below vr camera position.
Trying to do it in motioncontroller bp from template, spawning cables once on first tick(so im not getting transform references before things are spawned in level), but cables are weird in vr, and im having trouble setting(or updating?) end location. Should i be in level bp or something?
any tips or tricks to stopping the rift steaming up?
fill the nose gap with something and it will stop
also leave it plugged in all the time and it is supposed to keep itself warm to prevent it
yep temperature changes and moisture.. dont ever breathe "up", or cover your mouth etc, it will blast into headset
it is always plugged in, too much hassle to get behind pc
ps my noodle-arms bp.. as of now, one end of cablenoodle is attached to hand, but other end of cable extends into somewhere around the direction of VR origin(center playspace), instaed of moving with "body"(camera)
yea my vive is always warm, got steamvr running most of each day
my lighthouses turn on/off really smartly, i wouldnt have it on always if they werent good on the standby. I know some people dont have the bluetooth comm with them good enough for good, quick standby/wakeup.
@wintry escarp if your PC sleeps it might not warm it, I'm not sure. In the winter time I've had more fog with rift than Vive even though the rift warms itself, I think it is just because of the nose gap
I wonder why the nose gap is so huge, they should have filled it a bit with soft material
Lol @wintry escarp , you complain about everything
I cant see
i tried a sock but its uncomfortable having a sock hanging from your rift
its only 19c here, hot places must be worse
echo arena is good
i guess its more the humidity, not the heat
what are you working on with rift?
you ever get judder, remove headset and put it back on and its gone?
i suspect that's my fault for having a poor gpu, but i need to fix the fogging
curses wearing glasses
could be worse, i could be short sighted without glasses ๐ฎ
still made the right call, it was rift with ยฃ200 off....or 1070 with ยฃ100 added because of miners
crawls around the floor, too much echo arena
one more go, maybe I can myself puke
my left thumb doesn't register up/down, could that be a usb issue?
have you tried updating the firmware on your thumb?
@wintry escarp get replacement prescription lenses for Rift. This way you wouldn't have to wear glasses
To use Google Earth VR to capture panoramas for an Archviz Project feels weird/great ๐
didn't even know you could do panoramas out of there. Has it got ansel in it or something? @jaunty shell
nah, I'm using screenshots to merge a rickety pano ๐
ansel would be awesome though
and it would make the process of taking vantage views for archviz, much, much faster and easier
@pearl tangle Right I just asked them on twitter if they feel like it, we'll see how it goes ๐ค
i know a bunch of guys in the google team working on that and tango actually, I will shoot them an email might help . annoyingly though Google earth VR in singapore doesn't have any of the 3D buildings for it. working with the government to get that sorted out though
yeah there's still quite a few locations without 3D, even the pyramids are flat !
Welp, I ain't no pro stitcher for sure ๐
hah interesting.
I suppose since you can take a screenshot in VR with steam you could put your headset on a motorized tripod and move it at a set degrees per turn then press the button?
Look good enough tbh
tis very rough on the edges, but that'll do for now
the motorized tripod could be a nice hack yeah
yeah it would be doable for sure. Not ideal definitely, but doable. Ansel in it would be a big help. I am sure you can export a pano from google earth directly though anyways rather than google earth vr
@pearl tangle there's no doc about it :/
there's a few google street view exporters
but that's all
Even better would be a mesh extractor for G Earth ๐ค
I've seen a few hacks like this, but it seems waaay too convoluted to give it a go
this sounds like an interesting alternative
basically photogrammetry within photogrammetry ? :v
Daniel Rubino tries on the HP Windows Mixed Reality Headset Developer Edition and shares his first impressions. With integrated motion tracking, a 2-in-1 cab...
is it me or in every MR headsets demoed so far the mirror looks laggy af ?
@jaunty shell I have done some stuff with it before, it's definitely quite hacky and goes against their TOS with it, but does let you do some cool stuff. Bing maps actually lets you export out the 3d data
might have a go at bing maps then, thanks for the heads up !
have you tried the open street maps importer as well? Shame it doesn't handle the 3D stuff or topology but it's a good start
Hello guys, did someone have a problem with oculus in packaged games after updating to 4.15/4.16?
my game works perfeclty in vrpreview, but the camera won't move in packaged games
it works also fine with htc vive
@pearl tangle OSM data is a bit lacking in terms of visuals sadly (but our teams use it a lot for topology and cadastral information in revit)
oh i meant the UE4 importer
ah yeah, its too rough on the edges :p
had a go a few months ago, was fun but not convincing for project use
Twinmotion 2018 got a much better one implemented in their software
i remember back in the UDK days using city gen or something that was good fun
@pearl tangle https://www.youtube.com/watch?v=KPsEGmmaMI0 first part shows their OSM data grabber
Twinmotion 2018 is coming soon! Architectural visualization through 3D immersion in just a few clicks. Powered by Unreal Engine, the new Twinmotion is more p...
you can modify them after import too
each building is a separated entity
the crowd/npc generation tools looks quite complete too
wow that is insanely impressive if it works as well as it looks in the video
they made a webinar last week, and it worked as showed in the trailers
thats pretty much what I want in UE4 so that I can do the extra stuff as well with the interactions and whatnot
realtime sync with revit is quite interesting. I remember running a lot of revit renders over an entire week back in my architecture days
yeah it syncs with revit/autocad and sketchup
the autocad project they showed was impressive
back when I was doing autocad there was no 3D...hah
:p
our company moved to Revit, but a lot of architects still use autocad
we have to model every bit from 2D plans, but in 3D
I'm also quite curious about the 70% workflow time cut mentioned by kenpimentel on the Nile thread
yeah thats why revit hooked in with all the manufacturers stuff to save time. that was really handy
Welp, conversion of our projects to our UE4.16 VRWorks branch is successful, and was actually a lot less painful than I thought !
need to benchmark it now, see if there's any performance improvements
I'm collecting unreal engines
I'm using TXAA because it's so smooth
and when you do multires rendering + high screen percentage it looks really nice and renders in time
@silk lodge do you keep 1050Ti / 1060 users in mind doing so or only 1070/1080 users? ๐
I saw a 14ms to 8ms improvement when I turned on the cheapest multires setting
It will no doubt help with 1050/60s but you're not going to be pushing as many pixels
I see
btw
Apple idiots call it ML
as what Microsoft have done with Bing they made silicon what powers AI
has anyone tried any grass assets from Marketplace or Speedtree in VR ?
the $99 grass that was $10 on sale?
ML is first step but deeplearning is more AI
Tensorflow in android it's more than ML
@mighty carbon I have. Some look good, others look super jagged.
which ones look good and perform well ?
@silk lodge Speedtree? or something else ?
there was a grass / fur asset
The grass in that tropical island kit looks good. The grass in the post appoc city looks bad (from the vids I have posted). Kite demo looks decent, but you will want to simplify the material some, cause its heavy. Seemed to get better performance when I used the grass tool vs foliage painting.
that AI chip is just a dedicated matrix multiplier unit
they use it to accelerate neural networks, the ones that are super useful for image recognition
@silk lodge Have you tried that kit in VR? It looks like a great deal, may pick it up anyway
I have not tried it in VR, I think there is a game where you guide a toy bear through lasers
easy to connect to cloud and make it more powerful
You can paint right on the ladscape as a material function
while painting a specific landscape layer
what if I don't use landscape and use static mesh terrain instead ?
I have only used it for grass. For other foliage I have tried foliage painting, and the procedural generation. Both are good for me anyway, but for far away procedural is probably easier if the player wont get close
you can paint on static meshes
I havnt tried it on reg static meshes with grass tool. Foliage painter works on everything though
there's a grass tool?
Yeah, pretty usefull when you need just a bunch of dense grass. Its just tied to a layer. https://youtu.be/Z7wyB3K5bU8
This is a tutorial where I show you how I used the grass tool in Unreal Engine4 to make realistic grass, plants, flowers and rocks on the landscape. You lite...
I wonder if this will look good https://store.speedtree.com/product/mobile-grass-package-ue4/ and perform well in VR
You trying to do it on mobile, or PC?
@mighty carbon for a quick test you could try out the infinity blade grasslands pack to see how it runs on your comp
Guys, I'm gonna add gaze based interactions to some parts of my experience. but I found it a bit hard for users to point directly to the desired objects ... Does it look weird if I add a kind of lazer pointer that emits from User's Neck for example ?!
@glossy agate mobile assets for desktop VR ๐
@mighty carbon they dont lol
vegetation in VR is stupid expensive
becouse it is transparent, and has tons of overdraw
even mobile assets?
what if there is no or minimal transparency ?
that for typical transparent grass
then its better
best case is if there is no transparency
and its masked
Masked is much more performant than transparent as it doesnt need to blend, and it gets depth tested/culled
masked is basically opaque but with a alpha to cut that pixel
well, I assumed all foliage is masked
that's how it was done in older engines (or recommended to be done)
lol, odd
why would it look worse? due to aliasing ?
btw, https://www.oculus.com/blog/vrs-grand-challenge-michael-abrash-on-the-future-of-human-interaction/
Oculus Chief Scientist Michael Abrash recently presented at the third Global Grand Challenges Summit, sponsored by the US National Academy of Engineering, the UK Royal Academy of Engineering, and the Chinese Academy of Engineering, in Washington, DC. Today, weโre excited to share his full, unedited talk with the VR community.
Ill check later today to see what the grass packs I have Tested are using. Both are made by the same company but one looks way better than the other. I can specifically test performance on each to see what the difference ends up being.
@mighty carbon translucent foliage has ~256 levels of translucency, masked only has around whatever your msaa level is, or whatever your temporal AA can achieve
it also mipmaps a lot better
@sturdy coral from what I recall, masked with MSAA x4 looks pretty good, considering resolution of VR screens
yeah it looks pretty good, just not as good
(looked good in 1080p in non-VR that is)
it's safe to say most people won't complain
hell, I only recently started playing games with AA in general ๐
and I use lowest AA settings as I'd rather get more fps than smoother AA
you will also have to deal with this: https://research.nvidia.com/sites/default/files/publications/Wyman2017Hashed.pdf
oh weird, link rot
mips having issues with masked materials ?
@mighty carbon yeah, something like a strand of grass may never pass the masked alpha threshold at low-res mip levels, but with alpha it will correctly still have some effect on the scene through like 8 mip levels even if it only took up a single column of pixels at the high res mip
@sturdy coral gotcha
hmm, dropping a VR camera/etc into ShooterGame project looks neat. Can see a few interesting texture effects which I assume were meant to save CPU cycles. Much more noticeable though
Hrm
Hi VR devs, I am an (intermediate) professional VR developer and I have recently created my portfolio website. I'd be very grateful if you could have a look at it and tell me how I'm going?
Please
@daring igloo the hat game looks interesting. How did you go about doing the crowds in there?
@pearl tangle thank you. I had actually grabbed crowd animations from mixamo and then I just spread the audience as long as the camera view goes and then played random (crowd) animations on them
How is the cinematic?
oh right so they are full 3D models animating then. must have been relatively performance intensive to do that?
on that 1 you may want to re render it with sequencer or something to get rid of the "activate windows" thats sitting over the top of it
Oh yeah it was just a disaster in terms of performance but the client said he will arrange the best computer but he needs the audience to look 3D ๐
hahaha
And I was talking about the Ford cinematic. The one you're talking about is just recording of Hats Shuffle game and its alright to have that activate windows watermarks on it ๐
If anyone is in Austin on Wednesday we're gonna be debuting our next VR title
@odd garnet Whats the new 1?
@daring igloo the ford 1 was a bit of a miss for me. Very over exagerated on the lens flares and a lot of the typical showoff shots but not quite the level of detail in there to pull it off. You should try adding on something like neofur for the grass, fill the stadium up, add a few other details in there. It feels a little bit out of place to have a car sitting in the middle of a football field as well. You should try upping the reflection capture resolution too, that will get you much nicer looking reflections on the car
@pearl tangle you are absolutely right! I see all those problems in that but actually we had only 3 days to create it and I am also kind of new to Unreal and I am a developer. I am not satisfied with the results but I treid everything I could to make it look so good. I would be very thankful if you could write me a short list of technical + general suggestions for it, I will show them to my designer as well.
yeah not bad for 3 days. Thats my list there for it mate, few bits and pieces to tidy up and should come out looking good
Do you think the lighting looks proper?
Also is it necessary to use baked lighting in such projects?
We had no model lightmapped in that so we couldn't use any baked lights
Anyone know why my some of my instanced static meshes only renders on one eye?
Using forward renderer and HTC Vive
Everything is fine except some instanced static meshes
And what's a good way of taking screenshots that show both eyes?
Sorry @junior grove , I'm not familiar with it
Kindly post here if/when you get the answer
https://i.imgur.com/Dg7Emco.png What it should look like
https://i.imgur.com/VmryP2U.png What it looks like on the left eye
@junior grove steamvr mirror to get both eyes ๐
Thanks, the issue was on the eye shown in the unreal viewport anyway this time
no idea what causes it, both meshes are fine as static meshes
so something with instanced SM ?
do you have instanced stereo on ?
welp, dammit
Instanced stereo is on
The weird thing is that the other wall pieces work just fine
so, half of the building doesn't render on half the eyes... there is no logic to it I can discern
try turning off instanced stereo :p
I just did, waiting for shaders to compile ๐
could be a bug in how instanced meshes are handled by that
๐
maybe its time to get a VRWorks branch up and running, who knows ๐
Or just not look at buildings with both eyes until Epic gets a fix in haha

That fixed it, thanks
Yeah...
VRWorks to fix performance issues is not a valid solution a lot of the time
there are still AMD card users out there that don't get anything really from that build
its a great "addition", but a terrible "crutch"
well even if AMD users can't use it, its not going to tank frametime for them
thats why I said it shouldn't be used to "fix" perf issues
program should be usable without it
I am aware of that
should be the same as the main UE4 branch
its exactly like the hair solution in the recent Tomb Raider games
I think you missed my point
I was saying you shouldn't perf test the game around VRWorks being enabled
is there any difference in 4.16 with vr preview?
In 4.14 I saw stereo view in preview, but in 4.16 I see only one eye (I suppose, not sure if VR is runing...)
After 14 years of working on home and portable consoles, Ready At Dawn this month released Lone Echo and its multiplayer spinoffย Echo Arena on the Oculus Rift & Touch. We talked with Ready At Dawn Founder & Chief Creative Officer Ru Weerasuriya to understand how the games came to be, the challenges faced during production, โฆ
I'm still getting 120+fps at 4k in 4.16 so this far I'm okay on performance
that's with no textures, basic lighting setup and only your procedural buildings :p
Once you add a bunch of props inside, lights and all, the frametime is gonna be a lot higher
guuys, anyone know how to display 2-eye view in vr preview at the display? (with oculus connected). Currently I see only 1 eye view with strange strech..
@spice moat https://i.imgur.com/KdYzcAi.png
Does that texture one work in 4.16? How do you set the size?
it does not, its only in 4.17
thats the image i posted for the 4.17 update mirror info
your vr addon doesn't work in 4.17 yet does it
Ah, okay I thought that was the case.
@wintry escarp yes it does
I always get versions out day1 of previews
but previews are typicially buggy so I don't guarantee everything is working correctly unless they fix initial bugs.
VRExpansionPlugin-4-16 or do I get another version
ah nm then, best to know it isn't working cos I'm wrong...not beta bugs
there is a 4.17 branch
I don't pre-compile things until full release for just that reason, don't want people switching over on preview builds
hmm I managed to bugger it up somehow
plugin "OpenVRExpansionPlugin" failed to load because module OpenVRExpansionPlugin could not be loaded. There may be an operating system error or the module may not be properly set up
ok, it works if you skip the make a c++ class bit
no it doesn't, if you restart the same error returns
ok now it loads
first video actually recorded from a ps4, and uploaded to youtube with that ps4
of course, the store link does nothing becouse its not up yet
heh crashed it turning on the big monitor
it doesn't like anything hard cos my gpu is weak
is it a known issue that it can forget to turn you when you teleport?
If your thumb goes back to center it removes the turn
though if you were lagging badly it might have had a timing issue with input
so i have one issue with the ps4 stuff. It needs a pronunciation file, for the speech recognition
but that will need to be in english, and my english is TERRIBLE
so if i try to configure that voice command with my voice, it wont work
any of you speaks good english?
I does
ยฌ_ยฌ
i do but with a Scottish accent
thanks to duke nukem i like games like that to have comic quips
"come get some"
"Now, youโll be able to view and launch all apps that support Rift from your computer or in VR, even if you acquired them from outside the Oculus Store"
good
is anyone experiencing an issue where the mesh of a motion controller within a game will momentarily jump for a fraction of a second to a different part of the screen, and then jump back to its usually position. This is happening once every minute or so. Engine version is 4.16. I'm trying to make a daydram app but im curious if anyone else is experiencing this issue on other platforms.
@ripe vault I only see this behavior in my vive when the controller lost it's tracking.
Hrmm interesting. Thank you.
On Vive it also happens if you have reflective surfaces around the room, but on daydream that wouldnt be an issue
Does anyone know of a way to get a 360 video render out of UE4 with post processing materials?
use the mono panorama renderer would be your better bet for that
Which is that? I've tried the simple panoramic exporter but it uses a capture cube which is not allowing any post process.
@glossy agate Lone Echo is superb and I am not sure whether it's ginger or just nicely made game, but I didn't get sick (unlike MIssion ISS where it seems like the same locomotion model, but I got sick)
I drank ginger ale (organic and whatnot) 10 min before diving in and during the game session
Awesome! Maybe the ginger does work. I still need to check it out
@sleek niche I think the stereo panoramic plugin that built in is just a no go for pp, unless it's changed since 4.13 when I messed with it.
ginger definitely helps with motion sickness. also probably a bit of placebo effect helps too
I thought the simple panoramic exporter did handle some post processing effects, just not all of them. I do recall bloom and other stuff messing it up so would just depend on what things you are looking for with it
I'm using a PP mat to generate outlines around objects.
Apparently capture cubes cannot pick them up though.
It looks great in VR. Unfortunately I need an accompanying 360 video.
ah then I guess you will need to run the post processing in post instead unfortunately
anyone know how to get rid of this but still stay on the VR list?
ie our game isnt VR only
you should need to tick the box for other platforms i believe. if you have only selected VR 1s then that will be there
Where would that box be?
no idea but should be in the project setup where you select what hardware its compatible with
@sleek niche you'll want to watch out with that outline MAT when using MSAA as your AA
the depth buffer has some precision issues with MSAA that causes inconsistencies in shallow geometry and on edges
within vr @tired tree ?
I've seen no problem for outline PP so far, even on weird shapes
forward + MSAA
yeah within VR
if you are always keeping the outline on its fine
if you have it occluded using the depth buffer or show only when occluded is when the problem shows
ie: half of the object behind something and half not
@tired tree did you see how do they do outline and other fancy FX in Paragon?
i havent seen the RR way
in Paragon, they render the object into Stencil, as usual
and then they render a transparent bounding box
and run a shader on the pixels that affect that stencil, reading from the deferred GBuffer
mmm
with the PP the problem I ran into is that they must be downscaling with the MSAA super sampling
one of that buffers that is
so comparing stencil and normal depth values is inconsistant
i had problems on custom depth with instanced stereo
basically it doesnt working at all
ah, we don't use occlusion to always see the shape of objects even when hidden, that may be why
@wicked oak what engine version was that on? I believe they fixed that.
4.17pre3 is out
getting closer to the release
ah changelog, I was looking at the blog which says nothing
@wintry escarp if you had 1060, I'd strongly recommend getting Lone Echo
Anyone wants to playtest the thing I am working on? It's for vive. Steam key included! https://www.youtube.com/watch?v=BbQED-AVf9Q
Musical Range is a VR rhythm game where you use firearms to play along to your favorite music! To learn more, visit musicalrange.com Steam: http://store.stea...
no 1060 for me, gonna need to cough up for more driving lessons
nice
(except that locomotion sucks)
it would be cool if blizzard adds support for it
basically just adding the first person view with some kind of panel or control for the hand controllers
to push the different buttons of a 3d interface
@wicked oak you hear the latest scandal about your favorite game SarientoVR?
Or whatever it's called
/sarcasm doesn't work still on here
But basically they ripped a whole level from a HL2 mod
@wicked oak ;)
0.3.7p1 (2017-07-20) ### Added legendary mods - (Projectile) Reflective Array : After returning from a throw, the glaive's reflect chance is greatly boosted for a short while. - (Projectile) Leeching Discharge : Each hit the glaive does in fli...
I see.. Dangers of outsourcing..
wow, the new blender realtime PBR stuff is looking good:
Get exclusive tutorials: https://gumroad.com/zreinhardt In this video I give you a glimpse into the new Blender 2.8 realtime engine called "EEVEE" and a flyi...
hopefully there will be some UE4 workflow stuff to come out of it, maybe some kind of way to share material graphs
@sturdy coral there kind of is
eevee works with a unreal style shader
in fact, it uses the exact same material inputs
so you just need to use the same textures and it will be equivalent
if you have complex graphs then you can directly remake those in ue4 (probably)
@sturdy coral in blender 2.79, they added disneys Principled shader to cycles
its the same the PBR in ue4 is based on
for eevee, they basically allowed it to work with eevee too
When is blender going to be out of the box comparable to Maya/MODO though.
price/feature it is no comparison ๐
@granite jacinth what's wrong with Blender ? It's quite comparable to Max/Maya
@glossy agate I think ginger ale did the trick for reals... Played Lone Echo for like less than 2 hrs and feel a bit light headed. When I played with ginger ale last time, I played 3 hrs and didn't feel bad in any way.
Awesome! Good thing it works, cause I put it in the advice disclaimer for Trance vr haha. Along with the warning that movement is intense
also probably helps after you have already done it for a few hours too. slowly start to get used to it
blender is hampered by its UI
it takes getting used to, and has poor discoverability, but it is good and fast once you've learned it
it is the vim of 3d modelling software
lol poor discoverability
not really
its the only free alternative to thousand dollars expensive software
Blender 2.49 had horrible UI
2.7x series have much better and more consistent UI
Lightwave has horrible UI, but somehow people don't talk about that ๐
@wintry escarp https://www.blendernation.com/2017/07/27/learn-blender-free-blender-fundamentals-video-series/
The Blender Foundation has released a series of 25 instruction videos aimed at new Blender users. It covers everything from user interface concepts, modeling tools and rendering (animation doesn't seem to be included at this point but might get added at a later date). The videos are produced by Dillon Goo.
my softimage xsi is still usable for game stuff
autodesk will always be scumbags for buying it to kill it
SI has horrible UI
it's 2.4x or earlier ๐
2.25 in fact
(purple header)
I am talking about 2.79 as current version
Anyone else find the rift to be lower contrast than their calibrated display? Are they artificially raising the black point to prevent black smear?
I'm late to the talk about blender party; Blender has a bad public image because 99% of blender hits are 1st timers posting results of a basic tutorial on youtube. People who see what professionals have done with blender have way more respect for it.
All 3D programs are complicated! Blender is somewhat simplified, but definitely not standard.
@silk lodge "simplified"
That's completely subjective ๐
But yeah, I guess this should have been in #graphics anyway
Or #3darttools
Been a lot of years since I used it but it seems like you can do almost everything from fluid sims to film overlays. I just stick with Autodesk products because they do specifically what I need without much hassle.
@silk lodge not really
what really happens is that schools teach 3dsmax and maya
all 3d software is fucking retarded UI wise
blender, 3dsmax, or maya
all of them have insane amounts of keybinds, illogical hud, and buttons by the millions
but people learn autodesk first in school, and then go to try blender, wich is different, and go "whaaaaaaaaaaaaaaaaaaaaaT, this is not like 3dsmax"
also blender doesnt spend millions of dollas in marketing
unless you are a big studio, you probably wont need autodesk software at all
and well, blender has only really caught up last few years
it was definitely worse than autodesk software before
@wicked oak Most schools teach Maya /max since most studios use those tools because they used to be the only good tools. I know a studio that switched to blender and has had troubles with clients asking for 3ds or Maya work because blender doesn't have the branding they've purchased over the years.
I use blender for VR because it's got billions of handy keyboard shortcuts, a vr viewer for instant previews, u4 tools for super fast fbx transit, and an FGA vector editing plugin.
@sly elk yes, and artificially raising to counteract red haze (I think)
Vive does the same
the fresnel lenses in both kill contrast anyway so it isn't so bad
blender has really good sculpting too, that takes a separate purchase zbrush etc. if you are on maya
alec I use an ips monitor so the contrast isn't great anyway
i think maya has simple sculpture tools now as well
Google blocks is now the only modeling software I need. Does it all
but it's the summer of move
so, has anyone played Lone Echo ?
Just got some mad results for my VR stuff :
https://twitter.com/allesss/status/890702978038067201
My Observable Universe @UnrealEngine @recept_vr #VR #WIP #UE4 https://t.co/5ezAhHNOqf
@glossy agate Interiorcube is cool !
Hi everyone! :)
My question is about Leap Motion. I have tried to find a tutorial about how to capture and record the hand gesture animation, so it can be used in the game as animation to combine with magic-like effects, like holding out a hand a shoot a fireball, things like that. Is it possible to save the hand movement as animation, using Leap Motion? If so, could you please point me in the right direction to a tutorial? Thank you ^^'
Blender dyntopo is neat, but is nowhere near zbrush for sculpting
blender isnt the best at anything, but it does 95% of many areas
for what i saw, modo is a bit better for modelling. For archiviz/cad interop, max has better tools. For big animation studios, maya has better systems. For rendering, Arnold is much better than cycles in huge projects. Sculpting gets roflstomped by zbrush.
but blender is free and does a damn good job at it on way too many areas. Unless you are a big studio or need the absolute best tool for each thing, then blender is fine
i think zbrush still doesnt have any tool like dyntopo
I'm using 3D coat for my sculpting and retopo . enjoyed it more than Zbrush tbh
Also C4D is super fast/intuitive for modeling. but I found it not so compatible with UE4's pipeline.
cinema 4d has more made its way into motion graphics type stuff lately so nobody bothers to make it game engine ready pretty much
makes sense
the one i want to learn is houdini
to procgen stuff
and then abuse it for my games in ue4
with the houdini plugin
hey can any one help in creating hairs for VR Game
or is there any Tutorial just to get the basics
??
try neofur or something perhaps?
i am using ornatrix but when i apply alpha on hair it looks like Cards
neofur or similar might be too heavy and lower performance
hmmm then its not good idea for VR game
@wicked oak can u suggest me any good way to do the hairs
its hairs for a character head(long hair) or fur
Blender is the best for VR
why do you think so? @mighty carbon
Dunno, just wanted to say that ๐
@mighty carbon OH MAN...alspace is going away? I'm going to have to re-make that frisbee game then....it was actually fun
I wonder what happened, really, to Altspace
I see
cant buy neofur anymore
you dont have to buy it, they put the source code up for it
also altspace made no money at all so that often makes businesses go not so good
Neofur works very well in VR
the problem is they don't license it any more
(wouldn't use it for head hair though)
but dude is this Available for unreal ??
i thought they just opened up the license for it? I have the source code lying around somewhere
can u share with me ??
I thought when they cancelled sales that ue4 or unity was gonna add it
@wintry escarp why did they cancel their plugin btw ?
hmm
i had rumors taht Neofur bought by Nvidia
hmmm NVidia have their own
maybe they wanted to merge their solution with neofur's
@wicked oak yeah, zbrush doesn't have dyntopo, which means you have to separate out your mesh if you want higher res in just a small area without killing performance. but it is definitely more advanced in many other areas, and I agree, if you are a professional artist, etc. you are going to want the big expensive tools. many small devs that are using autodesk stuff are actually using educational licenses and don't understand the license limitations, creating big IP risk for their titles
autodesk being free for students is smart
i remember students used to pirate the SHIT out of it
like so much piracy even the school gave them the pirated version
you can't commercially publish anything made with the student versions for the most part
as if the mayority of current indies arent using student version
i doubt even 1 out of 10 indies actually bought 3dsmax
well Sariento apparently didn't even really buy their art ๐
@wicked oak yeah I meant that mod ripoff scandal ๐
They claimed whoever they outsourced levels to did it
Go figure at this point
Dangers of outsourcing
yeah
I guess it can happen even without outsourcing if you aren't keeping an eye on it
See it a lot now that Im playing indie games cause that what most VR games are. Every PVP shooter has the Subway map. A few have the same suburbia map from Unity asset store.
I buy assets too, but I thought you were supposed to use it to make an original looking level.
Guess it saves time having to learn new maps though haha
I saw some walking simulator that was just the demo level of like 6 asset packs and the whole trailer was cut up demo vids of the asset packs with text overlay.
A 360 video of our time at VR Austin July 2017. A big thank you to both VR Austin and Musa VR for making this video possible!
I switched the GetActorNearHand from overlaps to a sphere traces and added visual indicators to show if pickup is allowed. Would love some feedback on this: https://www.youtube.com/watch?v=lRbw6FPNZqo
I needed a more precise way to pick apart assemblies with a large number of tightly packed pickup objects
Those hand models turned out really cool
You using the vrexpansion plugin? Similar functionality.
your hands look great
not using the VR expansion plugin
I'll check it out though. I think I tested it out back when I first started this project but I wasn't comfortable enough with blueprint yet and it scared me off.
It has similar sphere trace, but uses a tagging system to setup more complex interaction behaviors.
I use sphere tracing as primary grip detection yes, but I also set it up to fall back to an overlap detection in case the hand is inside of an object.
@glossy agate is VR getting to the point where use of Marketplace assets is looked down upon, as in PC gaming currently?
No I dont think so. Kind of have too as a small team. Nobody knows really unless its literally the same map as an example you buy
But you dont really hear people screaming "asset flip." like you do on PC. As long as its good quality assets too, a tree is a tree. Im not gonna model a bunch of those
meh, I recognize models and the minimap in PUBG from projects / marketplaces
its pretty common now
for all but the very largest teams to use at least some parts
it's pretty crazy how little custom stuff some people do though. Lots of people making full games from the simple assets stuff from there so they all just look completely identical
wow its still so horrible trying to order vives
I just had to buy 2 new 1s and 2 audio straps
couldn't put 2 vives in a cart together could only order 1 at a time
and then its a different ordering process for the audio straps so had to get them all in different orders and they will all turn up at different times again most likely
hey guys, does anyone know a good solution to make decent looking hair to be used in Unreal Engine VR?
what options do we have?
@jade panther I think you are going to be using hair cards like any other game art workflow
Adam Skutt has been doing hair related character workshops
@jade panther there is a really good hair shader, you can see how it is set up in this example: https://www.unrealengine.com/en-US/blog/photorealistic-character-sample-released
I'm about 2 weeks away from having my prototype finished and getting my game's name trademarked. I want to put together a trailer. Is recording VR in sequencer fairly straight forward?
@sly elk same thing as typical
the issues is that unless you do some serious stuff, you will have issues with the recording systems
what i did is record ACTUAL gameplay, with engine edits so its fullscreen
for my screenshots, i used sequencer to make the FX be on the position i wanted before taking the pictures
that way i was able to do things like 8k screenshots
not kidding
Can you expand on what you mean by issues with recording systems?
I was hoping to use sequencer and record from a different camera than the HMD mirror modes
and is there a discussion of this anywhere? I haven't been able to find muhc on google
nope
that i know of
or just fake everything 100%
by animating the gameplay itself
@sly elk do you have that much cash to burn that you are going to TM your game's title? O.o
Its not a lot of cash to burn to do due diligence
To defend and keep trademark, you have to take violators to court. If you don't, you'll lose it. I assume you got money for that too?
That's an extremely reductive way of viewing due diligence. Total cost for my attorney to do a complete search of federal, and state trademark databases + hire a third party to search internet for potential conflicts, then register the trademark is 2k. I'm spending over a year of my life working full time on something, $2000 to register a trademark for my game is a small cost compared to the time that goes into it
$2000 ๐ฑ
And then Beth makes a VR game with very similar title... what will you do?
Talk to my attorney about it. The same thing literally any other game developer out there would do if someone was attempting to create a copy cat game under the same name? I already have licensing deals signed for cars and parts. Doing due diligence is about limiting your exposure to law suits.
Also your understanding of defending trademark is wrong. You don't lose your trademark if you fail to sue a violator
Copyright is all you need really.
does enabling the steamvr api slow ue4 down if I'm making for oculus rift?
I need every bit of speed I can get, using s 780
not really, but if you intend on publishing only to oculus home then it has to be disabled
@wintry escarp it doesnt
at all
it doesnt get used at all if you open the thing with a Rift
it just doesnt even initialize it
copyright is free
?
Is there a way to create a Nav Mesh to prevent you from teleporting to specific area....?
whenever I create another NavMeshBoundVolume that is suppose to prevent VR pawn from teleporting there... It only moves upward the area of teleport
gah, a game exists with the name I thought up
@sly elk your game like a mechanic sim kind of game? Looks really cool so far. Will you be able to drive what you build?
@sly elk how does a single country trademark protect you when everything is digital? If the developer is based in another country and distributing on steam only it can't do much there can it?
@pearl tangle if they distribute in the US on steam it presumably wouldn't be allowed
but they wouldn't remove it from the main steam store though. I wonder what % of VR sales on steam come from the states actually
what would you be trademarking?
he's trademarking a game title
It doesn't seem like a productive discussion about trademarks but I will say trademarks and copyright are not the same thing, provide totally different protections, and are used for different reasons. I would suggest people do their own research, look at their budget, and decide if ~$400 to register a trademark makes sense for their project. You can almost always have a consultation with an IP lawyer for free.
trademarks are much harder to do cos they must be identifiably original with a brand
Meh
One can file trademark of the game makes any measurable impact
cant be a generic word anymore, that moron company that got a trademark for "edge" were eventually made to give it up
I think that dude from storage wars tried to TM "Yeeeeeep" haha. I'll file TM on my next game if it gets popular enough to actually need to protect.
Wonder if anyone has tried to patent VR gameplay mechanics yet. Haven't heard of any trolls yet.
cant even copyright game mechanics
@supple pawn there are settings in the navmesh that you can edit to change the height of it, right now the game thinks the object is a stair or walkable, I believe it's max slope, haven't used it in a while though so I'm not totally certain on the exact setting you need to change
@wintry escarp Was that due to the Mirrors Edge debecle?
The game came out with the name, so... Edge the Magazine didn't win.
Using a 3rd person template, would it be possible to bind the arms to the VR motion controllers in a good way, or would it be wonky?
I'm pretty new, so I don't actually know if it's a path worth exploring.
that was the breaking point, they had the money to challenge it
Guess they made a mistake going up against Dice/EA. xD Glad they tried and failed.
they screwed over a few indies first though, whoever gave them that patent should have been fired
@wintry escarp trademark and patent is a different thing
creating a software company in USA is a spectacular minefield due to software patents, essentially they patent broad ideas and then sue people
remember one of the reasons AltspaceVR has gone offline is becouse of a patent troll
who patented "group viewing in vr"
not kidding
literally patented the concept of several people looking at a virtual screen in VR
the sort of patent that would be refused in Europe
I expect our rules will get watered down to suit the USA eventually
data protection laws are a joke now
UK will probably sneak that in without telling us soon as we do brexit
UK is on the path of going full dictatorship
look at them banning porn completely
thats just so then, when other page annoys them, they can htrow it on the block too
porn isn't banned