#virtual-reality

1 messages ยท Page 140 of 1

echo thorn
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@pearl tangle this plugin is working fine i was also able to record 360 video from Stereo Panoramic Capture this plugin but the main prob occurs when i want to capture from screen capture 2d scene , will stereoscopic panoramas capture from the main VR headset camera or the 2d capture

pearl tangle
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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?

echo thorn
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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)

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it all get saved in the folder and then i any movie editing software combine and you get the 360 video

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but then it is all done with the headset camera

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@pearl tangle

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i use* any

pearl tangle
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yeah but what I meant is are you doing this during gameplay. So while the user is inside the VR headset?

echo thorn
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YES

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sorry if i misunderstood

pearl tangle
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but doesn't that lock up gameplay for them for a long time with the stereo 1?

echo thorn
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yeah exactly it takes couple of seconds / minutes

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vr headset starts to flicker during the gameplay

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until it is finished taking shots

pearl tangle
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Sounds like a very bad idea to do while somebody is inside VR if it's locking up the headset on them

echo thorn
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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

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i can buy Simple Panoramic Exporter this plugin but i dont n

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know if it would solve my problem ! Allar never replies

pearl tangle
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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

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but still locking up the users view inside VR is not something I would recommend

vagrant mantle
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How to blur 3d umg elements?

wicked oak
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@vagrant mantle i dont think you can, at least in a straightforward way

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but as you know, 3d umg elements have a material

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so you could try to do the blurring there

vagrant mantle
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@wicked oak any reference on that?

echo thorn
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@pearl tangle Ohkay ! thanks ๐Ÿ˜ƒ

pearl tangle
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@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

vagrant mantle
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@pearl tangle ill have a look

plain glade
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hello

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I have some problem in my VR

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project

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in normal game my animation work with physics simulate

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but in vr it doesnt work correctly

tired tree
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There is a specific UMG blur tutorial in the Learn tab @vagrant mantle

noble charm
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@plain glade are they not playing at all?

vagrant mantle
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@tired tree its not working for 3d umg

tired tree
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oh for 3d umg? yeah they used a post process

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you'll either have to take into accoutn view direction or do something else

vagrant mantle
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@tired tree i can't understand

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@tired tree is there any reference for 3d umg blur?

tired tree
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no, you'll have to mess with material like they said then

vagrant mantle
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@tired tree i have seen a video, they used screen capture 2d with gausian blur and display it on a mesh

tired tree
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that is really really overdoing it on the performance end

plain glade
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@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

tired tree
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you totally sure you can't just use an alpha'd background @vagrant mantle

plain glade
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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

tired tree
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no its not normal, but how are you moving the physics simulating object

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are you just dropping it

plain glade
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just dropping it

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there s a character. it has give book animation. when it give book I set simulate physics node

tired tree
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and it drops to the floor? or what

plain glade
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it drops on desk

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but it pass inside it . desk has collision also

tired tree
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are you running a physics sub stepping

plain glade
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hmm ๐Ÿ˜„ I dont know anything about sub stepping

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I think I should search and learn it

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maybe its because of it

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its not running sub stepping btw

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I checked it

tired tree
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well there is nothing inheirent to VR that should be causing physics issues like that

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unless you are running at like 10 fps or something

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if the books collision is very thin you may need to thicken it up or turn on CCD

noble charm
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yeah my first guess would be low fps

vagrant mantle
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Any grid based object placement in vr?

dusk vigil
sturdy coral
wicked oak
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@dusk vigil as i expected, some investors fell for it

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im 100% sure its going to be a fail

vagrant mantle
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@sturdy coral i don't know how to use that Charles

sturdy coral
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neither do I it is just something to look into for what you wanted

tired tree
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thats still post process

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for widgets

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unless he goes into the engine materials and edits the base mat for the 3d widgets

lament bay
mighty carbon
dusk vigil
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Looks like a Noitom suit equivalent, but no price on their page?

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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 )

sturdy coral
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@tired tree I thought you could use any material on 3d widgets now

tired tree
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where?

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afaik backgrounds still are brush and image only

sturdy coral
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oh, not inside the widget but for the widget overall

tired tree
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going to have to handle where and when to blur then...

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hmmm

sturdy coral
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yeah, you'd have to pack it into a color and use 2 colors for the rest

tired tree
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looks like all image fields accept materials too?

sturdy coral
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or always assume alpha

tired tree
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for widgets

sturdy coral
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I'm not sure, they might not be able to access scene color if they do

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or it might get something nonsense

tired tree
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well lets see eh?

sturdy coral
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maybe raoul should check it out and report back ๐Ÿ˜›

tired tree
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nah i'm checking

sturdy coral
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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

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I planned on doing some of that with packing info into a color to add some depth

tired tree
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nope

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no scene color

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its material domain is ui

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which is likely why they used PP for the blur widget

sturdy coral
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ah

tired tree
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still neat setting mats for umg textures

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can do some neat animations

uneven moon
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Oculus reviewed my game and kept failing the entitlement check, anyone know why this might be?

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Here's how I have it set up on game launch (first screen, on beginplay):

wicked oak
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i have that same thing but i just close the game

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they want you to close the game, not to go to a fail level

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or show a error message then crash the game

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console command "exit" works

glossy agate
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Damn that was a fast review. You submitted late yesterday right?

wicked oak
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probably an automated fail

uneven moon
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Yeah, less than 24 hours strangely.. They said 2-3 weeks

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I found something that said to include this in my ini:

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But I can't find my app ID in my dashboard

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@wicked oak In their docs, they write that in reality, they want you to display an error message

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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

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Then the game exits after 10s

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This only happens on fail, though so if the check was working properly they should've gotten a success

high ore
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I'm about to build my first vr game anyone know a good starter tutorial for me?

full junco
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the regular UE4 tutorials on epics youtube channel

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not specific to VR

full junco
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seems on one of my vive controllers the vibration is broken, no haptics any more

spiral zephyr
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or low batt?

full junco
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no, its fully charged

spiral zephyr
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oh ๐Ÿ˜ฆ

full junco
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as with all controller stuff, it seems to be a common issue

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the vive controllers are super cheaply made

spiral zephyr
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maybe i was lucky with mine. then again my 360 gamepad has lasted 10 years, while my friend goes through two a year..

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nimble fingers

full junco
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hm

spiral zephyr
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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.

full junco
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I always thought it feels very good

spiral zephyr
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wait i hit the wall HARD a few times. ye im lucky

full junco
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just the internals are cheap and fail quite often

spiral zephyr
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if you can solder, have a workbench, and are brave, you could probably frankensave it cheaply(depends on your warranty-situation)

full junco
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vive pre, so no warranty anyways

spiral zephyr
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just scary to maybe damage it further. depends on your elec confidence

full junco
spiral zephyr
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oh tiny flat bastard

full junco
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yeah

mighty carbon
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@wicked oak how is DWVR doing on PSVR?

wicked oak
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if my google analytics is to be believed

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it passed 1000 sales

mighty carbon
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Damn

wicked oak
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keep in mind its not completely accurate

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first of all, there are buyers that dont play the game somehow

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and there could be cases of google analytics saying one guy is several

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also keep in mind PC analytics can corrupt the data a bit

mighty carbon
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Well, as long as you get the money

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I see

wicked oak
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sorry about spanish, but thats my main "game analytics" number of users

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sessions are more

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5 concurrent players right now

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gets to around 15-20 later, when USA is awake

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comparing it with the steam analytics, seems to be just about rigth

mighty carbon
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Sounds like you made a fortune ๐Ÿ˜Š

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So, is your next project going to be PSVR exclusive ?

wicked oak
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no, not exclusive

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why would it be exclusive?

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costs nothing to publish on PC

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i wont make a game exclusive unless sony pays me (or oculus)

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but i think its clear ill make sure my next game is designed for PSVR first

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no roomscale, forward facing, etc

mighty carbon
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I see

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How many people use PS Move ?

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@wicked oak ^^

wicked oak
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sony says 50% or so

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but it seems im getting a lot of buyers from the aim controller

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given so few games support it

mighty carbon
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I see

mighty carbon
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I wonder if Epic will ever have UE4's PS4 support to the point where messing with C++ code is not required

wicked oak
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not really going to be a thing, depends on your project

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some C++ is needed to actually build the thing for ps4

mighty carbon
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Is it clearly documented anywhere ?

wicked oak
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yes

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you need to have all the ps4 sdks to use clang to build for ps4

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and in fact they do not release a compiled verwsion of the engine

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they only have a source code .zip with the changes

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so you need to build the engine yourself

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not the case with unity

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unity works

mighty carbon
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I see

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Well, I've built UE4 in the past. I am just wondering if everything else ps4 related is exposed to BP

wicked oak
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its not

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only some superficial stuff from the various plugins

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but for anything other than that gotta C++

mighty carbon
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That's my biggest concern

mighty carbon
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Does anyone know if Hololens can render more or less photo realistic objects ?

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(Thinking of getting my boss convinced to get one for work, for R&D)

wicked oak
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why wouldnt it, just run a PBR style shader

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wich i think it does

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but it will be a waste

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as hololens is sem-transparent

mighty carbon
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Eeh, then it won't work for product presentation at all :(

sturdy coral
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Probably works better in a dark room

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I think the shield visor is tinted too to make it stand out more over the environment

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I still haven't used one

mighty carbon
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So I am guessing Hololens isn't really a true AR

mighty carbon
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(ARKit and ARCore show fully integrated opaque and translucent CG over real world image)

wicked oak
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both of those arent on a transparent screen

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its not about rendering the object, its that hololens has to project the image into a transparent screen

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its see through, while mobile phones arent

mighty carbon
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Ah, I see

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That sucks IMO

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I wonder if anyone figured how to marry Cardboard and ARCore

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Or Daydream and ARCore

sturdy coral
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still no VRWorks 4.17...

glossy agate
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Anyone elses project start running like shit after going to 4.17.2?

wicked oak
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from my new prototype, customizable modular weapons

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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

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the slots are done with gameplay tags, so only a Muzzle attachment will attach to a Muzzle slot

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and then they apply modifiers to the weapon stuff

sturdy coral
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@glossy agate transitioning from 4.17.1 or from 4.16.x?

glossy agate
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17.1. Like compiling stuff is taking sometimes 8 seconds, and crashing is more frequent.

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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.

full junco
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with compiling you mean BP?

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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

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maybe I should try to bake it

sturdy coral
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it sucks that replacements are so expensive

full junco
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yeah

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thats why it makes sense to try to fix stuff yourself ๐Ÿ˜„

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I had the touchpad clicking issue and I fixed that

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so its the second time already I took this controller apart

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I'll try to re-solder the two contacts to the vibration motor now

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320ยฐC isn't doing anything to those contacts, any idea whats the melting point of whatever they use on there?

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ah, 420ยฐC works ๐Ÿ˜„

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didn't help, I guess that means the vibration motor itself has to be broken

glossy agate
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Yeah compiling the BP

sturdy coral
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@full junco maybe you can buy one that is broken for a different reason and get the motor

full junco
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@sturdy coral do you think I find broken vive controllers to buy?

sturdy coral
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that one sounds like it isn't actually broken anymore, $50 though

full junco
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only ships to USA

sturdy coral
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I wonder if the part is the same as whatever the steam controller uses

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those go on sale for like $30 sometimes in the US at least

full junco
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hm, the touchpad is pretty similar on there I think?

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the vibration motor is part of the touchpad on the vive controller

sturdy coral
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the touchpad click feels a little different between the two but otherwise really similar

full junco
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hm

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the sound of the controller is also broken

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kinda has to be some connection issue though if sound and vibration both don't work any more?

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its the same issue

sturdy coral
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I think the sound uses the same motor, but yeah it could be a connection

full junco
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ah, you mean theres no speaker at all and all sound is coming from letter the motor do crazy stuff?

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well yeah, makes perfect sense

mighty carbon
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Does Landscape have LOD?

full junco
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yes

mighty carbon
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Oh, nice

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I guess I'll play with it for VR. Mesh based terrain is a royal pita to work with

sturdy coral
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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

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through openvr I think you can only drive it up to 200hz or so (once per 5ms)

pine nimbus
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@sturdy coral I recognize your name, are you on Ngaf?

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Just finished up latest enviro for my game, with some interactive stuff

sturdy coral
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nope, never on ngaf

pine nimbus
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Strange, it totally rings a bell

tired tree
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Like the cart

sturdy coral
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I'm on r/vive a good bit, might be from that

pine nimbus
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Ah I bet that's it

full junco
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@sturdy coral what will r/vive do when there are more steamvr headsets and the vive is no longer the main one?

tired tree
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there is already r/openVR or SteamVR

full junco
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but a lot more people are at r/vive

tired tree
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yeah. not unheard of for subs to merge or redirect

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it happens decently often

sturdy coral
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I think r/steamvr is moderated by the mods that were kicked out of r/vive

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for the bribery thing lol

tired tree
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oh yeah..forgot about that

full junco
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bribery thing?

sturdy coral
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some HTC employees promised them vives or something in order to become moderators of r/vive

full junco
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lol

sturdy coral
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it was back before it released

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I don't know what will happen with r/vive, it could move to any of those or maybe to r/virtualreality

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or just stay around and be an anachronism where no one knows anymore why it is named r/vive ๐Ÿ˜›

full junco
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ha

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it's also not ideal that there are r/vive and r/oculus while both talk about the same stuff

tired tree
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I dislike a lot of the people that post in both, but they get news fastest

full junco
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ideally those subreddits would only talk about hardware related stuff, while anything related to games would be in something like r/vrgames

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@tired tree who gets news fastest?

tired tree
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ok, not fastest

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but collated

full junco
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what's collated where?

tired tree
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on redit?

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easier to surf news threads than check 300 blogs and news sites

full junco
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yeah

full junco
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there seems to be a bug in 4.18P2 that makes it crash when running a rift with steamvr

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rift with oculus sdk works

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can anyone who has 4.18P2 installed and a rift see if he sees the same?

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(have steamvr running, create a vr template project, disable oculus plugin, restart project, run VR preview, crash)

slim swallow
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hey

full junco
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ah, I finally found why haptics are so broken with steamvr + oculus rift!

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its really some steamvr bug

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its impossible to let haptics run on both left and right controller at the same time

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on one controller at a time it works

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it is an issue with IVRSystem::TriggerHapticPulse not doing what it should do when used for both controllers

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is there a place where I could get an answer from valve about this?

slim raft
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@tired tree I'm having a little trouble getting your version of the scene capture working correctly

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Specifically with getting it in the right location in VR mode. I have non-VR working properly

sturdy coral
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@full junco that sucks, I guess openvr issues on github or the vr steamworks community

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and I guess openvr always sends a short clip, since its haptic stuff is supposed to just be repeatedly called up to every 5ms

tired tree
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@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

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I set the class up for generic use for most people

vagrant mantle
sturdy coral
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turn off instanced stereo

tired tree
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or don't use debig draw for that

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mesh lasers are cooler anyway

vagrant mantle
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@sturdy coral where is that option?

sturdy coral
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projection settings under rendering

tired tree
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sacrificing performance for something you can work around is likely not a good idea....

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although its fixed in 4.18

sturdy coral
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debug stuff won't show up in prod builds either so don't rely on it for gameplay stuff

vagrant mantle
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@tired tree im using a plugin which is 4.17, so I want to fix in this version

tired tree
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use a static mesh beam

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scale to fit length

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material uvs in worldspace

vagrant mantle
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@tired tree im not familiar with materials

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@sturdy coral does disabling that cause perfomance issues?

sturdy coral
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yes

slim raft
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@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

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I might have just been really tired while working on it last night though

tired tree
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You need to transform Local * ParentToWorld

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regardless though, yeah you need to directly sample the HMD location not the camera, or you will get that frame of delay

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GetCameraView happens after ticks are complete

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and its the only place where the bLockToHMD changes the camera transform

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i think its before that function I overrode, but still better to get very latest hmd position instead

slim raft
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Looks like my world space position is correct. Strange

real badge
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Anyone know how I can enable dynamic shadows in forward renderer?

slim raft
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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

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To be honest though, I can't tell a difference from when I was just using the camera location

slim raft
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Any way to just disable late update?

tired tree
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you don't want to, but it would take source edits anyway

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actually you could turn off bLockToHMD and manually move the camera

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but again, its a bad ide

sturdy coral
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@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

real badge
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It doesn't seem to work with spot lights

full junco
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@sturdy coral yeah it seems to be that oculus bug

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but I don't think I can workaround that with only having access to the openvr api?

eternal inlet
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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?

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right now it will spin around when i look towards the Z axis

glossy agate
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Your camera is spinning? Or your pawn mesh is going crazy?

eternal inlet
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it's the fullbody that freaks out yes

glossy agate
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Could maybe fall back to the forward vector of you controllers?

eternal inlet
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yeah, i thought about doing that, chances are that they may be pointing forward

glossy agate
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But I figured the ikinema solver would already have something figured out for you

eternal inlet
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like get the avg of them if pitch of hmd is too close too a threshold

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well, they rely on what you feed it with

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if it feed it a gimbal-infested rotator then they will have that to work with too

wicked oak
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clamp it

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just dont allow it to go below 90% Z

eternal inlet
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that's actually a good idea Vblanco

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will try that out

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thx

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strange... in theory it should be better, now the body starts to spin before i reach the point where it was spinning before

full junco
#

just bought a new vive pre controller on ebay for $115. the price on the HTC website for a controller is $193 in germany

eternal inlet
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vive pre controller?

full junco
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well the guy on ebay is still selling vive pre controllers, doesn't matter, just a different name printed on it

eternal inlet
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so a pre controller is just a normal controller?

full junco
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yes

eternal inlet
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just cheaper?

full junco
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no

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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
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i'll keep that in mind

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tho i do already have a few spares

sturdy coral
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@eternal inlet you probably want to blend to the component z vector instead of x vector when looking down, -z when looking up

eternal inlet
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ok, im gonna try a few things, and maybe this too

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seems like ikinema does have some kinda of will on it's own in this matter

glossy agate
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What if you clamped the head effector that follows your camera in the anim BP.

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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

eternal inlet
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im doing that manually in the transforms i feed it

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and yes it's kinda like effectors

tired tree
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@eternal inlet RR implements that in blueprint

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blends to a point so straight down is allowed

eternal inlet
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roborecall?

tired tree
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only blueprint example I know if, i have it in c++

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yea

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in their character

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they have that implemented

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for the holsters

eternal inlet
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oh shit i deleted it again some time ago when i needed hd-space

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u don't happen to have that single file available?

tired tree
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its their character.....

eternal inlet
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just so i can see the math

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but i have to download the entire 22gb again then?

tired tree
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not going to load for you

eternal inlet
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or how much it was...

full junco
#

@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?

sturdy coral
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@@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

full junco
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what about the lab? does it ship with direct oculus sdk support?

sturdy coral
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Probably not

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The bow mechanic probably does both hands haptic at once

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Can't remember

full junco
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yeah thats where I notice it most in my game, since I basically tried to copy the feeling of the bow from the lab ๐Ÿ˜„

sturdy coral
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Well it will at least remind rift users of the lab if the lab has the same problem

full junco
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well, I would think if there is some workaround for this issue, then valve would have found it for the lab

eternal inlet
#

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

full junco
#

hm?

eternal inlet
#

this is how i set it up now

honest sable
#

Hey Jonas_Molgaard, That Video YOu Did On Ragdolls and getting them Back Up, Really Helped Me Out, Good Job Man

eternal inlet
#

good to hear ๐Ÿ˜ƒ and thanks

honest sable
#

np

full junco
#

@eternal inlet do you use the rift with disabled oculus plugin?

eternal inlet
#

oh doh, i thought it was vive

#

i only got vive

full junco
#

no, the bug only affects the rift

tired tree
#

there is your blueprint pawn alignment from RR

eternal inlet
#

ooh i started download ๐Ÿ˜›

tired tree
#

its very messy, appears they attempted a bunch of different ways before they found one they liked

eternal inlet
#

thanks man

tired tree
#

so the unconnected nodes are actually there in the graph

#

I just copied the entire function

eternal inlet
#

ok much appreciated

#

u dug that out of the VR_Pawn?

tired tree
#

yeah, they are basically lerping from forward to up vector based on the angle from the floor

eternal inlet
#

aw crap i hate math

#

bla bla bla that's all i hear you say haha

#

๐Ÿ˜„

tired tree
#

i mean if you are looking down, the forward vector is straight down, so you want to use the up vector for forward

eternal inlet
#

what was the function called?

tired tree
#

the closer to straight down they look, the more it lerps to the up vector

eternal inlet
#

i see

#

ok that does actually make sense

tired tree
#

Tween to pawn position / rotation

#

just look at the rotation part

dusk vigil
#

I thought gimbal locks were a thing of the past in this age of quaternions, but I admit my matrix math kinda sucks

tired tree
#

this isn't gimbal lock

eternal inlet
#

Tween to pawn position?

tired tree
#

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

dusk vigil
#

Ah I see

eternal inlet
#

i don't see that in VR_Pawn

tired tree
#

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

eternal inlet
#

yeah, but now i got the code downloaded and opened anyway, so just curious where u found it

tired tree
#

ah :p

eternal inlet
#

i'll copy it from your snip tho

#

appears i have a kickass internet tonight

tired tree
#

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

full junco
#

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

eternal inlet
#

oh crap this reminds me of the 2hand manipulation stuff i was trying to get to work ๐Ÿ˜ฆ

#

it still haunts me... i never got it to work

full junco
#

and the haptics of the bow feel quite bad with the rift touch controllers, so it has pretty much the same issue @sturdy coral

tired tree
#

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

eternal inlet
#

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

tired tree
#

ah

eternal inlet
#

i'll go dig it out of bitbucket some time tho

tired tree
#

well, that is why you should start version control, at least locally

eternal inlet
#

i kinda want it back

tired tree
#

god I can't wait until blueprints are saved out of binary so they can be versioned

eternal inlet
#

i got my stuff in LFS storage

tired tree
#

granted they store node comments in them, which is a huge waste of space

full junco
#

@tired tree will BPs ever not be stored as binary?

tired tree
#

they promised that it is WIP already

#

JSON i think

#

text format

#

they want them to be versionable

eternal inlet
#

great, it worked @tired tree

full junco
#

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?

eternal inlet
#

thanks a ton man

tired tree
#

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

sturdy coral
#

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

dusk vigil
#

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...

quaint loom
#

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?

dusk vigil
#

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?

tired tree
#

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

glossy agate
#

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.

full junco
#

I've created an issue on the openvr github repo about the haptics issue with touch controllers: https://github.com/ValveSoftware/openvr/issues/639

uneven moon
#

@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?

glossy agate
#

All that is setup correct. Issue is laying controllers on the ground they are floating a few inches off the ground in vr.

uneven moon
#

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

glossy agate
#

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.

uneven moon
#

Are you using a Vive

tired tree
#

Floor is calc'd from controllers to hmd

glossy agate
#

Yes

tired tree
#

you can drop all on the ground and cover with a blanket for a few seconds

#

and pull it off to recalibrate the floor

uneven moon
#

Morden have you imported animations with IK solvers into UE4 before

#

or Ryan

glossy agate
#

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

sturdy coral
#

@glossy agate do the controllers match up with the overlay controllers when you open the menu?

uneven moon
#

@glossy agate from which software? I use 3ds max

sturdy coral
#

(steam menu)

glossy agate
#

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

sturdy coral
#

try to compare overlay floor in the steam menu with UE4 floor too

glossy agate
#

Yeah home only sits 1/4-1/2 inch high which works fine for hand meshes.

tired tree
#

@uneven moon in engine IK solver

#

you can't import an IK solver....just rigs

uneven moon
#

Yeah I figured, had to pre-bake then import (double exporting)

#

So it worked out, thanks

glossy agate
#

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.

sturdy coral
#

@glossy agate how do you mean right when you move? like you start with it on the floor?

glossy agate
#

Yeah. Started with the floor in the lobby area. Right when I hit the track pad to move the cage popped up.

sturdy coral
#

so you mean when you move the character or move the controller?

glossy agate
#

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

sturdy coral
#

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

glossy agate
#

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.

sturdy coral
#

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

glossy agate
#

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.

tired tree
#

capsule has to hover a little above the ground in the char movement

glossy agate
#

@sturdy coral that's a good idea. So yours sit perfect on the ground?

tired tree
#

but its no 4 inches

sturdy coral
#

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

glossy agate
#

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?

tired tree
#

when my floor is calibrated yes

#

it drifts over time

glossy agate
#

Out of 6 vr things I tried today it only happened in ue4 games so I'm thinking it's an engine thing.

tired tree
#

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

uneven moon
#

you guys good with blendspaces?

fossil stratus
#

any dev for mobile vr?>

mighty carbon
#

@wicked oak how is DWVR doing on PS4 ?

wicked oak
#

should be around 1000 sales

#

but i dont have exact stats

mighty carbon
#

no way to see whether you got influx of sales over the weekend ?

wicked oak
#

not yet

#

its weekly sales report, so ll get something tomorrow/next day

sturdy coral
#

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:

mighty carbon
#

where did you get the model @sturdy coral ? ๐Ÿ˜Š

sturdy coral
#

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

tacit quest
#

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

dusk vigil
#

Why not place the pawn in world, what other option could there be?

#

It has to get there at some point doesnt it?

tacit quest
#

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

dusk vigil
#

I haven't tried it, but I dont see why it wouldnt work

tacit quest
#

and the forward direction by the user doesn't relate to the orientation problem i am having

dusk vigil
#

I see

tacit quest
#

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

dusk vigil
#

link please, I'm still a bit confused

#

'place my pawn in the world' works, what doesnt work?

tacit quest
#

nothing dynamic appears to work, statically placing works, link to ticket or posts?

dusk vigil
#

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

tacit quest
#

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

dusk vigil
#

yes indeed, good one

tacit quest
#

appreciate you picking up to test for me, thanks man

dusk vigil
#

out of interest, just rotating the pawn actor itself doesnt work?

tacit quest
#

no

dusk vigil
#

interesting

tired tree
#

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

wicked oak
#

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

sturdy coral
#

Looks like a doom
.wad =)

wicked oak
#

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

sturdy coral
#

Is the first screenshot of the layout in blender?

wicked oak
#

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

tacit quest
#

@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

tired tree
#

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

tacit quest
#

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

sturdy coral
#

With Vive VRRoot faces away from where you pointed to the screen during room setup, with Oculus it is towards (I think)

tacit quest
#

i can't seem to find that node tho

tired tree
#

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

tacit quest
#

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

tired tree
#

are you auto spawning at the player start or manually spawning and possessing there

tacit quest
#

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

tired tree
#

orientation is nearly 0 correct?

#

not actually 0

tacit quest
#

ya

tired tree
#

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

tacit quest
#

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

tired tree
#

well yeah......

#

you are spawning it with an empty transform

#

that would make +x the forward

tacit quest
#

no, i am spawning it with the transform of my placeholder actor

#

which i place beforehand in the level

tired tree
#

ah

#

well somewhere in your logic you aren't correctly setting or getting the rotation

#

actually

#

is your pawn set to use control yaw?

tacit quest
#

heh, there's nothing there to be wrong about, spawn with transform of other thing

#

lemme double check

tired tree
#

bUseControllerRotationYaw

#

if so, you have to set the control yaw

#

and not the actors yaw

tacit quest
#

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

tired tree
#

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

tacit quest
#

there is no logic, that's what i'm saying lol

#

it's spawn, try to set a rotation

#

that's it

tired tree
#

do you have a default pawn class? or did you leave it as none

#

because you said you don't call possess

tacit quest
#

i have a custom pawn ya, i've tried with it both autopossessed and i've tried possessing manually

tired tree
#

I mean in your gamemode

tacit quest
#

ya it's set in my game mode

tired tree
#

then its auto spawning a pawn?

tacit quest
#

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

tired tree
#

if you don't possess the spawned pawn, and have one in the game mode

#

then you now have two

tacit quest
#

i've been alternating between the two for testing, it's the correct pawn, not sure what else to try

tired tree
#

then I don't know, because I don't know your entire project

#

but you have something set up wrong

tacit quest
#

it's pretty much a new project

tired tree
#

because its not an engine bug

tacit quest
#

well, i think the million questions on answerhub, etc and the multiple won't fix tickets about said issue would beg to differ lol

tired tree
#

that is for set control rotation....

tacit quest
#

thanks for taking the time, i am really trying ot understand what's really happening under the hood

tired tree
#

you are changing actor rotation

#

and the camera is in relative space

tacit quest
#

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

tired tree
#

there may be a lot of misguided people out there

#

but the camera rotation is correct

tacit quest
#

but it isn't ๐Ÿ˜›

tired tree
#

ok, good luck with that then

tacit quest
#

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

tired tree
#

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

dusk vigil
#

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

tacit quest
#

what version ar eyou using?

dusk vigil
#

No magic. I get the Player Start, grab the transform, pass it to spawn

#

This was a 4.15 project

tacit quest
#

awesome, thanks simrak, nice to have some confirmation

#

did you use the vr template pawn?

dusk vigil
#

Modified it to suit me but yes

tacit quest
#

someone here made one derived from that, but i suspect they changed something important about it

dusk vigil
#

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

tacit quest
#

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

dusk vigil
#

Yeah must be something in there messing it up

tacit quest
#

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

dusk vigil
#

Most welcome : ) cheerio

tacit quest
#

closed editor and reopened, everything is working normally...smh

real needle
#

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?

mighty carbon
#

Cost as much as Rift, but not Rift.. Why Samsung?! Why?!

sturdy coral
#

2880x1600

#

That's a little higher than some of the other windows ones (most are 2880x1440)

#

And it is oled

uneven moon
#

VR gun isn't touching the ground

#

Physics enabled

#

What could be the issue?

sturdy coral
#

There is probably some min depenetration distance

uneven moon
#

Is that in the physics asset or

sturdy coral
#

It is also hard to tell from your mesh without orthographic views

uneven moon
sturdy coral
#

Actually boxes stack without any kind of hover so I'm not sure depenetration would be the answer

uneven moon
#

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

sturdy coral
#

Drop a physics cube in that same scene and see how it does

uneven moon
#

Cube floats, too..

real needle
#

@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

uneven moon
#

Well, since the cube floats too could it be that it thinks the floor is higher than it is?

#

Floor collision settings:

sturdy coral
#

That Samsung headset has dual array microphones, wish they all had that to cancel out background audio

uneven moon
glossy agate
#

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?

uneven moon
#

I got it from the asset store

#

The russian sniper

#

Dragunov

glossy agate
#

Dope. I need one

uneven moon
#

yeah, comes with a nice scope

#

any idea why it won't touch the ground?

glossy agate
#

Did you try a different level/mesh to set it on? Probably a floor issue if other objects are doing it.

uneven moon
#

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

glossy agate
#

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.

uneven moon
#

@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?

glossy agate
#

Yeah but you can just click on the simple collision and move it down till it matches right

uneven moon
#

Thanks a lot

full junco
#

@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 ๐Ÿ˜„

#

2880 x 1600 OLED sounds very interesting

#

ยง499 is quite cheap for that

#

78% more pixel than the rift and vive

uneven moon
#

Anyone ever set up a 2-handed gun?

wild mauve
#

@uneven moon check out Mordentral's VR Expansion plugin. He has guns with dual grips.

uneven moon
#

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

wild mauve
#

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

uneven moon
#

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

nimble scarab
#

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

dusk vigil
#

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

wicked oak
#

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

dusk vigil
#

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

wicked oak
#

not a terrible concept

#

how was the tracking? and how transparent were the images

dusk vigil
#

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

wicked oak
#

so tracking was shit. transparency/opacity being any good is impressive

dusk vigil
#

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

real needle
#

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)

tired tree
#

@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.

mighty carbon
#

@real needle what drift? There is no drift with Gear VR

tired tree
#

there is nothing TO drift with GearVR...its not positionally tracked.

mighty carbon
#

yeah, true.. I thought he meant rotational drifting, like on Cardboard

glad plank
#

very nice, might try and do an integration with weapon master when I get the money

wicked oak
#

veeeeeeeeeeeery nice

#

ill have to try it

#

becouse the other ik solutions are closed source and i cant use them in ps4

mighty carbon
#

btw, I just noticed something - most of the folks who were at Epic since like... forever... are no longer with Epic o.O

glad plank
#

I wonder why they dont use an anim for crouching though. The Ik crouch looks real bad ๐Ÿ˜›

mighty carbon
#

and some devs who were UE4 advocates moved on to Unity o.O

#

I wonder why so many people left Epic

glad plank
#

Because they didn't want to work for tencent

#

why anyone would want to use Unity though....

mighty carbon
#

that I don't know

spiral zephyr
#

lot of devs going the other way too, and the additions to the epic team are amazing

tired tree
#

@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

glad plank
#

ahh

tired tree
#

as early as a week ago he was still saying it required trackers

glad plank
#

so with trackers it would be better?

tired tree
#

of course, more tracking points, but the marketplace doesn't list tracker support....

#

he may have dropped them

glad plank
#

Does UE4 support the knuckles yet?

tired tree
#

yes and no

glad plank
#

heh

tired tree
#

it does technically

glad plank
#

what isn't supported?

#

capacitance for it?

tired tree
#

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

glad plank
#

Valve time

#

...

#

have they said anything about release?

tired tree
#

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...

glad plank
#

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

tired tree
#

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

glad plank
#

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.

tired tree
#

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

glad plank
#

by AAA you are talking about Ikenima (sp?) ?

tired tree
#

yeah

glad plank
#

Is vr IK not covered with their indie license?

tired tree
#

it may?

#

looks like it

#

more setup though

glad plank
#

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

tired tree
#

there is still BIK too

#

know a few people using that

glad plank
#

The mp is looking much better these days

#

lots of different stuff coming out

#

has their queue lessoned?

wicked oak
#

continuing my procedural shanenigans

#

this is 100% procedural and without lightbakes

glad plank
#

wow

wicked oak
#

im using the map generator i showed yesterday

#

and then baking ambient occlusion as vertex colors

glad plank
#

you doing your own logic?

wicked oak
#

and then using those vertex colors to modulate a world scale 3d noise, and add grime

mighty carbon
#

so, how is that better than Dungeon Architect ?

wicked oak
#

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

mighty carbon
#

yeah, but it's static and you basically have to come up with layout first

wicked oak
mighty carbon
#

what are the benefits using this approach vs DA ? Performance ?

wicked oak
#

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

mighty carbon
#

I see

tired tree
#

You really don't need blender at all in it though

wicked oak
#

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 ๐Ÿค”

#

i went to give the generator some text

tired tree
#

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

mighty carbon
sturdy coral
#

Nice!

glad plank
#

404 ?

sturdy coral
#

I wonder if it works with volumetric light

mighty carbon
#

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 ๐Ÿ˜›

sturdy coral
#

@glad plank you have to be signed in and linked to epic

glad plank
#

ohh

#

thanks

sturdy coral
#

Where were you talking to an Nvidia guy?

mighty carbon
#

I wonder if it's based on 4.17 or if it's 4.17.2

#

on Twitter

#

using DM

sturdy coral
#

The only place I've ever gotten a response out if them was on the VR funhouse forum

mighty carbon
#

I have his e-mail, but seems like getting quicker replies on Twitter (since DM will send message on your cellphone)

sturdy coral
#

Usually based on the X.0

#

But it is almost always a clean merge up to any point release

mighty carbon
#

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 ๐Ÿ˜ฆ

#

if someone can make VRWorks 4.17.2 branch, I'd definitely use that to achieve max performance ๐Ÿ˜ƒ

sturdy coral
#

I'm not going to go back over to it unless I can get dynamic resolution scaling working with it

mighty carbon
#

oh

sturdy coral
#

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)

tired tree
#

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

sturdy coral
#

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

mighty carbon
#

ouch

#

is it not supported in VR at all, or only in VRWorks ?

#

AMD can run using standard render path in VRWorks branch, right ?

tired tree
#

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

mighty carbon
#

I see

wicked oak
#

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

glad plank
#

Are the gains for Nvidia's VR render technique really good?

mighty carbon
#

well, can always use 2 binaries, especially on Steam

wicked oak
#

@glad plank they are absurd

#

+30% performance

#

pixel wise

tired tree
#

they are really good

glad plank
#

man

wicked oak
#

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

glad plank
#

why hasn't epic done something similar? Do they have plans too?

tired tree
#

motorsep....you can't seriously be considering a binary for AMD and a binary for NVidia on steam

wicked oak
#

if you use aggresive modes, then its 190

tired tree
#

well....screen percentage scaling works different in VRWorks

wicked oak
#

@glad plank it uses gpu independent extensions

glad plank
#

ahh gotcha

#

so its not possible on the engine level?

wicked oak
#

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

glad plank
#

I just assumed a "VR Renderer" could be developed

mighty carbon
#

@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.

glad plank
#

but I guess the differences in cards and headsets make that difficult

tired tree
#

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

wicked oak
#

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

tired tree
#

fine, two different launch options

wicked oak
#

in fact, i do

#

XD

#

both the steam and oculusvr launch options call DWVR.exe

#

and thats it

tired tree
#

regardless, you now have two different builds and two different launch options

mighty carbon
#

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)

tired tree
#

?

wicked oak
#

with unreal, complicated

#

you would need to have 2 diferent games

#

essentially

#

and the game just copied 2 times

tired tree
#

or override version checks everywhere

#

which likely would need to happen anyway

#

at least for the multiplayer build filtering

mighty carbon
#

sounds like a mess :/

#

well, gotta find some testers with AMD and test VRWorks branch

glad plank
#

Who uses AMD?

#

๐Ÿ˜›

mighty carbon
#

17% of Steam users according to Steam Hardware survey

tired tree
#

Less of VR users

glad plank
#

ouch