#virtual-reality
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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:
@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.
When I crouch right now, my head just goes into my chest.
I can lean forward and that works, but not straight down.
Yeah that's where I got stuck too haha
Sup
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.
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.
@uneven moon I think I heard about such a node existing, but I dont know how its called
@full junco any chance you know how to disable receiving damage on a capsule?
I keep killing myself with my line trace haha
you can't kill anything with a line trace
I apply damage on hit
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
doesnt matter how, that array there works
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
it should work
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
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
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?
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
@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
maybe add a wrist-space
@frank plaza You're destroying the actor before your bools are being set
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
world space
Do your calculations in world space then convert when you are finished
Why does the calculation need to be done in bone space?
because the recoil happens up wards
and depending on what direction hand is pointing it has to be up relative to that
Get the right vector of the hand, make rot from axis and angle, use that vector as the axis
maybe im just thickheaded... or not good with math
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.
yeah, thanks anyway
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?
Got the full body working with BIK and VRexpansion plugins, with the help of another developer. Room-scale support, and size calibration for player size too. https://youtu.be/MWrOO_ZdyJg
Thanks for the help @limber rose didn't realize you were on this channel too
I am everywhere, I just mostly lurk, I try not to add noise to comms ๐
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
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
swweett
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.
Shotgun flies out of woman's hands : Don't stand behind her Don't stand behind her! Shotgun flies out of woman's hands as she practices at a shooting range A...
that video shows what I am talking about :P. Its also hilarious
a properly held rifle should hardly move when fired
it will move slightly as it pushes against your body
esspecially if it is a large caliber
ive only fired as high as 7.62mm
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
Who here has released on Oculus/SteamVR or PSVR?
Winchester 300. Can shoot that laying down and your whole body will move back haha. Feel like your collar bone is broken too.
ive fired a light machine lying down, it turns you round as you fire it
Yup, thats because the force is consistantly applied to one side of your body
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
Oculus has "Rooms". There's a couple of others on Steam but I forget their names
bigscreen does that
ENGAGE is a new free to use education and presentation platform that seeks to transform how people share ideas and teach lessons to each other globally by harnessing the power of virtual reality technologies such as the Oculus Rift & HTC Vive.
There's at least 2 or 3 more
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)
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.
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
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
@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?
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
@real needle be a bit more specific
It just will accept movement just none of the button presses
Have you added input correctly?
Yes, lol.
You lol, but you never know
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
@real needle you print sting the inputs?
to see if it's actually firing?
are you consuming input elsewhere?
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" ๐
are they moving in editor in VR Preview?
Good shout, let me check
what...
Checking the VR editor mode
Why haven't you already?
Nani
I'm confused as to how you've been testing this without being in VR preview?
READ victor ๐
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?!
๐
Yeah, but I asked about Preview, not VR Editor Mode, which is shit
Anyway, do they move or not
Yeah but I got inspired by your answer, or are you trying to not help? ๐
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
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
That error means you have too many shadowed movable / stationary lights lol
Most probably yes.
But I changed them all to static except my flashlight
And I re-built
Problem persists
Did you catch them all?
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.
@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 ๐
Is it possible with the ARKit to catch a touch moment on an object?
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 ?
@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...
What's the situation with VR toolkits - Mordentral's VR Expansion still the one to look at?
How can you record an iPad screen WITH camera enabled? It just defaults to the splash screen when I try ๐
@frozen egret iPad VR? I missed that
iPad AR
iPadi AR
@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.
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...
@simrak#0804 there is a template for it now btw, not sure when you last looked into it
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?
hi @wild mauve
@dusk vigil I mean they move find it just ignores all input in the editor :/
@tired tree did you sy there was a template for your VR character? ive just got the latest one installed?
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
Beautiful cheers
Hi any AR core chanel for Unreal?
Not really, you can try here?
Yeah, here would probably be the place for AR but I don't think many people have dived into it yet
@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
@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
its something i want to do....but migration breaks all 60+ branches
also yuo can download zips
from the downloads sidebar
wait what 60 branches?
ah
I checked out the auto migration to keep the history intact and it re-opened all branches again too........
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
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.
I'm also very sceptical about any AR stuff that currently exists
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
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
i use my Surface Pro with some AR work
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 ๐
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 ๐
AR headsets yes, AR mobile games like pokemon? I think that works ๐
I had to hit enter even tho I saw your pre-responce
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 ๐ )
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
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 ๐ฆ
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.
waiting Mixed reality support to UE4 landing soon
Real Reality, Mixed Reality, Virtual Reality, Augmented Reality
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
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
@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
prices look like they are comparable to rift summer sale. Rift is going back up $100 to match vive soon, right?
thats not genius....that is pretty normal camera based positional correction
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?
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.
At the moment I don't got the feeling that Arkit can really anchor correctly
All my actors still stutter around
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.
why is it that oculus can show 16:9 on the computer monitor while in play and vive cannot (out of the box)?
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
yeah I'd like to update to 4.17 but I launch this week. Kiiinda a bad time hah
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 ๐
@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
what's the license?
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.
they themselves said so
if they want to, they can license those assets to a 3rd party
that you can use robo recall to check how it works
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.
thats why im saying no by default
lol
of course, if you strike a deal with epic to buy the stuff...
that's the whole point showing it privately
if Epic is on board, one will be paying royalties
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
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
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
wasn't PUBG based on Arma 2 ?
oh, I see
the origins of it is indeed an ArmA mod
it doesn't look like a budget game to me
it looks like AAA game
and lots of marketplace assets
what about characters models/anims ? Vegetation ?
beetween that level of reuse and some help from marketplace, a small team can get fairly close in no time
from far away ๐
vegetation is market i think
Of course, now with more money
anims are done by them
They can up the value
The game looked like total poop
I mean, still looks like poop
But that's not the point of the game
I didn't look at the game back when it just started
It's the gameplay
thats it. The gameplay is clunky, but well designed
its clear the guy knew what he was doing
But, give it another 6 months, that shit will be on Star Citizen level if the devs don't fuck it up
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
how many players in MP at once on the same server ?
I wasn't talking teamwise
they have been teasing improved animations for a while
feels larger due to low walking speed
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
yes
Are you sure?
Man, I remember thinking about doing something Planetside-ish
Just a thought, did some research, and found a limit
and in general those are dedicated, depending on the studio
Hmm interesting
100 players in MP?! That's not a small thing to accomplish
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
Well, you can be sure that they've applied for it by now
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
@wicked oak how long did it take to hear from Oculus after submitting to the Home ?
assuming a 20 dollar average sale (due to lower priced russian versions lowering the average)
steam takes 30%, so something around 14 dollars
I figured the licensing fee would be $250k-$300k. 1mil doesnt seem realistic.
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
Yeah I know they are, but I doubt it costs even $500k for licensing UE4
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
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.
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%
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
No one really goes for the 30% either
I mean realistically, most don't have the choice
keep in mind they know you dont have another choice
unless you are EA or Blizzard
and even them release stuff on Steam
The big winner here is Steam not Epic anyway
yeah
Steam gets mad money without doing anything
you can be 100% sure UE4 is much more costly to develop than Steam
Steam costs are hosting that are just automated costs
probably more
the actual people working on Steam code are just a few
Yet we fucking devs
the rest is automatic
still don't do shit about it
We are still locked in
Bent over
Ready to take it
that why steam has like the highest per dev profit of anything
not even apple gets this level of profit with so little cost
Wonder how much Steam made of just the first week GTA V at 30% would be a huge number
steam gets absolutely insane amounts of money
Oh, they didn't get 30%
and its just server costs
No way rockstar would allow that
plus a few extra things
If they did, they are worse than us
They definitely had some wiggle room to negotiate
Rockstar does have their own launcher, so they probably did get less
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
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)
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.
This just the output log in editor? I have an upgrade project from 16-17 and I do not have this issue
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?
vive
I didn't build editor from source though, just used the launcher version. You customized source right?
@chilly thicket it's called exactly that
drag from the HitResult struct
and break it like a champ
I was dragging from Out Hits.
Or right click and break I think
well, that'll do it on that node
you can split it
but then you'll have these crappy names
Yeah.
The guy in the guide I'm following doesn't get an output of an array.
maybe a forloop
And use regular Line Trace
;0
@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?
Well, I just started with VR development in it like on Friday.
@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?
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.
folks, what's the cheapest way to draw teleportation arc ?
But they're becoming more and more useful to me, now that I'm understanding more about them.
anyone?!
@mighty carbon Draw it
However you want
I mean, pretty sure the way they do it in VR Template is pretty cheap
I would use a procedural mesh with no translucency
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
Hmm.. are there any decent tutorials about drawing procedural mesh?
Also wondering how they calculate arc
they have a built in node for it
projectile arc
also don't bother with procedural mesh, the spline is fine
Or just don't draw the arch, just the destination after calculating the arch.
More popular in newer games
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?
In the collision section you should have query and physics, but you should not have to have actual physics enabled to do it.
I have both query and physics but I still need to check "simulate physics" on both actors for the event to fire. Its strange
are you sweeping their movement?
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
@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)
Has anyone here built a flashlight into their VR project ?
@uneven moon whats the issue
Also, check out my new anims ๐
did a whole new model today
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
@uneven moon feels great now!
@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)
Personally, I just use a circle where they will teleport to, but I was thinking of adding a arc.
reticle == circle (+ 3D arrow spinning and pointing down)
do you have Gear VR @chilly thicket ?
This is what I have: https://www.youtube.com/watch?v=StPGmm0-KbE
and it's pretty self-explanatory, especially that VR has been around for a few years now
Nice.
thanks ๐
Has anyone used the Gear vr motion controller in 4.17?
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 ๐ฆ
(they told me last pack they submitted 6 month ago hasn't been looked at yet)
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
set the motion controller component's hand to "any"
that enum was specifically made for gear controllers afaik
@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
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
What are you having trouble with? Its generally just setting the mode you want and drawing the texture out.
I guess I'm confused by how to set it up. Do you have to setup a camera for it to target from?
@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
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
do you happen to have a screencap of the blueprint that I could take a look at?
@tired tree thats becouse i tried to disable all i could
so probably disabled tonemapper on it too
still lags really hard
What are your rig specs?
970
nah, it happens with all of them, it uses a different color format so when drawn directly to screen is underexposed
and 2600k i7 overclocked
when drawn in game its correct
nice to know
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.
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
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
?
absolutely horrid
are you letting it run every frame?
yes
not manually calling capture frame?
it was increasing my frames quite a bit
because I can get better perf than that on a 1070 running two at once for mixed in a more complicated scene
i should upgrade
but having my pc being minspec means im sure the stuff will work
doublechecked
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.
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
Is it getting a perf boost when you package at least? If you have tried it.
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
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
its also cheaper with a smaller render target
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
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
80% of players certainly do not have stronger than 970 (http://store.steampowered.com/hwsurvey/)
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.
Right
talking about VR users, not general steam
VR users are all on 1060+ gpus
Are there such stats?
yes
Okay, so no
he got his stats from asking Climbey dev
You are probably basing it on Dev
to see what his players have
@granite jacinth http://store.steampowered.com/hwsurvey/ but you can't filter on VR sets
and they are the same as my players
Climbey is awesome, I was one of the first to play ๐
developers get the stats of the people playing their game
so you just need to ask the stats for a VR dev
I know SteamHardwareSurvey
wich is what i was saying XD
I always do mine
They need to fix the internet speeds
anyway
GPUs are all over the place
Scorn is an atmospheric first-person horror adventure currently in development by Ebb Software studio.
http://store.steampowered.com/app/698670
208
3509
this would be pretty bad ass in VR
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.
yeah, those kind of games just are a perfect fit for VR
Seems like they have been developing that game forever.
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 ๐ฆ
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
@tired tree the "any" hand option was the ticket. Thanks
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?)
why would you need to remap buttons?
@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
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
@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?
pretty sure mirror window was hard set before because it was tied in, don't think it is anymore
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?
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
@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
the backbuffer is sized 1280x720
actually, a simple r.SetRes 1920x1080f is all it needs I think, then the mirror window looks perfect ๐
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.
@uneven moon do you mean you just tested it and it works, or did you already use it before?
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
well I mean, do you already do that for months or did you just implement it?
Oh, I just did today
I mean, 5 minutes ago or a few hours ago? ๐
john...I had assumed you had already set the mirror res....
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
@tired tree well I didnt assume I should set the res, I always thought that would affect the vive res then
but it seems it only affects the mirror window res
the scaling was tied together
@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
That's probably very rare and if it's the case, what would they see?
so the clean way is to check what resolutions are available and then use the highest of those
they would see black I think
damn
Can you show me your set-up for checking res?
Is this only going to work for Oculus or for Vive as well?
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 ๐
Are you using a vive or a rift?
rama has some res nodes in his blueprint library sinn
you dont need ramas nodes any more
epic added such nodes a long while ago
@uneven moon I'm using a vive currently
how would you drive the console command node with the resolutions array?
it requires a manual input, no?
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?
nice, didn't know they ended up adding that in
should work
Nice I got no more back bars!
Perfect, I'll test
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?
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
@glossy agate are you talking about the setres stuff or something else?
Oh yeah, I just popped in that BP you posted. Works great
Yeah that what I thought haha. 1920*1080
hm
makes no sense
can you disconnect the function and see if you get black bars again?
must be warping. Yeah Ill try
@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
Bars did not come back. really strange
@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?
1920x1080
do you have the nvidia supersampling stuff enabled?
I didnt though. Was working on grenades, and just saw your BP so I tried it
the setres command worked before we created this function to check for available resolutions, so the issue should be in the function, no?
for me it doesnt work in the editor because it picks 4K resolution while my screen can only do full hd
Ill disconnect then restart editor
why does it pick 4k if you can't do 4k?
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
Guess its a christmas miracle. Bars never came back
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
I'm on 4.17. Had the bars till today though.
well, that was wrong then though
unless you didnt set the correct mirror mode
not sure what the default in 4.17 is
Didn't set any mirror mode. Upgraded from .16 like 2 weeks ago.
then you somehow did set one now
Guess so haha. Didn't realize .17 came full screen by default.
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
@uneven moon did you get it to work?
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.
@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
@uneven moon Check your player controller
Or just do a search to ensure you don't have something else setting the res somewhere
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?
ah
wf exists?
thats nice I guess
@tired tree why do you not run full screen?
any reason to not use it?
i prefer to have access to tab, and it doesn't help FPS in ue4
well yeah for developing, but if you would ship a game?
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
borderless windowed higher fps than regular windowed or than regular fullscreen?
fullscreen
tradionally it did and in UE3 it did, but ever since UE4 I have noticed the exact reverse
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
yes
so borderless windowed is definitely more convenient
seems to work fine with high resolutions too I think
but not fully sure yet
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.
What could be the reason that meshes attached to motion controllers only generate hit events when colliding with physics objects?
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
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) ?
I dont do any mobile VR, but I'm quite sure the answer is no
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
@mighty carbon is the one to ask about mobile vr, he will tell you gearvr is much nicer than daydream I think
ok thanks
@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 !
@mighty carbon thank you man , you're right, after reading and watching some reviews i decide GearVR + S8
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
@uneven moon is it fixed by high screen percentages like 200?
Not sure what that means
how big of a performance hit will this have haha
roughly give you half the fps
do most games increase that sp?
I think most VR games use more than the default, yeah
also depends on forward vs deferred
using forward
but I just wanted to know if your issue depends on the resolution
hmm
well,
I increased it to 200 and the text looks fine now
but the FPS is not good
Robo Recall = 300 
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
well you can disable the AA and see if that fixes it
Did you really try that?
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
Try 400
It works
It's really sharp and clean
But I had a loading screen between each frame
Lmfao
That'll prob crash mine
Or blow up your GPU
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
Varjo
Testing Varjo prototype. This shit is real
20/20 vision with eyefollowing little screen ( this prototype did not have the motors yet )
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
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
moving parts at light speed is a pain
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
you remember castAR?
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
Haters gonna hate... These guys have a team built of most of Finlands sharpest minds
to then sell their shares to other investors
sure, when they have fully working demos we will see
I'll eat a hat if they dont get it running : )
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...
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
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
it needed reflective surface to do anything
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
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
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
In any case, I would predict basic foveated rendering should be a feature in all high end HMDs within 3-5 years
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?
And if they can get those motors running, having 20/20 vision will be damn nice
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
can the product be scaled up or not