#virtual-reality

1 messages Β· Page 128 of 1

uneven moon
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enemy BP

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In the FPS template, it works even when I play it in VR but it still treats the player as an FPS character

fair hearth
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Get player character is looking for a character actor,

Try using get player controller

uneven moon
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ah okay, sec

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No luck

uneven moon
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Wait, I just realized I forgot to create a nav mesh bounds volume in my new project

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That would 100% cause this break'

fair hearth
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thatll do it

full junco
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I ordered a rift today

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for adding support for it to my game

glossy agate
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I'm tempted to get one too at that price. Anyone know how long the sales goes for?

uneven moon
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Not sure, I got it as soon as I saw the sale on Amazon (my local retailers were all sold out)

uneven moon
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Even with a nav volume this still doesn't get my enemy AI to follow me in VR. (This is inside the enemy BP)

mighty carbon
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what's the largest level can be made in UE4 without running into issues with collisions and physics ?

deft badge
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Is it just the bounds of a float value in UE4 units?

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But I don't know what that means in actuality

tired tree
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its about 20km x 20km if i remember

uneven moon
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Anyone got ideas on my MoveTo above?

tired tree
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higher now

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actually, think they increased it

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that linked thread is old

fair hearth
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try plugging the vrpawn location into the destination input

uneven moon
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@fair hearth Will that stop the AI once he reaches the destination? I suspect the player will try to back away, giving the enemy a slightly altered destination that he'll need to move to.

fair hearth
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if you're getting the desination from the vrpawn, it should update since you have your function looping into itself.

uneven moon
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Looping into itself? I don't understand

fair hearth
glossy agate
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Do a set timer by function or use tick the tell the ai to follow the player.

fair hearth
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ignore the circle on pawn

uneven moon
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The AI MoveTo prints 'On Fail' and was doing the same before this as well

glossy agate
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No out the time after your move too instead of the way you loop it. Then get world location of player char and plug it into location.

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And in the function area type in seek player

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*destination

fair hearth
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so what I'm seeing happen, is that it's printing fail due to it not being able to find the object you want to track.

What you'll want to do is replace the get player character with get player controller (this is because you're using a pawn and not a character), and then get the location of the player controller and plug the location into destination

Do the ai do anything when you test?

uneven moon
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The AI just stays in one place and his 'Idle' animation plays because it's hooked up to a BlendSpace

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And @glossy agate , SeekPlayer is not a function, it's just a custom event.

fair hearth
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what would also help, is if you create a variable for your vrpawn, and then plug that in directly rather than using player controller/character

uneven moon
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That's what I'm thinking too, I tried creating a variable with 'Player Controller' as the type

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But it won't work

fair hearth
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won't work as in it's doing the same thing or won't accept the pin?

uneven moon
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Won't accept the pin

fair hearth
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can you hop on voice? might be able to help better that way πŸ˜ƒ

uneven moon
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Sure

mighty carbon
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@tired tree someone just replied to my forum post with 5km x 5km x 5km .. That's pretty small.

tired tree
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?

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pretty sur those are old numbers

tired tree
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they upped the stable limit

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yeah..he is quoting the old thread on it

mighty carbon
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I see

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do you think you can look it up in the source code ?

tired tree
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Also orign rebasing makes it just about as large as you want

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#define WORLD_MAX 2097152.0 /* Maximum size of the world */

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is the current value

mighty carbon
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which means 2097152 centimeters ?

tired tree
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20 km

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like I thought

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they quadrupled the old value of that variable

mighty carbon
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so, is it +/-20km or +/-10km ?

tired tree
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that thread is way out fo date

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+/- 20km I beleive

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yeah

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LevelBounds.Min.Z = -WORLD_MAX;
LevelBounds.Max.Z = +WORLD_MAX;

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its +/-

mighty carbon
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pretty cool, I think it's a quite large size

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thanks @tired tree

glossy agate
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I thought they said kite demo was 40km. Maybe see if you can check the actual size they used.

tired tree
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+/- 20 would be 40km overall

mighty carbon
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does anyone know / remember size of maps in RAGE and ETQW ?

mighty carbon
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does anyone know if video is something Oculus Store requires? Seems pointless since video doesn't reflect the actual product

full junco
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@mighty carbon you will get into issues at 20km away from center though I think

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remember people talked about animation jittering starting when you are too far away from the origin

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@glossy agate I think oculus said the rift sale will last until August 21 and then they extended it by 2 or 3 more weeks

jade saffron
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hi there! regarding widgets components, if I set to "screen space" instead of "world space", the widget is never displayed on the hmd... do I need to set something more?

full junco
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@keen breach I think you can't use screen space widgets in VR

wicked oak
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i can confirm that, its broken

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to simulate them i just did them myself

keen breach
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huh? accidentally @'d me

wicked oak
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by basically having it look at the camera, and use a simple scaling formula to scale

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its how i got the scoring here

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thats ps4 btw

jade saffron
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@full junco @wicked oak thank you, been trying to put that to work without success...
@wicked oak that's great, thank you for the tip πŸ˜„

full junco
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@keen breach oops, sorry πŸ˜„

manic ledge
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Hey all, I also posted this in the graphics channel, but thought this could be a good place for it too -

I'm currently working on several upcoming projects that require 360 rendering (pre-rendered frames, monoscopic). In test projects, I created a modified version of the kite and lightning plugin to only render monoscopic, and remove the warping at the top and bottom of the image (something that occurs due to a method during the stereoscopic process).

To cut to the chase: The rendering process takes quite a long time, and we are currently investigating for other methods of rendering that might be quicker. We have tried out the panoramic exporter plugin from the UE4 marketplace, but it uses capture cubes which (Without engine modifications) cannot render post process effects.

Does anyone know of any methods for 360 rendering of monoscopic videos that have a quicker processing time, without sacrificing quality?

sly elk
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This is a little embarrassing but- I have worked on unreal games for years but always as an artist on a large team. I haven't ever had to build a game executable or set up game modes. To build my VR game to an .exe I can run in fullscreen mode, I need to set start in VR. Anything else? Do I need to make some kind of map selection system?

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Do I need to make a game mode?

manic ledge
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Yes, if you require the player to load different maps, you will require some logic to allow them to load the various levels, many different ways to represent this (interactive models, UMG, etc) but all goes back to the same loading logic which you can easily Google. Whether you require a game mode might be optional, but it totally depends on the game

mighty carbon
fair hearth
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@sly elk you can set up a starting level (think main menu) and have that check to see if an hmd is enabled, if it is load the vr map, if not load the non vr map

glossy agate
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Dean hall keeps saying there is no money in vr and they won't work in it anymore, then he comes out with another vr game right after haha.

sly elk
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I fixed a whole bunch of errors with filenames and old references to get a build to package. Now all but a few of my objects fall through the floor. I can't figure this one out.. The collision settings are identical, the castle nut acts as I would expect, falls and lands on the floor, the brake caliper bracket is what every other object is doing, falling through the floor. I confirmed both have collision volumes: http://i.imgur.com/tykgKbK.jpg

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message log doesn't show any errors on scene preview

fair hearth
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your image resolution kind of got wrecked by imgur, can you upload a higher quality image,

also view collision to see if the ground mesh has it.

sly elk
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ground mesh does have collision, and a few objects are landing on it correctly

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i guess im just going to revert to the project backup from this morning and do the reference cleanup more carefully

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and try not to blow away the intermediate, config, and saved folders unless I need to

mighty carbon
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@wicked oak does UE4 have animated hands from Oculus Home ? (the blue ones, with fancy texture)

wicked oak
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no

mighty carbon
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any idea how to get those ?

tired tree
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their plugin

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or manual SDK integration

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think its tied to the avatar system

mighty carbon
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aye, but how to get it to show in UE4 ? SDK is integrated into UE4, so I assume the hands are there..

tired tree
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the avatar system isn't "bp integrated" as far as I know

full junco
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how do I ask openvr whether vive or rift is used?

sly elk
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@tired tree <I had your VR plugin installed in an earlier version of the project but I removed it along with all the related content. Im getting a few wanrings on packaging and one of them appears to be related: http://i.imgur.com/vNFJlTD.png There must be something left in my game that still references some of your content. any suggestions where to look?

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ahh, tiny text

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actually the direct link for the filename works there, just not the discord image

tired tree
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you are missing the game instance

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do you have it set to the plugin ones? or are referring to it somewhere?

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@full junco You can get device property string manufacturer and model number / id

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also if you just care about current gen, tracking system name would be easy on/off oculus or vive

full junco
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@tired tree thanks!

sly elk
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I don't have your plugin or any of the content installed anymore.. where is unreal referencing the game instance?

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the project says 'game instance class: none'

tired tree
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@full junco some people have said that SteamVR string props don't work in packaged builds with oculus, I think it may be the oculus plugin conflicting, but I can't check since I don't have a rift. In editor builds its all fine....

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@sly elk set game instance to default one

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it prob says none because you deleted the example templates one

sly elk
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yep, okay. I still get a warning about it mid build but not in the summary at the end

tired tree
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you must have set it to that at some point

full junco
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@tired tree well the oculus plugin can just be disabled when steamvr is used?

tired tree
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yeah, best to do that, I just can't confirm that it is the wrong plugin being used

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its my assumption

full junco
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my rift isnt here yet, should be in the next 2 days, so I'll definitely test then

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need to show the correct controller mesh

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I know I could get the mesh from steamvr, but I still wanna be able to edit it a bit, so I prefer showing my own mesh

sturdy coral
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@mighty carbon are you registered with them? check their dev forums for details on hands

mighty carbon
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@sturdy coral yep, but I can't seem to find anything about hands on their forum.. I know they released some Maya assets, but I got no Maya :/

fair hearth
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You might be able to use autodesk's fbx convertor not sure though

mighty carbon
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@fair hearth not possible

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FBX Converter doesn't support .mb files

glossy agate
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So I got a full body IK kind of working yesterday. Anyone know of a good way to disable the spine up anims? I have seen people simulate physics on them, but that seems a bit more expensive than it needs to be.

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Or maybe I need to run a blend space somehow based on the head height to make the character blend into crouch before changing state.

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The problem I have is the "breathing" portion of the idle anim is really throwing off the accuracy of hand to controller

mighty carbon
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so, has anyone tested LPVs in VR ?

winter venture
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@mighty carbon i tried, couldn't get them working with the forward renderer

wicked oak
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@glossy agate what did you do at the end?

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how did you find the torso transform? ive done approximations but never found a perfect formula

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to disable/enable anims on parts of the body, you just use Layered blend per bone

glossy agate
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As far as I know its too expensive from another dev that tested it. This was a few versions though where you had to put in that line code in the ini or config file whatever

full junco
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@mighty carbon LPV in VR? you need two 1080 ti for that

glossy agate
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I didn't do anything on torso transform yet, just head and hands. Was looking at those layer blend per bone though, Ill try that tonight. You have to do that Cache pose for it right?

wicked oak
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i had a shitty version where i just kind of averaged + some more math for the torso location, and then i had shoulder to hand IK

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no legs

glossy agate
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Maybe Ill try it at the hip, to se if I can get an easy crouch blend

wicked oak
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becouse legs are kind of problematic to be real. Having to blend beetween the anims depending on distance and stuff

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but most importantly @glossy agate

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wtf are you doing about the proportions of the player?

glossy agate
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Probably have to calibrate size like AZ sunshine and Onward to set the size. Body just sticks with the capsule I guess and the leg anims run when you do your movement inputs. Still super rough cause I only have a few hours into it.

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probably more similar to onward would be better where you just put height in once and the game saves it. Just lock the ranges so nobody has a tiny player.

mighty carbon
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@full junco well, I don't mind testing it on 1060, if it works at all in VR

full junco
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it will be a long time before you can think about dynamic GI in VR in UE4

glossy agate
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I think it runs, just not well for most rigs for the cost. Maybe in a small map walking simulator. For me at least I lose 10 FPS just changing a directional light to dynamic.

mighty carbon
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LPV is old and fast

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I see

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well, I need it for one room

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the whole level is one room

glossy agate
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Im on 1070

full junco
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LPV doesnt really work indoor

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LPV is only outdoor

mighty carbon
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hmm

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I see

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what works indoor ?

full junco
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VXGI

mighty carbon
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ha, now that's a performance hog

full junco
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its the only thing you have, no alternative

mighty carbon
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😦

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aye, I guess I'll just utilize what works

glossy agate
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Actually has anyone else tried skylight with the cube map attached to it? Every time I tried it turns everything green in the HMD view

mighty carbon
full junco
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wasnt something recently added in 4.17 or so that helped with adding stuff on top of a skeletal mesh?

mighty carbon
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not sure.. he said, on Twitter, it's unofficial stuff

wicked oak
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the sphere mask is kind of how L4D2 gore works

glossy agate
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I remember they had the render target stuff for skeletal meshes. Its mentioned in this tutorial but it was just too expensive

wicked oak
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in L4D2, they have an internal mesh and the normal skin. When you do a hole in an enemy, it does a distance check from the gore sphere, and it culls the pixels on it

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basically the same thing he is doing, but instead of painting red, it paints the mask for a masked material, leaving a hole

mighty carbon
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I'd be happy with just splats, not geometric holes

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even Doom 3 did that in 2004 on a primitive, by today's standards, hardware.

wicked oak
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doom 4 was decals

mighty carbon
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Not sure why UE4 doesn't do damage decals out of the box

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err, Doom 3

wicked oak
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basically decals parented to the bones

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you can still do that in ue4, but with fancier meshes there is a swim

alpine torrent
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Doom UE4

glossy agate
mighty carbon
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Doom 3 had plain meshes, nothing fancy

wicked oak
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@glossy agate that one is 2 meshes + render target

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the issue with it is that its really REALLY epensive

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not for the 2 meshes

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but from the render target

glossy agate
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Yeah. Im just sticking with decals in my game for now. Maybe a dismember system if I can figure out a cheap way to do it.

mighty carbon
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@glossy agate how do you do decals on skeletal meshes ?

glossy agate
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Spawn decal attached should work. It's mentioned in that tut you posted. Problem is it slides some so I'm using little ones. He made that system cause he noticed sliding in PUBG

mighty carbon
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I see

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I wonder if someone will make a plugin from his tutorial

tired tree
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isn't everything he does in BP?

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why would it need a plugin

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bp and materials that is

mighty carbon
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I was under impression it was C++

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Looks like his post is just a general description of the technique

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no material setup, no BP graph

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😦

tired tree
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he has been doing all of this stuff in the material editor and blueprints

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he is a technical artist

mighty carbon
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that figures

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but his blog post has none of the setups, unless I am missing something

uneven moon
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Anyone know why my acceptance radius isn't working at any value? The AI comes up to me and is inside me.

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It must not be registering any radius because I'm using the player camera as the target actor but I need to considering it's VR and the player can be anywhere in his/her space.

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I tried creating a collision box around the player to stop the enemy at a certain distance but he ends up climbing on top of the box and/or tries to run around it so it's not natural at all.

sturdy coral
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@mighty carbon here's one technique:

mighty carbon
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@sturdy coral that one is performance taxing.. That's why Tom Looman invented his low performance cost technique πŸ˜ƒ

sturdy coral
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ah ok, sphere masks sounds somewhat similar to the left4dead technique

real needle
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@glossy agate You can easily dismember by unchecking the box that keeps rigid bodies attached to eachother in PHAT

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And whenever you tell that bone (body) to simulate it'll fall off

sly elk
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Sped up recordings of VR are not nice to watch...

sturdy coral
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demo recordings or sequencer?

sly elk
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demo recording

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shadowplay captured from a build

sturdy coral
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oh, by demo recording I meant through the net demodriver, network replays

mighty carbon
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@sturdy coral do you happen to have a link to the Rift hands ?

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I can't seem to find anything official, besides that Maya release (I don't have Maya)

glossy agate
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@real needle dont I need to destroy then spawn new new bits right then for my cut up main mesh? Like to show the bone and stuff inside.

sturdy coral
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@mighty carbon I can't link, if you are in the dev forum it should be the second or third post

real needle
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I would probably go the two mesh route then, but yes you would have, and you can't easily change the mesh for each rigid body

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So the detail you want is hard

sturdy coral
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I don't know if it is just maya

glossy agate
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Yeah, was thinking I could try a pieced together mesh and hope the gibs and seems dont show, or just replace the mesh as it happens. Its all via skeletal mesh.

wintry escarp
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is there any degredation if you use a displayport to hdmi adaptor with the rift?

sturdy coral
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I haven't noticed any, I use the vive breakout box with displayport to hook up rift

mighty carbon
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@sturdy coral I recall there is secret dev forum but Oculus said it's going to be retired soon and they no longer add devs to that forum. Are you talking about that forum?

sturdy coral
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probably? it isn't a public forum

wintry escarp
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can you write a game that will run normal on a pc with no hmd, but will detect a rift and switch to VR mode? I mean in one exe

mighty carbon
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@sturdy coral I guess I am out of luck - I am not on that forum

wintry escarp
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infiltrator demo isn't good in vr

mighty carbon
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apparently hands are available through Avatar SDK... Not sure if it's in UE4 and if it's exposed in BPs

real needle
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@wintry escarp Yeah I do that for debugging

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@mighty carbon I believe Oculus has a plugin for that

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For the entire SDK, with avatars etc

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@mighty carbon I think the community vr template with multiplayer support (not vrexpansion) has the touch hands

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Proteus or something is the OP

sturdy coral
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@jade elm yes, one way is to set your project to vr enabled and then run with -nohmd when you don't want VR (but that won't allow dynamic switching)

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that's a decent approach for steam though, because steam lets you set up a list of different launch methods that can pass different command line parameters

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there is a bug in the oculus plugin though that makes it always steal your audio even if you launch it in 2d, I have an easy fix for it that I should probably put up as a pull request if it hasn't already been fixed in 4.17

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has anyone heard back on oculus connect applications yet?

mighty carbon
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@sturdy coral registration has been open

sturdy coral
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yeah I'm wondering if anyone has heard back on their application

mighty carbon
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back to hands.. so if I use hands from SDK, then my app would be Rift-bound ?

sturdy coral
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@mighty carbon nope

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that one looks alright though

mighty carbon
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lol, can't even import it to Blender

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even Autodesk FBX converter reports those files as corrupted

mighty carbon
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everything is a way more complicated than it should be 😦

sturdy coral
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are you giving up on the GearVR game, or using these with the gear controller?

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(or targeting both platforms?)

mighty carbon
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nah, I am already done with Gear VR project.. Just polishing it as much as I can before submitting.

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I am brainstorming Rift project now and gathering info/assets/etc. for it, so when I release (hopefully) Gear VR app, I will hit the ground running with Rift project

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(or rather, desktop VR project)

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also, Gear VR controller has no hand and even if it did, there are no anims supported anyway

sturdy coral
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you could animate the thumb on the touchpad I guess

mighty carbon
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not really

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in 4.16 there is an issue with touchpad/dpad

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if you press it, it returns press + touch + whatever direction closest to you pressed on (up/down/left/right), all at once

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swiping it doesn't work either

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basically instead of duplicating HMD's touchpad, they messed it up badly

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(they == Oculus/Epic)

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I don't know how things are in 4.17.. I've read it's been dropped and now one has to use Motion Controller component.. I don't know how that works with Gear VR controller and I don't really want to find out πŸ˜›

sturdy coral
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@full junco I've started looking into whether capsule shadows can be sped up with the normal hidden-area mesh. At first glance the shader seems to have a max depth to exclude processing for the skybox, but doesn't seem to use a min depth to exclude the hidden area mesh portions of the screen

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it is cutting the screen up into tiles though in at least one part of and calculating a min and max depth for the tile, so I'm not sure if it is only optimized when the whole tile is skybox and if so if the tiles are small enough to fit within some of the hidden-area mesh or they would always span over it anyway

full junco
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@sturdy coral ok

uneven moon
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Anyone here use decals?

pearl tangle
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@uneven moon I assume everybody uses decals. Whats your problem with them?

uneven moon
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I followed a tutorial and ended up with this

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I spawn the decal at location and it spawns but

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It looks messed up.

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Tried without the opacity as well

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@pearl tangle

pearl tangle
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bit hard to tell what "looks messed up" actually translates to. have a picture of the end result?

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I normally do masked rather than translucent on decals from memory

uneven moon
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On masked:

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I'll get a screenshot of the spawn

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@pearl tangle They're just black squares

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With this set up. (Masked gives me an error as shown above)

pearl tangle
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ah yeah thats right has to do translucent and then mask from that. Try giving it an emmissive value

uneven moon
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Like this?

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Emissive constant at 1

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It's just a white square now, though

full junco
wicked oak
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@full junco mine does work

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but its buggy as fuuuuuuuuuuuuuuuuuuck

full junco
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on steamvr?

wicked oak
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honestly that thing is a fucking disaster

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thats why i ended up implementing a different thing

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i do manual layers

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i add 4 layers in a tetrahedron way, to do a "grey" background, and then add another layer with LOADING text

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mimicking what robo recall does

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once loading is over, i remove those layers

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i handle that directly from the game instance

full junco
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but do you play a video on those?

wicked oak
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thats what robo recall does on loading screens. They just add an actor with stereo layers

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no

full junco
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regular texture works completely fine for me

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I want video though

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thats why I asked if anyone ever got the "show loading movie" option to work

wicked oak
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no idea then

full junco
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that loading movie is using the movie player thats also used for the startup movie you can set in the project settings (for non vr stuff)

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and that movie player is really bad

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for example it just ignores anything thats 1080p, you have to use 1088p

pearl tangle
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can't you just use the regular media player or does it lock up during the loading?

full junco
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@pearl tangle the media player uses uobjects so they are all garbage collected when the level is unloaded

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so it's impossible to get a smooth video with that

pearl tangle
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ive done similar before with level streaming stuff so you have the loading in a persistent level, that was a fair while back though so don't even remember if it was with the vive or back on dk2

full junco
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I don't really want to use level streaming for this, much prefer to load a clean level

pearl tangle
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there is the other method of level steaming that can clean up everything. i think it was world streaming or something?

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world composition

full junco
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world composition uses regular level streaming and is designed to keep all the important stuff

pearl tangle
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yep but lets you get rid of the things from memory compared to level streaming

full junco
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world composition is just the stuff that allows you to easily have very big worlds

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the level streaming stuff is just part of that

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and it's very ugly to use any of that stuff just to smoothly play a video in a loading screen

pearl tangle
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hows the pyro codec 1 go compared to the inbuilt media player? The new media framework definitely does things a lot better, but it still struggles with a lot of stuff. can't handle 4k video at all either annoyingly

full junco
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I'm on 4.15, haven't ever used the new media framework I think

pearl tangle
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its in 4.15

full junco
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does 4.15 still have the "old" one?

pearl tangle
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pretty sure it was in there before 4.16

full junco
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which one is UMediaPlayer?

pearl tangle
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pretty sure it was a destructive update so it just changed over completely and the old 1 is gone

full junco
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ah

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well, then I didn't really ever notice anything better about the new one

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the Media Player always worked quite well

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it's just only designed to be used within one level

pearl tangle
#

it didn't handle a lot of formats or other stuff so well. new version does better with it but still struggles with high quality content or multiple video content being used at the same time

full junco
#

the movie player is the one that's super bad

#

but that's the one designed to be used in situations like level transitions

pearl tangle
#

yeah never used that

full junco
#

it's not even exposed to BP

pearl tangle
#

you just set the stuff in the project settings for some parts of that i think

full junco
#

yeah

#

for the startup movie

#

if you want a regular 2d loading screen video you have to use c++, Nick Darnell created a plugin for that though

#

and that works, but the steamvr splash screen doesn't seem to like it at all

wicked oak
#

@full junco you can parent an uobject to the Game Instance

#

that way it will stay there beetween levels

#

sauce: im doing exactly that for my mission/weapon stats managers

full junco
#

@wicked oak will it tick without levels existing?

wicked oak
#

uobjects dont tick

#

you need to register them with the tick manager

#

i think the game instance does tick

#

so you can just put it on that

#

but loading normally freezes the shit out of everything, so im not sure that would work

full junco
#

yeah I think during load the game instance will also freeze ticking

#

its just not what the media player is designed for, it relies on a smooth tick for playing video

#

this stuff is just so annoying because the steamvr splash screen is super picky with that it accepts (like you said, its quite buggy) and then the movie player is even way way more buggy with what it does, so letting the movie player output something for the steamvr splashscreen is, well, not working well

wicked oak
#

dont bother with it

full junco
#

its probably possible to get it to work, just with how 1080p doesn't work with the movie player and 1088p works

wicked oak
#

its fucking trash

#

at least the oculus splash works

full junco
#

but finding out that 1088p works, well, no idea how anyone did that

wicked oak
#

you should see what i do for PS4 XD

#

for PS4, i go to "2d" mode

#

PSVR goes into a "cinema" mode, wich the screen as a huge LOADING banner

#

when stuff is loaded, i return to stereo mode

full junco
#

well that sounds nice

wicked oak
#

i had my stereo layer stuff, but that wouldnt work on psvr

#

the whole rendering would get frozen, so you would get reprojection artifacts

#

PSVR doesnt have stereo layers

#

you do them yourself

#

so UE4 just uses the "default" stereo layers wich are implemented in-engine

sly elk
#

Hey all, im seeing a weird bug after adding a scenecapture2d to my motion controller pawn (which I have since removed). My head tracking is facing the wrong way and is about a meter higher than my motion controllers. I copied over backups of my motioncontrollers and pawn that I know worked but its still broken. Is it possible there is a console command or some other object affecting this?

#

If I change the rotation of my motioncontroller pawn in the world it changes the orientation of the pawn compared ot the hands, which doesn't happen in my backups and shouldn't happen. Its as if the hands aren't getting the transform from the pawn on load and are doing their own thing

#

restart fixed it. weird

mighty carbon
#

@pearl tangle do you think Gear VR will remain relevant when Facebook releases its inexpensive standalone HMD next year ? (the rumor has it it would be more powerful than Gear VR + S8)

pearl tangle
#

pretty sure any standalone headset will be more powerful than mobile vr stuff, even just due to thermals

tired tree
#

way less overhead too

#

it doesn't have to do anything but VR

mighty carbon
#

well, the question is if it will take over Gear VR ... I am hoping it will be a bit easier to develop for.

tired tree
#

doubt anything is going to "take over" mobile VR

pearl tangle
#

majority of people with gear vr got it just because they wanted the phone. low % will change to a standalone headset but probably the majority dont use their gear vr anyway

tired tree
#

too easy to slot youyr phone you already have

sly elk
#

So has anyone successfully used the spectator screen stuff yet? Im getting a black bar in the middle of the screen that is somehow related to ration of the r.screenpercentage number and the resolution of the render target

tired tree
#

so many people tell me "I got the VR, its fun! I played vrappy bird on it!" and its some chinese gearvr knockoff

sly elk
#

*ratio of

tired tree
#

Alec, if you are manually defining the rect of the eye view, you are running into the masking

mighty carbon
#

maybe it's easy, but not whole a lot of people do it.. Plus there are always issues with Google/Samsung breaking things for Oculus, especially when it comes down to UE4.. Also, people who get phones, get phones.. They might not necessarily be passionate or interested in VR. People who will buy standalone mobile VR will do so for VR. Which means they are less likely to complain about paid products.

sly elk
tired tree
#

the end consumer doesn't care the slightest about engines getting broken by updates motorsep

mighty carbon
#

I do

#

as a developer

tired tree
#

oh...Alec....what are your settings?

mighty carbon
#

like right now my UE4 app is a no-go for the store because when exiting to Global menu and going back, Oculus restarts the app.

tired tree
#

are you using eye + texture mode?

#

or just texture?

sly elk
#

no

tired tree
#

mm, then it shouldn't be doing that if set to texture only

sly elk
#

it looks like it has nothing to do with spectator mode.. switching back to mode4 and the my texture gets black bars on simulate

#

I posted in graphics. This happens in VR mode only, no black bars in a regular preview

wicked oak
#

@sly elk that kind of stuff works for me

sly elk
#

What was your render target res and your r.screenpercentage?

#

as I make the render target smaller the bars move off of the screen

#

similarly, as scale up the r.screenpercentage they move to the right

#

at 1920x1080 and r.screenpercentage 150 its just off of the screen

wicked oak
#

im really just doing this

#

the render target is 512x512 res

sly elk
#

yeah, mine works small as well

wicked oak
#

its slow

#

as hell

sly elk
#

im just trying to use it to record alternate camera angles for gameplay footage

#

@tired tree when you mentioned masking, did you mean the black pixels that surround the warped image in VR?

tired tree
#

yeah, but thats not is

#

I thought you might be using eye mirror mode

#

the scene capture won't pick that up

sly elk
#

hmm. because it only adds the black bars in VR preview. If I do a regular preview it does not

mighty carbon
#

any idea when hotfixes start coming to 4.17 ?

sly elk
wicked oak
#

lol wtf man

#

tick is going to tick anyway

#

you could have the camera as a different actor

tired tree
#

hotfixes better be out soon, since they screwed the pooch in the UBT in initial release

wicked oak
#

and have that actor tick at a different rate

#

the issue is that now you get 2 thin frames and 3 fat frame

#

its not really amortized

sly elk
#

Oh, i see, you are saying the tick is firing regardless of the 2 frame delay

tired tree
#

I thought scene captures already had a frame limiter variable

#

without manual logic

sly elk
#

I only see a capture every frame checkbox

tired tree
#

ah, then I did it manually

#

w/e

#

seperate actor, or accumulating delta times, or using a timer

#

all would get you a rough 30fps

sly elk
#

I don't use tick events for anything so far so I ahven't had to do anything with delta time

#

I'll just do a timer then

mighty carbon
#

@wintry escarp sent you a PM

real needle
#

man, steam refunds for vr experiences is a bit of an oversight on valve's part

wicked oak
#

no its not

#

they are highly needed

real needle
#

it is for 15 minute things

#

πŸ˜„

wicked oak
#

and i say that having a 10% refund rate

mighty carbon
#

refunds is a BS in general

wicked oak
#

no they arent

real needle
#

yeah I'm at 9%

wicked oak
#

people wouldnt buy your game from the start

#

specially in steam, where there is no control at all

mighty carbon
#

used to buy everything just fine before refunds were introduced

real needle
#

they are too easily used for one-time 15 minute experiences

wicked oak
#

having refunds means that people can take risks

real needle
#

the refunds make total sense. because why keep it?

wicked oak
#

@real needle no, they arent abused that much

real needle
#

but it hurts lol

wicked oak
#

no, it gets you more sales

#

even after the returns, you end with more sales

mighty carbon
#

lol, @wicked oak , refunds don't get you more sales

wicked oak
#

they do

#

why do you think steam added them?

real needle
#

hmmm, I see what you mean

mighty carbon
#

refunds are one sided deal

real needle
#

it lowers their stress

wicked oak
#

do you REALLY think steam would have added them if they werent a net profit?

real needle
#

so they take a risk

#

and then you capture the lazy ones who don't refund

wicked oak
#

Steam, the same guys that removed greenlight becouse they didnt want to put moderators?

mighty carbon
#

Steam added them because it's easier to just add them than deal with vocal minority

real needle
#

I'm glad to hear your 10% number (not really - wish it was lower)

#

but it is nice to know the ballpark

wicked oak
#

@real needle its common

#

you should only worry if you are like 30%

#

then something its REALLY fucked with your game

#

it also gets you better reviews

#

becouse if someone sees the game doesnt work in his pc, he refunds and leaves

#

if that guy cant refund, and the game doesnt work on his pc

#

he will get extremelly triggered

#

and there you have a super negative review

real needle
#

that's a good point

wicked oak
#

there is also the fact that its a known thing that refunds increase sales

#

why do you think amazon has such a generous refund policy?

#

becouse consumers fell much, much safer

real needle
#

do you ask people to leave reviews? or just trust that people will do it

wicked oak
#

if a consumer cant refund, he will think twice before buying that unknown indie game

#

if they can refund

#

they go "uhm, it seems cool, lets check"

#

and buys it

#

refunds help the devs allways, unless you are a 100% clear scammer

real needle
#

what do you say about the "loophole" for short experiences with little replay value

#

one and done, below the time limit for refunds

wicked oak
#

its not a thing

mighty carbon
#

lol, @wicked oak where do you get all this nonsense... I saw many reviews, thumbs down, that say "played.. the game sucks..refunded"

wicked oak
#

people dont really abuse that hard

#

@mighty carbon a minority

mighty carbon
#

so not only they get money back, they also manage to shit on the developer with bad reviews

wicked oak
#

@mighty carbon there was a couple days where i botched an update

#

no one could play

#

didnt get a bad review

#

just like 40% refund ratio those couple days

mighty carbon
#

depends on the community.. I didn't see much of that in VR section, but in conventional games it's common

real needle
#

@wicked oak - what is your experience with wishlist conversion?

wicked oak
#

low

real needle
#

is it right ot think of those people as "waiting for a large sale"

wicked oak
#

nope

#

they mostly forget

real needle
#

like if you were to throw a 50% sale

#

they'll receive "item on your wishlist is on sale"

#

you don't seem much conversion on that?

#

*see

wicked oak
#

nope

real needle
#

ok good to know

#

would you say you've had like 10% conversion on those?

mighty carbon
#

I am sure UE4 would benefit from Vulkan in VR greatly

wicked oak
#

without a doubt

#

UE4 is fast as hell in my game in ps4

#

when ps4 performance is many times lower than my pc

#

all becouse ps4 graphics api is much thinner

wintry escarp
#

when will ue4 support windows vulkan

wicked oak
#

it already does

#

but not well optimized yet

#

i watched some presentations from Epic

#

from the beggining with vulkan

#

they are having MASSIVE issues with it

#

that galaxy vulkan demo barely ran

#

they now have vulkan running, but they arent taking advantage of what it allows

#

wich is multithread rendering

#

and all the async shader/passes stuff

wicked oak
#

essentially, in vulkan you can put the WHOLE frame into 1 queue submission

#

and in that 1 queue you explain the whole thing, from shadow passes dependencies to the gbuffers and all that crap. the gpu then goes instantly to 100% trying to do all that

full junco
wicked oak
#

how s vr performance right now @full junco

#

at least for your game

#

i see you did tests 1 month ago, did you try a new test for 4.17?

full junco
#

@wicked oak that recent stuff I talked about there was 4.17

#

I never tried my game in vulkan

wicked oak
#

ima port my game, see what happens

#

but not the full vresion, just for test

#

i have a bunch of engine edits im lazy to remake

full junco
#

the most recent test was the first where I actually did test SM5

#

so before SM5 runs good in some test projects theres no reason to test it with my game

wicked oak
#

yeah, you got fancy features

#

honestly i dont have them

#

so it might work on me

sturdy coral
#

oh it says they only use that method on mac at the moment (but that was sept '16)

full junco
#

@sturdy coral does that help me in any way related to what I do?

sturdy coral
#

I'm not sure, I just saw one of you guys talking about the performance with it, think it was zoltanjr actually about 4k

full junco
#

I never saw performance issues with it, but I never tried 4k

granite jacinth
#

I was about to get a 4k IPS monitor, but decided that I wanted to try out Ultrawide again and they don't have 4k ultrawides yet.

#

So 1440p Ultrawide it was.

sturdy coral
#

I'm just on a big 4k TV, but end up using it like an ultrawide by keeping most stuff in the bottom third or so

#

I want to try the engine on an HDR TV, haven't really seen that yet

#

just in stores with content that probably isn't even HDR

#

@full junco I'm off the nvidia branch for now and I'm trying out your adaptive resolution commit

#

do I need to manually initialize AdaptiveQualitySettingsGT to the values I want? didn't see anywhere that sets it

full junco
#

@sturdy coral I think so, yeah

#

yeah, you have to set those

sturdy coral
#

ok cool

full junco
#

does the adaptive resolution stuff not work with the nvidia branch?

sturdy coral
#

I think there were just a couple conflicts that probably wouldn't be too hard to fix

#

if I go back to it I'll try and merge and let you know what needed changing

full junco
#

ok

sturdy coral
#

@full junco oh one thing they do is their branch adds:

    {
        SceneTargetsSizingMethod = RequestedSize;
    }```
#

which is supposed to be slower

#

it is normally set through r.ScenRenderTargetResizeMethod and I think they always ignore it and use requested size

full junco
#

ok

#

what engine version do you use?

sturdy coral
#

4.16 right now

uneven moon
#

Still having issues with decals, anyone see a problem here?

sturdy coral
#

I'll have to look, but there is a setting to tell it to bring in the normal map, etc.

glossy agate
#

You have no opacity mask

uneven moon
#

@sturdy coral @glossy agate Can you guys be a little more specific, I'm still fairly new to UE4. For the opacity mask, can I link one of my existing texture samples?

#

I only got the diffuse, normal and spec for the decals

sturdy coral
#

check the texture to see if it has an alpha channel and hook that up

glossy agate
#

You would use the alpha channel from whichever texture you have it setup on

uneven moon
#

It does. How do I hook the alpha channel to the opacity?

#

Is it one of the output nodes on the diffuse?

#

The bottom?

#

Not sure if this is correct.

sturdy coral
#

you should be able to just hook it straight in

uneven moon
#

That bottom pin?

sturdy coral
#

yeah

#

The bottom pin is the alpha channel

uneven moon
#

I get these weird black spots

#

And the material itself looks see-through

fair hearth
#

what file format is your texture?

uneven moon
#

TGA

#

I brought it into AFX and confirmed it has an alpha channel

#

Background is transparent

sturdy coral
#

the thing I was thinking of is in decal blend mode, you can set it to dbuffer translucent color normal, but you have to have dbuffer decals enabled in your project

uneven moon
#

What is the difference? Will there be a performance hit? I can handle it on my PC, just worried about the end-user

sturdy coral
#

there is some overhead to dbuffer decals

#

whether you want them depends on a lot of stuff, whether you are doing baked lighting, etc.

real needle
#

@wicked oak have you done anything to encourage reviews from your players? or do you just let that happen as it happens?

wicked oak
#

nope

#

thats why i also have low reviews

#

the issue is that as the last review was a while ago, the game appears as "no reviews" if you search for it

#

as it has no recent reviews

glossy agate
#

Why is your blend mode translucent @uneven moon change that back to default and see how it looks

uneven moon
#

@glossy agate I get this error when it's at its default Opaque

#

And if I go through with it anyway, the texture is completely invisible.

#

I think in the newer versions, UE4 forces you to use Translucent for deferred decals

#

I noticed in tutorials, etc. they're always at their default Opaque but without a choice (it's greyed out)

glossy agate
#

I'll look at what mine are set at when I get home.

uneven moon
#

Okay, thank you

#

I'll be around

glossy agate
#

On a scene with with actual light is it showing up?

uneven moon
#

I have a spotlight attached to my flashlight so that should work regardless, no?

glossy agate
#

One you posted is super dark

sly elk
mighty carbon
#

cool

real needle
#

GREAT idea

mighty carbon
#

although where are zombies ?!

#

πŸ˜›

real needle
#

I was hoping someone would make a mechanic simulator

#

is it a puzzle game in the sense that we aren't following directions?

#

i'd love that

sly elk
#

Right now it is only core mechanics

#

but I want the focus to be on diagnosis and problem solving

mighty carbon
#

so is this an enterprise project or gaming sim ?

wicked oak
#

pretty amazing

#

put it on reddit, it will get frontpaged

sly elk
#

awesome, thanks πŸ˜ƒ

#

where on reddit should I post it?

wicked oak
#

r/oculus and r/vive

sly elk
#

Lol, is the title "I quit job as a video game artist and started building this VR game about working on cars." too click baity?

wicked oak
#

remove the quit job part

#

something like "ive been building this VR game about being a car mechanic"

#

doesnt really matter, but make sure that you post the link

#

not a text post with the link inside or similar

spiral zephyr
#

maybe more "currently working on a VR mechanical jibbyjab, here is where it's at"

wicked oak
#

yeah thats a good one

#

a call to action is good

wicked oak
#

like "what do you think?" or similar

wintry escarp
#

make parts for an actual popular engine, bike or car

wicked oak
#

uhm, you might have gone a bit too "dry"

#

but who cares, really. The thumbnail is perfectly placed

sly elk
#

I also posted it to r/cars

uneven moon
#

This could blow up so easily

#

Good work, man

sly elk
#

the advantage of being an indie developer as an artist and not a programmer is that your games look nice and nobody knows what horrible things are under the hood πŸ˜ƒ

wicked oak
#

exactly as i told you

#

frontpaged XD

uneven moon
#

Alec, since you have a working prototype, another thing you should definitely consider is putting this up as a Kickstarter. I have no doubt at all you could raise a lot of money to push this out as a consumer product at some point in the future considering no one that we know of is working on anything like this.

wicked oak
#

kickstarter is down and down

#

he has a 1% chance of succeeded unless its a very low amount of money

#

people are tired of kickstarter, and doing a kickstarter campaign is nowhere near easy

sturdy coral
#

you can set a widgetcomponent to be based off of a slate component in C++, if that is what media player is using, then get the texture from that

#

that might not get you all the way there though since you aren't doing seamless travel and the widget component lifetime can't cross through the level load

#

(I linked to the timestamp where it hooks up the texture to the stereo layer)

sly elk
#

I have some cash to keep on this for another 9 months or so

#

just have to be frugal and try and stretch it out

wicked oak
#

stero layers do not depth test

#

unless its an oculus

#

this means that if you do a HUD panel with a stereo layer, it will render above your own hand

#

and they are fukd on SteamVR

#

at least for 4.17 they are now logical

#

you need to do a photoscan tutorial @sly elk or an article to explain the workflow

#

such an article would get very popular in places like 80.lv, wich would increase your game exposure

mighty carbon
#

do Patreon

#

instead of Kickstarter

real needle
#

early access once you have a bit more is another option

#

these "sim" types of things can stay in early access for a long time, it wouldn't be unusual for the audience

sly elk
#

actually I have done a tutorial, i'm working on a second one for going from scan data to game art

real needle
#

you're good man

#

really got your stuff sorted out. best of luck with this project

sturdy coral
#

@wicked oak I think he is only wanting it for an interstitial loading screen video

uneven moon
#

Someone experienced with decals please PM me, this is Day #2 of me trying to get a simple bullet hole to work it's driving me nuts haha

sly elk
#

what is it doing?

real needle
#

@uneven moon Are you using the forward renderer?

sturdy coral
#

@uneven moon have you checked shooter game?

sly elk
#

anyone here a forum mod on the unreal forums? I want to change my wip thread title now that my game has a name and It doesn't look like I have permission

mighty carbon
#

vblanco is

tired tree
#

oh is he?

#

i need a thread change too, keep forgetting about it

glossy agate
#

He has a green name so you know it's official

plain glade
#

hi there

#

Is there anyway to fps optimization for hair shader?

#

in vr I got 30-45 fps

#

there are around 45 character

real needle
#

@wicked oak Is one of the problems with stereo layers on steam a "ghost image" of the widget rendered behind wout late update? Because that's what I'm seeing in shipping builds

jaunty shell
#

@plain glade don't use transparent materials

#

overdraw is killing frametime in VR

#

seems like your trees are a problem too

plain glade
#

I'^ve changed before your answer . its looking ok but not exactly πŸ˜„

wicked oak
#

@AlecMoody#7918 damn the reddit post was a massive success

#

and i can change the thread name for you

full junco
#

my rift arrived

#

I never used a CV1 before

#

it is definitely lighter than my vive pre

#

and it feels like image quality is a bit better

#

the sensors are a nightmare though. tracking is fine, but the setup is horrible

#

I really like that flying wall-e demo that launches after the setup

#

touch controllers are great

#

the image kinda gets warped at the edges though, that doesn't feel good

wicked oak
#

the robot demo is great

#

@full junco try robo recall now that you have touch

#

and see if your game "just works(tm)" on the rift

#

btw @full junco see how the video of alec went in reddit. If he does a couple other more up to release, thats a LOT of traffic and people seeing how it goes

full junco
#

@wicked oak I dont really wanna play stuff, I wanna make my game compatible. so no robo recall for now

#

and I know that my game doesn't work on the rift at all, it crashes

wicked oak
#

well. fuck XD

#

shouldnt take more than a day to get working

#

you just bought it retail. no?

full junco
#

I bought it online

#

fixing crashes is a lot of fun, so I guess I kinda bought my rift because I really wanted to fix that crash

#

after someone with a rift told me it would crash

wicked oak
#

its odd that you are just crashing like that. Did you enable the oculus plugin?

full junco
#

I didnt test my game yet

#

only know it crashed for that other person

wicked oak
#

the annoying thing with touch is that one should add 3d hands

#

in fact, 3d hands are obligatory to get into the higher tier Oculus store Games category

#

i think

full junco
#

and is there some simple way to add those hands with correct skinning and stuff to the game?

wicked oak
#

i think there is a marketplace pack you can just pop

full junco
#

ok

#

and yeah, I saw that reddit post went well. I kinda wonder if people are more likely to upvote stuff when it was "I've been building a VR game" opposed to "We've been building a VR game"?

#

I would always try to make it appear that I am not 1 person, I kinda think thats more professional, but maybe people like when someone does something alone

wicked oak
#

a typical one is "my friend is doing X"

#

comon in r/gaming

#

it depends on the game, really. Or what are you showing

#

his video is very "profesional"

#

there is the minimum requirements for release

#

also, needs to be UE4.14 minimum

#

90 fps whatever happens

full junco
#

well I won't release on oculus store anyways for now

wicked oak
#

its still a good guide tho

full junco
#

my game likely has 16GB min ram requirement

wicked oak
#

welp

#

really?

full junco
#

yeah

wicked oak
#

holy shit man

#

even on a built project?

full junco
#

for a while I actually thought I would need 32GB but I got it down

wicked oak
#

not many players have 16 gb ram

full junco
#

I think almost everyone (with VR stuff) has 16GB

wicked oak
#

you should really try to get a low distance more or similar for 8

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not really

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very, very, very few games use more than 8 gb of ram

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people that go for the gaming rig go with 8

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and leave the slot to upgrade later

full junco
#

then they finally have a reason to upgrade (my game)

wicked oak
#

you could detect how many memory the system has, and set the view distance from that

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i think ue4 lets you do that

full junco
#

I dont care about that really

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I dont need those poor 8GB guys as players haha

wicked oak
#

they are a huge chunk of your possible players

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one thing, have you tried to run your game with 8 gb of ram?

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windows bloats the RAM if you have tons

full junco
#

my game doesn't really need more than 4GB, but usually chrome alone eats 12GB already so then you are at 16

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so I just say 16

wicked oak
#

i think i can access the hardware survey of my VR games

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let me give you some stats

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man steamworks is slooooooooooooooooooow

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did you do the whole steamworks setup already? @full junco ?

full junco
#

I think so

wicked oak
#

to be able to distribute "beta" builds on steam

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better getting that done sooner

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its very useful to just give a key to someone for betatesting. Thats why i got 2 extra App Ids back when they were giving them for free

full junco
#

yeah I have all that setup

wicked oak
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that way if i want testers, i just give them an app id. and then use the steamworks matchmaking stuff wich is very neat

full junco
#

"give them an app id"? πŸ˜„

wicked oak
#

app key, sorry

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man, hardware survey in steam works is slow

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its still loading xD

full junco
#

ok

wicked oak
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ok, 8 gb is just 17%

full junco
#

yeah

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just as I imagined

wicked oak
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btw check how laptop users are the same as the 8 gb users

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but this one doesnt have much people

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only 40 surveys

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so dont take it too seriously

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let me check VRMultigames

full junco
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the people wuith 4 CPU cores are my problem

wicked oak
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wich is free and VASTLY more popular

full junco
#

I think the issue is that my game actually runs through the oculus SDK when I run it

wicked oak
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but why would it crash then?

full junco
#

I have a lot of hardcoded openvr API calls

wicked oak
#

oh

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but why?

full junco
#

because I like it

wicked oak
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what do you use them for?

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i had no need of do anything of the sort, except a couple calls for PSVR becouse morpheus is its own thing

full junco
#

well stuff like setsplashscreen

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I just hardcode that to the openvr one because I know I dont support the rift sdk

wicked oak
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easy to fix then, just abstract it

full junco
#

I dont want to abstract it

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its good that it crashes on rift sdk

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I only want to support openvr

wicked oak
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even if you dont use oculus store, oculus sdk just works better on oculus

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as its native

full junco
#

I want to keep it nice and simple in my code, so only openvr. can a steam game actually use the rift sdk? if I sell the game on steam, wont it use steamvr?

wicked oak
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no

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you will end up with 2 launch options

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one that launches steam sdk, and one that doesnt

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but only becouse steam sked me to

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in reality, i do nothing

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unreal engine opens the correct sdk depending on what is selected

full junco
#

why does steamvr support the rift at all then if steam games can just use the rift sdk?

wicked oak
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so oculus users can play vive only games

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becouse unity doesnt have an abstraction like ue4 does

full junco
#

ah

wicked oak
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ue4 just abstracts everything for you, but unity doesnt

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i think the new versions do. But people were using the steamVR plugin

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and if they wnated oculus support, they would need to add the oculus sdk plugin too

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and then somehow switch

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basically a clusterfuck

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many devs that used the steamvr plugin from the start and use unity dont support oculus sdk natively

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and their games are off

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the pause menu has issues and it runs at a lower performance

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my launch options in steam

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both of them do the same, i just added them becouse the steam review told me to

full junco
#

well I want to keep it simple though so I only use openvr. I want to be able to test with rift and see same bugs I see with vive.

wicked oak
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but stuff like the splash screen just works completely different

full junco
#

for example when I run my game the height is off, the floor is where my eyes are

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thats because of rift sdk I guess

wicked oak
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thats due to the openvr stuff

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and that is just a function you have to call on beginplay

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set tracking origin

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due to the oculus and steam sdks not being 100% exact, steam defaults to one, and oculus to other

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if in your begin play you set the tracking origin to the same one on both, then it will look the same on both

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also, you cant use oculus touch capacitative buttons (for hand animations) without the oculus sdk

full junco
#

why no way to get the info from openvr?

wicked oak
#

becouse openvr is designed for vive

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and vive doesnt have capacitative buttons

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they now added support for the knuckles finger stuff, but, again, they havent done anything about the oculus input

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becouse OpenVR is not Open

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its Vive sdk

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that just allows other platforms to implement support so Vive games work on other headsets

full junco
#

I know its not open, but they still seem to work a lot on oculus stuff

wicked oak
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not that much tho. They focus on Vive features

full junco
#

if you look at recent changelogs of steamvr its mostly oculus stuff

wicked oak
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where? i would like to read that

full junco
#

well I didnt look at it for a few weeks, so when I say recent I meant "when I last looked" πŸ˜„

wicked oak
#

in general, i think you should aim for "native" oculus support, with oculus SDK

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that way Vive users get their native support, and Oculus users gt their native support too

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given UE4 abstraction, is not really "that" hard

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personally i just have a function that returns an enum depending on the headset connected, and i switch on that

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on the few cases where i need it

full junco
#

I dont want to work on oculus sdk stuff, I call openvr stuff manually and built everything around that and dont wanna change it now

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I wouldnt add rift support at all if I would have to care about their sdk

wicked oak
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the only thing you really need to do is to have those openvr calls omitted if you dont use a vive

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oculus sdk works really well by default after all

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usually thats what i have in my code

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Oculus: nothing, just defaults

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Vive: something mildly weird

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Morpheus: extra stuff

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what kind of stuff do you use the openvr sdk?

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apart for the loading screen

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chaperone stuff?

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that one would definitely be hard to abstract well

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as ue4 doesnt abstract play area systems at all

full junco
#

I dont really want to think about all the stuff I used, but its a bit

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I like to know "let me look at the openvr api and find something thats useful". I dont always want to look then if something similar exists in the oculus API

wicked oak
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anyway, if you really dont want touse oculus sdk, you will need to remove the plugin enterely

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and still work on oculus bugs anyway

full junco
#

I just removed it, yeah

wicked oak
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you will get complains about that day 1 tho

full junco
#

about?

wicked oak
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about oculus support being spotty

full junco
#

why would it be spotty

wicked oak
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becouse you are not using the native sdk, but openvr sdk wich abstracts stuff and doesnt work as well

full junco
#

obviously there is no ASW

wicked oak
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and thats absolutely huge

full junco
#

but people who need that should just buy on the oculus store

wicked oak
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there is also the part of having to sync steamvr chaperone and oculus playspace too

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not really, a considerable amount of people buy on steam even with oculus

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my stats say somewhere beetween a third and a half of my buyers in steam are oculus

full junco
#

if I sell on steam I use steamvr, if people dont understand that they shouldnt buy my game

wicked oak
#

all ue4 games in steam just use the oculus sdk stuff to work well

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oculus players do get quite mad when a game doesnt use oculus sdk, even more if its ue4 as there is pretty much no excuse

full junco
#

I'll tell them its good for them so that theres no facebook code in my game that would spy on them lol

wicked oak
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well, ok then. But you will end up adding an oculus patch like first week after complains XD

full junco
#

and then people are happy that I care about them

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still fine πŸ˜›

wicked oak
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uhm, true

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the issue is that if you dont support oculus SDK, you cant put the "supports oculus" stuff on the steam store

full junco
#

why?

wicked oak
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becouse those icons come from the supported sdks

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let me double check

full junco
#

I would think steam is happy if I only use their SDK

wicked oak
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they dont care

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yup, this part

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but if you say that you support Oculus Touch, they will add the oculus icon

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personally, i worry on having my game be native on all of the 3 platforms

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for that, i even have 3 different "hand" classes

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with completely different input controls and shape

full junco
#

3 native platforms is a nightmare

wicked oak
#

often, vive support is a bit more spotty

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becouse i develop with oculus, where everything "just works" by default

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so i need to do tests with vive to see it still works

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but morpheus is the true nightmare XD

full junco
#

theres a bug in UE4 that makes it crash when VR plugins are disabled

wicked oak
#

did you know i support 3 different input modes on ps4?

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it makes it a total of 5 input systems, all different

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Oculus with hand controllers, + configuration stuff

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Vive with hand controller + configuration, similar to Oculus, but different input becouse different buttons

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PSVR with Dualshock 4 tracking + config(but less). Has smooth locomotion with the joysticks

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and 1 gun instead of 2

full junco
#

is there a way to force steamvr without disabling the oculus plugin?

wicked oak
#

yes

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commandline option -steamvr i think

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not completely sure

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but i dont know how to know what headset you have on

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becouse the "get headset name" will return SteamVR

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not vive

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wich makes it harder to switch input modes

full junco
#

I asked yesterday about this and it seems that isnt really hard

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openvr can tell you that

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seems like thats the easiest way

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and yeah, 5 input systems is definitely horrible to support

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and with knuckles you'll be at 6

wicked oak
#

and then all the config stuff

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ive had to rewrite my handling quite a few times

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right now i have 3 pieces

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the Hand takes care of the input itself

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and sends "events" to the controller

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for example, a Teleport event

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with what hand to use

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or a Rotate event

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the controller takes care of the different configurations, for example rotating more/less angle/ or using smooth rotation

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and then affects the pawn

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so basically its:

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Hand has the input, Controller has the logic, Pawn has the result

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originally, i didnt use the controller much. Just input into pawn directly

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but having multiple hands i had to move input logic to the hand

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but then configuration options meant that i had to implement config options on all the hands

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what a clusterfuck

full junco
#

oh yeah

wicked oak
#

at least now with all that crap i could add knuckles support in a few minutes

full junco
#

I'm also not looking forward to having vive controller, touch controller and knuckle controller support in my game

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and it'll only get worse over time as new controllers will get released

wicked oak
#

no way around that, really

full junco
#

at some point you need to support 20 controllers

wicked oak
#

you could try to prepare an architecture like the one i have

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not really

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you can use inheritance for controllers that are similar

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and really, you only bother about the important ones

full junco
#

well, yeah

#

my game doesn't show up inside the rift when its running through steamvr

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mirror window works fine and headset and controllers are tracked correctly

wicked oak
#

are you doing stereo on and similar stuff?

full junco
#

I can "play" the game through the mirror window, but in the headset I just see "yourgame.exe needs too long too load. please take off your headset and see whats wrong" or something like that

#

well I have play in vr checked in the options

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the rift really gets warm at the front

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never noticed that on the vive

wicked oak
#

play in vr crashes my editor on load

#

4.16

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thats why i launch with -vr in steam

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another thing i do that might be useful for you

#

my start map is the same whatever happens

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on all platforms

full junco
wicked oak
#

but that start map is empty, has absolutely nothing but a check

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if it checks we are launching with the -demo parameter, it then goes into the DemoEntry map

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if it checks we are on ps4, goes to Ps4Entry map

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etc

#

and then those do platform specific config/setup

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for example the ps4 one calls stereo on, and waits for you to connect the devices, while giving a warning screen

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the pc ones just load you instantly into the main menu

full junco
#

I guess you need that on PSVR then

wicked oak
#

yup

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its on the guidelines, you cant publish if you dont do that properly