#virtual-reality

1 messages · Page 138 of 1

cosmic shoal
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I wanted to sculpt, but I kept adding more "brushes" (wtf calling a 3d model a brush?)

slim raft
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Thanks, MordenTral

cosmic shoal
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That's bad news Tyrant, I haven't pushed it enough.

warm lion
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I'm seeing bad performance on a realitively empty scene. Co

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Same project scene file between 4.15 and 4.17 and there is a noticable stutter

cosmic shoal
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can't test now or I would.

warm lion
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I'm having to do weird things to get even passing performance, like setting console commands and changing the render resolution lower, and the pixel density lower

sturdy coral
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@warm lion that is normal if you are using default post processing

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@warm lion have you tried the built in VR template?

warm lion
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I've seen someone suggest that but I would prefer to transform my current project to whatever allows the VR Template to work

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Also in terms of post processing I've gone through the steps I've seen online to optimize for VR on the post process side

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And, What would cause these to be different between engine releases?

tired tree
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I didn't notice any appreciable performance differences in 4.17

sturdy coral
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@warm lion I don't know what would change it between releases, unless volumetric lighting was turned on by default or something (pretty sure it isn't)

slim raft
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My VR portal isn't rendering right... I must be missing something

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Works perfect in non-VR

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I couldn't figure out the VRSystem thing so I just hard coded the FOV for now

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VFOV = 111.469296f;
HFOV = 105.756425f;

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I calculated those from the projection matrix

tired tree
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you are running two captures and showing only one to each eye?

slim raft
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right

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In non-VR I turn the right one off

tired tree
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whats not rendering right

slim raft
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Its not aligned properly, and the IPD feels huge, but the ipd probably just feels wrong due to the bad alignment

tired tree
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well you have to adjust by Headet to eye transform

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unless you are just directly duplicating HMD transform at a different location with two cameras

sturdy coral
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HMDs can also use oblique projection matrices, not sure if vive does

slim raft
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I'm using the PlayerController->GetPlayerViewPoint(WorldLocation, WorldRotation);

tired tree
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its also suffering from no late update on the image, which is why it is jumping around like that

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that comes in from bLockToHMD in the camera component

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regardless though the Camera is set to the HMD location but the actual eye location is inset from that

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unsure of where the view location is in relation to that on the camera, but it won't be matching

slim raft
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Ok, So to start I need to add the hmd to eye offset

sly elk
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I think @wet jasper was also working on something like portal for VR

full junco
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that Pimax 8K headset looks very interesting. I just dont get why they didn't demo it with real 8K to Tested, but only with upscaled 4K

tired tree
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because it takes two cables?

full junco
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but why would you demo the upscaled version if you would have the native version working? whats the issue of connecting two cables?

tired tree
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they demo'd on a laptop right?

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how many laptops have dual displayport?

full junco
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they say

Only for those who own a PC with at least GTX1080ti (still testing, may need 1080Ti SLI, or the next generation graphic card e.g. Nvidia Volta)

but for a nice demo they should be able to find two 1080 ti

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they dont have to use a laptop to demo it

tired tree
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thats what they brought I believe though, who's to say they are done with the 8k anyway?

full junco
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well it seems they don't have the 8K version working yet actually

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and they shouldn't even call it 8K, since it isn't 8K

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their resolution is half of 8K

tired tree
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they shouldn't a lot of things

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they do them anyway

full junco
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8K is 33 MP, they have 16 MP

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and upscaled they use 8 MP I guess

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if they use "real" 4K there

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if their 4K is also just 2 times 2K, it would only be 4 MP

sly elk
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I want to get a pimax but it seems to me the huge fov is a bit overkill.. Maybe its partly a side effect of using two panels that size and orientation. I think I would rather have something like 4k total resolution spread over ~150 degrees.

slim raft
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Anyone know the function for getting the Eye offset?

full junco
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@sly elk why? I think the almost real FOV is the best part of it. 150 degrees would still feel like you have black areas around it

sly elk
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i guess im just not that bothered by the fov in the rift/vive and I would rather have more pixel density with less rendering cost

tired tree
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@slim raft are you already using the stereoprojectionmatrix for left / right eye?

slim raft
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nope

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just setting the location of the scene captures

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and the fov

full junco
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@sly elk well the guys from tested said after trying the pimax they didnt want to go back to vive/rift because that felt bad regarding the FOV then

tired tree
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they have a newer video up

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that doesn't talk too favorably about it

full junco
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hm?

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who? tested?

tired tree
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yes

full junco
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I'm talking about the video from 3 days ago

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is there a diferent one?

tired tree
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yup

granite jacinth
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so long

full junco
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where there?

granite jacinth
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wtf

full junco
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its not all about the pimax I guess

granite jacinth
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timestamp that shit please

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lol

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I mean, I won't lie, I am still on the edge about grabbing one

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But, I just don't know. I know Vive/Rift 2.0 are right around the corner as well

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Are they going for 8K? nah

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But, do I really WANT 8k? Will my PC be able to handle it really

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Any game?

full junco
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well you need a very good PC

tired tree
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there is a link to the vr minute in the comments

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should be there

full junco
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Only for those who own a PC with at least GTX1080ti (still testing, may need 1080Ti SLI, or the next generation graphic card e.g. Nvidia Volta

@granite jacinth

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thats about the "8K" headset

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so you should have at least two 1080 TI

granite jacinth
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Yeah

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Volta baby

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Just gotta wait until next March

full junco
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who knows what oculus or HTC or whoever else will have announced till then

supple coyote
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Hey all maybe some brilliant minds can shed light on this

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anyone experiencing similar shit? Stutter/judder in 4.17

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for me and for a few others on this thread, disabling "vr.oculus.bUpdateOnRenderThread=0" appears to mitigate the issue a decent amount

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specifically im having trouble with alembic's geometry cache causing stutter

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despite having 90fps, and when I turn off UpdateonRenderThread, it appears to correct the issue

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anyone know why this is the case?

slim raft
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Anyone know how to get around misalignment from the late update rendering?

supple coyote
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Hey BlackFang

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are you building your own Portal system?

slim raft
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Yeah, been working on it the last few days

supple coyote
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Ah nice will be interested to hear how it's coming along

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Not sure if i'm seeing the same "late update rendering" thats going on with your thing. But I do end up seeing something odd on the edge of my screen

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comparable to when you use Planar Reflection in VR and have to compensate by adding FOV degrees in Planar settings

sturdy coral
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the most unfavorable thing they said in that updated tested video was they didn't back it

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as long as I can use it with my own stuff at native FOV and res I'm happy, even if it has compatibility issues for other titles

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but the whole thing seems really sketchy

supple coyote
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muchcharles - you mean the Pimax?

full junco
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yes he does

supple coyote
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cant help but feel like whatever progress they're making, fb/oculus must be at least on par non?

full junco
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in theory yes

tired tree
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pimax is pushing out tech too early if what they are doing is true

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its not going to work with the majority of users

full junco
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@sturdy coral in that new tested video they make it sound as if you can't render it with real FOV unwarped because you would need multiple render passes and you can't do it with 1 render pass, but I think thats wrong

tired tree
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Oculus would likely not do that

full junco
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@tired tree well yeah. oculus and HTC have no real reason to sell something that will only work if you have at least two 1080 ti

tired tree
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@full junco multiview from nvidia should be able to handle that unwarped

full junco
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why multiview? it should work without any of that stuff

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the eyes are already rendered seperately, multiview you would only need if you have multiple camera transforms per eye

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and thats not the case

tired tree
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how are the screens handled?

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they are flat panel and not curved?

full junco
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that doesn't matter I think

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you just render each eye with an ingame camera of 140° FOV or something like that and thats all

wicked oak
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actually, multiview is the answer

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it can do separated cameras

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they made it for 3 monitor gaming setups for racing games

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that have 1 camera per monitor

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to have proper FOV and no insane warping from linear

full junco
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multiview is for multiple monitors, you don't need that for VR. its something that can help with performance in VR, but its absolutely not needed for a realistic image

wicked oak
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like instanced stereo, uses the same drawcall to render to multiple cameras

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it is if you want tons of FOV

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can get you a better image

full junco
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no

wicked oak
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as you can approximate a cylindrical warp instead of a planar warp

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have you seen that video of different projections with Quake?

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they get to 360 fov

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all those work with multiple cameras

full junco
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you don't need to go to 360 though, and you see that 150 still looks fine on standard

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and 150 is all you need for VR

wicked oak
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remember that the part that needs the most detail (the center) is small in normal projection

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while the periphery gets huge

full junco
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well yeah, thats not ideal for pixel density

wicked oak
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and something like that would be even better for curved screen

tired tree
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the problem is that without eye tracking you can just look at the edges of the panel and have a warped image

full junco
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why warped image?

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what tested is talking about is how games are rendered with the FOV for the vive and then the pimax driver is warping them up to the 200° FOV, thats why the edges are warped

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thats not an issue when you create your game with the correct FOV for the pimax

tired tree
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they ran tests forcing games to render at the full 200 FOV and they also had stretching....

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there are SS's in their forums

full junco
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link?

wicked oak
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calling bullshit about 200 fov

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literally cant do that

tired tree
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wicked oak
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you cant go past 180 degrees with normal projection

full junco
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@wicked oak its not 200 per eye

tired tree
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they say their games render in native 200

wicked oak
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mostly becouse it goes backwards

tired tree
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they overide the FOV

wicked oak
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and 180 is a case of divide by 0

tired tree
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they don't stretch it

full junco
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@wicked oak per eye its siginficantly less than 200 obviously, and every eye has its own camera

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its same with rift and vive

tired tree
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lol

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that might help

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was trying to find a concise write up

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infini eye used 4 seperate renders, two per eye for their 150 degree per eye headset

full junco
wicked oak
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jesus thats terrible

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linear projection at its worst

full junco
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but they say "currently it works well"

wicked oak
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lmao

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thats a fucking disaster

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and the whole headset is meant for that

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lenses and all

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what a waste of resolution at the sides

full junco
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yeah...

tired tree
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like I said...without eye tracking to re-center the fov or multi view / multiple projections to correct the stretch.....its pretty bad

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nice for immersion as long as you look forwards

full junco
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I think it would look horrible with eye tracking

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you would move your eye and stuff would strangely warp around you

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I guess multi view is really whats needed then

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both nvidia and AMD support it, so its just that the engine has to support it too

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how many views do you need per eye to get a relatively unwarped image?

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4?

tired tree
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think 70 degrees is around best case?

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2 per eye should do

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like I said, that is also what infinieye used

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but they just re-rendered 4 times

wet jasper
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@slim raft I think there's a blueprint function called break hmd profile or something like that

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inside it there's the IPD

tired tree
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I showed him the StereoCameraOffset and StereoProjectionMatrix functions

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shouldn't need IPD seperately with those

slim raft
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Everything seems correct now, just need a way to deal with the latency

wet jasper
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I haven't figured out the latency yet, but where's this stereo projection matrix function? how are you using it?

sturdy coral
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yeah, Pimax will pretty much require smp/lens matched shading or multires shading

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lots of extra CPU to do more FOV too, just more objects in view and more draw calls

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I think there are gradiations of foveated rendering people aren't considering too

sly elk
sturdy coral
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you need extreme low latency to match foveation to the eyes, but you can pay more perf and render a larger foveated area than necessary

glossy agate
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Does the camshaft blow apart if you aren't careful so you have to put it back together like a puzzle?

sly elk
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finding the line between making people do things the right way and punishing noobs without them understanding why is going ot be tricky

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I htink its going to come down to context based help

sturdy coral
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another issue with pimax might be ipd adjustability, from the first tested video it sounds like they thought it might be software only

sly elk
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so that is just cylinder head and clutch. Need to take apart the bottom end next

sturdy coral
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with the canted screen design it is probably hard

sly elk
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also on the pimax discussion. huge FOV is always going to involve either tradeoffs with huge amounts wasted pixels in the peripheral vision and perspective distortion

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right?

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at least with flat displays. Seems like for huge fovs like 200 degrees you would want a concave display

tired tree
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@wet jasper you can pass in custom projections to scene captures and set it to specific stereo passes as well

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for the late update ,the view is updated just prior to rendering in an ISceneViewExtension for the HMD

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scene render components however have a batched renderer array they are pulled from, unsure how best to tie in a late frame view position/rot update to those without some re-writes

wet jasper
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hmmm I see, that's some good info, thanks!

chilly thicket
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What would be the best way to setup an arc teleporting system?

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Right now I just have a straight line casting one.

chilly thicket
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Thanks.

sly elk
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copy off of the VR template?

chilly thicket
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I'd rather not use that template.

dusk vigil
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Oh yeah, VR Template already has arced... Why on earth not? It works fine, it is unoptimized since it recreates itself every frame but that's easy to fix

chilly thicket
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Oh.

dusk vigil
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) you can do it yourself to learn how
) you can change the look of it it that is the problem
) you can improve the perf if needed

chilly thicket
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Yeah.

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It was more of just that I'd rather learn how to do it myself.

dusk vigil
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thats a good way to think : ) so in that case, try to work it out yourself as far as possible, then start looking at the 2 known solutions for tips when you get stuck

chilly thicket
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Okay.

dusty dew
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just would like to share something about testing on Oculus Rift. If the oculus rift's sensor (on the HMD) doesn't detected a head in the HMD, it will not fire any buttons event from the controllers.

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Just spent some long hours debugging this to only now realize it. (thought the editor was broken)

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so if you are like me that tests some stuff just holding the HMD with your hand (not in your head), make sure to have something in front of the sensor to make it think it has a head on

dusk vigil
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Yeah, I see a lot of headsets with bits of tape in place over the sensor : p

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Would be nice to have some master override for it somewhere in settings

sturdy coral
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anyone know how to read the Touch capacitive axis values from c++?

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FOculusKey::OculusTouch_Left_IndexPointing gets unresolved linker errors, I guess since the header is in /Private

tired tree
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you can reference headers in /private

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had to do it back in the day for steamvr before things got cleaned up

sturdy coral
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what I have is #include "Private/OculusInputState.h"

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then I reference FOculusKey::OculusTouch_Left_IndexPointing and get error LNK2001: unresolved external symbol "public: static struct FKey const FOculusKey::OculusTouch_Left_IndexPointing" (?OculusTouch_Left_IndexPointing@FOculusKey@@2UFKey@@B)

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some stuff says the plugin needs to put a *_API thing

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like steamVR has STEAMVR_API in front of some stuff, but OculusInput never puts OCULUSINPUT_API on anything

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I stuck it in and it seems to work

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candid viper
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@sturdy coral you can just add an axis mapping in the input configuration, then BindAxis from the input component. That avoids the link dependency on the Oculus plugin. I use that approach with different actions/axis for Vive/Rift and only bind at runtime the ones I need for the current configuration.

full junco
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@tired tree I've posted the stuff explaining the FOV problem in that thread in the pimax forum

willow trail
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@MordenTral#2571 Do you know why randomly when I start PIE my character moves very slowly and feels like I'm on ice?

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@MordenTral#2571 Hmm it's like the boolean for when I'm in air is not resetting

wicked oak
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wasted space by the tons lol

full junco
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that pimax forum is surprisingly active

granite jacinth
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TBH

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It's good either way if Pimax delivers or not

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Now others know that the market is there

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And people want it

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Which may mean, a lot of the HMD makers might go back and up their resolutions on their 2.0 or 1st iterations

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Which is why i've 100% decided not to back Pimax

wicked oak
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i do not back hardware kickstarters

granite jacinth
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Something is always going to come out better. But this isn't the next Oculus Rift

wicked oak
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i find they fail constantly

granite jacinth
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Well, I usually back board/card games

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and some video games

wicked oak
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even in the case they dont, they arent worth the hype

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well, board games is perfect for kickstarter

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the board game is already made

granite jacinth
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The only "hardware" I can remember backing, is this keyboard

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Recently

wicked oak
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the kickstarter is just to be able to print it in bulk

granite jacinth
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But...they just announced the price on their numpad attachment...and I pretty much told them off

wicked oak
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what the fuck is that

granite jacinth
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(while still backing their kb)

wicked oak
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im still running my razer blackwidow wich is 4 years old

granite jacinth
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I am a KB and Mouse aficionado

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So I collect the shit outta them

wicked oak
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runs fine except a coule keys wich are a bit more stuck

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becouse i dropped water on it

granite jacinth
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to fine the perfect one

wicked oak
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like 4 times

granite jacinth
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Also, I am a firm believer in Ergonomics

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Having experienced pain in my wrists and back for years without worrying as a kid

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Now in my 30s...I feel that shit easier

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Well, not anymore with my setup

sturdy coral
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@granite jacinth that looks nice, I've got an ergo dox but don't use it because I code from a big recliner now and it isn't very lap-able

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I need to get some kind of backplate to join it all into one piece

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what doesn't look great about that one is it looks flat instead of tilted for each hand

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when I did use the ergodox it took a good while to relearn touch typing without staggered keys

granite jacinth
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I tily my keyboard down

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I have a underdesk ergo keyboard thing, and just tilt it down, way better on my wrists

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this is the exact one

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Probably one of the best purchases in my life

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(down, I mean up higher on my side, going lower away from me, very slight negative degree, but noticeable when you stop having pains in your wrists and shoulders)

tired tree
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@willow trail make sure you aren't applying pitch/roll rotation to the character, the default character setup does not like that

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it works up to a point but "disttofloor" screws up eventually with enough angle and never stops phys_falling

iron talon
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havent tried it yet but out of curiosity, if i have the vive controller pad where i hover over to move around, is it possible to set it to say if i click the left side my vr char jumps left or if i click the right side it jumps right? (sry for stupid question x.X) would assume so, but just want to double check before I attempt it (if anyone knows off the top of their head)

glossy agate
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Yes

hybrid plume
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of course @iron talon just map the inputs

real needle
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@dusty dew @dusk vigil You can disable the proximity sensor using one of the other preview modes "hmd mirror mode X" (can't remember which one does that

real needle
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Hey everyone - I'm trying to get the VR template working on my machine (HTC Vive, Unreal 4.17.3)

willow trail
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@tired tree I haven't changed the way the pawn acts at all. It seems to happen either when I fall from too high, or perhaps when a mesh I can pass through is between me and the floor (I haven't see how dist to floor works, maybe it stops the ray but the object hit is not regarded as floor?)

real needle
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I make a new project, open up the "Motion Controller Map" , and hit "Standalone Game" build - VR doesn't kick in though.

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Am I missing something?

tired tree
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@willow trail will pm you to not spam ehre

real needle
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I'm not launching in "VR Preview" mode - is that the issue?

glossy agate
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Launch in vr preview @real needle

chilly thicket
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So, I have a grabbing system, and right now I'm just teleporting the actor to the players hand when they press the grab button.
But if I want to hold certian items at different angles than the default, what would be the best way to go about doing that?(edited)
I have a couple ideas, but I'm not sure what the best way would be.

glossy agate
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Use a socket with an offset

pure peak
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okay, virtual reality template, i need to code a bench to swing out and back through use of the vive motion controllers (in the vive level) so that when in vr i can swing out the bench for use and put it back into place just like in real life

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i have no idea where to start

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dont know how to set a constrained track, set it up so i can grab it and move it, doesnt need to be overly complicated just work

digital marlin
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Sounds like the swing needs to swing on a pivot, obviously.

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So look into physic constraint maybe?

pure peak
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ive figured out how to do a matinee etc i just need to know how im supposed to code that into the motion controllers

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so when either one clicks the trigger on it it sets off the animation

digital marlin
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Well - onClick

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Animation play?

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Did you create a specific animation or actually use the matinee?

eternal inlet
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Any recommendations on using lods in vr? It serm to be very noticable when lod meshes are switched. So is it just a matter of multiplying the screensizes that work for normal desktop by an appropriate number, or is there another trick?

wicked oak
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@jonas_molgaard#1272 have you tried the stencil LOD dithering?

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essentially transparents one mesh into the other

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and yes, you need to tweak lods differently

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becouse LODs work by screen size

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and screen size in VR is, well, HUGE

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on the other hand low lods at a distance are fine, as resolution is low

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i eyeball my LODs in DWVR

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and in fact have them be quite aggresive

eternal inlet
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@wicked oak hmm stencil LOD dithering u say... u happen to have a good article about that? or i can ofc google abit around too

wicked oak
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from 4.11 release notes

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it does add a bit of performance hit

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so use it only if you need it and on the objects that make sense

willow trail
granite eagle
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Regarding Vive, does anyone know how to view the front camera fullscreen in the headset?

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Ideally in full colour

tired tree
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@willow trail set the instanced mesh to static or stationary, can't be movable, the balls work because they are physics colliding.

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@granite eagle it is really low res, doubt you want to do that, even applying it to a "tablet" in engine that was fairly large it was headache inducing

willow trail
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@tired tree I'm creating the instanced static mesh in blueprint, I thought that was the problem, but I can't find the node to change mobility

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Nevermind, I keep forgetting there are options in the details pane in BP...

dusky moon
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Guys lately I'm overusing the "Reduction Settings" for my meshes and crank down the poly count. my question is ... lets say I have a 600k poly mesh and I reduce it's default LOD0's polys to 20k ... will unreal treat my mesh in the levels as a 20k mesh ?! cuz I'm thinking I might have to sort of export the current reduced state of my mesh ... or am I wrong ?!

supple coyote
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@dusky moon Alllesss what do you mean>

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600k sounds a wee bit high in the first place

dusky moon
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@supple coyote I reduced it to 20k through UE4's mesh editor (Reduction settings) ...

brave adder
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When attaching an actor to the hands on pickup, the velocity of the attached object is always 0. Is there a way around this? I can switch to physics handle, but the attach seems smoother.

granite jacinth
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What's a pretty cheap way to highlight an object in VR.

sturdy coral
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@granite jacinth if it doesn't need to be seen from behind other objects, fresnel emissive

digital marlin
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If I dev a VR level with a player start at a specific location and then on a differenet VR setup the player start is about 100 uu away, could that be a calibration issue with the VR or something wrong in my pawn / player start?

tired tree
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its because they are in a different location in roomspace

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you need to adjust by the HMD location

digital marlin
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yeah I do actually reset the HMD specifically to a point.

granite jacinth
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@sturdy coral Alright, I'll try that tomorrow thanks. Just needed something for the player to be able to tell apart items when they grab it.

digital marlin
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er okay, so yeah I think MY positional tracking is off. What's the best way to change that on beginplay so my positional tracking matches where I want my camera to be?

pearl tangle
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anybody done any playing around with the unified ARcore/ ARtoolkit stuff in 4.18 yet?

digital marlin
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@pearl tangle yeah, a bit

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My deltacopy breaks all the time though making remote building impossible.

#

also, is there a way to set my player start position to be at the 0,0,0 of the HMD, so the player start is consistent on different play areas?

pearl tangle
#

@digital marlin did you get it working alright over android at least, even if you couldn't test the iOS side of things? I haven't had a chance to play but I helped the Google guys with the Tango plugin assuming it should be pretty similar just a bit less complicated

digital marlin
#

@pearl tangle I think it's the build from Windows 10 to Mac, TBH.

pearl tangle
#

yeah but did you get the thing to run alright on an android device? It should only run on the pixel and s8's at the moment i think. I did get to have a little bit of a play around with the Pixel 2 last week though 😉

digital marlin
#

haven't tried on andorid sorry

#

ooh pixel 2

pearl tangle
#

yeah it's not quite what I was expecting for it. I did know about the HTC stuff a couple weeks ago too, which I think everybody would already have realised is so that Google has the manufacturing capability in house now specifically for devices like this

digital marlin
#

yeah, once I sort out this VR event thing for this client I'll dive back in

#

It's an absolute balls up

#

And for some reason one of my acots has just decided to start floating in the air

#

This is good.

brave adder
#

Anyone know why my mesh has no velocity when attached to the VR hands?

digital marlin
#

I'm guessing your hands don't have simulate physics enabled?

deft badge
#

G'day all 😃

#

I'm struggling over here with getting started with ARKit. Is this a good channel to ask specific questions?

digital marlin
#

hmm maybe? mobile has some stuff too

deft badge
#

thanks @digital marlin

#

I'm just trying to set up my provisioning

#

But All the docs are pointing me to developer.apple.com, and then to Certificates, Identifiers & Profiles

#

Is that old documentation? Are there account limitations?

#

I can build the ARKit examples and run them on my iphone

#

ie. I've updated IOS, and xcode (to beta)

#

And outside of UE4, I can test and deploy ARKit examples

#

I just don't get the UE4 workflow

brave adder
#

@digital marlin They don't and the attached object is 'welded' However i can still get a linear velocity of the attached object, so i'm hoping that will work.

digital marlin
#

jjjams you've got a paid-for app dev account?

deft badge
#

@digital marlin I don't. You don't need one to deploy from xcode to your own phone (for dev purposes)

#

Do I need one to use UE4 and arkit?

digital marlin
#

Certificates, Identifiers & Profiles is part of the paid-for app dev kit, AFAIK

#

I had a free account and could only see limited options.

deft badge
#

Right, which would explain why I can't see it.

digital marlin
#

yah

deft badge
#

Thanks man, I'll bust out the CC

digital marlin
#

Yeah I had too 8(

digital marlin
#

@deft badge are you deving on windows or mac?

deft badge
#

osx

digital marlin
#

ah right.

deft badge
#

I just purchased an Apple Dev account

#

48 hours for "processing"

#

sigh

digital marlin
#

nah it's pretty quick.

#

I got mine almost straight away

deft badge
#

How am I supposed to soar like an eagle

#

...

#

when I'm flying with turkeys

digital marlin
#

I know, right?

deft badge
#

😉

digital marlin
#

Don't they know you came to play?

deft badge
#

😃

digital marlin
#

hey how'd you get the AR Texture stuff to work? It's no longer there on the preview update for me.

deft badge
#

me?

digital marlin
#

yah

deft badge
#

The examples I got running are not the UE4 examples

digital marlin
#

UE4 had examples?

deft badge
#

They're the swift examples

digital marlin
#

ooohhh

deft badge
#

right. No paid developer account required.

digital marlin
#

Ah that sucks

deft badge
#

All good, I appreciate your help man

#

When I can get going, I'm happy to take a look at the AR Texture stuff.

#

IS the camera not showing through or something? Or is it the red tint propblem?

digital marlin
#

Well I found solutions for that stuff actually - no it's more related to doing a remote build from win to mac

deft badge
#

Yeah, I'd be down for that workflow as a preference too

digital marlin
#

Well my deltacopy randomly shits itself

#

Like I could do 3 -4 builds fine then suddenly it'll just say it's not found and that's it.

granite jacinth
granite jacinth
#

Hmm, but that's inside your HMD

deft badge
#

oh, Oculus Store?

granite jacinth
#

Is the Desktop App anmed the same?

#

Well, I just want to know what to call the damn desktop app 😉

#

Like, we have SteamVR

granite jacinth
#

Sweet

deft badge
#

Oculus App apparently

granite jacinth
#

thanks

deft badge
#

No change buddy

granite jacinth
#

I obviously can't read

deft badge
#

Charge

#

😃

#

anyway, I'm out peeps

#

@digital marlin Thanks again mate

digital marlin
#

later mate

uneven moon
#

If you've released on Steam for both Oculus and Vive, please PM me.

mighty carbon
#

Good read

wicked oak
#

The game’s biggest cost was enemies moving around the world, “so we just kinda refactored our systems to not have as many things attached” to things in the world. After a lot of time and effort, they had something that could stand by itself on PSVR.

#

top kek

#

i had the exact same thing on DWVR

tired tree
#

I like how they said that 20% turn on sliding motion when its not advertised and their game doesn't really play any better with it

#

Raw Data was never a game that really needed it

mighty carbon
#

the key takeaways are: 1. small minority whines about conventional locomotion in VR and then even less use it. 2. MP is overrated and SP is what most people are in VR for

wicked oak
#

@mighty carbon but they will shittalk your game to oblivion

#

they are really, really, really vocal

#

thas why ive said several times to just go and implement smooth locomotion even if half assed just to shut them up

mighty carbon
#

that doesn't matter IMO because they talk down about the feature most don't care about

#

if I read "the game is shit because it has no smooth locomotion" I ignore the rest of the review (if there is the rest at all)

#

I just glad to hear MP is overrated.. I'll just focus on SP then.

tired tree
#

lol

#

that is not the key takeaway

wicked oak
#

well, their game is mostly a SP game

#

and with teleport

tired tree
#

the key takeaway is that if the game isn't better with smooth locomotion then it isn't better with it

wicked oak
#

it only has MP as an extra and smooth as an extra

tired tree
#

there are plenty of games that would be terrible with teleport only locomotion

#

like onward

mighty carbon
#

that's arguable

tired tree
#

no its not

#

i thought you didn't even play it

mighty carbon
#

I can't play those kind of games

#

even ginger ale is no help when it comes to smooth locomotion 😦

tired tree
#

you say that...without having tried onward?

#

ok...

#

its the original game that people found out that smooth isn't even that bad when implemented properly

wicked oak
#

Fixed! UE-48413 Crash running dedicated server with fixed framerate
Fixed! UE-48228 Instanced Static Mesh components that are part of a Blueprint aren't visible in Standalone Game

#

pretty important bugfix

tired tree
#

you may still be affected...but you talk a lot of shit about stuff you haven't fully tried

#

lots of good bug fixes in 4.17

#

.2

#

jeez that really shows how bad off 4.17.1 was though...

#

"Fixed! UE-49009 Blueprint needs to be compiled if another blueprint sharing an interface is compiled"

#

that one was tons of fun

mighty carbon
#

If Onward had a free demo, just so that people can see if they get motion sickness, I'd try it. Otherwise I have a better way to spend the money.

wicked oak
#

@mighty carbon but it does

#

steam allows refunds if its less than 2 hours

mighty carbon
#

I prefer old school demos

tired tree
#

why the hell, would you prefere a snap shot of a game, possibly its "best section" over the full thing for a demo experience

#

more so with multiplayer

#

there is no single player

#

for that game

mighty carbon
#

maybe it's just me, but in VR motion sickness test is what most people need to experience. Thus just a demo showing that would be a good thing for many games.

#

As a game, Onward is not interesting to me at all. If it was something I wanted to play (SP game), perhaps I could have used refund system on Steam if I couldn't bear the locomotion.

#

being developer myself, I hate to see sales come and go (due to refunds). Thus I try not to do the same to other devs.

tired tree
#

lots of people would never try the game without the refund

#

its not a 2 hour or less experience

vagrant mantle
mighty carbon
#

@tired tree I only used refund system once since it launched o.O There used to be no refunds at all not too long ago.

tired tree
#

and that is you...

#

its generally good for the consumer

mighty carbon
#

and I am actually against it

tired tree
#

where it hits hard is short experiences or games

mighty carbon
#

there is no refund system for movies for example..

tired tree
#

for everything else, its generally a good thing

#

you seriously can't equate a movie ticket to a game purchase.....

mighty carbon
#

(on Amazon, if you purchased movie, but haven't started watching it, you can get a refund. Once you clicked Play, you can't.)

#

again, that's arguable

#

it's like saying you can't equate a short experience to a cup of coffee

tired tree
#

you can download entire movies from amazon servers too....and movies are 1.5 - 2 hours long

mighty carbon
#

(which you absolutely can)

tired tree
#

games are typically expected to last longer, and provide more content

mighty carbon
#

Amazon movies are DRMed, aren't they ? (I haven't tried downloading them yet from Amazon or Netflix)

#

expected... sounds entitlement

#

I guess it's a good thing we have separation between games and experiences in VR

#

but then some people don't get that and tell me that my "game" is too short, when I clearly states it's not a game, it's a bite-size experience o.O

tired tree
#

then it is what it is

#

they would complain anyway

#

experiences are a hard medium to deal with, you either blow them away, or it was "meh"

mighty carbon
#

true

vagrant mantle
#

Anyone?

mighty carbon
mighty carbon
#

one thing I totally hate about working alone is that there is no one to bounce ideas off 😦

#

(especially when it comes to story/lore)

sturdy coral
#

@vagrant mantle all the code for that is under UnrealEngine/Engine/Source/Editor/VREditor/

vagrant mantle
#

@sturdy coral ya, i just want to make the movement part

sturdy coral
#

yeah, that code is in there too

vagrant mantle
#

@sturdy coral can't understand the concept in that

sturdy coral
#

@vagrant mantle look at void UVREditorPlacement::StartPlacingObjects(

#

it has most of the stuff you need

#

ViewportWorldInteraction->FindPlacementPointUnderLaser(

vagrant mantle
#

@sturdy coral okay, ill try that

#

@sturdy coral is it using line trace?

sturdy coral
#

I don't know, you'll have to look through

#

I know it uses a type of interpolation on top of it for the bendy looking movement and stabilization

#

it uses this:

vagrant mantle
#

@sturdy coral saw the page, what it tells exactly

#

@sturdy coral im looking for a simple method

sturdy coral
#

it just tells about a method of filtering that maintains responsiveness and stuff but tried to eliminate jitter, I just saw in a live stream that that is what they use

vagrant mantle
#

@sturdy coral i just want to move static mesh actor x, y and z has to be locked with the line trace

full junco
#

@wicked oak @tired tree I found this blog post about the high FOV issue with the Pimax 8K, he says the planar projection with suich a high FOV is actually not an issue: http://doc-ok.org/?p=1649

#

what do you think about that?

tired tree
#

when looking forward yea, its not

#

that was never the problem

wicked oak
#

that is a HUGE waste of screen

tired tree
#

well you can't look at the entire screen anyway...

wicked oak
#

have you seen Nvidia talk about future tech?

full junco
#

well maybe read the blog post before commenting on it

tired tree
#

but you at least need to keep clarity for the distance you can look

wicked oak
#

where they go through some of the cool shit they have been doing

#

for sigggraph

full junco
#

he describes it in detail what he means

wicked oak
#

from "literally lazors" to 1000 fps screens to "GPU on the pc, but headset has a Tegra at the screen to do fancy timewarping"

tired tree
#

I read that article yesterday

full junco
#

ah

wicked oak
#

@full junco i also read it

full junco
#

I don't understand what he means with "rendered at 170° FoV, photographed at 170° actual FoV"

wicked oak
#

becouse the FOV doesnt match. You right now have X fov to your screen

#

so a fullscreen image at that exact FOV will look best

full junco
wicked oak
#

becouse he puts the camera right at the screen

#

and then tilts it

full junco
#

tilts?

wicked oak
#

sorry for the paint

#

green is camera origin, red is camera "view", blue is screen

mighty carbon
#

Oh, I can see that

full junco
#

@wicked oak I dont really inderstand your painting

#

what exactly is 170° there?

tired tree
#

the perspective of the screen with the camera perspective corrects for the warp

#

there

full junco
#

ah, so no special lense on the camera?

wicked oak
#

no

tired tree
#

on a somewhat related note, perspective trick games would be amazing in vr

glossy agate
#

Yeah. Someone had a free template a couple years ago where when you picked up a object it would resize based on screen size. Would make a cool vr puzzle game.

sturdy coral
#

one thing to keep in mind on waste of screen is that pincushion distortion of the lenses compresses the center and balloons the periphery

#

it may not be enough to overcome the perspective distortion that compresses the periphery

#

but it should alleviate some of it display wise (not render wise)

#

that still takes multires, etc.

mighty carbon
#

I just don't get why they designed controllers just like Vive's. Could have designed it similar to Touch and make it a bit more ergonomic.

full junco
#

they = pimax?

#

their controllers are prototypes, they will ship different ones

sturdy coral
#

I just bought the hmd without controllers, too skeptical of them and it should work with existing vive stuff and eventually knuckles

full junco
#

yeah

#

I still dont really understand the FOV issue though, the blog post says that it can be fixed just with software?

sturdy coral
#

yeah, read the addendum at the end

full junco
#

the center of the screen has by far the lowest pixel density then though

#

isn't that stupid?

sturdy coral
#

that is considering it without lens distortion

#

the barrel distortion you see in old mirror views of oculus dk2 and stuff is the inverse of what the lenses do

full junco
#

anything steamvr does it later

sturdy coral
#

yeah but that's before the compositor applies lens distortion

#

in reality that view should be much higher res than the overall screen

full junco
#

but that image there is where the rendered pixel are

#

you can't add any pixels any more for the center

sturdy coral
#

yeah, it will take multires shading or LMS etc. to do it well

#

but display efficiency wise it isn't necessarily as bad as it looks

#

render cost, yes

#

image on the left is what the lenses do to the screen:

glossy agate
sturdy coral
#

can forced perspective work with stereo vision?

tired tree
#

they made that example after that one game released that was based on forced perspective

sturdy coral
#

it gives you a conflicting scale cue

tired tree
#

ah they even mention it

#

@sturdy coral plenty of cases of real world forced perspective

#

never been in one of those carnival silly houses?

sturdy coral
#

true, I guess the disney castle is considered forced perspective too

#

the stuff at the top is miniaturized windows and stuff and makes it look bigger

#

but some of that because it is out of the range of your depth perception and may look more apparent if you looked at a smaller model of it

glossy agate
#

The video I posted you can download the project free on the forum. Might work in VR, and its all BP, just don't have the time right now to mess with something new myself. And I don't know anything about puzzle design

tired tree
#

there are a ton of real life visual illusions, like Ames rooms, mirrored mazes, tilted horizons

sturdy coral
#

oddly the thumbnail brings back some of the illusion

#

but viewing it in a big window it looks different

tired tree
#

?

#

you can walk through them in real life, you don't enter the room when viewing the illusion

#

you stand outside of it at a window

#

that is why it is "forced perspective"

#

also that video earlier of the archways leading to a statue is a real place that he re-created in VR

mighty carbon
#

has anyone succeeded in making portals in VR (similar to what you see in Portal games) ?

sturdy coral
#

there is a portal vr experience for free, I don't know if it has any actual portals

glossy agate
#

Have seen a few people doing it

sturdy coral
#

it is ue4 though I'm pretty sure

#

@tired tree yeah I guess it still has an effect, I've definitely been in a disorienting room in a carnival with lots of scale stuff

glossy agate
#

unity has a marketplace asset for sale with VR portals too.

tired tree
#

there is a portal plugin for UE4 already, touts VR support but its all shader so likely not perfect

sturdy coral
#

you can close one eye and hold your head still

#

and kind of see in real life

tired tree
#

was helping BlackFang get one going using actual HMD projection matrix's but needs late update correction

sturdy coral
#

but you won't generally see it unless you are trying to

mighty carbon
#

I'd be ok with portal rendering in 2D in stead of actual VR, as long as everything can go through the portal and be seen on the other side

tired tree
#

then get the plugin

#

it should already provide that

mighty carbon
#

is it on the Marketplace ?

mighty carbon
#

oh, a freebie .. cool, thanks

tired tree
#

its really basic

#

won't handle edge cases

#

but its a start and free

mighty carbon
#

yeah

frigid kite
#

Hey @tired tree , I bet you know all the quirks of sweeping and collisions

#

I'm making a hands setup where the hand meshes collide with the world (once they are stuck, you still have non colliding ghost hands of course, lone echo style)

#

The hands are skeletal meshes, set up with collisions in the physics asset, set to respond to both traces and physics

#

However, they're colliding with something that's far from the actual collision meshes, at the root of the hand instead of the finger tips - when I use a fixed box collider as the hand actor's root, it works as expected

wicked oak
#

@frigid kite you need to have a physics root to have physics on the actor

#

this has brought me some trouble, as i wanted to have a weapon that had a Scenecomponent as root

#

but it has to be a mesh

#

if i want physics to work well

frigid kite
#

A "physics root"? The object that needs to collide with the sweeps must be the root

#

so I can't use anything but the skeletal mesh itself as root

wicked oak
#

or a static mesh

#

there is also some weird shit with this stuff (this does direct attachment, so it keeps low latency). You cant change collision modes as it will "delete" its velocity

frigid kite
#

Hmm

#

In my case, I can't have the hands attached directly to the motion controllers - they need to sweep each frame to check for collisions

#

However, they're set up in morden's late tick for the motion controllers, so they only set their transforms after the motion controllers' tick, making sure there's never a frame delay between the hands and the controllers

slim raft
#

I still don't have any ideas on how to fix the late update issue.

wicked oak
#

im trying to have perfected physics and handling for guns and random items

#

as i want a robo recall level of interaction in my next game

slim raft
#

Ideally, I don't want to do any engine changes to make the portals work, as I want to keep it easy to move between engine versions.

slim raft
#

The only thing I can even begin to think of would be a custom camera class with a late update even to bind to

mighty carbon
#

does anyone know if it's possible to set min/max visibility for actor in the runtime ? (using BP)

slim raft
#

What do you mean by 'visibility'?

glossy agate
#

@wicked oak You doing the dungeon crawler still or the PVP again?

mighty carbon
#

@slim raft err, draw distance is what I meant

wicked oak
#

@glossy agate back to dungeon crawling, but full shooter

#

i was unable to get good melee mechanics for psvr

#

tracking too bad and limited, and i dont have joysticks for smooth movement

glossy agate
#

Ah. PSVR exclusive, or just less interactive PSVR version. Because you cant have full reload mechanics like your vid

wicked oak
#

you can

#

remember raw data and arizona sunshine are on psvr

#

raw data next week

#

both of those have advanced interactions

#

but i want a bit more than just that. Kind of like an arcadey version of H3

#

with a hint of robo recall (you can grab stuffs at a distance and throw them)

#

the reason the rifle is an m4 is becouse i have no imagination

#

so i just grabbed the first real gun that came to my mind

#

instead of modelling a scifi gun myself

glossy agate
#

Oh, AZ sunshine has that hip hitbox reload though, but I guess the PS controller sticks will work for all that

#

For the advanced reloading

wicked oak
#

i havent implemented yet, but i want to have slot inventory

#

4 slots like robo recall (tho the 2 "up" ones ill have to test tracking)

#

plus an actual inventory

#

weapons would just reappear in your belt if you throw them

#

and you would be able to put stuff into slots automatically

#

i want this to be kind of a loot game, so you would be able to grab enemy weapons

#

any enemy weapon

#

put your current weapon in the belt, grab the enemy one (while ammo lasts)

glossy agate
#

Yeah I have slots in mine. 6 free slots plus one melee, 1 primary, 1 secondary. Spawns them through the loadout menu, and you can add more to your slot while looting in game

wicked oak
#

for the enemies ill make them a bit like the raw data ones

#

slow-ish and as physically simulated as possible (but not to robo recall levels)

#

more realistic in general. DWVR went too arcade

#

for the level im currently shamelessly copying sections of doom maps, i suck at level design (will probably get someone to do it for me)

#

just to have somewhere to test gameplay

#

i want to have the main mechanics locked down before even looking for an artsyle of final levels or story

mighty carbon
#

I am actually going backward with my new project - developing lore / assets, then will dive into BP stuff when I have enough assets for the first slice

wicked oak
#

arent you doing more story/atmosphere related stuff?

#

normally im very, very mechanics based

#

as its what i do well

mighty carbon
#

nah, I am going for desktop VR game

#

well, yeah, story is important of course

#

but gameplay mechanics matter too..

#

except I am not going for Oscar in innovative gameplay..

#

😛

#

just solid recognizable mechanics that make it fun to play the game

hybrid plume
#

cool stuff you guys are doing

#

we all have our own approaches to approximate an abstraction

wicked oak
#

tomorrow is the day

#

finally on ps4

#

at what hour does playstation store update?

#

ill have my stats ready

granite jacinth
#

@wicked oak Nice!!!!

#

@wicked oak Do you have time to share your experience on here with everyone?

#

Or actually, could be a nice little blog post

wicked oak
#

ill probably do a postmortem once i have the data

granite jacinth
#

Ok, yeah. Basically, I really want to know if it was worth it.

wicked oak
#

i need 400 sales to break even

granite jacinth
#

I know a lot of other devs are doing cross-platform because you want to maximize your playerbase

#

I think PSVR has over 1million sold?

wicked oak
#

1.5 million

granite jacinth
#

Yeah

#

It's #1 right now

wicked oak
#

on DevCon they said it was 1200.000

#

and then they said they sold half a million in summer

granite jacinth
#

So, if you can't make any money on it...I'll be super disapointed.

wicked oak
#

so you can guess beetween 1.500.000 and 1.800.000

granite jacinth
#

I really want to know along the lines of... all the extra coding you had to do

wicked oak
#

coding not an issue

#

Ps4 review is a headache

granite jacinth
#

Basically, how much more time was it to dev for it

wicked oak
#

and ue4 morpheus support is lacking

#

i had to do some small edits to the engine

granite jacinth
#

"small"

wicked oak
#

yes, small

granite jacinth
#

as in how many lines of code do you think?

wicked oak
#

bunch of places, sub 10 lines on each

granite jacinth
#

BUt pretty trivial you say?

wicked oak
#

its was more about how to put those edits than the edits themselves

digital marlin
#

@wicked oak awesome man, congrats.

wicked oak
#

as i had to read the engine code for the stuff to find why stuff doesnt work and then do the small edit

granite jacinth
#

Was it painless to integrate the PS4 branch?

#

Is it even a seperate branch?

frigid kite
#

Oh, grats on the release, @wicked oak!

wicked oak
#

@granite jacinth copypaste it into normal github buildd

granite jacinth
#

What, that easy?

#

lol

#

hmmmmmmmm

wicked oak
#

Epic doesnt have source control for console devs

#

unless you are full license

#

they give you access to an FTP server

#

that has .zips with all the versions

#

like one zip a week or so

#

made on the latest "master" version

#

or with the different builds

#

so they just uploaded the .zip for launcher 4.17.2, for example

#

copypaste it on top, download dependencies, compile

#

should work fine

granite jacinth
#

Interesting

#

Well, I wish you the best tomorrow

#

Did you do any marketing @wicked oak ?

wicked oak
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badly/no

granite jacinth
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lol

glossy agate
#

You get keys pretty easy though to give out to content creators?

wicked oak
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they give them tomorrow

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when the game releaes

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ill send them to people

digital marlin
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Is there some kind of negotiation or pitch you have to do?

wicked oak
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the issue i have (quite big) is that its USA only

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for now

mighty carbon
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congrats @wicked oak

wicked oak
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@digital marlin yes

mighty carbon
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do you support Aim controller ?

wicked oak
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but mine was pretty much just explaining DWVR and "i want to port this"

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yes

digital marlin
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ah neat.

wicked oak
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dualshock 4, Aim, and move

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that onewas a clusterfuck

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of supporting EVERYTHING

mighty carbon
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damn

wicked oak
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we are talking 5 different control peripherals

digital marlin
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lol oh man

wicked oak
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with different buttons and mapping each

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plus configuration

digital marlin
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I can barely get WASD to feel good

wicked oak
#

at the end i settled on having higher level input commands on the controller

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and handling the mapping on each of the Hand actors

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so the Hand Actor gets "PSMove button pressed"

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then sends a "TeleportPressed (right hand, other data)" to the controller

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and if i can teleport

glossy agate
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I bet. So does PS let you check controller type/name so you can default the other interactions ect?

wicked oak
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then the controller tells the pawn to perform teleport logic

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ahaha

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no

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i have a configuration menu

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essentially i have a sequence. I set PSVR Aim and Dualshock as the initial tracked devices

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and then, if the aim is actually tracking (not erroring), i offer "press triangle to use AIM"

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there is also "press cross to use Dualshock"

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there are also other 2 texts

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Left PSmove not tracked, press the Move button(central button) to track

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and same on the right

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the move button of each psmove sets its tracking enabled, and as there is a max of 2 tracked devices, then it drops the tracking for the aim controller

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and once both psmoves are detected as tracking, i have a text of "press central button to use move"

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the X button is allways there, for gamepad mode

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so, for a player to use AIM, they just have to make sure its on, turn on the game, and press triangle

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if they want to use a gamepad, then they turn on the game and press X

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and if they want to use the moves, they have to press the central button on both, and once the game detects them, press the central button on the right one (i have labels on them)

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then the game configures stuff properly and spawns the correct Hand actors depending on the devices

mighty carbon
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but why support everything ?

glossy agate
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wider market

mighty carbon
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I'd only support the best/most suitable available input

wicked oak
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wider market

mighty carbon
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if software is that good, people will buy peripherals for it

wicked oak
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less than half psvr players have Move controllers

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and very, veeeeery few shooters support dualshock or AIM

glossy agate
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Probably most people have dual shock, then move second, and probably the least people have AIM (Im just guessing though)

wicked oak
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and anway my aim and dualshock implementations are damn legit

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the game is playable quite well

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but you lose the really cool sword and magic fireballs

mighty carbon
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I'd go for dual shock and AIM - everyone has dual shock and they can play it, and if they really want to - they'd buy AIM.. From what I've read Move seems to be the worst input option for PSVR

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(due to poor tracking)

sturdy coral
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move was sold in lots of bundles

wicked oak
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but my game is a pcvr game, designed for hand controlers

mighty carbon
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true..

glossy agate
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VR without motion controllers was great, until I tried VR with controllers. Night and day. I wish PSVR would come up with a cool roomscale upgrade

wicked oak
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wont

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need psvr2.0 for that

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i dont see them selling Move 2.0

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they 100% know

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but devs would be annoyed

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like "come on, again"

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now, if said move 2.0 are backwards compatible

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then sure

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that way players can get them becouse they work well on games that support them, but they still have better tracking on every other game

sturdy coral
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one way I could see them achieving it is a separate processing box or new camera with built in processing

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just to process the camera data and send the tracked positions over to the PS4

wicked oak
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they can add lighthouse style tech

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and in fact, it would improve performance in games

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currently devs need to run the tracking api, wich is fucking slow

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due to all the image processing

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the reason oculus uses IR is becouse that way the image processing is only 1 channel, and its much, much simpler

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as the kernel is smaller as the tracking point is small

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and lighthouse is literally free cost

sturdy coral
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yeah, and since the camera is used for nothing else they can run it at tiny exposures

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like a few (hundred?) microseconds

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lighthouse isn't as free as it was first made out to be at this point

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you have to process it on PC with a proprietary driver

wicked oak
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it is. in lighthouse the calculations are SO trivial they are done on the device itself

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you dont even need the pc

sturdy coral
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that's not true, the timestamps and stuff are done on device

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but the pose reconstruction is done on PC

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there were some stirrings of onboard processing going forward in later versions though:

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all the people who have shown things like day dream with a vive tracker and stuff so far have had a PC in the mix

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some people have had success reverse engineering parts of it and doing their own reconstructions, but the licensed devices right now have to have a PC

wicked oak
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well, thats more about the valve implementation than the hardware itself

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if you get a bunch of those lighthouse trackers, you can definitely build your own tracking in an IC on-device

sturdy coral
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right now I think one issue is something needs a global view of all of the devices to help converge the estimate of the tracking universe (position of base stations relative to each other)

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you could do it all individually but you just get worse results. like the HMD has more spread out sensors and tends to have a more accurate idea of where the base stations are, and that can feed in to making the controllers have a more accurate idea of where they are relative to each other and to the base stations

sly elk
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so i haven't followed the last few unreal releases. It doesn't look like we have had anything nerw since spectator screens?

sturdy coral
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@sly elk XR refactor, but it doesn't really change anything important

tired tree
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@frigid kite are the hand meshes constrained to the hands by you directly, or are you using a grip method.

tired tree
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i'll dig up where to insert the view modification tomorrow if i find time

full junco
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@sly elk well, the last release was the one with spectator screens, so you didnt miss any new releases

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in a few weeks 4.18 will be released without anything major new

pearl tangle
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@full junco I take it the new mixed reality spectator mode 1 didn't make it into 4.18 at all? I haven't checked the release notes yet but assume everybody would be all over that already if it had been

full junco
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@pearl tangle hm? you mean that one with greenscreen?

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thats in 4.18 as far as I know, I forgot about that already

mighty carbon
uneven moon
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anyone release on Steam for Oculus/Vive?

full junco
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@uneven moon why do you ask the same question pretty much once a week or so? 😛

pearl tangle
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@full junco that is still a big step up for them with providing the same capability as Unity for the mixed reality stuff. Definitely comes in handy for promotional stuff to be able to do the greenscreening. Although I think they were also working on another integrated, non green screen depth sensing version but not sure where that was up to

full junco
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@pearl tangle how should "depth sensing" work without a depth sensing camera?

pearl tangle
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there are a few ways you could do it. Marking out the bounds with a controller and tracking the camera position can help. Or they could be suggesting a depth camera for it im not sure. I just remember seeing some mentions of it on the UDN that they were looking at ways to integrate it in there

full junco
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I dont see how knowing the bounds and camera position should help with that

pearl tangle
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makes image processing much easier and faster

full junco
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why? the camera still just has a 2d image without any depth information

pearl tangle
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same way that DSLAM methods currently work with arcore and whatnot. Having the cropping information and a tracked camera can just speed up the process. You can also do image matching techniques so that it can easily recognize the fixed background elements separate from the moving actors. Depth cameras definitely makes things easier and faster but it is still technically achievable with a single camera

full junco
pearl tangle
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mostly just refered to as SLAM these days. (Simultaneous Localization And Mapping) D is for Dynamic but everybody uses different terminology for the stuff now. essentially SLAM methods with capability to also handle moving objects

alpine torrent
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@mighty carbon the platform give OEMs to easier way than build whole ecosystem themself

mighty carbon
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Ehh?

mighty carbon
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Was that related to my post about Samsung WMR?

alpine torrent
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yeah

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I was sleeping while you posted it

mighty carbon
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soooo, apparently 99c for a bite-size experience is too much money to pay according to some Gear VR users.. F@ck mobile platforms altogether... They want full length games, even in VR, for $1-$3. Bizarre.

uneven moon
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Yeah, VR consumers are starting to go beyond the "Omg VR is so cool" where anything is great

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We did a horror wave-shooter and literally everyone was like "Brookhaven 2" haha

sly elk
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I think VR consumers wanting more fully realized games will end up being a good thing

mighty carbon
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but at what price level?!

sly elk
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but fuck mobile people 😛

mighty carbon
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back in the days, Doom used to cost $50. That's 90s we are talking about and the cost of development was a way lower back then

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(and cost of PR/marketing)

alpine torrent
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microtransactions they get but not 99c

mighty carbon
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in no way indies can afford to build full length VR games and sell it at $1

sly elk
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Yeah. Low sale prices are terrible

mighty carbon
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to be able to make money off microtransactions a game needs to have a massive user base

tired tree
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not really

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you have the whale factor

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but it still needs a base population

mighty carbon
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sure, but if your game has too few users, whales won't come to it

tired tree
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I find it interesting that Oculus doesn't publish user reviews and feedback on their store

mighty carbon
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there isn't a single profitable f2p game with small user base

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they do.. only when you use their app :/

alpine torrent
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if you have interesting game it could bring new users

mighty carbon
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(website indeed shows nothing)

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sorry @alpine torrent , but not in this era

alpine torrent
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in quantum era?

mighty carbon
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it was the case in early 00s. One could have made a decent game and get away with having no PR/marketing

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one could literally make a lot of money without heavy investment into PR

tired tree
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times change.... there is more competition, and both better and worse games than back then out there in the indie scene

mighty carbon
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(and there was a way less games, so visibility was there)

#

here is an interesting example - I've been tweeting about my Gear VR release and got very few retweets. Then someone asked what engine I used and when I said I don't use Unity, I got shit load of retweets. WTF!??!

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like, "oh, look, he doesn't use Unity!!! Gee, weirdo.."

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I am thinking making a gif with my cat and maybe put a poster with my game's name to be visible in the frame too.. maybe that would work as PR and gets retweets 😛

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cuz, you know.. cats get a ton of retweets on Twitter

tired tree
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if you don't have followers in the first place twitter isn't your medium, have to partner with people that do

mighty carbon
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while I don't have a lot, I do get retweets on some stuff.. Just not when I post about my projects 😦

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I should probably put KEK logo into the game, create controversy like Destiny 2 did, then remove it due to popular demand 😛

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risky and dirty, but probably will get massive free PR

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😄

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@wicked oak can we see your game in PS4 store through web browser ?

wicked oak
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you should be able to

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if they updated

mighty carbon
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doesn't look like it

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they also don't have PSVR filter o.O

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I assume it will be in Shooters category, right ?

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has anyone used Landscape in VR ? Is it too performance taxing ?

uneven moon
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@mighty carbon Depends, I put together a fairly large landscape and it didn't make much of a difference

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i7700K, 1080, 16gb ram

mighty carbon
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duh

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I am aiming for i3, 1060 and 8Gb of RAM

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with that hardware config of yours seems like nothing will bog down the performance 😉

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4.18pre2 is out

wicked oak
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@mighty carbon oyu in USA?

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its only on the american store for now (fuck PEGI)

wicked oak
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hasnt released yet it seems

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what hour is it right now in usa?

glossy agate
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7:30 on the west coast here

mighty carbon
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9:33 am CST

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they probably release at noon PST

sturdy coral
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@mighty carbon the main issue is landscape in VR kills you on draw calls if you aren't careful

mighty carbon
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I'll probably stick with mesh-based ones as I found out that ink outlines should work fine with modular geometry as long as vertex normals match on the seams

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(if it wouldn't work, I'd have to go with Landscape)

sturdy coral
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they need to instance the landscape components that are of the same LOD level when rendering shadows, right now far shadows will explode your draw calls

mighty carbon
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ouch

sturdy coral
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baked with dynamic shadows nearby is all I've been able to get by with

mighty carbon
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I would imagine baking 10km x 10km Landscape would be tough unless one has good hardware ?

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now official congrats to @wicked oak

wicked oak
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neat

sturdy coral
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no, you just bake at a really low resolution

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you still get cascaded shadows up close

mighty carbon
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ah, I see

sturdy coral
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it isn't too bad

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I don't think you could get a big landscape with dynamic time of day in VR for a good while though

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without heavy modifications/hacks

mighty carbon
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why not ? dynamic light is too slow ?

wicked oak
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yes

mighty carbon
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(with mesh-based terrain though, not Landscape)

tired tree
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it doesn't matter

wicked oak
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on the test i did, no issue. But dynamic shadows were a huge no

tired tree
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yeah its the shadows

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they are the killer

wicked oak
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its impressive how slow they are

mighty carbon
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😦

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I am just puzzled why Epic doesn't optimize that stuff well

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don't they need it for Fortnite BR mode ?!

wicked oak
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fortnite is fully dynamic

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but it isnt vr

mighty carbon
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well, if it can run at 120 fps, it could be good for VR 😛

tired tree
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fps isn't a straight devision for VR, and you are doubling the most costly part of it there

sturdy coral
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vulkan should make a lot of things better eventually

#

Switch with weak arm cores is able to run doom 2016 since they can actually use parallelism

wicked oak
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switch is 3 cores

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no parallelism at all

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helper core, render core, game core

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its actually impressive on the ps4

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where its 6 cores and 7th for audio

tired tree
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doom on switch is also not full original quality

sturdy coral
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I thought switch is t210, 8 cores

wicked oak
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seems to be pc on low

tired tree
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hell even on ps4 it wasn't full quality

wicked oak
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equivalent

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doom scales quite a bit

sturdy coral
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is it like phones where they can't all be used at once?

wicked oak
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but it seems they put everything in low settings

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@sturdy coral i think not, they are full cores