#virtual-reality

1 messages ยท Page 130 of 1

mighty carbon
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they do, but it's not applicable to PC/VR apps

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it's more for mobile, where you can record button clicks, screen activity, etc.

alpine torrent
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MR/AR apps

mighty carbon
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same difference

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@full junco when can we try your game ?

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๐Ÿ˜ƒ

full junco
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@mighty carbon I hope soon ๐Ÿ˜„

mighty carbon
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when do you start your PR campaign ?

full junco
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was busy with adding rift support the last few days, after thats done I can get back to working on the trailer

mighty carbon
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ah, cool

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have you decided on the pricing yet ?

full junco
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not really, probably something like 14,99 or similar

mighty carbon
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aye

full junco
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and I already tested every USB port I have

sturdy coral
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That's a.. very specific error message for a consumer to deal with lol

full junco
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@sturdy coral yeah, did you see I got the controller side issue fixed?

sturdy coral
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yeah

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as long as that doesn't lock up the game thread because it never comes back valid or something, but then you would have ended up with a non-functioning controller anyway right?

full junco
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it doesnt lock the game thread, UE4 is just checking all the tracked devices every tick and assigns stuff correctly when something changed

sturdy coral
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ah ok I thought it was in a while loop or something

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for some reason

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but I guess it was looping over all controllers and not looping until that was valid

full junco
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yeah its looping over all the steamvr devices every tick

sturdy coral
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were you able to reproduce it pretty reliably before the fix?

full junco
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yes, 100% reliably

full junco
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does the vibration on touch controllers always feel quite different to the vibration on the vive controllers when you use the same values?

sturdy coral
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I haven't done a lot with haptics, just had vive picking them up from existing gamepad rumble stuff and oculus not getting anything when using the oculus plugin because it had a different api

mighty carbon
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you get that message when you use USB2 and all sensors are on one USB controller

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I have 2 USB 3.0 controllers on my mobo. 2 sensors on one and 1 sensor + HMD on another

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never had that error message

full junco
mighty carbon
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Obviously you do not

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The whole issue with Rift sensors comes from insufficient bandwidth on USB

full junco
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I have enough bandwidth obviously

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also, vive works without issues

mighty carbon
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If I put all 3 sensors on the same controller, I get errors

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Vive doesn't need a lot of bandwidth

full junco
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theres no reason why the vive headset would need more bandwidth than the rift

mighty carbon
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O.o

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Rift sensors are cameras

full junco
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I said headset

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not sensors

mighty carbon
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They pump frames at 60 fps

full junco
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I said headset

tired tree
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some things are damned fun in vr

mighty carbon
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nice @tired tree

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is that with stock vehicle or with BlueMan's vehicle plugins ?

tired tree
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stock

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its just for testing after all

misty hull
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Hey guys, I am an unreal newbie. Where can I look for a guide on how to create a blueprint for VR for this particular type of function: 1. Aim controller at object. 2. get a popup menu 3. change mesh material and/or color from a selection of objects in another menu

dawn cipher
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@misty hull Welcome! I don't think you're going to find a tutorial that is that specific ๐Ÿ˜‰

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For 2, you might be able to find a tutorial on using UMG in VR using Widget Interaction Components which lets you build a UI in 2D that you can use the controller like a mouse to interact with

sturdy coral
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@misty hull you should be able to get all that from here, all the pieces, but not that exact scenario:

dawn cipher
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And you can look up tutorials on how to change a mesh material or colors within a material

mighty carbon
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if anyone needs something like that

dawn cipher
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Is anyone using Widget Interaction Component for UMG?

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I can't get it to send OnClick events, just OnPress ๐Ÿ˜’

pearl tangle
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in VR or on a touch screen?

noble crater
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stat scenerendering is way off screen in VR mode.. is there a workaround?

dawn cipher
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@pearl tangle in VR. When I pull trigger I send Press Pointer Key with Left Mouse Button, and when I release trigger I send Release Pointer Key. I have the WidgetInteractionComponent set to "World" - it responds correctly and sends "OnPress" events through the UI

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But OnClick never fires, so if I have a button and subscribe to both, only OnPress fires when I point at the button, pull trigger (ui animates down) and release

white fern
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So followup on my overlapping problem from last night. None of the suggestions made actually helped. For whatever reason the IsOverlappingComponent node is constantly returning false, even when I know that the motion controller component is colliding with my capsule component :/

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Both components are set to overlap all

dawn cipher
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I didn't see the messages last night, but do you have "Generate Overlap Events" checked (I don't think this is necessary but worth a shot?) What arguments does IsOverlappingComponents take?

white fern
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Yep. both are checked on both components

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Is overlapping components is a component method (run on one component) that detects if that component overlaps with another component fed into the UPrimitiveComponent argument

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IsOverlappingComponent I mean

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and it seems as if its supposed to return true if there is overlap or false if no overlap of the components

dawn cipher
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My random thought is that one of the components has no volume so it can't overlap beause it doesn't have aphysical presence

white fern
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I thought that too.

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So I added a collider to the motioncontroller

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Still doesn't work

dawn cipher
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Right but that's a different component

white fern
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the collider I added also has the appropriate checkboxes and collision settings

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Generated Overlap Events and OverlapAll

dawn cipher
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Those probably only apply for when moving objects

white fern
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Simulating Physics isn't required for overlap events correct?

dawn cipher
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No but those events come back from the physics system. You should look at the source code of what the IsOverlappingComponent function does

white fern
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Yeah, I know. Just hoping someone already knew

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Guess its time to open VS

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Hmm... It looks like it literally just iterated through all of the overlapping components and checsk

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checks

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Just like I would instinctively do in BP; except more efficient because it's native C++

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So for whatever reason it's saying that the components are not overlapping -- which means they're not. But I have no idea how that could be possible

mighty carbon
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apparently Oculus has pretty advanced analytics for its apps (in the dashboard), so I might not even need that Google Analytics plugin after all (plus it doesn't work for me anyway)

noble crater
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any tips on monitoring draw calls in VR given that the stat command doesn't work in VR?

mighty carbon
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it does for me

noble crater
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doesn't the table go off screen? @mighty carbon

mighty carbon
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I am with Gear VR

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and I take screenshot from the device, so I can see all values just fine

glossy agate
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@white fern the overlap component works for me, and I know it works for others. How are you checking? You have a BP you can post?

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Am using that node for an inventory system.

weary flame
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Is It possibile to have the VR preview widescreen as other PIE and not regular sliced view of a single eye?

pearl tangle
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@weary flame the new mixed reality stuff in 4.17 handles that now

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or there is a modified steamvr plugin which does it too

wintry escarp
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is there a way to stop the oculus app running when I close ue4?

mighty carbon
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Reboot

wintry escarp
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easier to just close the oculus app, its just annoying

mighty carbon
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Yep, but it is what it is

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@wicked oak did you know that Oculus dev dashboard has extensive analytics ?

wicked oak
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yes

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i take it quite seriously

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but my player numbers are low, so its not very accurate

mighty carbon
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aye.. I just figured Google Analytics plugin was a waste of money

wicked oak
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uhm, its not expensive

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and you can do all the stuff you feel lik

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the oculus dashboard is for tech related stuff

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it tracks FPS

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and GPU usage

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and thats it

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im tracking average kills, player deaths, what devices my players, use, etc

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i can even track PS4

mighty carbon
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Oculus tracks country, language, session time, controller usage, etc.

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everything you need to determine your demographics and how much time people spend in the game

wicked oak
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analytics is not about that

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is also other stuff

mighty carbon
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Google Analytics for once doesn't build when I build my project for Gear VR.. Support for that plugin is not good (some people might think otherwise, but in my book it's not good).

wicked oak
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for example i track the average scores

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well, i can compile it even on ps4, i dunno how the hell it fails on your end

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i also track the map flow

mighty carbon
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well, I don't need anything but basic data.. And not only the dev can't tell me how to get it up and running, but none of the people who bought the plugin (which isn't their job of course, but it would be nice to hear from other users how they got it up and running)

wicked oak
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if you only need basic data, then you dont need it

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both Steam and Oculus have basic analytics

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oculus much better than steam

mighty carbon
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well, when I purchased the plugin, Oculus didn't have anything ๐Ÿ˜ƒ

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and I wasn't at the point where I needed to integrate analytics

wicked oak
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you sure about that? i had oculus stuff from the very beggining

white fern
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@Ryan I can't post a blueprint at the moment because I'm not at my workstation, but I'm using the Epic VR template motion controller in conjunction with another actor that implements the VR template's PickupActor Interface and has a capsule collider component. Trying to tell, from the 2nd actor, if the motion controller component passed through the pickup event is overlapping with the collider component.

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The problem I'm actually experiencing is that the IsComponentOverlapping node extended from the collider is always returning false even when I know the scene component is inside the collider.

glossy agate
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Hmm. So you are running the check during pickup actor sequence? Maybe make it check on tick with a print string to see if you can ever get it to overlap anything

mighty carbon
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well, Gear VR for Note 8 was announced and it's just that - same old Gear VR

wintry escarp
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well they have a lot of stock from last time, even with the give aways

white fern
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@glossy agate will do. I'll try it later

full junco
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are the vive controller in general capable of vibrating much more intense than the touch controllers?

restive blade
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ugh.. so over VR ๐Ÿ˜ฆ

mighty carbon
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?

pearl tangle
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@full junco I don't think the vibration is that much different but the motors are likely a bit larger and you have a different grip so may feel different. I haven't noticed too much of a difference between them

glossy agate
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Can anyones mother vouch for this? We need testimonials on the vibration levels vive vs touch

pearl tangle
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@glossy agate why? Just pick up the controller and test it is probably the best bet

glossy agate
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Was a joke. Mother...Vibrating controllers...โ˜บ

pearl tangle
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despite the name, I don't think the Touch controller is going to be so helpful on that side of things. The vive controller is shaped much more appropriately...

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  • also, better tracking so theres that.....
digital marlin
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@pearl tangle you played with the new controllers yet?

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For the vive, I mean. The knuckles.

pearl tangle
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nah haven't had an opportunity unfortunately. Would love to for personal stuff, but they don't particularly suit the applications I do for events or enterprise stuff. Gloves and tracked props are where I am targetting

digital marlin
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fair enough

pearl tangle
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would be great for playing robo recall with though

digital marlin
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I figure it's gonna make a few changes to how people interact.

full junco
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@pearl tangle ok then the huge difference I see has to be due to openvr

twin pulsar
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hey does anyone know of a good solution to have both the vive lighthouses and the oculus cameras attached to the same stand? I currently use this for the vive lighthouses

pearl tangle
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@twin pulsar You can get right angle arms with extra joints on them that come in handy. You can then connect the lighthouse to the tripod at the bottom connector, then have the arm come off the back of the tripod to go to the rift 1

west moss
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hi guys, anyone here have a good benchmark values for GPU Profiling on VR?

wintry escarp
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superposition will benchmark vr

twin pulsar
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@pearl tangle nice thanks!

frank plaza
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Yo! So, in the VR template, in the MotionControllerPawn, ther is a Event Tick, however, when I use this event tick to update the rotation of a object, it only does it whilst I'm trying to teleport...? (wtf)

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help plz

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Oh sry wrong rotation values was the problem ๐Ÿ˜„

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But then Imma ask, dows anyone here know any good UE4 VR tutorials? All that I find... kinda suck

fair hearth
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Mitch's vr lab videos are pretty good

lyric spoke
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Anyone here familiar with how Robo Recall interps their weapons when the player throws them at a target? If there's anything online already looking at it - I'll have to download the project and check it out later today reguardless, but I'm just curious

turbid scroll
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Anyone using the deferred renderer for VR? Looking for some feedback on Temporal AA.

gentle grove
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What kind of feedback? it looks soft, but solves both geometry and temporal aliasing. Causes problems with small, fast moving VFX. MSAA looks crisp, can be expensive especially in VR , and you get alpha-to-coverage

turbid scroll
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Does it help your project, what settings work for you, etc.

gentle grove
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@lyric spoke Robo Recall uses "throw target components" to assist throws. For straight line bullets the closer you are to hitting, the more it assists (creates positive feedback loop). People generally miss high to low so the XY is calculated separately from Z. For thrown ballistic stuff, it calculates against two planes, one on the horizontal, one aligned to the direction of the throw. That covers both a hard throw case, and a "lob" case.

mighty carbon
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a rumor has it that HTC is putting up Vive department for sale

alpine torrent
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fear of Mixed reality HMDs?

mighty carbon
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@alpine torrent no, simply not being profitable

normal thorn
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if thats what you're refering too, looks like its not from the vive sales as much as the company as a whole.

digital marlin
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Sounds weak tbh.

mighty carbon
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@pearl tangle might have an in-depth info about it

digital marlin
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I wonder if valve would consider buying them?

dawn cipher
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Eh

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Then they'd have a bunch of overseas workers and factories to worry about

mighty carbon
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HTC is Asian company

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they are overseas ๐Ÿ˜ƒ

digital marlin
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Yeah it does go against their business methods I suppose

dawn cipher
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Right now Valve is in a really low-risk position

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They make the software, and get money for people buying things that use their software

uneven moon
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I just did a re-install of Windows and the editor, created a copy of my project with the latest version of UE4 and set up the Oculus runtime, etc. but when I try to play the game in VR through the editor I'm located below the ground

sturdy coral
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@uneven moon add a call to 'set tracking origin' floor

uneven moon
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I didn't have to do that before the re-install though

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Why did it work fine before and not now?

sturdy coral
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@uneven moon I don't know, but you always have to call set tracking origin floor on the oculus sdk if you want it to work the same as vive and not be head-origined

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maybe you were using steamvr instead of the oculus sdk plugin before

uneven moon
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Interesting

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So if I set it, it'll work on both platforms?

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@sturdy coral

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That's what I have set up (initially) ^

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In theory that should check if it's SteamVR or Oculus and set it based on how the person did it on their end

sturdy coral
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should be fine, I don't remember if it is part of the oculus function library or not

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if it is, it won't have any affect on SteamVR/Vive but it won't matter because steamvr defaults to it

uneven moon
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Is there a way to revert back one version?

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I feel like upgrading the project may have caused issues

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Figured it out actually

sturdy coral
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no, you can't move backwards without a backup or version control

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at least in general

uneven moon
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My project was originally started in 4.16.3

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So if I install that version and open it up

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It should be fine, right?

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The 4.17.1 was a 'copy' of it

sturdy coral
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yeah there shouldn't be a problem if you never opened it in 4.17 outside of the copy

glossy agate
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@uneven moon levels I don't think will go backwards, not for me at least. Everything else has been fine for me though.

uneven moon
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It worked out, the project was for 4.16.3 anyway and all problems resolved

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Thanks, guys

digital marlin
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Sorry if this is a repost.

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It looks exceptionally well done, all things being equal especially the VO.

pearl tangle
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Not sure who built the KFC thing but Wieden + Kenedy was the agency that came up with it

tawdry dragon
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Has anyone tried using the Microsoft Dev headset with UE4 yet?

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I faintly remember somebody saying that they might not work together

pearl tangle
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its all tied in with Unity most likely since it's the same with the hololens. It's heavily relient on UWP which Unreal is not a fan of. Microsoft does keep an up to date fork of UE4 with UWP support though @tawdry dragon

tawdry dragon
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Do you know if they use the standard VR nodes etc. inside BP or is it all custom?

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Looking a bit around the forums, there is practically zero information available

alpine torrent
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there is Hololens template

stoic bloom
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anyone have any experience making separate builds for Steam and Oculus? Did you manually enable/disable the appropriate subsystem or is there an automated way via Build/Target.cs that it can be handled?

uneven moon
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Do I even need this if my player has no moving capabilities aside from room-scale real-time movement?

granite jacinth
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@uneven moon Why do you even have that?

uneven moon
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Not sure, was following a basic VR pawn set-up tutorial a while back

granite jacinth
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The answer is no btw, but hod did you even get that

uneven moon
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Never got to the part where he used that

granite jacinth
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wtf

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what a shit tutorial

uneven moon
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Lmfaoo

granite jacinth
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ยฏ_(ใƒ„)_/ยฏ

cloud pine
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Yea, @uneven moon FloatingMovementComponent isn't necessary.

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Can anyone in here help me with this problem I've been having? (X-post from Blueprint):

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Hey, so I've been having a really tough time with getting IsOverlappingComponent to work properly in VR. I've been stuck for a few days now and can't seem to figure out why my node keeps returning false. I'm actually at my workstation now and I'll try to provide screenshots to help. Anyone have any idea why I'm not getting any overlap events between the motion controller component and the capsule collder I'm using??

uneven moon
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Which print fails?

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oh the cast?

cloud pine
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None of them. The IsOverlappingComponent consistently fails

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By fails; I mean it returns false

uneven moon
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Hard to tell, is your hit collider variable set up properly?

cloud pine
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even when there is a clear overlap of the components. Despite both components having the appropriate collision settings and bGenerateOverlapEvents set to true

noble charm
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Is the vd_motioncontrollercomponent a mesh?

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Or a collider?

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@cloud pine

uneven moon
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I'm trying to turn the player's vision red the more health he loses

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Can I create a scalar parameter for a post process tint effect somehow?

raw portal
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Anyone run into issues with (Hierarchical) Instanced Static Meshes? They seem to ramp up the draw time by a lot.

raw portal
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And an extra question - What's up with the VR Preview in UE4.17? It's way more zoomed in now

white fern
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@noble charm Neither. It's derived from the template MotionControllerComponent which is native to the engine now. It's a scene component with some additional data

noble charm
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so it doesn't have collision correct?

white fern
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It doesn't have it's own collision volume (i.e. collider) no.

slim raft
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Have you tried changing from query only to collision enabled??

white fern
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I tried to add one to the component, but am not sure how to do that

noble charm
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so isoverlappingcomponent will fail always against it

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because that component can't collide with anything

white fern
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So what you're saying is I need to somehow add collision to my custom MotionControllerComponent.

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How can I do that

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?

slim raft
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Also, yeah, motion controller components can't collide due to not having any collision geometry

noble charm
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you could add a collider to the actor that the component is part of

slim raft
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Use a sphere, and set the collision to enabled on both

noble charm
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^

white fern
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Right, but that's at the actor level

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for what I'm trying to do I KNOW that the motion controller should be "physically" in the level and will overlap and collide

slim raft
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No you don't

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Because it shouldn't

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Its not written like that

white fern
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it's kind of critical to the whole system so I want to do it at the component level.

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I know that MotionControllerComponent isn't. But since it's not then I'll need to write my own parent.

slim raft
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Why?

white fern
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I need to know, at all times, exactly where my motion controller root is and it needs to be able to overlap other environment pieces.

slim raft
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Change your design

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Its wrong

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What do you need collision for to ask where the "root" is?

white fern
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OK. Let me put it to your this way.

slim raft
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Why does the motion controller component "need" to overlap anything instead of just using a sphere parented to it?

white fern
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Because I'm trying to maintain the VR template structure

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and it uses the motion controller component in GrabActor on the MotionController BP

slim raft
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no

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I'm pretty sure it uses custom blueprint actors

white fern
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No.

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It uses PickupActorInterface

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An interface implemented by BP's that you want to be able to pickup

slim raft
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In what way does that contradict what I said?

white fern
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It doesn't use custom actors

slim raft
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wrong

white fern
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you can make any BP implement the interface

slim raft
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not relevant

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It uses BP_MotionController

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An actor

white fern
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Yes. It uses A Blueprint

slim raft
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Has a sphere component parented to a motion controller component

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Just like I said to do

white fern
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Yes, the problem is that on GrabActor it doesn't pass any way to check the position of the controller on the PickupActor.

slim raft
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It calls "Pickup" in the interface

white fern
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My real question is this: why can't I detect whether or not a scene component is within a collider

slim raft
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Which takes the motion controller component as a parameter

white fern
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that's all I need to do.

slim raft
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What to you mean by "within"

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Do you mean its origin is within the volume?

white fern
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A collider has a volume. I just need to check that the motion controller scene component is within that volume

slim raft
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Depending on the collision geometry, thats pretty complicated math

white fern
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But it's a standard collider

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they really should have accessible methods for simply checking whether that is the case for simple Shape colliders

slim raft
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What do you mean by "standard collider"?

white fern
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Shape Colliders

slim raft
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What shape?

white fern
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Box, Sphere, Capsule

slim raft
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All of those you should know how to do the check

white fern
slim raft
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Assuming you are talking about checking if the origin of the scene component is inside the collision geometry.

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For a sphere you simply check that the length of the delta between the scene component origin and the sphere origin is less than the scaled sphere radius.

white fern
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I know how to do it. I'm just saying that with as common as it is there is likely already methods to do it that are not exposed. (Though I could be wrong)

slim raft
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So does this solve your problem?

white fern
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I believe so, basically what you've told me is what I wasn't expecting which is that I'm going to need to modify this template structure to do what I'm trying to do, which I was trying to avoid.

slim raft
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Its a pretty shitty template tbh

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Making the hands separate actors is needlessly complicated

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I would recommend you start from a blank project

white fern
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Yea, that would make more sense to me, honestly, I'm just looking for quick turnaround on this project and was hoping the template would help; but I guess It'd be better to make some real changes.

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Thanks

slim raft
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no problem

white fern
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Basically though what I learned is that "IsOverlappingComponent" doesn't do what you'd expect for scene components, since they lack any form of collision geo

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Which is pretty obvious in retrospect, but...

noble charm
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scenecomponents cant overlap

slim raft
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Primitive components can, but every once in a while you might run into a component that inherits from primitive component without making use of collision

white fern
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Yea, but I feel like they should considering SceneComponents have Collision settings that can be set

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Feel like it'd be useful, but understand that it may be a lower priority

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aaand... back to Unity for contract work ๐Ÿ˜ฅ.

noble charm
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does the scenecomponent have collisioin settings?

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seems wrong

white fern
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I thought it did. Regardless I know the MotionControllerComponent does, and it looks like it is a decendent in some form. I'll check again

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So Scene component doesn't, but the MotionControllerComponent does, even though it too has no collision geo

wise thunder
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Well, there's the thing: it's a descendent in some form.

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It inherits form UPrimitiveComponent, which introduces collision

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UPrimitiveComponent inherits from USceneComponent, which is why scene components don't have collisionโ€”primitives are the first components in the chain to have it

white fern
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Yea, I'm looking at the heirarchy again. Makes sense.

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So really, it'd be good if someone ripped out the collision settings for the MotionControllerComponent or otherwise allowed you to enable collision on the component (i.e. add collision geo.) All makes sense, just a bit wierd.

slim raft
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I'm not sure why they inherited from primitive instead of scene

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All it does is update its transform from the motion data, which seems like you could do to a scene component without anything introduced in primitive

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At one time they may have planned on having geo for it then ditched the idea

noble charm
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im sure they did it for collision no?

slim raft
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Well, they never added any collision for it

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Probably realized it was best to keep it minimal and modular

white fern
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Yea, maybe inheriting from Scene or adding collision to the component would help avoid confusion

uneven moon
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I have a gun and a flashlight attached to my motion controllers but when I run my game, something really weird happens and they aren't attached to my motion controllers.. I can sometimes see the gun flying in and out of the ground far away from me, as if my hand movements are creating a very intense rotation for it around a center point that is somewhere far away

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Difficult to explain

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This is the set-up (it was working a couple days ago)

fair hearth
#

do you change their visibilty at all? I've had that do similar things

uneven moon
#

No @fair hearth

real needle
#

@uneven moon Make sure that the children meshes don't have collision on

#

Or if so, make sure they have working collision settings

uneven moon
#

@real needle All collisions are off on MC meshes

#

The weird thing is

#

I have a muzzleflash on the pistol

#

When I fire the gun

#

It comes out where its supposed to... at my motion controller

#

But the gun itself isn't there until I move my hands around and see it in the distance

#

I'll see if I can screenshot that

real needle
#

Have you restarted editor and steamvr?

uneven moon
real needle
#

Did you accidently change players to 2?

uneven moon
#

I don't have SteamVR on, just Oculus

#

Change players to 2 how exactly?

#

I possess the pawn at level start

real needle
#

Play drop down

#

You can set it to launch several instances

uneven moon
#

of players set to 1

real needle
#

Just checking

#

That are all the obvious things I can think of

#

Go deep dive bru

#

Still, restart.

#

Or revert to the last thing you did

#

Try fresh project

uneven moon
#

Too deep into the project to restart, done too many things (mostly just health, damage and level BP stuff for textrenders)

#

It should be fine without SteamVR if Oculus is on, right?

real needle
#

Not restart, revert

#

If you're using a rift yes

#

I want to make HL3 Fan Game now that it all seems to be up in the air

#

I almost have the platform for it done... I'm gonna go ahead and think about this.

uneven moon
#

HL3 in VR

real needle
#

Yessir

uneven moon
#

wait

real needle
#

There's no reality without v... or something

uneven moon
#

what's happening with HL3??

uneven moon
#

HOLY SHIT

#

wait are they developing it or nah

real needle
#

Well, there's no official

#

But since most of the core team aint working at valve anymore

#

Take your pick

#

Also, I'm not going to link what luckey is asking the internet

uneven moon
#

I feel a little empty reading that reddit post

#

p.s. I fixed the MC issue, I think my pawn was slightly below floor-level, I re-placed it and they work fine

lapis dawn
#

"Also, I'm not going to link what luckey is asking the internet"

#

What does that mean @real needle

tired tree
#

hes trolling reddit by saying he will buy Vive

mighty carbon
#

Can he buy it out? I don't think he has that much money.

#

Plus if it's already not profitable, why even bother

tired tree
#

doubt it

#

thus why i said trolling

#

and it IS profitable

#

HTC isn't

sturdy coral
#

yeah he's just trolling, but he would have the money to do it

#

HTC overall is valued at $1.7 billion and doesn't have a ton of debt

#

the vive part would be worth less than that and he probably has enough

tired tree
#

they are valued much higher...

#

that is how much they have banked

sturdy coral
#

you have to convert taiwanese dollars to USD when you look at their market cap on most sites

tired tree
#

so they claim their only value is their banked cash?

sturdy coral
#

market cap is just their share price * number of shares, so it isn't their claim

#

I don't know how much cash they have on hand now, for a while they traded below the amount of cash on hand

#

under the expectation at the time that they would keep burning it on employees and not make much headway in the phone market

#

looks like they have 38.35 TWD per share in cash now

#

about $1billion USD

#

palmer probably has over a billion, they were bought primarily in facebook stock instead of cash and probably had a lockup period

#

and facebook went way up in the next couple of years

granite jacinth
#

HTC needs to just sell me Vive Business for $1 USD. I'll make it great again.

pastel lintel
#

hey i'm using an htc vive with ue4 but the vr template is glowing green

#

anyone else have that issue?

glossy agate
#

@Tyler#3861 it's probably your skylight using an hdri image

wicked oak
#

he does have the money

#

but he is trolling

#

like when he said he would fund that extra chapter of re:zero

pastel lintel
#

alright another issue, why is there no bloom in the vr template?

#

i crank it up in post processing and it barely exists

sturdy coral
#

@pastel lintel probably an r. setting in the console, r.bloomquality or something (just made that up)

#

search the inis in the config folder case insensitive for "bloom"

pastel lintel
#

ill try, thanks

noble crater
quaint loom
#

@noble crater that sounds like a CPU logic strain. However, you can just use a logic flip and store the overlap detection and deal with it once per object. Like in other languages overlapped=false; if(BeginOverlap && !overlapped) overlapped=true;

#

pseudocode mind you

sturdy coral
#

@noble crater I wonder how roborecall works around it

quaint loom
#

cause in reality the engine would be detecing the overlap EVERY tick anyway just is filtering it. So it's just the toggle that is borked according to the bug

glossy agate
#

@noble crater isn't that just a leap motion bug? Or is that what you are using

sturdy coral
#

it affects vive and rift too, it just was originally entered as a leap motion bug

digital marlin
#

do you guys tend to manually set your pawn's location after playerstart?

#

I can't get the rotation 100% via playerstart.

tepid talon
#

Hola Peeps. Good morning! Anyone know where I can find documentation on the Haptic Feedback system? Apparently Force Feedback Effects don't work on Oculus Touch.

frozen egret
digital marlin
#

@frozen egret there's a few videos getting about with setting up ARKit.

#

It's not overly hard, though you do need a Mac

frozen egret
#

You can also do it on Windows (I am doing it on Windows), the plugin is also enabled

#

it was just that the videos are purely that tex

#

text*

#

And I just prefer text > video

#

ah it is back

tired tree
#

@digital marlin if you are using the standard setup you need to set rotation around a pivot since the HMD isn't at the pawns 0,0,0 point, the HMD being the pivot

alpine torrent
wicked oak
#

new plataform to port DWVR to?

mighty carbon
#

I wonder when UE4 will get support for it.. Oh wait, never.. Because it's for Windows Store...

#

now we just need for XBox One X to support it

#

btw, any idea if any of those HMDs from MS partners offer AR ?

wicked oak
#

nope

#

no AR

#

AR is for hololens as far as i know

mighty carbon
#

๐Ÿ˜ฆ

alpine torrent
#

for developing you could think simplygon as your 3D assets look good in Hololens too

mighty carbon
#

Hololens is expensive and underpowered piece of hardware

alpine torrent
#

its mobile device

#

you could use same asset in ARKit as Hololens

mighty carbon
#

Qualcomm's AR HMD is mobile too, yet more powerful and less expensive

wicked oak
#

hololens is really impressive

#

remember it has kinect+cameras and shit to do the tracking, plus whatever the hell is that runs the screens

#

what qualcomm ar kit you mean? @mighty carbon

mighty carbon
#

hmm.. I was certain it did AR too, but there is no mention of it on the page :/

alpine torrent
#

see VR development kit

wicked oak
#

who the fuck would use that thing

#

instead of just getting an oculus/vive/gearvr

sturdy coral
#

gearvr isn't 6-dof yet

mighty carbon
#

I don't think it will ever be, considering both Samsung and Oculus are working on standalone mobile HMD

sturdy coral
#

that doesn't mean they will stop working on gear

#

note 8 for instance has stereo cameras. (probably still not good enough for 6-dof, but note 8 isn't their last phone)

mighty carbon
#

what's the best affordable Android tablet for AR (using UE4) ?

glossy agate
#

@frozen egret Can you package & deploy it off windows? Thought you had to have Xcode for ARkit specifically. I know regular apps deploy fine from windows because I have done it.

noble crater
#

@quaint loom thx I'll give that a go. EndOverlap is also being called every tick (not mentioned in the original issue).. but I'll try working around using your suggestion

#

@glossy agate rift & vive too unfortunately

alpine torrent
#

Steam in Windows Mixed Reality HMD

alpine torrent
#

now totally looking SteamVR games more

mighty carbon
#

UE4 needs to get official support for it... Otherwise it's useless.

alpine torrent
#

did you heard that Tim Sweeney love Windows Mixed reality

mighty carbon
#

no

#

I know TimS hates Windows, MS and Windows Store

tired tree
#

why would it be useless

#

if its built into steamVR

#

thats an in right there

alpine torrent
#

that steam support is one what came with Gamescom announce cross-network play with steam and windows 10 games

mighty carbon
#

it's useless for us, UE4 devs.. If MR HMDs have some unique features only available on MS Store

#

I wonder if MS sends out free devkits ๐Ÿ˜›

alpine torrent
#

with devgrant you can get devkits

#

think your low-end laptop can use with VR

mighty carbon
#

hmm.. I have Dell Inspiron with i5 and Intel GPU.. It's hard to believe VR will run on it at 60 fps

alpine torrent
#

@mighty carbon what you was saying?

granite jacinth
#

Who cares about VR Editor though

#

What people want is direct dev support for the new platforms

alpine torrent
#

@granite jacinth this could make UE4 devs to direct dev to it and even hololens

granite jacinth
#

?

#

No

mighty carbon
#

So, will it run on integrated Intel GPUs ? (i5 Skylake)

alpine torrent
#

it should just work

mighty carbon
#

I hope so.. I'd rather utilize my laptop for VR than get whole new laptop and another Rift. Good for the wallet and for development ๐Ÿ˜ƒ

alpine torrent
#

yeah and get more people to VR as well

#

@mighty carbon and there is those backpacks PCs now too

#

some what i see have a dock with charger as the PC have battery in it so you can move it and in backpack have extra battery

#

Imagine flying into a new city. The rental car company hands you a pair of smart glasses at the airport. As you step outside the terminal amid the airport traffic chaos, your AR glasses identify the autonomous car driving up to get you with a digital "Your car" sign hovering above it. It knows where you are and vice versa.

mighty carbon
#

backpack PC costs an arm and a leg

alpine torrent
real needle
#

Does Shader Complexity viewmode work as intended in the Forward Renderer now?

#

It looks like it

mighty carbon
#

~$450 for that Dell Visor with controllers

mighty carbon
#

folks, what's the difference between Apple's ARkit and that AR plugin for UE4 ?

glossy agate
#

I think ARkit has deapth tracking off the camera or something. The other AR plugin, I think only works with markers. Like those paper coasters you have to print out.

mighty carbon
#

I see

#

so ARKit is more like Tango ?

#

also, I wonder how it can be depth sensing with iPhones/iPads having no depth camera

glossy agate
#

Not sure, I know nothing about Tango

#

Not sure on that either, Im thinking they do some kind of point cloud maybe cause I have seen demos of it working on a random table or pool

mighty carbon
#

that is interesting.. it looks like decent tracking with only one camera

#

I am puzzled about why Android devices have no such system ๐Ÿ˜ฆ

glossy agate
#

Yeah, seems like they would have had one faster being a more open system. Actually just saw a comment from chance Ivey today hinting it may work on Windows PC in the future for BP only projects you want to put on an iOS device.

#

Very last comment at the bottom

mighty carbon
#

still, iOS device is required and I don't think I want to buy one

glossy agate
#

Yeah, I have iphone, Ill probably try it when I upgrade to the 7, and can be deployed off windows

normal thorn
#

Anyone want a steam key for my VR game? Message me!

#

I'm a little less than 2 weeks from leaving EA

#

looking for some feedback, or just to get the word out in some small way

#

Vive/Oculus with motion/touch controllers only

stuck hamlet
#

hah, just got my gesture recognition working with splines. just add a spline component to my gesturemanager and it figures out what shape you draw

#

sure theres a plugin or somethin for that but it was cool to write my own

#

works pretty much flawlessly

sturdy coral
#

cool, is it 2d based or can it recognize 3d shapes too?

stuck hamlet
#

3D!

#

it uses the 3D splines, so any shape you make with a spline it will recognize

pearl tangle
#

@normal thorn nice style that you have with that

echo thorn
#

Does anyone knows why my AR Toolkit and sample project not working with Visual studios 2017??
Does it only support VS2015 to build?

spiral zephyr
#

I think I read something about exactly that, yes, but dont really know sorry.

lyric spoke
#

Anybody figure out how to teleport and change elevation? Using the VR startup project, it seems as if the pawn is restricted to Z 0

#

We have rooms with completely different elevations, and the teleportation widget appears, showing it recognizes there is a NavMesh up there, but when I confirm the teleport, I believe the pawn is searching for the navmesh at 0, and does not recognize the navmesh

normal thorn
#

I don't have any issue changing elevation, let me check

#

ah you're using the start up project

#

I'd have to load that up to see, probably in the setup yeah

manic ledge
#

Hi all, I'm currently working on a VR prototype where the user holds an object (using the example VR template) and said object is used at high speed to hit another object. However, due to the high speed, even CCD doesn't detect the hit and object A passes through Object B without any overlap event

normal thorn
#

Agent you need to do a line trace

manic ledge
#

I know that the way the template sets it up is that Object A becomes a child of the controller actor. Is it possible to force some sort of sweep each frame

normal thorn
#

then have the line trace call the collision

manic ledge
#

Yeah between old and new pos?

#

I'll give that a try, due to the size of object B, it could be fiddly

#

Might have to do some sort of curve projectile trace between old and new position (due to a users 'swing' generally being curved) as it might miss the object with a straight line trace

normal thorn
#

I don't know if any game using high speed collision calculations, I think its always a trace

#

yeah

#

curve for bullet drop

manic ledge
#

It's not a bullet drop, it's basically a golf club swing into a ball

#

Cheers Dave, I'll give it a try and then fire off a manual "on collision" style event

lyric spoke
#

@normal thorn I'm trying to figure out if there is some hidden checkbox or function that is setting the pawn down to 0, as I have a function teleporting the entire actor up to a different height, and the print string is confirming that location as not Z 0, but it always ends up clipped through geo and standing at what I assume to be Z 0

tawny salmon
#

Hi everyone!

normal thorn
#

axsolus I think it might be you can't go up, b/c its looking for the normal

#

ah cool

lyric spoke
#

@normal thorn What do you mean by that?

normal thorn
#

I miss read your comment then was like ah do I fix my commment or respond why I meant...

#

hah

#

checking

#

on the teleportation

#

it works out of the box for me, I did have to adjust the navmesh bounds

#

it can only teleport where the navmesh is, in the template its almost flat, if you make it big, it works

tawny salmon
#

Hi everyone i'm looking for to learn VR with UE4

mighty carbon
#

@wintry escarp PM

lyric spoke
#

So this is currently happening with my project

#

I can see the widget appear up on top before I confirm the teleport

#

But when I do, I clip through the floor

#

Also, if I eject myself from the pawn and move around in editor, the pawn always snaps to 0

#

I disabled the event tick, but it still always snaps to 0

normal thorn
#

let me check another map, I was testing with the head targeting system

#

are you using the controller teleportation?

#

@lyric spoke no still worked for me with both

#

I don't fall through the floor

#

it just works

#

try it yourself. new VR template project > make nav mesh taller > play then teleport up to higher area

#

I'm in 4.16

lyric spoke
#

@normal thorn Gotcha - I believe I figured out the problem area

#

We used the motionController and then added some extra bits of code onto it

#

After stepping through the code we realized our extra code might be the culprit!

#

Thanks for trying to replicate it on your end

normal thorn
#

np!

mighty carbon
#

Ha, and we just talked about lack of ARKit-like thing on Android

spiral zephyr
#

yeah this is great

#

Anyone seen any info on what the minimum "standards" are on arcore-devices? I'm especially interested in audio channel roofs etc.

#

llike audio minimum requrements. What I hear is that audio capabilites on android varies wildly. Arcore is current phones and onward, so did they set down some rules?

mighty carbon
#

S8 or Pixel XL

#

those are supported phones

spiral zephyr
#

allright, those are new meaty devices at least. hope the audio parts are powerful too..

mighty carbon
#

what does audio have to do with AR ?

spiral zephyr
#

nothing more than anything else, its just that i do/plan to do audio/music vr/ar stuff

mighty carbon
#

AR with ARCore is on the flat screen, not in HMD.. So spatial audio is useless and a no-go.

spiral zephyr
#

interactive symphonies/sytnthesizers

#

etc

#

android has been shit(i heard. anecdotal..) for audio

#

apple ok

#

hope this is turning point

glossy agate
#

@mighty carbon Yeah we were just talking about that yesterday haha. Need to think of a AR real estate app to make now for both platforms.

spiral zephyr
#

eh, we can decide where the listener is, and we can implore users to listen with headphones. Even without headphones we have powerful tools for sure

#

lets say the phone is a virtual l/r mic, we hold it up to virtual instruments on the coffee table, listening in sweet stereo on headphones.

mighty carbon
#

@glossy agate IMO AR is a gimmick at this point, until there are affordable HMDs. Hololens doesn't count.

glossy agate
#

Yeah, a gimmick you could probably make a few bucks off though. Just super accessible so everyone can use it. Just need the fidget spinner of AR

alpine torrent
#

actually there is fidget spinner for hololens

#

multiple of them

spiral zephyr
#

lol. a figurative one then!

#

very glad arcore came now. Was so jealous of apparent ease of use with appleAR, but unable and unwilling to buy a device or develop for apple..

mighty carbon
#

interesting

#

no UE4 support though afaik :/

polar mountain
#

Hey there fam! I know this is a question probably answered a million times but I cant find it anywhere. Does UE4 support both oculus and vive? Are there significant advantages (development wise) to one or the other?

slim raft
#

it does support both, I like Vive more, but everyone has their own favorite, most people I know like Vive

polar mountain
#

Thank you for the response! follow up- are peripherals currently headset locked or might they be in the future?

spiral zephyr
#

vive: perfect tracking, oculus: more comfortable

#

you need to set up what you make for different controllers, touch, vive, gloves etc. no biggie if you have access to test with hw

#

start reading everything

polar mountain
#

awesome. thank you both so much!

mighty carbon
#

Oculus tracks quite accurately

#

Oculus has better controllers and more content to play with.

lusty ledge
#

oculus' tracking is good enough for what I call "arcade-cabinet scale"

mighty carbon
#

room scale

#

not everyone has massive empty rooms (most people don't even have room for Oculus room scale)

lusty ledge
#

this is true

#

but it's less about the space i find

mighty carbon
#

oh, and don't forget the price $399 vs $599

lusty ledge
#

than the velocity you can move the controllers

#

you'll notice lag on the hands (and head!) if you turn quickly

mighty carbon
#

I don't

spiral zephyr
#

yea i would choose oculus if its sitting experiences. Vive has perfect tracking from small to big scale out of the box though, hard to beat.

lusty ledge
#

it's only a couple frames so it's really subtle

mighty carbon
#

have you played Echo Arena ? A lot of people are into it and I haven't seen anyone complaining

lusty ledge
#

i only got to try the touch out once or twice

spiral zephyr
#

console crowd isnt complaining about 30fps either

#

๐Ÿ˜‰

mighty carbon
#

and from personal experience - haven't noticed any such lag in Robo Recall

lusty ledge
#

that's exactly where i noticed it

#

got to try it out at GDC

#

but TBF i think i'm a lot more perceptive than your average person? so it might be a non-issue

#

i tried out The Unspoken at GDC and that was where i really noticed the workarounds

#

they give you fireballs to chuck except you throw them like darts

#

and it's not very satisfying

mighty carbon
#

it is a non-issue.. It's like those folks who used to claim 60 fps in non-VR is not enough.. Some even claimed that can see issues at 120 fps..

lusty ledge
#

i mean some people have sea legs

#

some people have also abandoned VR entirely because of the nausea issues

#

you don't hear much from either of them

#

just the people on the way out

spiral zephyr
#

lol i have a friend who claims any screen below 144hz is torture. hmmm

lusty ledge
#

^ is something i notice when playing FPS's lol

#

idk if i'd call it torture but it messes with me

mighty carbon
#

I have no sea legs - I get sick instantly in VR if VR app isn't made up to standards (although lower than 90 fps doesn't count for me somehow) and yet the lag you are talking about doesn't cause any discomfort for me (and I don't even notice such lag)

lusty ledge
#

for the robo recall demo

#

it was like 15 minutes

#

i tried playing it like space pirate trainer

granite jacinth
#

Hmm how does AR work with my Pixel XL

#

Must find out Google ARcore

lusty ledge
#

i didn't get any nausea while i was playing

mighty carbon
#

lol, I played Crysis at 20 fps and was a happy camper

lusty ledge
#

but after i got out i had to sit down for a while

#

i think they only had 2 cameras

mighty carbon
#

@granite jacinth Epic said stay tuned for 4.18

lusty ledge
#

so that probably hurt it a lot

granite jacinth
#

@mighty carbon hmmm

#

Still doesn't answer my question

mighty carbon
#

but Google has fork with support already

granite jacinth
#

I don't have AR cameras

#

On my Pixel

#

Not that I know of

mighty carbon
#

dunno if it's a plugin or fork

granite jacinth
#

But could be cool to play with

mighty carbon
#

S8 has no AR cameras either

granite jacinth
#

Hmmm

#

Well. WTF do they consider AR then

mighty carbon
#

ARKit for iOS works with a single camera, so maybe ARCore does too ?

granite jacinth
#

Through the screen?

#

Wait...

#

That's lame

spiral zephyr
#

clever mapping algorithm on single cam feed

#

with sensor assists. getting good

granite jacinth
#

I guess

spiral zephyr
#

not getting compound 3d structures yet, but can find som planes and track them reasonably

granite jacinth
#

I will have to give it a shot this week if it's easy to integrate

glossy agate
#

Anyone know a way to map touch controller joystick positions in inputs. Using the Vive face buttons 1,3, and 4, and I want to make it similar on Touch using joystick

normal thorn
#

motioncontroller X & Y

#

has axis value as the out

#

MotionController_Left_Thumbstick_X

#

MotionController_Left_Thumbstick_Y

glossy agate
#

Cool, Ill look when I get home.

#

Is there a -x -y too for "face button" 3 and 4?

normal thorn
#

the face buttons are separate I believe

#

there is the thumbstick which is where you touch the pad, and pressing clicks facebuttons

#

wait I was reading that in reverse

#

but I guess you could script it together based on yes the negative values

#

so you want the oculus to presss 4 buttons

glossy agate
#

Yeah I havn't used touch so Im setting it up for someone else to test. From what I found, Ill probably save the axis mapping and just use the 3 buttons available

normal thorn
#

yeah

glossy agate
#

seems like right MC would be better to use the joystick for snapturns for right handed players

mighty carbon
#

what's the best way to take screenshots for storefront ?

normal thorn
#

you mean in game screenshots for the store page?

vocal whale
#

hey there dear people, i`m struggling nowadays with 3dwidget button for vr, if its possible can you pls give me an idea, how can i touch๏ปฟ to a single button via vr hand mesh with sphere collider on the finger ? thnx

mighty carbon
#

@normal thorn yep

#

my app is for Gear VR, so I can really only do PIE

normal thorn
#

I dissconnect a motion controller button and connect it to a commandline HighResShot 2560x1440

mighty carbon
#

ah, I see

normal thorn
#

ah, keybind to the exec console command?

mighty carbon
#

what if I need to fly around to take shots from various angles ? I don't really want to implement flying mechanics just for screenshots

normal thorn
#

ah for that I just take stills in editor, even tho there is no gameplay taking place

#

but I know what you're asking now and its not easy

#

I suppose you could also make a camera put it in place and call that to screenshot?

tired tree
#

its easy in 4.17

#

spectator mirror a camera or scene capture component

#

also can just directly store the texture from one of those now

#

they added a save as image function recently in blueprint

normal thorn
#

there's also "take automated screenshot at camera"

#

which I'm not sure how it works exactly but I think I was taking screenshots with another camera

tired tree
#

that too

mighty carbon
#

I am still on 4.16.2 for Gear VR

#

I recall there was a button "Eject" in the Editor, which did something like that taking me out of the player characters and allowed me to navigate freely while the game was running

#

I wonder if key binding will work when doing such a thing

glossy agate
#

I think f8 ejects you. Could try that. Can you just do simulate then take high res screenshots, or are they all action sequences

severe river
#

does anyone know if UE 4.17 will automatically package VR in fullscreen, instead of the thin strip with the black bars? I know theres a manual way of fixing it in VS but im asking if its implemented into the release build

tired tree
#

it is

#

but its a setting you set

#

and its not as good as the source edit currently

#

due to a very small section of one eye that they are using, they really wanted to avoid the edge warping but it makes the preview worse overall than the manual edit

severe river
#

gotcha so ill just do a source build of 4.17

#

jc how bad is the small section? like 10x worse or just a lil worse

granite jacinth
#

I do t get why they didn't just do the PR for the source edit

#

Instead of the zoomed in

severe river
#

i wish i knew why, its really a hassle to DL and compile a source build just for something that could be a simple checkbox

tired tree
#

tbh they should have had it adjustable through a box2d variable

glossy agate
#

What about a spectator cam as a child to player cam? Can project it to screen, or for other players to watch in game

real needle
mighty carbon
#

MS will make ๐Ÿ’ฉ

full junco
#

I absolutely don't believe in inside-out tracking

mighty carbon
#

where does UE4 save screenshots made in PIE ?

full junco
#

saved /Screenshots

mighty carbon
#

hmm.. no such folder

#

in the project's folder that is

full junco
#

yes

mighty carbon
#

oh, I had to specify resolution... got it now, thanks

pearl tangle
#

doesn't it pop up with a thing in the bottom right when you take 1 as well that shows where it saves?

mighty carbon
#

it didn't because I didn't specify resolution

dense jungle
#

why is mt 3D UMG widgets being affected by light?

#

my*

alpine torrent
#

perhaps it's the new feature

dense jungle
#

how do I stop light from affecting it

#

how do other games eliminate this

#

vr specific ofc

pearl tangle
#

there is likely a toggle on there to not have shadows etc affect it and you can also have unlit materials on there as well

mighty carbon
#

@pearl tangle what do you think of Windows MR HMDs and controllers ?

wintry escarp
#

have they shown it working with controllers held at sides? or always way out in front so they can be seen

mighty carbon
#

they don't track position, but track rotations

tired tree
#

like there

#

at that time point

wicked oak
#

seems fairly good

#

given its limitation

#

it has MAYOR lag, tho

#

but that might also be due to the recording

tired tree
#

except the rotation point is the thumb point

#

since it doesn't have correction

#

so when it loses positional the rotational is also offset incorrectly

wicked oak
#

i dont know what microsoft dev contact is

#

but i would like to port DWVR to that

mighty carbon
#

lag is only due to monitor

wicked oak
#

they do look incredibly cheap

#

like really, really, really cheap

#

dollar store chinese rift ripoff

mighty carbon
#

there maybe no lag or minimal lag

#

still, $99 o.O

wicked oak
#

if it ends up having better tracking than PSVR it will be fucking hilarious

#

and it seems it can be

tired tree
#

hell, if it was cheaper, i'd use it for desk testing stuff

#

but as is...kind of meh

mighty carbon
#

more expensive than rift

alpine torrent
#

Today at IFA, ASUS announced the new ASUS Windows Mixed Reality Headset, unveiled the brand-new Republic of Gamers (ROG) Chimera gaming laptop and ROG curved monitor, and introduced the latest thin and light ZenBook and VivoBook laptops, all powered by Windows 10.

wintry escarp
#

you don't all the leds just for rotation, the controllers can do that themselves

#

+need

tired tree
#

really hate this "mixed reality" talk

#

about these headsets

wicked oak
#

just the way microsoft does marketing talk

wintry escarp
#

I'm assuming theyre all AR if theyre billed as 'mixed reality'

tired tree
#

they aren't

wicked oak
#

to separate from virtual reality and not look directly into Oculus and Vive tier

#

and probably becouse they want to put AR there too

wintry escarp
#

hmmm

tired tree
#

maybe some day they will get AR on board

#

but from what people have said, its not currently involved at all

alpine torrent
#

@tired tree have you done SteamVR games?

#

those work in Mixed reality HMDs as well

tired tree
#

what is your point? I didn't say they couldn't

#

that was even announced too that they will be supported with openVR

wintry escarp
#

I think the point is mixed reality makes people think its AR, whenit's just VR

alpine torrent
#

@wintry escarp well VR make you think it have those boxes to track headset and controllers

tired tree
#

no it doesn't

#

most peoples introduction to "vr" is Gear and mobile

#

they hardly associate VR with tracking devices

alpine torrent
#

where they dont move

tired tree
#

and?

#

mixed reality is a different thing than virtual reality, they are trying to make their headsets appear not in direct competition with Vive / Rift..which without additional features they pretty much are

#

when they get AR packed in sure....they will be a different class, but right now its just a worse but more convenient version

alpine torrent
#

those cameras in headset make you free from the space you put those on

full junco
#

the front of that ASUS headset looks awesome

#

better than rift or vive, I like that triangle look

alpine torrent
#

cameras in it also have put nicely to triangle center

full junco
#

"Asusโ€™ headset weighs less than a pound, making it one of the more lighter headsets available, and it has a 3K resolution."

#

at same price like the rift I dont see why anyone should buy it though. even the rift tracking will be better than inside out tracking

#

and calling 1440x1440 per eye "3K" is a bit strange

#

2880x1440 is not 3K

#

it is 1.6 times as much as rift or vive have though, so that should be significantly better

#

techcrunch wrote about the tracking: "Itโ€™s lacking in quality at times, but it seems to remain about as reliable as the outside-in tracking on the PlayStation VR from my brief experience."

#

its LCD and not OLED though, so not sure how they want to make LCD look as good as OLED regarding low persistence stuff

#

LCD probably means that its regular RGB matrix though and not pentile matrix like in vive and rift. That would mean significantly more subpixels.

tired tree
#

reviews were saying the SDE was worse than both vive and rift

#

but it probably doesn't have the lens artifacts of either

#

regardless, it would be better targeted towards architecture firms and business than gamers anyway. Not only is it where microsoft tends to focus anyway, but inside out is ideal for that kind of thing

#

though I don't know if the lights on the controllers use a different PWM per headset or if there would be conflict issues with multiple sets in a space

glossy agate
#

Anyone here going to fall VRDC in SF? seems kinda pricey for 2 days though

uneven moon
#

Can I render out a 16:9, 1920x1080 clip through a VR camera in matinee? I'm trying to record gameplay to use in a video

mighty carbon
#

So, technically any laptop (that can run MR HMDs at 60 fps) could be put in a backpack with Windows MR headsets attached and have any warehouse transformed into arena for archviz presentation ?

sturdy coral
#

@mighty carbon I think so, as long as it uses the same sort of tracking that hololens uses and isn't artificially limited

#

reasons they might limit it: safety concerns of people walking up and down stairs, etc.

#

@full junco LCD can be low-persistence by strobing the backlight

#

it takes some other changes too, usually monitors scan out one row at a time as it comes in from DVI/HDMI

#

so you have to queue them all up and then feed them all to a modified display controller at once

full junco
#

@sturdy coral what about black values?

#

VR without perfect blacks would look way too much like looking at a monitor, how do you get real black with LCD?

sturdy coral
#

@full junco you don't, but rift and vive turn off real black anyway to avoid black smear

#

the fresnel glare ends up killing contrast to about the level of an LCD or worse too on rift/vive, but it might be even worse on LCD since it is sort of stacking on top of its already poor contrast

normal thorn
#

@mighty carbon hows it working in VR for mobile? How hard is it to stay performant? What is your minspec?

#

is over heating an issue with longer play?

#

how reduced is your feature set?

#

meaning how much do you have to limit yourself, can you have simple biped skeletons with animation? or does that already get to be too costly

full junco
#

@sturdy coral on vive it always felt like perfect black to me

#

havent tested full black on rift yet

#

in my game you relatively often can see full black

sturdy coral
#

@full junco vive doesn't go full black, but you can't really see a noisy pattern because if there is any light on the screen the lenses catch enough of it and spread it out everywhere that it masks it

mighty carbon
#

@normal thorn It's cool and sucks at the same time ๐Ÿ˜ƒ The worst part is that you have to deploy to the device for testing (testing in PIE works for gameplay, but the rest has to be tested on the device) and that UE4 always has something broken / lagging behind Oculus. I have S6, so overheating is the issue. S7/8 don't have such problem. Not sure what you mean by "min spec". S6 is the bottom line and once S9 is out, I am sure S7 can be bottom line.

sturdy coral
#

the abbott's book demo is the best one to see it

full junco
#

@sturdy coral well when I am in a fully dark environment in my game it always felt like 100% black

sturdy coral
#

@full junco I'll have to look more, but I think when it goes fully black it may actually fully turn off

#

in abbot's book you could see the low level noise everywhere, but as soon as this torch you are holding is in any part of your fov you can see all the noise disappear, and all that is really happening is the glare from it is spreading over the whole lens

#

but it wasn't just the noise of low brightness values, you could also see in that demo that it never seemed to go truely black anywhere

normal thorn
#

@mighty carbon minspec is yeah the S6 right now? I have an S7. I'm wondering what kind of quality can be achived. I head that head tracking is around the courner/almost possible already. But I'm wondering... to be frank, is it too hard to work with right now? Making a game is hard, making a game in VR is extra hard making a game in VR for mobile is additionally hard.

full junco
#

I think like half a year ago or so I read about a difference with nvidia and AMD cards regarding black levels @sturdy coral

#

something like that full black levels were disabled for nvidia but enabled for AMD on vive

#

I think I never actually tested full black with nvidia, only with my old AMD GPU

sturdy coral
#

@full junco yeah it wasn't that issue, that was a thing on DK2 too

#

I made a post about that almost 3 years ago ๐Ÿ˜ƒ

full junco
#

I dont think its related to that

#

it was only related to some steamvr update

sturdy coral
#

ah ok, yeah if it is from mismatched HDMI/TV to full 0-255 range it is very noticeable, like unplayably bad

full junco
#

the 0-255 issue I even saw on my regular monitor after switching to my Nvidia GPU. I was really annoyed by how bright dark colors suddenly were compared to my AMD GPU

mighty carbon
#

@normal thorn no tracking is coming to Gear VR or even to standalone from Oculus/Fb.. I wouldn't hold my breath for that. I don't find making games for VR hard. It's not much harder than making conventional games. Art-wise I'd say it's possible to deliver Doom 3 quality for Gear VR and S8, but since I don't have free access to S8 (and I don't have Gear VR for S8), I can't really do performance testing. For S6 I'd say Quake 3 level of quality, maybe better..

full junco
#

after setting it correctly in the driver it was fixed of course

normal thorn
#

@mighty carbon hmm. I heard that the snapdragon chip is already capable of head tracking... but yeah I wasn't counting on that. I'm just wondering if I should design my next game to be for both Oculus/Vive and Mobile? Or go full mobile? My issue with mobile is that it feels more gimmicky until head tracking works. I'm not that excited about VR with only head rotation. But the market is clearly larger for mobile, or at least potential market. I guess I wonder what a nother year in the VR world will bring. Do I target mobile or push forward with the Vive/Oculus? Haaaard to say

#

thanks tho

#

gives me something to think on

sturdy coral
#

@full junco I tried setting min and max brightness on the post process volume to 10.0 and it isn't true black

#

I might have to look at that driver issue and see if it affects me

#

but like if the chaperone bounds pop up or anything bright it will look like it is and all the noisiness in the black disappears

#

but it is really still there

#

I'm also on Vive Pre so that might be a factor

full junco
#

I also have the Pre

sturdy coral
#

it had black level improvements over the original vive dev kit

full junco
#

I currently only have the rift connected since I still work on good rift support for my game

#

I should test the black levels there

sturdy coral
#

it is very subtle though compared to rift, like if any light is even coming through the nose gap it almost goes away because the noise is so dim

full junco
#

ok, black levels on rift are in fact very bad

#

just tested it

#

once anything bright is on the screen it looks fine

mighty carbon
#

@normal thorn There aren't too many actual games on Gear VR.. Most of it is quite shallow. So some decent single player game could do well on Gear VR. While positional tracking and 6DoF controllers add a ton to VR, mobile VR can be cool too. Just gotta design your app for it and optimize art well.

#

In a sense, it's just easier to make games/experiences on a limited platform vs Rift/Vive IMO

#

you only have to worry about certain things on Gear VR vs Rift/Vive, where you have to worry about a lot more variables

#

with Rift being affordable now and Windows MR HMDs popping around, I have a feeling that mobile VR will become even bigger niche than it is now

full junco
mighty carbon
#

maybe experiences and movies will be the major content for mobile VR and anything else will drop off the radar

sturdy coral
#

@full junco ah nice

sly elk
#

@full junco are the black levels better on the vive?

#

my understanding is they force the black levels up in the rift for the black smear issue

manic ledge
#

@normal thorn Thanks for the tip yesterday/day before, got it working in the end!

sturdy coral
#

@full junco I guess even if steam hadn't changed the mesh/CRC for vive epic would have still needed it for these MS headsets now that they are supporting steamvr

alpine torrent
#

seems like unified SteamVR code as VR HMD specific code off

normal thorn
#

@manic ledge awesome!

full junco
#

@sly elk I think they are significantly better on vive, yeah

#

@sturdy coral probably, yeah

normal thorn
#

@mighty carbon yeah I agree. Mobile will grow and will probably explode if head tracking gets figured out... but yeah thinking about whats next and there are some big questions and choices to make

sturdy coral
#

@full junco oh nice, its in 4.17 too so it looks like it was approved for a hotfix

full junco
#

@sturdy coral yeah, will be part of 4.17.2

sturdy coral
#

I need to ask them to open up that jira ticket

#

for the one where they changed temporal aa and stuff

#

to not use the visible area mask

mighty carbon
#

when is 4.17.2 coming ?

full junco
#

who cares

#

at some point in the future

mighty carbon
#

lol

full junco
#

if theres anything you need super quickly, you can always merge it yourself

sturdy coral
#

just pull the commit if you need it

full junco
#

yeah

#

are you waiting for anything specific where you know its fixed in 4.17.2?

mighty carbon
#

I am actually really waiting for 4.18 now, since it will have ARCore in it ๐Ÿ˜ƒ

spiral zephyr
#

AR should take over the snapchat crowd

mighty carbon
#

so it feels like if they finish 4.17.x releases, they'll deliver 4.18 sooner ๐Ÿ˜‰

full junco
#

no

sturdy coral
#

is ARCore any better than ARKit? neither seemed close to what facebook demoed

full junco
#

the more they work on fixing things in 4.17, the slower 4.18 will come @mighty carbon

mighty carbon
#

ARCore is for Android

sturdy coral
#

but facebook hasn't actually released anything I don't think

spiral zephyr
#

I built arcore example templlate yesterday. working on access to a pixel phone now

tired tree
#

@full junco they approved the fix for the hardcoded mask for 4.17.2?

full junco
#

@tired tree not approved, they did their own

tired tree
#

suprising it got through that fast tbh

#

like...thats a firt

sturdy coral
#

yeah looks a little different than the pull request

tired tree
#

first

sturdy coral
#

yeah that's the fastest anything I've reported has been fixed..

#

probably the only time something made it into a hotfix

full junco
#

they already fixed it internally in the dev-vr branch before the issue was reported @sturdy coral @tired tree

tired tree
#

ah

sturdy coral
#

hah damn

#

I wonder why they noticed it

full junco
#

not 100% sure if it was before you reported it

#

they rejected the PR because it was already fixed internally

#

so maybe someone saw your bug report and then fixed it internally

sturdy coral
#

yeah, and that dev-vr is an opaque thing, internal perforce right?

full junco
#

yeah

tired tree
#

ah they left it hardcoded as a fallback?

full junco
#

yeah, but by default its good

sturdy coral
#

now need to get them to add the same hardcoded masks they use for oculus

#

as a fallback when steamvr doesn't give any for oculus

full junco
#

it currently doesnt give any for oculus?

sturdy coral
#

nope =/

full junco
#

still strange

sturdy coral
#

I need to look at them but I think the hardcoded oculus masks they use are much less aggressive

#

because you can see more of the screen than in vive

full junco
#

yeah

sturdy coral
#

so it might not be a huge perf difference but still probably close to 10%

full junco
#

of certain PP things

#

not 10% in general

sturdy coral
#

yeah

#

but not just PP

#

because they don't get the hidden area mask either

#

so some of the base and lighting pass too

full junco
#

ah yeah

sturdy coral
#

but yeah, doesn't affect geometry and stuff

full junco
#

it will me more relevant on the windows VR headsets

#

due to significantly more pixels

#

or, not really, because the resolution you render in doesnt really change

sturdy coral
#

yeah especially if using adaptive anyway

#

are all the windows ones 1440p?

full junco
#

yeah

#

when the headsets have different resolutions then the adaptive stuff actually gets way more important

#

since 100% screen percentage is very different regarding performance cost on the headsets then

sturdy coral
#

@full junco yeah, one thing to keep in mind is the memory usage. you may not want to scale all the way to 2.0 by default on these 1440p HMDs

full junco
#

@sturdy coral yeah I actually dont do that currently too

sturdy coral
#

in those valve slides they mention when people are using a 970 or other 4gb card they have it detect that and not go as high

full junco
#

I am looking at what GPU the player has and only if he has a 1070, 1080, 1080ti or Titan X I set the maximum res to 2.0

#

on all other GPUs the maximum is 1.4

sly elk
#

you aren't worried about having to maintain that list in the future?

mighty carbon
full junco
#

@sly elk well I know its not ideal to hardcode it like that, but it really isnt that much work to maintain that list I think

#

and I plan to work on my game for a long time anyways

#

its not like I would have to maintain it on a finished game

mighty carbon
#

you would have to maintain your game anyway

#

or face wrath of game's fans ๐Ÿ˜›

full junco
#

a finished game wouldnt really need any maintenance ideally

mighty carbon
#

on PC? What era do you live in ?! o.O

#

only AAA companies can afford to release and forget

sturdy coral
#

"ideally"

glossy agate
#

Why not leave it with user control. A lot of gamers use advanced settings for SS or you could put it in game. People change them for play type too like streaming vs non streaming play.

sturdy coral
#

still need to chose the right default