#virtual-reality
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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
specifically, I'd like it on my second screen
you can't set the preview default position
Ohh that was Supa
afaik
he posted how
I said there might be a setting
or a console command
because it's technically just a regular game window
nothing magical about it
Wait I thought there was an option to place them in the PIE settings?
possibly
or does that not work for VR?
I'm not experienced enough with UE4
only been here for a week or so :p
Learning fast but still learning nonetheless*
hmm alright
Overview of the cross-platform Slate UI framework.
this was posted on one of the threads asking about it
and to keep the editor open instead of minimizing it, any idea?
PIE settings are accessed in the PIE drop down arrow I believe
dont have the editor open at work ๐
@willow trail https://i.imgur.com/0OhCTLX.png
https://puu.sh/xxVOd/2cb8778374.png ok true, that's 1/3, I'll blame my severe idiocy on this one
i sent you the vide on it earlier ๐
I didn't know what PIE was 30 seconds ago ๐
your video was regarding the audio thing wasn't it? Or it might have been another one
it was both
PIE = play in editor ๐
not food
VR PIE = VR Preview FYI
you can do VR Standalone
which doesnt actually have any settings afaik as to UE4 minimizing
but you also don't get debug info right?
I assume not, since it's standalone.
that being said in standalone you need to manually set stereo to true
like if you were to package a base VR game without anything
you either need to add -VR or something to the executable / shortcut or add a node that automatigically activates stereo when the level starts
Also that option seems like it'd be what I want, but it gets rewritten to those default value whenever I start the preview https://puu.sh/xxVSY/07e1a40e29.png
O_o
i wonder if that helps
maybe you can set it
doesn't look like there's any BP access
Hmm, not sure why that would set to default each time you run it
Maybe there's a reason in documentation ๐
@glad plank you have any experience with UI Widgets?
yup
I wasn't sure how big I need to make my widget that's going to spawn the text
in 3D space when an entity is damaged. I assume I only want it big enough to encapsulate the text right?
exactly
How do I dynamically size the widget based on the amount of text inside the container?
I assume I remove the panel, right?
I didn't bother, I just showed the biggest number possible and made the widget big enough to allow that to be visible
Ah, and then just add the weight to the center so it centers there.
yes
Hmm, but do you do this on a cavnas?
are you doing a borderlands type thing with damage?
hmmm
i was gonna attach the widget to a bp
and spawn the bp and enable physics
ad a random rotation impulse and a vertical impulse / enable gravity
so it drops down
but also isn't consistent with where it pops up
So you are going to be spawning widgets at runtime?
Indeed.
you would be better off manually ticking that movement with random variance than attaching hit numbers to simulating components....
@tired tree would widgets be to resource intensive?
I've actually designed a system like this before
but in a different game
and for a non-text object
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
That's the logic I'll likely be using
albeit... in BP form.
yeah the numbers change.
Could you just spawn text components?
could use draw text to canvas and a texture
but regardless, if you turn off updating it wouldn't be a difference
you really want billboard effect though
either in material or manual rotation
It'll always be facing the player, I hope.
not sure how many of you here use Blender, but https://www.blender.org/features/releases/2-79/
2.79 is supposedly last official release before 2.80
Denoise looks like a nice additon!
Yeah did you see some of the 2.80 features?
no wonder
2.8 is insaneeee
2018 release gonna be dope
2.80 will be a mess like 2.50
Are they ever going to changing their skelton system to be identical to maya?
Rigging in blender is no fun coming from maya so that is why I ask
I don't mind it too much
but I've never used maya in years nor did I ever rig in it
so I wouldn't know
modeling in blender is great though
are you sure about the rigging in blender?
the rigging system in blender is stupidly powerful with all the constraints and stuff ti has
you dont need scripting unless you want custom buttons
the issue is less with rigging in blender
and more about how it exports rigs
FBX is useless
What is it, GFCL? that's the likely next standard I think.
that's where I heard about that new file type
looked into it and it looks great
also allows for exporting multiple assets in one file
like entire scenes
of content
Blender is fairly standard at this point too.
It's nothing like it used to be, it's reaching feature parity with almost everything these days.
Oh I don't disparage Blender save for their armature thing
i learned rigging in maya and its just different
I've never had issues with doing armatures in blender
it's the exporting that's the main issue
scale to .01 and resize to 10000000x
and don't foget to apply transforms, pet the dog, drink some water
plus, the epic rigging tools are for maya ๐
and 3 hail mary's
So redfox, was there any consensus on what I should do?
For the 3D text borderlands style?
I can't recall what the last suggestion was haha
try widgets
ah alright haha
so should I remove the canvas element?
I'm assuming that's not something I need, correct?
I just need a text box. I assume.
I had no issues exporting from Blender to UE4
the issue is with trying to export rigged character to match UE4 skeleton exactly
but if you go all custom, there are no issues
actually not true I do all my models custom
and if I export in blender to UE4
the meshes are fine
at regular unit scale
but if I export rigs / anims I need to set unit scale to .01
or else they are too small
I modeling in blender, transfer to maya as FBX and then rig/scale there before exporting to UE4
Maya == $$$
I'd rather invest into Akeytsu for animation and Moi3D for hard surface modeling
and it's still be cheaper than Maya ๐
We have licenses for Maya, zbrush, Substance Designer/Painter and topogun.
might as well use them
lol
never heard of akeytsu
looking it up
oh, so you are in a company loaded with cash.. cool ๐ I am talking from solo indie perspective ๐
I wonder if you can do particles with dynamic number amounts
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.
We are a company though, just not one with any cash ๐
๐
;....D
@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.
have you set up an event in the graph to update the value?
you also have to call that event from the graph that spawns it
So create ean event in the widget graph that sets the value to whatever was sent in.
Then create an event in the BP that spawns that widget and call that event
Then create that widget
Oh okay.
so right after spawning the widget
you call the event on the spawned widget and pass the value to it
ohh you have to do it differently
you might need to look up the widget tutorials
I dont have the engine in front of me
there is a specific way it is done for those ui blueprints
I was going to use an event dispatcher
however I realized shortly thereafter that it would update all widgets to whatever values I pass in
if there were multiple they'd all read the same ๐
contemplating my next VR project .. Tough choices have to be made ๐
What else do you have a choice to distribute your VR titles on? Oculus? No, just go with Steam.
@glad plank https://i.imgur.com/V17F8Pv.png any suggestions on getting rid of the black area in my widget?
I turned that on just so you can see it
Yeah, Oculus
they do pretty good job on filtering things, like Steam used to do back in the days when I started with game dev
Casually ignore 50% of your potential audience in a niche category
and enjoy the lack of profits
ยฏ_(ใ)_/ยฏ
actually, Oculus pays 5% to Epic if your UE4 game is released through Oculus Home
so, instead of 30% to Oculus + 5% to Epic, you only pay 30% to Oculus
I'd rather support OpenVR
But I mean, I'd rather release to both platforms anyways because realistically cutting either one off is an asinine move to make.
2017
DRM games to fancy monitors
k
it's arguable.. If you release on PS4 and not on XB1X, is it asinine move ?
or if you release on Switch and nowhere else ?
You mean exclusives? The issue is there is often funding from the company itself.
Also, sometimes there is an inherant added cost to developing for Xbox One, compared to PS4, compared to switch.
Any reputable company wouldn't care about the costs of porting between modern consoles.
it's just a business move.. can't blame for people willing to reduce headaches and better off their financial future
Hence why most games come out on most.
I don't dismiss Steam. It's just no longer a #1 choice
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
because that support is native to UE4
It doesn't cost extra.
they don't fund me, unfortunately
it's far from a click of a button
Oculus is far from #1 compared to steam, what's your #1 choice if it isn't steam?
each platform has its set of features
Can you personally afford to not advertise your product on a platform that almost 100% of PC Game Players use?
Dude
we're on PC
not console
this isnt' a platform
and since VR is just starting up, Oculus provides much higher visibility in their store
Steam doesn't
Steam is a platform
Steamworks is the set of features
I just don't understand why you think you're required to use one or the other
especially if oculus isn't funding the project
Just use both
o.O
there's not really much to be gained by not doing so
I gain better visibility
on Steam your game will be buried under new games reallllly quickly
No you don't. You can put it up on the Steam store and on Oculus store.
You get the oculus visibility either way.
You don't lose anything by putting it on steam.
Have you even released a game? Not a company you might have worked for, but you, personally
No? But I don't need to in order to read the ToS.
It's a lot of f#cking work to just put it up in the store.
^
mostly so people can buy it on steam if they want
the hard one is oculus
steam is ezpz
and you can literally just release the same day
well, sorry no. they take a couple days to review
essentially if it opens its ok
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
So I'd rather release in one place first, see how that goes, then think about releasing elsewhere
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
^
come on guys, make a game, release it, then argue..
lol
Wow, great argument.
I found it unbearable to make all that shit that any store front required..
I've released mods on Steam, with videos and banners.
Pretty easy to do actually.
They make it ezpz.
Oh, and it's the same system for authoring games? Huh, must be easy to do that too!
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.
Alright there, kiddo.
and I don't have all day to work on games - I have day job and family
Be careful with all that edge.
so, yeah, when someone who works on games full time with a team tells me it's all ezpz, I just shake my head
your nick sounds familiar.. Are you Supa from #darkplaces on IRC by chance ?
I am not. I haven't used IRC in years.
Back then I went by a completely differnt handle ๐
just asking
I seriously don't want to fight with you over whether or not setting up a storefront is hard.
I realize that for me personally with graphic design background it's not
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
That being said it's not something that's unique to steam
you will have to do those steps on oculus too.
So it once again drives the point that both platforms as a target is the best approach
a lot of the work is the same work so there's almost no point to abandon 50% of your potential target audience.
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 ?
That was Oculus vs Steam/Valve comparison.
And if you haven't worked with Oculus, don't even argue..
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).
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
It's mind boggling how can you not see issues with Steam
it's oversaturated
of course steam has issues
that's one big issue
making the banner assets is mostly just doing different crops..
nothing compared with the time making a game
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.
they yelled no at you?
Support is non-existent from Valve. Any question has to be addressed on the forums.
steam supports oculus hardware too, and steam isn't HTC
Oculus not only responds individually, but also Oculus devs some times make examples for us, mortals.
you are talking about the creation step
there is an entire section for that for SteamVR
that you obviously haven't joined in on
since you exclusivly devved for home
we are talking about the release step here though, which is different......
I joined Steam VR.. I like having live person on the other end to talk/correspond with me
you can totally talk to valve employee's about the sdk and implementations
SteamVR has none of that (unless I e-mailed wrong people )
then I probably e-mailed non-Steam VR team
90% of your questions were in the oculud forums right?
why didn't you ask in the discussion boards for steamsdk / vr?
although, most of what you deal with is ue4 exclusive anyway, they don't manage the blueprint implementation AFAIK
Steam doesnt no
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
^
o.O
I did
like I said, I was sent to the forums and was told not to bother about hardware
and I went with Oculus, who didn't do that
I have no reason to persist with Valve
that's just dumb lol
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.
they gave you $800 in hardware so you throw away all your sales on the other store?
^
is your app even on Rift? i thought it was GearVR only....or are you talking about FUTURE works?
If tomorrow Oculus will become Valve as far as dev communications, and Valve becomes better than Oculus in that field, I switch priorities
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
to anyone
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.
valve didn't make the hardware anyway, pretty sure they negotiated for dev kits with HTC as part of the partnership
shipping consumer versions is likely outside of that deals possibilities
@mighty carbon ill publish your game for you if you want XD, for cheap
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).
ive done it 3 times,know exactly how to do it real fast
I have publishing account @wicked oak , remember ? ๐
oculus doesnt care if you release the game in multiple platforms
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......
I know they don't care
they sent 4 devkits to me and no issue. I released DWVR on both at the same time, and VRMultigames later due to porting
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
I mean...its your game, do what you want
more storefronts = more money. I even put the game on bundlestars (outside of a bundle) and got me 150 dollars
150 dollars > 0
f#ck bundles
again though, isn't it gearvr only? it wouldn't matter then, can't put it on steam
no, I am talking about PC VR upcoming project
Vive users can play Oculus games, can't they ?
btw @mighty carbon i can port your vr game to ps4, isnt it a gearvr title?
@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
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
@wicked oak it's not a game though, it's a short experience that more suited for mobile VR than PSVR/PC VR
I don't think people on PC/PS4 care for experiences
people in PS4 are starved as fuck, they have very few things
@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
and since Oculus has been very friendly, I stand by Oculus...
I don't know when you applied, but they had limited manufacturing and weren't just giving them out for evaluation
You don't have to stand by anyone
holy fuck
just make a game and release it to people
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
I didn't get some prototype from Oculus. I got CV1 and Touch, finished retail hardware
Oculus is indeed friendly
lol you are paying a high price for it
^
$800 in hardware for $X in store sales that they aren't even asking you to give up
Valve is just literally nonexistant
yup @sturdy coral doesn't make any sense
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
@wild mauve I do what I want, so I pick sides ๐
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
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
@mighty carbon oculus doesnt need your help
this companies dont need loyalty
I don't care about loyalty
We aren't valve fanboy's
having loyalty is being a damn idiot. You should hold absolutely NO loyalty for anything whatsoever but money
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$$$
thats why i port everything to every place i can
^
more storefronts = more money
it was a mistag
he typoed
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 $$
i mean im mad as fuck at valve, but ill still release everything on steam becouse $
lol, I am not that desperate for a few hundred $$
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.
@mighty carbon come on be serious, no WASD locomotion
@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?
by WASD I mean conventional FPS locomotion
@wicked oak what's that
they literally harass every single game that doesnt support locomotion
but they are on both steam and Oculus, @mighty carbon
it isn't like steam reviews virally spread to the oculu store
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
@wicked oak is your PSVR port released already?
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.
@mighty carbon good luck, oculus doesn't license that easily
its like YEAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSS fucking finally
@sturdy coral ??
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.
i get 100 dollars a month from arcade licenses
Nice hahaha. I want to know how it goes compared to PC
@sturdy coral I mean, do work for clients.. Do I need license for that ?
@wicked oak from oculus?
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
@mighty carbon it probably depends on how they structure it, if they pay for time on the headset it is against the license
I'm not sure what I'm going to go with when it comes to my RPG'like game.
Dude, I've seen them flip on Fo4 VR
and given that its not the default, not that many people will try the smooth locomotion
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
And they wouldn't listen and kept circle jerking over how it didn't have loco
I would just add both locomotions unless it compromises design
This was on reddit /r/games
HMD based loco motion is terrible
use the left motion controller ffs lol
it is absolutely terrible
I'd rather
POINT and walk
like you point your mo controller out and you navigate that way
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.
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)
yeah that's a valid reason to leave it out too if you are on your own
but people don't care.. they will make it to the point where I wish I never made games ๐
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?
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.
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
I don't get though how Lone Echo locomotion is different from smooth locomotion in ground based games
its configurable
@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
maybe it's also movement speed and lack of strafing
if I move fast in Lone Echo, I get nauseous
if you didn't try controller oriented and only did head direction that is a totally different thing
if I move slow forward, but look sideways, I also get nauseous
what's controller oriented locomotion ?
not sure I see the difference on the video
do you mean using thumbpad/stick to move independently from where user is looking ?
the direction vector is relative to the controller instead of the hmd, so you can look around without changing your movement vector
that makes me even sicker
that's how it is in lone echo
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
They use that in the nest
@wild mauve yeah, I made that before vive launch ๐
@sturdy coral nice man
hah
I'm trying to find the function in there
and can't access it
:<
creating the actual widget there
@mighty carbon I bet there will be bad reviews if it sticks with node-based teleport
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
@sturdy coral the fun thing is that i have that exact same concept in one of my prototypes
it actually works quite well
it may fit their design though allowing them to do more cinematic stuff if they totally control your position like that
as it lets the devs control the enemy flow and cover quite well
in bullet train it didn't work great imo
i dropped it becouse i dont have the designers to do it of course
becouse bullet train wasnt linear
@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)
this only works for linear games
yeah for a linear thing I think it might be the right choice
like an old coin-op shooter
you can compare it directly with Time Crisis
if it really takes advantage of it for sort of cinematic spectacle
wich was my original reference
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
RR is non-quite-linear and works fine with teleport
Is somebody trying to do traditional locomotion with roomscale or did I misunderstand the chat?
at least make it part of the world why you are constrained
@mighty carbon you are talking about something different
we're talking about node based teleport
what's that?
teleporting to predefined nodes
meh, who would even use that nonsense ?!
the game you linked
At this point locomotion is perfectly valid IMO, but having the option for teleportation can increase your player base.
Direct Oculus Rift footage for a new prototype. It was done in 1 week. In this game, you go from cover to cover, while enemies appear to stop you. You can us...
@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
it works great for linear, story based, slow paced shooters
if you use it in the design and take advantage of it I think it can work
if you allow free teleport and movement people will not use the cover, ever
they will clown around the enemies
you control all the positioning and can do the enemy layouts knowing exactly where the player is (kind of like superhot too)
I used cover a lot in RR ๐
but yeah the bullet train version of it I didn't like, just basically free roaming but feeling restricted
this only works when your game is cover focused
I think part of it was they had to for the reflection hack they did
in fact, i designed it for PSVR
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..
becouse in PSVR you only can play forward
and budget cuts hadn't come out yet
no one had really done free parabolic teleportation at that point when bullet train was showed
thats not true
what's true parabolic teleport ?
I ran some old demo's in DK1 days with free teleport
ah yeah I never saw one using that
I thought your view looking away would mess that up
RR has it, MordenTral's template has it, Epic's template has it, right ?
granted most demo's were rollercoasters or houses
@mighty carbon we're talking about when bullet train was released
mine is Epics implementation, minus some bugs the yhave
but yeah, that system
oh, I thought Bullet Train had free teleport.. I never suspected it was node based o.O
nah it was node to node
(not from the videos at least)
and it was look based if I remember
even though you had motion controllers you looked at the teleport node
I see
hlvr had joystick locomotion with hydra and had body tracking
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
@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
so, why don't Android SoC manufactures make equally powerful chips ?
they do
@mighty carbon he just said the chip itself isn't more powerful
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
not just a heatsink too, they could have a fan
and the switch one is quite an old and cheap one
so Apple runs theirs at full power ?
put all that on the rear of the headset for weight distribution
no they dont
no
it would melt the phone
so, why it's a way more performant then ?
he's saying even if the chip isn't more powerful than apple
they can run it in a cooling/power configuration that is
oh, sure.. I am just wondering why Apple's SoC are so much more powerful than Qualcomm's / Samsung's
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
I see
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
Wait
the one in the ipad pro is supposed to be very impressive
didn't they ditch IT not too long ago ?
they do the chip design in-house
They started doing the chips inhouse supposedly
They should be fine, they got all our plans ๐
what did you do at IT @willow trail ?
Linux driver engineer on the hybrid raytracing version of powerVR
daaamn, cool ๐
Yeah the idea and what you can do is amazing, they still don't have any official clients though, I hope they get one
uhg, apple watch
I'd be a real shame that project ends up in the trash
my imagination technologies stock got hammered so bad when apple made their announcement ๐
such a trash device
Oh oh I know what you feel
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
I'm still holding onto it... yeah I bet you felt it bad
double whammy for me, I'm french, Brexit hit at roughly the same time so even my god damn savings took a hit
damn yeah
so what's in on desktop VR ?
(I know on mobile games don't really do well, compare to experiences / videos )
Coop
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
@glossy agate apparently UE4 doesn't have whole a lot in OSS when it comes to Rift ๐ฆ So I am not sure I want to touch MP with a long stick.
did they flesh out the IStoreInterface in the oculus branch?
@mighty carbon raw data works well though I guess they might have customized it a ton
Yeah you are better off in steam for that.
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.
wow, they are hyping the shit out of 4k in apple TV
hah
yeah the OSS issue is only on oculus HOME, steamVR with rift works fine......
all the other streambox people have had 4k for over a year I think
Like with Onward all the players just play through steam for the player base instead of the other way
getting mad flashbacks about ps4pro reveal
and only the IAP you wanted is really missing
yeah
nvm they do have HDR
I haven't heard from Oculus yet
image looks much better in HDR on my non-hdr screen..
ok, oculus said IAP isn't in UE4 in BP, but C++ should be there.. That doesn't help me ๐ฆ
@mighty carbon if you are doing a serious multiplayer game you are really going to need to learn C++
its not in c++ either, unless they mean their branch
it's not that serious.. more like a social game
that's just the state of things, regardless of the OSS stuff
you would have to manually use their SDK, its not implemented in the subsystem
not even game, another experience.. But it can work for desktop as well .
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
@tired tree that's kinda a way beyond what I can do ๐ฆ
apple says that they put the ipad pro A10X chip on the apple TV
is fix up missing subsystem shit
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
so broken i implemented my leaderboards directly on steamworks SDK
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
@tired tree the problem with that, for solo devs, is portability and maintenance.
with stuff like PUBG hopefully they improve
they took the wrong approach starting it as a direct SDK port to blueprint
uhm, live sports. Other devices dont have that
lost of their biggest licencees are heavily on steam PUBG, Squad, ARK
@tired tree ps4 subsystem works betetr than steam subsystem
@mighty carbon no different than unity store assets for every solo dev, and sometimes you have to limit your horizons to your skillsets / budget
the subsystem system is designed for consoles
to abstract the features beetween PSN and xbox
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
apple tv now a game console?
You think UWorks isn't ready for use yet?
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
if apple got an exclusive from that game company for apple tv that is huge
just wish they had started off with that to begin with
seems to be Journey, Sky edition
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
those are some neat as fuck clouds
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)
Hmm. Wonder if its easier and/or Cheaper to buy plugin, or have someone integrate Steamworks for me
given that is designed for a thing that can do HDR, is a very good showcase
this kind of stuff shows off HDR in an incredible manner
yeah.. very similar to journey, butterflies instead of cloth pieces
and how much is already exposed to blueprint
yep, exclusive, but also for ipad
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
I would like to see jenova chen take on a vr game
just more portable
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
you don't control the updates you get
contracting someone means locking yourself to the specific version of the engine, unless one has money to shell out for every update
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
not being a coder, and being a solo dev, there is a lot that could go wrong upgrading over and over with your project
damn, stereo cameras are still only on the plus
Yeah at my rate I'll probably lock at 4.18 for a spring release. Just leave it there.
@tired tree I got lucky I guess - started my project on 4.10 ๐
Just depends on how fast support is on my other stuff if I actually go to 18
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
with faster chips hopefully they can handle a higher res depth calculation
"first ever apple designed GPU"
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
I see
Vulkan exists
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
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.
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
well, do you plan on making changes for 4.17.2 or 4.18 ? ๐
i made my changes for .17, .18 depends
I hope you can turn off the image stabilization on the 8 for depth, that's apparently a big limitation now
Mordentral do you ever plan on being "Finished" with the expansion plugin. Just curious.
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.
everyone in one place, look at this ๐ฝ
voip has become more important with vr, can't wait for it to be addressed
17 already has things for voip
Do you mean talking to NPCs (AI) Voip?
i think you can plug the steam voice server into the new audio stuff
to have localized audio
oh great, I will get to adding voice comm to my project soon, happy to hear it's been coming along
they are changing the compression in 4.17
.18
and hopefully removing the client saturating as easily with it
yeah there are like 50 bandwidth limits you have to raise
I guess I can just make assets for now and wait for 4.18 to come out ๐
through so many configs
and ideally you might want a throttle that applies differently to voice
@tired tree you just saw that form git commits? or what it mentioned somewhere?
yeah i was reading through commits last week
hm, I don't mind if it is super compressed and just mids like a cell phone
I just want it to be low latency and have minimal impact
haven't seen anything about the mixed reality tracker yet, but they tend to do VR stuff all at once
its only half done in 4.17
you can swap out the steam compression with the null subsystem one pretty easily I think and it has tunable quality (steam might too)
oh, those AR programs they are showing are hella neat
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
thanks @sturdy coral , will look into that
In the long run AR is going to be bigger than VR, IMO.
competitive multiplayer in AR
yeah the problem has always been through blueprints and plugins though @sturdy coral
entire steamvoiceEngine is privatized
its some kind of strategy/tower defense game
@tired tree yeah when I first added it I considered making a marketplace plugin
redfox, it is all about VR ๐
Oh I love VR
was just going to totally copy and extend the steam one
hehe
seemed to be the only way
but its reach is more limited
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
or maybe include with #define private public ๐
its a pretty easy change to make
still looks like only doing tabletop detection
I don't see anything cool with AR on the phone @wicked oak
does look smooth
if it was HMD, like Hololens, it would be cool
but on the phone it's novelty, but not really cool
I wonder if epic is presenting anything
that game is ue4
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 ๐
i think they showed some gifs around
Translators getting nervous...
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.
ar makes sense as cellphone replacement
I can see using current AR for training on machinery, etc. Maybe when shopping. But anything else looks like a gimmick.
but yeah, for games in your home why do you want to see your shitty home
when you can be anywhere
@sturdy coral that is my opinion as well
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
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
people just overhype AR (just like they overhype Apple)
@willow trail AR will be HUDs for the real world once it can be put in designer sunglasses ๐
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
I guess ultimately it doesn't need to be optical, optic nerve stimulation..
sci-fi black magic
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
"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
not just hype, overhype
Yeah, I suppose the theatrics are only fitting
lol
doesn't have the same ring to it
ARCore is no worse than ARKit.. But somehow Apple can build a massive hype
lol its all screen
smoke and mirrors
pffff
its ugly as shit
super retina display undoes the whole concept of the retina display
it is good though
I wonder what ppi Galaxy S9 will have.. The rumor has it that it will be announced in January
not in the eyes of Apple fans
oh god that is an autocaller nightmare
multitasking view looks like the palm pre cards
so I am guessing since desktop VR crowd are mostly hardcore gamers, anything small and social isn't something people want to see?
sometimes I feel like I am the only person who only uses a phone for calls, texts and fantasy sports ๐
if it is small social enough that it could be done as a map in destinations or vr chat
it won't sell well imo
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?
wow that mask thing is awesome
looks much better than what you get out of the kinect face tracking apis
first apple-designed GPU
@mighty carbon you end up trying rec room? It's more of a social experience
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
@glossy agate I don't really do MP ๐
but like market research to see whats out there
And interacting with the people that actually buy games
lol, rec room market research....better be looking at integrating sesame street into VR for thaqt
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
Haha. I meant for the social space interaction
Dan Luvisi's version of Sesame street
recroom should re-brand as a babysitting service
people who leave their kids in recroom are idiots
it's just full of adults being adults
swearing, making weird gestures...
Yeah they just tell me about their creepy uncles
lol, I have no time for online interaction ๐ 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 ๐
altspace got pretty bad too
lots of harassment
guess that is what happens when you get physical presence but retain anonymity
Seems like the younger the crowd the worse it is. Is big screen bad? Never tried it
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
lol, I bet..
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
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
Yeah thats how Gunheart is
the main of it being essentially a invisible bubble
2 meters or whatever, if the other guy goes inside, he becomes invisible to everyone
gunheart isn't at its base a social app
people are there to play
raw data is generally ok as well in lobbies
i wanted to have the lobby be some kind of tabern
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
given that is a dungeon crawler, it makes sense for the lobby to be a tavern/adventurer guild
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
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...
@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
(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