#virtual-reality
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if they would do some great VR platform on xbox one x with good roomscale I would immediately support it
thats why im interested
its boneheaded to think that microsoft wont put those vr headsets on scorpio
they are the same price as PSVR, and they are higher quality
even if they are inside out, they probably have better tracking
btw, xbox scorpio has a shit CPU
it does have gpu in spades tho
6 usable cores if its like ps4, and drawcalls being nearly free
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
it would be really good for VR
ok
btw, the new rift smells great
rift aroma is better than the vive one, quite sure about that
and I still didn't get any image to show up in my rift with my game using steamvr
pstd flashbacks about the DK2 glue smell
oh it was that bad?
yes I do
uhm
I should try some other steamvr app I guess
didnt test anything there yet
yeah, also doesnt work
rift only shows "please wait" in that white environment
should I see my steamvr environment in the rift?
I think a steamvr restart fixed the issue ๐
its really annoying how the image gets warped in the rift though
is it normal that the rift has way more warping of the image than the vive?
and for some reason my game still doesnt want to show up in the rift
other steamvr games work
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
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.
interesting.. what else they are gonna come up with this time ?!
@pearl tangle any insight ?
@mighty carbon its kind of a given
i wonder if they will give it extra stuff
or if it will just be like every other gearvr, just a fairly dumb mount
I think it will be just plain 2017 Gear VR with extra slot for Note 8
thats by far the most probable thing
things that could be improved is designing gearVR so passthrough camera works better/easier
and if that works, they might even do like AR Kit in iphone and offer basic positional tracking
but i doubt arkit is good enough for vr
Which hardware do i need to buy to start VR?
depends @frosty pumice
Galaxy S7 + Gear VR or Galaxy S8 + Gear VR + Daydream Viewer for mobile VR
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
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
who would use a i3 for developing games? thats torture. you dont want to wait forever for a shader compile or an engine recompile
i got 1060GTX 2GB and have 16GB
There is no such thing as 1060 with 2Gb... Maybe 3Gb ?
oh 3 right
i7 6720
plenty
@full junco I use i3 and that will ensure that my game runs on lower end hardware
runs well that is and looks decent enough
@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
@mighty carbon http://www.samsung.com/en/wearables/gear-vr-r323/
So, thats OK for UE VR?
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
@mighty carbon yeah, for testing its great. but devs usually care more about productivity than having the low end hardware to test
a low end GPU doesn't really hurt your productivity, but a lowend CPU really does
@frosty pumice if you have Galaxy S6/S7 phone, yeah
Nope, i want to develop on PC
then Rift or Vive is what you want
if you loaded with cash, get both Vive and Rift ๐
if not, get Rift
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
ok, get Samsung but don't bitch that it doesn't work with PC, because Gear VR only works with Galaxy S6/7 smartphones
ergh im not sure...
oook... maybe someone else can help you
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
the Samsung gearvr does nothing on its own, it needs an expensive phone
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
isnt gearvr+phone way more expensive than a rift anyways?
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..
youre a bit too sensitive
not everyone has to directly understand that gearvr doesnt work with PC
yeah, cuz I am sick and tired of people not willing to do some basic googling and reading
you kidding, right ?
no, I'm not
that's dumb, sorry
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?
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
my mother wouldn't be asking how to start developing for VR
she wouldn't even be able to get into Discord ue4 #virtual-reality channel
this person is here not by accident
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
anyone who ends up here are here with particular purpose and reason
one doesn't go into college without first going into kindergarten, then to school
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
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...
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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.
From what I read its click to walk, and movement based on HMD forward vector
I sent my project to Oculus.. Will see if it's their bug or something I messed up
gearvr one?
yep @wintry escarp
@glossy agate one of the soulkeeper guys was in here a few weeks back
Saw the update log on steam, looks like they are already working on the locomotion fix so I may still grab it this weekend.
isnt the price really high?
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.
@mighty carbon we gonna coop KF? I'm really happy they decided to add in smooth locomotion.
will lowering the power limit on my 1070 with afterburner reduce its top speeds to quieten it, or just make it flakey
@wintry escarp it will make it quieter and slower
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
your fan curve is probably setup very bad, fixing that will fix noise and GPU will still be fast
it probably isn't bad, just the rest of my pc is near silent
ssd, soundproof case etc
noctua fans on slowest settings
well ok, compared to nothing everything is "loud"
I really have no issue with being able to hear that my PC is under load
i'll leave it at 90% power and see how that goes when I'm in vr
meanwhile, the new vega has the same power as a 1070/1080, while using twice the power XD
dammit AMD
huge difference, 100% must just push them into where they start ramping up heat
fan didn't go over 55%
they seem to be good for mining tho, people are grabbing them for that
amd always good for mining now
volta is supposed to be massive for it, almost guaranteed to be crippled to hell to save sales of their compute cards
@wicked oak AMD still seems to have almost all the new hardware features disabled on Vega though
a fucking disaster
so either their hardware is kinda broken, or they are just super super slow with their driver team
i doubt that thing can be saved
if it can, it will be the turnaround of the century
just imagine the driver log
"we enabled some features, games now run 70% faster, deal with it nvidia"
it would be great
my game runs really nice on rift now
its awesome how steamvr actually maps the vive controller to rift without me having to do anything
@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 ๐
Cool, Ill need a bit of time too until its ready for Revive
@wintry escarp I thought you got 1060\
@wicked oak ah yeah, they are rotated incorrectly
I meant the buttons are mapped
so I can use the touchpad buttons on rift without actually doing anything in code
Its just pitch I think that is off. You can use a second socket, or just set a rotation offset depending on HMD used
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
what was the solution for the left/right issue with the controllers?
just steamvr stuff
they are not switched randomly
in your motion controller with Right, it will allways be on the Right touch, at least with the oculus sdk
for the steamvr, i dont know
it appears random to me
I think I read someone saying how to fix it here, a few months ago
@tired tree maybe you?
4.17 fixes that
it was epic assigning random left/right, steamVR has saved / preferred already
in 4.17 they actually check with steamVR
its a simple addition to the motioncontrollers also
can merge it in to older versions
ah great, do you know which commit?
was a large merge, just load up MotionControllerComponent and the PollController function
it has two new paragraphs there to check and assign correct hands
thanks!
4.17.1 fix is out
@tired tree it uses EControllerHand::AnyHand, AnyHand doesn't exist in my version though
ah.....
well you will have to force it to use the code then
that settings says to use the steamVR setting
so I should do what?
actually
you know what...
I don't think that code serves its purpose
I think its a fallback if only one hand is connected / to make it work with GearVR
I was thinking of the wrong thing
oh
they might have added to the steamvr plugin as well, I don't remember what changed there for 4.17
are you sure the left/right issue was definitely fixed in 4.17?
I could swear I saw something regarding it
but haven't actually tested, may be faulty memory
I guess here
SteamVRController.cpp
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?
I think it might work
@full junco did you use roughly Valve's algorithm from GDC 2016 for driving the adaptive resolution changes?
it seems to be a bit aggressive in that it can have a lot of resolution changes in just a few frames
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
@sturdy coral I used that from gdc 2016, yeah
it is pretty agressive
I never saw any cost associated with resolution changes though
I'm going to try on some simpler scenes
I think the light grid is used on reflection captures too and I was trying on a scene with a bunch of them
I only tried with fully dynamic scenes
k, I'll try that too. do you have the overall project setting for dynamic too?
"Allow Static Lighting" false
yeah I have that set to false
@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)
I'll try with 4.15 a bit later and see if that helps
they move more and more stuff to compute shaders each release
@sturdy coral ok
all I have it doing there is walking up and down like .1% each frame
in 4.15?
or rather walking up .1% each frame until res has increased 2% total then walking back down
4.16, I'm going to try 4.15 now
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;
}```
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
I just copied exactly what the code in the oculus plugin does
to set the AdaptiveQualitySettingsGT
ah ok
they have a bug in that too that is fixed in 4.17 if you want to backport it
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
{
PixelDensity *= FMath::Sqrt(AppPerfStats.AdaptiveGpuPerformanceScale);
}```
well I'm not using the oculus plugin for now
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
@full junco still on 4.16, I found a cvar for the lightgrid and it fixed all the hitching
ah nice
r.forward.lightgridpixelsize
defaults to 64 and I bumped it to like 512
I'm not using forward, but I guess translucency or something still does
My tools froze up, I can't select the rotate or scale tool, only move (it happened after I started working on Matinee)
Any ideas?
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
https://www.youtube.com/watch?v=NNdIpoh8ir0 My team's new showreel. All projects we have done in the past 12 odd months, everything 100% completed in house and some Marketplace assets. Modelling, materials, programming, animation even the filming, directing, 360 video and being the talent in the videos.
@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
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
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)
It crashes the build
This is when playing with a rift connected. On a vive it works.
@pearl tangle PM ๐
Apparently Killing Floor VR isn't that great.
And teleportation locomotion is wonky.
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?
Ok, subscribed
thanks
Np
Out of Ammo Death Drive is a hybrid game experience: one part base builder, one part first person action. Collect scrap, build emplacements and possess individual units. Make use of whatever you find on the battlefield to shoot, crush and maim th...
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I'll be getting this one, probably
I'd like to see how it feels being in the low poly cuboid world
why is everything about a rift so annoying to do with roomscale
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
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?
its horrible design from oculus
lol what do the cables combined cost then?
@wicked oak thats less than 1 meter I think? definitely not enough
i do think the oculus cable is stupid short
usually for my playspace is enough, but it is stupid short
it really wouldn't cost them that much more to just use a cable with same length like vive
long enough for average available room area
less doesn't really work
steamvr doesnt even let you continue the setup if you have less than 2x1.5
an average good area is probably 3x3 meters
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
well I didnt test it too much yet but it seems to work quite fine even with only 2 cameras
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
@full junco o.O Good thing I chose Rift - I wouldn't be able to use Vive
this is the interesting one
Lighthouse for PSVR 2.0
If they do that and get some decent controllers to go with it, that will be huge!
All the good games can go in front of the bigger audience.
yeah, I would probably try to port my game for PSVR then
good tracking is the only requirement, performance can always be worked on
Yeah. Would give a lot more people a reason to buy in. I would buy one.
wellI definitely wouldnt want to play with one, the GPU of a ps4 is still quite shitty compared to a 1080
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.
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
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.
lighthouse is the perfect tracking solution, sony and microsoft should both just use that
though I guess motors and lasers will always be more expensive than cameras
new lighthouse is much cheaper isn't it
lighthouse is clearly the best right now
but it doesnt really scale
with cameras you can add things like object/gesture recognition and similar
lighthouse only does what it does, but it does so flawlessly
@wicked oak to get sub-mm precision on 5x5 meters you likely need crazy high res cameras with something like 8K though
rift works ok, just needs 3 sensors really
what about both at the same time, like leap motion style camera + lighthouse
whats the little round patch on the rift controllers for? the one that looks like they cancelled a button
doesn't seem to register touches
@wicked oak I don't think you need any object recognotion or gestures in VR
knuckles are pretty much the perfect controllers
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
would be intresting to see up to date sales figures for rift
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
I don't think theyre selling at a loss
as long as the price is logical like 100-150 dollars
a LOT of vive users will get knuckles
do knuckles work with old lighthouses?
well LG might have the issue that they can't compete with the rifts price
even if they used the newer sensors, the sensors have backwards compat
so either noticeably more display res or something like eye tracking
it will have more res
thats confirmed
but not that much more
and lenses and screen tech is super important
they say its a 1440p screen. The rift is 1200px verticall (as vive is)
so not that much of a difference
making stuff for consoles is horrible experience, judging by what @wicked oak says here and by reading from other sources
but $
LG probably waits with their headset until they have some real advantage over the rift to justify a higher price
and support that actually answers to mails
and not having to support anything more than 1 hardware config
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
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
but, what about localization ?
it would be royal pita to localize a tom of text if it's in the textures or 3D
?
3D is no different if you make multiple fonts
you can get localized text still
textures...more of an issue
how do you do 3D text? I thought it implies modeling it in 3D app
(words and sentences)
@mighty carbon as you wouldbe doing the 3d text as models, you just swap the models
any asset can be localized
textures or meshes
3d text as static models isnt nice
if you create your 3d text from a FText variable, then its much easier
do you guys know if anything major coming in 4.18 for VR or gameplay ?
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
I know that @full junco lurks on github, so I am hoping he can shed light on what's already in 4.18 branch
@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
ouch
something tells me that not much stuff will be coming for forward rendering or VR
but 4.17 doesn't have much for VR rendering and such, does it ?
Didn't we just get forward in 15 or 16?
Gonna have to wait till robo recall 2 for the next major feature
right, we did, but people keep saying it's missing some important features (like what?!) and optimizations (?)
Hello
@tired tree @full junco is there really something missing in UE4 for VR currently ?
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.
@sinful iris do you know UE4 well enough where you can make a small game prototype ?
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
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
@sly elk Sorry, went AFK. I have made basic mobile 2d games, so a little...
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.
@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.
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).
When you use the gamemode, its gonna spawn the pawn unless you tell it to posess the one you placed in the level
Interesting, one sec
The first pawn is set to '0', should the 2nd be set to '1' then?
^ Inside the pawn
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
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.
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
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?
Through code, either through Blueprints or C++ but you would tell the player controller to possess the pawn that you want to control
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.
Sure, if you want to go that route
Will the player notice anything strange or will it be instantaneous?
Test it and find out
Is device type still "Invalid" for SteamVR pucks in 4.17?
I don't have a puck around to try with atm
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
@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
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
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
try switching it off and re pairing?
Yeah turning it off should do it. Hold it down for 8 sec or do it through SteamVR
yep blue means no connection
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!
@frosty robin Which pawn class are you using?
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
Are you sure you're not setting "Set Tracking Origin" to Eye?
That's what it sounds like
So not a Character?
Nope, not character.. Parent is pawn
Kk just making sure
What is the actors location
doesnt matter, there is basicly no offset between my VR origin and my HMD
IE is it level to the ground in game
yeah Z = 0
WHat does your component hierarchy look like
Restart Unreal and SteamVR
yeah im doing that as we speak.. but we're getting the same problem on different computers
Try the VR-template motioncontroller pawn
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)
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 ?
use less characters?
I have to use more character ๐ฆ
how many triangles do those have?
I dont know Actually . because I am not model artist
I just use iClone
๐
and it could be realistic ๐
if you dont even know that, you likely did other things wrong that affect performance negatively
I tried change hair material . because they were translucent material
I got 5 more fps but not enough
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.
do you still have that one?
fixing the trackpad is easy, you can do that yourself, I also had to do that with mine
Yep, tried throwing it against the wall like 8 times and still didn't fix the track pad
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.
No blue light problems with it though, unlike the replacement
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
Frustrating that the replacement model never works like it should still
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
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.
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
Pre-alpha gameplay of NYC DreamSail Games VR game "The Iota Project" Demo coming out at the end of 08/2017!
18 weeks into development ue4 13 full time team members
Nice! How did you manage to get 13 members? You get investor funding or something?
@obtuse sapphire Heh. not sure if I like it yet, but it's still awesome that you are getting something done!
We're a game studio in midtown NYC founded by insomniac and scholastic vets
I think it's one of those games that you have to play to appreciate more
so yes ๐ 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 ๐
Yeah, we are only 18 weeks in.....with early access /arcade version 6 months away and home relase a year
Were you going for a Voltron-ish vibe?
hmm think saturday morning cartoons
Aye, same ๐
we really liked what overwatch did with the bright colors
Hmm, TBH, I think for you...it's having an opposite effect
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 ๐
Good, post on here when it's out, so we can all try it
will do!
Don't forget to change out those default hands
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
video!
For this special episode of Projections, we finally get our hands on Valve's prototype SteamVR "Knuckles" controllers! FOO VR's Will Smith stops by to give u...
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
Volumetric fog for me feels like a texture is just stuck to the screen. You find a way to make it work good?
@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
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?
@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
You hold them differently
@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
in my tests the mesh is perfectly aligned, if you use the meshes that are in the engine folder
for both vive and oculus
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
does it?
wouldn't know about offsets, I load the meshes from the SteamVR API directy
@tired tree is the steamvr touch controller mesh having the same pivot location and rotation like the mesh in the engine?
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
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
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...
proximity sensor?
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)
ah, good it to work with the mesh from steamvr ๐
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
using a direct hdmi port or dp adapter?
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...
@wintry escarp I use direct HDMI
oculus usb stuff is fucked, every time I boot I get a million disconnects/reconnects
I also very often hear the windows sounds that says usb device connected/disconnected
I only get that since I have my rift
i have no issue with it ๐ฆ
yeah I get that randomly too even long after boot
"very often" meaning once every 20 minutes or so
nor in my main PC or my laptop
I have their recommended USB card too
what is annoying as fuck is the oculus launcher popping up constantly
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
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
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
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 ๐
they did give out a gear vr holder at connect 2
3dof standalone is still interesting
it would be a souped up GearVR, but cheaper
(cheaper as a whole of course)
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
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
ok, thanks
yeah, I don't think there is any true black on vive either, the fresnel glare mostly hides it on both of them though
[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?
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.
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
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
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
this stuff might make TAA look a lot better in VR: https://forums.unrealengine.com/showthread.php?152681-Dynamic-Temporal-AA-sharpening
"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
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
awesome
The only reason im using forward for my project is msaa
It would be great to have a good option for deferred
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)
What is the best way to help him get epic's attention? Just post in the thread?
you cant really do anything else than post in the thread and say you hope epic integrates it
I figured
So car communities are huge and they aren't used to VR games being made for them..
This has been nuts:
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
@sly elk congrats, I guess you're very happy about it ๐
@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 ๐
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
ah, I guess thats good
hm you guys have a good example page to see what can affect Shader Complexity poorly for Forward Rendering?
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.
anyone else see glitches on debug lines in VR (4.17)?
@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
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
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
@royal anchor also broken in 4.17
ah, you saw it too?
yeah
@full junco have you seen this https://answers.unrealengine.com/questions/688112/ue417-will-not-compile-with-new-153-update.html ?
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
the biggest issue I saw was C4768
I fixed that with adding #pragma warning(disable : 4768) to WindowsPlatformCompilerSetup.h
@tired tree yeah that's what I'm doing at the moment.. never quite as clean as true screenspace lines though
also C5037 was an issue, so I added #pragma warning(disable : 5037) to StaticMeshDrawList.inl
dunno, I prefer scaled mesh
I don't want to revert any visual studio stuff, I just try to fix the issues directly
animated beams and world space material effects
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
I've tested the dynamic temporal AA sharpening: https://forums.unrealengine.com/showthread.php?152681-Dynamic-Temporal-AA-sharpening
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
Does it work on Forward too?
BIG news! Today the @htcvive will be available for $599 w/free @Viveport Subscription trial & added content -https://t.co/jKmGD463hN
Woah, really good for people that were on the edge
getting really close to the Rift price now
too funny
since my Vive just went poop
I was like, I wish they went 50% with knuckles
@granite jacinth what happened ?
vr is creeping down to the price normal people will pay
once it reaches console like adoption VR will rise drastically
well at least for the HMD part
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
create a blueprint project, add a C++ class in the editor, bam your project is now C++
@wicked oak not if you already have a capable PC that requires minimum upgrades
anyone know of a downloadable project that shows the volumetric fog lighting?
@wintry escarp its pretty straightforward to setup on your own :v
screen shots always look natural, I always seem to get bubbly cloudy spheres
@mighty carbon he is talking about mass market
mass market doesnt even have a desktop pc
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
there are already plenty of damn awesome stuff
nothing short of literally half life 3 vr will make any change on that department
I wasn't a fan of hl2
personally i think the "killer app" thing is bullshit
loved portal2 but I see that being a vomit fest in vr
there was hl3
Lone Echo is already a killer app.. They just need to work it as game-as-service and add more content
I'm thinking more of non game use, like live stream concerts to VR, use it to take people places they cant go
those already all exist
and people barely care
they have already done live plays, and concerts, and remote tourism in vr
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
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?!
@dawn cipher pretty sure it works in forward, yeah. taa works, so this should work too
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"
half life was meh, the old duke nukem games were better, looked like crap but great fun
solar eclipse was pretty cool
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
everyone is toxic nowadays ๐ฆ
Just watched new Doom VFR video on YouTube.. Comments are bizarre
(seems like mostly from people who never tried VR)
@wicked oak have you bundled any of yours?
yes
the old Deathwave, once it stopped having sales and i abandoned it
got me around 500 dollars from th bundle
tanked my reviews
which bundle company was it
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.
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 ?
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
Is anyone using World Composition with VR? Is there any caveats or issues?
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?
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
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?
I hate the forward render
It always seems like every effect I use is incompatible with it.
there are reasons why it is quicker...
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
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
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)
I can't remember, does custom depth work in the forward renderer?
in what sense
if you're thinking of the fog stuff, you can still use exponential height fog
@slim raft I think so. I don't see why not
gbuffer stuff is out
Hmmm... Trying to remember what the deal breaker was for me last time I tried it...
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
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
@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
haha oops - I misread
Custom depth works fine in forward
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
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
Still does that
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
You have to make sure to turn on a tracker after the controllers
what is a tracked device if not a controller? I don't have any trackers
yeah, I didn't know if the headset might be interfering with that too, since it is a tracked device
That's separate from it assigning the controllers to the wrong hands.
I think even the base stations show up in the tracked device list
but I don't know if there is a guaranteed order
if openvr says something is left then ue4 should respect that no matter what
I just saw a diff addressing that I think with 4.17 and didn't look into it too closely
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
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
I usually start the game with hmd and controllers all not tracked
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
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
I've had occasional crashes with a trackback saying invalid quaternions in the motion controllers or something, but not in a long time
the left right issue is way more annoying when you use a rift since you can't just switch controllers
oh yeah, that's totally broken if it happens there
I didn't know it also happened with the Rift
it happens 50% of all time
I always just have to restart when that happens
obviously I can't release a game like that
yeah you want to do anything you can to avoid a negative review
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
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
Yeah, my character extracts the motion data from the tracked objects and applies it as locomotion via a custom movement component
oh that....I worked with you with Yore for awhile, though I recognized the name
you can check for valid tracked position
Well, thing is it does seem to have valid tracking as the ik on my character still works
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?
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
I never had anything fly away
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
this is how UE4 assigns the controller: https://puu.sh/xgb8n/1616f2a85c.png
on this occasion, the result was correct, so left/right was set correctly
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*
why would you ever check if controllers are further left/right relative to the HMD?
that can always give the wrong result
That's how they detect left vs right controller
but that would give wrong results way too often
They assume that if you have two controllers infront of a headset that they're in roughly left to right order
Such as...?
Only when your arms are crossed
And who crosses their arms when picking up the controllers
when I'm taking off my headset I dont really always put it in between the controllers or something like that
Why would that matter?
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
@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
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
its anoyying with steam overlays too since the input is one hand at a time and based off of the steamVR assignments
you mean the keyboard for example?
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
are you on 4.17?
no, 4.15
4.15 had a PR merged that "fixed" the wrong controller sides actually
so thats when the issue was "fixed"
was going to say, they made changes to it in 4.17
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 ๐
@full junco the dev touches used to do that if you shook them too hard lol
do what? turn off?
Yeah
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?
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
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
"pickign"
it should not return invalid, right?
no it shouldn't, but it was all sorts of screwed up in 4.15 due to a SteamVR update
Probably means whatever coder they had write that part had to do it in a hurry
thats when the vive trackers broke in ue4 too
Vive trackers are broke ?
vive trackers are supposed to be run through std motion controller components in ue4
@tired tree so you say the SDK thats used in 4.15 doesn't work correctly with recent steamvr versions?
Looks over at tracker I've been using all day O_O
oh
Yeah, I've been using get tracked whatever by index
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
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 ?
The late update would be nice, but isn't as critical for a belt as the it is for hands
its not the case
Need to open GetControllerRoleForTrackedDeviceIndex() and take a look
they had to change the steamvr plugin
@slim raft you can't "open" it, the openvr source is not public
I use trackers for more than body parts, I retained the late updates for using them to hold things
Well, then there is no way to know if that function will even actually work without trial and error
thats note entirely true, you can run it through a debugger, buts its a hassle
@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
i wasn't talking about that
dunno on that one
you are sending a correct index to it?
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?
So the source isn't in this repo? https://github.com/ValveSoftware/openvr
@slim raft yeah, its not
that sucks
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
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
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
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
thats the whole fix: https://puu.sh/xgfUS/f90229752b.png
UE4 ignores the controller until it can report what it is, works perfectly, at least I didnt notice any negative effect
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
Did you make sure the collision channels are set to overlap each other
Yep:
First one is the motion Controller Component
Second is my capsule collider
Are you calling it in tick?
Are you sure the components are actually overlapping when it's called
@full junco so its not detecting "sleeping" controllers then?
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)
Your screenshot says they are set to query only
Try collision enabled instead and see if that helps
hello! does anyone knows how to play a mp4 movie as loading screen in vr?
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
got my wrist-controller working, very proud ๐ https://www.youtube.com/watch?v=b0k_hccOlps
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.
yay for ode to joy
omg i've heard every instruments solo for ode to joy 423798 times last few months..I DREAM ode to joy now..
has anyone used planar reflections with a capturecomponent / spectator screen?
Has anyone used gameDNA's Google Analytics plugin in their VR app ?
@wicked oak I recall you used it, right ?
@tired tree I'm not fully sure it it's "sleeping", but it probably is, yeah
@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.) ?
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
@wicked oak So do I need to do anything special in the dashboard or all i need is tracking ID ?