#virtual-reality

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wild mauve
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my editor isn't special

glad plank
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the blueprint thing @willow trail

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?

wild mauve
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btw press up arrow

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like dis

willow trail
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No, you said there are options to keep the editor open when VR previewing and also to change the VR preview default position

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specifically, I'd like it on my second screen

wild mauve
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you can't set the preview default position

glad plank
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Ohh that was Supa

wild mauve
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afaik

glad plank
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he posted how

wild mauve
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I said there might be a setting

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or a console command

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because it's technically just a regular game window

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nothing magical about it

glad plank
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Wait I thought there was an option to place them in the PIE settings?

wild mauve
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possibly

glad plank
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or does that not work for VR?

wild mauve
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I'm not experienced enough with UE4

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only been here for a week or so :p

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Learning fast but still learning nonetheless*

glad plank
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@willow trail look at your PIE settings

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should have an option for window position

willow trail
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hmm alright

wild mauve
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this was posted on one of the threads asking about it

willow trail
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and to keep the editor open instead of minimizing it, any idea?

glad plank
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PIE settings are accessed in the PIE drop down arrow I believe

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dont have the editor open at work ๐Ÿ˜›

wild mauve
willow trail
wild mauve
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i sent you the vide on it earlier ๐Ÿ˜›

willow trail
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I didn't know what PIE was 30 seconds ago ๐Ÿ˜ƒ

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your video was regarding the audio thing wasn't it? Or it might have been another one

wild mauve
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it was both

glad plank
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PIE = play in editor ๐Ÿ˜„

wild mauve
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not food

willow trail
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I realize now ๐Ÿ˜ƒ

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yeah I thought it was some sort of pie menu

wild mauve
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VR PIE = VR Preview FYI

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you can do VR Standalone

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which doesnt actually have any settings afaik as to UE4 minimizing

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but you also don't get debug info right?

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I assume not, since it's standalone.

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that being said in standalone you need to manually set stereo to true

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like if you were to package a base VR game without anything

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you either need to add -VR or something to the executable / shortcut or add a node that automatigically activates stereo when the level starts

willow trail
wild mauve
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O_o

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i wonder if that helps

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maybe you can set it

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doesn't look like there's any BP access

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Hmm, not sure why that would set to default each time you run it

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Maybe there's a reason in documentation ๐Ÿ˜›

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@glad plank you have any experience with UI Widgets?

glad plank
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yup

wild mauve
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I wasn't sure how big I need to make my widget that's going to spawn the text

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in 3D space when an entity is damaged. I assume I only want it big enough to encapsulate the text right?

glad plank
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exactly

wild mauve
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How do I dynamically size the widget based on the amount of text inside the container?

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I assume I remove the panel, right?

glad plank
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I didn't bother, I just showed the biggest number possible and made the widget big enough to allow that to be visible

wild mauve
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Ah, and then just add the weight to the center so it centers there.

glad plank
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yes

wild mauve
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Hmm, but do you do this on a cavnas?

glad plank
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are you doing a borderlands type thing with damage?

wild mauve
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Yeah!

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Actually.

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๐Ÿ˜›

glad plank
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hmmm

wild mauve
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i was gonna attach the widget to a bp

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and spawn the bp and enable physics

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ad a random rotation impulse and a vertical impulse / enable gravity

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so it drops down

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but also isn't consistent with where it pops up

glad plank
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So you are going to be spawning widgets at runtime?

wild mauve
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Indeed.

glad plank
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I wonder if slate would be better?

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widgets are resource hogs

wild mauve
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They only last for a second or less

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Think it would be enough to make an impact?

tired tree
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you would be better off manually ticking that movement with random variance than attaching hit numbers to simulating components....

glad plank
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@tired tree would widgets be to resource intensive?

wild mauve
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I've actually designed a system like this before

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but in a different game

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and for a non-text object

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function SpawnMoneyWithRandomValue(ped, lowlimit, upperlimit)
    value = math.random(lowlimit, upperlimit)
    money, quantity = MoneyVariance(value)
    
    x, y, z = table.unpack(GetEntityCoords(ped, true))
    z = z + 1.3

    i = 0
    while i < quantity do
        

        x2 = math.random() + math.random(-2,2)
        y2 = math.random() + math.random(-2,2)
        z2 = math.random() + math.random(6,9)
        
        i = i + 1
        
        tempobject = CreateObject(GetCashHash((RoundNumber((money / quantity), 0))), x, y, z, true, false, true)
        SetActivateObjectPhysicsAsSoonAsItIsUnfrozen(tempobject, true)
        SetEntityDynamic(tempobject, true)
        ApplyForceToEntity(tempobject, 1, x2, y2, z2, 0.0, 3.0, 0.0, 0, 0, 1, 1, 0, 1)
        objval[tempobject] = { worth = (RoundNumber((money / quantity), 0)) }
    end
end

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That's the logic I'll likely be using

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albeit... in BP form.

tired tree
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meh, would be better off as a static texture

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but if you want dynamic numbers...

wild mauve
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yeah the numbers change.

glad plank
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Could you just spawn text components?

tired tree
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could use draw text to canvas and a texture

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but regardless, if you turn off updating it wouldn't be a difference

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you really want billboard effect though

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either in material or manual rotation

wild mauve
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It'll always be facing the player, I hope.

mighty carbon
wild mauve
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I do.

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๐Ÿ˜„

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This is my latest version of my project

mighty carbon
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2.79 is supposedly last official release before 2.80

wild mauve
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Denoise looks like a nice additon!

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Yeah did you see some of the 2.80 features?

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no wonder

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2.8 is insaneeee

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2018 release gonna be dope

mighty carbon
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2.80 will be a mess like 2.50

wild mauve
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nah

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it'll be awesome

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The new render looks amazing

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PBR editor

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hnnng

glad plank
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Are they ever going to changing their skelton system to be identical to maya?

wicked oak
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it will be an absolute mess

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at least until 2.83 minimum

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a very cool, shiny, mess

glad plank
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Rigging in blender is no fun coming from maya so that is why I ask

wild mauve
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I don't mind it too much

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but I've never used maya in years nor did I ever rig in it

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so I wouldn't know

glad plank
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modeling in blender is great though

wicked oak
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are you sure about the rigging in blender?

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the rigging system in blender is stupidly powerful with all the constraints and stuff ti has

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you dont need scripting unless you want custom buttons

wild mauve
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the issue is less with rigging in blender

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and more about how it exports rigs

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FBX is useless

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What is it, GFCL? that's the likely next standard I think.

tired tree
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didn't Epic JUST do a livestream about Blender->UE4 workflow?

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like last week?

wild mauve
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that's where I heard about that new file type

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looked into it and it looks great

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also allows for exporting multiple assets in one file

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like entire scenes

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of content

glad plank
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My animator wont use anything but maya

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its an industry standard

wild mauve
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Blender is fairly standard at this point too.

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It's nothing like it used to be, it's reaching feature parity with almost everything these days.

glad plank
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Oh I don't disparage Blender save for their armature thing

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i learned rigging in maya and its just different

wild mauve
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I've never had issues with doing armatures in blender

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it's the exporting that's the main issue

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scale to .01 and resize to 10000000x

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and don't foget to apply transforms, pet the dog, drink some water

glad plank
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plus, the epic rigging tools are for maya ๐Ÿ˜„

wild mauve
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and 3 hail mary's

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So redfox, was there any consensus on what I should do?

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For the 3D text borderlands style?

glad plank
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no

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lol

wild mauve
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I can't recall what the last suggestion was haha

glad plank
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try widgets

wild mauve
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ah alright haha

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so should I remove the canvas element?

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I'm assuming that's not something I need, correct?

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I just need a text box. I assume.

mighty carbon
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I had no issues exporting from Blender to UE4

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the issue is with trying to export rigged character to match UE4 skeleton exactly

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but if you go all custom, there are no issues

wild mauve
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actually not true I do all my models custom

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and if I export in blender to UE4

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the meshes are fine

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at regular unit scale

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but if I export rigs / anims I need to set unit scale to .01

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or else they are too small

mighty carbon
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yeah, you have to set scene to metric and scale to 0.01

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for skeletal

glad plank
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I modeling in blender, transfer to maya as FBX and then rig/scale there before exporting to UE4

mighty carbon
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Maya == $$$

glad plank
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true

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lol

mighty carbon
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I'd rather invest into Akeytsu for animation and Moi3D for hard surface modeling

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and it's still be cheaper than Maya ๐Ÿ˜ƒ

glad plank
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We have licenses for Maya, zbrush, Substance Designer/Painter and topogun.

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might as well use them

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lol

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never heard of akeytsu

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looking it up

mighty carbon
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oh, so you are in a company loaded with cash.. cool ๐Ÿ˜ƒ I am talking from solo indie perspective ๐Ÿ˜ƒ

wild mauve
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I wonder if you can do particles with dynamic number amounts

glad plank
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lol we are a two man indie team. I purchased a single zbrush license like 5 years ago and we only recently got a maya. Substance plugins are really cheap with indie license. I am not saying its the way to go just the one we chose.

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We are a company though, just not one with any cash ๐Ÿ˜„

mighty carbon
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๐Ÿ˜ƒ

spiral zephyr
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;....D

wild mauve
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@glad plank so I have a widget with the text block exposed, I created a Blueprint that has a Widget component with the Widget Class set to my DamageWidget. I can't seem to modify the value of the exposed variable however.

glad plank
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have you set up an event in the graph to update the value?

wild mauve
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I have not, good point.

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๐Ÿ˜›

glad plank
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you also have to call that event from the graph that spawns it

wild mauve
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So create ean event in the widget graph that sets the value to whatever was sent in.

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Then create an event in the BP that spawns that widget and call that event

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Then create that widget

glad plank
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you dont have to create an event in the BP

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you have to call the event on the widget

wild mauve
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Oh okay.

glad plank
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so right after spawning the widget

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you call the event on the spawned widget and pass the value to it

wild mauve
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Oddly enough it wont let me make an event.

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I guess I add a new one under graphs?

glad plank
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ohh you have to do it differently

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you might need to look up the widget tutorials

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I dont have the engine in front of me

wild mauve
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I might be able to get away with a function instead.

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and just call that function

glad plank
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there is a specific way it is done for those ui blueprints

wild mauve
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I was going to use an event dispatcher

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however I realized shortly thereafter that it would update all widgets to whatever values I pass in

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if there were multiple they'd all read the same ๐Ÿ˜›

mighty carbon
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contemplating my next VR project .. Tough choices have to be made ๐Ÿ˜’

wild mauve
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What else do you have a choice to distribute your VR titles on? Oculus? No, just go with Steam.

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I turned that on just so you can see it

mighty carbon
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Yeah, Oculus

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they do pretty good job on filtering things, like Steam used to do back in the days when I started with game dev

wild mauve
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Casually ignore 50% of your potential audience in a niche category

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and enjoy the lack of profits

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ยฏ_(ใƒ„)_/ยฏ

mighty carbon
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actually, Oculus pays 5% to Epic if your UE4 game is released through Oculus Home

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so, instead of 30% to Oculus + 5% to Epic, you only pay 30% to Oculus

wild mauve
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I'd rather support OpenVR

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But I mean, I'd rather release to both platforms anyways because realistically cutting either one off is an asinine move to make.

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2017
DRM games to fancy monitors
k

mighty carbon
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it's arguable.. If you release on PS4 and not on XB1X, is it asinine move ?

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or if you release on Switch and nowhere else ?

wild mauve
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You mean exclusives? The issue is there is often funding from the company itself.

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Also, sometimes there is an inherant added cost to developing for Xbox One, compared to PS4, compared to switch.

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Any reputable company wouldn't care about the costs of porting between modern consoles.

mighty carbon
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it's just a business move.. can't blame for people willing to reduce headaches and better off their financial future

wild mauve
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Hence why most games come out on most.

mighty carbon
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I don't dismiss Steam. It's just no longer a #1 choice

wild mauve
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Okay, listen, if Oculus is funding you in a contract to make them a game do it, who cares. But when you're using UE4 to develop the damn thing don't argue about it not working with the click of a button on either

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because that support is native to UE4

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It doesn't cost extra.

mighty carbon
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they don't fund me, unfortunately

wild mauve
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It doesn't cost anything. Just target platform

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done

mighty carbon
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it's far from a click of a button

wild mauve
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Oculus is far from #1 compared to steam, what's your #1 choice if it isn't steam?

mighty carbon
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each platform has its set of features

wild mauve
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Can you personally afford to not advertise your product on a platform that almost 100% of PC Game Players use?

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Dude

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we're on PC

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not console

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this isnt' a platform

mighty carbon
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and since VR is just starting up, Oculus provides much higher visibility in their store

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Steam doesn't

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Steam is a platform

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Steamworks is the set of features

wild mauve
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I just don't understand why you think you're required to use one or the other

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especially if oculus isn't funding the project

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Just use both

mighty carbon
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o.O

wild mauve
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there's not really much to be gained by not doing so

mighty carbon
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I gain better visibility

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on Steam your game will be buried under new games reallllly quickly

wild mauve
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No you don't. You can put it up on the Steam store and on Oculus store.

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You get the oculus visibility either way.

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You don't lose anything by putting it on steam.

mighty carbon
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Have you even released a game? Not a company you might have worked for, but you, personally

wild mauve
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No? But I don't need to in order to read the ToS.

mighty carbon
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It's a lot of f#cking work to just put it up in the store.

wicked oak
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to be fair releasing on steam is riduculously easy

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so just do it anyway

wild mauve
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^

wicked oak
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mostly so people can buy it on steam if they want

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the hard one is oculus

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steam is ezpz

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and you can literally just release the same day

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well, sorry no. they take a couple days to review

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essentially if it opens its ok

mighty carbon
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no, @wicked oak , it's not.. Gotta make art, gotta make sure all unessential shit is in order, etc. etc. That goes for any store, unless you just want to provide plain download link on a blank web page

tired tree
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you can't re-use videos and banners?

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why ever not?

mighty carbon
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So I'd rather release in one place first, see how that goes, then think about releasing elsewhere

tired tree
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and even then, calling that "a lot of work" is pretty silly compared to the creation of the game in the first place, its the final step and the quickest

wild mauve
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^

mighty carbon
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come on guys, make a game, release it, then argue..

tired tree
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lol

wild mauve
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Wow, great argument.

mighty carbon
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I found it unbearable to make all that shit that any store front required..

wild mauve
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I've released mods on Steam, with videos and banners.

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Pretty easy to do actually.

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They make it ezpz.

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Oh, and it's the same system for authoring games? Huh, must be easy to do that too!

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Seriously, don't pull your "I KNOW MORE THAN YOU WAH, I CANT WIN AN ARGUMENT" shit here, it's not gonna make you look good.

mighty carbon
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I do and that's a fact because I did it, several times

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all by myself

wild mauve
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Alright there, kiddo.

mighty carbon
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and I don't have all day to work on games - I have day job and family

wild mauve
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Be careful with all that edge.

mighty carbon
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so, yeah, when someone who works on games full time with a team tells me it's all ezpz, I just shake my head

wild mauve
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I don't have a team of anything or anyone.

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Not sure where that came from?

mighty carbon
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your nick sounds familiar.. Are you Supa from #darkplaces on IRC by chance ?

wild mauve
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I am not. I haven't used IRC in years.

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Back then I went by a completely differnt handle ๐Ÿ˜›

mighty carbon
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just asking

wild mauve
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I seriously don't want to fight with you over whether or not setting up a storefront is hard.

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I realize that for me personally with graphic design background it's not

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But for someone like yourself who may not have that experience yes reading the size requirements and getting the actual images done might be tough

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That being said it's not something that's unique to steam

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you will have to do those steps on oculus too.

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So it once again drives the point that both platforms as a target is the best approach

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a lot of the work is the same work so there's almost no point to abandon 50% of your potential target audience.

mighty carbon
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Here is a better analogy - you work with two people. One is responsive to your needs, helps you where the person can, provides you with tools you need. And another person never responds, and when the person does it's usually sounds more like they show you middle finger. They dog you on the tools and don't really care to be human with you. Who do you think you will side with ?

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That was Oculus vs Steam/Valve comparison.

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And if you haven't worked with Oculus, don't even argue..

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I just said earlier that it's the same for any storefront and I simply don't have time to mess around with 2D art for store front. I used to be graphic designer, pretty good one. I just no longer enjoy it and I don't like doing half-ass stuff (generally).

tired tree
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steam is mostly hands off though

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where are you running into issues with them?

mighty carbon
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thus, it's a chore making all that stuff for store fronts and I'd rather just do it one time for a better store

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It's mind boggling how can you not see issues with Steam

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it's oversaturated

tired tree
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of course steam has issues

mighty carbon
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that's one big issue

sturdy coral
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making the banner assets is mostly just doing different crops..

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nothing compared with the time making a game

mighty carbon
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When I asked for Vive, I was told !NO!, Oculus just sent me hardware, no questions asked. And I didn't even have too much to show yet.

tired tree
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ok

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so what

sturdy coral
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they yelled no at you?

mighty carbon
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Support is non-existent from Valve. Any question has to be addressed on the forums.

tired tree
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steam supports oculus hardware too, and steam isn't HTC

mighty carbon
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Oculus not only responds individually, but also Oculus devs some times make examples for us, mortals.

tired tree
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you are talking about the creation step

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there is an entire section for that for SteamVR

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that you obviously haven't joined in on

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since you exclusivly devved for home

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we are talking about the release step here though, which is different......

mighty carbon
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I joined Steam VR.. I like having live person on the other end to talk/correspond with me

tired tree
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you can totally talk to valve employee's about the sdk and implementations

mighty carbon
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SteamVR has none of that (unless I e-mailed wrong people )

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then I probably e-mailed non-Steam VR team

tired tree
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90% of your questions were in the oculud forums right?

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why didn't you ask in the discussion boards for steamsdk / vr?

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although, most of what you deal with is ue4 exclusive anyway, they don't manage the blueprint implementation AFAIK

wild mauve
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Steam doesnt no

mighty carbon
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Because like I said, I really enjoy Oculus support team and the way communication works with them (e-mail). Steam didn't offer that and I don't have time to go against the current to find right people there

tired tree
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they have had some input in the plugin

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so basically you didn't look

wild mauve
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^

mighty carbon
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o.O

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I did

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like I said, I was sent to the forums and was told not to bother about hardware

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and I went with Oculus, who didn't do that

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I have no reason to persist with Valve

sturdy coral
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that's just dumb lol

wild mauve
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I think this argument is moot, he wants to fanboy oculus, I say let him. Steam is bad, Oculus is good. Platform exclusives (lul) are good, and DRM'ing games to a monitor for no reason is apparently the financially logical solution to every problem when it comes to putting your game on a storefront.

sturdy coral
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they gave you $800 in hardware so you throw away all your sales on the other store?

wild mauve
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^

tired tree
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is your app even on Rift? i thought it was GearVR only....or are you talking about FUTURE works?

mighty carbon
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If tomorrow Oculus will become Valve as far as dev communications, and Valve becomes better than Oculus in that field, I switch priorities

sturdy coral
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I'd sell on both unless there is a real reason, they didn't not giveyou hardware as an insult, they pretty much stopped giving hardware after vive pre

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to anyone

wild mauve
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you're a few years too late

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for free stuff

sturdy coral
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Because it was commercially available. I'm sure they have still given some to a few partners and stuff but you can buy it in stores.

tired tree
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valve didn't make the hardware anyway, pretty sure they negotiated for dev kits with HTC as part of the partnership

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shipping consumer versions is likely outside of that deals possibilities

wicked oak
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@mighty carbon ill publish your game for you if you want XD, for cheap

mighty carbon
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Right now Oculus provides better service, so I go with Oculus.. When I have the game out on Oculus, I will look toward Steam (if I have enough free time).

wicked oak
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ive done it 3 times,know exactly how to do it real fast

mighty carbon
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I have publishing account @wicked oak , remember ? ๐Ÿ˜ƒ

wicked oak
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oculus doesnt care if you release the game in multiple platforms

tired tree
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I think the point here is that you are talking about making another game....and instead of taking a miniscule portion of that time to release to a new store with your old one, you say you don't have the time to do it......

mighty carbon
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I know they don't care

wicked oak
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they sent 4 devkits to me and no issue. I released DWVR on both at the same time, and VRMultigames later due to porting

sturdy coral
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oculus, valve, and HTC all gave me hardware and I wouldn't let that affect my decision whether or not to publish with any of them. I will publish with steam and oculus and in all likelihood skip viveport unless I have a reason not to

tired tree
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I mean...its your game, do what you want

wicked oak
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more storefronts = more money. I even put the game on bundlestars (outside of a bundle) and got me 150 dollars

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150 dollars > 0

mighty carbon
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f#ck bundles

tired tree
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again though, isn't it gearvr only? it wouldn't matter then, can't put it on steam

mighty carbon
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no, I am talking about PC VR upcoming project

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Vive users can play Oculus games, can't they ?

wicked oak
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btw @mighty carbon i can port your vr game to ps4, isnt it a gearvr title?

sturdy coral
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@mighty carbon from the perspective of valve giving you hardware, you were working on a gear VR app and didn't even buy a headset with motion controls until a few months ago, maybe a year after consumer release

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if I was just guessing, I would say valve made the right decision not to give you early hardware because you weren't even into desktop VR enough to buy it when it released

mighty carbon
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@wicked oak it's not a game though, it's a short experience that more suited for mobile VR than PSVR/PC VR

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I don't think people on PC/PS4 care for experiences

wicked oak
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people in PS4 are starved as fuck, they have very few things

mighty carbon
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@sturdy coral I haven't made Rift game yet, but having Rift allowed me to evaluate VR and figure out what I would never do, and what I would most likely do for VR

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and since Oculus has been very friendly, I stand by Oculus...

sturdy coral
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I don't know when you applied, but they had limited manufacturing and weren't just giving them out for evaluation

wild mauve
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You don't have to stand by anyone

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holy fuck

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just make a game and release it to people

sturdy coral
#

for the most part you needed to be really into motion controls and already using razer hydra with dk2 if you wanted a vive devkit in my experience, or already have a dev history

mighty carbon
#

I didn't get some prototype from Oculus. I got CV1 and Touch, finished retail hardware

wild mauve
#

Kay, well there are lots of devs who got DK1

#

What's your point?

wicked oak
#

Oculus is indeed friendly

sturdy coral
#

lol you are paying a high price for it

wild mauve
#

^

sturdy coral
#

$800 in hardware for $X in store sales that they aren't even asking you to give up

wicked oak
#

Valve is just literally nonexistant

wild mauve
#

yup @sturdy coral doesn't make any sense

wicked oak
#

store is automated, they wont answer to emails

#

forum stuff is most of the time solved by a different dev or buried

#

and every day that passes, steam is worse

mighty carbon
#

@wild mauve I do what I want, so I pick sides ๐Ÿ˜›

glossy agate
#

Oh not publishing a PC VR game to steam is a terrible idea. If Vive users want to play someone will have to go through the trouble of getting it to work with revive

wicked oak
#

Greenlight was meh, then it was a fucking disaster, and then steam mass approved every shit game and created Direct to avoid moderating, making it even WORSE

wild mauve
#

@mighty carbon good for you*

#

Oops...

#

Ignore me mods. I mistagged.

wicked oak
#

@mighty carbon oculus doesnt need your help

glossy agate
#

You could put it on Itch.io for the vive users haha

wicked oak
#

this companies dont need loyalty

wild mauve
#

We aren't valve fanboy's

wicked oak
#

having loyalty is being a damn idiot. You should hold absolutely NO loyalty for anything whatsoever but money

wild mauve
#

we just think you're being stupid for the sake of being stupid.

#

I hate valvo doesn't mean I'm gonna not sell on their site lmfao

#

I want that valvo money$$$

wicked oak
#

thats why i port everything to every place i can

wild mauve
#

^

wicked oak
#

more storefronts = more money

proud shard
#

what

#

I was tagged

wicked oak
#

it was a mistag

sturdy coral
#

he typoed

wild mauve
#

Celeste, I tried to tag someone it was a mistag and i got mods

#

_>

mighty carbon
#

it makes no sense to release on Steam at this point just to get rabbid fans to thumb down the game because it has no WASD locomotion and create negative image for it in return for few hundred $$

wicked oak
#

i mean im mad as fuck at valve, but ill still release everything on steam becouse $

wild mauve
#

$$

#

lol

mighty carbon
#

lol, I am not that desperate for a few hundred $$

wild mauve
#

everyone will thumbs down it because it doesn't have locomotion. People are sick of rail shooters and teleporting

#

And I can't blame them.

sturdy coral
#

@mighty carbon come on be serious, no WASD locomotion

wicked oak
#

@mighty carbon shouldnt be a problem if you clearly state that it doesnt support locomotion

#

@sturdy coral do you know how stupid toxic the smooth locomtion squad is?

mighty carbon
#

by WASD I mean conventional FPS locomotion

wild mauve
#

@wicked oak what's that

wicked oak
#

they literally harass every single game that doesnt support locomotion

#

but they are on both steam and Oculus, @mighty carbon

sturdy coral
#

it isn't like steam reviews virally spread to the oculu store

wicked oak
#

in fact i think they are a bit more rabid on the oculus side, given that Touch is just so perfect with its joystick

#

but the max level of rabidness was on PSVR

#

but in general, oculus = vive in locomotion rabidness, and PSVR way ahead of both

glossy agate
#

@wicked oak is your PSVR port released already?

mighty carbon
#

I might say "f#ck game dev" and do enterprise / edu stuff, who knows.. At this point I don't want to deal with Steam. I've dealt with it for far too long to know that stress and bs Steam crowd brings nowadays is not worth pennies that are made there.

wicked oak
#

@glossy agate finally got a release date

#

this time for real

#

the 26th

sturdy coral
#

@mighty carbon good luck, oculus doesn't license that easily

wicked oak
#

its like YEAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSS fucking finally

mighty carbon
#

@sturdy coral ??

sturdy coral
#

the biggest restriction is on rentals

#

depends on what kind of enterprise thing

wild mauve
#

I have 2 thoughts on locomotion in VR. You shouldn't be required to have it if the game doesn't call for it but also I believe that developers should look at incorporating it as an option. If you can't balance around that then don't do it for sure, but at least consider if it CAN fit. If the stance is "I don't have to do it it's my game" People will get mad, although that statement is true it's still a bad PR move. Just say "We can't balance around that" and be done of it. Don't get mad when people inevitably are mad it doesn't support loco. More and more games are, and you realistically want to appease the subsection of users that enjoy it.

wicked oak
#

i get 100 dollars a month from arcade licenses

glossy agate
#

Nice hahaha. I want to know how it goes compared to PC

mighty carbon
#

@sturdy coral I mean, do work for clients.. Do I need license for that ?

sturdy coral
#

@wicked oak from oculus?

wicked oak
#

from steam

#

@wild mauve they dont care

#

they will still harass you

#

they prefer a broken ass smooth locomotion to a perfect teleporpt

#

if you think it doesnt fit

sturdy coral
#

@mighty carbon it probably depends on how they structure it, if they pay for time on the headset it is against the license

wicked oak
#

add it anyway

#

with a warning

wild mauve
#

I'm not sure what I'm going to go with when it comes to my RPG'like game.

wicked oak
#

like a huge warning

#

that will make the rabid smooth locomotion fans happy

wild mauve
#

Dude, I've seen them flip on Fo4 VR

wicked oak
#

and given that its not the default, not that many people will try the smooth locomotion

wild mauve
#

for not having loco

#

but it does...

glossy agate
#

Not always. If you have HMD based smooth loco, you will get shit on. Mostly cause players will realize the dev has probably never actually played a VR game

wild mauve
#

And they wouldn't listen and kept circle jerking over how it didn't have loco

sturdy coral
#

I would just add both locomotions unless it compromises design

wild mauve
#

This was on reddit /r/games

#

HMD based loco motion is terrible

#

use the left motion controller ffs lol

wicked oak
#

it is absolutely terrible

wild mauve
#

I'd rather

#

POINT and walk

#

like you point your mo controller out and you navigate that way

sturdy coral
#

yeah, agree with that

#

I just mean I would add teleport and smooth unless there was a reason not to for game balance, theme, etc.

wild mauve
#

yeah for sure

#

just options to appease the folks

#

everyone is angry these days

mighty carbon
#

I would never add smooth locomotion unless I have a team of devs and some of them can use it for testing purposes

#

(I can't take it for sh!t)

sturdy coral
#

yeah that's a valid reason to leave it out too if you are on your own

mighty carbon
#

but people don't care.. they will make it to the point where I wish I never made games ๐Ÿ˜›

sturdy coral
#

if I were in that situation I would try adding FOV restriction by modifying vignette and try to get it to a point where i could stomach it

#

@mighty carbon have you tried it with it based on controller direction instead of HMD?

#

and you did ok with lone echo right?

mighty carbon
#

I tried every locomotion in @tired tree 's template, and could only stomach teleport and climbing. Yeah, surprisingly I could finish Lone Echo, but I did drink a lot of fresh ginger ale to completely eliminate motion sickness.

tired tree
#

you didn't try controller oriented when i asked you...

#

you used HMD

#

also my values are a little extreme, they retain default character speed in engine

mighty carbon
#

I don't get though how Lone Echo locomotion is different from smooth locomotion in ground based games

tired tree
#

its configurable

sturdy coral
#

@mighty carbon it has pretty gradual acceleration and it mostly doesn't have acceleration that comes from following the ground contour

#

it does seem have some when your head collides, can't remember if it just stops or slides along

mighty carbon
#

maybe it's also movement speed and lack of strafing

#

if I move fast in Lone Echo, I get nauseous

sturdy coral
#

if you didn't try controller oriented and only did head direction that is a totally different thing

mighty carbon
#

if I move slow forward, but look sideways, I also get nauseous

#

what's controller oriented locomotion ?

mighty carbon
#

not sure I see the difference on the video

#

do you mean using thumbpad/stick to move independently from where user is looking ?

sturdy coral
#

the direction vector is relative to the controller instead of the hmd, so you can look around without changing your movement vector

mighty carbon
#

that makes me even sicker

tired tree
#

you also only tried it for all of 5 mins too

#

lets not forget that

sturdy coral
#

that's how it is in lone echo

wild mauve
#

@sturdy coral that's what I just suggested ๐Ÿ˜„

#

I personally enjoy it the most

mighty carbon
#

if I move where I look, it can tolerate it a bit more than moving in one direction but looking elsewhere - that kills me in an instant

wild mauve
#

They use that in the nest

sturdy coral
#

@wild mauve yeah, I made that before vive launch ๐Ÿ˜›

wild mauve
#

@sturdy coral nice man

tired tree
#

lol i never realized that was your video

#

wondered where that guy went :p

sturdy coral
#

hah

wild mauve
#

You guys know why I can't access this function from another BP?

mighty carbon
wild mauve
#

I'm trying to find the function in there

#

and can't access it

#

:<

#

creating the actual widget there

sturdy coral
#

@mighty carbon I bet there will be bad reviews if it sticks with node-based teleport

tired tree
#

anyone using the gesture tracking systems on the marketplace / freely available? been looking into if its worth making a new one or just telling people to use current options. The marketplace seems fairly good aside from not using editor resources for storage

wicked oak
#

@sturdy coral the fun thing is that i have that exact same concept in one of my prototypes

#

it actually works quite well

sturdy coral
#

it may fit their design though allowing them to do more cinematic stuff if they totally control your position like that

wicked oak
#

as it lets the devs control the enemy flow and cover quite well

sturdy coral
#

in bullet train it didn't work great imo

wicked oak
#

i dropped it becouse i dont have the designers to do it of course

#

becouse bullet train wasnt linear

mighty carbon
#

@sturdy coral I don't really read review anymore.. (I actually never believed reviews, not even in 90s in the magazines; although back then people were a lot less negative)

wicked oak
#

this only works for linear games

sturdy coral
#

yeah for a linear thing I think it might be the right choice

#

like an old coin-op shooter

wicked oak
#

you can compare it directly with Time Crisis

sturdy coral
#

if it really takes advantage of it for sort of cinematic spectacle

wicked oak
#

wich was my original reference

tired tree
#

i don't like how railed node teleport is, generally i would prefere a "boat" or "platform" railed experience if it had to be on rails

mighty carbon
#

RR is non-quite-linear and works fine with teleport

glad plank
#

Is somebody trying to do traditional locomotion with roomscale or did I misunderstand the chat?

tired tree
#

at least make it part of the world why you are constrained

sturdy coral
#

@mighty carbon you are talking about something different

#

we're talking about node based teleport

mighty carbon
#

what's that?

sturdy coral
#

teleporting to predefined nodes

mighty carbon
#

meh, who would even use that nonsense ?!

sturdy coral
#

the game you linked

mighty carbon
#

it's like rail shooters, which I never liked

#

oh, that sucks ๐Ÿ˜ฆ

glad plank
#

At this point locomotion is perfectly valid IMO, but having the option for teleportation can increase your player base.

wicked oak
#

@mighty carbon essentially this

#

see how i make the enemies appear and go to you on the nodes? when you kill them you teleport to the next

mighty carbon
#

I see

#

yeah, I wouldn't like that

wicked oak
#

it works great for linear, story based, slow paced shooters

tired tree
#

should have done an old school Ninja Turtles elevator setup

#

moving down floors :p

sturdy coral
#

if you use it in the design and take advantage of it I think it can work

wicked oak
#

if you allow free teleport and movement people will not use the cover, ever

#

they will clown around the enemies

sturdy coral
#

you control all the positioning and can do the enemy layouts knowing exactly where the player is (kind of like superhot too)

mighty carbon
#

I used cover a lot in RR ๐Ÿ˜ƒ

wicked oak
#

you can try that prototype btw

#

its part of VRMultigames

sturdy coral
#

but yeah the bullet train version of it I didn't like, just basically free roaming but feeling restricted

wicked oak
#

this only works when your game is cover focused

sturdy coral
#

I think part of it was they had to for the reflection hack they did

wicked oak
#

in fact, i designed it for PSVR

mighty carbon
#

I think it all comes down to imagination.. I see some people use VR swords like a poke and some use it as if they are true jedi masters..

wicked oak
#

becouse in PSVR you only can play forward

sturdy coral
#

and budget cuts hadn't come out yet

wicked oak
#

and you cant move

#

this prototype works 100% perfect on PSVR (actually ported it)

sturdy coral
#

no one had really done free parabolic teleportation at that point when bullet train was showed

tired tree
#

thats not true

mighty carbon
#

what's true parabolic teleport ?

tired tree
#

I ran some old demo's in DK1 days with free teleport

sturdy coral
#

no true, free

#

with a parabolic arc?

tired tree
#

and we also had joystick movement back in the day

#

yeah

sturdy coral
#

ah yeah I never saw one using that

#

I thought your view looking away would mess that up

mighty carbon
#

RR has it, MordenTral's template has it, Epic's template has it, right ?

tired tree
#

granted most demo's were rollercoasters or houses

sturdy coral
#

@mighty carbon we're talking about when bullet train was released

tired tree
#

mine is Epics implementation, minus some bugs the yhave

sturdy coral
#

but yeah, that system

mighty carbon
#

oh, I thought Bullet Train had free teleport.. I never suspected it was node based o.O

sturdy coral
#

nah it was node to node

mighty carbon
#

(not from the videos at least)

sturdy coral
#

and it was look based if I remember

#

even though you had motion controllers you looked at the teleport node

mighty carbon
#

I see

sturdy coral
#

hlvr had joystick locomotion with hydra and had body tracking

mighty carbon
#

iPhone X is going to destroy S8 in performance.. I hope standalone Oculus HMD won't be as weak as Android phones on the market today

wicked oak
#

@mighty carbon even on meh chips it will destroy performance

#

keep in mind they can run the chip at full power or even overclock

#

as heat is not an issue due to the increased size and possibility of having a heatsink

mighty carbon
#

so, why don't Android SoC manufactures make equally powerful chips ?

wicked oak
#

they do

sturdy coral
#

@mighty carbon he just said the chip itself isn't more powerful

wicked oak
#

they run them at low power to not melt the phone

#

keep in mind the chips are squished in an ultrathin phone with no cooling whatsoever

#

just look at the nintendo switch

#

to see what a tablet chip can do with a bit better cooling

sturdy coral
#

not just a heatsink too, they could have a fan

wicked oak
#

and the switch one is quite an old and cheap one

mighty carbon
#

so Apple runs theirs at full power ?

sturdy coral
#

put all that on the rear of the headset for weight distribution

wicked oak
#

no they dont

sturdy coral
#

no

wicked oak
#

it would melt the phone

mighty carbon
#

so, why it's a way more performant then ?

sturdy coral
#

he's saying even if the chip isn't more powerful than apple

#

they can run it in a cooling/power configuration that is

wicked oak
#

FUCK OFF APPLLE

mighty carbon
#

oh, sure.. I am just wondering why Apple's SoC are so much more powerful than Qualcomm's / Samsung's

wicked oak
#

they arent

#

what happens is that the chips are designed by apple themselves

#

alongside the rest of the board

#

and alongside the OS

#

essentially IOS is FAR more low level than android

#

becouse its not generic

#

its designed specifically for a certain processor and board properties

#

thats why it performs better than it should

#

kind of like with consoles

mighty carbon
#

I see

sturdy coral
#

I think the chips might be a bit more powerful at this point, maybe because of their custom design bits

#

I'm not sure on the new iphone

willow trail
#

Wait

sturdy coral
#

the one in the ipad pro is supposed to be very impressive

willow trail
#

What chips

#

afaik their chips are still IT's ones

#

PowerVR I mean

mighty carbon
#

didn't they ditch IT not too long ago ?

willow trail
#

Yeah

#

Same week I left IT lol

wicked oak
#

they do the chip design in-house

willow trail
#

They started doing the chips inhouse supposedly

#

They should be fine, they got all our plans ๐Ÿ˜ƒ

mighty carbon
#

what did you do at IT @willow trail ?

willow trail
#

Linux driver engineer on the hybrid raytracing version of powerVR

mighty carbon
#

daaamn, cool ๐Ÿ˜ƒ

willow trail
#

Yeah the idea and what you can do is amazing, they still don't have any official clients though, I hope they get one

wicked oak
#

uhg, apple watch

willow trail
#

I'd be a real shame that project ends up in the trash

sturdy coral
#

my imagination technologies stock got hammered so bad when apple made their announcement ๐Ÿ˜›

wicked oak
#

such a trash device

willow trail
#

Oh oh I know what you feel

wicked oak
#

did you see the sale stats on the first apple watch?

#

they sold more in the first 2 weeks than in the rest of its lifespan

#

essentially sales went to a minimum once the apple fanboys bought it

sturdy coral
#

I'm still holding onto it... yeah I bet you felt it bad

willow trail
#

double whammy for me, I'm french, Brexit hit at roughly the same time so even my god damn savings took a hit

sturdy coral
#

damn yeah

mighty carbon
#

so what's in on desktop VR ?

#

(I know on mobile games don't really do well, compare to experiences / videos )

glossy agate
#

Coop

wicked oak
#

will apple show some AR/VR stuff?

#

btw im 100% calling bullshit on that ad

#

the headphones arent coming off

#

its a skater doing tricks with the wireless headphones

#

and im 100% calling bullshit on that, those headphones fall constantly

mighty carbon
#

@glossy agate apparently UE4 doesn't have whole a lot in OSS when it comes to Rift ๐Ÿ˜ฆ So I am not sure I want to touch MP with a long stick.

wicked oak
#

have you looked at the oculus branch?

#

they have stuff more implemented there

tired tree
#

did they flesh out the IStoreInterface in the oculus branch?

sturdy coral
#

@mighty carbon raw data works well though I guess they might have customized it a ton

glossy agate
#

Yeah you are better off in steam for that.

mighty carbon
#

last time I spent a few weeks trying to get Oculus branch to build and work with FMOD, and I never managed to do the latter.

wicked oak
#

wow, they are hyping the shit out of 4k in apple TV

sturdy coral
#

hah

wicked oak
#

not HDR or actually important things

#

but 4k

#

like its super awesome or something XD

tired tree
#

yeah the OSS issue is only on oculus HOME, steamVR with rift works fine......

sturdy coral
#

all the other streambox people have had 4k for over a year I think

glossy agate
#

Like with Onward all the players just play through steam for the player base instead of the other way

wicked oak
#

getting mad flashbacks about ps4pro reveal

tired tree
#

and only the IAP you wanted is really missing

mighty carbon
#

yeah

wicked oak
#

nvm they do have HDR

mighty carbon
#

I haven't heard from Oculus yet

wicked oak
#

better pixels

#

fucking lol

#

and they up the contrast

sturdy coral
#

image looks much better in HDR on my non-hdr screen..

wicked oak
#

btw HDR is awesome

#

if you have an HDR tv

mighty carbon
#

ok, oculus said IAP isn't in UE4 in BP, but C++ should be there.. That doesn't help me ๐Ÿ˜ฆ

wicked oak
#

horizon zero dawn on a sony 4k tv with HDR looked AMAZING

#

like seriously, daaaaamn

sturdy coral
#

@mighty carbon if you are doing a serious multiplayer game you are really going to need to learn C++

tired tree
#

its not in c++ either, unless they mean their branch

mighty carbon
#

it's not that serious.. more like a social game

sturdy coral
#

that's just the state of things, regardless of the OSS stuff

tired tree
#

you would have to manually use their SDK, its not implemented in the subsystem

mighty carbon
#

not even game, another experience.. But it can work for desktop as well .

wicked oak
#

uhm, that is a pretty good example they are showing, of some movie with cool lazors and spark effects

#

FX shows of HDR like nothing

mighty carbon
#

@tired tree that's kinda a way beyond what I can do ๐Ÿ˜ฆ

tired tree
#

yeah....and people hire people to fix gaps...

#

thats half of what Allar does

wicked oak
#

apple says that they put the ipad pro A10X chip on the apple TV

tired tree
#

is fix up missing subsystem shit

wicked oak
#

i had to do it myself for steam

#

you would think steam subsystem, as critical as it is, should work, no?

#

well, leaderboards and achievemnts are completely fucking broken

sturdy coral
#

epic doesn't have any UE4 stuff on steam I guess

#

maybe shadow complex or whatever?

wicked oak
#

so broken i implemented my leaderboards directly on steamworks SDK

tired tree
#

lol, I have a laundry list of things that don't work right with it, I stopped adding features to my plugin for it in the hopes that it would force their hands into fixing the back end

#

UWorks "will" be a valid option, when they get the subsystem off of the ground for it

mighty carbon
#

@tired tree the problem with that, for solo devs, is portability and maintenance.

wicked oak
#

apple doing thier own netflix?

#

oh god not another one

sturdy coral
#

with stuff like PUBG hopefully they improve

tired tree
#

they took the wrong approach starting it as a direct SDK port to blueprint

wicked oak
#

uhm, live sports. Other devices dont have that

sturdy coral
#

lost of their biggest licencees are heavily on steam PUBG, Squad, ARK

wicked oak
#

@tired tree ps4 subsystem works betetr than steam subsystem

tired tree
#

@mighty carbon no different than unity store assets for every solo dev, and sometimes you have to limit your horizons to your skillsets / budget

wicked oak
#

the subsystem system is designed for consoles

#

to abstract the features beetween PSN and xbox

tired tree
#

not really

#

its designed around steam a lot

#

lots of steam only events and systems in it

#

but a lot of incomplete areas

#

its like they got the basics up, and then the guy doing it left the company

wicked oak
#

apple tv now a game console?

glossy agate
#

You think UWorks isn't ready for use yet?

tired tree
#

you can use it

#

manaully, and exclusivly

#

none of the default engine nodes work with it, and you can't use another subsystem alongside it

#

until they get it encapsulated into a subsystem

#

they are working on that, power to them

sturdy coral
#

if apple got an exclusive from that game company for apple tv that is huge

tired tree
#

just wish they had started off with that to begin with

wicked oak
#

seems to be Journey, Sky edition

willow trail
#

Anybody got this to work? I got rid of Config, Intermediate and Saved folder as precognized by someone on the answerhub, but those values keep going back default, and the window always remains centered... https://puu.sh/xy3MB/9828e028bb.png

wicked oak
#

those are some neat as fuck clouds

sturdy coral
#

does look similar but after playing journey I think they are the best designers of single player stuff out there

#

(even though it had a minor coop element)

glossy agate
#

Hmm. Wonder if its easier and/or Cheaper to buy plugin, or have someone integrate Steamworks for me

wicked oak
#

given that is designed for a thing that can do HDR, is a very good showcase

tired tree
#

steamworks in already in engine

#

its all about how much of it you need

wicked oak
#

this kind of stuff shows off HDR in an incredible manner

sturdy coral
#

yeah.. very similar to journey, butterflies instead of cloth pieces

tired tree
#

and how much is already exposed to blueprint

sturdy coral
#

yep, exclusive, but also for ipad

tired tree
#

uworks lets you fix up missing stuff because you have to manually implement everything currently. So no engine changes required. But its not easier than editing a source build to fix up problem areas or expanding on not exposed features

sturdy coral
#

I would like to see jenova chen take on a vr game

tired tree
#

just more portable

mighty carbon
#

the difference between assets stores and contracting someone is that asset store assets get free support (assuming devs are not total a-holes) and updates

tired tree
#

you don't control the updates you get

mighty carbon
#

contracting someone means locking yourself to the specific version of the engine, unless one has money to shell out for every update

tired tree
#

in the asset store

#

and at some point you are likely going to want to lock into an engine version anyway

#

being a solo dev

mighty carbon
#

yeah, true

#

I stuck with 4.16.2 for my release

tired tree
#

not being a coder, and being a solo dev, there is a lot that could go wrong upgrading over and over with your project

sturdy coral
#

damn, stereo cameras are still only on the plus

glossy agate
#

Yeah at my rate I'll probably lock at 4.18 for a spring release. Just leave it there.

mighty carbon
#

@tired tree I got lucky I guess - started my project on 4.10 ๐Ÿ˜›

glossy agate
#

Just depends on how fast support is on my other stuff if I actually go to 18

glad plank
#

Two things, 1) pick an engine version and stick with it unless you need a particular bug fixed by epic. 2)If you are using an asset from a store wait to integrate it into your project until you absolutely have too

#

what I mean by 2 is, there is a ton of art design and work that you can do while the asset creator is programming for you

sturdy coral
#

with faster chips hopefully they can handle a higher res depth calculation

wicked oak
#

"first ever apple designed GPU"

tired tree
#

your project was pure BP, you are talking about plugins or contract work to expand the engine for you, that isn't as clear cut transitionng across versions

wicked oak
#

interesting

#

metal2

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goddamit apple

mighty carbon
#

I see

wicked oak
#

Vulkan exists

sturdy coral
#

you can only get a depth video of like 240x160 or something on iphone 6 plus

#

but you can get higher res pictures

#

they say it is just processor limited

glossy agate
#

Yeah no engine expansion on my end. Just faster and easier for me to do stuff I'm good at to get quick extra cash and have someone else work on stuff I struggle with.

tired tree
#

IE: say you used my plugin liek you said you want to, I generally making sweeping changes on engine versions because that way people locked to a version don't have to re-factor constantly.

#

but people upgrading across versions are going to have a lot more work then

mighty carbon
#

well, do you plan on making changes for 4.17.2 or 4.18 ? ๐Ÿ˜ƒ

tired tree
#

i made my changes for .17, .18 depends

sturdy coral
#

I hope you can turn off the image stabilization on the 8 for depth, that's apparently a big limitation now

glad plank
#

Mordentral do you ever plan on being "Finished" with the expansion plugin. Just curious.

glossy agate
#

Yeah your refactor in the middle of 16 was pretty big, and I'm on 17 now. Waiting for another plugin to get 17 support still.

#

But if 18 has good voip changes I'm upgrading.

limber rose
#

everyone in one place, look at this ๐Ÿ‘ฝ

#

voip has become more important with vr, can't wait for it to be addressed

wicked oak
#

17 already has things for voip

glad plank
#

Do you mean talking to NPCs (AI) Voip?

wicked oak
#

i think you can plug the steam voice server into the new audio stuff

#

to have localized audio

sturdy coral
#

it isn't a huge modification to make voip spatialized

#

I've got that in

limber rose
#

oh great, I will get to adding voice comm to my project soon, happy to hear it's been coming along

tired tree
#

they are changing the compression in 4.17

#

.18

#

and hopefully removing the client saturating as easily with it

wicked oak
#

apple talking about AR stuff

#

they say the cameras and sensors are calibrated for AR

sturdy coral
#

yeah there are like 50 bandwidth limits you have to raise

mighty carbon
#

I guess I can just make assets for now and wait for 4.18 to come out ๐Ÿ˜„

sturdy coral
#

through so many configs

#

and ideally you might want a throttle that applies differently to voice

wicked oak
sturdy coral
#

@tired tree you just saw that form git commits? or what it mentioned somewhere?

tired tree
#

yeah i was reading through commits last week

limber rose
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hm, I don't mind if it is super compressed and just mids like a cell phone

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I just want it to be low latency and have minimal impact

tired tree
#

haven't seen anything about the mixed reality tracker yet, but they tend to do VR stuff all at once

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its only half done in 4.17

sturdy coral
#

you can swap out the steam compression with the null subsystem one pretty easily I think and it has tunable quality (steam might too)

wicked oak
#

oh, those AR programs they are showing are hella neat

tired tree
#

I don't think you can tie the new audio to the voice engine yet for steam and get localized without source edits though @wicked oak

limber rose
#

thanks @sturdy coral , will look into that

glad plank
#

In the long run AR is going to be bigger than VR, IMO.

wicked oak
#

competitive multiplayer in AR

tired tree
#

yeah the problem has always been through blueprints and plugins though @sturdy coral

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entire steamvoiceEngine is privatized

wicked oak
#

its some kind of strategy/tower defense game

sturdy coral
#

@tired tree yeah when I first added it I considered making a marketplace plugin

limber rose
#

redfox, it is all about VR ๐Ÿ˜‰

glad plank
#

Oh I love VR

sturdy coral
#

was just going to totally copy and extend the steam one

limber rose
#

hehe

sturdy coral
#

seemed to be the only way

glad plank
#

but its reach is more limited

tired tree
#

yeah..pretty much copying the entire thing

#

not worth the effort over trying to convince them to open it up or fix it in the first place

sturdy coral
#

or maybe include with #define private public ๐Ÿ˜›

tired tree
#

its a pretty easy change to make

wicked oak
#

cool

sturdy coral
#

still looks like only doing tabletop detection

mighty carbon
#

I don't see anything cool with AR on the phone @wicked oak

sturdy coral
#

does look smooth

mighty carbon
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if it was HMD, like Hololens, it would be cool

#

but on the phone it's novelty, but not really cool

sturdy coral
#

I wonder if epic is presenting anything

wicked oak
#

that game is ue4

glad plank
#

I Still think the best use for AR is going to be things like Oakley's that translate other languages for you in real time ๐Ÿ˜›

wicked oak
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i think they showed some gifs around

glad plank
#

Translators getting nervous...

willow trail
#

I don't get AR, the amount of ressource you have to use to detect arbitrary objects, track them, and the constraints on latency you get just to somehow integrate a piece of furniture from you living room into the game instead of using an actually playground that makes sense.

sturdy coral
#

ar makes sense as cellphone replacement

mighty carbon
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I can see using current AR for training on machinery, etc. Maybe when shopping. But anything else looks like a gimmick.

sturdy coral
#

but yeah, for games in your home why do you want to see your shitty home

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when you can be anywhere

glad plank
#

@sturdy coral that is my opinion as well

willow trail
#

Same for AR goggles, the transparent screens and optics and all are just the tip of iceberg. Image recognition just isn't there yet, and to be quite frank, I don't even know what good applications in AR are, that wouldn't be straight up better and much less costly in VR. Not even talking about using embedded stuff to drive it, that's just nuts

sturdy coral
#

I can see it being cool when it gets really mature for doing things like adding a window to a wall that isn't there

#

when it can actually do occlusion and stuff and relighting

mighty carbon
#

people just overhype AR (just like they overhype Apple)

glad plank
#

@willow trail AR will be HUDs for the real world once it can be put in designer sunglasses ๐Ÿ˜„

willow trail
#

but we can't even do relighting in a lab environment right? and I don't feel like stick QR codes on every surface on my room, I don't know :/

#

yeah but that's insane, just optically I don't know if that's feasible

sturdy coral
#

I guess ultimately it doesn't need to be optical, optic nerve stimulation..

mighty carbon
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sci-fi black magic

willow trail
#

I suppose that techno where they project an image into your retina might work? Even then, I know very little of it, you still gotta put the light's origin far away from the eye

#

Yeah I suppose, we'll just drill a plug into our lower spinal cord and jack something in it

sturdy coral
#

One more thing..

#

AR glasses

wicked oak
#

"It is only fitting that we are here in this theater on this place to reveal a product that will set the tone for the next decade."

#

hype?

#

they are theatrical as hell XD

mighty carbon
#

not just hype, overhype

wicked oak
#

iphone X

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lol

willow trail
#

Yeah, I suppose the theatrics are only fitting

sturdy coral
#

lol

willow trail
#

doesn't have the same ring to it

mighty carbon
#

ARCore is no worse than ARKit.. But somehow Apple can build a massive hype

wicked oak
#

lol its all screen

mighty carbon
#

smoke and mirrors

sturdy coral
#

lol such a let down

#

I'm sure it is cool and all, but it isn't "One more thing.."

wicked oak
#

460 ppi

#

2500 pixel in the long side

mighty carbon
#

pffff

wicked oak
#

its ugly as shit

sturdy coral
#

super retina display undoes the whole concept of the retina display

#

it is good though

mighty carbon
#

S8 is 570 ppi

#

S8 is 570 ppi

sturdy coral
#

that means manufactures are going to flock to that shit

#

will help VR

mighty carbon
#

I wonder what ppi Galaxy S9 will have.. The rumor has it that it will be announced in January

wicked oak
#

"tap on the screen and wakes up"

#

tell me how that isnt a disaster

mighty carbon
#

not in the eyes of Apple fans

wicked oak
#

oh god that is an autocaller nightmare

sturdy coral
#

multitasking view looks like the palm pre cards

mighty carbon
#

so I am guessing since desktop VR crowd are mostly hardcore gamers, anything small and social isn't something people want to see?

glad plank
#

sometimes I feel like I am the only person who only uses a phone for calls, texts and fantasy sports ๐Ÿ˜›

sturdy coral
#

if it is small social enough that it could be done as a map in destinations or vr chat

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it won't sell well imo

mighty carbon
#

nah, it will have AI involved and IAP

#

no shooting or any combat though

sturdy coral
#

hmm, they have a "dot projector"

#

similar to original kinect

#

hopefully that means every phone will start adding that just to tag along

#

and it will get cheap enough to stick on the bottom of HMDs for lower face tracking

#

are the 1440p MS headsets RGB-stripe?

wicked oak
#

wow that mask thing is awesome

sturdy coral
#

looks much better than what you get out of the kinect face tracking apis

#

first apple-designed GPU

glossy agate
#

@mighty carbon you end up trying rec room? It's more of a social experience

sturdy coral
#

looks like their depth sensor on the front is pretty low res (projects 30,000 dots, about 170x170), enough for face, but isn't going to make it into a portable kinect or anything

#

for other AR

wicked oak
#

999$ lul

#

wtf apple

#

and thats a phone that will only last 2 years

wild mauve
#

still testing but its working now yay

mighty carbon
#

@glossy agate I don't really do MP ๐Ÿ˜ƒ

glossy agate
#

but like market research to see whats out there

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And interacting with the people that actually buy games

tired tree
#

lol, rec room market research....better be looking at integrating sesame street into VR for thaqt

wild mauve
#

The 999 price tag will probably push people on the "yeah I'm not buying this shit anymore"

#

Rec Room is one of the most adult themed games ever

#

unironically

glossy agate
#

Haha. I meant for the social space interaction

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Dan Luvisi's version of Sesame street

tired tree
#

recroom should re-brand as a babysitting service

wild mauve
#

people who leave their kids in recroom are idiots

#

it's just full of adults being adults

#

swearing, making weird gestures...

glossy agate
#

Yeah they just tell me about their creepy uncles

mighty carbon
#

lol, I have no time for online interaction ๐Ÿ˜ƒ I literally just finished Deus Ex MD and I got it a loooong time ago. I'd rather spend free time (free as free from job and game dev and family) playing awesome story driven games than hanging out online in Rec Room ๐Ÿ˜›

tired tree
#

altspace got pretty bad too

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lots of harassment

#

guess that is what happens when you get physical presence but retain anonymity

glossy agate
#

Seems like the younger the crowd the worse it is. Is big screen bad? Never tried it

tired tree
#

altspace was largly adults

#

never went into big screen with anyone i didn't know

#

pretty common for lobbies to be 90% porn from what i hear

#

not really interested in sitting next to that

mighty carbon
#

ha

#

watching pr0n with strangers.. I guess there are some kinky people like that

tired tree
#

its likely worse with open mics and tracked hands...........

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not interested.....

mighty carbon
#

lol, I bet..

glossy agate
#

Hahaha, get all the commentary on play by play

#

The people in the Gunheart lobby seemed pretty normal, although its pretty sparse compared to a place like rec room

wicked oak
#

ive thought a lot about the lobby, becouse i want to make my next game coop

#

and will have a lobby to build a party/go to mission

#

so in the lobby you will have a bunch of people, and then up to 3-4 guys go in a mission

#

the stuff i thought is allowing private invite-only lobbies (of course), having matchmaking, using dedicated servers for the lobbies (the in-game host will be one of the players), and adding a good amount of anti-harassment features

glossy agate
#

Yeah thats how Gunheart is

wicked oak
#

the main of it being essentially a invisible bubble

#

2 meters or whatever, if the other guy goes inside, he becomes invisible to everyone

tired tree
#

gunheart isn't at its base a social app

#

people are there to play

#

raw data is generally ok as well in lobbies

wicked oak
#

i wanted to have the lobby be some kind of tabern

glossy agate
#

True. I havnt tried any purely social VR like alt space. Never had problems in rec room. Just a few drunk ragers in onward that kicked in a few seconds

wicked oak
#

given that is a dungeon crawler, it makes sense for the lobby to be a tavern/adventurer guild

tired tree
#

altspace tarven was loads of fun

#

used to sit around the fire in the middle and people would tell stories or talk about VR in general

#

not so much anymore, but early days were great

wheat dust
#

Hey, guys! I feel it's a very FAQ but for some reason I can't google anything...

It's about UE4 + ARKit: Is there a way to detect a real-world object bounds? E.g., a table bounds...

sturdy coral
#

@wheat dust are you using C++? did you search the source for "table"? I'm pretty sure that's one of the few things it has

sturdy coral
#

(I don't see anything in a quick search though but I heard it has it)

#

@wheat dust think it may be called PlaneAnchor

#
{
    ARPlaneDetection PlaneDetection = ARPlaneDetectionNone;
    
    if ( !!(InPlaneDetection & EAppleARKitPlaneDetection::Horizontal) )
    {
        PlaneDetection |= ARPlaneDetectionHorizontal;
    }

    return PlaneDetection;
}```
https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Plugins/Runtime/AppleARKit/Source/AppleARKit/Private/AppleARKitConfiguration.cpp
fossil stratus
#

i have an Oculus experience I am trying to set up for the Vive too.. i'm pretty close.. it works only everything it showing up at the floor instead of eye height

#

i tried changing the relative z location to 140 (where it says 1 in the image) but that didnt change anything

sturdy coral
#

@fossil stratus there is a set tracking origin node

#

best to just set that to floor for both in most cases