#virtual-reality

1 messages ยท Page 126 of 1

wicked oak
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practically banned

cursive bolt
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Sounds like the UK government takes after the Vogons.

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Maybe the Vogons have taken over after all.

wicked oak
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they are going to make all porn pages ask for ID number or credit card

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thats practically banned. Its ridiculous levels of fishy to do that

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yeah, lets give a PERSONAL ID to a porn website

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what could go wrong

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same thing with the credit card

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but guess what, reddit, discord, and any forum, has porn

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thats the purpose of that

wintry escarp
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I don't think they realise just how much of their ideas are unenforcable

wicked oak
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they dont care

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they want a excuse to ban any website they want

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and of course no one will defend porn

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remember "for the children"

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when then they remove food help for poor kids

wintry escarp
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children shouldn't be online unsupervised

wicked oak
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every single time a government goes "for the children" or "couse terrorism" its bullshit, and a power grab

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all of them

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its never been actually true ever in history

wintry escarp
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brexit is a power grab, nothing else

wicked oak
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of course it is

cursive bolt
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I don't know. Making seatbelts mandatory was a pretty good idea.

wicked oak
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but thats not "for the chldren"

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or "couse terrorism"

cursive bolt
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Those boxcutters are serious business :V

wicked oak
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i see the UK in a straight path to v for vendetta

cursive bolt
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Can't have anything sharp on planes... besides the metal forks and knives they get on 1st class.

wicked oak
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or at the best case, becoming USA 2.0

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did you know, spain is having some issues right now

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becouse the catalonians want to do a illegal referendum for independence

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by spanish law, referendums of this kind should be country wide

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they want to do it catalonia only

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and independentism is only 50/50

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so we have our own "brexit" clusterufck too

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same thing btw

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just a power grab

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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

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so they have been grooming a generation of independentists, by controlling the schools, for 20 years

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there is nothing that separates and unites people more than a lenguage

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the catalonian independentists allways fighted the hardest to put catalonian before spanish in schools

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thus brainwashing a whole generation

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and there you go, an indepentent movement that has no roots of any kind

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as catalonia was never a country, or anyting, really

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the issue is that the central government cant put this retards in jail, becouse they would become martyrs

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so they are blatantly being illegal and the central government cant really do anything

cursive bolt
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Has anyone here ever tried using the Unreal stock character model with motion controlled hands?

wicked oak
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@cursive bolt pretty much everyone does that

cursive bolt
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Uhm, no. I better rephrase my question.

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Not sure how.

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Like in Onward, not like Rec Room.

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I should just power through a few more tutorials ๐Ÿ˜„ Get to know the engine better.

wicked oak
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still yes

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tons of people

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IKinema has a plugin for that

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and there is another plugin

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both of them cost their money, and are closed source, so you cant use them on a custom engine version

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thats why i cant use them

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i dont want to lose the possibility of using nvidia branch due to closed source plugins

cursive bolt
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Thanks. Still, a couple of hundred hours practice wont hurt... too much!

mighty carbon
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btw, a lot of earlier games that became hits were not trademarked

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there also several fee tiers for trademarks, starting from $225 or so

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the most expensive one is $475 because one doesn't need to provide whole a lot of info to file for trademark

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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)

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anyhow, if one has money laying around and collecting dust, sure, why not to pay

wintry escarp
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copyright should be enough for a game

mighty carbon
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it's different from trademark

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I posted a link yesterday that outlines the main differences

wintry escarp
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other than the name I don't what you can trademark

mighty carbon
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right

wintry escarp
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+see

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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

mighty carbon
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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

mighty carbon
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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

mighty carbon
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Gunheart is out in Early Access

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built with UE4

mighty carbon
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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 isnโ€™t exactly a sequel, and instead takes a new approach to virtual worlds. โ€ฆ

glossy agate
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Gunheart looks like a lot of fun. I may grab it next weekend

mighty carbon
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interesting

glossy agate
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Now if they can just transfer data back to the brain we will have full body haptic feedback

dire dagger
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hey anyone know why my 32 bit package fails? "cannot open input file LibOVRPlatform32_1.lib" 64 bit packaging works fine

dire dagger
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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

full junco
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@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

mighty carbon
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I see

full junco
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UE4 has a pretty good safegame system though for simple stuff, very usable from BP

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so you don't really need any plugin for that

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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

tired tree
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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.

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typically safer to roll your own if you need instant turn around on feature sets

full junco
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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

tired tree
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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.

full junco
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their compression is super slow, so I also use a seperate compression library

tired tree
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it used to be the opposite of compression too...used to double the file size

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but only in shipping builds

full junco
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maybe we are talking about different things

tired tree
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nah

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Compressed archives

full junco
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ok, so FArchiveSaveCompressedProxy with the ZLIB compression

tired tree
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yeah....

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the bug is fixed now

full junco
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I never saw that double the file size, but I probably also never tested it in shipping back then when I tested it

tired tree
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yeah thats why it wasn't caught

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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

full junco
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interesting

tired tree
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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

full junco
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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

tired tree
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ARK had it in early builds too

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they had an alternative compression that was faster

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but yeah, i rolled my own anyway

full junco
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for small stuff (like stuff you usually send over network) the speed is quite fine

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but when you start compressing megabytes, it becomes pretty unusable

mighty carbon
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so, all that being said, is Rama's plugin good?

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I don't want to roll out my own system if his system is robust and featurefull

full junco
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if no one here has used it, no one can really tell you if its "good"

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I think you should spend a few hours with the regular UE4 savegame system before you just buy some plugin

mighty carbon
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I don't have time mate.. I'd rather focus on art/design/gameplay than some system that can be purchased on the Marketplace ๐Ÿ˜‰

full junco
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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

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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

supple pawn
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This is pissing me off.

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There is nothing in third plane

mighty carbon
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@full junco by the same token I shouldn't use MordenTral's VR plugin, or even UE4, cuz it takes time to figure out ๐Ÿ˜‰

full junco
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no, mordentrals plugin is doing way more than adding one node

supple pawn
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Why is adding Nav Mesh is SOO COMPLICATED?!

full junco
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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

supple pawn
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Why is it so necessairly COMPLICATED?!

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2 minutes ago, everything is working

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now nothing work

full junco
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@supple pawn restart UE4

supple pawn
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thanks

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it works

full junco
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I knew ๐Ÿ˜„

glossy agate
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Realized I forgot to show off the P90 dang. Had 2 mags for it and everything

supple pawn
jaunty shell
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Wow you do VR dev @supple pawn ? :o

supple pawn
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I dont know... I guess? I'm trying VR :v

jaunty shell
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Mostly know you from your awesome TF2 vids

supple pawn
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But I fok up the basics

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Now I'm mostly know from Warframe vids

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Silly vids

jaunty shell
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Yeah not into warframe much but I still enjoy them quite a bit :)

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Well welcome amongst the be devs then

supple pawn
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Thanks

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I have 0 knowledge about game making

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So, It's gonna be fun :D

jaunty shell
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Well you're in for a good ride for sure :p

supple pawn
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Is creating VR easier than normal games?

jaunty shell
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If you have any questions don't hesitate to ask

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Naw

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It's the same but different

supple pawn
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ok

jaunty shell
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What kind headset do you want to dev for ? Mobile or PC ?

supple pawn
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PC

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I have Oculus Rift (like my avatar)

jaunty shell
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Aight, and do you develop to release something or just to discover VR dev ?

supple pawn
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For now, I want to learn&discover new possibilities

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I'm not planning on releasing a game/test/demo/experience yet

jaunty shell
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alright

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Have you seen the few starter packages developped by the community ?

supple pawn
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?

jaunty shell
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like this package

supple pawn
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oh

jaunty shell
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its a good starter pack that improves the already existing VR pawn in UE4

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and you can learn how blueprints work aswell

supple pawn
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I checked Runeberg VR pawn thingy

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It was ok but I couldnt setup collission

jaunty shell
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got a link ? thinkW

supple pawn
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hold m89

jaunty shell
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thanks

supple pawn
jaunty shell
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looks quite a bit advanced already

jaunty shell
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hmmm maybe

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if this is your first time doing gamedev

supple pawn
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It is advanced.

jaunty shell
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you can try doing a few tuts from the official Epic Doc

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to learn how blueprint stuff works and how to handle the engine globally

supple pawn
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This is the first time gamedev doing.

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I'm simply tired of games that I see on Steam

jaunty shell
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hah, ikr

supple pawn
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Early Access , OpenWorld , Unfinished , Pay now - finish never games

jaunty shell
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EA is a great opportunity for emergent game studios, but shovels so much shit into buyers mouth

supple pawn
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Funny story, bro gave me a chance to play SuperHOT VR. I've become addicted to it ๐Ÿ˜Ž

jaunty shell
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was it your first VR experience ?

supple pawn
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first VR game experience

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there have been other VR demos

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but superhot VR was the first VR game bro showed me

hard light
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lol

wicked oak
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its investor bullshit

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i guarantee that

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just yet another product that doesnt even work, but they hype it somehow to then get investment money

hard light
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it'll have a number of use cases, but the article is extremely hyperbolic

wicked oak
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at best, its the typical "focus/nofocus" switch

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ive seen plenty of those

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ive also seen WAY cooler stuff than that

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a while ago

hard light
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it can act as an interface device for paraplegics, but the range of inputs will be quite small

wicked oak
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and those guys were doing actual live demo

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basically they had a lot more sensors, and it could be trained to do "forward/backward/up/down" and move a virtual cube

jaunty shell
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hah, we had the same reflection with my boss this morning @wicked oak

wicked oak
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remember one thing

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this stuff

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has no value

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its all speculative

jaunty shell
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yeah absolutely

wicked oak
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the trick is that they would trick investor wave number 1

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into giving them money

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then they do cooler shit

jaunty shell
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then run with the wave 2 money ๐Ÿ˜‚

wicked oak
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and then, investor wave 1 sells the stuff to investor wave 2

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investor wave 1 gets their money back + extras

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founders also

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there can be more waves

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but its basically a pyramidal scheme

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the company was never worth anything to begin with

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thats pretty much how the mayority of silicon valley startups run

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they are never worth anything

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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

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until the last wave of investors realizes the company was never worth a dime

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and it crashes

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like discord at the moment lol

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or uber

hard light
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Twitter has still yet to ever make any real money, lol

wicked oak
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yup

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and uber and discord run exclusively of investor money

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they are deep in the red

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but its like cryptocoins

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they are worth what people think they are worth

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investors trade their shares with each other, and allways hype the company so they sell it for more

hard light
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let them juggle their money around on value gambling

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it means the consumer gets a load of cheap innovation or otherwise free software

wicked oak
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yah

alpine torrent
mighty carbon
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no price though

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probably out of reach for small filmmakers

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btw, back to Blender talks.. I am planning on getting Akeytsu for character animations and keep Blender for modeling/rendering/effects.

wicked oak
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@mighty carbon highly doubt that software is better than blender for animation

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blender animation tools are world class

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just the fucking fbx export..

mighty carbon
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it is better

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it has walk/run/etc. cycles designer tool

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much easier to work with than Blender and it exports UE4 compatible rigs (in fact, they just added UE4 rig into the app)

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it has layered animation, which Blender lacks severely

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basically you'll spend a way less time animating in Akeytsu and getting better results than you'd get in Blender

sly elk
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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?

mighty carbon
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have you tried precomputed occlusion culling ?

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or rather, visibility

sly elk
wicked oak
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@sly elk enable instanced stereo

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that would make sure that you arent doing twice the drawcalls

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but its slightly slow on the GPU side

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@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

cursive bolt
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This is what I was looking for! ๐Ÿ˜„

sly elk
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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

glossy agate
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@cursive bolt Just watched it. Looks like you gotta add in the head still, but that tut was pretty good!

cursive bolt
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Oh yeah, Ryan. It's not a 100% answer to what I need, but it's a part of it ๐Ÿ˜ƒ

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But where's the fun in having complete answers, eh? Got to be some puzzling involved.

glossy agate
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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

mighty carbon
mighty carbon
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folks, do you think 4.17 is going to be released pretty soon ?

wintry escarp
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prob before sept

tired tree
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really soon

mighty carbon
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cool

silk lodge
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It has some really handy stuff

mighty carbon
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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.

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Akeytsu is kinda like CAT, but standalone.

silk lodge
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I haven't used these character animating tools

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I just like the renaming and collision export

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I've avoided character animation my entire life

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not to say I haven't done it, I just avoid it.

mighty carbon
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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.

silk lodge
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yeah, I'm sure a specialized tool would do way better

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I haven't ever heard of any games doing anim with blender

sly elk
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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?

mighty carbon
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maybe there is

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I'd recommend supplying anims with/for hands, for Rift and Vive

sly elk
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not just an easy drop in for the tom looman template?

mighty carbon
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well, why buy if one can use easy drop in from existing free template ? ๐Ÿ˜ƒ

sly elk
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Because the ones that come with the template look terrible?

mighty carbon
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I haven't seen those per se, but MordenTral's template has nice robot hands. Just not animated in any way.

tired tree
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nop

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mine are the template ones

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I didn't do anything special

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thats on users ends :p

wintry escarp
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how hard is it to swap out the hands?

jaunty shell
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@wintry escarp it's just an enumeration on your vrcontroller component

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Enum*

tired tree
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pretty sure he meant hand meshes

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and its easy

jaunty shell
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yeah, just change the static mesh when swapping ๐Ÿ˜‚

real needle
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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

real needle
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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)

fringe umbra
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4.17 will be very soon

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Rumor has it

jaunty shell
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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 โ€ฆ

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looks neatsauce

wicked oak
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half a million polys

wintry escarp
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getting there, just the eyes give it away

glossy agate
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Pretty impressive. Shouldn't be long before VR Porn catches up

jaunty shell
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@wintry escarp "eyes are the reflection of the soul", guess its time to add the soul module to these AIs ๐Ÿ˜„

wintry escarp
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not enough movement in them

tired tree
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@fringe umbra lurking the VR section now are we?

alpine torrent
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@fringe umbra rumor has it that you have pizza when 4.17 is out

glossy agate
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I thought MP summer sale was till the 5th. Looks like its already over before I got to buy the last thing I wanted

mighty carbon
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has anyone tried it yet ?

glossy agate
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Looks dope

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Supposed to release on Steam today, but its not out yet

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Anyone try Gunheart yet?

mighty carbon
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I was going to buy it, but people say in reviews it has no true SP yet

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so I am not buying it until they polish it more

glossy agate
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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

mighty carbon
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oh yeah, that's was the issue - no way to make private session where no one can drop in.

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and I don't want for random people to interrupt my short gaming session ๐Ÿ˜ƒ

glossy agate
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Haha, random mouth breathers making all kinds of noise into the mic

wicked oak
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what the fuck man

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no solo mode?

glossy agate
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Nope, but you could also kindly ask people coming into your session to GTFO

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My only issue is the price on it for EA. What's it gonna be at final release?

wicked oak
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man, and i was scared to death of that one

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who the hell doesnt add a solo mode...

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even if its a coop game, it should have some simpler mode for solo play

lament bay
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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

wintry escarp
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you want to enable the forward renderer for vr don't you

lament bay
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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

sly elk
tired tree
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looks great

mighty carbon
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hah

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I wonder why they changed their mind

storm hare
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hey everyone, anyone knows how to use dedicated server and still be able to do VR preview?

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when I check dedicated server the hmd stops working

wicked oak
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@storm hare ur out of luck

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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

mighty carbon
wicked oak
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had to create a fairly complex "devices" screen for my game

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becouse damn psvr can only track 2 devices at the same time

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but i couldnt find a way to get the connected stuff

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would be so much easier if i could get the devices connected, even if they arent tracking

mighty carbon
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I thought you have already released your PSVR game o.O

wicked oak
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nah, im late as fuck

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USA release will be this 29th

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if everything goes as expected

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im finishing the build for QA

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today i submit the "gold" version to sony

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it will probably fail, i would be the only one ever to pass it at the first try

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then, i do QA again the 13th

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i guess ill be able to pass that second QA just fine. Then to release

mighty carbon
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good luck

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btw, is Killing Floor for VR made with UE4 ?

sly elk
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@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?

wicked oak
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1.5 million right now

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more or less

sly elk
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hey thats good. I guess sales have been steady

mighty carbon
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interestingly enough, folks at my work have their PSVRs collecting dust

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after trying PSVR, they resorted back to non-VR games and got Vive or Rift and play that more than PSVR

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(got only 2 people with that, but nevertheless it's interesting to hear their stories)

sly elk
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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.

wintry escarp
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rift must have just doubled its user base

alpine torrent
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in holiday 2017 VR get more bigger

glossy agate
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Yeah I think holiday this year will be good for vr with FO4 and doom vr. Hope they advertise it a lot.

sturdy coral
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@storm hare there is a pull request to fix that on github, don't have the link but you can search it

mighty carbon
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Asus ZenFone AR is now available in US (only through Verizon ๐Ÿ˜ฆ )

sly elk
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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.

tired tree
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@sly elk Interfaces

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solve all such problems

sly elk
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Yeah, I figured that was going to be the answer

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i need to learn to use them at some point anyway

pearl tangle
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you can also get the collided object and just grab the value from it too @sly elk

sly elk
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I would need to cast, right?

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The bool is stored in a parent class, in game I have hundreds of different child objects from that base class

mighty carbon
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bam!

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$1500

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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

wintry escarp
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balls to that

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are rechargable AA batteries ok on the touch controllers or do they wear down very fast?

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that vr thingy has a non removeable battery

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and no hand controllers

mighty carbon
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why do you need rechargeables ? I still have standard batteries that came with Touch and they have full charge

wintry escarp
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ive used 2 sets so far

mighty carbon
#

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

wintry escarp
#

I know, you just buy rechargeables and a recharger

mighty carbon
#

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

wintry escarp
#

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

pearl tangle
#

@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

tired tree
#

@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

glossy agate
#

That snapdragon HMD thing, looks like it was designed in the early 90's. Really ugly haha

mighty carbon
#

lol

glossy agate
#

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

sly elk
#

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

odd garnet
glossy agate
#

@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.

sly vortex
#

How do I set widgets up in VR where it use the whole VR camera?

supple crag
#

VR is best

tired tree
#

@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.

mighty carbon
#

another one of those to rake up investment ?

tired tree
#

lol...that one guy is a terrible actor

jaunty shell
#

uuh

#

whats that sheet of paper on the gun for ? xD

wicked oak
#

@mighty carbon top down scifi intensifies

mighty carbon
#

doesn't sound too exciting

#

sounds like it needs a PC with minimum specs the same as for Rift

wintry escarp
#

it will

mighty carbon
#

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

wintry escarp
#

no, it will need the same pc specs if its driven by the pc

#

they'll all pretty much need the same

mighty carbon
#

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 ?!

alpine torrent
#

you get more with less money

wintry escarp
#

inside out tracking is useful but no controllers means you may as well use a gearvr

alpine torrent
#

those controllers are seperate or if you have bundle

#

seems like oems dont make they own inside out controllers

mighty carbon
#

how is it useful, @wintry escarp ? It's easier to setup, but after that all benefits are gone.

wintry escarp
#

sensors are a pain the bum for me cos the space is so tight

alpine torrent
#

the cameras in it map your space where you are

mighty carbon
#

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.

wintry escarp
#

strange to cover it in cameras for the tracking then not do AR

alpine torrent
#

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

mighty carbon
#

I am happy with Rift

#

has anyone tried Gunheart yet?

#

I am now torn between that and Killing Floor ๐Ÿ˜ƒ

glossy agate
#

I want killing floor. Gunheart got mixed reviews so I'm holding off

mighty carbon
#

aye, also sounds like it doesn't really have a campaign, but KF does

compact kettle
#

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?

normal thorn
#

there is default projects to start from that have VR ready to go.

#

start new project, one of the templates will say VR

limber rose
#

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 ๐Ÿ™ Any studios or people @grizzled thunder and I should connect with?

alpine torrent
#
The Official NVIDIA Blog

Whether itโ€™s 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 โ€ฆ

wintry escarp
#

smells of a gimick

alpine torrent
#

@wintry escarp now add HP mixed reality HMD to it and boom

glossy agate
#

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?

alpine torrent
#

outside in you perhaps need 4 lighthouses

sturdy coral
#

@glossy agate next gen of lighthouse will be tileable

#

right now you can only use 2

glossy agate
#

Guess my hopes and dreams will have to wait

sturdy coral
#

one of the MS headsets might work with it now in a warehouse

sturdy coral
#

I think I just found a major UE4 performance regression in the steamvr plugin...

#

affects all existing released games

plain glade
#

hi there

#

Why I cant change base eye height?

#

I m using htc vive also

alpine torrent
#

@glossy agate or wait then inside out ones come

sly elk
#

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

sly elk
mighty carbon
#

@sturdy coral what about Oculus performance ?

mighty carbon
#

@glossy agate did ~4 hr session in Lone Echo last night. I am becoming Ginger Ale believer ๐Ÿ˜ƒ (I buy unfiltered natural ginger ale; not the generic crap made of chemicals and HFCS)

sly elk
#

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

mighty carbon
#

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

sly elk
#

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

mighty carbon
#

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 ๐Ÿ˜ƒ

#

I played RR for like 3 hrs and didn't have any issues thanks to teleportation locomotion

#

games with WASD locomotion suck.. ๐Ÿ˜ฆ For me personally it doesn't add to immersion and making me sick instantly

sly elk
#

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

mighty carbon
#

IMO teleport + room scale + climbing is the only right way to do it.. Or zero-G like Lone Echo and others.

mighty carbon
#

so, AAA VR games are no different from AAA PC games - bugs get overlooked and never fixed :/

sly elk
#

thats true for all big pieces of software

sturdy coral
#

@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

mighty carbon
#

odd :/

sturdy coral
#

I'm not sure CV1 has much of a need for one, I can mostly see to the edges of the screens

real needle
#

@sly elk I thought you meant Rec Room first and was like: MODS!?

mighty carbon
#

oh, I see what you are talking about @sturdy coral

glossy agate
#

@motorsep#8292 gonna get some for my wife. See if it helps her when she tries one of my bad experiments haha.

mighty carbon
#

๐Ÿ˜„

#

btw, watched video of someone playing Gunheart - wasn't impressed ๐Ÿ˜ฆ

glossy agate
#

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.

mighty carbon
#

hopefully KFI is good

full junco
#

@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

sturdy coral
#

@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

full junco
#

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?

sturdy coral
#

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

full junco
#

how often will you edit that message? ๐Ÿ˜„ its confusing

sturdy coral
#

There :p

full junco
#

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

sturdy coral
#

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

full junco
#

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

sturdy coral
#

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

full junco
#

crc check means new steamvr version can always reduce performance of all old UE4 games, right?

sturdy coral
#

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

full junco
#

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

sturdy coral
#

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

full junco
#

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

soft beacon
#

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

fair hearth
#

I'm just gonna guess here, but could you potentially attach the head bone to the camera?

sly elk
#

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

gilded oyster
#

stop trying to prematurely optimize, and if you want something to happen every .2s, use a timer

sly elk
#

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

gilded oyster
#

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

sly elk
#

Custom event + timer is cheaper than tick + delay then?

gilded oyster
#

Yeah, and its also much cleaner

glossy agate
#

Yeah use set event by timer and just call it at begin play.

sly elk
#

cool easy enough

#

thanks

sly elk
glossy agate
#

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.

sly elk
#

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 ๐Ÿ˜ƒ

#

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

glossy agate
#

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.

mighty carbon
#

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 ?

glossy agate
#

Probably dont wnt to force angle in VR. The reset orientation and position lets you set a yaw value though

sly elk
#

forcing a camera angle ought to be okay if the transition is made right.

#

like fade out fade in

mighty carbon
#

yeah

#

I have fade in/out

#

so I need to force angle when player sees pitch black screen

sly elk
#

Are you jumping to a logo or menu?

mighty carbon
#

black room.. where I will show "The End" ๐Ÿ˜ƒ

sly elk
#

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

mighty carbon
#

I tried using tracker locked stereo layer component in player's actor, but it doesn't track at all

sly elk
#

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

mighty carbon
#

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

glossy agate
#

Setting the yaw should just work on that, so they face where the writing is

sly elk
#

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

full junco
#

@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?

sturdy coral
#

@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

sly elk
#

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?

sturdy coral
#

I'm going to slip that in into the same pull request

#

@sly elk for 4.17?

sly elk
#

im on 4.16.2 but I can switch to 4.17 easily enough

glossy agate
#

@sly elk on the same PC or over the internet?

full junco
#

@sturdy coral great! it isn't a big change, right?

sly elk
#

same PC. Like making a game that non VR people can also play

sturdy coral
#

@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

glossy agate
#

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

sly elk
#

oh okay. Thanks. I will look into that

full junco
#

@sturdy coral nice, so once you have it fixed, if you show me the code I'll test it ๐Ÿ˜„ free performance is always great

sturdy coral
#

yeah I'll send you a github link when I have it in

full junco
#

I will test on 4.15

sly elk
#

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

glossy agate
sturdy coral
#

@sly elk something to be aware with with separate processes: VR UMG/Slate widgets no longer work if the viewport doesn't have focus

sly elk
#

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)

sturdy coral
#

@sly elk oh that's much easier

#

look into robo recall's 2d testing mode

glossy agate
#

Oh that shouldn't be too hard. @odd garnet made the game dark that does that.

sturdy coral
#

but yeah, couchknights has it too

odd garnet
#

Hello

sly elk
#

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

odd garnet
#

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

sly elk
#

Im curious if you are willing to share this info- Do you know how hte audience splits for VR or non VR?

odd garnet
#

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

mighty carbon
#

all good, that method of using anchor worked

#

hopefully will submit to Oculus in a couple of weeks

#

but not for UE4? :/

#

pretty cool

full junco
#

@mighty carbon "The initial implementation is specific to Unity, but it shouldnโ€™t 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"

mighty carbon
#

so it's no use for mobile VR

wintry escarp
#

i thought new 10xx gpus could render multiple views at once anyway

mighty carbon
#

@full junco so what's with Vulkan in VR in UE4? Coming in 4.99 ?

full junco
#

@mighty carbon working in 4.17 (steamvr), but with bad performance

mighty carbon
#

any word when we get superior performance ?

full junco
#

rolando from epic gave a talk 2 days ago about where Vulkan in UE4 currently is and where it goes

#

there are no dates though

#

I don't really expect better performance than D3D11 until 4.20 or so

mighty carbon
#

ouch

mighty carbon
#

So, just finished Lone Echo... Amazing experience.

#

definitely put in more than 4 hrs. Probably 8-10 hrs easy.

mighty carbon
#

so, I tried playing 2D games in Bigscreen - it sucks :/

sturdy coral
#

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

mighty carbon
#

@sturdy coral are you talking about Lone Echo ?

sturdy coral
#

yeah

mighty carbon
#

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

#

๐Ÿ˜ƒ

sturdy coral
#

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.?

mighty carbon
#

that is a gameplay.. it's a cinematic story driven game. Not a sandbox, not a MMO..

sturdy coral
#

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

mighty carbon
#

o.O

#

so you aren't impressed by immersion? environments? interactivity? daaammmmnnnn, you are jaded ๐Ÿ˜ฆ

sturdy coral
#

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

mighty carbon
#

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 ๐Ÿ˜ƒ Actually, I think it's one of the few non-shooting games I ever played ๐Ÿ˜›

sturdy coral
#

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

mighty carbon
#

anyhow, time to watch Game of Thrones ๐Ÿ˜ƒ

clever sky
#

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.

full junco
#

@sturdy coral fix done yet? ๐Ÿ˜€

sturdy coral
#

@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 ๐Ÿ˜›

full junco
#

PRs need to be done on master, yeah

#

that's not 4.17 though

#

you need to really use the master branch

sturdy coral
#

yeah I'm doing it off of that, whatever it is it is mostly triggering a full rebuild

full junco
#

I would expect that modifying steamvr stuff should build quickly

sturdy coral
#

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

full junco
#

@sturdy coral I use 2017 for a year or so now

sturdy coral
#

yeah I've been using it a long time too, I must have done something wrong

full junco
#

you need to set it to 2017 in the project settings too

sturdy coral
#

I'm just building the editor from scratch without a project

full junco
#

ah, did it generate a 2017 sln?

#

maybe it did and you tried to open that with 2015?

sturdy coral
#

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

full junco
#

ok nice

#

I don't have 2015 installed any more, so that prevents stuff like that

sturdy coral
#

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

full junco
#

@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

wintry escarp
#

4.16 and 4.17 got VR issues? guy on forum says it crashes or goes haywire for him on a 1070

full junco
#

@wintry escarp that guy probably didnt install his drivers correctly or whatever

wintry escarp
#

is vr better on NVidia? ive waited so long the new amd cards are due out

full junco
#

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

wintry escarp
#

more power draw again, I thought they were trying to fix that

mighty carbon
#

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.

mighty carbon
#

interesting

jade saffron
#

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)?

jaunty shell
#

@jade saffron Maybe the spectator mode available in 4.17 is the answer you are looking for

mighty carbon
#

4.17 was quietly released on Monday... Odd, as I recall releases usually happened on Wednesday

sturdy coral
#

@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

sturdy coral
#

@full junco someone else made a pull request already:

tired tree
#

thats been hardcoded in there for so long....

sturdy coral
#

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

jade saffron
#

@jaunty shell yeah I think that's it, I'll check it out, thank you!

tired tree
#

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.

sturdy coral
#

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

tired tree
#

well the mask can change anyway right?

#

so its technically incorrect regardless to hard code it

sturdy coral
#

@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

tired tree
#

future headsets could not work with a hard code though

#

its something that has to be fixed for long term

sturdy coral
#

yeah, but you can get the model name right?

tired tree
#

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

sturdy coral
#

what do you mean?

mighty carbon
tired tree
#

oh, wait, steamvr is currently still returning no mask in cases?

sturdy coral
#

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

tired tree
#

.....the standard can't come early enough

sturdy coral
#

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

glossy agate
#

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.

mighty carbon
sturdy coral
#

@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

sly elk
#

@glossy agate im reading through the documentation for them now and hoping they will help me put together a trailer video more easily

urban shell
#

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

normal thorn
#

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

sturdy coral
#

@normal thorn yes

#

Your issue is probably shadows

normal thorn
#

all baked

#

no dynamic at all

sturdy coral
#

Static or stationary light?

normal thorn
#

stationary b/c I have characters that need lighting

#

but they cast no shadows

sturdy coral
#

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?

normal thorn
#

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

sturdy coral
#

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

normal thorn
#

blend stuff meaning like addative matertials?

sturdy coral
#

Like blending between grass and dirt

#

Even on areas that are 100% grass you will waste bandwidth reading the dirt texture

normal thorn
#

ah good to know

sturdy coral
#

Areas that are some percentage of both always have to read both

normal thorn
#

probably not it this time but definitly good to know

sly vortex
#

Any one know any good videos on how to make widgets in vr

sturdy coral
#

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

sly vortex
#

@normal thorn could be partical effects

normal thorn
#

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

urban shell
#

@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.

normal thorn
#

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

urban shell
#

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

normal thorn
#

masks kill framerate?

#

I use masks in my foliage

#

opacity masks

urban shell
#

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

sturdy coral
#

@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

normal thorn
#

the "Treat as background for occlusion" check box?

sturdy coral
#

I think that's it, tool tip should say something about ground planes and skyspheres

full junco
#

@sturdy coral interesting!

#

so some shaders still run everywhere no matter what the mask says?

sturdy coral
#

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

full junco
#

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

sturdy coral
#

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

full junco
#

@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?

full junco
#

I updated the openvr sdk to 1.0.4, only has minimal API changes, seems to work fine

sturdy coral
#

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

full junco
#

yeah it was added in 1.0.4

mighty carbon
#

anyone with Gear VR here ? (besides @wintry escarp )

odd garnet
#

Oh god how do I leave the VR editor

sturdy coral
#

@odd garnet there is a separate hotkey for it, I can't remember it

#

Ctrl Alt tilde or something

odd garnet
#

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

mighty carbon
#

@tawny storm what happened to your random name generator for UE4 ?

odd garnet
#

This new spectator screen is awesome

granite jacinth
#

Aye it is

#

No more hacks

odd garnet
#

I gotta adjust the light sensativty

jaunty shell
#

I want to move to 4.17 but...

#

muh vrworks ๐Ÿ˜ฆ

full junco
#

I would also like to use 4.17, but I will definitely stay on 4.15 for quite a while

sturdy coral
#

@full junco did you have merge conflicts with 4.16?

#

or just didn't want the testing burden

full junco
#

@sturdy coral I would have a million merge conflicts, yeah. I probably did ~100 commits to the engine or something like that.

dusky moon
#

I just migrated to 4.17 and I'm getting weird heavy stutterings with my Oculus even on 11ms ! wtf ?!

jaunty shell
#

@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

dusky moon
#

@jaunty shell Ah Thanks! I'm at 382.33 ... so it will be fixed with that driver ?!

jaunty shell
#

well

#

the problem appeared with versions later than 382.53

#

soo

#

๐Ÿ˜ฌ

dusky moon
#

oops!

#

god

#

shall we wait for a hot fix then ?

jaunty shell
#

might be on oculus's end then, cause I have no problem on the vive with 4.17

dusky moon
#

ah so lemme test with my vive ...

#

if so it might be from oculus sdk

wintry escarp
#

rolls back driver

dusky moon
jaunty shell
#

@wintry escarp I had to reinstall steamVR after the driver rollback ๐Ÿ˜‚

mighty carbon
tired tree
#

@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

full junco
#

@tired tree I did not try that yet

tired tree
#

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

full junco
#

why is it easier to track down bugs that way?

tired tree
#

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

full junco
#

I can't quite follow you?

#

whats "the other way"?

tired tree
#

merging 4.17 into 4.15?

full junco
#

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?

tired tree
#

because you can apply that diff to 4.17

full junco
#

sorry, I'm tired, makes my brain slow at understanding stuff ๐Ÿ˜„

tired tree
#

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

full junco
#

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

tired tree
#

yup

wicked oak
#

they remade the oculus plugin completely in 4.17

tired tree
#

but its a ton less work to sort through

wicked oak
#

and FINALLY proper stereo layers

#

and the mirror modes

tired tree
#

i'm not happy with the world locked stereo layers they finally finished adding in

wicked oak
#

can you do depth on the layers?

#

like making them have depth testing with the world

full junco
#

didnt oculus always had quite proper stereo layers and vive was the one with the issues?

tired tree
#

they don't take into account player movement

wicked oak
#

this is a huuuuuuuuuuuuge issue with me

tired tree
#

the depth of stereo is specific to the oculus API

wicked oak
#

becouse if i use a stereo layer in PSVR, it renders above everything

tired tree
#

steamVR doesn't support it

wicked oak
#

and that means that is an instant TRC fail in ps4

tired tree
#

doubt psvr does

wicked oak
#

due to the stereo disparity

#

wich is forbidden

#

PSVR doesnt have stereo layers

#

at all

tired tree
#

and the in engine defaults def don't

wicked oak
#

ue4 just implemented them in the engine itself

tired tree
#

yeah, they are just drawn onto the target after everything else

wicked oak
#

well, damn

tired tree
#

no depth

wicked oak
#

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

mighty carbon
#

are you saying Stereo Layers don't support depth? I recall they do on Gear VR

tired tree
#

oculus only

wicked oak
#

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

tired tree
#

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

wicked oak
#

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

tired tree
#

nah

wicked oak
#

this for a face locked layer

tired tree
#

it was rescaling to largest of an axis

#

that is fixed in 4.17

wicked oak
#

oh

#

what the fuck

tired tree
#

it wanted a square target

wicked oak
#

once i send the ps4 version ill upgrade to 4.17 to add the scores to the screen for spectators or similar

tired tree
#

I had to remove that code when moving to 4.17 because now its working correctly

wicked oak
#

good

#

too bad i really cant move engine ATM XD

#

i need to check the TRC stuff

tired tree
#

at least you know how to actually "fix it" now in that version though

wicked oak
#

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

mighty carbon
#

lol, people bitch about Senua's Sacrifice facial capture and the whole overall concept and mechanics.. Odd..

wicked oak
#

its pretty much a movie

#

nothing wrong with that

mighty carbon
#

they say mocap is horrible

#

yet mocap was done with top notch equipment and UE4

wicked oak
#

everything ive seen looks fantastic

mighty carbon
#

I know

wicked oak
#

the whole game looks incredible

#

its getting good reviews all across the board

mighty carbon
#

just saying that if people bitch about high quality content that was meticulously made and crafted, no wonder they shit on everything else :/

wicked oak
#

they shit on everything

mighty carbon
#

oh, that was on Twitter... I didn't read reviews yet.

wicked oak
#

lol looking at the reviews, the character is off her rocker

#

completely insane with second voices and similar

mighty carbon
#

supposedly some scientists and researches were involved (from the neuro-something field)

wicked oak
#

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

mighty carbon
#

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

wicked oak
#

what game?

tired tree
#

wheel of time was great

#

shame about the last book

wicked oak
#

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

tired tree
#

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

wicked oak
#

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

mighty carbon
#

@wicked oak The Wheel of Time was the game based on the book and Unreal Engine

wicked oak
#

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

mighty carbon
#

shooter/adventure

wicked oak
#

female protagonist too

#

just read that you played one of the witches/magicians/enchantress

mighty carbon
#

good ol' times

mighty carbon
#

omg, I can't wait to release my Gear VR experience so I can move on to PC VR dev

tired tree
#

lol, i bet

mighty carbon
#

would be nice to get all that for UE4

mighty carbon
#

what's that Asset Manager thing in 4.17 ?

#

In the release notes it looks like slot-based inventory..

wintry escarp
#

does the unity asset say it has to be used in unity?

mighty carbon
#

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 ?

alpine torrent
#

well there is vuforia but can you use those asset in unreal as you can in unity

glossy agate
#

@mighty carbon what was the problem converting to UE4? I have only done static meshes from unity asset packs. Just took a bit of material work to get it over but not too bad using Substance Painter, or manual reworking so they looked better.

#

Never tried Skeletal meshes though.