#virtual-reality

1 messages ยท Page 135 of 1

fossil stratus
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ok let me try that.. can it go right after set relative location?

sturdy coral
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@fossil stratus the camera gets moved according to the HMD

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so the relative location will get blown away I'm pretty sure

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if you want to move the camera you need to move the parent component it is attached to

wheat dust
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@sturdy coral thanks, I'll try it ๐Ÿ˜ƒ

fossil stratus
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@sturdy coral hey it worked! thx

full junco
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so much activity here today

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I usually try to read through everything here, so that took more than an hour now

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there was a dev-vr merge to master 8 hours ago but you guys talk about iphone stuff. wrong priorities ๐Ÿ˜›

granite jacinth
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Yet no fixes for multiplayer

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in VR

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๐Ÿ˜ญ

full junco
granite jacinth
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I need more support on my forum thread

mighty carbon
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@full junco is it for 4.17.2 ? Anything there about fix for 3D Widget performance being horrible on Gear VR ?

full junco
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its 4.18

mighty carbon
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lol

granite jacinth
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dude

full junco
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I said merge to master

granite jacinth
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4.18 is so fucking big

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Especially for BP

mighty carbon
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I think I'll keep 4.16.2 for Gear VR dev

granite jacinth
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VR was this release

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It's all about that Blueprints next release

full junco
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4.18 looks super boring at the moment, there no relevant big new feature. I have no idea what you mean @granite jacinth

granite jacinth
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@full junco really?

mighty carbon
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@granite jacinth what huge BP stuff is coming to 4.18 ?

granite jacinth
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Nothing excited you?

full junco
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yeah, nothing

granite jacinth
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Okay, now I have to go find them again

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one sec

full junco
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maybe that they fixed the left/right issue for steamvr now, but thats a simple fix that I already have added myself now

mighty carbon
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roadmap for 4.18 looks boring

full junco
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the only "big" feature in 4.18 I remember is multiple bounces for skylight with lightmass. but I dont care about baked lighting, so I dont care

mighty carbon
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I love the idea of having better bakes lighting (hopefully it bakes faster too)

full junco
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it will obviously be way slower

mighty carbon
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no, it shouldn't

full junco
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you dont add higher quality and faster baking times at the same time. more bounces = slower

mighty carbon
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there was a thread on the forums about it and the guy who implemented it went to do internship at Epic and that's how 4.18 got multi-bounce skylight

granite jacinth
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That's how we got the famous VR Editor too

mighty carbon
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and afaik it wasn't slower than current single bounce light

full junco
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the code was written by daniel from epic, maybe he got "inspired" by whatever someone else did, but daniel wrote it

granite jacinth
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damn, forgot his name already

mighty carbon
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so, what kind of BP stuff is coming to 4.18 ?

granite jacinth
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I am looking

full junco
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nothing relevant

granite jacinth
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Wait

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I did not Bookmark it

full junco
mighty carbon
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๐Ÿ˜›

full junco
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here we can talk about all the stuff that was merged to master in todays dev-vr merge

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since its a surprisingly big merge

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a lot of mixed reality stuff in there

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no idea what they mean with that

mighty carbon
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if it;s a big merge, how come nothing exciting is coming ?

full junco
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do they mean the windows headsets with MR?

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this sounds nice, being able to read the console variables and stuff like stat gpu in VR

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@tired tree you looked at all the stuff already? you probably like the steamvr improvements

granite jacinth
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typo

full junco
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typo?

granite jacinth
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nvm

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Actually

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You know how MSFT coined MR ?

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This is probably Facebook's take on it

full junco
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its due to updated SDKs mostly I guess

granite jacinth
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nah

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I just googled that hell out of it

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the only thing I see

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is the VR Kaleidoscope camera

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lol

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and these are apps

mighty carbon
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not much for Oculus / Gear VR ๐Ÿ˜ฆ

granite jacinth
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I mean, it could be something like this

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But FB made

full junco
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@mighty carbon the oculus integration in UE4 was always better than SteamVR, so it only makes sense they improve SteamVR a bit now

granite jacinth
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What is the best thing they did for SteamVR @full junco ?

mighty carbon
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I see

full junco
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well I guess some people are very happy about support for 11 vive trackers

granite jacinth
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@full junco do you have any trackers?

full junco
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no

granite jacinth
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hmm me neither

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They are still $99 a pop

mighty carbon
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looking at @pearl tangle and his 11 trackers

granite jacinth
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ยฏ_(ใƒ„)_/ยฏ

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I mean, is there even a list of games that support it?

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Cant be that many anyway, I though they were supposed to be $50/each

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Unless it comes bundled with future Vives, I just can't see them doing well

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Not just for gamers, but devs as well

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Even though, they gave out like 1000 of them to devs

glossy agate
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Well you know how there is that joke about putting a paper bag on a homely girls head before banging?

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11 trackers. All on the important parts of her. Put on HMD, select player 2s character you want to see.....profit.

full junco
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ok, the mixed reality stuff that was merged isnt related to what microsoft calls mixed reality

tired tree
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oh, they are fixing up the plugin?

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it was half done in 4.17

full junco
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its for easily capturing mixed reality videos I think, so have a camera with a tracker attached and then capture video with that in front of a greenscreen

tired tree
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yeah

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its automated, with depth planes and everything

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looked pretty neat from the beta code

full junco
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automated in what way?

tired tree
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it even does the green screen removal

full junco
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like, it does the greenscreen stuff on the fly?

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oh

tired tree
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supposed to be all in one in engine

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yeah there is a color key variable

full junco
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interesting

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too bad I dont have a big studio with a greenscreen

tired tree
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I mean....who cares, hang a green cloth and half ass it

full junco
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well, its not that much fun on 1.5x2 meters

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for looking awesome in a video something like 3x3 meters is needed at least

tired tree
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not true

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make hula hoop

full junco
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both openvr 1.0.9 and 1.0.10 seem to exist in the UE4 third party directory now

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not sure why they would have two seperate versions there

tired tree
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mm

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well there are a few things in engine they keep multiple versions around for

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maybe halfway through porting?

glossy agate
full junco
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its not really nice and clean though to use two different versions of the same SDK @tired tree

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@glossy agate that gif is at least 1 year old

tired tree
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yeah i know

glossy agate
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Dang I just saw it today

full junco
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I saw it on reddit a looooong time ago

sturdy coral
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@full junco XR is probably openxr?

full junco
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was the first VR thing that got more than 10K upvotes I saw @glossy agate ๐Ÿ˜„

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@sturdy coral I would want to think it is, but why "Oculus XR" then?

sturdy coral
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it is supposed to allow vendor extensions like opengl, so maybe something like that

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but, hopefully it wouldn't be full of vendor extensions right at version 0

full junco
digital marlin
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Hey do I still need to get AR Kit from the source code build?

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Or is it activated via a plugin?

pearl tangle
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The whole open XR is meant to be the middleware API for all the others to talk to right? Rather than steamvr doing it's on implementation for Oculus

full junco
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yeah

pearl tangle
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And the trackers are definitely good fun, I think once you see more peripherals come out that use them they will start to catch on. A few different glove controllers coming out that they are handy for. And for cheap motion capture

granite jacinth
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ah openxr

digital marlin
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that'd be nice.

tired tree
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we'll see if it happens

full junco
pearl tangle
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The green screen mixed reality stuff should be the mode 4 of their recent mirroring changes right?

sturdy coral
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Garbage matte may refer to background removal without a greenscreen, not sure, never heard the term

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Matte is like matte painting in film, sort of proto greenscreen

pearl tangle
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I suppose you should be able to get the depth from doing something like chaperone to remove the stuff but then you would need to be processing extra depth information through the camera which is costly compared to green screening

sturdy coral
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Yeah, might just be the kidna hacky thing, subtracting from a known background and then only drawing if there is a difference

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Like a lot of twitch streamers use

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Just a guess though, garbage in that case would refer to removing a noisy/busy background

pearl tangle
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Yeah it's not so great with a single camera unless you throw some other open CV stuff in there and do weighted averages across the difference but that's only so good with a moving camera. Like the Kinect stuff those other guys ended up doing. Oh FYI their alternative solution works really well on me when I'm wearing a white shirt. It really really struggles with black objects though and makes it much worse than our solution...and the activation is in Chicago...

mighty carbon
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@pearl tangle do you think Samsung stopped improving Gear VR for good ? (latest model had no improvements or new features and Note 9 is rumored to be foldable)

twin pulsar
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is there a way to select which headset the vr preview targets? I have both a rift and a vive hooked up to my machine and so far the only way I've found to do something like this is to manually enable / disable the Oculus plugin from the VR section.

fossil stratus
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is it normal for a build size of a project to almost double when adding the ability to play on both vive & oculus ?

full junco
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@twin pulsar I think thats the way to do it

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@fossil stratus well double to what? if it doubled from 20MB to 40MB then maybe, but not from 500MB to 1 GB ๐Ÿ˜„

weary flame
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I'm making a VR experienced with a car. Whoever tries that says that the car is not the real size.
Could It be related to the penso distorsion of the vive? How can i correct It?

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Lens distorsion of the vive*

full junco
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no, its not related to the lens distortion of the vive. its just related to the size of the car

twin pulsar
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@full junco thanks!

full junco
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@twin pulsar actually, there a ini file where you can set the priority of the different SDKs

twin pulsar
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oh really? do you know which one?

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still I guess there is no choice within the editor per se right? maybe I could track down in the source where the file you are talking about is being used and put a little ineditor menu too

full junco
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you will always need to restart the editor for it

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I dont remember any more which ini file it was

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try to search in the ini files for "priority"

twin pulsar
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ok

dusk vigil
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You can verify that 1 metre should be 1 metre in both reality and VR by placing the controllers 1 metre from each other, with a 1 metre cube in the scene for comparison, for example. it should be 1:1 by default

weary flame
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@full junco @dusk vigil
I've double checked the dimensions both in unreal and Maya and the are correct. Users see the car with lower length

full junco
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thats impossible

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I never heard about anyone who would have seen anything like that

dusk vigil
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Well, it is possible if you have messed with the camera scale

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Don't trust the user, test it yourself

weary flame
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Strange....my camera is the default unreal camera with the lock to hmd checked.

full junco
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why do you say that "whoever tries that" says it would be wrong, do you yourself see it correctly?

analog topaz
uneven moon
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What are we looking at, exactly? @analog topaz

analog topaz
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those green rings appear randomly around the scene whenever i play in vr mode

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they also appear in static reflection captures

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they don't appear in editor

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@uneven moon

uneven moon
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That's very strange, I've never seen that before... It may be some kind of debug tool

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Let me see if I can find anything on it

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Try removing all of your reflection captures/volumes, rebuild, restart the engine, re-add whatever you deleted and then rebuild and see if it persists.

analog topaz
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ok i will check it out , thanks for the help

dusk vigil
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from another chat, sounds like maybe the same issue "I fixed it once by switching my directional light and skylight to static. Might also be related to reflections."

golden snow
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shakes fist @dusk vigil I asked about that

dusk vigil
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Hiya Joe

vocal whale
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thnx @dusk vigil

willow trail
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I'm trying to figure out the VRExpansion's template. I suck at this. There's no VRPlayerCharacter in the scene, just a playerstart, so I'm a bit confused, where's the code/BP that spawns the player and takes care of the movement & MCs?

dusk vigil
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Look at MotionControllerPawn, also look at the different Maps EDIT Whoops didnt realize it was the Expansion

mighty carbon
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@wicked oak when Oculus sets release date, what time do they publish the app in the store on the said release date ?

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(I am not seeing mine in the store yet)

tired tree
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@willow trail its spawned from playercontroller and gamemode

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if no hmd is connected it spawns a 2D pawn for testing

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also if not running in VR preview

willow trail
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Alright, got it, thanks, I gotta take a crashcourse in... something

tired tree
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the template is multiplayer

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dragging player characters into the scene isn't going to work for that

willow trail
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Ok, I don't suppose you got a singleplayer template right ๐Ÿ˜›

tired tree
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it works single player too

willow trail
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I realize, just without having to go through the multiplayer hoops

tired tree
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its not technically a multiplayer hoop, being able to test out of VR with things and then go to VR only when you want to is useful

willow trail
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Oh right, didn't realize that was something you needed code with. Yeah i expect that'll come in handy

tired tree
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the FPS pawn is a subclass to the master VR pawn with the camera and controllers locked into position and WASD movement

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so if you change something like how gripping works, the fps pawn can test it roughly

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prior to committing to putting on the headset.

willow trail
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wait do you mean you can test out motion controllers with the "static" camera?

tired tree
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if you locked the camera on the fps pawn into position and turned on tracking for the controllers, yes

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they would follow the hands

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but its primarily for testing the gripping code

dusk vigil
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That's definitely useful, first thing I did when making my first prototype was enable fps testing to cut down on 'put mask on head, take it off again' time

willow trail
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Sorry I might be thick, but how do you test the gripping code without the MCs? do you also just stick the hands in front of the pawn and have some other keybind for grip?

tired tree
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ie: the drivable car, I developed it in FPS out of HMD, and tested it in VR after the initial concept worked

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yeah, mouse buttons simulate controller buttons on the FPS char

willow trail
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oooh yeah, and you can move the controllers with the mouse?

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or one of them anyway

tired tree
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i have them attached to the body, so they roate with it, but you could have them moveable outside of that too

willow trail
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Alright got it, debugging with VR is a real pain in the Editor what from I saw, this is gonna make it much less infuriating

tired tree
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since the character is just that, and actual character, all of the default turn/move logic works normally with FPS

willow trail
tired tree
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ug, those late update changes

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leave it to epic to stick literally everything they can behind Private:

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guess I have to do more overrides

glad plank
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wait what did they change?

tired tree
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just encapsulated the late update logic into a class

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instead of running it directly in the camera and motion controllers seperatly

glad plank
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wait, can you still turn it on and off?

tired tree
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yes?

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I just manage it manually on a per component basis

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so I have to mess with more

glad plank
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ahh ok

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was worried they might have removed the bool to turn it off and on per controller

tired tree
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mmm

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they are staggering read/write index's out of a 2 deep array

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wonder if that would help with the high velocity issue

glad plank
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did they release 4.18 patch notes or something?

tired tree
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never considered that being the problem

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no this is a push to master branch

glad plank
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ahh

mighty carbon
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was that for 4.18 ?

sturdy coral
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@weary flame there can be a mental/optical illusion when sitting on a chair at a different height than the chair is in game, or sitting when character is standing, that can make things seem the wrong size

analog topaz
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@dusk vigil thanks i will try that out too

sturdy coral
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But if the car looks wrong even when the user is standing outside of it and is properly on the ground, then it is 99% likely to be your model

sturdy coral
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Make sure they adjust their ipd too, with the knob on Vive, slider on the rift

mighty carbon
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@wintry escarp can you please check Gear VR store and see if my app was published? I don't see it neither through website nor in the Oculus app on my phone.

sturdy coral
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@mighty carbon what is it titled? I don't have gear but I know someone who does

mighty carbon
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Phaeton Chronicles

sturdy coral
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I have a note 4, you think I can install the gear store without a gear?

mighty carbon
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Phaeton Chronicles: Fallen Titan is the full title actually

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nah, you need to plug phone into Gear VR to activate VR software

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btw, my app would run on Note 4 surprisingly well

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๐Ÿ˜ƒ

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(I didn't expect that to happen)

sturdy coral
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nice, I didn't even know if UE4 would support it anymore

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since it never got anything beyond the innovator's edition I think

mighty carbon
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I wonder if Oculus manually tick off titles that need to be released and they decided to have lunch before ticking off a checkbox.. It was suppose to be up at 10AM PST

glossy agate
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Do you have a direct link now?

sturdy coral
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they have web links for some stuff:

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glossy agate
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The link on your site just points to the gear vr page

sturdy coral
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I wonder if that number at the end of the url is based on an appid or something

mighty carbon
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well, how can I have a link if the app isn't on the store, @glossy agate ? ๐Ÿ˜‰

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yeah, it's app ID.. But, what good does it do if it's not showing up in the store

sturdy coral
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well I thought you were thinking it might not show up in your store because of caching or something

glossy agate
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Well your storefront page. If its like steam you have the store front page only you can see until you click release

sturdy coral
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(why you wanted others to check)

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so I just thought the web might be more up to date

mighty carbon
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nah, it doesn't show up in the webbrowser, nor in the oculus app, nor in VR

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@glossy agate it's different for Oculus... I don't have any control over when it shows up. If it's approved and you approve release date, it will just show up on said date.

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I just don't want to raise hell if it shows up for other people

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๐Ÿ˜ƒ

sturdy coral
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yeah, I'd give it a few hours but get to them a good bit before the end of the business day

glossy agate
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yeah thats why we were asking for direct link. but I guess you dont get provided with one

mighty carbon
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I do - it's the app ID after the URL to the Gear VR store..

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but

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what's the point of using it if it's not publicly available

glossy agate
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cause you were asking people to check if it was showing up haha

mighty carbon
glossy agate
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It works!

mighty carbon
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what's the price on it ?

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it was $0.00 this morning

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now it shows as "Purchased" for me

glossy agate
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0.99

mighty carbon
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odd

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I wonder why it's not in the Gallery yet

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I'll give it another hour and e-mail support after that.. It should't take 2 hrs for a preloaded app to show up in the storefront ๐Ÿ˜ฆ

sturdy coral
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I see .99 too

mighty carbon
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finally, it showed up ๐Ÿ˜ƒ

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\o/

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is wiping off cold sweat

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now I need to figure out some PR :/

wintry escarp
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its in gallery apps

mighty carbon
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yeah, it appeared ~1.5 hrs later

atomic spire
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hey guys, i spawned a simple actor in my world, and it's supposed to stay still. However, whenever I move my head, it looks like it slightly follow me. Any ideas why this is?

sturdy coral
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@atomic spire is it a billboard object?

atomic spire
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its an actor with a static mesh component

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the less directly i look at it, the more it seems to be moving

sturdy coral
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hmm, not sure, post a short video if you can

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it isn't attached to anything right, just spawned in the world? and other static meshes look fine?

atomic spire
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i have another static mesh in the scene, functioning as a skybox, and it remains perfectly still

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and its not attached to anything, no

sturdy coral
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skybox is usually too far away to see any translational movement

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my best guess is the camera isn't set up right and it is rotating but not translating or something, but I would need to see a video

atomic spire
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hmmm

sturdy coral
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you might try looking at the built in VR template and doing your setup like it

fossil stratus
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have any of you built an experience for both vive & oculus ? I'm finding in the Vive whenever there is a new level loading .. it cuts to the vive space and i can see the trackers for a second

sturdy coral
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@fossil stratus that's normal, there is a way to change the background during that but it requires c++

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    * Order is Front, Back, Left, Right, Top, Bottom.  If only a single texture is passed, it is assumed in lat-long format.
    * If two are passed, it is assumed a lat-long stereo pair. */
    virtual EVRCompositorError SetSkyboxOverride( VR_ARRAY_COUNT( unTextureCount ) const Texture_t *pTextures, uint32_t unTextureCount ) = 0;
fossil stratus
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cool thx.. good to know.. only problem is I'm not a programmer and don't know where & how to make this change? I'm assuming open a file and alter/add this line somewhere? is it just this small snippet or the whole code you linked?

wet jasper
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has anyone managed to do proper VR scenecaptures?

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I'm trying to make a portal-like thing, and I managed to make it work in 2d

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but I can't seem to figure out how to calculate the screen UVs for VR

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so everything looks really weird and the eyes don't match up at all

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this is my scene setup, the scene captures are in the purple and yellow rooms and they reproduce the same movements the player camera does

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and I render that into a plane in the main blue room

atomic spire
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@sturdy coral thanks for the help! was able to fix it thanks to u. i just made sure my camera settings matched the vr templates.

wheat dust
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Hey guys! is it possible to fix/update the ARKit plugin? It seems it's trying to use ARSessionConfiguration class while it's removed from the latest ARKit and replaced with ARConfiguration

mighty carbon
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almost as much as Rift + Touch, but no Steam support and controller tracking is awful

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why such price tag then?!

sturdy coral
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Only benefit I see is you could possibly use it with a laptop or backpack pc in a huge space and have tracking

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And be untethered

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That and ease of setup for trade show demos and stuff

sturdy coral
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@fossil stratus you will need a programmer to expose it to blueprint

tired tree
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aight, good news

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them using the double buffering for the late update scene references fixes the high velocity tracking instability

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it must have been thrashing the array adding and removing scene references when the render thread and game thread sync'd up access

mighty carbon
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sooo, I made $5 with my Gear VR app today.. Sounds like I am done with Gear VR..

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10 mil users my ass...

glossy agate
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You advertise anywhere?

mighty carbon
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no money for that @glossy agate ๐Ÿ˜ฆ

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I tweeted and reddited

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but apparently no one except Alex Paschal retweeted

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i'll keep hitting twitter

sturdy coral
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@full junco have you ever noticed this in commit messages:

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        Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR)```
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looks like valve has their own branch finally

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but I guess not public like the oculus one on github

tired tree
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they've had that for awhile

sturdy coral
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ah ok, I've never noticed

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from what I can tell it looks like for now they are just using XR to mean both VR and AR in the same sense as OpenXR uses it to mean both

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and there isn't actually any OpenXR stuff yet

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like the ARKit stuff uses the XR naming now, just because the engine interfaces aren't specific to VR

mighty carbon
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Carmack said he'd do critical review of my app.. Even if he trashes it, it would be a good PR move ๐Ÿ˜›

sturdy coral
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and ARKit is never likely to use OpenXR

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@mighty carbon nice, g/l with that

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hope your text is all readable

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aliasing. sampling, etc. always seems to be the main thing he harps on

tired tree
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they are doing the XR middleware in engine

mighty carbon
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well, it passed all reviews without a hitch

tired tree
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pretty sure its so workflow doesn't have to change when it is incorporated eventually

mighty carbon
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I've heard a lot of people had to resubmit several times

tired tree
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yeah but your also isn't a "Game" its an experience

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there is less to review

mighty carbon
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true

sturdy coral
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from what I can tell they just are using XR to mean both vr and ar in the generic interfaces, not openxr specific

tired tree
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and without a lot of stuff in it, he will have to nitpick what IS there

sturdy coral
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what do you mean by middleware in engine?

tired tree
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they are using it as the net interface for all headset stuff

sturdy coral
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so they are going to wrap ARKit, etc. to expose an OpenXR interface?

tired tree
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likely

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the HeadMountedDisplayInterface got gutted

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its all routed through the new classes now

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even Gengine->HasHMD is gone

sturdy coral
#

I just dont think those classes are part of OpenXR

tired tree
#

no...but its a class middleware in engine

sturdy coral
#

they use like: GEngine->XRSystem->GetHMDDevice()

#

but I don't think that is wrapping anything in OpenXR itself or even referring to openxr

#

since it is so similar to the old apis

tired tree
#

i said getting ready for it eventually

#

so that workflows don't have to change

sturdy coral
#

maybe so, I just don't think it is going to be a mapping to OpenXR specifically

#

in the mapping from e.g. PSVR's api to the new XR classes, I don't think it is going to have OpenXR related stuff and naming conventions

granite jacinth
#

@tired tree You're not thinking about exposing the skybox override that @sturdy coral linked right? (or is it already in your plugin)

sturdy coral
#

I'm just thinking now XR means "AR or VR" to the engine

tired tree
#

didn't they already expose the skybox to bp?

#

pretty sure that was in .15

granite jacinth
#

Did they?

#

I guess my project was originally in 4.14

#

So, I never looked afterwards

#

Let's see

sturdy coral
#

I don't see it in there in 4.16

granite jacinth
#

def not in 4.15

tired tree
#

or did you mean just skybox

sturdy coral
#

I think that's a stereo layer

#

cause I saw a changelog note on that in master

#

that said it was forced to a 16:9 ratio until their fix

tired tree
#

you meant the 3d room and not a splash?

#

yeah pretty sure there is no generic function for that

#

easy enough to add though

granite jacinth
#

@fossil stratus You can always count on @tired tree to help out the little guys

tired tree
#

would have to think of best way to handle up to 4 textures

granite jacinth
#

4?

tired tree
#

likely just 4 inputs and only use 1st if null on others

granite jacinth
#

shoudl be 6?

#

it's a box no

#

?

sturdy coral
#

if you pass in one you can use a cubemap

tired tree
#

yeah 6

#

can be one though

#

so if not all 6 are valid would have to default to 1st or throw error

granite jacinth
#

But yeah, @sturdy coral had a good idea.

#

If you do either both options

sturdy coral
#

looks like there is already code for getting the right kind of the texture type enum stuff in the stereolayers implementation

granite jacinth
#

add textures manually OR cubemap

sturdy coral
#

so should be easy to implement

#

could just do two nodes, one for cubemap, one for 6 texture version

granite jacinth
#

true

tired tree
#

mmmm

#

come to think of it

#

they don't have the grid control implemented either

sturdy coral
#

that's less true to the api, but probably less confusing

granite jacinth
#

You can do it

sturdy coral
#

what's grid control?

granite jacinth
#

Show Epic that they need to give you more money

sturdy coral
#

oh opacity and stuff of chaperone?

tired tree
#

yeah

granite jacinth
#

DevGrantx2

tired tree
#

charles got a dev grant?

granite jacinth
#

Seriously though

tired tree
#

didn't know that

granite jacinth
#

what

#

lol

#

I was talking about you?

sturdy coral
#

hah nope

granite jacinth
#

I thought you got one

tired tree
#

i didn't get one?

granite jacinth
#

But..maybe not

#

Okay... they suck

sturdy coral
#

did you apply? (I never have)

granite jacinth
#

Have you even applied?

tired tree
#

yeah i did, just because

granite jacinth
#

I only applied once to get me a Vive when that was a thing

#

I haven't submitted for money

#

If I could get something polished enough to, maybe

#

(on my own)

#

Because while sharing is caring....

tired tree
#

my stuff is kind of out of their intended ecosystem

granite jacinth
#

Nah man

tired tree
#

not being in the marketplace or part of one of their games

granite jacinth
#

I think it's bullshit

#

If they don't consider it

#

You have been doing so much for the community

#

While Epic's sitting on their booty

sturdy coral
#

yeah you have one of the biggest threads in the VR forum for your stuff

granite jacinth
#

It's not just VR

#

but yeah

sturdy coral
#

they definitely include community plugins and stuff and not just marketplace

granite jacinth
#

Well, I haven't seen one for community plugins actually

#

Only skootumscript

#

and that's commercial

#

not really community

#

(unless I missed something)

tired tree
#

meh

sturdy coral
#

mitch got one for his vr content examples stuff and earlier templates, mainly just getting him a vive pre but I think a small grant too

#

plus his youtube channel and book thing though

granite jacinth
#

Yeah, I got a Vive pre also from Epic

sturdy coral
#

so it wasn't all a plugin I guess

mighty carbon
#

so, with 4.18 if the 4.17 project uses you plugin @tired tree , I'd be screwed or would it be a seamless transition ?

granite jacinth
#

I don't know. I will be honest, without his plugin, my Senior project wouldn't have been a possibility

mighty carbon
#

or any earlier VR project will be screwed ?

granite jacinth
#

You would have to recompile

#

wait

tired tree
#

motorsep, generally...clean transition, I have to make a lot of backend changes for 4.18 but nothing large on front end

granite jacinth
#

Yeah, and he now is going to include skybox control

tired tree
#

been doing network optimization instead of front end overhauls

granite jacinth
#

rahahah

sturdy coral
#

4.18 is probably going to cause lots of small merging stuff for everyone

tired tree
#

hell VR changes in 4.18 are going to be easier to merge in than the movement component shit recently

#

already merged the new late updates in

#

too good to wait on

mighty carbon
#

aye, cool

sturdy coral
#

how all has that movement stuff changed?

tired tree
#

bunch of fixs, probably from ut4 or paragon

#

but all over the place

sturdy coral
#

to do custom movement modes with good replication you have to basically reimplement some of the functions

tired tree
#

lol

#

I added some..features...for that to my plugin

#

to allow it to be easier

sturdy coral
#

I need to make sure I check that the thing I reimplemeted wasn't changed too drastically

mighty carbon
#

Carmack will be talking for 2 hrs from the stage at Oculus Connect next month

sturdy coral
#

it was something in the save/restore move steps, there was no way to just override cleanly because it was a monolithic function that was like save some state, do replay, then restore state

#

and you couldn't just add to the save and restore steps through overridding

tired tree
#

oh

#

it was when the character gets server corrected?

#

it replays un ACK'd movements

digital marlin
#

So ah.. how bad does camera shake make people feel in VR?

sturdy coral
#

@tired tree yeah, it was UShooterCharacterMovement::ClientUpdatePositionAfterServerUpdate()

tired tree
#

yeah

#

i had to tweak that a bit

#

to correct a few issues when corrections happened

sturdy coral
#

yeah, for me it was for a jetpack that was replay-correct

fossil stratus
#

im working on a UI set up that has a gaze triggered button. The actual image for the button on screen is small but I want to make the trigger area for it bigger

sturdy coral
#

so it wouldn't consume extra fuel if it was from replay movements

fossil stratus
#

I can't figure out where this option is

mighty carbon
#

@digital marlin depends how violent it shakes and what view angles it affects

#

in my app I do camera shake, but it only affects location, not rotations of the actor

#

and it's somewhat subtle and doesn't last long

sturdy coral
#

@mighty carbon I could see Carmack dinging you for that ๐Ÿ˜ƒ

#

I think he is immune to motion sickness though so maybe he won't say anything

mighty carbon
#

I am extremely sensitive to motion sickness and I made sure it doesn't affect me

sturdy coral
#

@fossil stratus not sure, try #umg for that one

tired tree
#

ug

#

skybox override takes a texture handle

sturdy coral
#

@tired tree does that set splash screen help? (takes rhi texture ref, converts to handle in void FSteamVRHMD::UpdateLayerTextures())

tired tree
#

yeah i saw

#

have to figure out getting that out of blueprint

sturdy coral
#

I guess it has to manage the lifetime?

tired tree
#

texture resource doesn't have a native information

sturdy coral
#

you mean how like it just assumes opengl if it is linux and not vulkan?

tired tree
#

i have to pass in the format and also get the handle

#

trying to figure out which bluerpint compatible texture variable is easiest to get an RHI lock on

#

meh i'll go over it tomorrow

mighty carbon
full junco
#

@tired tree you can look at the set splash screen blueprint function

#

that takes a utexture and probably sends the same kind of texture to openvr

mighty carbon
#

"As an indie in VR, what business challenges have you faced with Spellbound?" is a very interesting paragraph in the article

tired tree
#

@full junco aye

#

thus why i was waiting till tomorrow, I should have remembered I was just looking at that function

#

and you were right

#

its easy doing what they did

#

doesn't send the same, but it at least shows the easy method to get the rhi ref

#

still have to check for if its on vulkan or dx11 though

#

but thats not terribly hard

granite jacinth
#

@tired tree Give me some of your brain cells please

mighty carbon
#

Btw, Doom is slated to be released on Switch. Crazy level of optimization o.O

full junco
#

@tired tree well yeah I guess that makes those changes a bit more annoying now when 2 APIs need to be supported

tired tree
#

yeah, no super biggie

#

i emailed notes to myself to remember tomorrow when i'm not half asleep

#

:p

full junco
#

๐Ÿ˜„

#

that stuff is like the loading screen the lab shows?

#

the custom skybox

tired tree
#

yeah

full junco
#

what's the difference between giving it 1 texture or 6 textures?

granite jacinth
#

Other than it's a cubebox?

#

Unless I am misunderstanding your question

full junco
#

well I mean I understand how a skybox in 1 texture works, I just don't how it works in 6 textures. in what way would those 6 textures need to be setup to Form a seamless skybox

tired tree
#

its two textures or 6

mighty carbon
#

clamp it to the cube

#

and make it unlit

tired tree
#

lat / long stereo texture or 6 sides

mighty carbon
#

12 sides (2 cubes)

granite jacinth
#

?

mighty carbon
#

stereo cubemaps for Gear VR are 2 sets of 6 images

#

in a strip

full junco
#

do you have some examples for how the 2 or 6 textures would look like?

granite jacinth
#

6 images woud be like this

#

Except, not just one file

full junco
#

what's the visual difference between a skybox created with 2 or with 6 textures?

granite jacinth
#

It will take it in order

#

and process it according, like the comment says

#

I don't think you get the issue

#

If people already have a workflow for how they do their skyboxes

#

why would you make them change it

#

which is probably why they allow the choice

mighty carbon
#

depends @full junco

#

if you use equirecs, you might have warping at the poles

#

if you use cubemaps, you will have no distortion

mighty carbon
#

I bought that a long time ago to convert from one to another

full junco
#

@granite jacinth @mighty carbon @tired tree ah, thanks

mighty carbon
#

lol, I thought I lost registration info for my copy... Good thing we are talking about it! ๐Ÿ˜›

#

(found it, updated the app and re-registered)

full junco
#

4.18 should be branched soon I think

#

will be interesting to see how vulkan performs in 4.18

mighty carbon
#

well, I wish iD Software licensed their id Tech 6 - Epic would have to optimize UE4 really quickly ๐Ÿ˜‰

#

(hint - Doom 2016 runs on Switch)

full junco
#

people use UE4 because it has "good" doc, it has blueprint, the source is available for anyone , it has a very nice editor interface and so on

#

even if id Tech 6 would be available for anyone to use and be twice as fast as UE4 most people would still use UE4

mighty carbon
#

yeah, I know.. But there is no excuse to have super slow dynamic lighting

#

or bogus AI

#

reading #gameplay-ai makes me wonder why Epic neglects that area of the engine

full junco
#

well, the dynamic lighting isn't "super slow". its average. id tech is just surprisingly good

mighty carbon
#

ha, in 2018 Wolfenstein 2 will be released on Switch.. id Tech 6 is a marvel tech

full junco
#

since I have my gtx 1080 I cant really complain about gpu performance in UE4 any more, it runs great ๐Ÿ˜„

#

with dynamic lighting and VR

mighty carbon
#

lol, I played Doom on my old 670 and it ran smooth enough

#

I am gonna test dynamic lighting on my 1060 in VR, but vblanco said UE4's dynamic lighting isn't suitable for VR

full junco
#

well, not if you need multiple lightsources

#

if you limit yourself to 1 directional light is acceptable

mighty carbon
#

you should try Doom 3 BFG VR mod (recent one)

#

lighting is fully dynamic, point lights, spot lights, directional light

#

lighting/shadows

tired tree
#

its also all indoor and corridor for the vr one isn't it?

mighty carbon
#

I wonder what TimS does at Epic.. I am sure he could have come up and implement faster dynamic lighting for VR in UE4 ๐Ÿ˜„

tired tree
#

thats way easier

#

also you assume a lot

mighty carbon
#

well, it's Doom 3 BFG - whole game with VR support

#

it's mostly indoors, yes

#

which is where you'd use point lights and a lot of them

tired tree
#

it also lets you optimize like mad

#

since you have occlusion blockers all over

mighty carbon
#

Doom 3 ?

tired tree
#

cooridors

mighty carbon
#

it doesn't work like that

#

but it clips lights and shadows based on view frustum

tired tree
#

you are telling me they only do view occlusion on lights?

#

i doubt that

mighty carbon
#

it's portal based

#

so unless you manually place portals and have sealed level, it won't cull what's behind the walls

tired tree
#

doom3 uses UMBRA

mighty carbon
#

it also has weird culling.. Let's say you stand next to a continuous wall and looking ahead the wall is lit. So it will render entire mesh, even outside of the view frustum

#

Doom 3 uses no middleware at all

#

Doom 2016 uses Umbra

#

(Doom 4)

tired tree
#

sorry meant doom 4

#

oh you were talking about the mod?

mighty carbon
#

yeah

tired tree
#

thought you were talking about the new one

#

thats anchient

mighty carbon
#

I worked with idTech 4/5 (Doom 3 BFG has a mix of both engines) for several years..

#

nah, BFG Edition has rendering from RAGE

#

id Tech 5

#

threading, rendering, input, audio and file system

tired tree
#

2012

#

is still anchient

mighty carbon
#

the rest is old from 2004

#

aye, but what difference does it make if it looks good ๐Ÿ˜ƒ

tired tree
#

thats the point

mighty carbon
#

(and runs fast)

tired tree
#

it doesn't look "that" good

#

by todays standards

mighty carbon
#

well, a lot of modern Unity/UE4 based indie games look worse than Doom 3 BFG

tired tree
#

lol no

mighty carbon
#

hell, worse than Doom 3 from 2004

#

and I don't mean PUBG

#

anyhow, I'll test dynamic lighting in UE4 VR myself and then let ya'll know ๐Ÿ˜‰

tired tree
#

its already been tested by most users

#

no need

glossy agate
#

Planetrism is all dynamic and open world for VR. Runs fine for them. I have ultra dynamic sky running in mine okay, just takes some work.

#

Not sure if anyone else has tried this but any hdri skylights make everything green in VR for me

full junco
#

one of my HDDs just started to try communicating with me. making a lot of weird noises ๐Ÿ™ƒ It's dead. Its just one where I mirrored another HDD to, so its not an issue, but let me remind you that HDDs can and will die, the question is just when.

#

I mirror my HDDs to other HDDs and I use two different cloud backups, so I can't really lose anything. and code is obviously online in source control

wheat dust
#

Does anyone here is working with the UE4+ARKit (iOS) currently?

#

BTW is this channel ok for AR questions? (not sure since it's titled just a VR)

full junco
#

it was created before anyone used AR with UE4, so its essentially also meant for AR

karmic kelp
#

Hi guys . I am working in a mobile app for daydream and i parented my game gun to the google vr motion controller but its not moving with the Controller

#

Is there any other way of doing this

mighty carbon
#

I had to attach mine on begin play. It didn't work if I simply patented it in the hierarchy window

#

But that was for Gear VR

mighty carbon
#

What do you folks think about doing early access for a project?

full junco
#

well I think its the only thing that indies with no funding can do

#

theres no alternative

dusk vigil
#

'There is only one launch' - so the game damn well better be in pretty good shape even at early access stage

#

Do softlaunch on Itch or Gamejolt like GORN did

full junco
#

@dusk vigil whats your definition of "softlaunch"?

mighty carbon
#

So called softlaunch is in no way something that helped the game.. I recall that Devolver is behind GORN.

#

So for indie without funding such move could be very well a suicide move

#

(Been there, done that)

#

What amount of content do you expect from early access VR game?

dusk vigil
#

Superhot was a Flash game. Gorn was on Itch. No suicides there...

wicked oak
#

Gorn was memed to death

#

its an example of a very "streamable" game

#

funny videos get published so they spread

echo thorn
#

Does anyone knows how to implement Secondary camera within vr For example i have a motioncontroller and to that a camera is stuck and i am recording inside the vr preview like holding a handycam

dusk vigil
#

For example Climbey came out with rudimentary multiplayer and level editing right from the start in Early Access

#

no youtube but caught fire on reddit

willow trail
#

I'd go with simrak, you only got one launch on steam. If you want feedback and don't need money, release it elsewhere, when it's already a fun experience in EA, release on steam and try to get some momentum

full junco
#

@mighty carbon it should just be better than any existing game in some relevant area

mighty carbon
#

@dusk vigil PUBG started as mod.. Let's not use outliers that had advantages as a norm in indie game dev world

willow trail
#

@mighty carbon Wait did it? What was it a mod for?

mighty carbon
#

Don't recall.. I've read about it somewhere

#

It wasn't even UE4 based

willow trail
#

the guy behind it started working on battleroyale mods, but it's PUBG for say, just battleroyale mods

mighty carbon
#

And the guy behind PUBG isn't someone unknown, like many indies are

willow trail
#

well his pseudonym is PlayerUnknown ironically, but I reject the notion that his "fame" had any traction, most people don't even know why it's called PlayerUnknown's Battlegrounds, it's just a solid battleroyale game

#

any significant traction anyway, it had some for sure

ruby ice
#

I have literally never heard of the guy

willow trail
#

It's a Sid Meyer situation, sounds silly to me, he could just have called his game Battlegrounds, but w/e, his game is selling better than anything else

mighty carbon
#

Having a name in this business, track record and thus followers has everything to do with success

#

I've never heard of PUBG or the guy behind it until just recently

full junco
#

at some point people just suddenly started talking about it and I had no idea why

#

and I still don't know why

willow trail
#

Because people have been wanting real bad for a proper battleroyale game for a long time, and every implementation was subpar and broken

#

H1Z1 was selling really well before it came out, then PUBG canibalized all of it's sales because it was superior in many ways

#

if you're not interested in shooters or battleroyale game, follow twitch streamers/youtubers and don't read any video game news, you won't have heard about it

full junco
#

well I scroll through popular content on reddit, and at some point gifs from that game started to show up

#

and a bit later friends started playing that game

#

I never even looked at any video or gif of it yet, I try to just ignore those hypy games until they are forgotten again

tired tree
#

Player unknown made the arma battle royal mod

#

and basically started battle royals

#

thats why his name had weight to it

full junco
#

ah, well then he deserves it

dusk vigil
#

@mighty carbon I still think a couple of devs I know would have benefited massively from playtesting their product on itch before launching on steam and nosediving straight into the ground

full junco
#

Arma 3 is the only game I need to be happy

tired tree
#

he consulted with H1Z1, and didn't like what they did, much like icefrog and HoN

full junco
#

you can do pretty much everything with Arma

tired tree
#

so made his own game

#

its also fun....too much fun.....

#

@echo thorn I did that, made an actor that is basically a cam corder with a button and when the button it on it turns on the new texture mirroring mode in 4.17 and draws a scene capture

#

pretty simple

full junco
#

@tired tree well I wish I would be able to create fun games too haha. I am much better with programming than with thinking about what's fun in a game. I have no idea how to create games that are fun.

willow trail
#

I still don't think his name is really the root of it's success. Battleroyale games are just the kind of game that is gonna be successful because it's an excellent game to stream, and just as fun to play yourself. Twitch kickstarted the sales and it went exponential

tired tree
#

such is life

full junco
#

I just hope people will tell me what they want for it to be fun

tired tree
#

no, but his name is what got streamers involved

#

and helped get the word out

#

the top streamers on twitch all knew him from the Arma mod

#

and played it early, and consulted

wicked oak
#

yup, that was a important factor

#

his battle royale was Playerunknown battle royale mod or something like that

tired tree
#

when you get Lirik possibly actually funding you...you have a huge boost right off the bat

willow trail
#

@tired tree , True, especially that one streamer that kept going on about how it was just so much better than H1Z1, can't remember his name. But PUBG got developped really quickly, and I don't think it could possibly have failed

tired tree
#

well it IS better than h1z1

#

h1z1 has been terrible since launch

#

which sucks because I had hopes

full junco
#

if he was the one creating the Arma mod then it's a huge thing and the most obvious cause for success. just like dayz standalone sold super well too because it was done by the same guy who did the dayz mod

echo thorn
#

@tired tree well were you able to record videos and the main thing were you able to make a 360 video of what you were capturing nd if yes can you tell me how this is possible . any projects any tutorial??

willow trail
#

his skill and understanding of what makes battleroyale games is yes, I'm just really not convinced his name had much to do in it.

tired tree
#

@echo thorn 360 videos real time while in vr? not going to happen

willow trail
#

either way, it is really fun.

tired tree
#

at least not at any decent quality

echo thorn
#

yeah i know good quality has to go but before this all you said like making an actor , do you have a tutorial for that or a better explanation

willow trail
#

@echo thorn if you really need 360 recording you're probably gonna have to save a replay and possibly render it in video offline. you can't cull any of the geometry, it's gonna be way too hard on your GPU

tired tree
#

......its just an actor you hold and when its activated it changes the desktop mirror mode...

dusk vigil
#

Custom 360 ingame camera could be a cool feature though : )

echo thorn
#

Ohkay guys . 360 has to go

dusk vigil
#

But yeah, most current solutions take a long time to make a still scene of any reasonable quality

echo thorn
#

Ahan @tired tree

tired tree
#

pretty simple

#

don't have to have the working view window on it like that, its overkill

echo thorn
#

Cool stuff

dusk vigil
#

Marketplace material...

echo thorn
#

@tired tree well i was thinking about this to make

tired tree
#

@dusk vigil its free, no need

#

oh....thats pretty much exactly what mine is

#

its easy

#

though if I were doing it for something like that, I would make a steadycam system for it

echo thorn
#

i asked them what they did basically they just added screen capture component 2d. and yeah yours same

#

your' s look way better

mighty carbon
#

@willow trail how long have you been an indie dev? I started in 2008 and I can tell you that name and connection in the industry have everything to do with success of your indie game

#

sometimes even money doesn't mean as much as name and connections

willow trail
#

@mighty carbon I'm not a game dev. I never said it didn't, if I hear about Supergiant's new game I'm gonna be hyped without even knowing what it's about. I'm saying that in the specific case of PUBG I doubt it had much to do with it. I might be wrong, but I can't see that game fail

dusk vigil
#

@tired tree free on your github? I mean, having this sort of thing on marketplace would make it more easily accessible though, since people wouldnt have to integrate it into engine builds?

willow trail
#

@mighty carbon if you're an indiedev I have no doubt connections are gonna be absolutely primordial

mighty carbon
#

I used PUBG as most recent example.. There are plenty of those indie games that made millions and a lot of folks make mistake of thinking name and connections have nothing to do with their success.

tired tree
#

@dusk vigil its part of the example template for my plugin, I don't want to break it out, uses some of my specific things like a dial for the screen so it rotates, ect. Would be one hell of a hassle keeping the functionality and trying to tie it in to the lax VR template that epic has.

willow trail
#

Well i'm still torn on this issue, because I've never seen a game that I really enjoy being unknown, and I like to try weird obscure stuff. But I suppose that's only when your game is done.

mighty carbon
#

one can make a mediocre game, but if one is someone with following and has connections and voice and name, guess what? It will be all over the media shoving it down your throat as innovation and the greatest game ever build

tired tree
#

its a plugin though, not an engine build

#

have you tried Pubg? it is a terrible example of a name making a game

#

the game is actually fun

mighty carbon
#

I haven't - not my type of game

willow trail
#

@mighty carbon Yup, and that sucks. But I'm much more concerned about someone making an awesome game and it being lost amongst the hundreds of daily new steam releases. That seems to not be as much of a problem

mighty carbon
#

I just recently finished Deus Ex MD that bought few years ago o.O

#

@willow trail that's actually the most common scenario in 2017

willow trail
#

I can't think of a single example though

mighty carbon
#

lol, huh?

willow trail
#

VR being being an exception, since the usebase is so low/innactive

dusk vigil
#

@tired tree ah ok, I check that out.

willow trail
#

@mighty carbon do you mean that good game being burried is the most common example?

dusk vigil
#

I dont know... heaps of Finnish games have made it to the big league without being superbly connected, particularly on mobile. PC games have had a much tougher time

mighty carbon
#

first of all, a good game is a relative definition. A lot of people went crazy for Minecraft and I hated it from the day one, before it because famous and a gold mine.

#

I just linked an article yesterday about that indie dev who made Spellbound and how it flopped

dusk vigil
#

Maybe we are getting a bit far off topic for the VR channel though

mighty carbon
#

@dusk vigil well, business side is critical unless you don't care about money ๐Ÿ˜ƒ

dusk vigil
#

hmm no business channels here true

mighty carbon
#

My question was about early access and what you folks expect early access VR game to have in order to be invested in it

tired tree
#

you might have hated minecraft, but you are by far in the minority

#

you might want to think about how tied in to what the general consumer actually wants....

#

that game had the broadest appeal of any game made, hardcore FPS and tactical gamers played it...

willow trail
#

@mighty carbon Yup, loved minecraft since the very first alpha posted on TIGsource by Notch. Hating has become a meme because of the community, but Minecraft is special anyway. To get back on topic. I could list a couple of things that have become mostly common in regular 3D games that I think should hit the VR market. If you make an action/fighting/melee games, having good defensive/evasive mechanics that make smart use of the motion controllers, I except your game can be a great success

tired tree
#

Also...the guy that made spellbound is from the forums

#

there are arguments for why it flopped..

dusk vigil
#

Good article that one yeah...

wicked oak
#

im working on it

willow trail
#

Also f*ck dual wielding of guns in VR. It's seriously useless, but that's just my opinion ๐Ÿ˜ƒ

wicked oak
#

already got a killer melee combat

#

yes, you can do gun kata

mighty carbon
#

Well, I was told I'd be better off making a bite-size experience for Gear VR.. Theoretically, between experiences and yet-another-wave-zombie-shooter, experience sounds like a sound bet. Yet, it's just not selling, despite people saying it's good for what it is and even Oculus noting it's interesting.

wicked oak
#

you might have undersold it @mighty carbon

mighty carbon
#

So, might as well do what I like and do it in early access, than worry about what masses like and have same result (or worse) at the end

wicked oak
#

by making it 1 dollar people will come with the mentality that its a very small thing

dusk vigil
#

I reckon the main thing with the launch is that you have assessed that 1) people can pick it up easily and get right to the meat of the game pretty fast. 2) they have some reason to come back to the game. It's hard to lay down any feature list of what must be there or not...

tired tree
#

if you can't come up with a real idea that you want to do, why are you even going into it in the first place?

willow trail
#

I think people can only go through so many experiences before "getting" VR, and needing more, games don't suffer than problem I think.

wicked oak
#

games are HARD

tired tree
#

there have been a ton of devs doing the "make EA, have customers tell me wat they want in it later" games in VR

#

they all flop

wicked oak
#

im seriusly bottlenecked by the lack of artist or level designer, plenty of the prototypes i have can be made full games

#

@tired tree DWVR didnt flop becouse it was done on no budget, but can confirm

#

players are stupid

mighty carbon
#

@tired tree my "real" idea is A. time consuming to make and B. requires a lot of content

tired tree
#

when you ask the community to make choices for YOUR game, they expect it done quickly, and how they want it, and everyone wants it differently

#

its a terrible idea

willow trail
#

"but how can you fail when we keep telling you what direction to go with the game?!"

dusk vigil
#

One Finnish company made 'Downward Spiral', I reckon they flopped because they had a puzzle section to start, even though their 'meat' seemed to be a multiplayer battle mode, which likely nobody every made it to

mighty carbon
#

I wouldn't ask people what to make in my EA game.. I just need people to engage, start spreading the word and get cash flowing

tired tree
#

and then what?

#

you don't promise anything until cash?

#

how are you supposed to hype that

mighty carbon
#

??

tired tree
#

people are going to judge the END product, by the FIRST offering

dusk vigil
#

Sairento seems to be one of the rare games that had a lackluster start but has managed to keep at it and improve sales

mighty carbon
#

The game will be defined, with bullet points of what's coming.

uneven moon
#

Anyone here a PSN developer?

willow trail
#

Promises are extremely attractive, I don't think they are necessary, but IANAGD

mighty carbon
#

and it will be definitely underpromised, because then it would be easier to overdeliver

willow trail
#

attractive to the dev that is

mighty carbon
#

and if it tanks, it would be just easier to wrap up

wicked oak
#

@uneven moon ME

tired tree
#

and also require you to make a new name if you intend to try again...

mighty carbon
#

and if it succeeds, then it would be even better and more hyped when overdelivered

tired tree
#

because otherwise that will be thrown at you forever

wicked oak
#

the reason for releasing that early

dusk vigil
#

If you want to make an impact, you need to look at your competition and say 'what's the new twist I have that makes this interesting?'

wicked oak
#

is to have an excuse to release early

#

if it works, nice, you conitnue

#

if it flops, you cut the losses there and GTFO

mighty carbon
#

well, if my grand VR attempt will fail, then perhaps I should not make games after that ๐Ÿ˜ƒ

wicked oak
#

thats why survival devs have done that

#

the moment the game is "shippable", they ship it

#

even if incomplete

tired tree
#

honestly I don't think EA should be used unless someone has a real innovative idea and a solid core done

wicked oak
#

becouse they know the community is fikle

#

EA is good for multiplayer games

dusk vigil
#

You want to have your core gameplay, the best you have to offer in place. Maybe you dont need all the achievements and heaps of levels etcetera

wicked oak
#

its pretty much the only place it does work

#

but you need to have the core gameplay there

mighty carbon
#

nonsense @tired tree

wicked oak
#

a core that people keep playing

tired tree
#

lol

wicked oak
#

then you add stuff on top

tired tree
#

how is it nonsense?

willow trail
#

@tired tree That's why you throw theme, world building, characters and story out the window and focus 100% on game mechanics before fleshing it out ๐Ÿ˜ƒ

tired tree
#

name an EA game that worked that came out without something special

#

hint, most EA games don't work

#

even innovative ones

mighty carbon
#

because if one works on the game behind the curtains, without any feed back, there is a good chance no one will care for the game and may find it flawed. And the game might tank big.

#

EA allows you to correct direction early on

dusk vigil
#

That's why I recommend Itch/ Gamejolt first to gauge your level of readiness for the real launch

tired tree
#

thats why "solid core" not "nearly complete" is what i said

dusk vigil
#

Steam EA doesnt really mean anything anymore, everybody does it ( almost )

mighty carbon
#

Aren't Sairento and Raw Data EA games ?

wicked oak
#

sairento was 100% a gamble

#

their worked, mine didnt

tired tree
#

no core = anything is possible to the consumer and they will expect anything an everything, or they will just walk away, either its a heavy disappointment to them, or they just don't stay.

#

sairento also released with a base game

dusk vigil
#

Yes, but they were pretty damn well polished on launch

wicked oak
#

lol

#

sairento polished on launch

#

the bots were hella broken

#

all of them

dusk vigil
#

Sairento nearly flopped but they stuck to it and are making do

wicked oak
#

nearly flopped what

#

that did not happen

#

it was a mayor success from the start

dusk vigil
#

Okay Raw Data was polished : ) I didnt actually play a lot of Sairento early days

wicked oak
#

ah, raw data was

tired tree
#

raw data was a launch title btw

mighty carbon
#

@tired tree the question is, again, how much is enough of core to be in the EA game for people to invest into it

wicked oak
#

and it was a launch title

#

being the only actual shooter on launch = big money

tired tree
#

enough to play, that depends on the gameplay and what it is

wicked oak
#

even if half baked

#

they only had like a couple levels

#

and a very solid core

tired tree
#

you can't go EA as a solo dev with no name with a room with some lore and voiceover talking about what will be

#

multiplayer IS easier, because as long as you keep people around somewhat, it provides its own content

dusk vigil
#

It's a pity steamspy doesnt show history farther back

mighty carbon
#

why not? (besides it's a lot of work to do that to begin with)

tired tree
#

.....

#

why the hell would anyone follow a game that starts like that....

mighty carbon
#

multiplayer is easier to make, harder to sustain

tired tree
#

even if prices at $1, its going to be forgotton, and its not going to be hyped

mighty carbon
#

(easier to make from low content perspective that is)

wicked oak
#

multiplayer is volatile

dusk vigil
#

multiplayer is super risky though, if there are no other players, you are sunk again

wicked oak
#

as hell

#

thats why i will make the game coop

#

maybe a pvp mode, but not the focus. Coop it is

dusk vigil
#

even big games like Star Trek have not got so great concurrent player counts

wicked oak
#

btw, indie games with multiplayer can grow, indie singleplayer games cant

#

players that like the game (multiplayer) will nag their friends to get it

mighty carbon
#

back in 2011 when we released Steel Storm, we raked up thousands in the first few days... No PR, no Marketing.. It' snot the same anymore, even though VR is emerging market :/

willow trail
#

I think risky is an understatement. Even on Pavlov and Onwards I've never seen more than 2/3 servers with people. That vast majority there's only a single other dude playing in EU.

wicked oak
#

for a singleplayergame that doesnt happen

#

@mighty carbon blame steam ๐Ÿ˜ฆ

#

ill come back with stats of my PSVR launch

tired tree
#

steam isn't only to blame

#

freely available easy to use engines and an indie scene just coming out of the golden years shits out a lot of drivel

mighty carbon
#

we released Ep1 before Steam, in 2010, for free.. It got 300k downloads.

wicked oak
#

dang

#

VRMultigames got 50k or so

#

to compare

mighty carbon
#

The way I read it, VR gamers want story driven single player games, because there are already too many MP games

wicked oak
#

story driven singleplayer is impossible to do for indies

#

thats why ill do a looter game with coop and rng maps

#

currently still prototyping the mechanics, i love that melee combat, but it has its issues

tired tree
#

its not impossible, its just a lot of time investment, and in VR taking a long time investment means the technology passes your game by

mighty carbon
#

Don't take any cream of the crop devs and get MP-only other indie games, contact devs and ask them how it is.. I bet you they don't have good news to share.

#

like I said, I am not MP person myself, so I doubt I can come up with something awesome for MP game (since I don't care for MP)

#

the only way I see it is to come up with decent story, make an interesting first level or two, release to EA and see if people bite

wicked oak
#

i do see there are no PvP VR games on PSVR, like sub 10

#

but damn, i dont want to deal with PSN

mighty carbon
#

if they do, just keep making more content and unfold the story

tired tree
#

better be a puzzle game if its a level or two

mighty carbon
#

(and I think AI and interaction between AI and player would be the key to success in SP game)

wicked oak
#

Onward/Pavlov wont ever work on PSVR, i thought of making my own (but with my own twist of course)

mighty carbon
#

well, it'd have quest/puzzles.. Not just wave combat.

#

I personally find exploration in VR more rewarding than combat

wicked oak
#

but tracking limitations, + no joysticks + PSN sony stuff...

tired tree
#

honestly, why are you guys even trying games? splat some barely clothed female models into a room, release a new outfit for them a week, and call it a day >,<

mighty carbon
#

well, Steam might ban that, Oculus won't even let it to the store..

tired tree
#

steam does not ban that

#

and those apps are the most downloaded....sad to say

mighty carbon
#

it seems in this day and age if your fart doesn't smell like fart you will be condemned online

wicked oak
#

it has to be anime tho

#

XD

tired tree
#

so many anime girlfriend games...so much money rolling in to them, its pretty sad

#

thats how you run a successful EA

mighty carbon
#

heh

dusk vigil
willow trail
#

MordenTral do you expect to add some soft bodies physics to VRExpansion?

mighty carbon
#

maybe I should add anime sex bot into my VR pet game ๐Ÿ˜›

willow trail
#

random question

wicked oak
#

i still want a final fantasy style game with turn based combat in VR

#

might even make a prototype

mighty carbon
#

@dusk vigil why Patreon? I only want to pay once for pr0n games ๐Ÿ˜›

dusk vigil
#

It seems to be working pretty well for him

mighty carbon
#

I bet.. Subscription based model

dusk vigil
#

He's had a long road to get to this point though

willow trail
#

btw VR killer ap is SS13 VR

#

just throwing it out there, I wouldn't get out of my headset if someone made that

#

perfect fit for VR too

dusk vigil
#

Fun talks still, I gotta head out into the rain

wicked oak
#

SS13?

willow trail
#

SpaceStation 13. It's... hard to explain

#

it's like some sort of competitive/cooperative mafia/werewolf like game, with tons of tools interaction, heavily realiant on communication

wicked oak
#

wasnt it a DF like in spaaaaaace?

#

oh but that exists

#

werewolfs within

#

might be what you mean

#

btw that game is WAY too volatile

#

it 100% depends on enough players

willow trail
#

extremely volatile yes

wicked oak
#

and seems niche

willow trail
#

it has to be a good implementation

wicked oak
#

niche + vr..

willow trail
#

I don't think werewolf within is really what I mean

wicked oak
#

not that many people play wereworlf within

#

and thats even with the crosplay

willow trail
#

SS13 is only niche because people are afraid of the dumb 2D pixel top down graphics

#

also everything else... It's kind of niche yeah, but I think it'd pull people around

#

SS13 is extremely niche but there constantly are player on, because if you get hooked, you get hooked, it's really complex

#

Little question, if someone has any good ideas ๐Ÿ˜ƒ If I'm making a procedural action descent game, I only intend to use the dominant hand to fight, non-dom hand buttons will be used to trigger some powers (slow-mo and the like), but I don't want the non dominant hand to just sit idle by your side. What's a good use for non-dom hand motion beyond sign tracing (which I think will get old very fast) and defense/shielding (which I'm afraid will trivialize the gameplay)

wicked oak
#

@willow trail in my prototype

#

an offhand weapon

willow trail
#

My biggest problem is that if you use two weapons there are only a few possibilities.

  1. Same weapon on both hands. I don't like this idea, the player will only end up aiming at the same target with both hands for double DPS, I think it's a poor use of the left hand. Pretty much everyone would prefer double damage on a single hand instead of that.

  2. Different (ranged) weapons. Same problem, but even more confusing, reloading will be all over the place, and you rarely use two different types of weapon (shotgun and pistol) at the same time

  3. Melee and Ranged. Same problem, enemy comes up close you thwack him with your melee weapon, if he's further you shoot him. You could use a single hand for both action with almost no difference. (@wicked oak I looked at aquila and realize you also use pistols up close, but I'm not really satisfied with that idea)

#

sorry for the essay, I just don' t like dual wielding very much

#

This is all after playing a lot of Sairento.

wicked oak
#

another prototype just had a shield

#

ive thought of using the offhand for abilities

#

probably shield/ability could do

#

current enemies are incredibly aggresive so fairly hard to parry with only the sword

willow trail
#

My problem with shield is that they tend to obstruct view, make it weird (you clip your weapon through it or have to reach around it) and can trivialize gameplay. I don't like shields too much. It seems like a more reasonable option but I'm hoping for something better

#

ability would need you to point at enemies which again I feel could be done with the dominant hand... Reloading of weapons is also an option, but I don't intend to have any reloading, just scarce ammunition

#

Movement is another, but I don't like teleportation too much, and my experience with Sairento is again that throwing the movement arc with your shooting hand changes practically nothing (especially since it triggers slow motion)

#

Well anyway my best idea right now is to use it for either crowd control or item collection (some sort of vaccum or another), but I'm still not 100% on it ๐Ÿ˜›

#

Heh I'll mess with the grappling hook idea maybe...

full junco
#

interesting talk about early access you had here ๐Ÿ˜„

#

@wicked oak don't say growing a singleplayer game is impossible, I need to make that work ๐Ÿ˜›

tired tree
#

@full junco static vr::Texture_t CreateOpenVRTexture_t(UTexture * Texture)
{
vr::Texture_t VRTexture;

    if (Texture)
        VRTexture.handle = Texture->Resource->TextureRHI->GetNativeResource();
    else
        VRTexture.handle = NULL;

#if PLATFORM_LINUX
#if STEAMVR_USE_VULKAN_RHI
VRTexture.eType = vr::TextureType_Vulkan;
#else
VRTexture.eType = vr::TextureType_OpenGL;
#endif
#else
VRTexture.eType = vr::TextureType_DirectX;
#endif
VRTexture.eColorSpace = vr::ColorSpace_Auto;

    return VRTexture;
}
mighty carbon
tired tree
#

i pre-checked for valid texture prior to that, should probably do it in the function as well

#

also...uses the wrong name there

#

but thats how anyway

full junco
#

ha, I dont check stuff for validity, crashes are easier to debug than "oh nothing happened, why dont I see the correct texture" ๐Ÿ˜„

tired tree
#

the function isn't exposed anyway

#

and i don't call it unless all textures are valid

#

but...adding a check anyway :p