#virtual-reality
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whichever camera you are focussed on I suppose. But it normally takes it like 10+ seconds to capture 1 360 image with the stereo 1 right, how are you handling that while the user is inside VR, or is it from a spectator machine or something?
all i am doing is pressing trigger and running the command "SP.PanoramicMovie" and if you add like "0 100" with this command it renders like 10 images (each for left and right eye)
it all get saved in the folder and then i any movie editing software combine and you get the 360 video
but then it is all done with the headset camera
@pearl tangle
i use* any
yeah but what I meant is are you doing this during gameplay. So while the user is inside the VR headset?
but doesn't that lock up gameplay for them for a long time with the stereo 1?
yeah exactly it takes couple of seconds / minutes
vr headset starts to flicker during the gameplay
until it is finished taking shots
Sounds like a very bad idea to do while somebody is inside VR if it's locking up the headset on them
yeah but i think this is how this plugin works and if i run this command in the viewport at gameplay it just freezes till its done which is also alright as comapred to vive
i can buy Simple Panoramic Exporter this plugin but i dont n
know if it would solve my problem ! Allar never replies
well with that plugin you can run it with any camera, not just the current focussed camera so would fix 1 problem. It also takes about 1/10th of the time of the stereo render since it's just a cube capture that it does so no complex camera setup and taking multiple photoes etc
but still locking up the users view inside VR is not something I would recommend
How to blur 3d umg elements?
@vagrant mantle i dont think you can, at least in a straightforward way
but as you know, 3d umg elements have a material
so you could try to do the blurring there
@wicked oak any reference on that?
@pearl tangle Ohkay ! thanks ๐
@vagrant mantle you mean on the material for UMG? Have a look in the engine content folders and you can see all the different materials
@pearl tangle ill have a look
hello
I have some problem in my VR
project
in normal game my animation work with physics simulate
but in vr it doesnt work correctly
There is a specific UMG blur tutorial in the Learn tab @vagrant mantle
@plain glade are they not playing at all?
@tired tree its not working for 3d umg
oh for 3d umg? yeah they used a post process
you'll either have to take into accoutn view direction or do something else
@tired tree i can't understand
@tired tree is there any reference for 3d umg blur?
no, you'll have to mess with material like they said then
@tired tree i have seen a video, they used screen capture 2d with gausian blur and display it on a mesh
that is really really overdoing it on the performance end
@noble charm they are playing but in normal game mode its work correctly but in vr isnt work correctly. I set physcis with delay node. I think in vr and normal game delay node not working same. because of fps probably
you totally sure you can't just use an alpha'd background @vagrant mantle
object which has simulate pass inside another object which has collision. Is it normal? in vr its not work correctly but in normal game its work perfectly
no its not normal, but how are you moving the physics simulating object
are you just dropping it
just dropping it
there s a character. it has give book animation. when it give book I set simulate physics node
and it drops to the floor? or what
are you running a physics sub stepping
hmm ๐ I dont know anything about sub stepping
I think I should search and learn it
maybe its because of it
its not running sub stepping btw
I checked it
well there is nothing inheirent to VR that should be causing physics issues like that
unless you are running at like 10 fps or something
if the books collision is very thin you may need to thicken it up or turn on CCD
yeah my first guess would be low fps
Any grid based object placement in vr?
Varjo scores 8 million to develop their 20/20 Hmd http://www.varjo.com/press/29092017/
@vagrant mantle 4.10 added spiral blur node: https://imgur.com/J9aAShX
@dusk vigil as i expected, some investors fell for it
im 100% sure its going to be a fail
@sturdy coral i don't know how to use that Charles
neither do I it is just something to look into for what you wanted
thats still post process
for widgets
unless he goes into the engine materials and edits the base mat for the 3d widgets
finally figured out what my issue was with that judder/ corrupted map issue... I realized it was a media player asset I was opening the source for in my level BP... so ony once I migrated map to a fresh project, the souce couldn't open because it references the movies/ folder which did not exist in new project... looks like similar to this issue ... https://answers.unrealengine.com/questions/700740/media-player-playback-causes-shake-in-vr-headset.html
has anyone tried this https://www.motionshadow.com/ ? (mocap suit)
Looks like a Noitom suit equivalent, but no price on their page?
I would assume it suffers from the same limitations as Perception Neuron : some drift, needs very precise calibration, suit can't move around or stuff starts twisting around nastily, hands are limited to open/close fingers ( no complex gestures beyond giving the finger )
@tired tree I thought you could use any material on 3d widgets now
oh, not inside the widget but for the widget overall
yeah, you'd have to pack it into a color and use 2 colors for the rest
looks like all image fields accept materials too?
or always assume alpha
for widgets
I'm not sure, they might not be able to access scene color if they do
or it might get something nonsense
well lets see eh?
maybe raoul should check it out and report back ๐
nah i'm checking
if the shaders actually run in worldspace that would be cool, cause you could also do a lot of stuff dependent on camera angle like parallax backgrounds and stuff
I planned on doing some of that with packing info into a color to add some depth
nope
no scene color
its material domain is ui
which is likely why they used PP for the blur widget
ah
Oculus reviewed my game and kept failing the entitlement check, anyone know why this might be?
Here's how I have it set up on game launch (first screen, on beginplay):
i have that same thing but i just close the game
they want you to close the game, not to go to a fail level
or show a error message then crash the game
console command "exit" works
Damn that was a fast review. You submitted late yesterday right?
probably an automated fail
Yeah, less than 24 hours strangely.. They said 2-3 weeks
I found something that said to include this in my ini:
But I can't find my app ID in my dashboard
@wicked oak In their docs, they write that in reality, they want you to display an error message
So I take the player to another level, it's a white environment with some error text which they reported back to me as having seen it
Then the game exits after 10s
This only happens on fail, though so if the check was working properly they should've gotten a success
I'm about to build my first vr game anyone know a good starter tutorial for me?
seems on one of my vive controllers the vibration is broken, no haptics any more
or low batt?
no, its fully charged
oh ๐ฆ
as with all controller stuff, it seems to be a common issue
the vive controllers are super cheaply made
maybe i was lucky with mine. then again my 360 gamepad has lasted 10 years, while my friend goes through two a year..
nimble fingers
hm
when certain people use the vive(or a gamepad) the controllers CREAK and twiist. I wanna say the touchpad and rubber materials on vive controllers felt expensive,, but yea not very solid, and trigger squeaks.
I always thought it feels very good
wait i hit the wall HARD a few times. ye im lucky
just the internals are cheap and fail quite often
if you can solder, have a workbench, and are brave, you could probably frankensave it cheaply(depends on your warranty-situation)
vive pre, so no warranty anyways
just scary to maybe damage it further. depends on your elec confidence
but the vibration issue is something that can't be fixed unfortunately: https://www.reddit.com/r/Vive/comments/4rs179/lost_haptic_feedback_heres_why_a_warning_and_psa/
oh tiny flat bastard
yeah
@wicked oak how is DWVR doing on PSVR?
Damn
keep in mind its not completely accurate
first of all, there are buyers that dont play the game somehow
and there could be cases of google analytics saying one guy is several
also keep in mind PC analytics can corrupt the data a bit
sorry about spanish, but thats my main "game analytics" number of users
sessions are more
5 concurrent players right now
gets to around 15-20 later, when USA is awake
comparing it with the steam analytics, seems to be just about rigth
Sounds like you made a fortune ๐
So, is your next project going to be PSVR exclusive ?
no, not exclusive
why would it be exclusive?
costs nothing to publish on PC
i wont make a game exclusive unless sony pays me (or oculus)
but i think its clear ill make sure my next game is designed for PSVR first
no roomscale, forward facing, etc
sony says 50% or so
but it seems im getting a lot of buyers from the aim controller
given so few games support it
I see
I wonder if Epic will ever have UE4's PS4 support to the point where messing with C++ code is not required
not really going to be a thing, depends on your project
some C++ is needed to actually build the thing for ps4
Is it clearly documented anywhere ?
yes
you need to have all the ps4 sdks to use clang to build for ps4
and in fact they do not release a compiled verwsion of the engine
they only have a source code .zip with the changes
so you need to build the engine yourself
not the case with unity
unity works
I see
Well, I've built UE4 in the past. I am just wondering if everything else ps4 related is exposed to BP
its not
only some superficial stuff from the various plugins
but for anything other than that gotta C++
That's my biggest concern
Does anyone know if Hololens can render more or less photo realistic objects ?
(Thinking of getting my boss convinced to get one for work, for R&D)
why wouldnt it, just run a PBR style shader
wich i think it does
but it will be a waste
as hololens is sem-transparent
Eeh, then it won't work for product presentation at all :(
Probably works better in a dark room
I think the shield visor is tinted too to make it stand out more over the environment
I still haven't used one
So I am guessing Hololens isn't really a true AR
(ARKit and ARCore show fully integrated opaque and translucent CG over real world image)
both of those arent on a transparent screen
its not about rendering the object, its that hololens has to project the image into a transparent screen
its see through, while mobile phones arent
Ah, I see
That sucks IMO
I wonder if anyone figured how to marry Cardboard and ARCore
Or Daydream and ARCore
still no VRWorks 4.17...
Anyone elses project start running like shit after going to 4.17.2?
from my new prototype, customizable modular weapons
was a bit more complicated than expected due to having to architect it in a way that just works. But now that is done i can do anything
the slots are done with gameplay tags, so only a Muzzle attachment will attach to a Muzzle slot
and then they apply modifiers to the weapon stuff
@glossy agate transitioning from 4.17.1 or from 4.16.x?
17.1. Like compiling stuff is taking sometimes 8 seconds, and crashing is more frequent.
I went to recompile the whole thing after upgrading to see if it would help but it broke one of my other plugins so I had to revert back.
with compiling you mean BP?
I just took apart one of my vive controllers again, since the vibration doesn't work any more. hoped some cable would have disconnected, but everything looks correct
maybe I should try to bake it
it sucks that replacements are so expensive
yeah
thats why it makes sense to try to fix stuff yourself ๐
I had the touchpad clicking issue and I fixed that
so its the second time already I took this controller apart
I'll try to re-solder the two contacts to the vibration motor now
320ยฐC isn't doing anything to those contacts, any idea whats the melting point of whatever they use on there?
ah, 420ยฐC works ๐
didn't help, I guess that means the vibration motor itself has to be broken
Yeah compiling the BP
@full junco maybe you can buy one that is broken for a different reason and get the motor
@sturdy coral do you think I find broken vive controllers to buy?
that one sounds like it isn't actually broken anymore, $50 though
only ships to USA
I wonder if the part is the same as whatever the steam controller uses
those go on sale for like $30 sometimes in the US at least
hm, the touchpad is pretty similar on there I think?
the vibration motor is part of the touchpad on the vive controller
the touchpad click feels a little different between the two but otherwise really similar
hm
the sound of the controller is also broken
kinda has to be some connection issue though if sound and vibration both don't work any more?
its the same issue
I think the sound uses the same motor, but yeah it could be a connection
ah, you mean theres no speaker at all and all sound is coming from letter the motor do crazy stuff?
well yeah, makes perfect sense
Does Landscape have LOD?
yes
Oh, nice
I guess I'll play with it for VR. Mesh based terrain is a royal pita to work with
Yeah, I think the motor can go fast enough to be at audio frequencies. That or it uses harmonics or something to do the higher pitched stuff
through openvr I think you can only drive it up to 200hz or so (once per 5ms)
@sturdy coral I recognize your name, are you on Ngaf?
Just finished up latest enviro for my game, with some interactive stuff
Professional catering simulation with Virtual Novel #UE4 #screenshotsaturday https://t.co/YpxmzwC2Bs
nope, never on ngaf
Strange, it totally rings a bell
Like the cart
I'm on r/vive a good bit, might be from that
Ah I bet that's it
@sturdy coral what will r/vive do when there are more steamvr headsets and the vive is no longer the main one?
there is already r/openVR or SteamVR
but a lot more people are at r/vive
I think r/steamvr is moderated by the mods that were kicked out of r/vive
for the bribery thing lol
oh yeah..forgot about that
bribery thing?
some HTC employees promised them vives or something in order to become moderators of r/vive
lol
it was back before it released
I don't know what will happen with r/vive, it could move to any of those or maybe to r/virtualreality
or just stay around and be an anachronism where no one knows anymore why it is named r/vive ๐
ha
it's also not ideal that there are r/vive and r/oculus while both talk about the same stuff
I dislike a lot of the people that post in both, but they get news fastest
ideally those subreddits would only talk about hardware related stuff, while anything related to games would be in something like r/vrgames
@tired tree who gets news fastest?
what's collated where?
yeah
there seems to be a bug in 4.18P2 that makes it crash when running a rift with steamvr
rift with oculus sdk works
can anyone who has 4.18P2 installed and a rift see if he sees the same?
(have steamvr running, create a vr template project, disable oculus plugin, restart project, run VR preview, crash)
hey
ah, I finally found why haptics are so broken with steamvr + oculus rift!
its really some steamvr bug
its impossible to let haptics run on both left and right controller at the same time
on one controller at a time it works
found this, seems to be very similar: https://forum.unity.com/threads/oculus-touch-haptics-bug-in-steamvr.496815/
it is an issue with IVRSystem::TriggerHapticPulse not doing what it should do when used for both controllers
is there a place where I could get an answer from valve about this?
@tired tree I'm having a little trouble getting your version of the scene capture working correctly
Specifically with getting it in the right location in VR mode. I have non-VR working properly
@full junco that sucks, I guess openvr issues on github or the vr steamworks community
so it is this oculus bug, and the workaround is to pad with zeros for short clips: https://forums.oculus.com/developer/discussion/48718/weird-issue-when-using-haptics-on-both-touch-controllers
and I guess openvr always sends a short clip, since its haptic stuff is supposed to just be repeatedly called up to every 5ms
@slim raft for my test setup I was moving the scene capture in relative space to mirror the actual HMD, then just placing it on a parent component that was facing correctly for the other side of the portal.
I noticed in your original that you were doing the same thing by de-rotating, if your pawn is central to the HMD (as I remember yours being) then you'll have to offset or not use relative sapce
I set the class up for generic use for most people
Any walk around for this problem in 4.17?
turn off instanced stereo
@sturdy coral where is that option?
projection settings under rendering
sacrificing performance for something you can work around is likely not a good idea....
although its fixed in 4.18
debug stuff won't show up in prod builds either so don't rely on it for gameplay stuff
@tired tree im using a plugin which is 4.17, so I want to fix in this version
@tired tree im not familiar with materials
@sturdy coral does disabling that cause perfomance issues?
yes
@tired tree I get the world location of the parent component of the camera and apply the tracking space transform of the HMD on top of that, but it doesn't seem to work properly
I might have just been really tired while working on it last night though
You need to transform Local * ParentToWorld
regardless though, yeah you need to directly sample the HMD location not the camera, or you will get that frame of delay
GetCameraView happens after ticks are complete
and its the only place where the bLockToHMD changes the camera transform
i think its before that function I overrode, but still better to get very latest hmd position instead
Looks like my world space position is correct. Strange
Anyone know how I can enable dynamic shadows in forward renderer?
Use control rotation was throwing everything off I think. Really wish they would get rid of the idea of Control Rotation altogether, but its working now
To be honest though, I can't tell a difference from when I was just using the camera location
Any way to just disable late update?
you don't want to, but it would take source edits anyway
actually you could turn off bLockToHMD and manually move the camera
but again, its a bad ide
@real badge it should be enabled automatically if your shadow casting light is movable; except I don't think shadows are supported for point lights
It doesn't seem to work with spot lights
@sturdy coral yeah it seems to be that oculus bug
but I don't think I can workaround that with only having access to the openvr api?
anyone got some magic math that can make sure that if i look straight down in the HMD, that my forward-vector still points in the direction of my imaginary feet?
right now it will spin around when i look towards the Z axis
Your camera is spinning? Or your pawn mesh is going crazy?
it's the fullbody that freaks out yes
Could maybe fall back to the forward vector of you controllers?
yeah, i thought about doing that, chances are that they may be pointing forward
But I figured the ikinema solver would already have something figured out for you
like get the avg of them if pitch of hmd is too close too a threshold
well, they rely on what you feed it with
if it feed it a gimbal-infested rotator then they will have that to work with too
that's actually a good idea Vblanco
will try that out
thx
strange... in theory it should be better, now the body starts to spin before i reach the point where it was spinning before
just bought a new vive pre controller on ebay for $115. the price on the HTC website for a controller is $193 in germany
vive pre controller?
well the guy on ebay is still selling vive pre controllers, doesn't matter, just a different name printed on it
so a pre controller is just a normal controller?
yes
just cheaper?
no
cheaper it is because someone seems to have a bunch of vive pres and doesn't know what to do with them so he sells the parts individually
@eternal inlet you probably want to blend to the component z vector instead of x vector when looking down, -z when looking up
ok, im gonna try a few things, and maybe this too
seems like ikinema does have some kinda of will on it's own in this matter
What if you clamped the head effector that follows your camera in the anim BP.
Not sure what ikinema uses, but if it's like an effector scene component attached to the HMD there might be some exposed settings you can force an offset on
im doing that manually in the transforms i feed it
and yes it's kinda like effectors
@eternal inlet RR implements that in blueprint
blends to a point so straight down is allowed
roborecall?
only blueprint example I know if, i have it in c++
yea
in their character
they have that implemented
for the holsters
oh shit i deleted it again some time ago when i needed hd-space
u don't happen to have that single file available?
its their character.....
not going to load for you
or how much it was...
@sturdy coral the haptic issue with only one controller being able to receive haptic at a time should affect all existing steamvr games that can be played with the rift (and don't ship with the oculus sdk), so I wonder why it isn't more talked about?
@@full junco Yeah I don't know. Are there any major games that still use steamvr only? Lots at touch release but not sure about now. I think h3 maybe does
what about the lab? does it ship with direct oculus sdk support?
Probably not
The bow mechanic probably does both hands haptic at once
Can't remember
yeah thats where I notice it most in my game, since I basically tried to copy the feeling of the bow from the lab ๐
Well it will at least remind rift users of the lab if the lab has the same problem
well, I would think if there is some workaround for this issue, then valve would have found it for the lab
there is a work around
someone suggested to save bool values for when u wanted tthe controllers to vibrate
and then use them to determine if one or two should vibrate
the vibrate setting would be the same tho, but it's not something u notice
or i didn't
hm?
Hey Jonas_Molgaard, That Video YOu Did On Ragdolls and getting them Back Up, Really Helped Me Out, Good Job Man
good to hear ๐ and thanks
np
@eternal inlet do you use the rift with disabled oculus plugin?
no, the bug only affects the rift
@eternal inlet https://blueprintue.com/blueprint/uh1s25ji/
there is your blueprint pawn alignment from RR
ooh i started download ๐
its very messy, appears they attempted a bunch of different ways before they found one they liked
thanks man
so the unconnected nodes are actually there in the graph
I just copied the entire function
yeah, they are basically lerping from forward to up vector based on the angle from the floor
i mean if you are looking down, the forward vector is straight down, so you want to use the up vector for forward
what was the function called?
the closer to straight down they look, the more it lerps to the up vector
I thought gimbal locks were a thing of the past in this age of quaternions, but I admit my matrix math kinda sucks
this isn't gimbal lock
Tween to pawn position?
this is how the hell do you decide where the player is looking forward at if they are looking straight down, the moment you look even slight past straight down it will think "oh they are looking backwards"
yeah that obne
Ah I see
i don't see that in VR_Pawn
so this way, within a threshold, it lerps up towards up vector to allow it to stay
its in holsters
sorry, they are spawned in the pawn
you can copy the nodes from that paste though, and paste them into the editor directly
yeah, but now i got the code downloaded and opened anyway, so just curious where u found it
ah :p
I haven't tried the RR version, it uses the same concept as all of the Unity games do, but with a ton of additional magic numbers
I just use Unity's version
no idea how RR's feels
should be the same thing though, maybe a stronger threshold
I just played the longbox thing from the lab fopr the first time with the new waves, it only went to wave 8 when I last played it I think
oh crap this reminds me of the 2hand manipulation stuff i was trying to get to work ๐ฆ
it still haunts me... i never got it to work
and the haptics of the bow feel quite bad with the rift touch controllers, so it has pretty much the same issue @sturdy coral
well you got two handed to work, just not perfectly, which no-one has done yet, so I can't see why you would consider it a failure
we found axis corrections even in google and valves implementations
yeah true, but back when we were messing with it, i managed to fuck up the stuff i did
and now it's completely busted lol
so i basically does not have any 2 handed manipulating anymore haha
ah
i'll go dig it out of bitbucket some time tho
well, that is why you should start version control, at least locally
i kinda want it back
god I can't wait until blueprints are saved out of binary so they can be versioned
i got my stuff in LFS storage
granted they store node comments in them, which is a huge waste of space
@tired tree will BPs ever not be stored as binary?
they promised that it is WIP already
JSON i think
text format
they want them to be versionable
great, it worked @tired tree
isn't there the issue that a merge of that by git that isn't 100% perfect can easily make the BP unreadable by the editor?
thanks a ton man
yup
@full junco in JSON? you can set up for parse failing and use their new bad node logic
I think it still has a card on their trello
is there an easier way to diff arbitrary revisions of blueprints? at least with SVN it only lets me diff working copy with current repo revision
I've worked around it before by copying one version, then switching to an earlier revision and replacing the file with the later version
One of the main reasons I'm still a bit wary about the BP system... I quite like making stuff with them, but version control is a total nightmare...
especially when you start adding/removing input/output from BP interfaces and cascades forward/back from BP actors and hooks into your Pawn BPs..
would love a versioning system that works but for now just local .zip of it as snapshots of the project folder as BP sandbox
any word on the JSON wip? Are we talking 4.1x or more like 5.x?
I mean it's still worth using version control, it's just the decent diffing is hopeless. Partly the nature of the beast also I suppose, comparing side by side lines of code versus 'what the hell would be the best way to complare bp's anyway' - onion skin overlays?
they have an in editor differ for blueprints
don't ask me how good it is, don't use it since it involves seperate copies
Anyone know how to fine tune the floor height? My floor is like 3-4 inches too low. I tested in another UE4 game, and it has the same issue so I think its just an engine thing. Room calibration is good because I tested in a unity made game too to be sure.
I've created an issue on the openvr github repo about the haptics issue with touch controllers: https://github.com/ValveSoftware/openvr/issues/639
@glossy agate Floor height is irrelevant. What you're looking for is the HMD's height relative to the floor, regardless of where it is
Here's what you need:
If you place that into your VR pawn on beginplay, it should be fine. The pawn placed in the level then would be placed at floor-level, with a simple drag and drop.
This way, no matter how tall your player is, the VR pawn will adjust accordingly at all times
Oh sorry,
I just re-read your comment
This is HMD-related, not UE4-related
Are you using Oculus or SteamVR?
All that is setup correct. Issue is laying controllers on the ground they are floating a few inches off the ground in vr.
Then it's not correctly set up, I've had a similar issue but my headset was too low
Try re-doing the set up
When you place your HMD on the floor when it asks you to, make sure it's laying flat with the front of it facing forward and not at the ground
It's steam. The cage is just slightly off in ue4. Sits correct in steam home and onward. It sits high in Pavlov and my game. Rec room sits a little off but I don't know the engine they used.
Are you using a Vive
Floor is calc'd from controllers to hmd
Yes
you can drop all on the ground and cover with a blanket for a few seconds
and pull it off to recalibrate the floor
Yeah issue is calibration is good on all games except ue4 made vr games. I'll try a few more to be sure.
@uneven moon I use an ik solver
@glossy agate do the controllers match up with the overlay controllers when you open the menu?
@glossy agate from which software? I use 3ds max
(steam menu)
Yep. So the test I did is I have the same grenade mesh as Pavlov and onward. When I put it on the ground my controllers laying on the ground can't touch it. In onward the hands lay flat on the ground mesh.
Only a fey inches off in UE4. Strange. I'll test in gunheart too
try to compare overlay floor in the steam menu with UE4 floor too
Yeah home only sits 1/4-1/2 inch high which works fine for hand meshes.
Yeah I figured, had to pre-bake then import (double exporting)
So it worked out, thanks
Gunheart is the same issue. Ue4 made too. It starts correct but right when you move it's the same 3-4 inches off.
@uneven moon I use BIK
Ikinema is good too and only costs a little more for indie.
I just use the mixamo skeleton because it has a ton of free anims through adobe. Any anims I do myself are just maya.
@glossy agate how do you mean right when you move? like you start with it on the floor?
Yeah. Started with the floor in the lobby area. Right when I hit the track pad to move the cage popped up.
so you mean when you move the character or move the controller?
Move the character
It's just a ue4 game issue as far as I can tell. Is AZ sunshine ue4? I'll try that one too
does your game have character movement?
there is this:
const float UCharacterMovementComponent::MAX_FLOOR_DIST = 2.4f;```
depending on how that is used it could put the capsule 2-2.4cm above the floor
Yeah it has char movement. I'm using the vr expansion plugin.
I'll try seeing if I can lower the root a little till it matches up good.
see if you see the same issue on a normal pawn without character movement, to see if it is steamvr integration or just a character issue
Had to do that when using an old version of the fps project in VR. Used to sit like a foot off the ground so you had to move the root to -18 or something like that.
capsule has to hover a little above the ground in the char movement
@sturdy coral that's a good idea. So yours sit perfect on the ground?
but its no 4 inches
I don't know, I use character movement too but haven't checked too closely
some older stuff I did used pawn movement and seemed ok
Yeah. I never noticed till I had to try and pick up small stuff on the ground haha
@tired tree does it sit close on your end?
Out of 6 vr things I tried today it only happened in ue4 games so I'm thinking it's an engine thing.
well unless they are moving things in unity downwards then no, that isn't the case
because ue4 uses the same coords that steamVR returns in the SDK
you guys good with blendspaces?
any dev for mobile vr?>
@wicked oak how is DWVR doing on PS4 ?
no way to see whether you got influx of sales over the weekend ?
does anyone have a transform for converting between oculus touch via OVR controller origin and oculus touch via steamvr origin (trying to use the same model for both plugins)?
close to lining them up in blender and just pulling out the transform, but it is a pain:
where did you get the model @sturdy coral ? ๐
Steam models folder vs the engine model
Actually from Oculus touch hand sample but it starts with similar transform to engine model
That's SS is after somewhat adjusting the transforms to be in line between steamvr and ovr, it starts off a lot different
hey guys, what is the definitive way to dynamically spawn my pawn and be able to control which way my hmd is facing on spawn? the only way my hmd respects orientation is if i place my pawn in the world which i don't want
i've been scouring answerhub, everything is either out of date or just doesn't work
Why not place the pawn in world, what other option could there be?
It has to get there at some point doesnt it?
how about having multiple spawn locations?
as an example
but i'm building a plugin for our framework, so i'd like to spawn dynamically
I haven't tried it, but I dont see why it wouldnt work
and the forward direction by the user doesn't relate to the orientation problem i am having
I see
there are tons of complaints on the forums and answerhub and a glaring ticket marked as "won't fix" for some reason, apprently it's plagued vr since the beginning, but i don't know how other people get around it. i've tried setting playercontroller control rotation, i've tried rotatiing the pawn, i've tried teleporting the pawn, etc, nothing works
link please, I'm still a bit confused
'place my pawn in the world' works, what doesnt work?
nothing dynamic appears to work, statically placing works, link to ticket or posts?
ticket is cool
I'm firing up unreal to test. I seem to recall my first test project having dynamic spawning with no problem, but now I think I may not have needed to rotate it at the time
https://issues.unrealengine.com/issue/UE-21676 this is a variation, seems like there's been multiple bugs filed with different setups. the one i was referencing filed it for gearvr, but is a general vr problem
i think i found the gem, always when you're about to give up lol. Set Base Rotation and Base Offset in Meters. call that after spawn and it respects that rotation
yay
yes indeed, good one
appreciate you picking up to test for me, thanks man
out of interest, just rotating the pawn actor itself doesnt work?
no
interesting
yes it does
rotate to account for the HMD facing
rotating the actor doesn't take into account the which way the player is facing in roomscale
so you have to account for it
i made a procedural generator for my level prototype
from this
to this
real cool stuff
looks like this from the inside
essentially automated wall extrusion and styling
Looks like a doom
.wad =)
exactly
i was trying to do some tests levels inspired by doom maps
but i found that making the walls is super annoying, and time consuming to try to give them style and bevels
so i created a node network in houdini that does it for me
Is the first screenshot of the layout in blender?
now i just do the layout and it turns it into 3d
yes
from blender to the other 2 images there is absolutely no manual modelling
@tired tree can you explain what the relationship is? and where do i get the hmd rotation separate from the pawn? in my setup i am facing forward in real life, the pawn is facing the diretion i want it to, but i always face +X in hmd start
+X in world axis
it seems
The pawn doesn't rotate with your head......
you need to get your HMD rotation, and remove it from the starting rotation
the camera is your head rotation
but it might have not been initialized yet
so you need to get the HeadMountedDisplay location/rotation, there is a node for that
where do you get the hmd rotation? the camera is my head rotation and is a part of the pawn initially facing the way i want it to, but isn't respecting
ok
With Vive VRRoot faces away from where you pointed to the screen during room setup, with Oculus it is towards (I think)
i can't seem to find that node tho
type HeadMountedDisplay into node search.....
its a very often used node if you are doing blueprint VR..
you should learn what all of the ones that come up from that category do
ah get orientation and position, i was searching with hmd keyword in it, wasn't coming up
ok, so yaw is ~0 facing forward, still making me face 90degrees from the pawn camera direction
are you auto spawning at the player start or manually spawning and possessing there
pawn direction ^ hmd facing > get orientation of hmd is 0 on start. I am spawning my actor pawn and letting it autopossess, i've tried manually possessing as well with same result
ya
and your pawn is rotated to face the direction?
because Actor has to be rotated to face the desired direction - the HMD rotation
and then you have to take into account roomscale offset for the pivot
currently i have an empty actor with an arrow, i face it where i want. I spawn my pawn using the empty actor transform, am facing +X world axis
well yeah......
you are spawning it with an empty transform
that would make +x the forward
no, i am spawning it with the transform of my placeholder actor
which i place beforehand in the level
ah
well somewhere in your logic you aren't correctly setting or getting the rotation
actually
is your pawn set to use control yaw?
heh, there's nothing there to be wrong about, spawn with transform of other thing
lemme double check
bUseControllerRotationYaw
if so, you have to set the control yaw
and not the actors yaw
use controller rotation yaw, same result on or off, when it's on i tried set control rotation on the playercontroller which also didn't do anyhting
don't know what to tell you then, its somewhere in your logic
sounds like you may not actually be possessing the pawn you want
there is no logic, that's what i'm saying lol
it's spawn, try to set a rotation
that's it
do you have a default pawn class? or did you leave it as none
because you said you don't call possess
i have a custom pawn ya, i've tried with it both autopossessed and i've tried possessing manually
I mean in your gamemode
ya it's set in my game mode
then its auto spawning a pawn?
if i set it in gamemode it's the same, if i set it to none and spawn/possess also no change, gonna test make sure it is correct pawn
if you don't possess the spawned pawn, and have one in the game mode
then you now have two
i've been alternating between the two for testing, it's the correct pawn, not sure what else to try
then I don't know, because I don't know your entire project
but you have something set up wrong
it's pretty much a new project
because its not an engine bug
well, i think the million questions on answerhub, etc and the multiple won't fix tickets about said issue would beg to differ lol
that is for set control rotation....
thanks for taking the time, i am really trying ot understand what's really happening under the hood
i mean multiple complaints and tickets about hmd rotation in general
the tickets generally get reported as something specific but they seem to be generic vr issues
but it isn't ๐
ok, good luck with that then
obviously i'm missing something, but if you get a moment definitely try it, empty project, spawn pawn dynamically (not placed in level) and you will probably get same result. also i'm on 4.15 perhaps it's been fixed since
I have had pawns and characters in VR with spawn rotation since 4.8, with no such issue
or .11
.8 might be my other plugin, can't remember
I just tested my version, works no problem. I have a Player Start, and if I rotate it, VRPawn starts out in correct orientation
One moment while I dig up the bp where I spawn it
what version ar eyou using?
No magic. I get the Player Start, grab the transform, pass it to spawn
This was a 4.15 project
awesome, thanks simrak, nice to have some confirmation
did you use the vr template pawn?
Modified it to suit me but yes
someone here made one derived from that, but i suspect they changed something important about it
As a rule of thumb for this sort of situation, I would always go back to look at the VR Template and / or create tiny project to sanity check the problem
I'm a big fan of sanity checking. If I can't find a solution to something within an hour, I go back to basics and make sure my fundamental understanding of the problem is correct
confirmed it works in the template. another developer built this pawn based on the vr one, just gotta go throufh and see what was missed, component hierarchy looks the same
Yeah must be something in there messing it up
yep, thanks man, both of you dudes. wouldn't have gone back to the template because i thought it was basically the template pawn to start lol
Most welcome : ) cheerio
closed editor and reopened, everything is working normally...smh
Is it not possible to package for the rift if the runtime is not installed on the computer?
It packaged fine, but the rift doesn't work
It was the first time I packaged on a computer that doesn't have the runtime installed
There might be some runtime dependencies but shouldn't that throw an error?
Cost as much as Rift, but not Rift.. Why Samsung?! Why?!
2880x1600
That's a little higher than some of the other windows ones (most are 2880x1440)
And it is oled
There is probably some min depenetration distance
Is that in the physics asset or
It is also hard to tell from your mesh without orthographic views
Actually boxes stack without any kind of hover so I'm not sure depenetration would be the answer
The main body uses a Single Convex Hull
For its geo
In the physics asset, it simulates fine and touches the ground as it should
Drop a physics cube in that same scene and see how it does
Cube floats, too..
@uneven moon Have you also checked the floor collision?
Especially if you scaled a cube or something to make the floor
A small offset can then become pretty large
Well, since the cube floats too could it be that it thinks the floor is higher than it is?
Floor collision settings:
That Samsung headset has dual array microphones, wish they all had that to cancel out background audio
Oh I thought those were going to be $300 for some reason. Kinda pricey.
@uneven moon where did you get that gun mesh? Is that some kind of non belt PKM?
Dope. I need one
Did you try a different level/mesh to set it on? Probably a floor issue if other objects are doing it.
Yeah, it's a problem with the floor
Vehicle wheels sink through it, all other physics objects don't go all the way down to it
I don't understand e_e
Is it fine with real in game floor meshes though? Maybe just delete and add in a new default or game mesh to see if that solves it.
@glossy agate Yes
Here's a cube falling on top of a cube
Here's the same cube falling on top of the flooor
wait
I found the problem.
The floor's simple collisions:
The green ^
And then complex collisions only:
Moving the simple collision down a little (offset) works
But I have a lot of assets that would need to be changed..
Do I have to do it all manually?
Yeah but you can just click on the simple collision and move it down till it matches right
Thanks a lot
@mighty carbon @sturdy coral the link to that Samsung headset doesn't work for me, did they take it down?
well luckily theres google cache ๐
2880 x 1600 OLED sounds very interesting
ยง499 is quite cheap for that
78% more pixel than the rift and vive
Anyone ever set up a 2-handed gun?
@uneven moon check out Mordentral's VR Expansion plugin. He has guns with dual grips.
I figured it out for the most part, just need to figure out how to make the left hand snap onto the gun and how to snap the entire thing back into its default rotation when its released
Well. You attach it to a socket
You can have multiple states
like is it being held by one hand or 2
if it's being held by 1 it just uses the socket transform to orient itself
if it's held by 2 have both hands locked in those two places on the gun until it's released
I haven't though much about it but there must be a guide or something on youtube
yeah I tried something like that but it snapped between socket A and B, never using both at the same time which is what I want
I gotta get some sleep, I'll figure it out in the morning
Thanks @wild mauve
has any one got any experience making things for gear vr? how would i get the game to show in the home screen thing and not being something that you need open before putting the phone in the "googles"
o also i dont want the "game" to be online fore everyone its just for testing... i dont even know what things are called to google it
I assume you get onto the home screen once you publish with Oculus
Pretty sure you can have a preview version of it that is only visible for you or people you allow it to
samsung shows a 2880x1600 resolution vr headset
for microsoft stuffs, so it will work with steam vr, and from steamvr with oculus too
for 500 dollas
Competition starting to heat up nicely
Tested out this chinese AR helmet today
was kind of ok, nice fov
mobile phone placed on the forehead and mirrored, basically
Tracking was just IMU. Transparency/Opacity was pretty good, at least as good as Hololens
I've been seeing people have a lot of pain getting started with the windows MR headsets, I am not really keen to bust my balls there until they get their shit sorted out
so tracking was shit. transparency/opacity being any good is impressive
They are in pretty early stage. If we start doing business with them I definitely have ideas for them on how they should proceed if they want to aim higher, but right now they aim for lowend education stuff
only thing I hate about smartphone vr headsets is the drift
I think that's why I never got a psvr or vive yet (oculus rift = facebook = i will never buy it or even consider it, even if it was $100)
@uneven moon for two handed grips in blueprint its pretty much as simple as GetLookAtRotation from the front hand to the rear and either using a X+ forward aligned mesh or adding in a rotation offset to align correctly (most weapons are y+ for some ungodly reason to do with the sample content).
There are more advanced methods of two handed grips but generally the above is what most users are doing.
@real needle what drift? There is no drift with Gear VR
there is nothing TO drift with GearVR...its not positionally tracked.
yeah, true.. I thought he meant rotational drifting, like on Cardboard
for those who needed full body IK in VR: https://www.unrealengine.com/marketplace/vr-ik-body
very nice, might try and do an integration with weapon master when I get the money
veeeeeeeeeeeery nice
ill have to try it
becouse the other ik solutions are closed source and i cant use them in ps4
btw, I just noticed something - most of the folks who were at Epic since like... forever... are no longer with Epic o.O
I wonder why they dont use an anim for crouching though. The Ik crouch looks real bad ๐
and some devs who were UE4 advocates moved on to Unity o.O
I wonder why so many people left Epic
Because they didn't want to work for tencent
why anyone would want to use Unity though....
that I don't know
lot of devs going the other way too, and the additions to the epic team are amazing
@glad plank he devved that entire IK system using vive trackers so crouch was cleaner, he probably stripped out the reliance and pushed it to the marketplace
ahh
as early as a week ago he was still saying it required trackers
so with trackers it would be better?
of course, more tracking points, but the marketplace doesn't list tracker support....
he may have dropped them
Does UE4 support the knuckles yet?
yes and no
heh
it does technically
dunno
they buttons and capt are set up
but whether it all works correctly or not?
someone needs to test with knuckles for that :p
I assume Epic has a pair
Wonder why he lists that IK plugin for multiplayer replication....you don't actually need to replicate anything for that...
I am going to be doing some stuff in the near future with Oculus capcitance, was hoping nuckles wouldn't be too far away so that Vive isn't left behind on som e features
unless he is sending the motion locations as well
"input from scene components or default interface"
he still has tracker support
english is just a little broken in the page
I am still not "there" on using ik solutions yet for a production game. Maybe if the next headsets come with 5 trackers or something so everyone can take advantage.
there are some nice packages in unity
that do ok
I don't think that plugin is up to those standards....but if someone really needs IK and doesn't want to drop cash for the AAA versions
its likely a good place
by AAA you are talking about Ikenima (sp?) ?
yeah
Is vr IK not covered with their indie license?
I was impressed with Ikenima in our last prototype before we moved to vr
seemed like a good system
I think we still have a indie license for it
Might give it a shot one day
The mp is looking much better these days
lots of different stuff coming out
has their queue lessoned?
continuing my procedural shanenigans
this is 100% procedural and without lightbakes
wow
im using the map generator i showed yesterday
and then baking ambient occlusion as vertex colors
you doing your own logic?
and then using those vertex colors to modulate a world scale 3d noise, and add grime
so, how is that better than Dungeon Architect ?
that is impossible to do with DA
it actually generates the map from a layout i do in blender
its also not dynamic
essentially i model this
and the procedural node network creates the walls and styling
yeah, but it's static and you basically have to come up with layout first
what are the benefits using this approach vs DA ? Performance ?
that its editable
i want this to augment level design, not to create the map itself
this is just giving me a basic layout that i can then fill with stuff
what i want to do is to create a set of modules, and just connect them togther
I see
You really don't need blender at all in it though
no, i dont
but im very fast at modelling stuff in blender
so i just need to model a layout on it, and then use that layout as "input" to the procedural system
seems good ๐ค
i went to give the generator some text
well its going to work with anything with edge pathing...you are basically drawing a static wall edge at 90 degree angles
you should incorporate spline meshes
Nice!
404 ?
I wonder if it works with volumetric light
I asked one of the Nvidia guys last night and here wasn't sure...
I guess he reminded whoever is on VRWorks to push it live ๐
@glad plank you have to be signed in and linked to epic
Where were you talking to an Nvidia guy?
The only place I've ever gotten a response out if them was on the VR funhouse forum
I have his e-mail, but seems like getting quicker replies on Twitter (since DM will send message on your cellphone)
Usually based on the X.0
But it is almost always a clean merge up to any point release
he is ex-ID guy who worked on Doom 3 BFG engine, so I kept in touch with him since I started using Doom 3 BFG engine.. Since then he moved to Nvidia, but we still communicate from time to time
I see
so all the bugs are still in that branch ๐ฆ
if someone can make VRWorks 4.17.2 branch, I'd definitely use that to achieve max performance ๐
I'm not going to go back over to it unless I can get dynamic resolution scaling working with it
oh
Amd is supposed to be showing some kind of new temporal foveated rendering at connect with an implementation in ue4
(may be fixed foveated like vrworks and not require eye tracking)
VRWorks branches are hit and miss for bugs, require manually keeping up with engine hotfixes, and don't support AMD for the features
kind of a pita
Yeah, I've never had problems merging in the hotfixes but I have been hit with bugs and no support
Not sure on 4.17, but no capsule shadow support either
ouch
is it not supported in VR at all, or only in VRWorks ?
AMD can run using standard render path in VRWorks branch, right ?
yeah they can, unless NVIDIA forgets a hardware check and crashes all AMD hardware....
there was a time it did that
and when new features are added there is always the possibility that something like that happens again
as they obviously don't confirm on AMD hardware
I see
thats the whole reason i dont use that branch
i dont have an ATI to test if its going to crash
and while only 10% of my players are ATI, i cant just make it not work for anyone
Are the gains for Nvidia's VR render technique really good?
well, can always use 2 binaries, especially on Steam
they are really good
man
that means that a game that runs at 140 screen resolution can go FREE to 170 screen resolution
FREE
same performance as 140 but at 170
why hasn't epic done something similar? Do they have plans too?
motorsep....you can't seriously be considering a binary for AMD and a binary for NVidia on steam
if you use aggresive modes, then its 190
well....screen percentage scaling works different in VRWorks
@glad plank it uses gpu independent extensions
the issue is that epic would need to do 2 implementations
and AMD one and an Nvidia one
and 2 different ones at it
epic essentially goes "fuck that"
Ps4 has this thing btw
but it also works different
so you would need 3 implementations
I just assumed a "VR Renderer" could be developed
@tired tree why not? We did this with Steel Storm - one was SDL binary, one was non-SDL binary. At some point only SDL binary remained, but initially we can 2 binaries.
but I guess the differences in cards and headsets make that difficult
this is for video cards, you are going to expect people to choose the right one, and a lot of VR games are already doing seperate binaries for oculus runtime or steamVR on steam
not really
its not separate binaries
its the same binary on 2 starting options
the mayority of them not even that, they just both call the same one
fine, two different launch options
in fact, i do
XD
both the steam and oculusvr launch options call DWVR.exe
and thats it
regardless, you now have two different builds and two different launch options
so, you can't simply have 2 .exe files and 2 sets of DLLs ?
(that's how it worked with id Tech engines - same data, different binaries)
?
with unreal, complicated
you would need to have 2 diferent games
essentially
and the game just copied 2 times
or override version checks everywhere
which likely would need to happen anyway
at least for the multiplayer build filtering
sounds like a mess :/
well, gotta find some testers with AMD and test VRWorks branch
17% of Steam users according to Steam Hardware survey
Less of VR users
ouch