#virtual-reality
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Sounds like the UK government takes after the Vogons.
Maybe the Vogons have taken over after all.
they are going to make all porn pages ask for ID number or credit card
thats practically banned. Its ridiculous levels of fishy to do that
yeah, lets give a PERSONAL ID to a porn website
what could go wrong
same thing with the credit card
but guess what, reddit, discord, and any forum, has porn
thats the purpose of that
I don't think they realise just how much of their ideas are unenforcable
they dont care
they want a excuse to ban any website they want
and of course no one will defend porn
remember "for the children"
when then they remove food help for poor kids
children shouldn't be online unsupervised
every single time a government goes "for the children" or "couse terrorism" its bullshit, and a power grab
all of them
its never been actually true ever in history
brexit is a power grab, nothing else
of course it is
I don't know. Making seatbelts mandatory was a pretty good idea.
Those boxcutters are serious business :V
i see the UK in a straight path to v for vendetta
Can't have anything sharp on planes... besides the metal forks and knives they get on 1st class.
or at the best case, becoming USA 2.0
did you know, spain is having some issues right now
becouse the catalonians want to do a illegal referendum for independence
by spanish law, referendums of this kind should be country wide
they want to do it catalonia only
and independentism is only 50/50
so we have our own "brexit" clusterufck too
same thing btw
just a power grab
catalonian politicians are some of the most corrupt politicians in the country, and they dont want the rest of spain putting them in jail or checking on them
so they have been grooming a generation of independentists, by controlling the schools, for 20 years
there is nothing that separates and unites people more than a lenguage
the catalonian independentists allways fighted the hardest to put catalonian before spanish in schools
thus brainwashing a whole generation
and there you go, an indepentent movement that has no roots of any kind
as catalonia was never a country, or anyting, really
the issue is that the central government cant put this retards in jail, becouse they would become martyrs
so they are blatantly being illegal and the central government cant really do anything
Has anyone here ever tried using the Unreal stock character model with motion controlled hands?
@cursive bolt pretty much everyone does that
Uhm, no. I better rephrase my question.
Not sure how.
Like in Onward, not like Rec Room.
I should just power through a few more tutorials ๐ Get to know the engine better.
still yes
tons of people
IKinema has a plugin for that
and there is another plugin
both of them cost their money, and are closed source, so you cant use them on a custom engine version
thats why i cant use them
i dont want to lose the possibility of using nvidia branch due to closed source plugins
Thanks. Still, a couple of hundred hours practice wont hurt... too much!
btw, a lot of earlier games that became hits were not trademarked
there also several fee tiers for trademarks, starting from $225 or so
the most expensive one is $475 because one doesn't need to provide whole a lot of info to file for trademark
except that locks you to that fee and in 8 years you have to renew it and pay $475 again (or whatever it will be in 8 years)
anyhow, if one has money laying around and collecting dust, sure, why not to pay
copyright should be enough for a game
it's different from trademark
I posted a link yesterday that outlines the main differences
other than the name I don't what you can trademark
right
+see
hmmm, oculus let me register a game name even though I know a game exists with same name, they must only check against store names
I am sure when you said "I agree" there was a clause that you are not going to violate existing trademarks and if you do, you are solely responsible
what plugins do you use for save game ? There are 2 that I know of - one from Rama (don't recall what's the name of it) and Savior Auto-save
and this https://www.roadtovr.com/second-life-successor-sansar-launches-open-beta-today-pricing-revealed/
Linden Lab, the company behind the virtual worldย Second Life, is today launching successorย Sansarย into open beta, this time built for the VR era. Though based on much of what the company has learned from running Second Life over the last 14 years, Sansar isnโt exactly a sequel, and instead takes a new approach to virtual worlds. โฆ
Gunheart looks like a lot of fun. I may grab it next weekend
interesting
Now if they can just transfer data back to the brain we will have full body haptic feedback
hey anyone know why my 32 bit package fails? "cannot open input file LibOVRPlatform32_1.lib" 64 bit packaging works fine
thinking i'm just being dumb... Rift requirements are 8GB RAM so it would never be compatible with 32 bit windows which caps at 4GB RAM
@mighty carbon I haven't used any save game plugins, but I looked at those plugins like 1.5 years ago or so and there Ramas was better I think
I see
UE4 has a pretty good safegame system though for simple stuff, very usable from BP
so you don't really need any plugin for that
and if your stuff is so complex that you would need a plugin, that plugin is probably not flexible enough to fully do what you want it to do
Rama had to specifically add support for saving across level streaming to his, there are always features that some need and others won't that haven't been covered yet.
typically safer to roll your own if you need instant turn around on feature sets
I fully do my own stuff in my game, I don't even use UE4s safegame system. I write and read to and from my own files manually
Heh...my first few months in the engine i found a massive compression bug in their archive system...Ever since then I haven't used less common default systems unless I have stress tested them fully.
their compression is super slow, so I also use a seperate compression library
it used to be the opposite of compression too...used to double the file size
but only in shipping builds
maybe we are talking about different things
ok, so FArchiveSaveCompressedProxy with the ZLIB compression
I never saw that double the file size, but I probably also never tested it in shipping back then when I tested it
yeah thats why it wasn't caught
I was using it for some network serializing and my packets were going over my chunk limits in shipping builds, thats how I noticed it
interesting
they just allocated a data buffer 2x the size of the original before compressing, in case the compression went backwards, then in shipping builds it used the length of that array to write to the file, so the entire end of the file was padded with NULLs
the compression ratio was quite good when I tested, but the speed is so slow that it makes way more sense to use compression that has a slightly lower ratio but is 10 times faster
ARK had it in early builds too
they had an alternative compression that was faster
but yeah, i rolled my own anyway
for small stuff (like stuff you usually send over network) the speed is quite fine
but when you start compressing megabytes, it becomes pretty unusable
so, all that being said, is Rama's plugin good?
I don't want to roll out my own system if his system is robust and featurefull
if no one here has used it, no one can really tell you if its "good"
I think you should spend a few hours with the regular UE4 savegame system before you just buy some plugin
I don't have time mate.. I'd rather focus on art/design/gameplay than some system that can be purchased on the Marketplace ๐
you will likely need more time to get familiar with how ramas system works than with figuring out how the system thats built into UE4 works
if the money doesn't matter to you then just buy the plugin, it doesn't hurt even if you later decide to not use it
@full junco by the same token I shouldn't use MordenTral's VR plugin, or even UE4, cuz it takes time to figure out ๐
no, mordentrals plugin is doing way more than adding one node
Why is adding Nav Mesh is SOO COMPLICATED?!
UE4s savegame system is just one node for saving and loading, its a super simple system. you can't compare that with some huge plugin or even UE4
Why is it so necessairly COMPLICATED?!
2 minutes ago, everything is working
now nothing work
@supple pawn restart UE4
I knew ๐
New weapon system demo cause my last one kinda sucked. Shows some of the guns, and the velocity based melee. Still have more weapons I just havn't finished setting up yet too. https://youtu.be/IJWt7YcdA7k
Used VR expansion plugin, and VR weapon toolkit for some of the functionality
Realized I forgot to show off the P90 dang. Had 2 mags for it and everything
Adjusting ReCastNavMesh-Default ruins your navmesh
Wow you do VR dev @supple pawn ? :o
I dont know... I guess? I'm trying VR :v
Mostly know you from your awesome TF2 vids
Yeah not into warframe much but I still enjoy them quite a bit :)
Well welcome amongst the be devs then
Well you're in for a good ride for sure :p
Is creating VR easier than normal games?
ok
What kind headset do you want to dev for ? Mobile or PC ?
Aight, and do you develop to release something or just to discover VR dev ?
For now, I want to learn&discover new possibilities
I'm not planning on releasing a game/test/demo/experience yet
?
oh
its a good starter pack that improves the already existing VR pawn in UE4
and you can learn how blueprints work aswell
got a link ? 
thanks
looks quite a bit advanced already
It is advanced.
you can try doing a few tuts from the official Epic Doc
to learn how blueprint stuff works and how to handle the engine globally
hah, ikr
Early Access , OpenWorld , Unfinished , Pay now - finish never games
EA is a great opportunity for emergent game studios, but shovels so much shit into buyers mouth
Funny story, bro gave me a chance to play SuperHOT VR. I've become addicted to it ๐
was it your first VR experience ?
first VR game experience
there have been other VR demos
but superhot VR was the first VR game bro showed me
lol
its investor bullshit
i guarantee that
just yet another product that doesnt even work, but they hype it somehow to then get investment money
it'll have a number of use cases, but the article is extremely hyperbolic
at best, its the typical "focus/nofocus" switch
ive seen plenty of those
ive also seen WAY cooler stuff than that
a while ago
it can act as an interface device for paraplegics, but the range of inputs will be quite small
and those guys were doing actual live demo
basically they had a lot more sensors, and it could be trained to do "forward/backward/up/down" and move a virtual cube
hah, we had the same reflection with my boss this morning @wicked oak
yeah absolutely
the trick is that they would trick investor wave number 1
into giving them money
then they do cooler shit
then run with the wave 2 money ๐
and then, investor wave 1 sells the stuff to investor wave 2
investor wave 1 gets their money back + extras
founders also
there can be more waves
but its basically a pyramidal scheme
the company was never worth anything to begin with
thats pretty much how the mayority of silicon valley startups run
they are never worth anything
but they are a speculation that the company will be worth anything, and wave X of investors sells the stuff to wave Y of investors for a profit
until the last wave of investors realizes the company was never worth a dime
and it crashes
like discord at the moment lol
or uber
Twitter has still yet to ever make any real money, lol
yup
and uber and discord run exclusively of investor money
they are deep in the red
but its like cryptocoins
they are worth what people think they are worth
investors trade their shares with each other, and allways hype the company so they sell it for more
let them juggle their money around on value gambling
it means the consumer gets a load of cheap innovation or otherwise free software
yah
no price though
probably out of reach for small filmmakers
btw, back to Blender talks.. I am planning on getting Akeytsu for character animations and keep Blender for modeling/rendering/effects.
@mighty carbon highly doubt that software is better than blender for animation
blender animation tools are world class
just the fucking fbx export..
it is better
it has walk/run/etc. cycles designer tool
much easier to work with than Blender and it exports UE4 compatible rigs (in fact, they just added UE4 rig into the app)
it has layered animation, which Blender lacks severely
basically you'll spend a way less time animating in Akeytsu and getting better results than you'd get in Blender
Hello all- I am testing some draw call optimization. My game takes place in a single room and occlusion culling is of minimal benefit with my content. After watching the robo recall optimization video I was expecting to see a big different in primitive draw calls with and without occlusion culling but I'm not seeing it. Checking in stat.scenerendering and stat.rhi . Are draw calls no longer doubled for occlusion culling?
I'm not trying to set up occlusion culling- I'm just surprised I'm not seeing a big change in draw calls with it on and off. The video here suggests I should be seeing a difference: https://youtu.be/3Yx9IEOc5s4?t=2830
Announce Post: https://forums.unrealengine.com/showthread.php?141558 Robo Recall is Epic Games' hot new VR title, but how did it get to be so fast and fun? V...
@sly elk enable instanced stereo
that would make sure that you arent doing twice the drawcalls
but its slightly slow on the GPU side
@sly elk looks to me that you will need to do fancy shit yourself. Like having the parts grouped, until you split them into the individual meshes for interactions or similar
Hi, here is a UE4 tutorial to explain how to get the hand following the motion controller and the arms bending with it. I just use IK bone to do this.
This is what I was looking for! ๐
Yeah. I sorted through my expected list of parts and I can chop things down by limiting what can be serviced while on the car. No need to allow players to rebuild engine internals while its installed in the car. That should cut my total number of parts down to around ~700 when working on the car
@cursive bolt Just watched it. Looks like you gotta add in the head still, but that tut was pretty good!
Oh yeah, Ryan. It's not a 100% answer to what I need, but it's a part of it ๐
But where's the fun in having complete answers, eh? Got to be some puzzling involved.
His other vid did give a more detailed breakdown of the setup too. I only skimmed it, but Ill probably give it a shot later this week
folks, do you think 4.17 is going to be released pretty soon ?
prob before sept
really soon
cool
@mighty carbon Have you tried UE4 Tools for blender? https://github.com/lluisgarcia/UE4-Tools
It has some really handy stuff
Eeh, I've been using Blender for a loooooong time, for game dev in particular. I can tell you that animation tools aren't great. I've used 3DS MAX's CAT in the part and it's far superior to Blender.
Akeytsu is kinda like CAT, but standalone.
I haven't used these character animating tools
I just like the renaming and collision export
I've avoided character animation my entire life
not to say I haven't done it, I just avoid it.
for non-character animation Blender is good. It's actually not bad for character animation. Akeytsu looks like to be a way more productive though.
yeah, I'm sure a specialized tool would do way better
I haven't ever heard of any games doing anim with blender
I'm thinking about making a set of VR hands for the marketplace. I have avoided doing any marketplace work because the prices are so low and its unclear how much sales volume there is. Does anyone have a sense for what the demand is?
not just an easy drop in for the tom looman template?
well, why buy if one can use easy drop in from existing free template ? ๐
Because the ones that come with the template look terrible?
I haven't seen those per se, but MordenTral's template has nice robot hands. Just not animated in any way.
nop
mine are the template ones
I didn't do anything special
thats on users ends :p
how hard is it to swap out the hands?
yeah, just change the static mesh when swapping ๐
Hi all. I managed to do this in the past, but now it does not work anymore and I don't know why. The issue: I have a Trigger Box which should fire the overlap event when my VR Pawn is overlapping it. I know that it works if you have the "sweep" option checked, but now it does not work and I wonder why
I fixed my issue which was also connected to the collision of the trigger box and the collision with widget interaction components, but I would nevertheless like to know how this "sweep"-option really works (with VR Pawns)
A broad team of graphics researchers, universities, and technology companies are showcasing the latest research into digital human representation in VR at SIGGRAPH 2017. Advanced capture, rigging, and rendering techniques have resulted in an impressive new bar for the art of recreating the human likeness inside of a computer in real-time. MEETMIKE is the name โฆ
looks neatsauce
half a million polys
getting there, just the eyes give it away
Pretty impressive. Shouldn't be long before VR Porn catches up
@wintry escarp "eyes are the reflection of the soul", guess its time to add the soul module to these AIs ๐
not enough movement in them
@fringe umbra lurking the VR section now are we?
@fringe umbra rumor has it that you have pizza when 4.17 is out
I thought MP summer sale was till the 5th. Looks like its already over before I got to buy the last thing I wanted
Step into the cockpit of a six-story mech and feel its might at your command! You are the tip of the spear in the United States Free Forcesโ war against the overwhelming mechanized forces of HUMNX, a tyrannical corporation that rules a post-apocalyptic America. Marshall an arsenal of weapons and fight alongside your squadmates in an incredible, hands-on VR battle across the scarred landscapes of a once beautiful nation.
has anyone tried it yet ?
Looks dope
Supposed to release on Steam today, but its not out yet
Anyone try Gunheart yet?
I was going to buy it, but people say in reviews it has no true SP yet
so I am not buying it until they polish it more
Yeah, looks like they set it up similar to how rec room or destiny work, where they do drop in coop. Looks really good though, made in UE4
oh yeah, that's was the issue - no way to make private session where no one can drop in.
and I don't want for random people to interrupt my short gaming session ๐
Haha, random mouth breathers making all kinds of noise into the mic
Nope, but you could also kindly ask people coming into your session to GTFO
My only issue is the price on it for EA. What's it gonna be at final release?
man, and i was scared to death of that one
who the hell doesnt add a solo mode...
even if its a coop game, it should have some simpler mode for solo play
How do I use the GearVRController component in my c++ pawn class? The compiler is not recognizing it and including the path doesn't seem to be working either
you want to enable the forward renderer for vr don't you
No I'm cool without it- just need to get the controller integrated with my Pawn class I already have, don't want to reqrite it in BP
Two days of making bolts.. http://i.imgur.com/G5dYgnf.jpg
looks great
hey everyone, anyone knows how to use dedicated server and still be able to do VR preview?
when I check dedicated server the hmd stops working
@storm hare ur out of luck
thats why you need to implement a way to play without the vr headset, and also why you need to setup some .bat that launch a dedicated server and clients
had to create a fairly complex "devices" screen for my game
becouse damn psvr can only track 2 devices at the same time
but i couldnt find a way to get the connected stuff
would be so much easier if i could get the devices connected, even if they arent tracking
I thought you have already released your PSVR game o.O
nah, im late as fuck
USA release will be this 29th
if everything goes as expected
im finishing the build for QA
today i submit the "gold" version to sony
it will probably fail, i would be the only one ever to pass it at the first try
then, i do QA again the 13th
i guess ill be able to pass that second QA just fine. Then to release
@wicked oak does sony provide any information on how many headsets are out there now? I worked on that space shooter, starblood arena and got some numbers at the start of the year. Happen to know what psvr sales have been like since?
hey thats good. I guess sales have been steady
interestingly enough, folks at my work have their PSVRs collecting dust
after trying PSVR, they resorted back to non-VR games and got Vive or Rift and play that more than PSVR
(got only 2 people with that, but nevertheless it's interesting to hear their stories)
I wonder if that kind of thing is the same chicken and egg content issues that all VR platforms have suffered with + the psvr audience is buying in at a lower price point and is more likely to be casually interested in VR.
rift must have just doubled its user base
in holiday 2017 VR get more bigger
Yeah I think holiday this year will be good for vr with FO4 and doom vr. Hope they advertise it a lot.
@storm hare there is a pull request to fix that on github, don't have the link but you can search it
Asus ZenFone AR is now available in US (only through Verizon ๐ฆ )
I have a blueprint problem I haven't been able to figure out. It's one of those basic things and I think the answer is going to be to not use direct communication. Regardless, here goes. In my motion controller I do a sphere trace for grabbing. I want to check a variable on the object I am grabbing and use that to set the color of the grab indicators. Right now im grabbing the class default, but I really want to grab the current bool value off of the object.
Yeah, I figured that was going to be the answer
i need to learn to use them at some point anyway
you can also get the collided object and just grab the value from it too @sly elk
I would need to cast, right?
The bool is stored in a parent class, in game I have hundreds of different child objects from that base class
bam!
$1500
so even if they were to make it for mass production and shed $500 off, I'd still rather get PC + Rift than standalone HMD
balls to that
are rechargable AA batteries ok on the touch controllers or do they wear down very fast?
that vr thingy has a non removeable battery
and no hand controllers
why do you need rechargeables ? I still have standard batteries that came with Touch and they have full charge
ive used 2 sets so far
and I got https://www.amazon.com/Energizer-Ultimate-Lithium-Batteries-Each/dp/B00003IEME/ for when they discharge completely
rechargeable need safe charger, they have "memory" and in the end you will spend more money on those IMO
there are no li-ion or li-polymer AA batteries
rechargeable that is
I know, you just buy rechargeables and a recharger
yeah, but like I said, those suck
so might as well just buy good lithium batteries (link above) and not make it all complicated and more pricey for yourself
just spent an hour trying to work out why my left touch wouldn't appear
wasn't software, the battery was low so it had been turned off
anyway i'll keep an eye out for lithiums, thanks
@sly elk when you do the collision you just drag off the overlapped actor and then you just pull the value straight out from that since it's the exact actor that you overlapped with so you don't need to cast
it would be great if somebody made a wireless charger for the touch controllers. A dock to just drop them in that charges at the same time would be really handy, same with the vive 1s. But I have seen people do the magnetic usb bit and 3D printed docks for those which works realtively well
@sly elk if its in a parent class, you can just cast to that parent class and get the value, Interfaces are for if you have objects that don't share a parent but need to share functionality
That snapdragon HMD thing, looks like it was designed in the early 90's. Really ugly haha
lol
My wifes Co worker just got one of those MSI VR1 backpacks in an auction. How do you set those up? Like a lighthouse every 25 feet?
Gonna set it up in one of their warehouses maybe and get some prototype game together to fuck around with
well that was exciting. I started the long process of implementing all of my content to work with my assembly/disassembly systems. It did not work at all as it seemed to during testing. 8 hours later and I finally nailed down all the issues..
@tired tree if I cast to the parent class I can get the child version of the bool? As best I could tell, i could only get class defaults
@sly elk if you figure that out let me know. Trying something similar but I have to check an array for compatibility. I was doing a check on overlapping actor>for loop> get actor. From there I cannot pull a check on the variable though. I'm stuck so I'll try again tomorrow.
How do I set widgets up in VR where it use the whole VR camera?
VR is best
@sly elk If the bool is stored in the parent then yes, by casting you are basically saying "let me look at the parent SECTION of the object". Editing that variable on the child edits it in its parent "section" of it. If that is any easier to understand.
its all memory partitions
that is what makes inheritance so good, you can call functions and access variables of a base class on any child of it. Overriding functions is very powerful.
lol...that one guy is a terrible actor
@mighty carbon top down scifi intensifies
doesn't sound too exciting
sounds like it needs a PC with minimum specs the same as for Rift
it will
and with Rift costing a few bucks more, why even bother with this nonsense, since it doesn't even do AR and has no controllers and not yet compatible with Steam/Oculus
@wintry escarp how?! You get less for the same money
a way less
no, it will need the same pc specs if its driven by the pc
they'll all pretty much need the same
that's what I am saying - you need same PC, both systems cost about the same, yet Rift comes with Steam/Oculus library and superb motion controllers
so it offers more, for about the same price
why would anyone buy Microsoft's abomination ?!
you get more with less money
inside out tracking is useful but no controllers means you may as well use a gearvr
those controllers are seperate or if you have bundle
seems like oems dont make they own inside out controllers
how is it useful, @wintry escarp ? It's easier to setup, but after that all benefits are gone.
sensors are a pain the bum for me cos the space is so tight
the cameras in it map your space where you are
well, let's say you got that "mixed reality" headset and you enjoy your freedom from sensors. But wait, there is nothing to play and you got no controllers.
strange to cover it in cameras for the tracking then not do AR
acer one if you buy you get mixed reality controllers with it if you buy bundle
you could make what use it
there is urhosharp used with hololens and arkit sharing the same view so
@mighty carbon go and design inside out motion controllers
I am happy with Rift
has anyone tried Gunheart yet?
I am now torn between that and Killing Floor ๐
I want killing floor. Gunheart got mixed reviews so I'm holding off
aye, also sounds like it doesn't really have a campaign, but KF does
hey guys. Just got my Oculus. With my project, how do I setup a VR ready pawn? When I just use no pawn at all, the editor mode works fine when using the Oculus, but using any pawn of mine just gived me basically 2 images side by side, like the right and left lense don't work together
I assume I have to setup some special camera and the motion controllers in C++
is there any learning ressource on that?
there is default projects to start from that have VR ready to go.
start new project, one of the templates will say VR
Hi @pearl tangle , know of any meetups or things to see in Tokyo 7-14th? In Japan first time, been working our way up from Kyoto ๐ Any studios or people @grizzled thunder and I should connect with?
power of the backpack in VR https://blogs.nvidia.com/blog/2017/08/01/quadro-p5200-hp-z-vr-backpack/
Whether itโs in architecture, telemedicine, or even the travel industry, virtual reality is changing the way we interact, learn, design and create. Mobile VR goes further to bring new life to the immersive experience by letting professionals move, walk and interact as they go. Today HP announced the HP Z VR Backpack, the first to โฆ
smells of a gimick
@wintry escarp now add HP mixed reality HMD to it and boom
How do you set those up? My wife's co worker got the MSI one and I want to set it up in a warehouse.
But the lighthouses only go 25 ft. Maybe 4 lighthouses to cover 50 ft?
outside in you perhaps need 4 lighthouses
Guess my hopes and dreams will have to wait
one of the MS headsets might work with it now in a warehouse
I think I just found a major UE4 performance regression in the steamvr plugin...
affects all existing released games
@glossy agate or wait then inside out ones come
I'm using the VR template and I'm trying to fire a haptic event when I snap a part to another part. This works except its not getting the correct hand. I was pretty sure this worked in an older build (4.15.3) but maybe I'm misrembering. Im getting a rumble on the same hand every time:http://i.imgur.com/M19eomc.png
nevermind, I got it working. For anyone else who wants to do this: http://i.imgur.com/X1riZLb.png
@sturdy coral what about Oculus performance ?
@glossy agate did ~4 hr session in Lone Echo last night. I am becoming Ginger Ale believer ๐ (I buy unfiltered natural ginger ale; not the generic crap made of chemicals and HFCS)
ginger for motion sickness?
One of my motorsports friends gets transderm from is doctor for every race. I wonder if you could convince one to give it for VR
yeah, ginger is a known remedy for motion sickness. I just didn't want to eat it raw or get caps. So I tried ginger ale and it seems to work.
tried it twice already
there is definitely a difference between playing long VR sessions with and without it
there are some over the counter meds for motion sickness, but there are side effects I wouldn't want to have and thus I went with ginger
rooms scale teleport based games and racing sims don't bother me anymore but I still play a shooter where you can move or turn with a controller
Lone Echo has no teleport and it doesn't really cause too much of sickness for me, but I'd rather not have any post-VR negative effects at all ๐
I played RR for like 3 hrs and didn't have any issues thanks to teleportation locomotion
games with WASD locomotion suck.. ๐ฆ For me personally it doesn't add to immersion and making me sick instantly
yeah. I installed a mod for RR that let you walk with the thumbstick. It felt like I was falling over every time I walked
IMO teleport + room scale + climbing is the only right way to do it.. Or zero-G like Lone Echo and others.
so, AAA VR games are no different from AAA PC games - bugs get overlooked and never fixed :/
thats true for all big pieces of software
@mighty carbon no, it doesn't affect oculus, but I did test and see that steamvr gives no hidden area mesh for Oculus, unreal seems to hardcode one if you use the native Oculus plugin, but doesn't if you use oculus through steamvr
it should probably hardcode one for steamvr too
odd :/
I'm not sure CV1 has much of a need for one, I can mostly see to the edges of the screens
@sly elk I thought you meant Rec Room first and was like: MODS!?
oh, I see what you are talking about @sturdy coral
@motorsep#8292 gonna get some for my wife. See if it helps her when she tries one of my bad experiments haha.
Same. Sucks because I was looking forward to it coming out, but it just looks shallow In gameplay. Also I guess they have major lag issues due to all the shooting being server side people said it feels disconnected.
hopefully KFI is good
@sturdy coral very interesting find!
I tested the hidden area stuff a while ago and I saw that if I disable that hidden mesh, performance does reduce by ~6%, so are you sure its not applied?
if it doesn't work, I would not have seen a performance decrease when disabled
@full junco I'm pretty sure, I stepped through in the debugger and the crc didn't match and it didn't set it
This was the visible area mesh though, the hidden area mesh still gets applied
Hidden area is I think an early z reject for avoiding drawing stuff in the main passes, visible area mesh is a stencil to make the post processing not have to consider pixels outside the lens area
there are two different areas? when I disable the hidden mesh area and look at the full buffer, I see that the whole rectangle (half the buffer) is fully drawn
if there would be some other area too then just disabling the hidden mesh area wouldn't cause the whole area to be rendered correctly?
I only tested with 4.15 though, so maybe something is different in some newer version you tested?
The visible area mesh tells it the areas that weren't covered by the hidden area mesh and then tells it to do post processing only on those areas
But if the visible area mesh missing is entirely, the engine will just do post processing everywhere
how often will you edit that message? ๐ its confusing
There :p
what I did is simply call return at the start of the DrawOcclusionMesh() function in SteamVRRender.cpp. Which mesh did I disable with that? the hidden area one or the visible area one?
ah, I think I disabled both
makes sense then
functions below show they both call that one
so I just disabled both
Yeah, and the visible one would probably have been disabled anyway no matter what you do
Because that crc check thing fails
But I don't know exactly when that started happening
I kinda get why they did a crc check there, but they obviously need to keep it up to date, which is impossible, so they should never do a crc check there
They haven't changed the hardcoded CRC in 2 years, could have been with the Vive pre or Vive consumer launch that the API started giving something slightly different
crc check means new steamvr version can always reduce performance of all old UE4 games, right?
Yeah
It is a bad design, but the steamvr api didn't have a way to get the inverse of the mask at the time
Now it does, so they should remove that crc stuff entirely
And just ask for the inverse from the API, I'm gonna do a pull request with that tomorrow probably
It also would theoretically make it work with Oculus (running on SteamVR), but steam VR always returns empty meshes for Oculus so it doesn't help
The Oculus plugin uses a a couple hardcoded meshes
hm?
what about when running rift through steamvr?
it needs to return a correct mesh there
otherwise performance of rift through steamvr would be significantly worse than rift through oculus sdk
Yeah, that's how it is
I don't know how aggressive the hidden area mask is for CV1 though
You can see more of the screen through the lenses than with vive
I think with Vive it is 12-15% savings on pixels shaded
The SteamVR plugin probably just needs the same hardcoded mesh that the Oculus plugin uses, since SteamVR/OpenVR doesn't return one for Oculus
well its very bad design from valve though to not return anything if they could just return something?
I find that hard to believe
its such a simple thing to improve
a lot of steamvr changelogs had a lot of oculus specific fixes, so why would they not have fixed something that obvious after so much time
Does anyone know how to force the VR camera to stay attached to the player's head? When I stand higher than the character height, i can see his head which destroys the realism
I'm just gonna guess here, but could you potentially attach the head bone to the camera?
How cheap is doing IsValid on tick for a bunch of objects? I'm setting some variables on tick and using IsValid with references that time out so all my objects aren't constantly updating. Realistically there will be at most be ~30 actors that pass this IsValid branch but there will be hundreds of actors testing the IsValid at all times. Also, I assume having the delay before IsValid is cheaper than after? http://i.imgur.com/GXh2IUp.png
stop trying to prematurely optimize, and if you want something to happen every .2s, use a timer
An overview on the Profiler Tool used to monitor game performance.
Im building basic systems that will get scaled from a small number of parts to hundreds. Now is the time to make sure im not doing something unnecessarily expensive
I'd be more worried about the delay each tick in that case (actually won't be created each tick anyway, but hey)
IsValid isn't really that complex a check- it just makes sure it isn't a nullptr and that the object isn't pending kill
Custom event + timer is cheaper than tick + delay then?
Yeah, and its also much cleaner
Yeah use set event by timer and just call it at begin play.
i also added a random length delay after begin play so taht all my objects aren't updating on the same timer: http://i.imgur.com/PgpXlei.png
What about something like this, but just open the gate to check when its held, and close when you drop it. Save you from checking everything from begin play.
it needs to be checked when its not held
I was setting this in the overlap event but there are interpart dependencies and it wasn't setting it's allow removal unless I waved a collision mesh over it ๐
there is a web of decencies between parts. The one I posted above is a control arm bushing that can only be removed if the control arm is not installed
Nice, sounds like your game is getting really in depth. Let me know if you want a tester. I was a mechanic for a few years before and in the military.
so, I have a weird issue - before game ends, I need to move player to a black room and make sure camera angle is set certain way. Apparently I can't set camera angle :/
is it by design or is there a way to force camera angle ?
Probably dont wnt to force angle in VR. The reset orientation and position lets you set a yaw value though
forcing a camera angle ought to be okay if the transition is made right.
like fade out fade in
yeah
I have fade in/out
so I need to force angle when player sees pitch black screen
Are you jumping to a logo or menu?
black room.. where I will show "The End" ๐
I guess are they not allowed to move their head anymore?
because the other option would be to just spawn the "the end" graphic in front of them
I tried using tracker locked stereo layer component in player's actor, but it doesn't track at all
and let it be in whatever position they were looking at the jump
or just lock it in position as a child of the camera
so it appears to be in the same place
I'll just add an anchor and rotate that based on player's angle
camera's angle around Z that is
and stereo layer will be world locked child
Setting the yaw should just work on that, so they face where the writing is
Does anyone know a good way to preassemble a bunch of snap together actors? Right now when I start my game all the parts are on the floor and you can start putting things together. It would be nice if I also have a version that was already assembled to take parts off of. Do I need to do all of this in the construction script or on event play by draging out hundreds of spawn actor and attach actor nodes?
If I use child actor components I still need to attach them all to their sockets
@sturdy coral is just removing the crc check a working way to fix the issue and improve performance or would it use an incorrect mesh then?
@full junco it might not match up seamlessly and you'd end up with an area that didn't get post processing, might have bright/dark artifacts
but it depends, they might have just changed vertex order or something
then it would still match up
I'm starting on the real fix now though, I'm going to make it a pull request
it will actually get the visible area mesh from the API, that way it will work on future headsets etc.
If the one returned from SteamVR for Oculus is empty (it currently is), then I'm going to fallback to the same hardcoded one the Oculus plugin uses
that's a separate issue, but that way there is no artificial performance difference between the two plugins
Does anyone have a sample game that can be played in VR and on a screen I can look at to see what is involved? I know I can check isHeadMountedDisplayEnabled but then I think I also need swap player pawns and probably UI?
im on 4.16.2 but I can switch to 4.17 easily enough
@sly elk on the same PC or over the internet?
@sturdy coral great! it isn't a big change, right?
same PC. Like making a game that non VR people can also play
@full junco it shouldn't be a big change
it isn't having to calculate the inverse mesh or anything (which would be more involved and probably why they did the CRC crap)
cause OpenVR was updated with an inverse parameter
oh, The example MP project from epic has screen and VR play, but I think its only over the internet. You could dig into it though, and see if it can be setup for just 1 PC
oh okay. Thanks. I will look into that
@sturdy coral nice, so once you have it fixed, if you show me the code I'll test it ๐ free performance is always great
yeah I'll send you a github link when I have it in
I will test on 4.15
My basic functionality doesn't actually care what kind of input device you are using. I just need to some up with some kind of gravity gun that has enough dexterity to be used in place of a motion controller
*come up with
https://forums.unrealengine.com/showthread.php?118246-Steam-Blueprint-Multiplayer-Project-Files here is the link for it. Have to be logged in to get it I think
@sly elk something to be aware with with separate processes: VR UMG/Slate widgets no longer work if the viewport doesn't have focus
That should only matter if people were trying to play at the same time, right? Im trying to make it so my game isn't only playable by people with a VR system so that I have a larger audience. Basically so it can be played in VR or on screen. (i should have said or and not and)
Oh that shouldn't be too hard. @odd garnet made the game dark that does that.
but yeah, couchknights has it too
Hello
Yeah. Im being careful not to build anything into the core systems that actually requires VR so that I can easily make a screen based branch
Oh yeah
Multiplayer VR and Non VR
Frontier is our first chapter *edit: it kind looks like we're selling each chapter at $10, but all chapters are included in that price
Im curious if you are willing to share this info- Do you know how hte audience splits for VR or non VR?
It's just dependant on your program.
We're working on enterprise level stuff that uses VR+nonVR
you could have 10 people playing on pcs or even phones watching and interacting with a VR player
all good, that method of using anchor worked
hopefully will submit to Oculus in a couple of weeks
but not for UE4? :/
This is the worldยดs first interactive mixed reality TV show, "Lost in Time". Launched in Norway in Spring 2017, Lost in Time takes viewers on a thrilling new...
pretty cool
@mighty carbon "The initial implementation is specific to Unity, but it shouldnโt be hard to integrate with Unreal and other engines."
also interesting for you @mighty carbon: "Generally speaking, for mobile VR, the gain will probably not offset the cost on current hardware"
so it's no use for mobile VR
i thought new 10xx gpus could render multiple views at once anyway
@full junco so what's with Vulkan in VR in UE4? Coming in 4.99 ?
@mighty carbon working in 4.17 (steamvr), but with bad performance
any word when we get superior performance ?
rolando from epic gave a talk 2 days ago about where Vulkan in UE4 currently is and where it goes
Event page and slides: https://khr.io/siggraph 0:37 OpenGL status report and 25th Anniversary: Piers Daniell, NVIDIA 17:02 OpenGL ES status report: Tobias He...
there are no dates though
I don't really expect better performance than D3D11 until 4.20 or so
ouch
So, just finished Lone Echo... Amazing experience.
definitely put in more than 4 hrs. Probably 8-10 hrs easy.
so, I tried playing 2D games in Bigscreen - it sucks :/
I need to play it more, I got super bored with it the first time it put me on a fetch quest to collect canisters to repair an electrical circuit or something
@sturdy coral are you talking about Lone Echo ?
yeah
well, it is what it is.. I don't know how many games you play annually, but since I only play 2-3 games per year, I never get tired of anything, unless story sucks
๐
does it have more gameplay stuff or is it all collect the pieces and bring them back, flip the switches to turn on the thing, etc.?
that is a gameplay.. it's a cinematic story driven game. Not a sandbox, not a MMO..
the zero g movement is really good, I want to be having to move myself to dodge debris and stuff, more gamey stuff
I don't mind the cinematic part, that's probably the only thing I'll play through for, I just get really bored with rote fetch quest type stuff
o.O
so you aren't impressed by immersion? environments? interactivity? daaammmmnnnn, you are jaded ๐ฆ
I like all that, except the interactivity if it is just flipping switches and stuff
I like real puzzles and stuff, like I like The Witness a lot
in the second half of the game you get to do more than that, but I won't spoil it for you..
I was driven by the desire to see it through and I didn't really care for mechanics. I just accepted it for what it is. And it didn't disappoint me ๐ Actually, I think it's one of the few non-shooting games I ever played ๐
I liked it up until the first kind of fetch quest (it was the greenhouse repair or something). I like story, immersion, etc. and would be fine with it as a "walking simulator", but if it is going to have gameplay, just flipping switches and collecting corcuitboard parts or whatever they were makes me sooo bored
anyhow, time to watch Game of Thrones ๐
Lone Echo gameplay in real terms is pretty basic. It's definetly a visual/story/experience driven game. But there is a fair bit of the requested dodge stuff in 3D space gameplay.
Mechnically, it never really moves beyond get stuff, go to place and repeat. But if you boil it down to that, then you've basically missed everything that makes Lone Echo a valuable experience.
@sturdy coral fix done yet? ๐
@full junco no, have been cleaning up some git stuff, now having to build for 4.17 since they ask for pull requests to be from master
I should have just used a really old branch of master ๐
PRs need to be done on master, yeah
that's not 4.17 though
you need to really use the master branch
yeah I'm doing it off of that, whatever it is it is mostly triggering a full rebuild
I would expect that modifying steamvr stuff should build quickly
do you know where to get vs2015 update 3?
for some reason it isn't building with vs2017, I passed -2017 to generateprojectfiles.bat
but won't build with 2015 either saying it needs update 3
@sturdy coral I use 2017 for a year or so now
yeah I've been using it a long time too, I must have done something wrong
you need to set it to 2017 in the project settings too
I'm just building the editor from scratch without a project
I forgot the -2017 at first when I ran generateprojectfiles.bat
so I opened it first in 2015
then I closed and ran with -2017
I think I got it fixed
I just deleted the .suo file and ran once again with -2017
well, that didn't really fix it, I had to install the VS 2015 update 3 even to build it with 2017, took over an hour and thirty minutes to install
@sturdy coral sure you built with 2017 and it didnt only use the 2017 software to build it with the 2015 compiler?
its probably best to just uninstall 2015 to avoid any issues with it
4.16 and 4.17 got VR issues? guy on forum says it crashes or goes haywire for him on a 1070
@wintry escarp that guy probably didnt install his drivers correctly or whatever
is vr better on NVidia? ive waited so long the new amd cards are due out
currently AMD does not have any high end cards, in a week or so vega is released but those only seem to be ~ gtx 1080 performance with more power draw
and in general UE4 runs better on nvidia
more power draw again, I thought they were trying to fix that
nice, but kinda too late to the party.. I don't see anyone wanting to play a game that needs motion controls without motion controls
@wintry escarp I think I am done with my Gear VR project. I'll upload beta build this week. Just need to polish things and maybe add music.
interesting
hi there! :)
I was looking for a way to implement a different camera on the headset and another on the desktop screen. in my research I found that (at least in January 2017) this was not possible with UE4. There's a workaround in which you fake it with a "Multiplayer camera", but I can't really use this approach, as I'm working on a Multiplayer game. has Epic done something by now (couldn't really find anything more)?
@jade saffron Maybe the spectator mode available in 4.17 is the answer you are looking for
4.17 was quietly released on Monday... Odd, as I recall releases usually happened on Wednesday
@full junco yeah pretty sure, when it opens a 2015 project in 2017 it usually says (2015) in parenthesis next to it in the overview and it didn't
I would like to just get rid of 2015 but have needed it occasionally for a few things
thats been hardcoded in there for so long....
Yep, since before consumer release lol
I've always looked at that code as being totally wrong but never actually tested it until the other day
I was checking to see if Oculus got a hidden area mask and saw it didn't, then decided to check if the crc passed for vive
@jaunty shell yeah I think that's it, I'll check it out, thank you!
its been annoying me for a long time. I should probably also report that they are still manually loading SteamVR DLLs even though they don't have to anymoe.
Yeah, I was planning on putting the Oculus hidden/visible area meshes into a pull request fixing the Vive visible area mesh too
But I won't be able to slip that in now that someone else made the pull request
I don't know how much of a percentage difference the mask makes for Oculus, but the ovr plugin gets it and SteamVR doesn't, so it puts SteamVR at a performance disadvantage
well the mask can change anyway right?
so its technically incorrect regardless to hard code it
@tired tree yeah, it would only be a special case to hardcode for oculus, maybe as a fallback path if steamvr returns none (which it does)
could make it a configurable fallback too
future headsets could not work with a hard code though
its something that has to be fixed for long term
yeah, but you can get the model name right?
yeah you can, but hard coding in for every manufacturer / model...ug
and its not like you need the hardcoded anyway, if you can't access the API for it, then you can interface with VR regardless
can't
what do you mean?
oh, wait, steamvr is currently still returning no mask in cases?
yeah, for oculus steamvr seems to return no mask
that's what I was originally looking into when I ended up finding the crc was broken for vive
I don't think the oculus api itself has a mask function either, I briefly looked
for the native oculus plugin the engine just hardcodes
.....the standard can't come early enough
I remember they were debating that it would bring more black flicker into view from timewarp
probably doesn't apply with spatial timewarp, I don't know for sure but I bet they fill in the periphery with something
Anybody tried the spectator screens in 4.17 yet? I want to try doing security cam renders like in rainbow six siege. Not sure on performance though.
@full junco apparently the visible area mesh doesn't apply to Temporal AA or bloom
these don't get it applied:
PostProcessBloomSetup.cpp PostProcessBokehDOFRecombine.cpp PostProcessDownsample.cpp Private/PostProcess/PostProcessTemporalAA.cpp
ambient occlusion and SSR are the big ones, but I wish it helped TAA
@glossy agate im reading through the documentation for them now and hoping they will help me put together a trailer video more easily
anyone has a link to forums with issues that come up when using a Rift on SteamVR? am trying to troubleshoot an issue, but can't figure what might be causing it with this kind of setup
anyone using the terrain in a VR game?
my base pass is 7ms some times with it
kinda crazy
I tried LODDistance factor to lower the resolution but it doesn't seem to change the base pass. Tried lowering the resolution of the textures... also no effect
Static or stationary light?
Stationary can still have near cascades turned on if you aren't careful
Other than that I don't know what might be affecting things for you, does your material setup have a lot of blended stuff?
I tried putting a simple color on the terrain didn't affect the ms
stationary light is what I'm looking at now since you mentioned it
K, on blended stuff, in case you run into it later
the material shader compiler won't put texture lookups behind dynamic branches so you will read all the textures even if some make 0% contribution
There are some workarounds with custom nodes, and a thread about it in the rendering forum
blend stuff meaning like addative matertials?
Like blending between grass and dirt
Even on areas that are 100% grass you will waste bandwidth reading the dirt texture
ah good to know
Areas that are some percentage of both always have to read both
probably not it this time but definitly good to know
Any one know any good videos on how to make widgets in vr
But modern gpus can branch on a lot more things than was the case for a lot of assumptions in the material compiler
Landscapes are affected the most, assets using material lookup masks are too
@normal thorn could be partical effects
Thanks RARose. I'm an fx artist or was before going full indie. I know its not that.
some levels don
't have fx
and still. UE4 just studders. I mean even when I play fortnite I get studdering in gameplay
with a 970 card
that said optimising to get the butteriest smoothest experience is important
@normal thorn also check your skybox. if you're using the out of the box sky or the ultra dynamic sky, you may want to consider an alternative. those shaders hit performance pretty hard. have you also tried switching to stereo instancing and forward rendering? i'm using landscapes in most of my VR work, and had to do these things to make room for the actual gameplay.
thanks yeah I don't use that thing, way to expensive
I even bake my distance fog into the skysphere
and thats not even that high rez
I was just thinking as I find more optimizations, the terrain is pretty hi poly and it has functions on it to continure to change resolutution based on distance. I wondered how much that costs. then I thought does roborecall use the terrain?
I don't think so
I just wondered how expensive the terrain is
how to cheapen it
robo recall also doesn't use foliage as translucency and masks kill vr framerates
also check your AA and post processing. disabling that to test may help
yeah, that can cause a lot of overdraw
if you use the visualizer, check your overdraw view
you'll need to find a balance between player viewpoint, creating actual leaf geometry, and where masks will be acceptable
and disable all shadowing from foliage just as a benchmark test
sam deiter and nick whiting probably said it best with "vr put game design back in the 90's", lol
@normal thorn make sure your skysphere is set to draw last, there is an option for it on static meshes
Otherwise you can get overdraw, sorting doesn't help much with huge inverted objects like that
Early z gets most of it though
the "Treat as background for occlusion" check box?
I think that's it, tool tip should say something about ground planes and skyspheres
@sturdy coral interesting!
so some shaders still run everywhere no matter what the mask says?
Yeah, looks like mostly things that rely on pulling from nearby pixels, they probably use clamp to edge which works on rectangular viewports but not on the curved lens mask
temporal AA was 0.5 ms per eye on my R9 390 I think, so 1 ms total time, saving 20% there would definitely help
Yeah, if you have already tweaked the extinction ratio it may be ok to try enabling it, but I bet it will smear black everywhere
@sturdy coral I'm using 4.15 and that has OpenVR 1.0.2, the GetHiddenAreaMesh() function doesn't take the vr::EHiddenAreaMeshType::k_eHiddenAreaMesh_Inverse parameter there
so its not really possible to fix with 4.15?
I updated the openvr sdk to 1.0.4, only has minimal API changes, seems to work fine
I don't know, when I looked back at earlier versions it seemed to have been added around November/December 2016 to openvr
Don't remember which specific version number
Ah just read the second part, that's good it worked
yeah it was added in 1.0.4
anyone with Gear VR here ? (besides @wintry escarp )
Oh god how do I leave the VR editor
@odd garnet there is a separate hotkey for it, I can't remember it
Ctrl Alt tilde or something
yeah that didnt work
it says to do alt + ,
I just closed it for now
I spent all day working to get everything working for 4.17
@tawny storm what happened to your random name generator for UE4 ?
I would also like to use 4.17, but I will definitely stay on 4.15 for quite a while
@full junco did you have merge conflicts with 4.16?
or just didn't want the testing burden
@sturdy coral I would have a million merge conflicts, yeah. I probably did ~100 commits to the engine or something like that.
I just migrated to 4.17 and I'm getting weird heavy stutterings with my Oculus even on 11ms ! wtf ?!
@dusky moon Nvidia card user ? Rollback your drivers to 382.53
that said, I only had minor stuttering (still annoying as hell) with the new drivers
@jaunty shell Ah Thanks! I'm at 382.33 ... so it will be fixed with that driver ?!
might be on oculus's end then, cause I have no problem on the vive with 4.17
rolls back driver
Hide your pain..
@wintry escarp I had to reinstall steamVR after the driver rollback ๐
In this video, Nima Zeighami and I provide the world's first look at the Windows MR Motion Controllers, code named Crystal Key. After I do a quick unboxing, ...
@full junco did you try Diffing your custom branch against the base 4.15 to generate a diff file, and then applying that to 4.17?
that is generally way easier to manage than merging two versions down into a custom
gives you a line by line of just what YOU changed so you can decide to keep or not
@tired tree I did not try that yet
when I was upgrading each engine version for VRWorks that is how I started each time, was significantly easier to track down bugs and get everything going
why is it easier to track down bugs that way?
you get the diff specifically between what you changed and the newest engine version
it narrows everything down
going the other way its all mixed up in every commit for the new version, or in your case....two engine versions
merging 4.17 into 4.15?
ah, yeah
and what do you mean with "diff specifically between what you changed and the newest engine version"? wouldn't I get the diff between 4.15 and what I changed? why between what I changed and newest engine version?
because you can apply that diff to 4.17
sorry, I'm tired, makes my brain slow at understanding stuff ๐
and decide change by change if what you did should be kept
I have a diff sitting around that was all just VR fixes to 4.12, I kept it and applied it to 4.13 and everywhere that Epic had fixed something I didn't merge in that specific change
it definitely sounds like the best way to approach updating the engine version, yeah
some stuff where a lot of stuff changed I would still have to essentially rewrite though
yup
they remade the oculus plugin completely in 4.17
but its a ton less work to sort through
i'm not happy with the world locked stereo layers they finally finished adding in
didnt oculus always had quite proper stereo layers and vive was the one with the issues?
they don't take into account player movement
this is a huuuuuuuuuuuuge issue with me
the depth of stereo is specific to the oculus API
becouse if i use a stereo layer in PSVR, it renders above everything
steamVR doesn't support it
and that means that is an instant TRC fail in ps4
doubt psvr does
due to the stereo disparity
wich is forbidden
PSVR doesnt have stereo layers
at all
and the in engine defaults def don't
ue4 just implemented them in the engine itself
yeah, they are just drawn onto the target after everything else
well, damn
no depth
i wonder if there is a way i could edit the stereo layer shader so it checks against the depth of the gbuffer
what i need is the layers doing depth test against the world
as im using the 60 fps reprojection mode, that means that i cant use ANY face locked anything
and i want a healthbar
but i cant do it unless its a stereo layer, and of course then the world doesnt depth test, and it draws above your hands and everything
are you saying Stereo Layers don't support depth? I recall they do on Gear VR
oculus only
the worst thing is vive stereo layers
they work in a different system than oculus
so, while oculus layers work as expected, vive layers dont
they are squished as fuck
i have a check that detects if the game is being run from a vive and moves the layers accordingly
squished?
they used to re-scale to the largest of the two of X/Y
but now they don't
so originally you had to account for that
in oculus and psvr, the layers are the same
but on vive i had to add a x3 scale on the Y axis plus move it a bit
nah
this for a face locked layer
it wanted a square target
once i send the ps4 version ill upgrade to 4.17 to add the scores to the screen for spectators or similar
I had to remove that code when moving to 4.17 because now its working correctly
at least you know how to actually "fix it" now in that version though
i even added support for dualshock 4 in my game
works by tracking the gamepad itself, it uses the psvr AIM controller code wich uses 1 gun + smooth locomotion instead of 2 guns
the single gun is buffed
it works better than expected
and lets me access ALL the players of psvr
lol, people bitch about Senua's Sacrifice facial capture and the whole overall concept and mechanics.. Odd..
everything ive seen looks fantastic
I know
just saying that if people bitch about high quality content that was meticulously made and crafted, no wonder they shit on everything else :/
they shit on everything
oh, that was on Twitter... I didn't read reviews yet.
lol looking at the reviews, the character is off her rocker
completely insane with second voices and similar
supposedly some scientists and researches were involved (from the neuro-something field)
in one of my favourite fantasy novels. The Wheel of Time, the main protagonist (the chosen one) gradually becomes more and more insane, and he hears the voices of the last chosen one
the character is OP as all hell, but really struggles trying to keep his insanity at bay
I played that game a bit, back in the days.. My PC couldn't handle it well, so I am not sure if that's how they had it in the game
what game?
i thought the last book was book. It closed things as expected
the actual ending was a bit out of nowhere tho. But supposedly that ending was already written by the real author
nah I mean that he didn't get to write it, I know he left detailed notes the brandon sanderson is a great author himself...
but still
ah
i do think it was a good way to finish the series
for a 14 book long series, they end the series with an actual WAR with a fuckton of battles and stuff happening
the common thing is some kind of all-in battle of good vs evil and done
@wicked oak The Wheel of Time was the game based on the book and Unreal Engine
i think i watched a video about it
it was some kind of shooter, no?
you played an spellcaster and your weapons were spells
i liked the wheel of time saga a lot. But i do thing it drags out really hard around book 8-10
then the author dies and Brandon Sanderson continues it
on those books, you can cut hundreds of pages of almost literally nothing happening
shooter/adventure
female protagonist too
just read that you played one of the witches/magicians/enchantress
good ol' times
omg, I can't wait to release my Gear VR experience so I can move on to PC VR dev
lol, i bet
just saw this https://www.assetstore.unity3d.com/en/#!/content/95214
would be nice to get all that for UE4
@wicked oak have you tried this one in VR https://www.unrealengine.com/marketplace/polygon-adventure-pack ?
what's that Asset Manager thing in 4.17 ?
In the release notes it looks like slot-based inventory..
does the unity asset say it has to be used in unity?
no
but it's a royal pita to convert
(before it appeared in the Marketplace, I purchased zombie pack for Unity and had really hard time converting them into UE4)
has anyone tried using World Composition in VR ?
well there is vuforia but can you use those asset in unreal as you can in unity