#virtual-reality

1 messages ยท Page 132 of 1

chilly thicket
#

Yeah, I might do that.

#

But I'm going to recreate my character system as my own anyways.

#

So that it won't matter what height you are.

#

And the character will scale with your height.

#

This is what I have right now, if you're curious:

glossy agate
#

@chilly thicket can you crouch with that one? That's what I was stuck on so I started using BIK plugin today to solve it for me.

chilly thicket
#

When I crouch right now, my head just goes into my chest.

#

I can lean forward and that works, but not straight down.

glossy agate
#

Yeah that's where I got stuck too haha

wild mauve
#

Sup

twin pulsar
#

hi does anyone know if it is possible to export to webgl AND vr / cardboard? I mean basically having a webgl window in a webpage with for instance a button to enter vr mode when loading the page from a mobile phone.

uneven moon
#

Is there a node that checks whether the user is wearing the HMD or not? For example, Oculus inputs don't work when the HMD is not being worn so I'm wondering if I can pause my game when the HMD is taken off etc.

wild mauve
#

Haha just got it working for grabbing weapons ๐Ÿ˜„

full junco
#

@uneven moon I think I heard about such a node existing, but I dont know how its called

uneven moon
#

@full junco any chance you know how to disable receiving damage on a capsule?

#

I keep killing myself with my line trace haha

full junco
#

you can't kill anything with a line trace

uneven moon
#

I apply damage on hit

full junco
#

well you can tell your trace to not trace against whatever your capsule is

#

but just check if you hit the player and if yes, ignore it

uneven moon
#

With this, I presume?

#

or right before the apply damage

full junco
#

doesnt matter how, that array there works

uneven moon
#

well I need the line to pass through the capsule, I don't want it blocking bullets either so I guess the ignore array should be it

#

I'm not sure how to use it, though

#

I tried creating an actor array of my pawns

#

But it wouldn't let me insert anything

#

It stayed at 'None' no matter which pawn I selected

full junco
#

it should work

uneven moon
#

this:

#

Nothing happens when I select a pawn

#

Did I pick the wrong var type?

#

Right now it's set to my parent pawn class

#

It governs all the pawns

full junco
#

I didnt really use that for a long time

eternal inlet
#

anyone know how to calculate the recoil angle?

#

since the recoil angle should be applied in hand space, i need to convert that back to worldspace or componentspace after, but all my attempts give varying angles when i turn around

#

this is what i currently do (which doesn't work)

#

actually im not after the angle, but the resulting world rotation of the hand

slim raft
#

I can't tell at all what you are trying to do from that spaghetti.

#

Maybe try to make a rotator from the right axis of the hand and your recoil angle, then combine that with the current rotation?

frank plaza
#

My Event Drop (From the VR template) isn't working, I duplicated the cube that you can pickup and the picking up part is working fine but this doesn't activate (it doens't destroy the cube which I use as debug) I can't figure out why, and yes I added the "IsLeft" myself

#

nvm figured it out

eternal inlet
#

@slim raft hehe i realize it's kinda messed up sry about that

#

anyway, adding a rotation to axis of hand, was excactly what i tried to do (and failed at)

#

problem is getting the hand space.. i thought i could get it in worldspace then convert it into localspace by using an invert transform

#

then add my rotation there

#

and convert it back

#

but i think that it won't work so easily that way since the local space is hand space, and the mesh (component) also has a "space"

#

so im thinking that i need to add rotation in hand-space, then convert to componentspace...

#

hmm

#

my head hurts

spiral zephyr
#

maybe add a wrist-space

real needle
#

@frank plaza You're destroying the actor before your bools are being set

slim raft
#

You don't need to be doing any space conversions at all

#

Get the right vector of the hand, make rot from axis and angle, use that vector as the axis

eternal inlet
#

i still need the resulting rotator in worldspace

#

or componentspace

slim raft
#

world space

eternal inlet
#

i need the rotator for ikinema tasks

#

which take a componentspace transform

slim raft
#

Do your calculations in world space then convert when you are finished

eternal inlet
#

but

#

calculation need to be in bonespace

#

so how do i get to worldspace after?

slim raft
#

Why does the calculation need to be done in bone space?

eternal inlet
#

because the recoil happens up wards

#

and depending on what direction hand is pointing it has to be up relative to that

slim raft
#

Get the right vector of the hand, make rot from axis and angle, use that vector as the axis

eternal inlet
#

maybe im just thickheaded... or not good with math

slim raft
#

I think you will need to learn more about coordinate spaces and describing an object's transform before you will be able to do this.

eternal inlet
#

yeah, thanks anyway

fossil stratus
#

Is there a way to put the vive in sleep mode while working on a VR project? I dont want to keep it on and plugged in all the time but then I also need to be able to test the changes I make as I'm working. Any suggestions?

glossy agate
limber rose
#

yesss

#

sweet

glossy agate
#

Thanks for the help @limber rose didn't realize you were on this channel too

limber rose
#

I am everywhere, I just mostly lurk, I try not to add noise to comms ๐Ÿ˜›

#

everyone on here is insanely helpful, met a lot of them at Steam Dev Days last November

#

also, I was just on Weapon Master VR's twitch stream

#

he said he'll join here and say hi

glad plank
#

Hey everyone Brad from Heavy Diesel Softworks here (makers of Weapon Master VR). Just wanted to pop in an say hi! Also, Ill be around from time to time so if you have any vr related dev questions please feel free to ask!

#

For those wondering about recoil

#

I am currently working on a new method which I hope will make me happy :P, Ill share it when I get it done

limber rose
#

swweett

glad plank
#

One thing to think about is that in the real world (which VR is closest to) recoil != rotation.

#

rotation works in traditional games because the camera rotates with the gun. Rotating the gun in VR has to be done a bit differently

#

for one, a gun doesn't really rotate much when you fire it. You percieve rotation because your wrist rotates (with pistols)

#

but that is just a reaction and not what the gun is actually wanting to do

#

When you fire a gun it actually wants to move backwards (equal and opposite force) and sometimes a little up. This is most noticible with a rifle where you should see very little "Rotation" and more "Push"

#

So how to fix this in vr. Well I think using rotation for pistols works pretty good, but you need to add random movement backwards as well (slight movement).

#

When it comes to rifles there should be a lot more movement and less rotation.

#

Watch a lot of videos of people firing AR15s and other long rifles for examples

#

So yeah, that was just a long winded way of saying recoil should not just be rotation in VR.

#

that video shows what I am talking about :P. Its also hilarious

wintry escarp
#

a properly held rifle should hardly move when fired

glad plank
#

it will move slightly as it pushes against your body

#

esspecially if it is a large caliber

wintry escarp
#

ive only fired as high as 7.62mm

glad plank
#

have you ever held an AK in one hand and fired?

#

it moves ๐Ÿ˜›

wintry escarp
#

no why would you fire it one handed

#

I like to hit what I'm shooting at

glad plank
#

lol, true, but i was emphasising a point

#

if you weapon is held with two hands

#

it should barely move

#

but if in your game someone is holding a rifle with 1 hand (and your game is a sim) it should move back a lot

uneven moon
#

Who here has released on Oculus/SteamVR or PSVR?

glossy agate
#

Winchester 300. Can shoot that laying down and your whole body will move back haha. Feel like your collar bone is broken too.

glad plank
#

Yup

#

lol

wintry escarp
#

ive fired a light machine lying down, it turns you round as you fire it

glad plank
#

Yup, thats because the force is consistantly applied to one side of your body

prisma marten
#

is it possibru to have a meeting in VR

#

and draw concepts in the VR world

#

like you meet online and everyone is an avatar

dusk vigil
#

Oculus has "Rooms". There's a couple of others on Steam but I forget their names

wintry escarp
#

bigscreen does that

dusk vigil
#

There's at least 2 or 3 more

sturdy coral
#

steamvr has it built in to steam home (there is a tool for drawing in the air), rec room has a whiteboard (but maybe not in any of the public spaces, can't remember)

glossy agate
#

Yeah white board is in the lounge in rec room. Was just messing with it last night. Wanted to test out their new sandbox feature they had for making user generated games.

chilly thicket
#

Progress has been made.

uneven moon
#

My grass foliage looks strange in VR

#

Almost pixelated, or its flickering or something

#

Possibly because the lines are very fine/thin

#

How can I get around this?

#

Tbh I've noticed some flickering in various parts of my game when in VR

#

Edges, usually

pearl tangle
#

You need fatter grass. @uneven moon It's the same issue that you have trying to run a single pixel line on interlaced TV's. Antialising with the resolution makes it flicker as it jumps between pixels

uneven moon
#

@pearl tangle The grass is material-based so I'm not sure how I'd increase its thickness ? It was a purchased asset

#

I also see very strange things happening with my spotlight (being used as a flashlight)

#

When I move it left and right, it almost flickers across it's not smooth at all

#

It seems all weird and distorted

#

But when I look at my mirror/preview on my monitor while in VR

#

It looks fine.

#

Same with the grass and some other edges

#

AA issue?

real needle
#

Has anyone had trouble with Oculus Touch in editor?

#

I have literally tried everything and it is randomly crapping out on me

#

Like literally I think I have tried everything

#

Even formatted PC, reinstalled oculus and UE4

granite jacinth
#

@real needle be a bit more specific

real needle
#

It just will accept movement just none of the button presses

granite jacinth
#

Have you added input correctly?

real needle
#

Yes, lol.

granite jacinth
#

You lol, but you never know

real needle
#

Indeed. Anyway, I even moved my inputs to their own BP, their own PC, a blank project

#

But not even the motioncontroller demo in the Virtual Reality template works with the buttons

#

like I can't grip

#

and it started happening randomly

#

and I'm so confused

#

and want to die

granite jacinth
#

@real needle And you've configured rift settings correctly?

#

And it's up right?

real needle
#

Yup

#

Even when through the whole blocking input fun, it's not that

granite jacinth
#

@real needle you print sting the inputs?

#

to see if it's actually firing?

#

are you consuming input elsewhere?

real needle
#

Yup, they remain at 0.0 on the axis and button inputs aren't firing

#

No, I just said "through the whole blocking input fun, it's not that" ๐Ÿ˜‰

granite jacinth
#

are they moving in editor in VR Preview?

real needle
#

Good shout, let me check

granite jacinth
#

what...

real needle
#

Checking the VR editor mode

granite jacinth
#

Why haven't you already?

#

Nani

#

I'm confused as to how you've been testing this without being in VR preview?

real needle
#

READ victor ๐Ÿ˜›

#

omae wa mou shindeiru

#

Fuckin'

#

I tested VR preview

#

but didn't think to test the VR Editor

#

as in the one where you can use the editor IN vr

#

Ya dig?!

#

๐Ÿ˜‰

granite jacinth
#

Yeah, but I asked about Preview, not VR Editor Mode, which is shit

#

Anyway, do they move or not

real needle
#

Yeah but I got inspired by your answer, or are you trying to not help? ๐Ÿ˜‰

#

So they move but buttons don't work, same for VR Editor mode

#

so it's something going wrong on the engine level

#

Has nobody else with an Oculus touch experienced this? It's so strange

#

Just tested built off standalone and that seems to work

uneven moon
#

What's causing this difference in my ground? It's tinting it blue and it's emissive, even

#

Not sure if its related to the error

real needle
#

That error means you have too many shadowed movable / stationary lights lol

#

Most probably yes.

uneven moon
#

But I changed them all to static except my flashlight

#

And I re-built

#

Problem persists

real needle
#

Did you catch them all?

uneven moon
#

Oh, right now my flashlight + one other point light are movable. Everything else, including the directional light the error mentioned are all static.

#

Apparently it can handle up to 4 movable

#

I re-opened the project and the error is gone

#

Floor is still behaving this way.

wild mauve
#

@uneven moon so I managed to get my sword and controller aligned. I guess now what I need to do is try to mimick the pose of the hand in real life

#

Haha I might need a better hand model for this ๐Ÿ˜›

frozen egret
#

Is it possible with the ARKit to catch a touch moment on an object?

sand mauve
#

Hey there folks, hope your all well, i was wondering if there is a way to, unlock the camera threw holding down a key and have it so when you move your head/ headset in that direction it then after you release it, sets that position as your foward motion ?

dusk vigil
#

@real needle I often get the situation where controllers are stuck at 0,0 but editor reboot fixes that ( both vive and oculus ). Have not seen this issue of buttons not working in a clean VR Template...

dusk vigil
#

What's the situation with VR toolkits - Mordentral's VR Expansion still the one to look at?

frozen egret
#

How can you record an iPad screen WITH camera enabled? It just defaults to the splash screen when I try ๐Ÿ˜•

full junco
#

@frozen egret iPad VR? I missed that

frozen egret
#

iPad AR

alpine torrent
#

iPadi AR

tired tree
#

@dusk vigil Depends on what you want, if you want a simple basic start than RuneBergs marketplace pack is free and easy to install since its on the marketplace. If you want a blueprint only (mostly) setup than Proteus has a new template on the forums. If you want just about everything but some definite entry learning than my plugin is there.

dusk vigil
#

Yeah, I got a bit daunted by the amount of setup with your thing, trying out Runeberg to start with. Thanks though, I will delve into yours as well as time goes by : ) Ah yes there is Proteus as well...

tired tree
#

@simrak#0804 there is a template for it now btw, not sure when you last looked into it

wild mauve
#

Hey guys so I'm new to modeling

#

I just finished up this one here

#

And I was curious: How would you guys go about animating this around a handle?

#

I tried it previously with my older model but I couldn't get it working and it ended up just rotating the hands weird

#

Are there any VR hand animating guides :P?

mighty carbon
#

hi @wild mauve

real needle
#

@dusk vigil I mean they move find it just ignores all input in the editor :/

sand mauve
#

@tired tree did you sy there was a template for your VR character? ive just got the latest one installed?

tired tree
#

the Packaged demo is a packaged template, the template link is right below the repository one in the forum thread

#

it implements most things for reference or direct migration

sand mauve
#

Beautiful cheers

tough bone
#

Hi any AR core chanel for Unreal?

frozen egret
#

Not really, you can try here?

sly elk
#

Yeah, here would probably be the place for AR but I don't think many people have dived into it yet

spiral zephyr
#

@tough bone i've dived into it. We probably need a channel, agreed, but VR/Mobile channels covers a lot.

#

there is a single thread on unreal vr/ar forum too

wicked oak
#

@tired tree are you going to put it on github?

#

dealing with bitbucket is annoying when you dont have an account there

#

cant just download the code .zip like in github

#

gotta make an account and sync

tired tree
#

its something i want to do....but migration breaks all 60+ branches

#

also yuo can download zips

#

from the downloads sidebar

wicked oak
#

wait what 60 branches?

tired tree
#

sorry

#

meant forks

wicked oak
#

ah

tired tree
#

I checked out the auto migration to keep the history intact and it re-opened all branches again too........

wicked oak
#

you could have both at the same time or similar

#

but that does increase work a bit

tired tree
#

so would likely have to be a clean migration

#

Its something I want to do, would probably start pushing to both, and set a cutoff date

sly elk
#

Is anyone here working on an AR project? I'm curious to hear about it. So far I have been a little skeptical on AR but I think I probably haven't seen the right application yet

#

Also AR seems to still be a kind of nebulous term. Phone AR and hololens are pretty different.

full junco
#

I'm also very sceptical about any AR stuff that currently exists

wicked oak
#

i want to start doing AR stuff

#

but i dont have the hardware needed

#

i should have sold my iphone 6 and bought a galaxy 8 as i planned

#

but at the end i decided it was not worth it

#

and now galaxy 8 can do cool AR

full junco
#

for me AR makes sense once people actually walk around with hololenses or google glass, but currently no one has that and prices are way too high, so AR is not worth looking into

wicked oak
#

i just want it to do prototypes

#

see what could work/wouldnt

alpine torrent
#

i use my Surface Pro with some AR work

spiral zephyr
#

got access to a pixel xl on friday, been busy since

#

AR is cool with audio, but coming from vive, and seeing how good the apartment-wide ar-tracking is(As long as i keep floor kinda in vision), i really want it in goggle-form!
Looking forward to when ARcore meshes with gmaps/earth, as an always on MMO.

#

The acceptable tracking, plus new android compatible unreal audio engine(with spatialization!!!), is really a powerful combo ๐Ÿ˜ƒ

mighty carbon
#

AR today is what VR was before Rift - a gimmick - when it comes to gaming

#

I can see AR in business / enterprise, but I definitely don't see any good gaming done with AR in the nearest future

#

Pokemon Go is not AR, it's crap ๐Ÿ˜ƒ

normal thorn
#

AR headsets yes, AR mobile games like pokemon? I think that works ๐Ÿ˜„

#

I had to hit enter even tho I saw your pre-responce

mighty carbon
#

the only reason Pokemon Go blew up is simply because it's Pokemon franchise

#

it has massive following

#

(as you can probably guess I don't play mobile game and don't really like them ๐Ÿ˜‰ )

normal thorn
#

no b/c the game before that worked too

#

what was the name? I played it for a while, Ingress

#

ingress was fun for a time. I have a friend who played it for years

#

but did it "blow up" like pokemon go? no

#

you're right there

#

VR has a ways to go. The market needs to get bigger so bigger projects can be logically funded

mighty carbon
#

I think if AR for phones (ARCOre / ARKit) would be able to remember location and maybe use depth cam to reconstruct surroundings, then house AI can blow up big time..

#

especially if it can connect with smart devices in the house

#

I doubt UE4 will be the engine to provide such functionality ๐Ÿ˜ฆ

spiral zephyr
#

If i lose my planes in ARCore, I can scan the floor where I was and it'll find it again(as long as i didnt restart app or otherwise delete plane data). I was pretty impressed.

#

Have not looked into how its stored

#

And since it can use gps as well, soon everybody will scan the world. combined with google map data etc and the internet.

alpine torrent
#

waiting Mixed reality support to UE4 landing soon

spiral zephyr
#

too many realities omg

#

(not actually complaining)

alpine torrent
#

Real Reality, Mixed Reality, Virtual Reality, Augmented Reality

sly elk
#

mixed reality is just what MS is calling VR, right?

#

Also, has anyone used one of hte MS headsets yet? They look like a nice 1.5 generation VR option. Curious about the tracking quality

mighty carbon
#

several devs who port their games to MR said controllers tracking is shit

#

(because it's not 360 deg. tracking)

#

oh and MR won't support Steam on launch

#

so, you get samey price as for Rift, but the only thing that is going for MR is easy to install part..

#

if it was $100 cheaper than Rift, I can see MR getting wide adoption

alpine torrent
#

@sly elk the tracking is genius actually as it have led lights so what you can turn on so it's able to track by light movement

sly elk
#

prices look like they are comparable to rift summer sale. Rift is going back up $100 to match vive soon, right?

mighty carbon
#

no

#

$499 is regular price

#

(the sale is over btw)

#

Vive is $599

tired tree
#

thats not genius....that is pretty normal camera based positional correction

mighty carbon
sly elk
#

in theory, putting tracking cameras on the headset should work well in single player games, right? Like if hte headset can't see your hands, neither can you?

glossy agate
#

Well if you you need to reach behind your head for arrows for example, you will need to rethink that on MS headsets that lose tracking. Pretty much anything out of FOV will need to be redone for ports from Vive/rift to MS.

frozen egret
#

At the moment I don't got the feeling that Arkit can really anchor correctly

#

All my actors still stutter around

glossy agate
#

I finally got Gunheart last weekend too, made in UE4. Was actually pretty good now that they fixed a lot of the issues. PVP was kinda lame, but the coop missions ran pretty good multiplayer even on high settings with a bunch of anemies on screen.

#

PVP had some de synch or something, so I don't know what the problem is. Might be trying to run actual projectiles over the server instead of using trace.

normal thorn
#

why is it that oculus can show 16:9 on the computer monitor while in play and vive cannot (out of the box)?

lusty ledge
#

i think the idea is to leave that mirroring up to game developers?

#

the vive's "Display Mirror" feature I think is primarily for debugging

#

FWIW default 4.17 finally fixed UE4's default "camera phone" VR preview mode so that makes it look a lot better but that's independent of headset

normal thorn
#

yeah I'd like to update to 4.17 but I launch this week. Kiiinda a bad time hah

mighty carbon
#

So, my question to TimS is if I can use RR assets to make a new VR game.. Sounds like that wasn't the idea initially

#

kinda same talk as with 30% being too much for Steam/Apple to take, yet Marketplace takes as much and offers less in return ๐Ÿ™„

wicked oak
#

@mighty carbon you cant

#

but there is absolutely nothing saying you cant rewrite how their materials or stuff works

#

wich is exactly what i did for my bullet trails

#

they kind of said that robo recall modkit being fully open source was also so people learn how their cool mechanics are coded and made

lusty ledge
#

what's the license?

mighty carbon
#

RR code is a mess

#

@wicked oak I could, if Epic allowed that.. If I had time (or maybe I'll do that anyway), I could have built something using their assets and showed it to them privately.. There are always deals to be made.

wicked oak
#

the assets are a no by default

#

the code, you are free to reimplement it

mighty carbon
#

who told you that?!

#

it's Epic's IP

wicked oak
#

they themselves said so

mighty carbon
#

if they want to, they can license those assets to a 3rd party

wicked oak
#

that you can use robo recall to check how it works

sly elk
#

it makes sense epic wants to own the assets. What if they decide to do a robo recall 2 and there are lots of robots from similar concept art or some re-used? They don't want a bunch of third party games with the same art in them as a commercial release.

wicked oak
#

thats why im saying no by default

mighty carbon
#

lol

wicked oak
#

of course, if you strike a deal with epic to buy the stuff...

mighty carbon
#

that's the whole point showing it privately

#

if Epic is on board, one will be paying royalties

sly elk
#

Sure. But they aren't going to write into licensing anything about private showing. thats complicates things and makes it ahrder to police

#

if they are goingto allow that it would be on a case by case basis

mighty carbon
#

so I am guessing PUBG was dealt with the same way - privately, as unique case ?

#

I know Valve does it and it's no secret

#

with other companies it's unclear

wicked oak
#

i highly doubt PUBG did any kind of secret deal with epic

#

i mean look at it, they did not expect it to get this fucking huge

#

its a low budget game

mighty carbon
#

wasn't PUBG based on Arma 2 ?

wicked oak
#

epic is rolling the $$$ from that 5%

#

hell no, its made in ue4

mighty carbon
#

oh, I see

wicked oak
#

the origins of it is indeed an ArmA mod

mighty carbon
#

it doesn't look like a budget game to me

wicked oak
#

you sure? its clearly a budget game

#

the asset reuse is absolutely unreal

mighty carbon
#

it looks like AAA game

wicked oak
#

and lots of marketplace assets

mighty carbon
#

what about characters models/anims ? Vegetation ?

granite jacinth
#

lol

wicked oak
#

beetween that level of reuse and some help from marketplace, a small team can get fairly close in no time

granite jacinth
#

Have you even looked at it?

#

Just check it out a few months back

mighty carbon
#

from far away ๐Ÿ˜ƒ

wicked oak
#

vegetation is market i think

granite jacinth
#

Of course, now with more money

wicked oak
#

anims are done by them

granite jacinth
#

They can up the value

wicked oak
#

they only have a few

#

its obviously a really, really cheap game

granite jacinth
#

The game looked like total poop

#

I mean, still looks like poop

#

But that's not the point of the game

mighty carbon
#

I didn't look at the game back when it just started

granite jacinth
#

It's the gameplay

wicked oak
#

thats it. The gameplay is clunky, but well designed

#

its clear the guy knew what he was doing

granite jacinth
#

But, give it another 6 months, that shit will be on Star Citizen level if the devs don't fuck it up

wicked oak
#

and the game flow is great

#

lol no, you cant grow a team like that

#

we will get higher quality maps

#

and probably retouches around

mighty carbon
#

how many players in MP at once on the same server ?

granite jacinth
#

I wasn't talking teamwise

wicked oak
#

they have been teasing improved animations for a while

granite jacinth
#

But, asset wise

#

The quality will be up there unless they poop onit

wicked oak
#

@mighty carbon

#

100

#

100 players at once

#

in a huge map

#

is it 4x4 or 8x8 km?

granite jacinth
#

Which is strange

#

Because I thought UE4 only allowed 64 out of the box

wicked oak
#

feels larger due to low walking speed

glossy agate
#

Bluehole or whatever is still a decent size studio though for making PUBG. Could have just paid the UE4 licensing fee upfront. They got like $32Mil in venture capital

wicked oak
#

it never did @granite jacinth

#

it has no limit

granite jacinth
#

really?

#

Hmmm

wicked oak
#

yes

granite jacinth
#

Are you sure?

wicked oak
#

it will choke tho

#

yes

#

confirmed by Epic themselves

granite jacinth
#

Man, I remember thinking about doing something Planetside-ish

wicked oak
#

i highly doubt they got a full license

#

they arent cheap

granite jacinth
#

Just a thought, did some research, and found a limit

wicked oak
#

and in general those are dedicated, depending on the studio

granite jacinth
#

Hmm interesting

mighty carbon
#

100 players in MP?! That's not a small thing to accomplish

wicked oak
#

only the AAA tier fully removes the %, i think

#

and that one might be really fucking expensive

#

the cheapest ive heard about ue4 enterprise license is 50k dollars

#

probably that still has a% on it

granite jacinth
#

Well, you can be sure that they've applied for it by now

wicked oak
#

but people like square enix probably got up to half million dollars, or 1 million dollars even

#

yeah, thats for sure

#

10 million sales

#

at 30 dollars

#

assume typical russian cheaper price + steam, maybe they get 10 dollars on average

#

thats still a hundred million dollars

#

the epic % would be more than several million dollars

mighty carbon
#

@wicked oak how long did it take to hear from Oculus after submitting to the Home ?

wicked oak
#

assuming a 20 dollar average sale (due to lower priced russian versions lowering the average)

#

steam takes 30%, so something around 14 dollars

glossy agate
#

I figured the licensing fee would be $250k-$300k. 1mil doesnt seem realistic.

wicked oak
#

nvm that doesnt matter. Its 200 million dollars

#

5% of 200 million dollars is 10 million dollars to Epic Games

#

@glossy agate dude square enix is using ue4 for a lot of stuff

#

multiple games, on many platforms, all of them AAA tier

#

as i said, there is not one direct license

glossy agate
#

Yeah I know they are, but I doubt it costs even $500k for licensing UE4

wicked oak
#

becouse it varies depending on the scale

#

they do the haggling in private, depending on how many games, or for how long the support, what types of support, etc

#

UE3 costed a million dollars

#

full source edition was a million dollars

#

then half

#

and look at all the games released using UE3

glossy agate
#

ah, didn't realize UE3 was even that much. Anyway Bluehole got $32 Mil in 2014, so they still could have gotten the full source.

wicked oak
#

maybe they had one of the cheaper licenses

#

those are much more common in medium sized studios

#

no one but indies really goes for the 5%

glossy agate
#

Yeah, unless they thought PUBG was gonna be a flop and they just patched it together using 5% royalty and are now kicking themselves ahaha

granite jacinth
#

No one really goes for the 30% either

wicked oak
#

not sure about that tho

#

you need to be fairly big to have haggling power with Steam

granite jacinth
#

I mean realistically, most don't have the choice

wicked oak
#

keep in mind they know you dont have another choice

#

unless you are EA or Blizzard

#

and even them release stuff on Steam

granite jacinth
#

The big winner here is Steam not Epic anyway

wicked oak
#

yeah

#

Steam gets mad money without doing anything

#

you can be 100% sure UE4 is much more costly to develop than Steam

granite jacinth
#

I mean

#

$60 million

#

lol

wicked oak
#

Steam costs are hosting that are just automated costs

granite jacinth
#

probably more

wicked oak
#

the actual people working on Steam code are just a few

granite jacinth
#

Yet we fucking devs

wicked oak
#

the rest is automatic

granite jacinth
#

still don't do shit about it

#

We are still locked in

#

Bent over

#

Ready to take it

wicked oak
#

that why steam has like the highest per dev profit of anything

#

not even apple gets this level of profit with so little cost

glossy agate
#

Wonder how much Steam made of just the first week GTA V at 30% would be a huge number

wicked oak
#

steam gets absolutely insane amounts of money

granite jacinth
#

Oh, they didn't get 30%

wicked oak
#

and its just server costs

granite jacinth
#

No way rockstar would allow that

wicked oak
#

plus a few extra things

granite jacinth
#

If they did, they are worse than us

#

They definitely had some wiggle room to negotiate

wicked oak
#

Rockstar does have their own launcher, so they probably did get less

sturdy coral
#

rockstar has enough clout that if they moved to another platform it would move away many steam users with them, they are big enough to affect the network-effect dynamics of the store

#

at the same time, they would still lose out on many sales by moving, so they couldn't completely bank on that to negotiate

granite jacinth
#

wtf..

#

is this shit

#

I thought it was my project that I converted to 4.17 from 4.15

#

But just tried it out in blank VR project

#

My GoogleFu isn't getting me anywhere sadly

#

Since I've tried everystep

#

And it still occurs, (and this is a blank project now)

spiral zephyr
#

nuke OS ๐Ÿ˜‰

#

ps cant read red text in image

granite jacinth
#

good catch

#

Need to test if this is only vr

#

If anyone has a Vive or Rift and can quickly just create a new VR Template project in 4.17 and jump into the Motion Controller Map and out, then see if you all get that red text of death, I'd appreciate it.

glossy agate
#

This just the output log in editor? I have an upgrade project from 16-17 and I do not have this issue

chilly thicket
#

Quick question, this guide I"m following uses a block called Break Hit Result, but I can't seem to find it.

#

Was there a name change on it or something in the later versions?

granite jacinth
#

@glossy agate Aye, editor log

#

You using Rift or Vive?

glossy agate
#

vive

granite jacinth
#

Hmm

#

K, I can't use my Vive atm

#

So guess I'll need to wait for a Rift owner

glossy agate
#

I didn't build editor from source though, just used the launcher version. You customized source right?

granite jacinth
#

@chilly thicket it's called exactly that

#

drag from the HitResult struct

#

and break it like a champ

chilly thicket
#

I was dragging from Out Hits.

granite jacinth
#

Right

#

and break it until you make it

glossy agate
#

Or right click and break I think

granite jacinth
#

well, that'll do it on that node

#

you can split it

#

but then you'll have these crappy names

chilly thicket
#

It says they aren;t compatibile.

granite jacinth
#

duh...

#

it's an array

chilly thicket
#

Yeah.

granite jacinth
#

so...

#

You'll need to do something with that array first

chilly thicket
#

The guy in the guide I'm following doesn't get an output of an array.

granite jacinth
#

so...

#

don't use MultiTrace?

glossy agate
#

maybe a forloop

granite jacinth
#

And use regular Line Trace

chilly thicket
#

Ohhhhhhhhhhhh.

#

That's why.

granite jacinth
#

;0

chilly thicket
#

I should have been using linetrace.

#

Heh.

#

I'm still pretty new to all this.

granite jacinth
#

@chilly thicket How long have you been using UE4?

#

What's the hardest part of using Blueprints for you? What's the easiest? What do you think can be improved?

chilly thicket
#

Well, I just started with VR development in it like on Friday.

granite jacinth
#

@chilly thicket Let's say someone awesome was writing a book for Blueprints, what would you like to see written in it to make things easier for you and other newbies?

chilly thicket
#

I think the blueprints are pretty cool, but it kind of feels like some parts can be innefficent, compared to normal coding.

#

Although I have no idea how they would be much better than they are now.

#

And, just knowing how they work is important

#

I didn't realize that the white arrow line on the top of them was like a flow order for blueprints.

#

It took me a while to figure that out.

mighty carbon
#

folks, what's the cheapest way to draw teleportation arc ?

chilly thicket
#

But they're becoming more and more useful to me, now that I'm understanding more about them.

granite jacinth
#

Fmm, finally figured it out

#

RoomScaleOutline op

mighty carbon
#

anyone?!

granite jacinth
#

@mighty carbon Draw it

#

However you want

#

I mean, pretty sure the way they do it in VR Template is pretty cheap

slim raft
#

I would use a procedural mesh with no translucency

tired tree
#

vrtemplate needs optimizations

#

but other than that its ok

#

it generates each mesh section every frame in older versions, they may have fixed it by now

mighty carbon
#

Hmm.. are there any decent tutorials about drawing procedural mesh?

#

Also wondering how they calculate arc

tired tree
#

they have a built in node for it

#

projectile arc

#

also don't bother with procedural mesh, the spline is fine

glossy agate
#

Or just don't draw the arch, just the destination after calculating the arch.

#

More popular in newer games

vocal maple
#

Why do hit events only work if both of the actors colliding have physics enabled? Is there a way to make them work without physics?

glossy agate
#

In the collision section you should have query and physics, but you should not have to have actual physics enabled to do it.

vocal maple
#

I have both query and physics but I still need to check "simulate physics" on both actors for the event to fire. Its strange

tired tree
#

are you sweeping their movement?

vocal maple
#

I attached a sword to the motion controller

#

I disabled physics on the sword now and it generates hit events when colliding with physics objects, but not other objects

sturdy coral
#

@mighty carbon @granite jacinth VR template teleport parabola isn't necessarily cheap, spline mesh scales draw calls per segment though I'm not sure how many segments they use

#

the one in mitch's VR template uses instanced static meshes along the parabola and should be cheaper (unless the epic one just uses a couple segments)

#

(probably not worth caring about in a single player thing, but if you have a multiplayer thing with visualization of pending teleports of other players like rec room it could potentially save hundreds of draw calls)

uneven moon
#

Has anyone here built a flashlight into their VR project ?

wild mauve
#

@uneven moon whats the issue

#

Also, check out my new anims ๐Ÿ˜„

#

did a whole new model today

uneven moon
#

Hand pos looks great, does it feel right now?

#

I'm not a modeler, I have to hire others or buy assets from the marketplace haha

wild mauve
#

@uneven moon feels great now!

mighty carbon
#

@sturdy coral I personally don't think arc is important at all, especially with Gear VR when user has no motion controller. It's just plan B in case Oculus testers still find my UI/UX for navigation difficult (which somehow wasn't the case with folks who tested it prior me sending final build to Oculus)

chilly thicket
#

Personally, I just use a circle where they will teleport to, but I was thinking of adding a arc.

mighty carbon
#

reticle == circle (+ 3D arrow spinning and pointing down)

#

do you have Gear VR @chilly thicket ?

chilly thicket
#

I have a rift + touch.

#

And this is what I meant by the circle.

mighty carbon
#

and it's pretty self-explanatory, especially that VR has been around for a few years now

chilly thicket
#

Nice.

mighty carbon
#

thanks ๐Ÿ˜Š

odd rapids
#

Has anyone used the Gear vr motion controller in 4.17?

mighty carbon
#

not me, I am sticking with 4.16.2 for Gear VR

#

there isn't anything useful for that platform in 4.17

#

nice one.. Too bad devs decided that it's too much hassle to release on the Marketplace for UE4 ๐Ÿ˜ฆ

#

(they told me last pack they submitted 6 month ago hasn't been looked at yet)

odd rapids
#

Yeah, I know they deprecated the gear vr controller component and I can't for the life of me get the motion controller component to work, I may step back to 4.16

tired tree
#

set the motion controller component's hand to "any"

#

that enum was specifically made for gear controllers afaik

glossy agate
#

@mighty carbon you know if Synty has gotten any packs on the UE4 market? They are all really good, but so big they will take some time to prepare for UE4 use.

#

Just looked it up They have a few up, including that really big post appoc zombie pack

vast spire
#

Hey does anybody know how to implement the VR spectator camera?

#

The feature that came with 4.17? Can't seem to get it to function

tired tree
#

What are you having trouble with? Its generally just setting the mode you want and drawing the texture out.

vast spire
#

I guess I'm confused by how to set it up. Do you have to setup a camera for it to target from?

wicked oak
#

@vast spire its ez mode

#

you need to setup the stereo mode to "single eye + texture"

#

and have it configured

#

and then you create a render capture

#

that acts as the second camera

#

then you link a render target texture into that Scene Capture component, and put that render target texture as the texture to show for the mode

#

looks like this

#

of course the texture is as big as you make it

#

btw this utterly MURDERED performance

tired tree
#

blanco, something I noticed about yours is that it suffers from the gamma drop the scene component does

#

if you set the render target to 2.0 gamma it re-exposes it more or less correctly

vast spire
#

do you happen to have a screencap of the blueprint that I could take a look at?

wicked oak
#

@tired tree thats becouse i tried to disable all i could

#

so probably disabled tonemapper on it too

#

still lags really hard

glossy agate
#

What are your rig specs?

wicked oak
#

970

tired tree
#

nah, it happens with all of them, it uses a different color format so when drawn directly to screen is underexposed

wicked oak
#

and 2600k i7 overclocked

tired tree
#

when drawn in game its correct

wicked oak
#

nice to know

glossy agate
#

Ill see how it performs on mine soon. Sucks if it costs a lot, but hopefully we can set FPS we want to render to a spectator screen.

wicked oak
#

it doesnt matter, becouse even if you set it to 30 fps, that means one out of 3 frames its going to be slow

#

causing stuttering

tired tree
#

its actually significantly slower to manually capture with scene captures than to just let it run

#

I haven't looked into what it initializes when called but its heavy as shit

wicked oak
#

when i recorded that, i was even worse than 45 fps

#

playing at like 30

tired tree
#

?

wicked oak
#

absolutely horrid

tired tree
#

are you letting it run every frame?

wicked oak
#

yes

tired tree
#

not manually calling capture frame?

wicked oak
#

it was increasing my frames quite a bit

tired tree
#

because I can get better perf than that on a 1070 running two at once for mixed in a more complicated scene

wicked oak
#

i should upgrade

#

but having my pc being minspec means im sure the stuff will work

#

doublechecked

tired tree
#

yeah I was mostly checking if you were manually calling the blueprint node though

#

lots of guys were trying to run CaptureFrame on a timer and the overhead of initialization was far worse than just letting it run...assume it hard locks the buffer every time.

wicked oak
#

wat the fuck intensifies

#

specially becouse the scenecapture has nearly everything disabled

#

and still, 7.3 ms for a empty map?

#

somehow lately im getting horrid performance

glossy agate
#

Is it getting a perf boost when you package at least? If you have tried it.

wicked oak
#

of course it does, but this is on editor

#

still wtf 7.3 ms on a scene that is literally empty

#

with some random boxes as buildings

#

i can understand DWVR having performance problems due to the sheer amount of drawcalls it has

#

running non optimized code of course bottlenecks

#

but there is literally nothing at all here

glossy agate
#

Dang I wanted spectator security cams in my game like rainbow 6 siege. Seems like most people I'm playing with online are running 1060 or 1070 too. I'm on 1070

wicked oak
#

80% of players have a gpu stonger than a 970

#

tons of people have 1060 or better gpus

tired tree
#

its also cheaper with a smaller render target

glossy agate
#

Yeah mine were going to just be on a TV screen in the spectator room you can toggle through, and one projecting to the users computer screen for streaming/recording

granite jacinth
#

The issue is

#

Your hope is that most VR users are using 1070+

#

I'm still on my 980 no my desktop

#

Only because I have a 1070 on my laptop

#

I was going to get a 1080, but then 1080ti news was abound. Now, I think I can pretty much just wait for Volta next year.

#

Unless there's some super deals going on Black Friday.

#

But all this stupid gpu mining shit is driving up prices

frozen egret
glossy agate
#

I gotta find those steam stats. Have seen them before but I don't think they specifically show what VR users have, just what all gamers have.

granite jacinth
#

Right

wicked oak
#

talking about VR users, not general steam

granite jacinth
#

you need to find VR specific ones

#

BUT

wicked oak
#

VR users are all on 1060+ gpus

granite jacinth
#

Are there such stats?

wicked oak
#

yes

granite jacinth
#

Where?

#

Link

#

(officially from Steam)

#

pref

wicked oak
#

mine, and @full junco ones

#

not official

granite jacinth
#

Okay, so no

wicked oak
#

he got his stats from asking Climbey dev

granite jacinth
#

You are probably basing it on Dev

wicked oak
#

to see what his players have

frozen egret
wicked oak
#

and they are the same as my players

granite jacinth
#

Climbey is awesome, I was one of the first to play ๐Ÿ˜ƒ

wicked oak
#

developers get the stats of the people playing their game

#

so you just need to ask the stats for a VR dev

granite jacinth
#

I know SteamHardwareSurvey

wicked oak
#

wich is what i was saying XD

granite jacinth
#

I always do mine

#

They need to fix the internet speeds

#

anyway

#

GPUs are all over the place

mighty carbon
#

this would be pretty bad ass in VR

wicked oak
#

looks like ue4, they just have to not disable the VR plugin

#

and it will be playable

glossy agate
#

Would be cool if rec room released hardware survey to see GPUs. Would be huge sample size. Climbey has about 4% based on steamspy IF 700000 hmd are out in the market.

wicked oak
#

yeah, those kind of games just are a perfect fit for VR

glossy agate
#

Seems like they have been developing that game forever.

mighty carbon
#

o.O

#

played Deus Ex MD yesterday (I haven't played non-VR games for like ever) - it would look sooo awesome in VR. Too bad Eidos screwed up on the VR experience they made for it ๐Ÿ˜ฆ

wintry escarp
#

I was going to get that virtual arcade neon but you cant watch people play games or play against them, I get the problem with playing against them but you should be able to watch others play

odd rapids
#

@tired tree the "any" hand option was the ticket. Thanks

mighty carbon
#

what if you hold controller in either right or left hand ? How do you determine that now on Gear VR ?

#

(in case one needs to remap buttons?)

wintry escarp
#

why would you need to remap buttons?

full junco
#

@sturdy coral @tired tree a simple thing I thought about, shouldn't it be possible to use the rendered game before downsampling for the steamvr mirror window? Due to the 16:9 area of one eye being relatively small the mirror window always looks quite low-res, but at a screen percentage of 180 (which is quite normal on a 1070 or 1080) the 16:9 area of one eye already has roughly 1920x1080 resolution, so it would look way better to use the texture before its downsampled to the vive resolution

#

by default the 16:9 area of one eye has roughly 900x600 resolution

tired tree
#

isn't it already? you are just blting part of the render target to the screen and its the full sample size, if you increase the screen percentage it also increases the quality of the preview window significantly

#

the main issue right now is Epic is specifically using a very small section of it because it is unwarped.....much smaller than the manual config was

full junco
#

@tired tree I just looked at it with render doc. I think it does in fact copy the texture from the full res buffer, but the mirror window texture is set to a fixed 1280x720

#

I'm still on 4.15, did it maybe change in later versions?

tired tree
#

pretty sure mirror window was hard set before because it was tied in, don't think it is anymore

full junco
#

the mirror window looks better with higher screen percentages here too, but a regular full HD game looks better with 200% downsampling too, so its normal that it looks better

#

so you say in 4.17 the mirror window looks like full res 1920x1080 if you run your VR game with 200% SP?

tired tree
#

hell no it doesn't, they sample like 0.2x0.2 of the eye view

#

but it looks perfect with a scene capture component rendering to it

#

and the spectator screen mirror mode code for steamVR draws at window rect

#

dunno would have to dig farther in, i haven't been messing with it much since 4.17

full junco
#

@tired tree well, does it look perfect at SP 300?

#

if you just use a super high SP you easily see if the mirror window has a limit or not

full junco
#

the backbuffer is sized 1280x720

#

actually, a simple r.SetRes 1920x1080f is all it needs I think, then the mirror window looks perfect ๐Ÿ˜„

uneven moon
#

John is right, that worked for me

#

I also set the mirror mode to mode 4

#

Which is a single eye, non-stretched

#

Looks good on my end.

full junco
#

@uneven moon do you mean you just tested it and it works, or did you already use it before?

uneven moon
#

I have it implemented into my game on the first level that loads up and the entire game has a fullscreen HD preview throughout, great quality

full junco
#

well I mean, do you already do that for months or did you just implement it?

uneven moon
#

Oh, I just did today

full junco
#

I mean, 5 minutes ago or a few hours ago? ๐Ÿ˜›

uneven moon
#

Like an hour ago haha

#

I'm on 4.16 still, though

full junco
#

so you had the same idea I had? ๐Ÿ˜„

#

funny

tired tree
#

john...I had assumed you had already set the mirror res....

uneven moon
#

I think I glanced at this chat and saw you guys talking about the preview and I looked around at some of the console commands

#

So if that's what you were saying earlier, then you're right! Haha

full junco
#

@tired tree well I didnt assume I should set the res, I always thought that would affect the vive res then

tired tree
#

it used to

#

waaaaay back when

full junco
#

but it seems it only affects the mirror window res

tired tree
#

the scaling was tied together

full junco
#

@uneven moon you have to keep in mind though that, as far as I know, this doesnt work when someone has a monitor with less than 1920x1080 resolution

uneven moon
#

That's probably very rare and if it's the case, what would they see?

full junco
#

so the clean way is to check what resolutions are available and then use the highest of those

#

they would see black I think

uneven moon
#

damn

#

Can you show me your set-up for checking res?

#

Is this only going to work for Oculus or for Vive as well?

full junco
#

or the console command would fail and it wouldnt do anything

#

I didnt yet set anything up

#

since I only had the idea of setting the res a few minutes ago I only tested it as a console command that I manually type in

#

still have to add the code for it ๐Ÿ˜„

uneven moon
#

Are you using a vive or a rift?

tired tree
#

rama has some res nodes in his blueprint library sinn

full junco
#

you dont need ramas nodes any more

#

epic added such nodes a long while ago

#

@uneven moon I'm using a vive currently

uneven moon
#

how would you drive the console command node with the resolutions array?

#

it requires a manual input, no?

full junco
#

just create the string from it

#

I can show you how I did it after I did it ๐Ÿ˜„

uneven moon
#

Yeah that would be great haha

#

I'm glad to hear the commands also work for Vive

#

What about PSVR?

#

Would it default to full-res?

full junco
#

no idea about PSVR

tired tree
#

nice, didn't know they ended up adding that in

full junco
#

should work

glossy agate
#

Nice I got no more back bars!

uneven moon
#

Perfect, I'll test

glossy agate
#

Still have to manually resize the window full screen though. Never had the issue till .16 then in .17. Could it be a setting Im missing under editor preferences?

full junco
#

@glossy agate why would it affect black bars?

#

or do you talk about something else?

glossy agate
#

I don't know but it did. Also I was missing a box in editor preferences. Now opens at full screen

#

How Vive had the bars on left and right. Its gone now, not really warped looking either

uneven moon
#

@full junco Your function didn't work

#

append isn't structured correctly, I presume

full junco
#

@glossy agate are you talking about the setres stuff or something else?

glossy agate
#

Oh yeah, I just popped in that BP you posted. Works great

full junco
#

but it shouldnt affect black bars in any way?

#

whats your monitor res?

glossy agate
#

Yeah that what I thought haha. 1920*1080

full junco
#

hm

#

makes no sense

#

can you disconnect the function and see if you get black bars again?

glossy agate
#

must be warping. Yeah Ill try

full junco
#

@uneven moon have you tested in packaged or only in editor?

#

r.setres is buggy in the editor, its only supposed to work in packaged

uneven moon
#

editor

#

it was working before

glossy agate
#

Bars did not come back. really strange

full junco
#

@glossy agate well makes sense though, r.setres shouldnt affect bars in any way

#

you probably checked something else

#

@uneven moon whats your screen res?

uneven moon
#

1920x1080

full junco
#

do you have the nvidia supersampling stuff enabled?

glossy agate
#

I didnt though. Was working on grenades, and just saw your BP so I tried it

uneven moon
#

the setres command worked before we created this function to check for available resolutions, so the issue should be in the function, no?

full junco
#

for me it doesnt work in the editor because it picks 4K resolution while my screen can only do full hd

glossy agate
#

Ill disconnect then restart editor

uneven moon
#

why does it pick 4k if you can't do 4k?

full junco
#

because I have enabled in the nvidia driver that downsampling stuff, so games think I have a 4K monitor and allow me to pick 4K resolution

#

DSR

#

Dynamic Super Resolution

#

@uneven moon it works fine for me in packaged

glossy agate
full junco
#

engine version?

#

you shouldnt have black bars in 4.17 anyways if you use that

#

I guess it wastes a tiny bit of performance to pick the DSR resolution

#

but game can't know if its DSR or real

glossy agate
#

I'm on 4.17. Had the bars till today though.

full junco
#

well, that was wrong then though

#

unless you didnt set the correct mirror mode

#

not sure what the default in 4.17 is

glossy agate
#

Didn't set any mirror mode. Upgraded from .16 like 2 weeks ago.

full junco
#

then you somehow did set one now

glossy agate
#

Guess so haha. Didn't realize .17 came full screen by default.

full junco
#

one issue with the mirror mode is (unless they fixed that in 4.17) that it always assumes the monitor is 16:9

#

so its stretched on 21:9 monitors

full junco
#

@uneven moon did you get it to work?

vocal maple
#

Does anyone experience problems with meshes attached to motion controllers not generating hit events without physics? I added a sword to my motion controller and it only generates hit events if it collides with physics objects.

uneven moon
#

@full junco Not sure yet, I've not tested a packaged version I'm working on other functionality. I'll definitely test it when it comes down to it and let you know

granite jacinth
#

@uneven moon Check your player controller

#

Or just do a search to ensure you don't have something else setting the res somewhere

full junco
#

onw super annoying thing with real fullscreen on the mirror window is that when I hit a breakpoint in C++ and the game stops, the game window stays "in focus" forever, so I cant look at anything else on the screen

#

but behind the game window is where visual studio is, so I cant even stop the game

#

I have to kill the visual studio process

#

@tired tree you said you thought I would do the setres stuff, so are you using it too? how do you prevent this?

tired tree
#

i don't run full screen, but when i did it was borderless

#

1920x1080wf

full junco
#

ah

#

wf exists?

#

thats nice I guess

#

@tired tree why do you not run full screen?

#

any reason to not use it?

tired tree
#

i prefer to have access to tab, and it doesn't help FPS in ue4

full junco
#

well yeah for developing, but if you would ship a game?

tired tree
#

dunno man...supposedly input lag is worse but FPS is a lot more stable in borderless, I noticed it a long time ago too

#

all UE4 games I play outside of dev I run in borderless with higher frames

full junco
#

borderless windowed higher fps than regular windowed or than regular fullscreen?

tired tree
#

fullscreen

full junco
#

hm, interesting

#

I would have thought real fullscreen has best fps

tired tree
#

tradionally it did and in UE3 it did, but ever since UE4 I have noticed the exact reverse

full junco
#

because with real fullscreen the GPU can completely focus on just that one application, thats why its so slow to switch back and to a fullscreen application I thought

#

monitor is always black for a few seconds when moving in or out a fullscreen application

tired tree
#

yes

full junco
#

so borderless windowed is definitely more convenient

#

seems to work fine with high resolutions too I think

#

but not fully sure yet

tired tree
#

I don't know the exact reason why borderless is outperforming btw, logically exclusive mode should still be the best and it definatly is better for input lag. But even the UT4 players talk about the better frames in borderless - It might just be my hardware and a select few others, but I prefere borderless when possible anyway for convienance.

vocal maple
#

What could be the reason that meshes attached to motion controllers only generate hit events when colliding with physics objects?

full junco
#

I see the borderless window being a bit buggy, it doesnt update correctly. so when I do r.SetRes 1280x720w the I'm in 1280x720 windowed, if I then do r.SetRes 1920x1080wf then I'm in 1280x720 borderless windowed

#

so it doesnt update the resolution, it only switched to windowed fullscreen

#

I'm first calling r.SetRes 1920x1080w now and then a bit later r.SetRes 1920x1080wf, that works

stable shadow
#

Hello guys, I'm between Zen Phone AR + Google Daydream VR + Tango and on the other side Galaxy S8 + Gear VR ... anyone can help me ? if i write apps and game using ue4 for daydream other users can run and use it with gear vr (controller is important for me) ?

full junco
#

I dont do any mobile VR, but I'm quite sure the answer is no

stable shadow
#

thank you john, i've vive for a year and i want to expand my works to mobile vr too it seems for Galaxy and Gear VR i should pay much more than zen phone and daydream

full junco
#

@mighty carbon is the one to ask about mobile vr, he will tell you gearvr is much nicer than daydream I think

stable shadow
#

ok thanks

mighty carbon
#

@stable shadow Gear VR + S8 is the choice

#

since it also supports Daydream, and ARCore, you get best of all worlds

#

I am not sure Tango has any future - ARCore will most likely replace Tango

#

Also S8 is a way much more powerful than Zen Phone AR and has slick design too

#

hasta maรฑana, amigos !

stable shadow
#

@mighty carbon thank you man , you're right, after reading and watching some reviews i decide GearVR + S8

uneven moon
#

Anyone know why text in-game jitters and is wavy when I strafe?

#

I tried adjusting the AA method, none of them fix this

#

I'm using the forward renderer

#

MSAA

#

I noticed this can also happen on distant details (like detailed shadows far away) when the scene is bright enough

#

It only happens in VR

full junco
#

@uneven moon is it fixed by high screen percentages like 200?

uneven moon
#

Not sure what that means

full junco
#

๐Ÿค”

#

if its fixed by a higher resolution

uneven moon
#

hmm

#

is the HMD resolution not fixed?

#

how do I increase it?

full junco
#

r.screenpercentage 200

#

120 is the default

uneven moon
#

how big of a performance hit will this have haha

full junco
#

roughly give you half the fps

uneven moon
#

do most games increase that sp?

full junco
#

I think most VR games use more than the default, yeah

#

also depends on forward vs deferred

uneven moon
#

using forward

full junco
#

but I just wanted to know if your issue depends on the resolution

uneven moon
#

hmm

#

well,

#

I increased it to 200 and the text looks fine now

#

but the FPS is not good

full junco
#

well, you can try 150

#

200 isnt realistic for most games

granite jacinth
#

Robo Recall = 300 kappa

uneven moon
#

hmm, 150 is okay but the text moves a little

#

it's wavy

#

this isn't an AA issue for sure? It's just some text, the rest of my game is clean so why would the text jitter like that

full junco
#

well you can disable the AA and see if that fixes it

uneven moon
#

wow it looks amazing at 300

#

But the FPS is almost 0 and I have a 1080 haha

granite jacinth
#

Did you really try that?

uneven moon
#

yeah lmaooo

#

I know robo recall doesn't use 300 but I was curious to see what would happen

#

also, disabling AA only made a minor difference

granite jacinth
#

Try 400

uneven moon
#

It works

#

It's really sharp and clean

#

But I had a loading screen between each frame

#

Lmfao

granite jacinth
#

Gotta get me an 1180ti

#

Going to try 600

uneven moon
#

That'll prob crash mine

granite jacinth
#

Or blow up your GPU

uneven moon
#

We need quantum computers

#

r.screenpercentage 9000

uneven moon
#

Oh man, this is worse than I thought

#

When I wave my hand around, I can see a trail behind it

#

But it looks like a heat wave

#

Looks like using volumetric fog was causing it

dusk vigil
#

Testing Varjo prototype. This shit is real

#

20/20 vision with eyefollowing little screen ( this prototype did not have the motors yet )

wicked oak
#

doubt it works. Having moving parts like that and having them being fast enough is a insane engineering problem

#

moving parts at that speed will probably cause vibration couse inertia, and well, hight speed highly accurate moving parts arent easy to create

dusk vigil
#

We live in an age of wonders : ) I am optimistic, they already have working prototypes with moving little screens... Apparently the first prototypes were making some really nasty noise but they've got that sorted out.

#

The little screens are each a small FullHD screen, so two of those plus the normal screens adds up to about 4K of pixels, still doable on standard HDMI cable

#

But yeah, combo of eyetracking + mechanical movement of screens + syncing everything up is certainly challenging

alpine torrent
#

moving parts at light speed is a pain

wicked oak
#

its just investor bait

#

they want to get a few millions from investors and then spend it on themselves. It is increasinly common to see

#

you would be amazed the levels of funding vr startups have been getting (its slowing)

#

slowing becouse half of them were just a new cardboard headset but plastic and with some gimmick

#

wich of course its trash

alpine torrent
#

you remember castAR?

wicked oak
#

of course, the first investors know that is bullshit

#

but they invest, and then they sell their shares to other investors

#

the last investors in the chain are the ones who get shafted

#

this first/middle investors hype the shit out of the product

dusk vigil
#

Haters gonna hate... These guys have a team built of most of Finlands sharpest minds

wicked oak
#

to then sell their shares to other investors

#

sure, when they have fully working demos we will see

dusk vigil
#

I'll eat a hat if they dont get it running : )

wicked oak
#

but red flags galore

#

biggest of all is all that 20k HEADSET!!!! marketing

#

i feel the same way with all those chinese random headsets

#

either wireless, or 4k, or super high fov...

alpine torrent
#

castAR i get more knews in it's first time as i even get time to her in twit t show castAR and it get lift in start but the news stopped and it was matter of time then when project go to end

wicked oak
#

yet they never get steamvr support and dont work at all

#

becouse castAR was allways shit

#

it never had any kind of possibility of going anywhere

alpine torrent
#

it needed reflective surface to do anything

wicked oak
#

thats why its allways been kind of stupid

#

hololens and other AR things do it without even needed the reflective surfaces

#

so castAR has absolutely no chance at all

dusk vigil
#

I'm sad for castAR, they had their own little vision... I think it could have been a cool niche thing, like for very specific stuff , fog-of-war tabletop games and such

#

simulator cockpits

wicked oak
#

but it was dead end tech

#

it couldnt go forward, and it became obsolete in 1 year

#

the moment hololens released and showed you can do the same thing (glasses AR), but without the reflective setup or anything

dusk vigil
#

In any case, I would predict basic foveated rendering should be a feature in all high end HMDs within 3-5 years

wicked oak
#

when investing on a startup, you need to check if its dead end or not

#

what is important is growth

#

can the product keep being developed vresion 2,3 etc?

dusk vigil
#

And if they can get those motors running, having 20/20 vision will be damn nice

wicked oak
#

castAR was truly dead end

#

the fact that it has motors means it wont ever work well

#

at least i do not know of any way of making it work

#

even with expensive tech

#

becouse physics

alpine torrent
#

can the product be scaled up or not

wicked oak
#

yeah, foveated rendering is coming soon

#

we have the software side already done

#

just check MultiRes/lens matched shading

#

it allows foveated rendering, just its fixed at the center becouse no eyetracking

#

its pretty much the only way we will get 4k+ headsets running well