#virtual-reality

1 messages ยท Page 137 of 1

eternal inlet
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rest give 16bit

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or looks much better color and tone-wise

sturdy coral
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I'm not sure, I've only ever used scene captures in game where I want the scene's own tone mapping to apply over them

mighty carbon
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how though?! I've read people complaining about performance on PC

tired tree
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O explained this before

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the mirror window is darker right?

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but if applied to an object in game its fine?

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you need to set your rendertarget to 2.0 gamma

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if it is going to be used for the mirror window

eternal inlet
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but didn't i do that?

tired tree
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and if you are going to apply it in world then you would have to half your values again, but thats not normally required

eternal inlet
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see screenshot above

tired tree
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yeah

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but it hasn't taken yet

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restart the editor

eternal inlet
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i've done that 20 times

tired tree
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mmm

eternal inlet
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atleast

tired tree
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thats all it took for me

eternal inlet
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i made that change several days ago

tired tree
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hasn't taken yet somehow

eternal inlet
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ok odd

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i'll try remove it and add it again, but doubt it will work

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nope, same result

wicked oak
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@mighty carbon ps4 performance aint shabby for VR

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its mayor issue is CPU, but solus is a walking simulator

sturdy coral
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@uneven moon motion controller thumbstick left/right/up/down isn't implemented for Oculus at least of 4.16, I added it in myself but I think I saw it was added later in 4.17 or master

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not sure about Vive

tired tree
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@eternal inlet make a new render target and set the variables before tying it to a scene capture component

eternal inlet
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that was also what i tried after, and it was the same result

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i think i'll add it to answerhub as a bug

tired tree
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the gamma is the correct fix, I had to play around a bit until it actually used the override with mine

eternal inlet
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yeah, i agree, but you happen to recall what you did to get it to work?

tired tree
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nope, I thought the field just straight up didn't work at first, took a peek at the code and saw it was actually hooked up

eternal inlet
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im in the middle of some other stuff, but i will make a note to do a clean project test with it and see if i can reproduce

mighty carbon
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@wicked oak it's choppy on 1080 and i7.. So I am not really sure if it was drivers, poor optimization or what.. It would be sad if it runs on PSVR with the same quality settings as on PC, but not choppy

wicked oak
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drawcalls suck man

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its highly probable thats the reason

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drawcall wise, there is no difference beetween a overclocked i3 and an i7

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and the gpu doesnt matter

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it wont run choppy on ps4

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they are serious about it

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but it will run at 60 fps

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but his game being big with dynamic light? drawcalls through the roof for sure

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in his Solus videos he did have a TON of objects

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he used fancy materials and object placement to make level editing super smooth

mighty carbon
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@wicked oak "he used fancy materials and object placement to make level editing super smooth" what do you mean ?

wicked oak
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have you seen the Solus videos?

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they are 10/10

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the guy does things like world aligned textures a lot, so stuff merges together even when they are multiple meshes

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for example, to create the inside of a cave, he uses a few "planar" rock meshes, and puts them together

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the material is world space, so it looks like its a continuous mesh

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but its multiple

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of course each mesh is one drawcall, wich in vr it aint good

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Hourences made all his books and videos public

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its a lot of reallly good material, everyone should have a look at it

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this is the one i was talking about

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3 and something hours of level editing in ue4

mighty carbon
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thanks

wicked oak
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that one might be too basic

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but he has more

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this ones are a bit higher level

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they are great

wild mauve
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Anyone here able to see where it's breaking? I'm attempting to debug the VR Expansion stuff I migrated over.

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Whenever I pickup an object itseems to just activate physics, it falls, and is extremely loosely influenced by my movement. If I let go it freezes in space.

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Around the middle point it completes the entire event and because I don't grab it anymore (since I'm advancing frames and I'm not actually in the viewport grabbing it) it lets go. I don't believe that's relevant to the issue that's just debugging in a separate window haha

wild mauve
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I seem to get physics working fine whenever it's just a physics enabled mesh (It seems to use the physicsy grab by default?) However whenever i try to grab a blank actor inheriting the Grippable Static Mesh actor it seems to just fall when I grab it regardless of settings.

glossy agate
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problem is most likely in the stuff you are trying to pick up, not the char. In your slot grip type you probably have it set to like the free hold one.

wild mauve
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Interactive Hybdrid Collision With Physics @glossy agate

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Here is an example

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here's the regular blocks

glossy agate
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hmm. Try the non hybrid one. Also in your tags you can set up the held at grip tag

wild mauve
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Non hybrid is the same result.

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My weapon doesn't have any grips so I don't think that gameplay tag would help much

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It's just a basic VR Grippable SM

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Collision is set to generate overlap events however I get the same result regardles if it's enabled or not.

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This is super confusing >_<

glossy agate
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Well if you don't have a grip socket on your weapon meshes they will just be held however, and wont snap into the right position.

wild mauve
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yeah but it's not being held at all

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What should I name the socket?

uneven moon
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@sturdy coral PM me when you get a chance

pastel lintel
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hey so the vr template does something and i cant find where it does it

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basically the left hand is inverted

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so that the same hand mesh is used for both controllers

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however, when you want to use, say, the vive controller model, it inverts the left controller which is bad

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i cant find where they invert it though for the life of me

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nevermind, im just blind

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i was staring right at it, lmao

digital marlin
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yeh I did the exact same thing

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It's subtle too

sturdy coral
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grr so the oculus controller via native OVR has a different orientation and alignment than via SteamVR

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I guess valve had to do that since they had already chosen before the SDK was out

digital marlin
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Is there anything I should know about VR before packaging a game? Any specific engine settings I should include?

sturdy coral
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@digital marlin You should probably set start in vr

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but it probably won't make a huge difference if you just enable it yourself after launch

digital marlin
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and that's done via command line right, -vr ? (or whatever it is)

sturdy coral
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there is a start in vr project setting

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I think it basically does the same as -vr, and you can use -nohmd to turn it off

digital marlin
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Coolio

digital marlin
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shit, anyway to avoid a build of a VR project from crashing for out of memory ?

wild mauve
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lmao how much memory you using

sturdy coral
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@digital marlin I believe there are some commandline tools to build and package without the editor running

digital marlin
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that'd be good. Also I just found out the comp I'm doing it on is 16 gig

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So I might have to find something with a bit more.

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would unchecking .pak help?

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er.. 8 gig, not 16

sturdy coral
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@digital marlin you can uncheck full rebuild in packaging settings and then build shipping configuration in VS without the editor running

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then when you package in editor it will skip the compile step

digital marlin
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Ah unfortunately this is a BP-specific project.

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...unless I can package a BP game via VS?

sturdy coral
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have you tried opening a sparse/empty map before running packaging?

wild mauve
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packaging in VS with blueprints should still package the blueprints.. no?

digital marlin
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@sturdy coral no I haven't.

sturdy coral
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try that first, just create and save a new empty map

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then open that

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and package

digital marlin
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Just to see if it'll work?

sturdy coral
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it will use less memory

digital marlin
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o rly?

sturdy coral
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yeah, you may want to change it to your editor startup map too

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and do a fresh restart

digital marlin
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yeah, I'll give that a shot. Thanks @sturdy coral

sturdy coral
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you may want a complete PC restart, kill chrome, etc.

digital marlin
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I read that I should be doing regular builds after each night / update.

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Which I haven't been doing.

sturdy coral
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with a BP only project it isn't usually an issue unless you are using third party plugins

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but yeah, packaging failures can be really hard to track down

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usually C++ code referencing editor only stuff

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and definitely do it any time you upgrade major engine versions

brittle patrol
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Hi all, I'm trying to use a ghost headset and controllers to appear at my teleport location (so when the player moves thier head and hands it replicates it where they are going to teleport).

The problem is the headset and hands are offset to where they should be and I can't work out why. Any ideas? ๐Ÿ˜ƒ

uneven moon
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@brittle patrol So basically, where you would end up is where you want the ghost to be right before you teleport?

brittle patrol
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Yes, basically drop that GhostHMD right on top of the teleport target, but still have it follow the headsets movement and rotation.

uneven moon
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Try plugging the teleport location directly into the New Location

brittle patrol
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It moves where I want it to, and follows the rotation, yes. I have to break the pins to get the height from the HMD, and it works OK. But, when I do the same thing for the hands, they are stuck on the teleport target and dont move around

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Say I lean left and right, when i just use the teleport location, the headset is stuck fast on there and doesn't lean with me, although it does follow the rotation.

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Thats not a big deal really, but when I try the same thing with the controllers, they don't move around and are stuck fast in the teleport location rather than following where my actual hands are.

tawdry dragon
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Anyone here with access to the Microsoft Mixed Reality headsets that have 2 minutes to answer some questions?

supple coyote
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has anyone used Alembic's geometry cache in UE4 with mixed results?

pearl tangle
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@supple coyote used it back a year ago when it first came in under experimental. It worked fine but it wouldn't go in the packaged build for us

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might have changed in a year though

supple coyote
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jesus I certainly hope sp

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I noticed it's no longer in experimental ;\

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must be a positive sign

pearl tangle
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have you tested it in a packaged 1? I don't recall ever seeing any updates on it in the release notes though, maybe hidden away in the unimportant 1s for some reason

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you would expect it should package ok then

supple coyote
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have not

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ill be testing that tho

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my issue with it tho

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is that having two alembic cache going on in same scene is causing serious stutter in Oculus rift

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but my fps seems stable ;\

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so its almost like it's not a gpu issue

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even weirder, when I move my pawn into a certain position, stutter goes away ;\

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having a hard time nailing this isssue

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wonder if it's a CPU or memory issue ;\

wicked oak
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@supple coyote there are ways of doing alembic style stuff without alembic, but depends on the software you use

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what software are you using to build those alembic things?

supple coyote
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blender

wicked oak
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its known that current version is slow as balls with alembic

supple coyote
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i've got two things going on

wicked oak
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i think they improved it a lot in 4.17

supple coyote
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1 alembic skeletal mesh which simulates a wave/tsunami

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and I would LIKE a second and third alembic cache which simulate an actual fluid

wild mauve
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what does alembic mean

wicked oak
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its a file format

wild mauve
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I thought that was an eating disorder

wicked oak
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essentially a animation

wild mauve
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๐Ÿ˜„

wicked oak
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but its not a skeletal mesh or anything. An alembic file is like a fuck ton of static meshes, one per frame

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with some compresion shanenigans

supple coyote
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vblanco what do you think?

wicked oak
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alembic in ue4 eats cpu for breckfast

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probably you are lagging due to that

supple coyote
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ahhhhh

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that would make sense

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hm

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so limiting the amount of alembic files going on at once

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Is there a difference in performance between alembic skeletal and alembic cache?

wicked oak
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dunno

supple coyote
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hm

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but would you have suggested something else before?

mighty carbon
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can alembic even be skeletal ?

supple coyote
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@mighty carbon yea

storm hare
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is there a way to move the stat windows to a texture or to a 3d object that lives in the world? my goal would be to move the stat info to a controller, since it's quite hard to read the stats while on VR

mighty carbon
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doesn't sound like Alembic supports rigs

wicked oak
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alembic is used to export whole scenes to render engines

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and specially for simulatiions

mighty carbon
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yeah, as geometry cache

wicked oak
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for example i make a house in blender

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export it to houdini

mighty carbon
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not as weighted mesh

wicked oak
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break it into pieces

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and then export it back to blender to use it in an animation

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i think the skeletal part is becouse destruction sims use mesh chunks. Those could be done with bones

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and save massive amounts of bandwith in exchange for calculations

mighty carbon
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as blend shapes, in Blender's terms

wicked oak
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nope, not blend shapes

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blend shapes cant alter topology

supple coyote
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hey vblanco - think houdini alembic would be more performant than blender alembic > to UE

wicked oak
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alembic is alembic

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houdini just has different ways of exporting a simulation

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for example it can export it into a texture

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and just move vertices in the materials

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but that has a size limit

supple coyote
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ahhh yea I wondered about that

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like a flowmap?

mighty carbon
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well, export rigged mesh into Alembic and re-import it.. You will not have any bones.

wicked oak
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the texture size would ve trianglenumber*3 columns and nFrames rows

supple coyote
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or rather vertex color

wicked oak
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as this

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thats the texture that encodes the smoke simulation i have in the video

supple coyote
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ohh shit yea ive seen vids of this

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the stuff is quite crazy

wicked oak
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it does the same thing as alembic

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but in a texture

mighty carbon
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The official website says:" Alembic Would Not Be Used... ...A general rigging storage solution ...To transport complex procedural animation rigs between different applications"

wicked oak
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its much, MUCH better for small effects

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but not for big effects

supple coyote
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i'm weighing my options right now

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whew

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I've decided there's got to be a performance diff between alembic skeletal and alembic cache

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there's just got to be

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so i've converted one to skeletal since there's a consistent vertex count

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but for a fluid sim would have to be cache - maybe they play well together

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ya looks like having 2 geometry cache is what is causing my problem vblanco

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must be a CPU bound issue

supple coyote
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I mean, two alembic geo cache in one scene? What was I, crazy?

sturdy coral
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@mighty carbon it is baking to bones to use them as sort of a means of compression, it isn't bones you would want to use in a rig

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geometry cache is like frame by frame update all the geometry with some compressed verts I think, the bones method is trying to get a similar effect by only capturing visually important low frequency data instead of per vert, and baking that to bones/bone transforms

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@supple coyote don't know if it will help, but for the bones method have you tried checking "Support Compute Skincache"?

supple coyote
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@sturdy coral During Importing?

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I have not

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what does that do?

sturdy coral
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@supple coyote it is a runtime option under renderer optimizations

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it says caches the result of bone transforms so they can be used across multiple passes (depth, etc.)

supple coyote
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Hm I don't see that in details :\

sturdy coral
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sorry, project setting

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under renderer

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optimizations

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it isn't alembic specific

supple coyote
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Ah OK i'll check that!

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๐Ÿ˜„

sturdy coral
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it caches what the bones do to the geometry so it only has to be calculated once per frame

supple coyote
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well that's clever, why isn't that on by default?

sturdy coral
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I'm not sure

supple coyote
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Hehe

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my 'main' issue before was actually that I was seeing some major stutter while having geometry cache alembic

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I realized the issue was when I had two geometry cache in the same scene

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I was able to convert one of them to skeletal which fixed stuttering and in my case will do OK

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so I guess the lesson was that geo cache is heavy on CPU, is that correct?

sly elk
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has anyone here done an unreal dev grant?

supple coyote
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me ๐Ÿ˜„

sly elk
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I sent in an application a few weeks ago. Do they ever reach out or do you just wait until they announce a batch of grants?

supple coyote
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umm in my case I got an email - although I was specifically requesting the HTC Vive as part of their grant initiative

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I imagine they send u an email

sly elk
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Okay. I'll wait a bit longer then ping someone to see if they have any info for me

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Also, has anyone ever had issues with the VR template where occasionally one hand won't do a pickup? About one in 100 times I attempt an object pickup one of the hands will refuse to grab but the other will.

glossy agate
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Yes I have seen that problem myself, and I tested someone elses problem that I think had the same problem

sly elk
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interesting. If it helps as a data point, I switched my pickup over to using a sphere trace instead of overlaps

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next time I have it happen, I will try and get more info. Not sure if it does the 'can pickup' hand pose on those instances

tired tree
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I use both for my implementation, I fall back to overlap if the trace fails to find something

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this is because if your hand is inside of an object the trace fails

glossy agate
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Are your animations firing still? In the other projects if I remember right (was way back in jan or feb) the gripping anim wouldnt fire either like the button didn't register

sly elk
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yeah. the grab animation still fires

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but no picku0p

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in these cases there definately isn't something blocking the trace. Parts on the floor and nothing nearby. Doesn't matter how I move my hand around the object but the other hand always works

glossy agate
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I have never had this problem using mordentrals plugin, so probably because he has a backup system.

sly elk
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I could probably do an overlap fallback but it would be a little awkward with mine. I do a really narrow (1.5 unit wide) sphere trace because I need that dexterity for handling small parts in an assembly

glossy agate
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Yeah for every little bolt it has to be accurate

sly elk
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yeah. I need to figure out how to handle really small parts like piston rings or retaining clips

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some amount of automation there I guess

glossy agate
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When you debug the trace is still firing too?

sly elk
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im 90% sure it is. I need to add a debug on the trace to print the trace outputs or a fail message if trace fails

tired tree
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turn on persistant debug for the trace

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and see what it hits

sly elk
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yeah

tired tree
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might be hitting geometry near it

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since its small

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may need to add a larger collision volume around small parts

sly elk
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does this expression just test to see if attached actor is not null?

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just the top leg of that bool

tired tree
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think you missed something

sly elk
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thats from the VR template

tired tree
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no i mean there isn't an image

sly elk
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oops

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and if so, why isn't it just using is valid?

tired tree
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is valid is probably better

sly elk
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yeah, this is how the template is set up: https://i.imgur.com/1t98Lvd.png . I set a null reference in my version of GetActorNearHand but it won't fail the branch after get actor near hand and refuses to go back from CanGrab to Open

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this is my GetActorNearHand

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that should work, right? It correctly recolors back to white so I assume the reference is being set null, but the branch in the event graph doesn't work as I would expect

wild mauve
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Video is painful to watch, but might provide some insight on the Pimax "8K" headdset.

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(even though it's just ultrawide 4k)

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I think the reatio is 32:9 but I could be wrong

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Two model options, one with 1 video input and a built in upscaler OR a version with 2 DP video inputs and no upscaler

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Looks like they'll be selling prescription lenses as well as an add-on

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Controllers and headset are compatible with Steam Trackers 2.0

mighty carbon
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Definitely not $350 ballpark

wild mauve
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lol no

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They have "Not LCD" LCD screens

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Basically new tech they have a third party working on (Samsung?) that is customized for VR

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Not sure what any of that means.

mighty carbon
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I'll stick with my Rift.. There is not enough content anyway, so 8k one will collect dust as well as Rift ๐Ÿ˜›

wild mauve
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But it could be marketing mumbo jumbo

mighty carbon
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not to mention it needs 1070 minimum and I have 1060 ๐Ÿ˜ฆ

wild mauve
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Well the 8k isn't about the screen door effect

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It's about FOV

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It apparently has the ability to adapt regular SteamVR/Oculus games into high FOV

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using a custom driver

mighty carbon
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judging by gif they have, SDE isn't even there o.O

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driver on top of driver on top of driver... I'd love to see latency

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we'll see by Christmas

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that's if they ship it by then as promised

wild mauve
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I think passing judgement before it's out is kinda asinine. Lets see where the market settles and then talk about it.

sly elk
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its not 8k, is it? its 2 4k panels?

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still a shitload of pixels

wild mauve
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Yeah it's a lot of pixels to push

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I hope that the upscaler version is inherently cheaper

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But that's unlikely

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it sounds like the double input version would be cheaper

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So it doesn't look like they're using Subpixel RGB

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which is interesting

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But the "review" after the demo these guys at tested had they had nothing but positive stuff to say

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It seems to be better than the Vive / Rift, but they didn't talk about motion controllers yet

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which honestly is all I care about

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ยฏ_(ใƒ„)_/ยฏ

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I guess it's good it works with SteamVR trackers

sly elk
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You should be able to mix and match controllers, right?

wild mauve
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I mean there's no reason why you couldn't

sly elk
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I want some of the new valve controllers

wild mauve
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I guess the issue is the vive controllers work with that htc dock right?

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you'd need that hooked up stil

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I believe

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I'm not sure however I'm not super familiar with the tech

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How the hell is this 350 bucks?

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I can't buy a 4k monitor for less than like 600 bucks

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lmao

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@sly elk looks like the controllers work with the Pimax headset.

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The radio inside the Vive controllers are apparently compatible

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If anything this might be a way to get a cheap set of Version 2.0 lighthouses

tired tree
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I hate their overall design, controllers, HMD, all of it....but if the tech is good, and all of the extensions work as advertised...would be a killer headset

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the base is 350 because everything is an "attachment" option

wild mauve
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I hear the 5k variant is more akin to current HMD's as far as quality goes, give the FOV which is apparently really nice for immersion.

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I mean I'd personally support the headset if it comes out and doesn't fade into obscruity with a couple hundred grand.

tired tree
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somethings weird with the cv1 image in general anyway

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its all blurred out upper right, and bad quality

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but CV1 screen door is slightly less than vive anyway, just not to that extent

mighty carbon
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any idea when 4.17.2 is going to be released ?

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oh, the roadmap for 4.18 has been updated

tired tree
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4.18 should be in preview any day now

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they already moved main to 4.19 and 4.18 has its own branch

mighty carbon
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We have a new method for storing precomputed lighting at all points in space called the Volumetric Lightmap. This is the new engine default in WorldSettings -> Lightmass -> Volume Lighting Method.

The Volumetric Lightmap covers the entire Light...

Labels

Rendering

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oh, I see.. I wonder if 4.17.2 will be out today-tomorrow

wicked oak
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4.18 that fast?

wheat dust
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Hey guys, anyone here tried to use 4.18 with ARKit? can't find the ARKit Camera Texture and Apple ARKit Camera component...

tired tree
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@wicked oak 4.18 is largely bugfix and consolidation so far, pretty easy upgrade aside from all HMDDevice references changing.

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might have a nother 4.13 or 4.16 stable patch on our hands

wicked oak
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turns out Epic PSVR tracking code is trash

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it gets desync like 50 frames

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and then it tries to track the things 50 frames in the future

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you need to send a prediction time to the PSVR trackers, to get the predicted position

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after turning on and off the game, it desyncs HARD

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and ends up sending a prediction time of like 30 seconds in the future to the poor SDK

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ive had to go and add a maximum upper limit

sly elk
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I think the last client I had wrote a bunch of that code.. ๐Ÿ˜›

wicked oak
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might be possible becouse another PSVR dev has told me that they also went to fix that

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in fact, he has the same bug as me

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but they got lucky enough that QA didnt find it

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meanwhile im going insane

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essentially the Ps4 kernel boots me

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after the fixes, when you wake up the game from the ps4 being in sleep mode, the game works fine

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for a couple seconds

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then the kernel says there is an error and decides to close the game

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lets pray my next QA tester doesnt get the bug as its rng

glossy agate
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So I never got an answer in Lounge for this, so Ill ask here. If I put a plugin in the engine directory and have it working in a project, if I open the project in another editor without the engine plugin will it still open, or will the parts controlled by the plugin just be non editable?

wicked oak
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they will give errors and get bugged

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at best they will break your blueprints, at worst the project wont be able to open the level

glossy agate
#

Ah. Ill just try to install it on project directory

sturdy coral
#

I ordered the pimax 8K X.. total gamble ๐Ÿ˜›

sly elk
#

nice. tell us all about it

sturdy coral
#

sucks that that version won't come out until may, plus kickstarters always seem to slip their date

granite jacinth
#

@sturdy coral hmm tempting me too

#

Pretty sure that was @spark stag in that video in the beginning also

#

Is the 8K 75hz and the 8K X 90hz?

#

Trying to figure out their marketing scheme here.

#

Anyway, so many new VR headsets coming, along with the newer Rift/Vives.

sturdy coral
#

I think the 8K never gets driven at 8K, only the 8K X

granite jacinth
#

Hmmm

#

I guess the only issue I would have is, how to dev for them.

#

Or rather, maybe not dev for them.

#

Dev for the lower specs, and just see all the eye candy at 8k

sturdy coral
#

yeah, it is probably going to require nvidia LMS to work well at all

granite jacinth
#

Hmm LMS

sturdy coral
#

we should see a new nvidia gen by then I would think too

granite jacinth
#

What about the other technique where they blur out the outer edge of your vision

#

I always forget what it's called

#

Since this does eye tracking as well right?

sturdy coral
#

they are doing something now where they stretch out the periphery

#

but leave the middle ok

#

doesn't sound great to me

granite jacinth
#

Hmm

sturdy coral
#

that's what they mentioned in the tested review of it

granite jacinth
#

You're talking about this 8K HMD?

sturdy coral
#

yeah, the pimax people have some thing that stretches out the periphery on existing titles to make it work

#

LMS or MRS though would let you render the edges at lower fidelity and still have everything at the correct FOV

granite jacinth
#

Right

sturdy coral
#

I got the early bird 8K X with no base stations or controllers

granite jacinth
#

As much as I am a sucker for new tech and KS, I don't think I'm going to buy into this.

sturdy coral
#

yeah, it is a major gamble

granite jacinth
#

I would like to test it beforehand

sturdy coral
#

if it turns out to be a turd I'll throw it on ebay

granite jacinth
#

Well, the thing is, as long as it's perfectly compatible with base stations

#

and wands

#

should be a pretty simple setup

sturdy coral
#

yeah, you can reflash steam controller dongles too even if they have a different wireless format or something

granite jacinth
#

It looked to me that they had special wands and trackers on display

sturdy coral
#

I think they said they would be supporting the original vive controllers though

granite jacinth
#

That's what they said, but didn't show sadly

#

And since Trackers2.0 aren't Vive compatible...

#

Vive1.0 anyway

#

It's hard to really trust anyone anymore lol

#

Since Valve said originally that Trackers2.0 were going to be backwards-compatible

mighty carbon
#

a game changer?

#

sucks for us, devs though

granite jacinth
#

Nah

#

Because it's just like any other cloud service

#

Barely anyone will use it

#

Also, depends on internet speeds

#

And every bit of latency counts

mighty carbon
#

aye

sturdy coral
#

@granite jacinth tracker 2.0 (the photodiodes/drivers) are compatible with lighthouse 1.0

#

but lighthouse 2.0 isn't compatible with 1.0 photodiodes

#

I'm fairly confident existing controllers will work with it

granite jacinth
#

Ah, I thought "tracker" and "lighthouse" meant the same thing?

sturdy coral
#

and will be getting knuckles anyway by then hopefully

granite jacinth
#

They stopped using Lighthouse term

#

in favor of "trackers"

sturdy coral
#

the way they said tracker in the tested interview

#

they meant the photodiodes/driver board

granite jacinth
#

Yeah, I am waiting on knuckles...

wicked oak
#

LOL VR in the cloud

#

it can not happen

#

literally impossible

#

and i mean actually physically impossible

#

light speed isnt fast enough

#

for VR to work in the "cloud", you would need ansimble streaming

#

current cloud gaming is laggy enough, and thats on 2d games

#

for vr is just impossible

sturdy coral
#

@wicked oak I don't know about the way they are doing it, but stuff like OTOY lightfield streaming seems totally possible

wicked oak
#

and it would be terabyte sized

#

and that would only work for "walking sim" at best

#

forget about using hand controllers there

#

streaming the lightfield would definitely work. But the power requirements and bandwith are absurd

sturdy coral
#

it doesn't stream or calculate the whole light field, only near the region of your current and predicted head pose

wicked oak
#

and it cant have interactivity

#

yes, but it still ridiculously high bandwith

#

might be possible on gigabit connections

#

but again, forget about interactivity

sturdy coral
#

I haven't demoed it but I know a guy who did and wrote and article on it

wicked oak
#

hand controllers at cloud gaming lag would be unbearable

#

we are shortcircuiting them through the render pipeline becouse 11 ms lag on them is too much

#

ping to a very close server is 50 ms

sturdy coral
#

but you are saying impossible. ping doesn't have to be 50ms

#

the lower bound ping on the other side of the world is around 64 ms

#

space x internet will get us close to that

wicked oak
#

lmao show me where you get 64 ms ping to the other side of the world

sturdy coral
#

if it is as popular as cellphones you won't go off to the cloud across the country, there will be local data centers

wicked oak
#

best ive seen is 200 ms ping

sturdy coral
#

vblanco circumference of the earth

#

speed of light in fiber is much slower than in vacuum

wicked oak
#

speed of light isnt all becouse it needs to go through all the hops

sturdy coral
#

that's part of it too

wicked oak
#

and even with elon musks satellite internet thing, you still get 30-40 ms ping from ligthspeed alone

sturdy coral
#

I shouldn't have said ping

#

half ping

#

around 120ms for full ping

#

but that's not something I'm suggesting for VR

wicked oak
#

if it was bandwith alone it could be done, but having anything more than 40 ms for such a thing would get unbearable

sturdy coral
#

I'm just saying that saying 60ms ping to very close server isn't really true

wicked oak
#

its a fine real-world scenario

#

you can see that in games

sturdy coral
#

my ping from SC to a server I have in new york is around 60ms

#

but that is because comcast routes everything through florida

wicked oak
#

SC?

granite jacinth
#

What

sturdy coral
#

south carolina

granite jacinth
#

South Carolina?

#

What part?

sturdy coral
#

charleston

granite jacinth
#

Interesting, I go up there every weekend.

#

I live in Beaufort

sturdy coral
#

oh cool, yeah that is super close

granite jacinth
#

Anything Unreal, VR, Indie related going on in Charleston I don't know about?

sturdy coral
#

not that I know of, I haven't met anyone doing anything with it around here

#

I'm sure there may be some at college of charleston since they have a CS department and stuff

#

how about beaufort? that is mainly a big military base and stuff right? but close to savannah

granite jacinth
#

@sturdy coral Yeah, that's why I am here. After I got out of the Marines, I still had the house, and decided to go to SCAD for Game Dev.

#

I started an Unreal Meetup in Savannah, but barely anyone came, and then the ones that did, graduated or left Savannah ๐Ÿ˜ญ

sturdy coral
#

are you still at SCAD or graduated now?

granite jacinth
#

Graduated

sturdy coral
#

I'm jealous when I see the size of the VR meetups and stuff near epic in NC

granite jacinth
#

Well, TBH, if they didn't, it would say a lot about their PR/CM team ๐Ÿ˜ƒ

#

Also, there's a ton of studios around there

sturdy coral
#

yeah, and three big universities

granite jacinth
#

yup yup. I mean, it would be nice to start up something in the low country.

#

everyone flocks up north or to ATL, or other states

#

SC isn't known for anything game related.

#

not yet anyway ๐Ÿ˜‰

sturdy coral
#

yeah, what all studios are in atlanta? I think I've seen a few on job listings

#

@wicked oak just in display bandwidth alone "displayport next" already could drive a Vive with a something like 7ms latency reduction compared with the hmdi version it is built around

#

that's probably enough for remote hosting within a major metro area

#

probably state-wide if you used microwave relay

#
sleek niche
#

Has anyone tried using the Acer headset in ue4?

sly elk
#

I was scad photography

granite jacinth
#

@sly elk I'm sorry

digital marlin
#

Anyone know of a way to fake iOS dev for ARKit in unreal, or should I just base everything off ArCore and make the switch once I'm on a mac?

slim raft
#

Anyone know if there is a feature to only render a mesh in one eye?

digital marlin
#

hrmm looks like ARKit creates an error when building on windows 8(

hardy cloak
#

Guys, what are the minimal specs for oculus? I feel like it's weaker than what they say on the website. We've been developing on pretty weak pc...can anyone suggest specs, please?

digital marlin
#

Surely 970 i5 8 gig of ram would be the minimal.

cosmic shoal
#

Low FPS will make people nauseous. That is the minimal specs. When framerates drop you make people sick. If your graphics are very simple or optimized they will work on low end machines.

golden snow
#

True, but min spec is at least a 970 or equivalent. You can get a way with a 960 or equivalent if you use asw

sly elk
#

@granite jacinth Scad's photo program was great. At least when I was there. This was before they transitioned everything to digital

wheat dust
#

@digital marlin: if you're using the latest xcode or ios 11 versions then you have to wait for UE 4.18 for ARKit, because Apple has changed some api and current ARKit plugin version is not working

#

there are already some fixes in the 4.18 branch, yesterday I have checked it and project is building, but I can't really find those ARKit things in the editor %)

digital marlin
#

@wheat dust okay, thanks for that. I was going fucking crazy tbh

wheat dust
#

@digital marlin in that case you should see an error about ARSessionConfiguration or something like that

digital marlin
#

Hrmm

#

No mine was more related to compiling via BP.

#

Basically it was similar to the issue related to using sourced plugins.

#

So I thought to move it to remote building off another mac but that was a whole set of issues. I'm pretty certain I did everything correct but it still wouldn't build.

wheat dust
#

BTW remote build for me works flawlessly, after I have installed proper provision profile & certificate (but it's more about #mobile than #virtual-reality)

digital marlin
#

Yeah I got mobile working fine, not an issue.

#

But ARKit was the variable

#

Unless you were also building with ARKit / Remote ?

wheat dust
#

yes, I have tried arkit with remote build. In 4.17 I've seen the ARSessionConfiguration error (because of ARKit Apple's api has changed), when in 4.18 all build is ok, but I can't find ARKit plugin things in the editore despite the plugin is enabled...

digital marlin
#

ugh. Maybe I'll just wait a bit

tired tree
#

4.18 they were changing stuff for ARKit as recently as last night

#

willing to bet it is why it isn't in preview yet

digital marlin
#

man a nice heads up would've just been great

#

'hey, don't use this just yet. okay see ya.'

echo thorn
#

"Random interuption" i just think AR for unreal in any way is not worth the effort . Everybody knows AR is used for mobile platforms and everybody also knows that Unity is better with phones than unreal. Though i dont like unity much . So unreal should focus more on VR, instead of AR

tired tree
#

....

#

pretty sure it not being announced and not in preview means "don't expect stability yet"

#

preview releases aren't even supposed to be used for projects yet, its for porting and bug check

cosmic shoal
#

What are the hardware requirements for ARkit? Hopefully I don't need an X phone.

#

nevermind just looked it up. From a 6s up.

wheat dust
#

@cosmic shoal it's working on my iPhone SE, at least

#

@echo thorn still, in the Apple's presentation was The Machines game, afaik it's made in UE4, no?

cosmic shoal
#

I'm just one model below, I'm on a 6

wheat dust
#

according to "The Machines" game specs from the iTunes, it's working from iPhone 5s so you're ok

cosmic shoal
#

oh cool

#

I was going by what I read: "According to Apple, in order to use ARKit, iOS devices need to have an A9, A10 or A11 chip beating at their heart. While certainly not all iPhones or iPads in out there will meet that criteria, there should be plenty of people for which ARKit development will prove worthwhile.

The devices that use A9, A10 and A11 chips are:

iPhone 6s and 6s Plus
iPhone 7 and 7 Plus
iPhone SE
iPad Pro (9.7, 10.5 or 12.9) โ€“ both first-gen and 2nd-gen
iPad (2017)
iPhone 8 and 8 Plus
iPhone X"

wheat dust
#

maybe they will just play in non-ar mode, I don't know, but they are positioning themselves as "100% ar game"

#

just tried this game and it seems it's not working good with models with a single camera. At least, it can't draw the game's field under my hand when I'm moving hand in front of cameram

sturdy coral
#

Maybe they don't use arkit on those phones but still do are by older means

wheat dust
#

they are using the arkit, the question is how the arkit is handling own stuff

#

the app is asking to "move your phone around while detecting a plane", so probably it's based on the image processing

#

and I believe with 2 cameras with different focal lengths it can be done much more efficient

cosmic shoal
#

Well I downloaded iOs 11 and none of the AR measuring apps work (most don't install, the one that does doesn't work). So I guess you do need a 6s for AR.

mighty carbon
#

how to make sure savegame files are always compatible with the game after updates/patches ? (I remember back in the days when a patch for a game would come out, all savegame files would become obsolete and progress would be lost)

sturdy coral
#

right I mean maybe they use AR kit everywhere else, but use something different and less robust on those phones

#

@mighty carbon you need to put the version into the save game and then make sure any changes you make to anything that can get serialized can get forward converted from old versions

full ibex
#

anybody know how to undo in the UE VR Editor?

cosmic shoal
#

It's on the menu

#

in the middle

#

welll top if you don't have items above it

uneven moon
#

Why can't I rotate pawn B while controlling pawn A?

sturdy coral
#

@uneven moon if it is a character you need to set bRunPhysicsWithNoController

#

that won't fix it for multiplayer, due to a very complicated netowner chain

#

but that should get you most of the way for single player

full ibex
#

@cosmic shoal hmm can't seem to find it

mighty carbon
#

@sturdy coral "make sure any changes you make to anything that can get serialized can get forward converted from old versions" this is puzzling.. I have no ideas what you just said o.O

#

๐Ÿ˜ฆ

cosmic shoal
#

I might have tried a very early beta, but there was a button. I'm not where my vive is so I can't check.

glossy agate
#

Anyone here getting Pimax? Does it have eye tracking for foviated rendering?

tired tree
#

thats an add on module

#

coming later

wintry escarp
#

does it have full tracking and touch controllers?

glossy agate
#

Im tempted to pledge the $499 tier. ^Yes it does. Looks like it will also work with existing Vive accessories

wicked oak
#

dont

#

wait till they send it to people

#

and reviews are favorable

#

you win absolutely nothing by backing a kickstarter that can fail really easily

#

specially with so much money

glossy agate
#

Oh is the consumer price going to be the same? Thought it may be cheaper doing kickstarter

wintry escarp
#

the gpu requirements must be massive

glossy agate
#

They said 1070 equivalent or better for the best experience.

wintry escarp
#

hmmm looks like brainwarp is actually per eye interleaving

#

what am I missing? you can pledge $499 or $699 for the same thing

sturdy coral
#

@glossy agate @wicked oak I backed the X version, it is a gamble

#

as long as they deliver something you should be able to ebay it pretty quickly if it is crap

#

if it is good keep it

#

biggest risk is they don't deliver or they delay so long other better stuff is out there

tired tree
#

they submit one eye at a time and display it to one and then the other in the next update from what I read

sturdy coral
#

I've heard oculus tried that in the past and didn't like the results

#

I think on carmack's twitter

tired tree
#

to keep the bandwidth low considering the screen

#

yeah they tried it

wintry escarp
#

interleaving that way can cause flicker for some people

tired tree
#

I don't remember why he had issues with it, but I can imagine plently of possible downsides

sturdy coral
#

yeah if that brings each eye to 45hz I don't see how you wouldn't have severe flicker on top of whatever other problems

wintry escarp
#

I think it brings each eye to 90hz, but you have equal image/black....instead of mostly image then black to clear it

tired tree
#

they weren't letting the frame linger in an eye either I don't think, literally shuttering it to black

#

thats still 45htz of image, 45 of black

wintry escarp
#

they claim 180hz, so 90 per eye

#

ot ive misread it

tired tree
#

there is no way

wintry escarp
#

45 per eye is headache central

tired tree
#

thats still doubling the bandwidth

wintry escarp
#

I'm assuming it needs sli, one per eye

sturdy coral
#

they say " users perceive a complete 8K at 150/180 Hz with high frame rate."

#

sort of implying it is 75 or 90hz per eye

#

I don't know, I'm skeptical of the whole thing but I bought

tired tree
#

.......

#

that sounds very unlikely

wintry escarp
#

I don't see how 1 current card could feed 180hz at 4k

tired tree
#

even considering the current 8k version only upscales from 4k

#

its still unlikely at 90htz per eye

sturdy coral
#

I will ebay it quickly if it there are reports it is trash, unfortunately the X doesn't ship for several months later so the market might dry up

wintry escarp
#

would be good for social stuff and video but I cant think of any way to feed a busy game into it fast enough

sturdy coral
#

last concession will be if it is hackable into something usable with FPGA display drivers or something

#

@wintry escarp with nvidia SMP

tired tree
#

hell they are pushing boundries if even half of what they claim is true, so good on them anyway

#

but damn does it look ugly

sturdy coral
#

they have some pretty wild claims about being able to have knuckles style controllers in time

wintry escarp
#

id be happy with a rift with eye tracking and no lens glare

sturdy coral
#

apparently their leap motion a-like thing works really well from reports though

mighty carbon
#

I personally don't care how it looks - when in VR, you don't see it anyway ๐Ÿ˜‰

#

it looks like it can be heavy though

wintry escarp
#

and wider FOV, rift is a like looking through goggles

sturdy coral
#

yeah weight is my biggest concern

tired tree
#

its supposed to be lighter than vive

sturdy coral
#

LCD tends to be lighter than OLED

tired tree
#

its supposed to be everything

mighty carbon
#

oh

sturdy coral
#

because most OLED processes are fused to glass I think

mighty carbon
#

LCD?! o.O

tired tree
#

it might as well turn virtual water in to wine

mighty carbon
#

I thought LCD was pretty bad for VR

sturdy coral
#

it is fine if it is strobed with low persistence

mighty carbon
#

why didn't HTC and Oculus use LCD screens ?

wintry escarp
#

Samsung or lg should start making VR panels

#

curve the panel, take some of the strain off the crappy lenses

sturdy coral
#

@mighty carbon all the microsoft ones so far are

#

it requires a display controller similar to lightboost monitors, but so does global update on rift and vive

#

I'm not sure why they went OLED, maybe the LCD panels that had high enough refresh rate at that point had poor viewing angles, or other things with color and contrast

wintry escarp
#

is the vive really that bad for sde compared to rift?

sturdy coral
#

to do strobed backlight you have to be able to refresh much faster than the framerate or you add a lot of latency

tired tree
#

no that image is all screwed up

#

its worse, but not that worse

#

the colors are fused ,washed and blurred in that thing

#

but its cameras of ascreen

#

hard to get really good comparable footage

#

mmm

#

didn't notice they claim compatibility with oculus home before....

wintry escarp
#

probably revive

tired tree
#

probably, but seems a little...dishonest to directly display their logo like that then

wintry escarp
#

its advertising, could be blatant lies

#

2x headphone jack, wierd

glossy agate
#

I watched a video last night from tested I think. Guess instead of rendering a wider FOV in existing games just the edges are stretched. Probably will be better if you package specifically for that HMD.

mighty carbon
#

why would one want to save some data into MySQL db instead of savegame ? (and what data would be possible to save into MySQL db)

granite jacinth
#

There is no point of getting the Pimax

#

unless you get the 8K X

#

I'm still debating, but I don't know

#

Damm x

#

But still

#

Would need 1080ti SLI lol

#

to power it up

#

I mean, this would be good for Volta, but no point in getting it too early then

#

@mighty carbon anythign you want

#

And there are a million reasons, security being top of the list

#

sometimes, you want to poll global data

#

and the obvious reason, so players can't hack into db, like they can with sg

sturdy coral
#

@tired tree they don't seem to care about logos etc., in a kickstarter update they just mailed out they called their hand tracking thing "leap motion"

#

I don't think it is provided by leap motion...

mighty carbon
#

@granite jacinth I see, thanks

lament bay
#

Anyone tried using volumetric fog with VR? Can't find online whether it's supported or not

dawn cipher
#

Is anyone using streaming map loading while in VR?

#

What settings do I need to fiddle with to background load the maps without hitching

alpine torrent
#

Windows Mixed Reality headsets PC guideline is for bluetooth connectivity (for motion controllers) is bluetooth 4.0

digital marlin
#

ok?

alpine torrent
#

yeah those controllers seems to use bluetooth perhaps for tracking as light

#

so cameras detect then easily the movement

#

dotnetconf one of the tracks show it and showed PC guide for it

real needle
#

@lament bay Yeah it works, no difference between flat and vr

lament bay
#

sweet thnx!

real needle
#

@dawn cipher The best results I had was minimal hitching, but I wasn't able to stream flawlessly

#

When the loaded map doesn't contain much at all, it's instant, but the moment it's a considerable map (for which you'd want to stream) it would always cause a small hitch. You can design around it though, using a fade or similar

dawn cipher
#

@real needle We're having better luck enabling Async Threaded Loading

#

And doing it in shipping builds.

#

We're under very very strict requirements to have no cuts at all during a 10 minute on-rails experience :p

real needle
#

Wouldn't you be able to just have 1 map for that though?

dawn cipher
#

Far too much content for one map

#

I mean it's one World Composition map but it's broken up into chunks to load on the fly

real needle
#

I would try using just one map (always load on sublevels) making sure enough get's culled, but if it's very open then that doesn't work

#

If you have success though I'd love to know. And you're not the first one to ask/try. I just cut it out and designed around it.

dawn cipher
#

I guess we won't know until we get to the final content to see if it all fits in RAM/VRAM at the same time...

real needle
#

Yeah it should be easy to test afterwards though, using always load

mighty carbon
#

lol, wtf just happen - updated Oculus driver and all went to shit :/

mighty carbon
#

had to go through full setup all over again to fix the issues :/

#

interesting - I haven't played VR for a while now and today was like a very first time for me o.O

#

seems like VR legs went away and now I have to build up tolerance all over again ๐Ÿ˜ฆ

quaint loom
#

anyone found a fix to starting up VR preview with Vive after SteamVR is up and reliably having controllers show up in scene and blueprints being active? Seems like a dice flip whether the controllers are active or not despite SteamVR showing them active and properly tracking otherwise

dawn cipher
#

@quaint loom I open SteamVR and turn on the controllers before opening Unreal seems to make it detect them

fleet prawn
#

^^^ what he said.

eternal inlet
#

possibly noob question... how can i have a player1 control a pawn while playing in vrmode, where player0 is controlling the hmd

#

i would like to use the spectator cam to show what player1 is seeing

#

but player1 don't seem to recieve input from keyboard for some reason

eternal inlet
#

i need to do some c++ trickery as explained in this tut?

#

or is it doable with bp only?

granite jacinth
#

no idea if it's possible now in UE4, wasn't before ยฏ_(ใƒ„)_/ยฏ

#

Unity has this option though ๐Ÿ˜ƒ

#

I mean, assuming it's local mp, and vive is controller 0, and kb player is controller 1

#

I suppose it's just a matter of spawning the actors and possessing them correctly

#

I haven't used spectator cam though

#

So no idea how valid it is as a "camera" for the kb player

#

BUt if you get it working, let us know

mighty carbon
#

So, a person that wears VR HMD is controlled by another person ? Worst idea ever o.O

#

(From comfort point of view)

eternal inlet
#

@mighty carbon hahahahah nooooooo man

#

and agree! worst idea ever... how can you even think that idea ๐Ÿ˜„

#

it was as Victor mentioned... and when i get a bit more time, i'll test it out and let you know if it worked...

mighty carbon
#

I don't know... I just woke up ๐Ÿ˜…

tired tree
#

that is one method of doing it

eternal inlet
#

hm im either doing something wrong or something is not working

#

i added a player 0 to vrpawn

#

and added a thirdpersonchar as player1

#

and set the spectator cam to the rendertarget for player1's camera

#

camera shows fine the thirdpersonchar, but can't take input from keyboard for some reason

#

oh i see

#

only player 0 recieves input

#

so i have to catch it on the player 0 and send it to player 1

#

i'll do some more testing tonight and let u know how it goes

tired tree
#

@eternal inlet its a useful enough thing that i'll add to my plugin today, if you want to rip the classes out for your own use

#

its not likely to ever require changes for engine versions

mighty carbon
#

Pimax is close to $1M o.O

eternal inlet
#

Well, worked just fine delegating input from the pawn player0 to whatever i wanted to have as player1

#

Took me 10 mins to do, and is a bit hacky but works fine for coop gameplay

tired tree
#

its a bit of a mess, but yea it would work fine

eternal inlet
#

Yeah

mighty carbon
#

hmm.. 4.17.2 isn't going to be released this week

#

sounds like 4.17 was a one buggy release

eternal inlet
#

Anything particular interresting in .2?

mighty carbon
#

massive amounts of bug fixes supposedly

#

that's why it hasn't been released yet

eternal inlet
#

That sounds pretty good. I had lots of crashes lately

tired tree
#

@eternal inlet fyi the gameviewportclient override works fine if you ever get sick of manually moving inputs

eternal inlet
#

Oh nice one @tired tree im not home now, but u know if its overeidable in bp too?

tired tree
#

nope, but its a single simple header file

#

that can be placed in project directory

supple coyote
#

Hey gang, anyone know why I get stutter using Geometry Cache - Alembic in VR?

#

despite that I maintain 90 fps

supple coyote
#

hm?

#

guessing that wasnt in response to me :p

tired tree
#

ah there we go, took longer than expected

glossy agate
#

I feel like 17 just came out haha. Think I upgraded like 3 weeks ago

mighty carbon
#

@supple coyote sorry, no idea about the issue you are having ๐Ÿ˜ฆ

#

I like lighting updates ๐Ÿ˜ƒ

glossy agate
#

Yeah, the volumetric lightmass sounds cool. Will that just make movable objects match with baked better?

mighty carbon
#

I wonder what this is: "Cross-level Actor references are now better supported using Soft Object References"

#

yeah

#

also affects volumetric fog, particles, etc.

#

interesting move

tired tree
#

mmmm

#

preview is far smaller than normal binary builds

supple coyote
#

@mighty carbon np

#

It appears the issue is probably due to the changing vertice count

#

cause a substantially bigger geometry cache file doesn't have any jitter

#

but a smaller geo cache file that has changing vertice count is making shit jitter

#

despite no loss in fps

#

very strange

granite jacinth
#

If they just focused on bug fixes this version, I wouldn't cry

supple coyote
#

every update i hope they solve MY problems

#

๐Ÿ˜„

#

Wow guys

#

^ pertaining to my problem

#

solved it with something completely new to me

#

I just became aware of these commands "vr.oculus..."

#

vr.oculus.bUpdateOnRenderThread

#

set that to 0 and my stutter went away completely

#

apparently others are having similar issue

#

been working with oculus since 2014 and just became aware of these new console commands :p

supple coyote
#

There's always a solution to everything ladies and gentlemen

vagrant mantle
#

While using widget interaction component weired shadows are appearing in vr, any fix for that?

sturdy coral
#

I think this is the first time a preview has come out before nvidia has released their branch for the previous version

#

they are still on 4.16

#

I think it might have happened when the forward renderer was introduced too, but that was more understandable

mighty carbon
#

so, what is this "Cross-level Actor references are now better supported using Soft Object References" used for ?

tired tree
#

oh yayyyyyyyyy.....4.18 broke re-compiling again

#

thankfully its preview, can get it fixed before release

dusky moon
sturdy coral
#

great job, that looks really nice

vagrant mantle
#

While using widget interaction component weired shadows are appearing in vr, any fix?

dusky moon
#

Cheers! ๐Ÿ˜‡

sturdy coral
#

@vagrant mantle don't ask twice before your other one has even scrolled off the screen

vagrant mantle
#

@sturdy coral Yeah, i know, i thought no one noticed that

sturdy coral
#

you might want to make a video or take some screenshots or something to show what is happening

#

and show your set up

vagrant mantle
#

Thats the issue

tired tree
#

its the debug draw

#

been a bug since 4.16

#

fixed in 4.18...mayyyybe in 4.17.2

vagrant mantle
#

4.18 available?

tired tree
#

in preview right now

#

can use a scaled static mesh instead of their default debug draw

#

for a more flexible one without the issue

glossy agate
#

@dusky moon Looks really good man!

mighty carbon
#

yeah, looking good @dusky moon

dusky moon
#

@glossy agate @mighty carbon Thanks Guys ๐Ÿ˜ƒ

rich jackal
#

I'm trying to use the engine's Oculus Controller Mesh, but I can't get my right hand to work properly.

#

Nevermind I just saw what I did wrong.

sturdy coral
#

@tired tree what's the gameviewportclient override you were talking about for 2nd player input?

tired tree
#

added a blueprintable enum to a gameviewport client

#

if you set it to share mode then all controllers get mouse/keyboard input

#

if you set it to player2 only, then only player 2 gets it

#

otherwise it uses the default of only player 1 getting mouse/keyboard input

#

@sturdy coral

#

someone already had thebasic layout on the wiki, I just cleaned it up and extended it

sturdy coral
#

ah cool

tired tree
#

whoooeee, editor has crashed on my a ton in the 4.18 preview

#

kind of hard to test things currently

granite jacinth
#

@tired tree lol

#

My shit crashes so hard in 4.17.1

#

I don't even want to think about 4.18p1

#

But, I gotta try it out this week, so I can see if I am going to start the book on 4.17 or 4.18

mighty carbon
#

has anyone here with Rift experienced any issues after updating to 1.18 ? (including Oculus driver)

granite jacinth
#

@mighty carbon more details?

mighty carbon
#

like, it starts fine.. then in 5 min it reports that HMD isn't connected

#

then sensors aren't connected

#

then it finds them again and then it's a rinse repeat game until I reboot

granite jacinth
#

hmm nope

#

I wonder if I DL'd it tho

#

if not, I won't

#

๐Ÿ˜ƒ

mighty carbon
#

yeah, I didn't have any issues until it forced me to update

#

now I am like @full junco

slim raft
#

I noticed the FOV in VR was just returning 0 so I decided to take a look at the engine source

#

void FSteamVRHMD::GetFieldOfView(float& OutHFOVInDegrees, float& OutVFOVInDegrees) const
{
OutHFOVInDegrees = 0.0f;
OutVFOVInDegrees = 0.0f;
}

#

Wow. Stellar job Epic.

#

10/10 will Unreal Engine again

#

Anyone here know what the default FOV for the Vive is?

sturdy coral
#

does the same for IPD, just always returns 64 or 63

mighty carbon
#

had to update BIOS and chipset drivers.. Damn windows had USB driver issue :/

#

seems like it all works now ๐Ÿ˜…

slim raft
#

IPD is hard coded at 0.064f

#

At least that is the correct default value... in mm

#

Would be nice if it was in Unreal units but I'll take what I can get.

slim raft
#

Anyway, I need the exact horizontal and vertical FOV values in order to finish my stereoscopic portals

digital marlin
#

er not sure if this has been asked before but anyone know what the new setup for basic pass through camera is now for ARKit?

pearl tangle
#

in 4.18 @digital marlin ?

alpine ore
#

sorry, nm - got it working

tired tree
#

@slim raft You can query OpenVR directly for FOV and Matrix transforms for the headset in use

#

They likely zero'd those out because openVR has several possible hmds soon/now and it needs to return a variable value and they haven't tied it to the SDK yet

tired tree
#

its pretty easy now that they updated to the newer steam binary finally and you can just load up the class instead of having to manually load the dll to query

dusty dew
#

hey guys, I have a question about the motion controller (Oculus Rift):
I'm not able to get events from the buttons on the controller. The "Motion Controller (R) Trigger" is just ignored on my blueprint.

I'm able to get keyboard inputs working fine, but not events from the motion controller. Idea obvius stuff that I might be missing? (I'm in a new map, but using the blueprints from the VR Template)

glad plank
#

So I am trying to finalize my bolt action logic and I am wondering if there is a better/less clunky way to do it. Currently I am using to motions, rotating first to "unlock" then allowing backwards movement. I am doing the rotation by using ATAN2 and clamping that before going into the roll float of the bolt.

#

It works but doesn't feel good at all. This feeling is mostly a disconect between hand position and rotation angle caused by the less than precise hand locations in VR (due to there not being a physical object to manipulate).

#

Any thoughts on how to make things "feel" better?

#

Right now my two ideas are to lower the "grab area" to force the player to get their hand closer to where it should be in the real world, and/or actually snapping a hand mesh to the handle so it looks like the hand doesn't float away

cosmic shoal
#

If I understood you correctly that is how most shooters use reload now (Onward, Pavlov, BAM)

glad plank
#

Yes, I am lead dev for Weapon Master and we do our non-rotation Slide manipulation by moving the slide along a position relative to the hand

#

the problem is doing rotation the same way doesn't feel as good

#

We are weapon nuts lol, I have a bolt action rifle right next to me as I work on this.

#

I know we cant ever get the physicality but I don't like hands floating away either

cosmic shoal
#

I used the Bolt rifle on BAM a lot in a large map and it is akward at first, but you get used to it.

glad plank
#

if you move your hand backwards or forwards how much does it effect the rotation of a bolt action (as in moving it away from the rotation plane

cosmic shoal
#

the rotation is handled by where your action center (finger clamp?) is in respect to the rotation axis

tired tree
#

you can try adding in some force feedback to give a feeling of when you are correctly manipulating it as well

cosmic shoal
#

so if you pull your hand back, it won't rotate, unless you also pull it up, then it does rotate

glad plank
#

I think part of my issue right now is that the "Grab area" is too large for the interaction so that it allows you to grab the handle way too far away. Making the motion feel awkward

cosmic shoal
#

should be easy enough to test ๐Ÿ˜ƒ

#

In BAM it is akward, but it is also satisfying once you get the hang of it.

#

once the muscle memory is in, you feel like you learned something

glad plank
#

Yeah, thinking about throwing in an interaction sphere and placing more towards the finger tips (rather than the palm of the grab sphere) for detecting interaction points on the gun

#

sorta like H3

#

this issue is visualization and ease of use for the player

cosmic shoal
#

The bolt action rifle is an advanced gun, it is a one shot kill, so it is by design a bit harder to manipulate, or it would be over powered.

#

(gaming wise)

glad plank
#

which is odd since bolt actions are easy to use in the real world ๐Ÿ˜›

cosmic shoal
#

yeah hehe

glad plank
#

I think certain manipulations are always going to be akward in VR

tired tree
#

it will be a lot better with knuckles

#

and even touch to some extent

cosmic shoal
#

that is what I was thinking

tired tree
#

you can do per finger collision zones

glad plank
#

interesting

#

you are talking about having collision spheres on the fingers and activating them with capacitance?

#

(or any collision object)

tired tree
#

since you can approximate the finger extension from a fist

#

you can have collision on the points of the fingers and have them interact with each other / the palm

#

Valve even did a video showing some of it off in a basic form

glad plank
#

I think in the meantime I am going to try putting a scene component near the fingers and getting the angle to the bolt using that instead of the motion controller location

#

might make the rotation feel more natural

cosmic shoal
#

IN BAM (my most played game in VR) many of the reload mechanisms are hard because the dev made the collision areas very small.

glad plank
#

Collision areas? Like where you grab?

cosmic shoal
#

yeah

#

they are tine on some guns

glad plank
#

yeah, ours are small too but the hand is actually kinda big

cosmic shoal
#

tiny

glad plank
#

Btw, @tired tree once I get some time to do some hand animaitons I want to use Oculus capacitance to do hand gestures that activate collision on specific fingers so players can actually press things like the mag release with their pointer or thumb (for example). Is that similar to what you are talking about?

tired tree
#

mmm no

glad plank
#

ohh

tired tree
#

knuckles go beyond that

glad plank
#

lol

tired tree
#

that demo is a rough concept, there is a lot that could be improved...but it shows it off well

glad plank
#

So it is attaching to a point inbetween two fingers (or finger and palm) that enclose it?

tired tree
#

likely still parenting, but it uses the fingers to decide on collision

glad plank
#

if two fingers touch it it calls a grab like funciton?

tired tree
#

yea

#

with the offset it is currently

glad plank
#

yeah, instead of snapping

#

I dig it

#

Would fix my current issue completely lol

#

because it would force the player to put the fingers in the right place

cosmic shoal
#

10 years ago I had a dream where I manipulated geometry on a 3d model with my fingers, the hardware is nearly hear for that now.

glad plank
#

technically you can do that in robo recall right?

#

as in you can pull the arms and stuff of the robots

cosmic shoal
#

yeah, but on a finger by finger basis

glad plank
#

ahh

#

I am still waiting for Zbrush VR ๐Ÿ˜›

#

seems like a no brainer

cosmic shoal
#

We are close

#

there is Kodor

#

and MakeVR

#

and the oculus one..

#

MasterPieceVR is also really cool

glad plank
#

Our artist would lose his mind if he could scuplt all of our game assets VR

cosmic shoal
#

I've played with it. it's cool, and tyring

glad plank
#

yeah looks like they are getting closer

#

I expect pixologic to do something soon though

cosmic shoal
#

The biggest beneficiaries from this, are not 3d modelers, but regular people. Zbrush is very alien, but in Kodor my GF was making horses in minutes

slim raft
#

@tired tree Got any snippet for how I would query OpenVR?

glad plank
#

Heh, yeah thats awesome for artists in the public. We are looking for something with the power of Zbrush for pipeline purposes though. So it can be alien lol

cosmic shoal
#

"Kodon"

#

not kodor

glad plank
#

HODOR?!?!

cosmic shoal
#

LOL

glad plank
#

Wow KODON is super close

cosmic shoal
#

yup

#

and very easy to use

#

what is great is the sense of scale, if you import stuff to VR you can clearly see if it was modeled too big or too small,

slim raft
#

I've been using Oculus Medium with Revive.

cosmic shoal
#

That also looks sweet

slim raft
#

Haven't used Kodon in a while, but it looks like they have been making real progress

#

The lack of surface type sculpting in Medium can be frustrating.

cosmic shoal
#

The otherone I bought is Gravity Sketch, it's great for spline patch type of models

#

(cars for example)

glad plank
#

I like the look of medium

#

looks like it has brushes similar to zbrush

#

clay brushes that is

slim raft
#

But it doesn't work like zbrush at all. Its voxel sculpting only.

#

The resolution limitations are pretty bad right now.

glad plank
#

yeah

#

its not there yet

#

need all the cool tools that zbrush comes with lol

#

which is why we will all be waiting for Pixologic to give us a professional tool

slim raft
#

no thanks

glad plank
#

featurewise at least

slim raft
#

I don't want to deal with a Pixologic UI

glad plank
#

lol true

#

but in vr the ui could be better

slim raft
#

In non-vr they could have made zbrush have a better UI, but they didn't

#

Its literally the worst UI I have ever seen in professional grade software

cosmic shoal
#

Back when it came out, I had mastered a lot of 3d apps, and Zbrush was the only app I could not figure out without looking at the manual or tutorials.

tired tree
#

@slim raft vr::HmdError HmdErr;
vr::IVRSystem * VRSystem = (vr::IVRSystem*)vr::VR_GetGenericInterface(vr::IVRSystem_Version, &HmdErr);

slim raft
#

10 years later, I still need to look up the manual just to export an obj when somebody turns in a model in .ztl format to me

warm lion
#

Has anyone else noticed performance in VR drop between UE4.15 and 4.17?