#virtual-reality

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wicked oak
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btw

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Microsoft doing VR too

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and working with ddevs

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wich means..

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a 4th platform

full junco
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if they would do some great VR platform on xbox one x with good roomscale I would immediately support it

wicked oak
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thats why im interested

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its boneheaded to think that microsoft wont put those vr headsets on scorpio

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they are the same price as PSVR, and they are higher quality

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even if they are inside out, they probably have better tracking

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btw, xbox scorpio has a shit CPU

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it does have gpu in spades tho

full junco
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yeah I know

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CPU is an issue

wicked oak
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6 usable cores if its like ps4, and drawcalls being nearly free

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microsoft marketing said that the scorpio gpu has special features around DX12 stuff. To implement part of the stuff in hardware instead of having it on the driver side

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it would be really good for VR

full junco
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ok

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btw, the new rift smells great

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rift aroma is better than the vive one, quite sure about that

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and I still didn't get any image to show up in my rift with my game using steamvr

wicked oak
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pstd flashbacks about the DK2 glue smell

full junco
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oh it was that bad?

wicked oak
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do you have steamVR open

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and configured

full junco
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yes I do

wicked oak
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uhm

full junco
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I should try some other steamvr app I guess

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didnt test anything there yet

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yeah, also doesnt work

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rift only shows "please wait" in that white environment

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should I see my steamvr environment in the rift?

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I think a steamvr restart fixed the issue ๐Ÿ˜„

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its really annoying how the image gets warped in the rift though

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is it normal that the rift has way more warping of the image than the vive?

full junco
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and for some reason my game still doesnt want to show up in the rift

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other steamvr games work

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in the steamvr mirror window it looks correct, my game is visible there, but in the rift it only says its waiting for the game exe

frosty robin
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Okey.. wierd bug.. suddenly all of our scenes ( not steam HOME) makes it feels like we are way to tall and the world is too small.

Using the same VR scale (100) aswell as the same Pawn base height (180)
tried recalibrating roomsetup, restarting computer and switching USB ports.
feels super strange.

mighty carbon
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interesting.. what else they are gonna come up with this time ?!

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@pearl tangle any insight ?

wicked oak
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@mighty carbon its kind of a given

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i wonder if they will give it extra stuff

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or if it will just be like every other gearvr, just a fairly dumb mount

mighty carbon
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I think it will be just plain 2017 Gear VR with extra slot for Note 8

wicked oak
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thats by far the most probable thing

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things that could be improved is designing gearVR so passthrough camera works better/easier

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and if that works, they might even do like AR Kit in iphone and offer basic positional tracking

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but i doubt arkit is good enough for vr

frosty pumice
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Which hardware do i need to buy to start VR?

mighty carbon
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depends @frosty pumice

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Galaxy S7 + Gear VR or Galaxy S8 + Gear VR + Daydream Viewer for mobile VR

full junco
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finally I got it to work @wicked oak I had to disable the oculus sdk, then it worked. I fixed the bug with packaged, so works fine now

mighty carbon
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or i3-6100 + GF 1060 6Gb + 16Gb RAM PC with either Vive or Rift

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for desktop VR

full junco
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well rift is cheap, vive isnt. if you have enough money to buy a vive, you would probably also buy a 1080 and a i7

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who would use a i3 for developing games? thats torture. you dont want to wait forever for a shader compile or an engine recompile

frosty pumice
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i got 1060GTX 2GB and have 16GB

mighty carbon
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There is no such thing as 1060 with 2Gb... Maybe 3Gb ?

frosty pumice
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oh 3 right

mighty carbon
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that should do

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what about your CPU ?

frosty pumice
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i7 6720

mighty carbon
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plenty

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@full junco I use i3 and that will ensure that my game runs on lower end hardware

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runs well that is and looks decent enough

full junco
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@mighty carbon yes its good for that, and you are not using c++ so you don't feel the pain as much, but its still far, far from ideal for developing with it

frosty pumice
mighty carbon
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but if you develop on top end hardware, your product will never be optimized for lower end hardware.. If I had enough free cash and physical space, I'd definitely have high end dev rig and low end test rig

full junco
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@mighty carbon yeah, for testing its great. but devs usually care more about productivity than having the low end hardware to test

full junco
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a low end GPU doesn't really hurt your productivity, but a lowend CPU really does

mighty carbon
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@frosty pumice if you have Galaxy S6/S7 phone, yeah

frosty pumice
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Nope, i want to develop on PC

mighty carbon
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then Rift or Vive is what you want

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if you loaded with cash, get both Vive and Rift ๐Ÿ˜ƒ

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if not, get Rift

frosty pumice
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Nope

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Rift seems like pretty expensive rather than Samsung

mighty carbon
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you need 2 USB 3.0 controllers on your mobo - one controller (and 2 ports) for 2 sensors, another (and another 2 ports) - for HMD and third sensor

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ok, get Samsung but don't bitch that it doesn't work with PC, because Gear VR only works with Galaxy S6/7 smartphones

frosty pumice
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ergh im not sure...

mighty carbon
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oook... maybe someone else can help you

fair hearth
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just to clarify here,

the gear vr is essentially the same as a google cardboard in terms of functionality, a pc headset (rift/vive) is what you'd want to do pc development, you can use a pc to develop for the gear vr, however your project would have to be mobile based and would only work for the gear vr unless you code it for cross platform

please be more kind, the world needs it, thanks

wintry escarp
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the Samsung gearvr does nothing on its own, it needs an expensive phone

mighty carbon
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sure, but hey, it's common sense to read about Gear VR and see that it only works with smartphones.. If an individual doesn't understand that, sorry, but no, individual needs to go back to school

full junco
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isnt gearvr+phone way more expensive than a rift anyways?

wintry escarp
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at the moment yes

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depending on your pc

mighty carbon
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the point is this person asked how to start developing for VR.. I literally told him/her what (s)he needs for mobile and desktop VR.. Then the person goes on I want Gear VR + PC.. Red flag right there..

full junco
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youre a bit too sensitive

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not everyone has to directly understand that gearvr doesnt work with PC

mighty carbon
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yeah, cuz I am sick and tired of people not willing to do some basic googling and reading

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you kidding, right ?

full junco
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no, I'm not

mighty carbon
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that's dumb, sorry

full junco
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imagine you would show your mother a rift and a gearvr, would you expect her to immediately understand that one is for mobile and can't work with a PC and the other one is for PC and can't work with mobile?

mighty carbon
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if one can't grasp such basics, one doesn't need to be delving into more complex things .. It's like if you don't know ABC, don't bother writing a short story or read a book

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my mother wouldn't be asking how to start developing for VR

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this person is here not by accident

full junco
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well, if she would somehow manage it, maybe congratulate her first on getting into this channel before being super sensitive after she doesnt understand something immediately

mighty carbon
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anyone who ends up here are here with particular purpose and reason

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one doesn't go into college without first going into kindergarten, then to school

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before going into full on VR development, one goes to Reddit, then gets VR system, then tries it, then goes to do basic UE4 development, then starts with VR.. That's common sense that somehow is missing in many nowadays

glossy agate
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Anyone try this yet? Was going to buy this game this weekend, been following it for a while, built in UE4 with a grant. Something went wrong though, people are saying perf and locomotion system is really bad. http://store.steampowered.com/app/442660/The_SoulKeeper_VR/

The SoulKeeperยฎ VR is an episodic dark fantasy Virtual Reality Role Playing Game. Experience the immersive world of Gerindak, filled with lore and adventure, as you play through the intertwining stories of various characters. Start off as Isorop...

Price

$34.79

โ–ถ Play video
tired tree
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oh? they teleport back from intersection? Thats disappointing, I thought when I was talking to them that they were doing something like what I have instead.

glossy agate
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From what I read its click to walk, and movement based on HMD forward vector

mighty carbon
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I sent my project to Oculus.. Will see if it's their bug or something I messed up

wintry escarp
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gearvr one?

mighty carbon
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yep @wintry escarp

mighty carbon
sturdy coral
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@glossy agate one of the soulkeeper guys was in here a few weeks back

glossy agate
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Saw the update log on steam, looks like they are already working on the locomotion fix so I may still grab it this weekend.

full junco
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isnt the price really high?

glossy agate
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Yeah pretty steep, but if it's great quality with content I would pay. I got both serious Sam games that I think were more expensive than this.

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@mighty carbon we gonna coop KF? I'm really happy they decided to add in smooth locomotion.

wintry escarp
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will lowering the power limit on my 1070 with afterburner reduce its top speeds to quieten it, or just make it flakey

full junco
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@wintry escarp it will make it quieter and slower

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what 1070 do you have that you actually hear it? those GPUs are so efficient and take to few energy, you have to have a really bad cooler to hear significant noise

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your fan curve is probably setup very bad, fixing that will fix noise and GPU will still be fast

wintry escarp
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it probably isn't bad, just the rest of my pc is near silent

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ssd, soundproof case etc

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noctua fans on slowest settings

full junco
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well ok, compared to nothing everything is "loud"

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I really have no issue with being able to hear that my PC is under load

wintry escarp
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i'll leave it at 90% power and see how that goes when I'm in vr

wicked oak
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meanwhile, the new vega has the same power as a 1070/1080, while using twice the power XD

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dammit AMD

wintry escarp
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huge difference, 100% must just push them into where they start ramping up heat

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fan didn't go over 55%

wicked oak
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they seem to be good for mining tho, people are grabbing them for that

wintry escarp
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amd always good for mining now

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volta is supposed to be massive for it, almost guaranteed to be crippled to hell to save sales of their compute cards

full junco
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@wicked oak AMD still seems to have almost all the new hardware features disabled on Vega though

wicked oak
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a fucking disaster

full junco
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so either their hardware is kinda broken, or they are just super super slow with their driver team

wicked oak
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i doubt that thing can be saved

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if it can, it will be the turnaround of the century

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just imagine the driver log

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"we enabled some features, games now run 70% faster, deal with it nvidia"

full junco
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it would be great

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my game runs really nice on rift now

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its awesome how steamvr actually maps the vive controller to rift without me having to do anything

mighty carbon
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@glossy agate I haven't gotten it yet. Trying to wrap up my Gear VR thing before I get to anything else.. But we might, if it's any good ๐Ÿ˜ƒ

glossy agate
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Cool, Ill need a bit of time too until its ready for Revive

mighty carbon
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@wintry escarp I thought you got 1060\

wicked oak
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@full junco careful with the transform

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they are not 1/1 aligned

full junco
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@wicked oak ah yeah, they are rotated incorrectly

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I meant the buttons are mapped

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so I can use the touchpad buttons on rift without actually doing anything in code

glossy agate
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Its just pitch I think that is off. You can use a second socket, or just set a rotation offset depending on HMD used

full junco
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one thing thats annoying is that it now really matters how UE4 randomly switches the controllers, so left/right is sometimes wrong. didnt matter with vive since you can just pick the other controller up, but with rift it matters

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what was the solution for the left/right issue with the controllers?

wicked oak
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just steamvr stuff

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they are not switched randomly

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in your motion controller with Right, it will allways be on the Right touch, at least with the oculus sdk

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for the steamvr, i dont know

full junco
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it appears random to me

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I think I read someone saying how to fix it here, a few months ago

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@tired tree maybe you?

tired tree
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4.17 fixes that

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it was epic assigning random left/right, steamVR has saved / preferred already

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in 4.17 they actually check with steamVR

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its a simple addition to the motioncontrollers also

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can merge it in to older versions

full junco
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ah great, do you know which commit?

tired tree
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was a large merge, just load up MotionControllerComponent and the PollController function

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it has two new paragraphs there to check and assign correct hands

full junco
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thanks!

mighty carbon
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4.17.1 fix is out

full junco
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@tired tree it uses EControllerHand::AnyHand, AnyHand doesn't exist in my version though

tired tree
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ah.....

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well you will have to force it to use the code then

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that settings says to use the steamVR setting

full junco
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so I should do what?

tired tree
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actually

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you know what...

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I don't think that code serves its purpose

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I think its a fallback if only one hand is connected / to make it work with GearVR

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I was thinking of the wrong thing

full junco
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oh

tired tree
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they might have added to the steamvr plugin as well, I don't remember what changed there for 4.17

full junco
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are you sure the left/right issue was definitely fixed in 4.17?

tired tree
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I could swear I saw something regarding it

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but haven't actually tested, may be faulty memory

full junco
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I guess here

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SteamVRController.cpp

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its a lot of stuff changed there though, hard to just merge in an older version. did no one ever made some dirty fix for that before 4.17?

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I think it might work

sturdy coral
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@full junco did you use roughly Valve's algorithm from GDC 2016 for driving the adaptive resolution changes?

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it seems to be a bit aggressive in that it can have a lot of resolution changes in just a few frames

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and there seems to still be some overhead that causes some cpu spikes for me when I change resolution. I tried profiling a bit and one area that seemed to show up in the spikes was compute light grid

full junco
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@sturdy coral I used that from gdc 2016, yeah

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it is pretty agressive

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I never saw any cost associated with resolution changes though

sturdy coral
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I'm going to try on some simpler scenes

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I think the light grid is used on reflection captures too and I was trying on a scene with a bunch of them

full junco
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I only tried with fully dynamic scenes

sturdy coral
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k, I'll try that too. do you have the overall project setting for dynamic too?

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"Allow Static Lighting" false

full junco
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yeah I have that set to false

sturdy coral
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@full junco ^-- yeah it looks like it is actually GPU. the "other" part on the GPU graph can include compute shaders, and in the profiler I see that computelightgrid thing match up really well with the spikes (and it calls a compute shader)

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I'll try with 4.15 a bit later and see if that helps

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they move more and more stuff to compute shaders each release

full junco
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@sturdy coral ok

sturdy coral
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all I have it doing there is walking up and down like .1% each frame

full junco
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in 4.15?

sturdy coral
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or rather walking up .1% each frame until res has increased 2% total then walking back down

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4.16, I'm going to try 4.15 now

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this is what I'm using to set it right now:

#
{
    const float MaxMultiplier = 2.0;
    const float MinMultiplier = 0.4;
    if (ScreenMultiplier > MaxMultiplier || ScreenMultiplier < MinMultiplier)
    {
        return false;
    }
#if STEAMVR_SUPPORTED_PLATFORMS
    FSteamVRHMD* SteamVRHMD = GetSteamVRHMD();
    if (SteamVRHMD)
    {
        const int32 EyeResX = 1080;
        const int32 EyeResY = 1200;


        const int32 MaxResX = EyeResX * MaxMultiplier;
        const int32 MaxResY = EyeResY * MaxMultiplier;

        int32 MultipliedEyeResX = EyeResX * ScreenMultiplier;
        int32 MultipliedEyeResY = EyeResY * ScreenMultiplier;

        SteamVRHMD->AdaptiveQualitySettingsGT.EyeMaxRenderViewport[0] = FIntRect(FIntPoint(0                , 0), FIntPoint(MaxResX - 1              , MaxResY - 1));
        SteamVRHMD->AdaptiveQualitySettingsGT.EyeMaxRenderViewport[1] = FIntRect(FIntPoint(MaxResX          , 0), FIntPoint(2.0*MaxResX - 1          , MaxResY - 1));
        SteamVRHMD->AdaptiveQualitySettingsGT.EyeRenderViewport[0] =    FIntRect(FIntPoint(0                , 0), FIntPoint(MultipliedEyeResX - 1    , MultipliedEyeResY - 1));
        SteamVRHMD->AdaptiveQualitySettingsGT.EyeRenderViewport[1] =    FIntRect(FIntPoint(MultipliedEyeResX, 0), FIntPoint(MultipliedEyeResX * 2 - 1, MultipliedEyeResY - 1));

        SteamVRHMD->AdaptiveQualitySettingsGT.PercentageOfMax = ScreenMultiplier * (1.0/MaxMultiplier);
        SteamVRHMD->AdaptiveQualitySettingsGT.RenderTargetSize = FIntPoint(MaxResX*2, /* both eyes add to x, so double it*/
                                                                           MaxResY);
        SteamVRHMD->AdaptiveQualitySettingsGT.valid = true;
        return true;
    }
#endif
    return false;
}```
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I did notice one thing the oculus plugin does is pad by a multiple of 16 or something, I didn't add in anything like that

full junco
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I just copied exactly what the code in the oculus plugin does

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to set the AdaptiveQualitySettingsGT

sturdy coral
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ah ok

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they have a bug in that too that is fixed in 4.17 if you want to backport it

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only affects you if you are supporting the oculus plugin, where they ask the api for the new screen percentage they were applying it directly instead of taking the sqrt of it

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{

PixelDensity *= FMath::Sqrt(AppPerfStats.AdaptiveGpuPerformanceScale);

}```
full junco
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well I'm not using the oculus plugin for now

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and even if I would I would probably try to make sure that uses the exact same code like the steamvr one for the adaptive resolution stuff

sturdy coral
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@full junco still on 4.16, I found a cvar for the lightgrid and it fixed all the hitching

full junco
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ah nice

sturdy coral
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r.forward.lightgridpixelsize

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defaults to 64 and I bumped it to like 512

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I'm not using forward, but I guess translucency or something still does

uneven moon
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My tools froze up, I can't select the rotate or scale tool, only move (it happened after I started working on Matinee)

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Any ideas?

pearl tangle
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matinee or in sequencer? Matinee often has issues that do that. Best bet is usually just a restart when those things happen. You can sometimes kick it back in by toggling the rotate and scale tool and trying some different sides and angles and changing local to global

pearl tangle
sturdy coral
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@full junco I made a dirty hack to fix it, instead of a light grid pixel size I'm dividing by a constant light grid divisions to derive the grid pixel size each frame

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right now it requires the aspect ratio to be 1:1 though, with the normal aspect ratio there were cases where you would scale just enough that the x or y rounded over into adding an additional column or row to the light grid but not vice versa

real needle
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Does this ring a bell for anyone?

OCULUS: Error: ovr_SubmitFrame called with unrecognized frameIndex (13). Make sure it matches a frameIndex value passed to ovr_GetPredictedDisplayTime
OCULUS: Error: WaitableTimer slept too long/short (i.e. 2.313007 ms)

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It crashes the build

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This is when playing with a rift connected. On a vive it works.

full junco
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@sturdy coral ok

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what is that light grid needed for? did it not exist in 4.15?

mighty carbon
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@pearl tangle PM ๐Ÿ™‚

mighty carbon
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Apparently Killing Floor VR isn't that great.

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And teleportation locomotion is wonky.

sly elk
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hey all, I need 3 more subscribers before youtube will let me make a channel URL.. can one or two of you help me out?

mighty carbon
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Ok, subscribed

sly elk
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thanks

mighty carbon
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Np

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I'll be getting this one, probably

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I'd like to see how it feels being in the low poly cuboid world

full junco
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why is everything about a rift so annoying to do with roomscale

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I already knew I have to buy 10 meter usb extension cable to get to the second camera on the other side of the room, but I didn't expect the cable of the rift to be too short for roomscale

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do really have to buy both a usb extension cable and a hdmi extension cable for the rift now and then have 2 annoying cables that make it more heavy?

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its horrible design from oculus

spiral zephyr
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lol what do the cables combined cost then?

wicked oak
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@full junco use the extender from the vive

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it works just fine

full junco
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@wicked oak thats less than 1 meter I think? definitely not enough

wicked oak
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i do think the oculus cable is stupid short

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usually for my playspace is enough, but it is stupid short

full junco
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it really wouldn't cost them that much more to just use a cable with same length like vive

mighty carbon
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long enough for average available room area

full junco
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no

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I only have 2x2 meters and its not long enough

mighty carbon
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that's what most people have available

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or less

full junco
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less doesn't really work

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steamvr doesnt even let you continue the setup if you have less than 2x1.5

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an average good area is probably 3x3 meters

sly elk
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Yeah, im right on the edge of the steam VR minimum space. I need to move some furniture out of my office. Also oculus tracking get bad as you approach walls and are occluding the touch controllers

full junco
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well I didnt test it too much yet but it seems to work quite fine even with only 2 cameras

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I don't need it to be too perfect, only need it for making sure my game works fine, for everything else I can use my vive so thats fine

mighty carbon
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@full junco o.O Good thing I chose Rift - I wouldn't be able to use Vive

wicked oak
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this is the interesting one

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Lighthouse for PSVR 2.0

glossy agate
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If they do that and get some decent controllers to go with it, that will be huge!

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All the good games can go in front of the bigger audience.

full junco
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yeah, I would probably try to port my game for PSVR then

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good tracking is the only requirement, performance can always be worked on

glossy agate
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Yeah. Would give a lot more people a reason to buy in. I would buy one.

full junco
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wellI definitely wouldnt want to play with one, the GPU of a ps4 is still quite shitty compared to a 1080

glossy agate
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But if its super convenient with a big player base for multiplayer I would be sitting in my living room instead of my home office more than I do.

full junco
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yeah, people usually have way more space in their living room so good tracking solutions that support something like 5x5 meters definitely make a lot of sense for consoles

glossy agate
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Yeah, my office is 10*12 ft but I have desk, telescope giant beanbag chair ect so Im still banging into shit, knocking all my military stuff off the walls haha.

full junco
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lighthouse is the perfect tracking solution, sony and microsoft should both just use that

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though I guess motors and lasers will always be more expensive than cameras

wintry escarp
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new lighthouse is much cheaper isn't it

wicked oak
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lighthouse is clearly the best right now

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but it doesnt really scale

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with cameras you can add things like object/gesture recognition and similar

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lighthouse only does what it does, but it does so flawlessly

full junco
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@wicked oak to get sub-mm precision on 5x5 meters you likely need crazy high res cameras with something like 8K though

wintry escarp
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rift works ok, just needs 3 sensors really

wicked oak
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what about both at the same time, like leap motion style camera + lighthouse

wintry escarp
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whats the little round patch on the rift controllers for? the one that looks like they cancelled a button

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doesn't seem to register touches

wicked oak
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just a rest

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and it does register touch

full junco
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@wicked oak I don't think you need any object recognotion or gestures in VR

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knuckles are pretty much the perfect controllers

wicked oak
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i really want to get some

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but steam ignores me ๐Ÿ˜ฆ

full junco
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well, with the current price of the vive no one buys it anyways, and LG probably can't compete with the rifts price too so they don't even want to release their headset. so valve probably has no idea how to make people actually buy knuckles. standalone not too many will buy it I think

wintry escarp
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would be intresting to see up to date sales figures for rift

full junco
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if steamvr headset manufacturers don't get any of the steam money, I don't see how they will ever be able to compete with the rift pricing since oculus can sell the rift at a loss without much issue

wicked oak
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standalone will sell tho

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you can be sure of that

wintry escarp
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I don't think theyre selling at a loss

wicked oak
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as long as the price is logical like 100-150 dollars

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a LOT of vive users will get knuckles

full junco
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do knuckles work with old lighthouses?

wicked oak
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or if you make knuckles the default hand controllers of the LG headset

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yes

full junco
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well LG might have the issue that they can't compete with the rifts price

wicked oak
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even if they used the newer sensors, the sensors have backwards compat

full junco
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so either noticeably more display res or something like eye tracking

wicked oak
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it will have more res

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thats confirmed

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but not that much more

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and lenses and screen tech is super important

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they say its a 1440p screen. The rift is 1200px verticall (as vive is)

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so not that much of a difference

mighty carbon
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making stuff for consoles is horrible experience, judging by what @wicked oak says here and by reading from other sources

wicked oak
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but $

full junco
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LG probably waits with their headset until they have some real advantage over the rift to justify a higher price

wicked oak
#

and support that actually answers to mails

#

and not having to support anything more than 1 hardware config

mighty carbon
#

don't have to support multiple configs on PC either

#

it's not early 90s

#

I guess if a team has a programmer who also skilled enough to work on UE4 codebase for PS4, then maybe it's not a big deal

#

for me personally it's a nightmare I wouldn't want to step into

wicked oak
#

after testing some stuff. the best way BY FAR of getting VR text is to not use text

#

put it into a texture, with proper mipmap settings

#

it aliases a lot less and the text looks great

#

on the downside, you need to do textures instead of just programable text

tired tree
#

I like 3D text

#

its more effect, but the effect is great

#

effort

mighty carbon
#

but, what about localization ?

#

it would be royal pita to localize a tom of text if it's in the textures or 3D

tired tree
#

?

#

3D is no different if you make multiple fonts

#

you can get localized text still

#

textures...more of an issue

mighty carbon
#

how do you do 3D text? I thought it implies modeling it in 3D app

#

(words and sentences)

wicked oak
#

@mighty carbon as you wouldbe doing the 3d text as models, you just swap the models

#

any asset can be localized

#

textures or meshes

full junco
#

3d text as static models isnt nice

wicked oak
#

if you create your 3d text from a FText variable, then its much easier

mighty carbon
#

do you guys know if anything major coming in 4.18 for VR or gameplay ?

sly elk
#

i REALLY hope we get more forward rendering goodies or optimizations

#

The simple faked foviatged rendering nvidia showed off a while back looks great. I would love to be able to set more super sampling for just the center of the image

mighty carbon
#

I know that @full junco lurks on github, so I am hoping he can shed light on what's already in 4.18 branch

full junco
#

@mighty carbon epic is super slow with merging stuff, currently no new vr or rendering things are in master that aren't in 4.17

mighty carbon
#

ouch

#

something tells me that not much stuff will be coming for forward rendering or VR

tired tree
#

its waaaaay to early to tell...

#

4.17 JUST came out

mighty carbon
#

but 4.17 doesn't have much for VR rendering and such, does it ?

glossy agate
#

Didn't we just get forward in 15 or 16?

#

Gonna have to wait till robo recall 2 for the next major feature

mighty carbon
#

right, we did, but people keep saying it's missing some important features (like what?!) and optimizations (?)

sinful iris
#

Hello

mighty carbon
#

@tired tree @full junco is there really something missing in UE4 for VR currently ?

tired tree
#

they covered a lot fo the bases with this last update

#

and are working on cleanup

sinful iris
#

So

#

I just got Unreal

#

I'm in the VR template

#

The Motion Controller map

#

Where do I start?

#

Is there a good guide?

#

I have no idea what to do.

mighty carbon
#

@sinful iris do you know UE4 well enough where you can make a small game prototype ?

sinful iris
#

@mighty carbon No

#

I just got UE4

mighty carbon
#

then there you have your answer - learn UE4 first, then get back to VR

#

also there are books and youtube full of tutorials to get you going

sly elk
#

I have had a lot of comments on my video about the tracking being shaky. don't remember it being shaky when I recording it so im not sure if there was something going on with capturing VR + 4k video or if I was just super tired after doing many 15 minute assembly runs back to back. Is this normal for VR capture?

#

Wow, I did a terrible job writing that out.

#

@sinful iris do you have other gamdev experience? I don't think working from the VR template is really any harder than from the first person or third person template. You just need to start digging . Get stuck, work hard to figure out why, keep repeating that

sinful iris
#

@sly elk Sorry, went AFK. I have made basic mobile 2d games, so a little...

sly elk
#

I think you are just going to have to jump in and struggle for a while. Moving to 3d might throw you off a bit, a lot of us probably take some of those basics for granted. Start by watching every blueprint related video on the unreal engine channel and follow all of their tutorials.

#

the vr template blueprints are actually pretty simple and its all organized and named. You want to be looking at the BP_MotionController and MotionControllerPawn. If you already understand basics like variables and data types it should make sense fairly quickly.

sinful iris
#

Ah

#

Ok

#

I will have to learn without VR first then

#

Thanks

glossy agate
#

@sly elk I have gotten those types of comments on my videos too. I think some of it has to do with when you are holding something long it has no real weight to it so just a tiny move of your hand gets really exaggerated towards the end of the thing moving. Also the capture is going down from 90 to 60 fps which reduces smoothness also.

uneven moon
#

Scenario:

  • 2 VR pawn BPs, 2 game modes. Each corresponding with one.
  • I override the game mode in my main menu to use the 2nd pawn I created. I drop that pawn into the level, and only that pawn.

Problem:

  • When I use the first pawn that I originally created, it works fine.
  • When I do what I described and use the 2nd, with the game mode using that 2nd, it doesn't work right.
    The VR preview starts depending on where my viewport is and not where the pawn itself is.

Notes:

  • If I drop the first pawn back in and remove the 2nd, it works fine. Even when the game mode specifies that the 2nd should be the default.
  • If my project settings maps/modes is set to a default game mode for the 2nd, the 1st only works still... So no matter what, the first works, 2nd does not.
  • Both pawns are set up to work exactly the same, one just doesn't have motion controllers (yet).
forest plover
#

When you use the gamemode, its gonna spawn the pawn unless you tell it to posess the one you placed in the level

uneven moon
#

Interesting, one sec

#

The first pawn is set to '0', should the 2nd be set to '1' then?

#

^ Inside the pawn

forest plover
#

nope, in VR your always player 0 because you can't do splitscreen with it and in multiplayer everybody is player 0 according to their computer

uneven moon
#

Okay, so both pawns are set to auto possess player 0

#

What do I do with the game mode?

#

Default pawn is set to 'Pawn_Menu', which is the 2nd one I mentioned.

forest plover
#

the gamemode is meant for gamemodes, if your not going to use it then don't worry about it. But putting both to posses player 0 isn't going to work because you can only control one pawn at a time

uneven moon
#

I need to control only the 2nd pawn which is called 'Menu_Pawn', on the main menu. Then, when I start the game, I want to control 'VR_Pawn' which is the default for the remainder of the game.

#

So how do I specify which level uses which of the pawns?

forest plover
#

Through code, either through Blueprints or C++ but you would tell the player controller to possess the pawn that you want to control

uneven moon
#

Ah, so in the Level BP for each level, I can possess the correct pawn at begin play?

#

As long as that pawn is in the level, ofc.

forest plover
#

Sure, if you want to go that route

uneven moon
#

Will the player notice anything strange or will it be instantaneous?

forest plover
#

Test it and find out

uneven moon
#

Okay, thank you

#

It worked, cheers

real needle
#

Is device type still "Invalid" for SteamVR pucks in 4.17?

#

I don't have a puck around to try with atm

uneven moon
#

Trying to get a persistent line trace coming out of my hand in VR but when I play the level, the line trace is on the floor where the pawn originated and not emitting from my hand (the 'LaserOut' scene component that defines the 'start' of the line trace is attached to my hand, however)

#

Even when I set the starting point to be my camera, it's on the floor where the camera originated e_e

real needle
#

@uneven moon Because you're running that once on begin play. The motioncontroller location will be 0,0,0 the moment the pawn is spawned

#

First tick is when it'll actually get a transform from the motioncontroller component

#

Put that on tick instead and set debug to each frame

#

You're seeing the same result putting it on the camera

slim raft
#

Anyone else sometimes get one Vive controller stuck with a blue light refusing to track properly?

#

Keep doing random things for an hour and then it eventually works properly for while

#

Then repeat

real needle
#

The blue light usually indicates that the controller is on but not connected to the HMD I believe, I have a pre so I can't test it. But turning one on without SteamVR should do that

pearl tangle
#

try switching it off and re pairing?

real needle
#

Yeah turning it off should do it. Hold it down for 8 sec or do it through SteamVR

pearl tangle
#

yep blue means no connection

frosty robin
#

Does anyone know why my VR Camera is spawning (and tracking) from a specific height instead of from the floor level? im using HTC Vive and using roomscale setup.

The tracking origin is set to Floor, and im not using any offsets to the Pawn at all. It feels like it's using eyeheight tracking as origin.
I've verified that the tracking origin is indeed set to floor!

real needle
#

@frosty robin Which pawn class are you using?

frosty robin
#

Whenever i restart the VR preview it seems to set the HMD location to the Floor origin. ( if i put the headset on the floor, then start the VR preview, i get a pretty okey result..

#

im using a regular pawn

real needle
#

Are you sure you're not setting "Set Tracking Origin" to Eye?

#

That's what it sounds like

#

So not a Character?

frosty robin
#

Nope, not character.. Parent is pawn

real needle
#

Kk just making sure

frosty robin
#

yep.. verifying by printing the tracking origin on tick

#

and its floor

real needle
#

What is the actors location

frosty robin
#

doesnt matter, there is basicly no offset between my VR origin and my HMD

real needle
#

IE is it level to the ground in game

frosty robin
#

yeah Z = 0

real needle
#

WHat does your component hierarchy look like

frosty robin
#

Default scene root -> VROrigin ->Camera

#

as basic as possible

real needle
#

Restart Unreal and SteamVR

frosty robin
#

yeah im doing that as we speak.. but we're getting the same problem on different computers

real needle
#

Try the VR-template motioncontroller pawn

frosty robin
#

yeah

#

Okay... Restarting the project and deleting saved and intermediate worked

#

so strange..

#

specially since both our computers had the same problem.. (with Different save / intermediate)

plain glade
#

hi there

#

In my VR project I have around 30 character. when I look to crowded side my fps getting decrease

#

Is there anyway to fix it ?

#

Is there anyway to fix it ?

full junco
#

use less characters?

plain glade
#

I have to use more character ๐Ÿ˜ฆ

full junco
#

how many triangles do those have?

plain glade
#

I dont know Actually . because I am not model artist

#

I just use iClone

#

๐Ÿ˜„

#

and it could be realistic ๐Ÿ˜ƒ

full junco
#

if you dont even know that, you likely did other things wrong that affect performance negatively

plain glade
#

I tried change hair material . because they were translucent material

#

I got 5 more fps but not enough

mighty carbon
slim raft
#

Guess nobody has the same problems with it that I do then...

#

Its a replacement controller I bought that came with a blue strap after one of the originals had its trackpad go gummy.

full junco
#

do you still have that one?

#

fixing the trackpad is easy, you can do that yourself, I also had to do that with mine

slim raft
#

Yep, tried throwing it against the wall like 8 times and still didn't fix the track pad

full junco
#

lol

#

what issue do you have with the trackpad?

slim raft
#

I assume the rubber gasket is misaligned. It doesn't click properly.

#

Don't have the right size torx laying around and keep forgetting to buy it.

full junco
#

yeah its the issue that a lot of people have with their trackpad

#

same I had

slim raft
#

No blue light problems with it though, unlike the replacement

full junco
#

you just have to buy that torx thing and then you can fix it

#

its not hard

#

you have to take the whole controller apart, but its also kinda fun

#

but a torx screwdriver is definitely cheaper than a new controller

slim raft
#

Frustrating that the replacement model never works like it should still

full junco
#

yeah, HTC is just really not doing stuff the way they should

#

I dont get why valve doesnt just build headsets themselve

#

if oculus can do it valve can do it too

mighty carbon
#

well, Oculus has no manufacturing plant for Rift.. So they heavily dependent on the vendors. HTC has it all, so it's quicker to build, fix and repair their HMDs.

tired tree
#

Valve already booted up manufacturing for steam controllers and likely knuckles as well

#

I think they just want to be the middle man instead for full HMDs

obtuse sapphire
#

18 weeks into development ue4 13 full time team members

glossy agate
#

Nice! How did you manage to get 13 members? You get investor funding or something?

granite jacinth
#

@obtuse sapphire Heh. not sure if I like it yet, but it's still awesome that you are getting something done!

obtuse sapphire
#

We're a game studio in midtown NYC founded by insomniac and scholastic vets

granite jacinth
#

I think it's one of those games that you have to play to appreciate more

obtuse sapphire
#

so yes ๐Ÿ˜ƒ we are very lucky to have an office here (except i see a huge billboard of a lady in bra out the window)

#

Aww thank you ๐Ÿ˜„

#

Yeah, we are only 18 weeks in.....with early access /arcade version 6 months away and home relase a year

granite jacinth
#

Were you going for a Voltron-ish vibe?

obtuse sapphire
#

hmm think saturday morning cartoons

granite jacinth
#

Aye, same ๐Ÿ˜‰

obtuse sapphire
#

we really liked what overwatch did with the bright colors

granite jacinth
#

Hmm, TBH, I think for you...it's having an opposite effect

obtuse sapphire
#

so its a tropical neon punk vibe---- i cant wait till the graffiti and billboards get in

#

oh but wait till our demo is up on steam in 2 weeks ๐Ÿ˜‰

granite jacinth
#

Good, post on here when it's out, so we can all try it

obtuse sapphire
#

will do!

granite jacinth
#

Don't forget to change out those default hands

obtuse sapphire
#

oh its on the list....but when it comes to deciding if we can put a diegetic GIF button in the cockpit or show social media feeds in your mech.....those hands might just have to stay for a while =p

full junco
#

video!

uneven moon
#

Anyone use light shafts in VR yet? Looks like there's a strange stereo glitch, very subtle, when I look to the side and not directly at the light source there seems to be a bit of a visual error

#

Like the stereo isn't quite accurate

#

Using a directional light (light shafts enabled) with an exponential height fog (volumetric on)

#

Feels like the left eye is affected slightly more than the right because it's closer to the direction of the light

glossy agate
#

Volumetric fog for me feels like a texture is just stuck to the screen. You find a way to make it work good?

full junco
#

@uneven moon light shafts are a screen space effect, you will always have different results for the different eyes on them

#

they still looks nice I think

full junco
#

the touch controller mesh from the engine content has a strange pivot point, it absolutely doesn't align with where it should be when just placed at 0/0/0 relative to the motion controller component

#

the rotation also seems to be off

#

is there a simple way to fix that?

#

@wicked oak did you recently mention something about touch controllers being different ingame than vive controllers?

wicked oak
#

@full junco yes, they are angled

#

around 30 degrees

#

its specially obvios if you align a sword

#

if you align a sword with the angle of the Vive controller, it will be around 30 degrees rotated for the oculus, and feel really off

tired tree
#

You hold them differently

full junco
#

@wicked oak @tired tree its not just 30 degree angled, and its also not just the way I hold them. when I click the steamvr button I see my game in the background while also seeing the correct representation in the steamvr overlay, and the controller in my game is at a wrong location and also at a wrong rotation in all 3 axes I think

wicked oak
#

in my tests the mesh is perfectly aligned, if you use the meshes that are in the engine folder

#

for both vive and oculus

full junco
#

I use the meshes from the engine content, yeah

#

vive is perfectly aligned, rift isnt

wicked oak
#

for psvr there is a default model with the ps4 sdk, importing it and rotating it 90 degrees (becouse reference axis) makes it also be perfectly aligned

#

thats weird

#

maybe steamVR is adding some offset on its own

#

wich makes sense

full junco
#

does it?

wicked oak
#

it would definitely make sense to do so

#

so objects are held in similar way

full junco
#

hm

#

but how do I find out the 100% correct values then

tired tree
#

wouldn't know about offsets, I load the meshes from the SteamVR API directy

full junco
#

@tired tree is the steamvr touch controller mesh having the same pivot location and rotation like the mesh in the engine?

tired tree
#

yeah

#

think they pulled it from steamvr in the first place

#

they are adding in mesh loading for steamVR btw, its mostly complete in the back end right now in 4.17

#

just no blueprint interfacing yet

full junco
#

well I don't really want to load it because I want to be able to edit it to show the user stuff directly on it

#

if the pivot transform of the one steamvr gives you is the same like the one the engine has, I shouldnt see any issue though

tired tree
#

oh, for oculus?

#

wouldn't know for that

full junco
#

yeah for oculus touch

#

and why is the rift so often just shutting off and no longer displaying any image until I restart the PC or replug the rift USB cable...

tired tree
#

proximity sensor?

full junco
#

it stays black even when I wear it

#

I guess it doesnt like the usb port it is in

#

all my usb 3 ports like to shut off for a few seconds every minute or so

#

the mesh of the touch controller in the engine actually looks wrong too

#

the thumbstick looks way different in the real controller

#

the mesh steam has looks correct (the thumbstick)

full junco
#

ah, good it to work with the mesh from steamvr ๐Ÿ˜„

#

that one has the correct pivot

#

it also has the correct left/right version of the controller, UE4 only has 1 so obviously that can't be correct for both hands

wintry escarp
#

using a direct hdmi port or dp adapter?

forest plover
#

I have not seen that issue with the rift shutting off every few minutes, only when I take the headset off like it normally should. It might be a problem with the USB ports not supplying enough power or using USB 2.0 instead of 3.0 or something...

full junco
#

@wintry escarp I use direct HDMI

sturdy coral
#

oculus usb stuff is fucked, every time I boot I get a million disconnects/reconnects

full junco
#

I also very often hear the windows sounds that says usb device connected/disconnected

#

I only get that since I have my rift

wicked oak
#

i have no issue with it ๐Ÿ˜ฆ

sturdy coral
#

yeah I get that randomly too even long after boot

full junco
#

"very often" meaning once every 20 minutes or so

wicked oak
#

nor in my main PC or my laptop

sturdy coral
#

I have their recommended USB card too

wicked oak
#

what is annoying as fuck is the oculus launcher popping up constantly

full junco
#

its annoying that the oculus app can't disappear in tray

#

also, UE4 often doesn't recognize the touch controllers for some reason, so then I need to restart UE4 to be able to use the controllers

sturdy coral
#

anyone going to oculus connect? I just got accepted but I'm not sure this year, it is only 2 days this time

#

one whole day will likely be product announcements and PR stuff, so it feels like it won't be much of a dev conference

wicked oak
#

free hardware for devs is a very probable thing @sturdy coral

#

honestly i didnt even apply to it. I dont have the resources to go to the other side of the world just for the hell of it

sturdy coral
#

last two years hasn't had free hardware (other than headphones) but yeah maybe this year since they might be announcing that standalone thing

#

if it is just the 3-dof one that's a bust though ๐Ÿ˜›

#

they did give out a gear vr holder at connect 2

wicked oak
#

3dof standalone is still interesting

#

it would be a souped up GearVR, but cheaper

#

(cheaper as a whole of course)

wintry escarp
#

did something on the rift screens, I thought you were supposed to avoid pure black but it looks much better to me than just above it, that introduces noise

#

did something change

wicked oak
#

i think there is no true black on the rift screen

#

and thats by the driver itself

#

PSVR also does the same thing. To avoid dark bleeding

#

becouse if a pixel is too dark, then it takes time to "wake up"

#

it was a common thing on the DK2

wintry escarp
#

ok, thanks

sturdy coral
#

yeah, I don't think there is any true black on vive either, the fresnel glare mostly hides it on both of them though

ripe vault
#

[DAYDREAM APP] Hello guys. I hope everyone is well. Question: I am using the function ApplicationHasenteredForegroundDelegate attached to a set pause game function and when I press the home button it successfully pauses the game, and takes me to the daydream store/menu area, but it doesn't pause the sound. Has anyone else experienced this?

sly elk
#

is there a way to do smoothing on motion controllers?I only want it for recording videos. In game in sure that would be horrible. I would love to stop getting comments about shaky hands.

wicked oak
#

dont do a direct attachment

#

and do a lerp transform on the "smoothed component" so it lerps towards the transform on the motion controller component

#

i do that myself in multiplayer, to smoothly interpolate the other player hands

sly elk
#

ideally I want it for the hands, not just the pickups

#

for actual in game I want to some kind of rotation damping based on mass so that my heavy objects have some sense of weight

wicked oak
#

that usually feels bad, at least from my tests

#

i never like when the hands are absolutely perfect attachment with zero latency

#

but yeah you could do that. Robo recall uses spring interpolation for that stuff

full junco
wicked oak
#

this is pretty damn insane

full junco
#

"their"

#

its 1 guy

#

the funny thing is, he says "Haven't written any C++ or shader code before, so most of the .cpp stuff is just guessing". I have no idea how he has never written any code before and just starts with this lol

sturdy coral
#

looks like a good solution, is based on depth so it won't work with translucency, but translucency doesn't usually have hard edges anyway so if the sharpen filter applies over it it shouldn't matter too much

sly elk
#

awesome

#

The only reason im using forward for my project is msaa

#

It would be great to have a good option for deferred

full junco
#

I would really like to test it with my project, I just don't want to spend forever porting it back to 4.15 (he did it on 4.18)

sly elk
#

What is the best way to help him get epic's attention? Just post in the thread?

full junco
#

you cant really do anything else than post in the thread and say you hope epic integrates it

sly elk
#

I figured

#

So car communities are huge and they aren't used to VR games being made for them..

#

This has been nuts:

wicked oak
#

honestly all of that went FAR better than i expected

#

its become huuuge

#

seems you have a serious success on your hands, if just by how people react to your thing

#

i think you should try to "keep" the interest

#

making some dev videos, or showing mechanics

#

maybe once a week or every 2 weeks up to release

full junco
#

@sly elk congrats, I guess you're very happy about it ๐Ÿ˜„

sly elk
#

yeah, its been nuts

#

and unexpected

full junco
#

@sly elk funny how they say "the game is currently still in development, but its sure to be a hit with petrolheads upon release"

#

I think they forget a bit about that surely not many of those have VR headsets ๐Ÿ˜„

sly elk
#

yeah. Fortunately Im building for Vr and screen. Just VR first/focused

#

im starting the screen fork next. I was careful to make all my current systems agnostic to input

full junco
#

ah, I guess thats good

tulip surge
#

hm you guys have a good example page to see what can affect Shader Complexity poorly for Forward Rendering?

gentle grove
#

Shader complexity problems are mostly the same in forward or deferred, except dynamic lights are generally much more expensive. Also, quad overdraw is more expensive in forward than it would be deferred if you have MSAA enabled.

noble crater
#

anyone else see glitches on debug lines in VR (4.17)?

tired tree
#

been around since 4.16 preview 1

#

un-fixed.....

noble crater
#

@tired tree is there a UE-XXX issue number?

#

and - is there a different (non-debug) way to draw screenspace lines that does work in VR

tired tree
#

yup, they linked it in my report

#

lines are easy if straight, use a scaled mesh

#

otherwise..going to have to get into spline territory

#

or procedural mesh

#

can draw to screen at projected coordinates as well

#

but no depth to that

full junco
#

for anyone here compiling the engine, the recent visual studio update from august 18 breaks engine compiles. at least with 4.15, haven't tested with other versions

noble crater
#

@royal anchor also broken in 4.17

full junco
#

ah, you saw it too?

noble crater
#

yeah

full junco
#

ah, just wanted to ask if theres anything like that

#

its a different error than the one I saw with 4.15 though

#

well, I see multiple ones, but that one I didnt see yet

noble crater
#

I had a few errors, not just the one there

#

anyway reverting to VS 15.0 fixed it

full junco
#

the biggest issue I saw was C4768

#

I fixed that with adding #pragma warning(disable : 4768) to WindowsPlatformCompilerSetup.h

noble crater
#

@tired tree yeah that's what I'm doing at the moment.. never quite as clean as true screenspace lines though

full junco
#

also C5037 was an issue, so I added #pragma warning(disable : 5037) to StaticMeshDrawList.inl

tired tree
#

dunno, I prefer scaled mesh

full junco
#

I don't want to revert any visual studio stuff, I just try to fix the issues directly

tired tree
#

animated beams and world space material effects

full junco
#

ok, theres one "real" error I get, AudioCapture.cpp(33): error C2243: 'type cast': conversion from 'FAudioRecorder *' to 'ISequenceAudioRecorder *' exists, but is inaccessible

#

ok, fixed that one too

#

just had to manually cast the stuff there

#

compiled successfully now, so nothing too bad

full junco
#

it works

#

very nice for VR

#

close up textures look way, way better with this. on stuff further away you dont notice it, probably because the HMD res is just so low that it doesn't matter how sharp the texture is

#

it does not introduce any aliasing

dawn cipher
#

Does it work on Forward too?

jaunty shell
#

Woah, really good for people that were on the edge

#

getting really close to the Rift price now

granite jacinth
#

too funny

#

since my Vive just went poop

#

I was like, I wish they went 50% with knuckles

jaunty shell
#

@granite jacinth what happened ?

wintry escarp
#

vr is creeping down to the price normal people will pay

jaunty shell
#

once it reaches console like adoption VR will rise drastically

wicked oak
#

wont ever happen

#

the VR PC is far too much

jaunty shell
#

well at least for the HMD part

wheat remnant
#

Hey everyone, Is this possible to create a VR Project on UE4 C++ ? If yes, How ?

#

Cause I only got the option with blueprint mode

jaunty shell
#

create a blueprint project, add a C++ class in the editor, bam your project is now C++

mighty carbon
#

@wicked oak not if you already have a capable PC that requires minimum upgrades

wintry escarp
#

anyone know of a downloadable project that shows the volumetric fog lighting?

jaunty shell
#

@wintry escarp its pretty straightforward to setup on your own :v

wintry escarp
#

screen shots always look natural, I always seem to get bubbly cloudy spheres

wicked oak
#

@mighty carbon he is talking about mass market

#

mass market doesnt even have a desktop pc

wintry escarp
#

VR needs a killer app, id like to see something like realtime 360 video added to google earth

#

so you can walk through rome etc in realtime with anyone wearing a 360 camera

wicked oak
#

there are already plenty of damn awesome stuff

#

nothing short of literally half life 3 vr will make any change on that department

wintry escarp
#

I wasn't a fan of hl2

wicked oak
#

personally i think the "killer app" thing is bullshit

wintry escarp
#

loved portal2 but I see that being a vomit fest in vr

alpine torrent
#

there was hl3

mighty carbon
#

Lone Echo is already a killer app.. They just need to work it as game-as-service and add more content

wintry escarp
#

I'm thinking more of non game use, like live stream concerts to VR, use it to take people places they cant go

tired tree
#

those already all exist

#

and people barely care

#

they have already done live plays, and concerts, and remote tourism in vr

wicked oak
#

the only truly possible "killer app" would be a WoW killer in VR, or some kind of hugely incredible metaverse

#

both of them need a lot more users to work than the current users

mighty carbon
#

yeah, the quality for those streamed concerts is horrible

#

it was fun first time when the tech just emerged, but now it's like WTF?!

full junco
#

@dawn cipher pretty sure it works in forward, yeah. taa works, so this should work too

real needle
#

Lone Echo is the killer app

#

it is the half-life moment for VR

#

(well...we skipped the doom and quake moments in that analogy, but it is accurate I think)

#

Lone Echo will be on numerous GOTY lists from the visible outlets

#

it has drawn the attention of the "normals"

wintry escarp
#

half life was meh, the old duke nukem games were better, looked like crap but great fun

mighty carbon
#

solar eclipse was pretty cool

real needle
#

any thoughts on bundle inclusions?

#

worth attempting? or a waste of time

wicked oak
#

waste of time

#

they will get you a couple hundred dollars at best

#

but bundle buyers are ridiculously toxic, they will probably downvote your game in reviews

mighty carbon
#

everyone is toxic nowadays ๐Ÿ˜ฆ

#

Just watched new Doom VFR video on YouTube.. Comments are bizarre

#

(seems like mostly from people who never tried VR)

real needle
#

@wicked oak have you bundled any of yours?

wicked oak
#

yes

#

the old Deathwave, once it stopped having sales and i abandoned it

#

got me around 500 dollars from th bundle

#

tanked my reviews

real needle
#

which bundle company was it

glossy agate
#

I heard bundle was good for regular PC games, but it sounds like it goes different for VR. Probably because people buy the PC bundle for like 2 games and ignore the other included games so the dev just gets the money and less chance of a review haha.

mighty carbon
#

no, it was never good

#

not unless you were friends with bundle holders and got a bigger cut

#

or bundle had only 3 games in it

#

has anyone played Dead Effect 2 ?

wicked oak
#

vr bundles are even worse

#

they get few sales

#

any bundle that isnt humble bundle wont get you good money

#

you only do that if you plan to abandon the game anyway

dawn cipher
#

Is anyone using World Composition with VR? Is there any caveats or issues?

slim raft
#

I haven't used it yet. I don't do a lot of work on the level design end

#

Going to try my hand at it though

#

Am I the only one that completely disables AA for VR, or am I alone in that?

wicked oak
#

yes

#

people use MSAA, temporal, or FXAA if there is no choice

#

Temporal is blurry, but smooth. Msaa is a huge resource hog and needs forward render,but is glorious

#

FXAA is shity, but better than no AA

dawn cipher
#

So what's the downsides to FXAA, someone was asking me on Twitter earlier today @wicked oak

#

My understanding is everything becomes kind of blurry?

slim raft
#

I hate the forward render

#

It always seems like every effect I use is incompatible with it.

real needle
#

there are reasons why it is quicker...

slim raft
#

I actually prefer no AA to FXAA in VR

#

You have to make text huge to read it if you have FXAA on in VR

#

With how low-res hmd screens are, I prefer the sharpness of no AA anyway

dawn cipher
#

Yeah there's many effects which are only enabled by the deferred part of the deferred renderer

#

And the Forward renderer is kinda experimental because it's just the one Oculus helped build?

#

I'm using it because I want to have a real spectator screen which means I need the performance gains

real needle
#

the performance gains are substantial. I was frustrated to lose light shafts, but the performance (and sharpness) increases more than make up for anything lost. you can get back whatever vibe you were going with by alternative methods (materials, etc)

slim raft
#

I can't remember, does custom depth work in the forward renderer?

real needle
#

in what sense

#

if you're thinking of the fog stuff, you can still use exponential height fog

dawn cipher
#

@slim raft I think so. I don't see why not

real needle
#

gbuffer stuff is out

slim raft
#

Hmmm... Trying to remember what the deal breaker was for me last time I tried it...

dawn cipher
#

You're not wrong though, there's definitely unsupported things. Wasn't having much luck with deferred decals last time I checked, which is kind of obvious given their name

real needle
#

yeah decals are out as well (I agree, seems odd)

#

the readme on the GitHub has a pretty decent list of what works. I found that if they didn't say it worked, it doesn't work

dawn cipher
#

@real needle it's not odd - deferred decals need the gbuffer :p

#

I don't know why it sort of works, I ended up with a washed out image that didn't play by the correct projection rules

real needle
#

haha oops - I misread

gentle grove
#

Custom depth works fine in forward

full junco
#

I still have the issue with left / right controllers randomly being picked by UE4 with steamvr so it's sometimes wrong. super annoying.

#

for some reason to code for setting the controller sides in ue4 is quite complex

#

so not easy to fix

sturdy coral
#

one of their patches was they weren't completely checking that the tracked device was a controller

#

and if it didn't have a hand they defaulted it to left or right or something

slim raft
#

Still does that

sturdy coral
#

and then when it actually got a hand, they would look and see left is already in use, force this one to right even though the API says left

slim raft
#

You have to make sure to turn on a tracker after the controllers

full junco
#

what is a tracked device if not a controller? I don't have any trackers

sturdy coral
#

yeah, I didn't know if the headset might be interfering with that too, since it is a tracked device

slim raft
#

That's separate from it assigning the controllers to the wrong hands.

sturdy coral
#

I think even the base stations show up in the tracked device list

#

but I don't know if there is a guaranteed order

full junco
#

if openvr says something is left then ue4 should respect that no matter what

sturdy coral
#

I just saw a diff addressing that I think with 4.17 and didn't look into it too closely

slim raft
#

My tracker is consistently 5 if I turn it on after the controllers, but if I turn it on first then it gets a rando. I assume they are just listed in the order they begin tracking, so the first two are probably the base stations

sturdy coral
#

they still don't get chaperone bounds the right way

#

if you start the game while the HMD and controllers can't see any base stations

#

they never get the right bounds

#

err the playspace area, not the chaperone bounds

full junco
#

I usually start the game with hmd and controllers all not tracked

sturdy coral
#

I've got a pull request to fix that, but I probably need to refactor it because I changed the api and didn't strictly need to

#

yeah when I didn't have tracking at my desk it started like that all the time for me

slim raft
#

I get weird bugs if I have steam vr already running instead of letting it start with UE4

#

Sometimes I fly off into the abyss

#

I assume NaNs in the tracking data somewhere

#

Haven't been able to track it down though

sturdy coral
#

I've had occasional crashes with a trackback saying invalid quaternions in the motion controllers or something, but not in a long time

full junco
#

the left right issue is way more annoying when you use a rift since you can't just switch controllers

sturdy coral
#

oh yeah, that's totally broken if it happens there

slim raft
#

I didn't know it also happened with the Rift

full junco
#

it happens 50% of all time

#

I always just have to restart when that happens

#

obviously I can't release a game like that

sturdy coral
#

yeah you want to do anything you can to avoid a negative review

full junco
#

if I can't fix it I will have to implement a quick "press trigger on left controller" check when the game starts and the reattach all meshes and stuff and adjust logic so that its on the correct controller

tired tree
#

VR Objects shouldn't "fly away" anymore.......is it something you are running off of position that is reading invalid locations and adjusting incorrectly?

#

currently tracking just stalls if its a bad tracked location

slim raft
#

Yeah, my character extracts the motion data from the tracked objects and applies it as locomotion via a custom movement component

tired tree
#

oh that....I worked with you with Yore for awhile, though I recognized the name

#

you can check for valid tracked position

slim raft
#

Well, thing is it does seem to have valid tracking as the ik on my character still works

tired tree
#

I have a character that does the same thing as a basic alternative, it doesn't have an issue on tracking loss, gotta be something weird going on

#

is it rift only?

slim raft
#

I don't have a rift

#

Could be a bug in my mathematics post getting the tracker's data, but I can't think of anywhere I perform an operation on it that would result in a NaN

#

Just know that when the bugs happen my velocity logs as NaN

#

Sometimes I start flying upward and flip upside down

#

But that goes away if I delete saved and intermediate folders

#

So I assume that is normal UE4 weirdness

full junco
#

I never had anything fly away

slim raft
#

I've been having a bug lately where things I do PIE affect the level file somehow, so it could also relate to that

#

Like, spawn an object during PIE and then when I exit and start PIE again I notice its still there

full junco
#

on this occasion, the result was correct, so left/right was set correctly

dawn cipher
#

The Unity SDK does some more complicated detection logic (checks for all controllers, checks which one is further left/right relative to the forward facing of the headset)

#

But more importantly it has a function to redo detection so you can just call your game to update it at a more logical time, ie: after the headset has been put on or such

#

The Unity SteamVR*

full junco
#

why would you ever check if controllers are further left/right relative to the HMD?

#

that can always give the wrong result

dawn cipher
#

That's how they detect left vs right controller

full junco
#

but that would give wrong results way too often

dawn cipher
#

They assume that if you have two controllers infront of a headset that they're in roughly left to right order

#

Such as...?

slim raft
#

Only when your arms are crossed

dawn cipher
#

And who crosses their arms when picking up the controllers

full junco
#

when I'm taking off my headset I dont really always put it in between the controllers or something like that

slim raft
#

Why would that matter?

full junco
#

and with the rift, the left controller has to be hold in the left hand, you cant hold it with the right hand. if the game detects left as right, you can't use it

#

the engine has to depend on what the sdk tells it, guessing depending on location of the controller just can give wrong results

#

I just restarted UE4 4 times and the controller side was actually always correct, how annoying, just when I want to look at what the debug says its always correct. maybe it depends on when steamvr was started too and not just on UE4

dawn cipher
#

@full junco "the leftmost relative to the headset" - it doesn't require the controller to physically be to the left of the headset, it just uses the forward direction of the headset to determine which orientation left and right are from.

#

I imagine the SteamVR plugin works differently for Oculus since they do have non-interchangeable controllers.

#

I do notice that Unreal gets confused in the editor about if controllers are on or not (ie: on and recognized by SteamVR but not by Unreal) but it doesn't seem to happen in builds so

full junco
#

that can still give wrong results though if I just switch the sides of the controlers

#

it is primarly an issue with oculus controllers

#

vive controllers you can just switch in your hands so its not much of an issue if the game picks the wrong one

#

but with oculus the game has to be correct in 100% of all cases

#

so guessing based on which side the controller physically is when the game starts is no option there

tired tree
#

its anoyying with steam overlays too since the input is one hand at a time and based off of the steamVR assignments

full junco
#

you mean the keyboard for example?

tired tree
#

yeah

#

but interactions with home rely on hands too

full junco
#

for some reason I can't actually get UE4 to pick wrong controller sides now

#

I got it all the time when I wanted to test stuff in my game and always had to restart then to be able to use my game

#

and now when I want it to be wrong it never is

tired tree
#

are you on 4.17?

full junco
#

no, 4.15

#

4.15 had a PR merged that "fixed" the wrong controller sides actually

#

so thats when the issue was "fixed"

tired tree
#

was going to say, they made changes to it in 4.17

full junco
#

maybe its actually only happening when controllers are fully turned off when UE4 initializes them

#

how do I turn off a touch controller?

#

I tried only having left tracking when UE4 initializes controllers, only having right tracking, having none tracking, but its always correct with those currently, so they have to be turned off for the issue to appear I guess

#

ok, its impossible to turn them off, but they have a great feature that I forgot about!

#

you can just remove the battery ๐Ÿ˜„

dawn cipher
#

@full junco the dev touches used to do that if you shook them too hard lol

full junco
#

do what? turn off?

dawn cipher
#

Yeah

full junco
#

the battery live of the touch controllers is crazy good btw, I used some old rechargable AA batteries that I didnt use for a few years in them, and the oculus software still tells me the battery is full after many days of heavy use

#

ah, I finally got it to initialize the controller to the wrong side!

#

I turned off the right controller, and then the left one is set to the right (wrong) role by UE4

#

I guess that behavior actually makes sense with having the vive controllers in mind

#

some vive games only need one controller, and that will be the right one, so if you only have one controller you actually want it to be seen as the right one

#

makes sense, right?

#

so its actually not random

#

@tired tree do you think they would actually "fix" that?

tired tree
#

in the motion controllers they added a check for if only one controller

#

for gearvr controllers and the like

#

an "any hand" setting

#

it auto assins right i think

#

assigns

full junco
#

hm, ok

#

thats how it looks like when UE4 sets the left controller as the right controller

#

I don't get why GetControllerRoleForTrackedDeviceIndex() actually always returns Invalid

slim raft
#

"pickign"

full junco
#

it should not return invalid, right?

tired tree
#

no it shouldn't, but it was all sorts of screwed up in 4.15 due to a SteamVR update

slim raft
#

Probably means whatever coder they had write that part had to do it in a hurry

tired tree
#

thats when the vive trackers broke in ue4 too

slim raft
#

Vive trackers are broke ?

tired tree
#

vive trackers are supposed to be run through std motion controller components in ue4

full junco
#

@tired tree so you say the SDK thats used in 4.15 doesn't work correctly with recent steamvr versions?

slim raft
#

Looks over at tracker I've been using all day O_O

#

oh

#

Yeah, I've been using get tracked whatever by index

tired tree
#

they broke due to a sdk update and people were manually getting position and I had a custom component until they were fixed

#

you can get the tracked locaiton, but some uses need the late update as well

full junco
#

I already updated the openvr sdk to 1.0.4, if updating the sdk would make GetControllerRoleForTrackedDeviceIndex() return correct values I would do that, but do you really think thats the case @tired tree ?

slim raft
#

The late update would be nice, but isn't as critical for a belt as the it is for hands

tired tree
#

its not the case

slim raft
#

Need to open GetControllerRoleForTrackedDeviceIndex() and take a look

tired tree
#

they had to change the steamvr plugin

full junco
#

@slim raft you can't "open" it, the openvr source is not public

tired tree
#

I use trackers for more than body parts, I retained the late updates for using them to hold things

slim raft
#

Well, then there is no way to know if that function will even actually work without trial and error

tired tree
#

thats note entirely true, you can run it through a debugger, buts its a hassle

full junco
#

@tired tree what do you mean with "change the steamvr plugin"? the issue is that the openvr call GetControllerRoleForTrackedDeviceIndex() returns an incorrect value it seems

tired tree
#

i wasn't talking about that

#

dunno on that one

#

you are sending a correct index to it?

full junco
#

the only thing that can improve what GetControllerRoleForTrackedDeviceIndex() returns is updating the sdk I think

#

I dont know if its using the correct index, I just assume its correct

#

if it wouldnt use the index of a controller, the tracking for controllers would be wrong, right?

slim raft
full junco
#

@slim raft yeah, its not

slim raft
#

that sucks

tired tree
#

thats headers and compiled libs

#

you can link them to a debugger

dawn cipher
#

I mean, the Unity3D implementation of hte OpenVR API doesn't have htis problem iirc?

#

You can probably ignore the role for a device index and calculate your own

full junco
#

how "calculate"?

#

I cant calculate what it is, only the sdk knows it

#

I will test if the function returns correct roles in 4.17, if yes, that means its an SDK issue I think

dawn cipher
#

It looks like they no longer use their logic for determining left vs right in-engine and instead just get it from the SDK using GetTrackedDeviceIndexForControllerRole

full junco
#

I think in 4.17 they removed the debug log that printed out the result of GetTrackedDeviceIndexForControllerRole

#

ah no, I forgot to disable the oculus sdk so steamvr stuff didnt run

#

even in 4.17 it still says LogSteamVRController: Controller role for device 3 is 0 (invalid=0, left=1, right=2).

#

so GetTrackedDeviceIndexForControllerRole still returns invalid

#

I find it hard to believe that openvr is broken

#

@tired tree to be sure it uses the correct index, I printed out the result from the function for all existin device indices, and it seems UE4 actually runs the code every tick, this is the result: https://puu.sh/xgdxo/dda24653f6.png

#

its strange that it says device 3 is left there, which is correct

#

ok, it actually is 0, but once I press any button on the controller, it is seen correctly as 1

#

so when never any button on the controllers was pressed after UE4 launched, it will see the controllers as "invalid". only after you pressed any button, the controllers are recognized correctly

#

UE4 saves what it sees on the first tick though and ignores anything that comes later, so it will stay incorrect

#

moving the controller for a few seconds also is enough for GetTrackedDeviceIndexForControllerRole() to return the correct value

#

I think it might be possible to fix this with forcing UE4 to skip initializing any controllers that return a state of Invalid and wait until they return some valid state

#

I will try that

#

looks quite good I think

#

seems to work very well

full junco
#

UE4 ignores the controller until it can report what it is, works perfectly, at least I didnt notice any negative effect

white fern
#

Hey guys, quick question: anyone know how UPrimitiveComponent::IsOverlappingComponent() actually works? I'm trying to access it via the IsOverlappingComponent Node and it's always returning false even when I have two overlapping components (from two different actors) that both have Generate Overlap Events enabled. Any thoughts on what I may have missed?

#

Reason I'm posting here is that I'm trying to check if a motion controller is overlapping with a capsule collider

noble charm
#

Did you make sure the collision channels are set to overlap each other

white fern
#

Yep:

#

First one is the motion Controller Component

#

Second is my capsule collider

noble charm
#

Are you calling it in tick?

#

Are you sure the components are actually overlapping when it's called

tired tree
#

@full junco so its not detecting "sleeping" controllers then?

wicked oak
#

overlap events do not work well on motion controller components that have the low latency mode

#

at least last time i checked (caused me a headache with some sword stuff)

slim raft
#

Your screenshot says they are set to query only

#

Try collision enabled instead and see if that helps

distant stratus
#

hello! does anyone knows how to play a mp4 movie as loading screen in vr?

tired tree
#

low latency is render thread only, the actual "game" representation of the object is a half frame or so behind where it is visually

#

with fast movements that can get to be pretty damn far behind

spiral zephyr
#

Usind motioncontroller template, spawning wrist-panel inside motioncontroller_bp, and updating position just before doing teleport updates on tick. It's been working sweet so far.

wintry escarp
#

yay for ode to joy

spiral zephyr
#

omg i've heard every instruments solo for ode to joy 423798 times last few months..I DREAM ode to joy now..

noble charm
#

has anyone used planar reflections with a capturecomponent / spectator screen?

mighty carbon
#

Has anyone used gameDNA's Google Analytics plugin in their VR app ?

#

@wicked oak I recall you used it, right ?

wicked oak
#

yup

#

it even works on ps4

full junco
#

@tired tree I'm not fully sure it it's "sleeping", but it probably is, yeah

mighty carbon
#

@wicked oak what do I need to set up in the Google Analytics dashboard (I already got account for an app instead of website and got tracking ID) and where/what BP nodes do I add to get basic tracking data (region, language, number of users/new users, etc.) ?

wicked oak
#

region lenguage/number etc is automatic

#

there are events you can use like "record googl,e event" and other stuff

#

im not using it too well, but it gives me basic data

mighty carbon
#

@wicked oak So do I need to do anything special in the dashboard or all i need is tracking ID ?

wicked oak
#

only tracking id

#

they have tutorials/examples of use