#virtual-reality

1 messages ยท Page 127 of 1

mighty carbon
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well, FBX wouldn't load into UE4.. So I had to load it into Blender, then export into FBX again. It wouldn't load into Blender either. So I had to use Autodesk FBX converter first. Then when it finally loaded into Blender, it was all jacked up. So after spending a lot of time and fixing it, I got it into UE4. Never again I will do such thing.

glossy agate
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Haha, oh that sucks.

mighty carbon
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yep

compact kettle
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hey guys, my motion controllers of my oculus aren't working (creating no input / axis events)

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Any idea why?

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I have the requires modules loaded and the HMD itself works, but all the motion controller events don't trigger anything

fair hearth
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Does your pawn have input enabled?

wintry escarp
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think NVidia will drop prices a bit when vega comes out?

tired tree
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NVidia had great prices at the start of this generation

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it went up over time

wicked oak
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@wintry escarp isnt vega already out

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and its trash

wintry escarp
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nah, some pro version was out

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game version is due next week

mighty carbon
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damn miners are to blame for prices

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so, has anyone used Assets Manager ? What is it for ? (managing assets of course, but what does it imply?)

mighty carbon
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works in VR

stoic bloom
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anyone upgraded to 4.17 and having issues with oculus rift height all of a sudden? HMD is reporting a height that puts my face in the floor, even in a fresh project using the VR template.

wintry escarp
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epic is staffed by dwarfs

stoic bloom
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lol, I guess that's one explanation ๐Ÿ˜›

sturdy coral
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@tired tree @full junco one thing you can do is make a copy of your branch, rebase it so all your commits show as a single commit, then cherry-pick that one commit into a new 4.17 branch

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that's a little bit easier than manually applying a diff because you'll get automatic merge resolution for most of the stuff and just have to handle the conflicts

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actually instead of rebasing, I think you get the single commit branch by making a new 4.15 branch, and merging your branch with "--squash" (puts the changes all in one commit)

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then cherry pick that commit into a new 4.17 branch

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I've been looking into this because I attempted to merge the nvidia vr works stuff into 4.17 for a bit last night ๐Ÿ˜›

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there were too many changes in 4.17 in the shaders for me to do it because resolving the conflicts meant knowing too much about the nvidia stuff

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I've usually upgraded across engine changes by manually cherry-picking every commit I've made, but I've gotten to the point now where too many of them are bugfixes on each other and stuff so I'll probably do the --squash thing next time

sturdy coral
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@full junco I tried turning on the visible area mesh for temporal AA, it seems to work fine.

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in PostProcessTemporalAA.cpp change all the DrawPostProcessPass calls to pass Context.HasHmdMesh(),

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instead of //false, // Disabled for correctness

tired tree
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I didn't want most of my commits to be as a single one, I wanted to check one by one to make sure they were still valid is why I did it the way I did.

sturdy coral
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ah ok, cherry-pick one by one can do that (and automatically merge the parts that don't have conflicts)

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but yeah it gets complicated if you want to fold some up into a single one and others not

mighty carbon
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looks like GPUs have dropped to original prices @wintry escarp

mighty carbon
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F####Ckkkkkkkk I hate Gear VR...

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Now Oculus broke their own system - going back from the menu to UE4 app restarts said app..

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(used to work as "pause" - you would go back to the same moment you went to Oculus menu from)

sturdy coral
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@full junco what all tweaks have you done with temporal AA? I just tried reducing the jitter width with TemporalAAFilterSize and found a bug

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gaussian respects TemporalAAFilterSize by reducing the guassian width and by decreasing TemporalAAFilterSize you can get textures to show up pretty sharp, but catmullrom (CVarTemporalAACatmullRom) is the default and doesn't do anything special to respect TemporalAAFilterSize

full junco
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@sturdy coral only relevant thing I did is to set the current frame weight higher I think

sturdy coral
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what I'm going to do is use the default the filter width if your head is really rotationally still

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but narrow it if it moves at all

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it is basically how much it jitters the camera

full junco
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what is passing Context.HasHmdMesh() in that PostProcessTemporalAA.cpp doing?

sturdy coral
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it is telling it to use the visible area mesh instead of a full quad

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for running the TAA shader

full junco
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ok, did you see it improving performance?

sturdy coral
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I haven't measured yet

full junco
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ok, then I'll measure

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I actually never looked how much time TAA takes now on my gtx 1080

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@sturdy coral all my DrawPostProcessPass inPostProcessTemporalAA.cpp are already passing Context.HasHmdMesh()

sturdy coral
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strange, mine pass false, working with 4.17 right now though

full junco
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I'm on 4.15

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and TAA is surprisingly slow still, I remember it was ~0.5 ms per eye on my R9 390 and its still 0.35 ms per eye on my GTX 1080

sturdy coral
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looks like they started passing false in 4.16

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I think they made a wrong assumption on it but maybe they hit some edge case

full junco
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TAA is by far the slowest PP thing, so anything that improves that time would be good

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I made sure I disabled everything else as good as possible

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@sturdy coral you said "by reducing the guassian width and by decreasing TemporalAAFilterSize you can get textures to show up pretty sharp", but whats the downside of that?

sturdy coral
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the downside is you hold your head really still, like you really need to almost be sitting in a chair with a headrest

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you will get some aliasing

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I gotta test it with more complex scenes

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if you want to try it (I think these vars are in 4.15)

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r.TemporalAAFilterSize .1```
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TemporalAAFilterSize is pretty sensitive, much below .1 and it freaks out, too near 1 or above and it has less and less effect (on sharpness)

full junco
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ah, not even needed to edit ther source for that? ๐Ÿ˜„

sturdy coral
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1 is the default

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yeah no need to edit, I'm going to mess with scaling the width of the CatmullRom in a similar way that they do the guassian

full junco
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I'm not really seeing much difference between 1,1 and 0, 0.1

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with 0, 0.1 it looks a bit more aliased

sturdy coral
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try with r.TemporalAACurrentFrameWeight .25

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I'm not sure, I'm testing sitting in a chair so I might be holding my head too stable

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movement might just introduce enough blur of its own

full junco
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a current frame weight of 0.25 will make the aliasing worse

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I'm currently using 0.15

sturdy coral
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what screen percentage are you hitting?

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it needs to be when looking at something with a detailed texture too

full junco
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I have no idea what screen percentage I use, pretty low. I am looking at the distance

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I think with low SP its easier to see difference in TAA

sturdy coral
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yeah, and I think with low sp this should have a bigger effect

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because a full pixel of jitter is a lot more the lower you go

full junco
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with r.TemporalAACatmullRom set to 1, I see that r.TemporalAAFilterSize 1 looks way better than r.TemporalAAFilterSize 0.1

sturdy coral
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with r.TemporalAAFilterSize 0.1 try toggling r.TemporalAACatmullRom on and off

mighty carbon
sturdy coral
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that's where i could see it was getting sharper without it and blurrier with it (opposite of what catmull is supposed to do and does when r.TemporalAAFilterSize 1)

full junco
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its super cheap @mighty carbon

mighty carbon
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well, yeah, but don't all vertices get duplicated to produce hard edges all over the place, where with all smooth look vertex count would be halved ?

sturdy coral
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yes, but the stuff is still low poly

full junco
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@sturdy coral catmullrom 0 looks way better with filter size 0.1

mighty carbon
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I guess.. I'll have to test it

full junco
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@mighty carbon triangles are pretty cheap

mighty carbon
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right, but it adds up is what I am saying.. Like, with smooth look I could have (just saying, not exact number) 1M tris, but with faceted look I'd have to have less tris to cut down vertex count

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I might be wrong, but that's how it used to be

full junco
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doesnt matter because with such a look you always have extremely few triangles

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otherwise you dont see the individual triangles

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@sturdy coral the most important thing for the TAA is to smooth the SSAO, so when SSAO isnt smoothed correctly I notice that way more than if theres some aliasing

sturdy coral
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ah yeah, I didn't try it with that

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did the visible HMD mesh help SSAO perf?

full junco
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I didnt compare before/after actually

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I dont really want to revert that change just for testing performance

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would make everything look much nicer in my case I think

sturdy coral
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@full junco 4.17 made a lot of changes to ssao, bent normals and multibounce with saturation based on bounce color and stuff

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I wonder if that made it expensive and it is even more noisy without TAA

full junco
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the bent normals and stuff probably make it more expensive

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its just bad how epic connected SSAO and TAA together

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doing a gaussian blur on the SSAO would be way nicer and allow it to be used with the forward renderer and MSAA

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I guess its still possible to do that stuff from the link I posted and smooth the SSAO with gaussian blur, but I just couldn't get it to work

mighty carbon
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I am guessing I don't have to use UE4 logo in my project

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correct ?

full junco
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yes

mighty carbon
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aye, cool..

full junco
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@sturdy coral don't they say in the commit why they changed the Context.HasHMDMesh() to false?

sturdy coral
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I have to look, can't remember if it was just a big merge blob from perforce or not

full junco
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the big merges still usually have the description for every individual commit

wintry escarp
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hmmmm, shop has 'affordable' gpus. 1060 for ยฃ260 or 1070 for ยฃ350

sturdy coral
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Says it is there to avoid uninitialized data getting accessed, I don't think it would happen for temporalaa, otherwise temporalaa itself would have a chance of reading uninitialized data. Maybe on the first frame or something if the project isn't configured with hardware clear

full junco
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@sturdy coral you should ask epic to make UE-43653 public in the issue tracker so that you can see what issue it caused

odd garnet
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is get tracked devices gone?

alpine torrent
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WonderHowTo

Developers looking to create shared experiences that support both HoloLens as well as ARKit may be able to get it working in Unity since that the engine supports both platforms โ€” though, the amount of effort it might take to get that working could be a bit much. Up to this point, Unity has been the only real approach to attempt this combination โ€” at least, until now. According to a report by MSPoweruser, UrhoSharp, a small and lightweight game engine in similar scope to the Apple SceneKit and SpriteKit, which currently supports Android, iOS, Windows (including HoloLens), and macOS, recently

wicked oak
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@alpine torrent 4.17 has support for AR kit

gentle grove
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@mighty carbon You don't have to duplicate the verts to get a hard shaded look, you can manually calculate the rate of change across the faces and use that as normals for rendering. If you don't want them in tangent space, bypass the transform at the end and uncheck "use tangent space normal" on the material

mighty carbon
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thanks @gentle grove

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speaking of AR, Apple's AR glasses are a way off based on some reports

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I am guessing Apple hopes to have a ton of AR apps made using AR Kit so that when glasses are released, there would be a lot of software already

mighty carbon
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4.18 popped up on the roadmap and it has nothing exciting yet

wintry escarp
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4.18 is looking a bit anemic

wicked oak
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what the fuck people

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wait till they fill the stuff

normal thorn
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@mighty carbon re low poly texture pack. You can also bake hard edges into normal maps and not have hard edges in the smoothing group. I remember testing that and it worked decently. Altho you'd have to rebake ever asset.

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jsut saw wyeth said that

mighty carbon
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nah, I am trying to avoid any baking of normal maps

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yeah, I'll try his method \

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@wicked oak just saying that so far nothing exciting in 4.18 road map

wicked oak
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man, they just created it

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wait till they fill it up a bit

mighty carbon
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๐Ÿ™„

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I know that

wicked oak
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maybe niagara at last?

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AR features stabilized?

mighty carbon
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all I did was reporting that 4.18 road map is up

normal thorn
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does anyone know how to improve load times for VR apps? I have a loading screen which like Roborecall is super super cheap, but I still get the steam room on level streaming only when I make a build. Play in editor is fine. I wonder if thats bc/ play in editor already has most of that in memory? Should I disable streaming textures?

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load times is wrong questions

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improve not going to steam room/out of the game

mighty carbon
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RR takes forever to load o.O

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like, to the point Oculus complains it takes unusually long

normal thorn
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yeah but once your in its smooth

mighty carbon
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ofc

normal thorn
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its also not in steam world. In oculus I don't get any issues

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so I wonder those load times is it b/c they load all textures right from the start?

wintry escarp
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nice that theyre slowly breaking ue4 into more modular sections so you can lose bits you don't need

tired tree
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ue4 has always been very modular

mighty carbon
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how is audio in 4.17 ? I don't see any tutorials about baking occlusions and whatnot ๐Ÿ˜ฆ

glossy agate
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Oh yeah, is the Steam audio plugin stable in 4.17?

glossy agate
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That phonon material setup is pretty impressive. Was something I never actually thought about.

sturdy coral
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@normal thorn make the steam room the load screen by overriding the background and setting up decorative overlays

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That's what most games do, I think RR does the Oculus equivalent

normal thorn
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how do you make the steam room the load screen? do we have accees to it?

sturdy coral
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The Lab launches and switches to entire different processes while the loading screen uses that technique

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@normal thorn you have to add it to the plugin, it is just a call to set " skybox override" or something named similar

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In steamvr

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And there is a call to force show the steam room that you can do until you know loading is really finished

uneven moon
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How do I change the size of the hand in the VR template? I replaced it with my own hand mesh but it's too large and scaling it inside the MotionController BP doesn't actually scale it in-game.

sturdy coral
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Is it the root component?

uneven moon
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@sturdy coral I tried scaling the root 'MotionController' as well as the mesh itself 'HandMesh' under that separately, neither worked.

mighty carbon
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@tired tree you'd think since it's UE4 integration, they'd make UE4 docs for it ๐Ÿ˜’

tired tree
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there is an entire manual

sturdy coral
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Look into where it does the attachment and make sure it uses attachment rule preserve scale, or inherit scale, depending on which one you are scaling

uneven moon
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Found it, thank you.

mighty carbon
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@tired tree where?

alpine torrent
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does 4.18 have AR stuff?

uneven moon
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I swear the latest version is 4.16.3?

mighty carbon
alpine torrent
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as 4.17 have experiments stuff for AR

mighty carbon
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aye, thanks... My point though is that if you haven't given it to me, I'd be unable to find it (quickly anyway).

tired tree
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its not only at the bottom of every official announcement

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but every single patch post the guy puts on the ue4 forums he links to it....

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as well as the main OP about it links to it

mighty carbon
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ah, I see it on the UE4 forum..

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okay I was wrong

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๐Ÿ˜Š

normal thorn
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@sturdy coral I can't find that skybox override, or any other way to get the steam room to stop showing up when frames drop. I see things on how to get other render theads to go on if you code it all yourself... but not seeing anything I can implement with blueprints

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maybe "-nosteamvr -nodashboard" but that seems hacky

sturdy coral
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/** Override the skybox used in the compositor (e.g. for during level loads when the app can't feed scene images fast enough)
* Order is Front, Back, Left, Right, Top, Bottom. If only a single texture is passed, it is assumed in lat-long format.
* If two are passed, it is assumed a lat-long stereo pair. */
virtual EVRCompositorError SetSkyboxOverride( VR_ARRAY_COUNT( unTextureCount ) const Texture_t *pTextures, uint32_t unTextureCount ) = 0;

/** Resets compositor skybox back to defaults. */
virtual void ClearSkyboxOverride() = 0;
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It isn't in blueprints, you have to modify the plugin yourself to call it

normal thorn
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I saw that but didn't really understand it. I'm assuming thats code only not blueprints

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I see

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crap

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hah

sturdy coral
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It might be exposed in @tired tree 's plugin, not sure

real needle
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Hmmm did Epic miss to expose ESpectatorScreenMode to the variable options?

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I can pull off and promote to var, but I can't make a new and select the data type to that enum

sly elk
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@uneven moon if you haven't figured it out already, scale the hand in the BP_Motioncontroller and then scale it again when the pawn makes the left copy

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Is there a way to stop attached physics actors from generating overlap events between eachother? I don't want them to stop generating overlap events completely. Basically, if I attach a bunch of parts together and then grab the root object they are attached to it is generating a shitload of overlap events between all the connected meshes

trim lodge
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Has anyone here tried making a vr spectator screen like in the patch notes for 4.17? I'm trying to set it up with a scene capture 2d rendering a texture to the spectator screen on event tick but it doesn't seem to be updating on my computer's monitor.

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^ this is what i'm referring to

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i'm looking for examples or tutorials too, if y'all have em

normal thorn
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thats all I know to look for so far

sly elk
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63 parts per side and for each part i have to make a BP and set a bunch of paramaters.. Plus there is a socket for every part and a bool per part.

mighty carbon
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I am guessing @sly elk isn't making a wave shooter in VR

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๐Ÿ˜ƒ

sly elk
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yeah, not a wave shooter

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lol

glossy agate
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You have any video of it in action?

granite jacinth
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Strange...

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What would cause my Vive Controllers to stop working in UE4?

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I mean literally, they were working yesterday

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And they are sync'd on SteamVR

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They DO work... as in, when I hit Steam Home button,. I see them moving about

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But, nothing in UE4

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Tried various projects/vrtemplate to test

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Fixed with a PC reboot.

sly elk
uneven moon
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Does anyone know where in the VR template the scale of the motion controller mesh is being determined? I thought I found it but that didn't work and scaling it in the viewport makes no difference during gameplay.

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The hands in-game are too large

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Adjusting the scale here makes no difference

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Somehow one is larger than the other now.

somber schooner
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So is the general setup for a spectator screen to have a second camera in the scene and get the texture from that, then render that texture to the spectator screen on event tick?

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Or is there a more efficient way of doing it?

uneven moon
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I think the default VR template has a 'Spectator Pawn', I haven't looked at it but you could check out how they set it up to work.

somber schooner
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@uneven moon i just created a new project with the vr template, where is it located?

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i don't see it in content browser

mighty carbon
limber rose
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Guys, I just played Mario Kart VR at VR Zone in Tokyo, it was amazing ๐Ÿ˜บ

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developed in UE4

mighty carbon
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nice one. @limber rose

uneven moon
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I have an animation here with 1 keyframe. I set up the frame for Frame 0 and set it, then when I go to Frame 1, there's a slight change but I can't re-do everything to be 100% exact. Is there any way to copy Frame 0 and paste it over Frame 1?

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@somber schooner I'm not sure but when I right clicked inside a BP and typed in 'spectator' it gave me a reference to it.

fair hearth
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@uneven moon the hands in the vr template are the same blueprint, however one is spawned as a negative inverse as the other, make sure the scale command on the second hand isn't changing the size.

Also, I'd recommend working with the template and putting the motion controllers in the vrpawn itself,

It takes a bit of work but it's a much better system for me at least, also helped me learn blueprints as well.

uneven moon
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@fair hearth I managed to fix the sizing but I have a new problem: because the hands duplicate they both hold a pistol, I want them to function separately with their own individual BPs. How do I do this?

glossy agate
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Just make 2 motion controller components inside of your character pawn. Easier to work with for me at least.

sly elk
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are you using the VR template?

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The attach to node on event pickup has a pin that gives the current hand. You can promote it to a variable there and use it for whatever you need to happen on that hand. For a gun pickup you would just use Event Pickup like the example cubes but add a socket for attachment location.

plain glade
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hi there

alpine torrent
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seems cool VR preview screen

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the progress and if you have mixed reality device you kinda have similar preview in it as that 4.17 VR preview screen

wicked oak
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this is what you can do with the new view modes

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check the 3rd person view

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too bad it absolutely destroys framerate

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becouse it has to render that

sly elk
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Thats awesome. I going to dig into some of this stuff soon. Is there a resolution limit on the cameras? I want to use them for recording a trailer

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Also are you updating that camera at 90fps also or doing it at 30?

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So something tricky I'm trying to find a cleaner solution to. I want to make one actor snap to multiple actors. The main use is for snapping to right and left half of the car where the receiving part is a different actor. This is what I came up with so far. Im making a left right switch bool and then doubleing up all my local functionality based on that switch: http://i.imgur.com/n93zOMO.png

somber schooner
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@uneven moon OK, I'll try that, I was able to get it set up with a scene capture rendering to a render target that I then render to the string as a texture

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Works pretty well actually

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I might write a tutorial on how to set it up

odd garnet
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@wicked oak it would be cool if you could walk in that mode too and there was like villians and pedestrians

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Theres like a mission where you blow up a huge meteor

wicked oak
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lets see where it ends once i do more stuff with it

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for now it was only a 4.17 prototype i did in like an hour

odd garnet
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But I like the idea of heros

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defending earth

wicked oak
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yeah, thats the idea

odd garnet
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earth defense force style

wicked oak
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a thing i wanted to do is punching the alien spaceships, or grabbing one and throwing it

odd garnet
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yeahhhh!

wicked oak
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basically, take it to the absolute most extreme possible

odd garnet
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One Punch Man level

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I saw this guy who had punch movement in his game

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he made it during a game jam

wicked oak
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yeah

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im thinking more making it like straight out of an anime, or maybe iron man

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but the tech requirements are quite huge, You need to build a big-ish city or it will feel small while going at those speeds

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ill see what can be done

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the current city is just RNG cubes

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tilting the hands to turn around is actually really intuitive

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the flight system is fun to use

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and its nowhere near balanced at the moment

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i was thinking on adding a fog at the pedestrian level, maybe one that kills you

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and have a limit to the vertical flying, so you need to fly around the buildings instead of just flying to the absolute top of the map

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plus an energy system to be careful of how you fly and shoot

glossy agate
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You could instance the skyscrpares to save space

wicked oak
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they are already instanced

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but its more about how the hell do you build a city

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i guess by making the game VERY cartooney, people can just gloss over the considerable disaster of the art

glossy agate
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yeah haha. SOme kind of complicated procedural system maybe

wicked oak
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maybe i just grab houdini and do proper procedural buildings

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what is very important, is to make the player fly near stuff

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if you dony fly near stuff, you dont have a sense of speed

glossy agate
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Supper aggress LOD. Maybe make the building layered by floor so you can LOD the parts far away from player.

uneven moon
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My animations don't play sometimes, sometimes they do. Earlier they did, now they don't. Any idea what's causing this ?

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Oculus

glossy agate
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@uneven moon is your gun inside your character BP?

uneven moon
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@glossy agate It's inside the Pawn I'm using, if that's what you mean, yes

glossy agate
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Seems like it should work everytime then. Is your firing logic working everytime? Cant see any from the screen cap

uneven moon
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No, the trigger events are not firing at all when I press the buttons

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It's not a hardware or software issue, either

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I have it set to 'GameMode' in settings, is this okay for a VR game?

sly elk
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i upgraded to 4.17 today and my player height is in the floor like 90% of the time. anyone else seen this?

uneven moon
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Have not upgraded yet

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On a side note, the VR template comes with a 'MotionControllerPawn' as well as the MotionControllerBP. I deleted the BP one and edited the Pawn to be my own but none of my inputs are firing. Thoughts?

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Tracking, etc. works I just can't fire off input events (trigger, grip etc.)

sly elk
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The motion controller pawn spawns motion controller BPs

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oh, your pawn is custom too

uneven moon
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my 'pawn' has the camera, motion controllers with skeletal mesh and the event graph handles rumble, inputs, animations, etc.

sly elk
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if you make a simple print hello on press, that doesn't fire?

uneven moon
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No. And during simulation, the inputs don't fire at all either

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My Event BeginPlay fires and handles height, etc. / platform compatibility

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So the BP itself is functioning

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But using the motion controller input is non-responsive. I do have tracking, though.

glossy agate
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@uneven moon go into your inputs and setup inputs to use ie right motion controller trigger = fire. Use that event to call it in your BP to see if that works

sturdy coral
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@uneven moon is your pawn getting possess properly? you probably have to set auto possess if it is placed on the map

uneven moon
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Turns out input events only fire when you have the HMD on your head. I was holding it up and looking at my monitor to test input functionality and that doesn't work (for some reason).

full junco
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its kinda funny how the primary good thing I can say about my game is that it looks really great. even though I'm a programmer ๐Ÿ™ƒ

spiral zephyr
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if you were an artist, you would at the same place say the opposite: "it looks shit but wow masterful code" ๐Ÿ˜‰

pearl tangle
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@full junco have you released yet or got a trailer up to show? You have been working on it for quite a while right?

sly elk
#

I'm an artist- My game looks good but my blueprints are a mess ๐Ÿ˜ƒ

#

I finally figured out a reliable system to deal with 1 object snapping to multiple locations. This is usually used for a bunch of the same fasteners going into an object. A few of the things that threw me off, I still need to know when all the fasteners installed so I know if the part is fully installed, I also need to prevent installing two fasteners on top of each other.

#

I made an intermediary static mesh that is just a single socket and attached that at each bolt hole location as an actor subobject. Then the fastener, in this case a wheel stud, casts to both the hub where it is bolted and the subobject actor where the socket lives. It uses the subobject actor for all the snapping function and the reference to the hub to report if it is installed and update bools there. http://i.imgur.com/0CT0y12.png

#

I have to make a separate BP for each wheel stud so that each one can update bools on the hub for stud1, stud2... so I know when they are all installed. But this allows each of the studs to go into any of the holes and prevents 2 studs from going into the same hole

real needle
#

just wanted to thank this group for all the help

#

got my game pushed out on steam, would not have been possible without the information in here and on the forums

#

the unreal community is incredible

raw portal
#

What's your game @real needle ? ๐Ÿ˜ƒ

real needle
#

It's short and simple, but I'd never made anything before so I'm happy with it

raw portal
#

That looks pretty cool, I'll pick it up when I get home.

#

How did you make the destruction if I may ask

#

Is it custom?

real needle
#

You should have fun - just be aware that is about 15-20 mins in length

#

no, it is destructible meshes in UE4

raw portal
#

No worries ๐Ÿ˜ƒ

real needle
#

although I did have to mess with the engine a bit because there were some buggy aspects to the destructibles in the old version I used (4.11)

raw portal
#

Oh? Because usually with destructible meshes you see the mesh break split and break, and here it seems like there are many little elements that get broken apart.

#

Like different meshes being held together before receiving damage

real needle
#

it isn't straightforward meshes

#

it is many nested meshes

#

not many, but I mean things are made up of destructible mesh components

#

for example, roof, wall, floor, window, etc

#

and there is a dependency thing so that you have to smahs out windows first, etc

raw portal
#

I see, I'll have to look into that since my game could benefit from this sort of destruction

real needle
#

it is definitely fun once you get it working

#

but I pulled a lot of hair out trying to get it all working

raw portal
#

That's how it usually is ๐Ÿ˜„

real needle
#

it might be better now at 4.17

#

look for tim hobson posts on the unreal answers page, and ont he forums

#

his information was priceless

sly elk
#

ugh, I started my project up and it prompted me to restore a lost file. I closed unreal normally the last time so I surpised but I let it restore. Now my project crashes when I load my map. The crash report client folder has no information for me. Anywhere else I can look?

real needle
#

there is not much documentation on this stuff, so he gave some good insights which allowed to me look at the apex stuff with more understanding

glossy agate
#

@sly elk can you roll back a version to get it working? (If you use source control)

sly elk
#

No source control here.. I should really set that up

#

i have 2 backups of the umap file

#

those both crash as well

#

oh, i foudn what is causing it to break by adding a bunch of objects to the level that does work

#

and it was the last thing I was working on

glossy agate
#

Hey, luckily that's a pretty way fix. Yeah you gotta get source control. Didn't you say you are spending like 2 years on this project or something? Good to protect it.

sly elk
#

im about 4 months into the work in unreal

wintry escarp
#

anyone got a compiled hacked lightmass?

raw portal
#

Thanks @real needle

sly elk
#

forunately I only have to replace cast nodes and remamke references on like 5 objects

sly elk
#

If anyone has time, can they please make a new VR template projecting 4.17 and see if you ahve issues with player height? For me it usually takes going into vr preview a few times

glossy agate
#

Is the steam VR cage going under the ground some?

real needle
#

watch out for overlaps with the player capsule, as well

wintry escarp
#

hmm unreal compiled but lightmass didnt

tired tree
#

@sly elk think people were reporting height issues because the GetHMDType is returning OculusHMD or something of the sort instead of what it did before. So the standing/sitting calibration is wrong in 4.17 since the node unlinks.

sly elk
#

thank you. I have been googling and haven't found anything yet. Do you have a link to a discussion on that?

tired tree
#

no I read people complaining about it in the forums

#

it doesn't effect my projects so I haven't looked into it further

sly elk
#

chaning the pin fixed it- thank you for the info

wraith sky
#

They have buttholes in the box!

full junco
#

@spiral zephyr maybe I would ๐Ÿ˜„

#

@pearl tangle I don't have it released yet and I also don't have a trailer up yet. I've been working in it for something like 1.2 years now, yeah

#

I am currently working on the trailer (recording and stuff)

real needle
#

@full junco what genre?

full junco
#

@real needle still secret ๐Ÿ˜„

real needle
#

heh, looking fwd to the reveal

#

it is neat to see the various ways ue4 gets massaged for VR use

glossy agate
#

@full junco I already guessed minecraft, and childbirth simulator. The only option left is Multiplayer team based garbage man simulator.

#

Throw trash in a truch with your team faster than the opposing team

#

Throw trash at the other team to slow them down.

#

quickly bang the lonely housewife for bonus points, and extra team slot

full junco
#

haha ๐Ÿ˜„

#

maybe you should make that game

real needle
#

this is perhaps not a very useful question, but for those of you who have seen more than one project through to completion - roughly how much quicker did the second project go? like if you were a complete newb for your first one, did the second one take ~50% the time?

full junco
#

well what does "complete newb" mean?

real needle
#

no previous experience with gamedev

#

your first project

full junco
#

sure you can create a game faster if you dont need to learn what a for loop is

real needle
#

assuming programming knowledge but at a 101 level

#

like bachelors in comp sci to start

full junco
#

well you can also create a game faster if you don't need to learn all the UE4 framework stuff, like whats an actor and whats the playercontroller doing etc

real needle
#

it feels to me like 50% should be accurate

full junco
#

just subtract the time you spent with learning, then you know how long a second game with similar size would take

glossy agate
#

Probably save no time the second project. Your scope just blows up because you are way more capable

real needle
#

that is a valid point

full junco
#

@glossy agate yeah thats what I think too

glossy agate
#

finanly find yourself able to do the stuff you thought was to hard before

full junco
#

my first UE4 game was all blueprint (and it isn't even finished) and my second game (the current one) is all C++ and I decided to change as much as possible in the UE4 source that annoys me, so obviously I spend way more time now with trying to figure out UE4 source stuff than in my first game where I just used blueprints

#

so in the first game I got gameplay stuff together way more quickly actually, but this game has way superior tech because thats where I spent the time on

spiral zephyr
#

Hope you're me in the future. Currently at about 500 various BP only projects, slowly learning enough c++ by BP proxy so i can at one point 'wield the true power of programming'. Then onto the next holy grail

full junco
#

I can't do small projects, I always try to do way too big stuff ๐Ÿ˜„

#

I hope with 500 projects you don't mean 500 different games lol

tired tree
#

engine is best about half and half anyway

twin pulsar
#

I just noticed that steam vr's forward is along -y, as opposed to UE's x forward... Has anyone noticed this or did I mess something up? The last project I worked on with the vive was several months ago and I can't remember if that was the case too.

tired tree
#

SteamVR has always been a different coordinate system

#

they have to convert between them with all operations

twin pulsar
#

ok so does it mean for a steam vr project I should roll with -y forward inside unreal?

#

as in, orient everything thinking about -y as being forward?

tired tree
#

no

#

its converted back and forth

#

use UE4's native X forward

#

only if you are directly interfacing with SteamVR do you need to worry about it

twin pulsar
#

actually I think my vive chaperone got rotated or something....

#

that migth be it

#

no idea how it happened

#

usually the "arrow" when you put the vive on without home or anything is pointing to the right of the monitor, now it is opposite.... So something got screwed must be that

#

thanks

spiral zephyr
#

@full junco i dont make games ๐Ÿ˜‰ just vr stuff, mostly audio/music things. i would guess its almost 50 different projects, but yea many many iterations of each, so way more than 500 project folders when thinking about it

tired tree
#

iterations aren't exactly different projects unless you are starting from scratch ๐Ÿ˜‹

spiral zephyr
#

yup, edited, is it clearer? im unsure of terms to use

#

so 50 from scracth or something, 328947392874 iterations all combined

#

i have 4 actual big projects going, but all these small ones are each doing one or three things so i can learn to do it in a big thing

#

im saying im a gamedev virgin with no big-scope projects done, spending my time jerking out loads of small sticky projects, that i leave to mold in boxes.

real needle
#

@Arthur Barthur#1715 mostly blueprints projects?

sly elk
full junco
#

@sly elk looks very nice

sly elk
#

Thanks. I'm hoping the visuals and a video of me assembling it all in time lapse will make some impact. I am hoping to be done with my project in about nine months to a year and I want to start building an audience now

full junco
#

ok, so the opposite of what I'm doing pretty much ๐Ÿ˜„

real needle
#

@sly elk what's the game? assembling something? that would be so cool!!

#

especially if we don't know what we're assembling

umbral hatch
#

What's the best way to have a "worn" helmet in VR? I've seen other games acomplish it, such as ADR1FT.

#

I'm guessing just have a helmet mesh wrapped around the camera, but not sure.

full junco
#

havent played any games like that, but you can just attach a mesh to the camera or a camera to the mesh or whatever

alpine torrent
#

@sly elk what you have used for a website

sturdy coral
#

@umbral hatch depends if you want the helmet attached to the head or attached to the shoulder/suit like an astronaut

umbral hatch
#

Well I want it attached to the head, like you're wearing a helmet

full junco
#

a friend who has a rift and wanted to test my game tried to play it, and it's actually crashing on a rift. I hoped steamvr would make sure that stuff that works on vive works on rift too, but it seems thats not the case

#

@wicked oak have you seen issues like that?

wicked oak
#

no becouse i dev for oculus

full junco
#

@wicked oak well you surely didn't always dev for oculus. you do have a vive lol

wicked oak
#

yeah, but i had no issue

#

default unreal oculus plugin just works

#

of course the input mappings will be off, but its fine

#

specially becouse the steamvr plugin is much less featured than the oculus one

#

for example stereo layers work on the oculus one XD

full junco
#

it seems to be the steamvr splash screen that crashes on the rift

#

I guess I should get myself a rift and just release my game for both vive and rift

wicked oak
#

you can ask oculus for one

#

they still give oculus to devs that can show they are devs

#

i mean even i got 4 dev rifts

#

and that was before touch was released

full junco
#

yeah when I said "should get myself a rift" I kinda meant "should let them give me a rift"

wicked oak
#

if you have a cool demo or at least a cool video, you can get the standard 2 kits for sure

full junco
#

I'm just not super comfortable with giving them info about my game

wicked oak
#

if your project is as cool at it seems they might even sponsor you

#

but i dont know how does that go

full junco
#

I'd be happy with 2 rifts

wicked oak
#

2 rifts is 800 dollars of hardware at the current offer

full junco
#

do they give rifts though even when I only plan to release on steam?

wicked oak
#

releasing on oculus store wouldnt be a problem, and you get extra sales

full junco
#

I dont think early access stuff works well on oculus store

wicked oak
#

one third of my sales are on oculus store. NOT releasing on oculus store is just throwing money to the bin

#

@full junco they have 3 categories

#

Gallery, Early Access, and Games

#

Gallery is indie stuff that kind of works

#

Early Access is solid games that are early access

#

Games is curated solid games

full junco
#

I don't really want much sales currently to be honest, I more prefer a small but loyal community that helps me bring the game to a "more content" state before too many people play it

wicked oak
#

if your game is technically solid, you can go on the Early Access category

#

and as long as you dont release on gallery, you will get a lot of traffic

#

Games and Early Access have only a few items

full junco
#

and I think the oculus store isnt good for much community talk, steam is better for that

wicked oak
#

and its where people go look at first

#

yeah, that is true

#

no game forums

#

but you are basically offering people to get it on oculus store

#

some people prefer that

full junco
#

without forums there isnt really a point to selling stuff there

wicked oak
#

and the extra sales of course

#

i dunno, i got 3k dollars out of oculus store

#

7k on steam

#

but its still 3k dollars i wouldnt have got if i didnt release on oculus

#

3k dollars > 0k dollars

full junco
#

I don't really need those extra sales though

wicked oak
#

one allways needs the extra sales

#

you can allways delay a bit too

#

oculus wont worry if you dont release in oculus store simultaneously

full junco
#

everone who buys the game without communicating with me about what he likes or doesn't is essentially a "wasted" sale lol

wicked oak
#

money aint wasted. And you still have all the steam communication

full junco
#

solid community s way more important to me than solid amount of sales

wicked oak
#

but the sales are "extra"

full junco
#

I dont really want to tell people on the oculus store that they should go to the steam forums

#

I will sell my game on the oculus store, but not the exact same moment when I release it on steam. I think a few months later or so is better when the game is more solid

wicked oak
#

yeah, thats what i was talking about

#

release on steam

#

get feedback

#

improve the game

#

and when its on a great technical level, you go release in Oculus Store

#

getting into Games or Early access

#

wich would give you a good amount of sales

full junco
#

and how long does it take them to answer a request for rifts?

wicked oak
#

maybe a couple weeks

#

just make sure to have a professional and cool message

#

they already get fucktons of people trying to get free rifts, and they have to filter

#

so make their job easier by showing you are business from the very start

#

same exact tactic to get access to knuckles

full junco
#

ok, so I should not send them a mail as the programmer but I'm the CEO you are saying. which is true

#

but a couple weeks is quite a lot time

#

just buying one is easier then

wicked oak
#

well, of course

#

but it aint free

#

right now at 400 dollas for the offer, its not as bad

#

i asked for them becouse touch wasnt availible at that point

full junco
#

are they at least sending them with 3 cameras?

wicked oak
#

no, just the usual pack

#

but if they send you 2 packs, wich is common

#

thne you have 4 cameras

full junco
#

yeah thats fine then

#

a couple weeks is a lot though, I hope to have my game already released in a couple weeks

wicked oak
#

oh, that soon?

#

and you arent doing marketing right now to hype people?

#

maaaaaaaaaaaaaan

full junco
#

for a month or so I'm working on the trailer now

wicked oak
#

ive already said several times that steam releases go straight into the trash bin

full junco
#

I will release the trailer the second the game is available on steam

wicked oak
#

unless you can do marketing and organize it so people buy it as soon as it releases

#

that wont work

#

you need to market the game a bit more before

#

remember steam will not give any traffic to you

#

unless

#

you have marketed it and you get a sales spike at release

full junco
#

well, so you're saying I should release the trailer one day before I release the game. would also be fine

wicked oak
#

if you get a sales spike at release, you get into the "top sellers" or "popular new games" and then you get a LOT of traffic

#

honestly i would try to marketing it months before release

full junco
#

months before release, people will just forget about it again

wicked oak
#

becouse 10 times reddit frontpage gets the game to be more known than 1 time

#

ah, but you can keep people on it

full junco
#

if I see some trailer now I will have forgot about that game in 2 days again

wicked oak
#

by doing a series of videos, or a dev blog, or something of the like

#

look at how other games market theirs. They keep releasing trailers and videos for a good time before full release

full junco
#

I'm not the kinda person for a dev blog or many videos though. I like to work 2 months on one 1.5 minute trailer thats really good, and thats it

wicked oak
#

so when they do release the final "BUY IT" trailer, people go "ah, that game finally released"

#

at least thats something ive done real wrong for my game...

#

but its what i want to do for the next

#

now ill be releasing videos and stuff to reddit and other psvr forums preparing to release

#

so people know when it releases

full junco
#

I haven't payed much attention to what other games are doing

#

only to some of those from people here in the chat, like you

#

and yes, your trailer wasn't too great

#

but you often talked about how you got a lot of views on your videos early

#

and then when you released it people weren't really that interested any more

wicked oak
#

the reason for that is different

full junco
#

so just because months before release people like stuff doesn't mean they will like it on release

wicked oak
#

that happened becouse the first videos were done while it was like the only wave shooter

#

by the time i released, like 9999999 unity wave shooter released

#

and they saturated the genre HARD

full junco
#

well yeah, that was an issue

#

but I don't think it would have been much of a difference if you would have released those videos early or not?

wicked oak
#

probably i would get less sales

#

if i didnt

#

what would get me like 10 times the sales, is if i released 1 month before

#

and that was possible

full junco
#

and when people see something first that they find awesome, they are very exited for it. 1 week later, they aren't. at least thats the case for me. so I just want that when people see the game for the first time in that trailer they find it super awesome and immediately buy it then, without any time in between

wicked oak
#

and, if i released one month before, i would have made the oculus touch launch library

#

@full junco its more about reach

glossy agate
#

If you get hype, and shown content people put that on the wishlist for alerts on release. Gotta hype a product hard before release.

wicked oak
#

yeah

#

you do that with the steam page

#

you set the steam page live a week or 2 before release

#

and start hyping the shit out of it everywhere

#

so people put it on wishlist or similar

#

and then get the alert when it fully releases

#

bonus points if you send it to youtubers

glossy agate
#

Yeah I had a big list on the last game. Turnover on VR youtubers is huge haha. Keep it updated

full junco
#

well I would have no idea though how I would "hype the shit out of it" everywhere

#

I can do a trailer, and that takes enough time. I'm a programmer, not a shit-out-hyper lol

glossy agate
#

If you have a solid pitch it's just the usual discord and Reddit groups. Banner ads also to pitch it big budget, but you need some or coverage to pull it off.

full junco
#

I am 99.9% confident that many people who see my trailer will find it awesome. I am not very confident that I can keep them interested for a week or so though

#

unless they watch the trailer every day

glossy agate
#

Check out what planeterism is doing. Just a content bank and community building. Hype is a longer term plan to get people committed to the outcome. If the game is awesome you win, and if it's no mans sky vr you still win.

full junco
#

but when you release trailer stuff without releasing the game theres also always the issue that someone else who might create a very similar game will quickly release that to be "first" @glossy agate @wicked oak

#

not saying that its likely, but its an avoidable risk when you just release the game before anyone knows you'll release it

#

is the steam algorithm the only reason to hype before release?

glossy agate
#

Nobody copycats a game till it's successful. Ideas don't mean anything unless someone can execute on it.

full junco
#

I'm talking about if someone independently worked on a similar idea

#

not that someone copies it

glossy agate
#

If the game hits you have a ton of lead time plus user base

wicked oak
#

@full junco nope not really possible

#

and if they do you can do crying marketing of "meany stole the idea" or whatever.

#

and you have a huge lead

#

they arent going to plagiarize your game in 1 month

glossy agate
#

We have a flappy bird ue4 example just because tappy bird or whatever was a shit game that got attention.

full junco
#

I couldn't blame anyone on for "stealing" my "idea", because @wicked oak you know that this "idea" I had isn't that unique

wicked oak
#

you can still hype it i guess

full junco
#

I just don't really see how to hype stuff for a long period of time (2 weeks) if there really isn't that much content in the game or anything that I could hype. luckily my game looks very good, so it looks nice in trailers

#

also, I prefer to underpromise and overdeliver

#

I think if you hype too much and people have too many expectations, that just results in bad reviews

#

I much prefer if only 100 people buy my game but like it, keep playing it and allow me to slowly grow it

#

and won't I easily get those 100 people through a good trailer posted on r/vive? I think I don't really need that steam algorithm to put me in some top seller list. or is there some big flaw in what I think?

wicked oak
#

nope

#

not enough

#

definitely not enough due to the current spam

#

if it was both r/vive and r/oculus, then maaaaaaybe

#

to put it into perspective, i have google analytics of the store page

#

posts in reddit (both sites) would get 10-15 concurrent viewers

#

steam "popular new releases" was 80

full junco
#

but your game was a wave shooter, and your trailer wasn't too great

wicked oak
#

yup

full junco
#

my game is a game that absolutely doesn't exist currently in VR (I think) and I'll have a really good trailer (I think)

wicked oak
#

your minecraft in ue4 video did get a fuckton of views

#

if you can get even one tenth of that, then its guaranteed top sellers

#

maybe post it on r/games too?

full junco
#

that thing did, yeah. something like 600k views. for a stupid blueprint project

wicked oak
#

all the "X but in unreal engine 4" gets lots of views

#

even if badly done

#

just look at the "zelda in unreal 4" kid

#

literally just default assets with a zelda character on all default filters

#

tons of money in patreon

#

at least yours was really cool

wintry escarp
#

why? Nintendo would never allow that to get anywhere

wicked oak
#

the kid is living on the edge

#

he is not only using nintendo IP stuff

#

he is also earning money from it

full junco
#

I kinda expect VR games to not do well on /r/games, because compared to regular games only very few people there have VR, so only few will upvote it, and since votes have to be high compared to the rest VR stuff cant be successfull there

wicked oak
#

but if it is a really cool trailer, then it might

#

and r/games gets a massive amount of traffic

#

even if most dont use vr

full junco
#

also, if I post something on r/games, I can't really post it at r/vive at the same time I think

#

crossposts aren't well received on reddit

wicked oak
#

oh you can

#

i can post it for yourself

#

you post it on the VR pages, and i "steal" the video a couple minutes after it

full junco
#

ok, that works ๐Ÿ˜„

wicked oak
#

its something i told people when putting stuff on r/oculus

#

as i was spamming my videos and stuff, i think r/oculus flagged me as spammer

#

not r/vive, r/vive lets devs spam all they want

full junco
#

I think they dont, fantasifall said they prevented him from posting stuff if I remember correctly

#

was quite a while ago that he said that though

wicked oak
#

then he might have spammed too much

full junco
#

so maybe in the last few months they changed?

#

I think he said even posting about updates they dont like

wicked oak
full junco
#

yeah I read that

wintry escarp
#

anyone tried the kite demo in 4.17? it seems to run very poorly

#

I just upgraded from 780 to 1070 and performance has tanked compared to before

wintry escarp
#

cant be the gpu, superposition benchmark gives it 8883 which seems decent.

wintry escarp
#

they must have changed something kite used but now performs badly

real needle
#

@full junco I started making my monster smash game before any were released. It is a guarantee that somebody else is making your game as well

#

and you just gotta keep at it, because there are only so many genres

#

basically, if you're banking on being the only game of a type you might be putting too many eggs into one basket

#

also, the steam trashbin is correct. pretty much 1:1 correlation between marketing and sales

#

there are dozens of invisible VR games being posted weekly

#

and I mean truly invisible

#

use steamspy, and look at the follower numbers

#

those give you an accurate read on how many people actually are buying. the ranges they give for owners, always take the low side as optimistic

full junco
#

@wintry escarp yes, epic made the performance of kite a lot worse with some engine version after 4.7

wintry escarp
#

ok, thanks

full junco
#

@real needle are there really "good" invisible ones?

real needle
#

nobody knows!

full junco
#

well you could look through those games

real needle
#

you're missing the point...

full junco
#

I am sure some people look at every released vr game

#

@real needle I might be, what's the point?

real needle
#

i'm saying marketing is the thing

#

inherent "goodness" doesn't matter when supply is as high as it is

full junco
#

when there is no other similar game...

real needle
#

still needs marketing so that people know to look. those who wanted it have already searched and not found it, etc

full junco
#

yeah

#

and what's the most effective marketing?

real needle
#

reddit

#

and youtube

full junco
#

what on reddit? just the obvious "posting awesome stuff about the game on r/vive"?

real needle
#

they love being teased

#

they've got thousands of dollars of gear sitting there

#

show them some pornography

full junco
#

steam doesn't allow that I think ๐Ÿ˜‚

real needle
#

lol

spiral zephyr
#

as with all forums etc, its true for reddit too.. dont come from outside and drop an attention-bomb.. Get into the culture first

wintry escarp
#

my ue4 game view should be visible inside my rift shouldn't it

#

in edit mode just for a quick look

full junco
#

I am quite active following some subreddits. not vr ones though

spiral zephyr
#

im not saying adopt reddit culture, but just hang out for a while. And honestly I woudlnt straight post to main subs myself, i'd seed smaller subs with offbeat but relevant small teasers of the thing i was building, let others repost it

#

if you have some stupid "simulation" in your game, as in neat to watch physics happening, maybe share it with /r/simulated or something

full junco
#

I've seen subs like that, yeah

wicked oak
#

i have an absolute fuckton of karma from r/games

#

due to unreal tournament 4, wich kind of comes from the Open Tournament project wich i created

spiral zephyr
#

r/games was(before i unsubscribed years ago) very game design oriented. r/gaming was the hype machine. but things change

wicked oak
#

r/gaming is the meme machine

#

its 100% memes

full junco
#

unfortunately, I don't really have simulation stuff in my game

wicked oak
#

the posts are "Look at my cosplay" "DAE remember this old gem" "look at this mario made out of cardboard" "tired meme from GTA or skyrim"

#

r/games is very, very tightly controlled

wintry escarp
#

theres a big gray ball next to me in vr, where is that coming from?

wicked oak
#

literally nazi mods, they are brutal

spiral zephyr
#

yea and you can show off a stupid bug and say "im tired of AAA bugfests, decided to do better myself:" there and it might go

wicked oak
#

the absolutely brutal mods dont want to become r/gaming 2.0, so they nuke 99% of the new posts

#

everything that isnt serious or news-ish gets nuked

full junco
#

almost as serious as r/spacex?

wicked oak
#

i dunno

#

but i do know they have deleted frontpage threads with hundreds of comments

#

becouse some random rule that "it isnt serious" or whatever

spiral zephyr
#

im mostly an internet consumer. Plan is to publish through national education program, so not looking at internet from marketing perspective. I get stuff filtered from vr subs, news sites, but mostly here and other dev forums

wicked oak
#

a few games managed to meme their way into r/gaming frontpage

#

it is definitely possible, if its a funny GIF

#

it has to be a GIF

#

youtube video wont get seen

full junco
#

I guess it's an issue that I never myself looked for vr games, so I don't know that much about what people who look for vr games do

wicked oak
#

needs to be a gif, and needs to be memey

#

@full junco inmersion and movement

#

in vr, movement = fun in 99% of the cases

full junco
#

@wicked oak I didn't mean in game

spiral zephyr
#

a year ago or so i could update latest on steam, but stopped that before xmas

wicked oak
#

its something i did wrong on DWVR, there is not enough movement

#

@full junco they look for AAA VR games

#

but ones that arent oculus exclusive

#

and they really, REALLY want some story game that takes a while to finish

full junco
#

can't deliver that

wicked oak
#

too many arcade games

#

a vr RPG that is halfway decent would be HUUUUUUUUUUUUUGE

#

too bad doing a halfway decent rpg is 100% outside of the real of indies

#

you would need some voice acting for example

#

you cant textbox everyone in vr

#

well, you could

#

but you would lose all inmersion there

full junco
#

I also didn't mean what kind of game they look for, I meant if most vr gamers actually go to reddit, which they don't I think, so where do they look. probably those websites

spiral zephyr
#

hehe, i forgot to tell, im not looking for vr 'games' at all. Im looking for vr 'apps' and experiences.

#

have real gamey game friends, and they game everywhere, mostly on phone(but also pc/vr), so if there is a phone-game with players you think would fit, could you place an ad there? Most direct channel I can think of

wicked oak
#

@full junco vr gamers looking at reddit want to see the news

#

and whats the new hot game

full junco
#

how well does ads on reddit work?

#

I think ads are shown at the top of a subreddit, so you can say show some ad in r/vive

wicked oak
#

damn well for what ive heard

#

but im not sure about posting the indie game there. You can get to the same thing with posting cool videos on the subreddits

#

in fact that probably would work better

full junco
#

well as long as you only pay per click

#

I'm just wondering what kind of person doesn't have an adblocker, and is that kind of person a good player for some game

wicked oak
#

reddit top ads dont usually get blocked

#

as they are more like a random post

full junco
#

they are always blocked for me

wicked oak
#

few adblockers block them

#

man too bad im not a full power mod

full junco
#

why would an adblocker not block an ad

wicked oak
#

damn spammer

full junco
#

if an adblocker doesn't block an ad its a bad adblocker

wintry escarp
#

ok, its some thing the player pawn makes, turned it off

full junco
#

I wouldn't have an issue paying 1k for some ads

#

if it helps building a community, sure

#

I think I never in my life deliberately clicked on an ad though, so that kinda makes me question the effectiveness

#

did anyone here ever found something useful through an online ad?

wintry escarp
#

hmmm this seems unlikely, post says I should use 2560x1200 res for rift

wicked oak
#

@wintry escarp thats for the "final" buffer

#

on the image that gets sent to the oculus

#

but thats an SDK thing

#

due to how the SDK does the distortion, its better to actually render at a higher resolution

#

1.4 times that

#

so aim for something like 3.2kx1.500

#

beyond 1.5 supersampling you start getting worse results. Basically you are just bruteforcing antialiasing at that point

#

its best to render at 1,3-1.4 resolution and use MSAA to get the highest image quality possible

sly elk
#

Has anyone done a/b testing on win10 dx12 vs win7 dx11 for performance differences in unreal VR projects? If so, anyone have specifics about what parts of cpu and gpu were faster/slower?

wicked oak
#

not sure about DX12 + vr

wintry escarp
#

I only just got a dx12 card but so far all apps report back I'm still dx11

mighty carbon
#

@wintry escarp did you get 1060 after all?

wintry escarp
#

yes

sly elk
#

Is there a way to distance cull a movable object? Ideally I don't want to pay drawcall or triangle cost on my small pieces at set distances. No need to render an m8 nut from 1000 UUs away

glossy agate
#

@full junco a lot of the benner ad is just front of mind exposure. When they end up seeing a post about it later in a FB group or something they are more likely to check it out because of the familiarity. Usually takes 10 points of contact before someone will "know" of your game. I do this in my day job a lot to get clients.

#

Sariento was pretty small budget but they did it right with the advertising.

astral dust
#

Hey everybody, new here. So Iยดm making a small ue4 cinematic scene and would to like if itยดs possible to save VR movement to an animation curve?

glossy agate
#

@sly elk LOD them down to a cube or billboard maybe? So they will still be there.

sly elk
#

if they are a cube i still pay the drawcall cost

glossy agate
#

I'm curious about this too now. I'll poke a round and see if I find anything.

sly elk
#

im going to be running right up to the edge of drawcall limits for VR with my estimated number of parts. Allowing lower end hardware to turn off dynamic shadows will help but so will not rendering small stuff at a distance. I have a ton of fasteners since every washer, nut, bolt, cotterpin is an actor

#

they aren't that many triangles but they do cost a lot of drawcalls

#

about 40% of my draw calls are on tiny meshes

glossy agate
#

Will setting draw distance in the mesh settings work? Down below LOD settings

sly elk
#

i tried that, not working so far. At least ot in the editor

#

oh, it does

#

if I turn on game view

#

thanks ๐Ÿ˜ƒ

glossy agate
#

Yeah, all that stuff has been wonky in VR for me too. Not sure if its a screen size issue or what

#

Awesome! Gotta do that in my project now because Im spawning a bunch of shells when firing. 8 people doing it at once may break the game haha

sly elk
#

also stat scene rendering confirms draw call cost saved

#

awesome

#

๐Ÿ˜ƒ

fair hearth
#

@glossy agate if you don't replicate your shells they won't appear on other players screens so you should be fine then, making it just a effect for each person's individual gun, rather than everyone's gun

glossy agate
#

True, Ill probably just have to turn off the replication on those. Thought it would look cool though

astral dust
#

Oh, sequence rec, thanks

sturdy coral
#

I bought one of the $200-off Vives just to get the weight savings over the Vive Pre.. hopefully I can sell the Vive Pre for a decent portion of the cost

glossy agate
spiral zephyr
#

ohh that looks sweet!

#

you gonna have a body as well, or will the legs be too shitty?

glossy agate
#

Yeah working on the full body next. I already pulled a bunch of anims for it. Just have to override the head and hands.

#

I say "just" but if it's like anything else it will take me another 2 weeks to get it working.

spiral zephyr
#

lol tell me about it

glossy agate
#

Found a plugin BIK that should make it easier but I'll try it myself first cause I know it's possible.

spiral zephyr
#

would love to have something like that in my stuff. Please pluginize;)
Looks very physically elaborate which is the best in VR.. I would use it with instruments and notes, not guns, though..

#

Right now the items snap to a scale/rot when placed. Any further plans/dreams? I'd imagine a pistol holster on a physics hinge(just visual part)

wicked oak
#

@glossy agate BIK gets the job done, but its closed source, even the plugin itself

#

it means you would be dependant on their updates

#

becouse if you want to change engine version

#

you cant

#

not sure if you can even use custom github version with it

spiral zephyr
#

phyics movement on pawn might be tricky, i dunno

glossy agate
#

Yeah I saw that. For me that's not much of an issue because I don't know how to modify source on anything anyway, but if I get a real programmer to help me in the future it could be a problem. Or if it conflicts with mordentrals plugin.

#

I'm not doing physics on the pawn. It just guesses positions based on contraints. The leg anims just run off the anim BP like a normal project. The extra anims I got were for the climbing crouching prone and climb up states.

spiral zephyr
#

i meant physics only on a visual representation of dangling inventory. Gonna try it myself, will probably find out that its best to fake it some simple way..

#

Too many overlapping actors on slot behind your back? (if it is driven by coll overlap)

#

head and stuff

#

nvm i have too little inf :p

glossy agate
#

Ah yeah, not sure how I'm doing that yet. Could replicate just fixed attach locations like Pavlov, or do only owner see when attached to hide it.

#

It's only 1 slot behind the head that only takes melee class weapons.

#

Also has 1 primary gun 1 secondary gun. The other 6 slots take any item besides weapons, and only weapons will attach to their weapon slots.

full junco
#

@glossy agate that kinda makes sense (the exposure stuff). how did sariento their advertising?

glossy agate
#

They had banners around Reddit and on the sites like VR focus ect. I had never heard of the game besides ads but when people mentioned it I know what they were talking about, they got a fair number of youtubers on, but not nearly as much as gorn. The way they promoted made it look like a big budget product. All they had to do was get people to know about it, then the game spoke for itself once people played it and got even more word or mouth.

#

Ended up with a small budget game that is a real contender with a bigger budget raw data for the wave shooting genre

full junco
#

@glossy agate interesting

wicked oak
#

important to note that sairento is made enterely out of store assets

#

and its same budget as DWVR

#

while i focused on the strenght of the core gameplay, they added rng elements and a bit more progression

#

their marketing was way stronger, not even close. They also were more marketeable becouse cyberninja waifus

#

meanwhile i had skeleteons XD

full junco
#

@wicked oak sure that budget was the same when you factor in what they paid for advertisements?

wicked oak
#

good point

#

probably not then

#

the game itself is very similar in size and scope to mine

#

environment being all done with bought assets, animations being from mixamo or others, and only really the characters being custom meshes

#

the main difference is that i focused on tech and making the game run very very smooth and play well. while they added more progression systems to keep people playing

#

when i bought sairento to see if i could find some cool shit to steal for my game, i got really dissapointed from the core gameplay

#

its just inferior to mine by quite a lot

full junco
#

well I guess I kinda did the same like you, I spent many months on the tech in the background, fixing many many things in the UE4 source to improve performance and stuff, and I probably spent like 2 weeks on actual gameplay stuff, so I spent way way more time on the stuff that people will never "see"

wicked oak
#

just look at sairento to see the difference marketing can do

#

steam spy says 15k players for sairento +- 3k

#

i have around 1200 or so players for DWVR

#

10 times more sales

#

from good marketing

#

and also the RNG progression was a massive success

#

their game as a much longer average playtime

full junco
#

only 15k sales? thats still not much

wicked oak
#

i only added progression systems recently...

#

for an indie game like this at 25 euros it is

full junco
#

well but when there are 1 million people with rift or vive now (I guess, after the recent rift price cut) 15k isn't much

wicked oak
#

its a 1.5%. not half bad

#

remember its an indie low budget game, not something sponsored by Oculus that is AAA

full junco
#

yeah for a low budget games its still great

wicked oak
#

its way on the most successful games if you remove the oculus sponsored stuff

#

you really need to send the game to press, but also buy banners on their websites

#

if the press see a game in the banners and then the same game to review, they will take it and not ignore you like they ignore 99% of the games they get sent

#

the biggest issue is not getting ignored. Thats why i was talking about not waiting until the last moment to show stuff

#

unless you have a plan to do a kickass marketing campaign for release

#

if sairento released like DWVR, it would have sold like it

#

not 10 times more

full junco
#

hm, I actually never thought about banners on websites

#

don't website just use google to put whatever stuff in there?

#

I think the guys who operate websites probably only surf their own sites with adblockers, so they wouldn't notice what stuff is in ad banners there

wicked oak
#

reddit is the obvious, i remember sairento did get reddit adverts

full junco
#

well yeah reddit surely

wicked oak
#

your first priority is to "look" AAA

#

even if you arent

#

becouse people is sick to death of unpolished unity indie games

full junco
#

yeah thats definitely my priority with my trailer

wicked oak
#

if you look AAA, people would be very interested on it

#

sadly ive failed on it becouse i cant trailer

#

while i do have kickass screenshots, my trailers are very meh

full junco
#

I hate working on stuff like trailer. I just wanna sit in front of code

wicked oak
#

and thats AFTER hiring professionals

full junco
#

well its easy to render very nice shots with sequencer

#

your trailer was boring because you just only showed stuff from the vr preview

#

some nice tracking shots through the levels would already have made it way better

wicked oak
#

yeah. Its becouse the focus on my game isnt scenics or similar but the gameplay

full junco
#

but your levels look good, so you can show them

wicked oak
#

i found that doesnt work. from the Deathwave trailer

#

in the Deathwave trailer, wich i did myself, i did have tracking shots of the maps

full junco
#

almost any UE4 game can look really nice with the right post process settings and good camera angles lol

wicked oak
#

on the first DWVR trailer, i had a "looking around" as the start of the trailer

#

didnt work for me XD

#

need to catch the attention of people instantly

full junco
#

I will focus on showing "it looks freaking awesome" in my trailer and only show few gameplay

#

its just way too hard to show why a VR game is great in a 2d trailer

#

so just focus on graphics when possible in a trailer ๐Ÿ˜„

wicked oak
#

something i thought of doing is a 100% faked gameplay cinematic

#

something that simulates gameplay, but its animated with sequencer to be perfectly smooth and calculated

full junco
#

yeah you kinda need to do stuff like that

#

it won't look "AAA" if you don't

wicked oak
#

im just not good at it so i know it wont be good

full junco
#

but its means you have to spend a few weeks just on the trailer

wicked oak
#

yup

#

maybe for my next game, when ive learned more

full junco
#

well I already worked for more than 1 month on my trailer now

#

probably even 2 months lol

#

but just because I found many bugs

#

and then fixed those, so a lot of programming again

#

didnt yet start with cutting stuff for the trailer

#

also didnt yet record any gameplay stuff

#

only nice tracking shots with sequencer

wicked oak
#

are you scared people will think its a non vr game?

#

and do you have a website?

full junco
#

I will very clearly say in the trailer that its an awesome roomscale VR game thats fully designed for awesome roomscale VR

#

I will create some small website with some nice screenshots and embed the trailer or something like that

#

I have the domains and stuff, and there are enough templates available to quickly create something that looks good

wicked oak
#

like the one i got here

#

unfinished

full junco
#

yeah thats a nice one

#

maybe a looping video in the background there instead of the still image

wicked oak
#

the idea was to add the video right below the huge banner

#

ah, that kind of video

#

thats not really a trailer, but like an "animated background"

full junco
#

yeah

#

I like when stuff moves there

wicked oak
#

i had the idea of having a slowmo clip or similar

#

made with sequencer

full junco
#

a logo of your company is missing on your website

#

you should keep that bar at the top on the DWVR site

wicked oak
#

ah, thanks

real needle
#

What is the process to get a game released on Oculus Home?

#

Do you pick which category it ends up in? I understand there are three "tiers"?

wintry escarp
#

can you make a single game exe that will switch to vr mode if it detects a rift, and play in 2d if it doesn't?

wicked oak
#

@real needle they decide for you

#

depending on the quality of your submissions

real needle
#

Regarding the submission - is there anything more required if you already have a steam-ready package?

wicked oak
#

the barrier is lowered for Gallery, but its really damn high for Games and Early Access

#

not really. Just adding a DRM check somewhere in the code

#

there is a node for it

real needle
#

ah

wicked oak
#

its called "check entitlements"

#

it checks if its not a pirated copy

#

and thats about it

#

but you need to setup oculus online subsystem, and fully disable everything steam related

#

you need to remove the steamvr plugins

real needle
#

argh

#

thanks for the information @wicked oak

wicked oak
#

getting into the full Games category aint easy

#

you need to nail the VR experience

real needle
#

I'm expecting gallery

wicked oak
#

no lagging, proper support, good loading screens, not buggy, etc

real needle
#

just want to do the minimum to get on there, assuming that is lowest tier

wicked oak
#

Games would get more than 10 times the sales

real needle
#

I believe it - but my game is pretty basic

wicked oak
#

the issue with gallery is that oculus store searching features are broken

#

they are absolute dogshit

#

when there is sub 100 games, like in Games, its not as bad

#

as they are divided by categories and similar

#

but Gallery has a ton of games

real needle
#

i'm sure over time that will get better

#

oh man, I'm reading oculus needs things like auto-pause when remove headset etc?

#

or will that all be waived for gallery

wicked oak
#

thats the kind of thingthey waive for gallery

real needle
#

beautiful

#

entitlement check still needed for gallery as well?

wicked oak
#

yes

#

that one is automatic

#

i just have it on the begin play of my character

#

if it fails, it closes the game

#

2 nodes total

sly elk
wicked oak
#

lmao

sly elk
#

as I scale the page in an out, that div width gets narrower as the page gets wider

#

and the logo scales down

#

which seems like the opposite of the responsive behavior

#

Oh, it directly correlates to the height of the main image

mighty carbon
#

@wicked oak you don't have any hands in DWVR ?

wicked oak
#

i dont when you are using weapons becouse i had desync issues

#

i decided to just make the hands invisible instead of worrying about having them properly aligned

#

players will not care anyway

#

you have hands when you have no weapon equipped

mighty carbon
#

got it

#

btw, has anyone seen new sales figures for Rift since the craze with sale started ? (updated number of units sold)

wintry escarp
#

not me but it would be intresting to see

uneven moon
#

Why is my enemy AI not following me in VR with this set-up?

#

It worked in my non-VR test project but the target actor here is different.

fair hearth
#

Looks like they're moving to 0 0 0

uneven moon
#

It has a target actor, it should technically move towards that regardless of the destination (confirmed working in another non-VR project, followed me in the FPS template)

fair hearth
#

Can you do a print string out of the "on fail" output, to see if your input is causing the function to fail?

uneven moon
#

Which input? The custom event is activated on Event BeginPlay

#

I'll do a quick test

#

It prints on both success and on fail?

#

Wtf

#

Haha

fair hearth
#

Can you send a zoomed out version of your graph?

uneven moon
fair hearth
#

So, what might be happening, is that the event begin play is only triggering the ai move to node once, so the ai is only tracking you for when the game starts and not afterwards,

See if using event tick solves it, though I don't recommend using event tick if you can avoid it.

uneven moon
#

Yeah I'd avoid it - the AI MoveTo doesn't rely on an event tick, it pushes the AI to its target consistently at a predetermined speed (its movement speed) and works so long as it remains active

#

The only difference between this and the FPS template (where this worked) is the player is now a VR pawn

#

I may be referencing the target actor incorrectly, is there another node that specifically targets the VR character?

fair hearth
#

Is this in your vrpawn graph?