#virtual-reality
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but still, new hardware, new users
only 0.71% of RX480 users
i have guesses
most of AMD users can not run VR on their GPUs
so it's pretty much safe to say if you don't cater to AMD GPU owners, you don't lose too many sales
back to my question about UE4 and people who worked at Epic or promoted UE4 heavily. Just seems like the passion has wound down for UE4 among the initial wave of promoters ๐ฆ
Any idea what happened? There gotta be some kind of event that led to exodus and drop of support
what do you mean by that? Lots of people are happily using UE4
yeah
but a lot of people who worked on Ue4 from day one are no longer working at Epic
Who left besides cliffy?
and a lot of people who made training materials for UE4 either stopped doing it or moved onto Unity
Unity has many more users
UE4 is a professional tool
Fortnite BR is about to bring A LOT of money into Epic again
They are making bank off of PUBG too
maybe they will hire more people, I dont think the engine has suffered though
its still offers more than unity
I think partly UE4 is just in a different phase. Its not new now and the staff needs around it are not the same. Also, from where I sit epic is doing a phenomenal job providing training content. Of all of the game engines I have used, dating back to gamebryo, nobody has put this much time and money into providing documentation and training content.
I agree with @sly elk . Would add that the engine features just keep on coming!
also, there are likely developers here who know rift or vive sales numbers but are NDAd on them. It would be nice if that data was more easily available.
that is some good news
I wish valve would make the bar for entry onto steam a lot higher. I think the last thing indie devs needed was a lot more noise and cynicism
prototype starts to actually be something
ive made the autogenerator also export collision geometry (per poly collision, but WAY simpler than the display mesh)
@sly elk it's good and then it's not. By the same token, they might just start banning games that use assets from asset stores.
@wicked oak is this for PSVR ?
will be
Wow, what button did you press to jump to full screen?
alt enter
@mighty carbon Samsung joined to WIndows mixed reality HMD what you posted earlier
yeah, they did.. but, $499 with crappy controllers and no Steam VR support ?!
btw, Gear VR is done.. Carmack was asking what people want to see improved, but only in software
which makes me think that no more Gear VR evolution is going to happen
Samsung HMD Odyssey
yeh
Microsoft acquired Altspace VR
@mighty carbon selfishly that would be good for me. I doubt they would do that though.
Stream VR preview on it @mighty carbon
@sly elk that doesn't solve the saturation issue. There are tons of games being released with all custom assets and those aren't any better than store bought assets (and the games are also designed to rake up money from trading cards)
@mighty carbon the drift was mainly about google cardboard ๐
So many 'VR Experiences' but so little legitimate games coming from the AAA guys
This holiday season we are getting a few good remasters. Doom, FO4, Skyrim. Less risky than an all new IP.
Hopefully they are super good so it drives HMD sales higher
getting Windows Mixed reality HMD for holiday time it's good timing if those remasters are coming
Anyone here have the windows HMD dev kit?
Getting it to our dev hub tomorrow : )
@real needle have you tried Gear VR?
Cool. I'm curious if the controller transform is the same as touch or vive. Hopefully it's similar to one so we don't need to make a 3rd gripping option.
Will try to remember to report back on it if nobody else can tell
I have at best buy, was pretty cool ๐
aye.. rotational tracking is spot on, as good as Rift/Vive
mobile VR is shit anyway
(at least the way it's done today)
how do you guys usually implement a setting for a 'left handed' option?
if the gun is a part of my pawn, can I just invert the hands or something?
does anyone know of good tutorials for VR Radial menus with vive?
@tired tree That suggestion you gave me earlier with the LookAt for the hand -- I need to snap the hand mesh to the gun so it looks like you hold it firmly, no mesh overlaps
as rotation happens
Hi guys, is there people familiar with the VR expansion plugin for UE4 here?
@uneven moon then attach the hand mesh to the gun not to the controller during the secondary grip
@hollow socket yeah...I made it, whats up
Haha well that was unexpected
@tired tree I tried attaching the left hand mesh to the gun via a socket but now it makes my gun spin around while this is active. When I let go, the gun snaps back into place
I tried detaching the hand from the left motion controller so it can stick while the left MC controls the aim, then on let go, re-attach
still spins around
are you rotating towards the hand or the mesh
yeah, are you rotating the gun towards the motion controller
or the mesh for the hand
thar be your problem
Until None Remain is a futuristic multiplayer first person shooter in a Battle Royale or Last Man Standing format. Matches pit weaponless players against one another in a death match that continues until only one player remains. Players must rush...
Oct 2017
I simply posted the link.. It's not my game ๐
And I simply commented on the link, not my game ๐
I appreciate it though, you've found many new VR games I wouldn't have noticed
How's your game coming along?
writing story/lore
pre-production will take some time
(and in between I poke at AI)
Their example level is a straight rip of a CSGO gun game map
Was about to say, with a map this size its more like free for all deathmatch instead of BR
what BR then? I thought it's just like LMS but with a lot more people
Couldn't find where it said how many players. Seems like people like BR for the stage gameplay ie early game strategy is a lot different from late game. Not sure how that would work in a map this size. Hopefully they can pull it off though beause BR in VR would be sweet.
Wonder if ARK park is going to make it out this year still. Looks like they are trying to push the graphics pretty far.
I've been thinking about a Rust-like battle royale in VR
Would be cool
Multiplayer pop is too low in VR still, I feel
Yeah. Anything longer than 5 min without drop in MP is too long I think. BR needs a full roster and no late joins though so I think it will be an uphill battle for now. Guess we will see.
Read the article: https://www.roadtovr.com/hands-on-halo-recruit-vr-mixed-reality-is-the-first-taste-of-halos-true-scale/ Today Microsoft revealed the Halo: ...
wow that loading lag
That looks terrible
Out of everything they could have done with halo vr they chose that haha. Out of touch
I hope that is just a tutorial or something for it.
lol, Halo: hogan's alley?
@mighty carbon ha, now you're saying mobile vr is "shit"? when someone said something like that a year ago you abundantly disagreed ๐
reviews for that samsung headset seem to be really good
"Should Oculus Rift and HTC Vive be worried? HTC Vive may be safe for now because of its industry-leading room-scale tracking, but Oculus Rift may want to watch its back. We find the Odyssey to be more comfortable to wear than Rift, and this editor didnโt experience the nausea she usually does after just a few minutes in Riftโs worlds."
quite interesting:
"By the way, don't expect these headsets to work with your shiny new Xbox. Microsoft won't talk about that at all: "Over time we'll absolutely have it in Xbox, but we have nothing to announce in that space today," said Microsoft's Alex Kipman."
If anyone has any references for PSVR move controller mapping in UE4
Please PM it to me
until you find someone who has any references for that you have already figured it out yourself by just printing out on every button press ๐
Anyway to toggle between Vr and Screen?
you would have to program that yourself
@full junco any commands, hmd enable, stereo on doesn't work
you can do stereo off and that will turn off vr
obviously not in the vr preview, only in a standalone game
@full junco for vr enable what command?
stereo on
anyone know why i can't bind an event Hit?
mainly curious... i guess i can use OnComponentHit
hmm... next issue... i thought i could delegate a OnComponentHit down to another component i made myself?
apparently it does not allow me with a err msg about delegate (ref) is not compatible with delegate
sorry if this seem mega noob, but is it not possible to get an event on a component i make, but recieve an event from another component in the actor?
so if i have an actor with comp1 and comp2 and comp1 fires a OnComponentHit, can i not tell Comp2 without hooking up something in the Actor?
obviously i wanted to just be able to plugnplay a component, so that if a staticmeshcomponent fires oncomponenthit, my own component would play a sound
but this is ok:
wtf?
omg nevermind
missed the byref "Hit" ๐
@vagrant mantle vr.enablestereo true
but as john said, it only works outside of editor
@full junco mobile VR is shit because I am not making any money there :p
@real needle okay, i have to package it
@vagrant mantle What are you trying to do?
I just have a certain pawn to play when I hit "play in editor", and another when I hit "play in vr"
it helps debugging outside of stereo
@real needle can't get you
how's it going today my dudes
@vagrant mantle Set it up like this : Have a PlayerStart actor in the scene. When game starts, if we launch in VR preview, spawn the VR pawn, if in normal editor mode, spawn an fps character
Depending on your game, you can get pretty far with this to speed up development iteration, skipping out on having to put headset on and off all the time. If your game is heavily dependent on hand interactions, you might need to build something around that. Depends
I have better things to do @wild mauve than fck around with VRWorks code merging
I'm sure they do as well.
I am sure they want people to use their stuff and since not too many people use it, they can do better job by offering out of the box solutions
I'm sure they're doing fine without the people that can't merge it themselves into a version that isn't even the latest version.
I am sure you have a lot of attitude
Everytime I see you here it's always some other entitled bullshit comment. "Mobile VR isn't doing well because I'M not making money off of it".
Geez guys chill out, it's a bummer to see bad vibes flaring up
Is it hard for you to just not be respectful to people?
You're just mad that someone wont cater to your bullshit. Don't confuse that with being a dickhead.
And you're seriously not worth the time, consider the argument over.
@dusk vigil i want to switch between Vr and normal camera, if I press space it has to toggle
Just add a command to space to spawn in and possess the spawned in pawn whenever you press it
@vagrant mantle Destroy current pawn -> Spawn Actor from Class (your flat pawn if you're playing in VR) - > Possess new pawn
@mighty carbon let me comment on it too, there is really absolutely no need for nvidia to update their branch to some hotfix. merging the hotfix stuff it yourself is easy and usually doesn't break anything. their branches aren't meant for people that don't know c++
if they would spend time updating to hotfixes and whatever they would also do stuff like make binaries available. but they expect people to compile it manually
I can built it from source
But like I said, it's not some FOSS engine you toss out there and let people mess with (and we all know what happens after a while - those engines get abandoned)
So, it's just Nvidia being lazy
what you can and should criticise about the nvidia branches is how long they need to update them. its always like, when 4.X is almost released they only just updated their VRWorks for 4.X-1
Do you use nvidia branch?
@real needle what you mean by flat pawn?
Not VR
Tried but that doesn't work
vr.enablestereo true/false
@mighty carbon I don't use it, because until recently I didn't have an nvidia GPU to test it on, and if I would use it for my game I would always have to test it with AMD too to make sure it still works there, and I consider that too much work at the moment
@real needle tried that also
@vagrant mantle In packaged/right click .uproject and hit launch game?
@real needle unpossesed and destroyed and spawned a new player,after those console commands, doesn't work
what doesn't work
you don't have to unpossess
possessing a new pawn automatically unpossesses the old
@full junco so, if you don't use it, why do you even care about my whinings about the subject and "defend" lazy ass Nvidia ? ๐ ๐
@mighty carbon well I saw you talked with Supa about it and I pretty much agreed with what he said, and I just wanted to show you that he's not the only one telling you that ๐
He/she is a dickhead
and in the end we can be happy that nvidia has any branches at all
Plain and simple
I don't know him, but based on what he said to you, he's very reasonable ๐
well I don't have to read your book
When you release your game 1.0 and tell people to update it to 1.0.1 by merging changes themselves, I'd love to see if anyone will side with you on that decision.
๐ค
I don't see why I should expect my players to know c++. doesn't make any sense. the majority of gamers aren't programmers
Nowadays a lot of game devs aren't C++ programmers either
By the same token Blueprint should be removed since everyone should know C++ by your standards
nvidia didn't invent blueprint. in nvidias "world view", game devs are still programmers
Then they lag behind time
they seem to be quite successfull with it. doesn't hurt them financially
They make no money off UE4 forks
in the end, they do
when a game runs 30% faster on nvidia GPUs, people who want to play that game are way more likely to buy a Nvidia GPU
It's their side gig, which they don't really care about. Thus - being lazy about fully committing.
NVIDIA doesn't cater the the low end indie game dev and VRWorks is an SDK that they are only implementing because it needs solid implementation references
historically they have never done everything for everyone with their research projects
I haven't seen any UE4 game in retail that uses Nvidia branch.
ideally you don't even notice that they use it
player should just think "game runs well"
๐
I mean, if you want to complain, complain about Unity having a fully valve created OpenVR integration and UE4 having a partial one
how is that related to the vrworks stuff? ๐
its not
but if he wants to take affront about engine integration, that is far worse than VRworks
well he doesn't use steamvr so he doesn't care that much about it I guess
when most headsets support eye tracking, engines definitely need to have their own "multi res shading" implemented
multires shading is not "fixed"
so you can do eye tracking with that
essentially its just "broadcasting" the geometry to multiple viewports at once
@wicked oak I mean't that once the benefit of it becomes even bigger due to eye tracking, engines will have to implement it themselve
yup
i could really use it on ps4
free performance
and i dont care about compatibility
@real needle worked, Thanks, i didn't include the level to package
@vagrant mantle Np! Make something awesome
digging AI and wondering what drives anims.. I figured that animBP drives anims based on values of variables set by BT (in the blackboard). Is that correct ?
no
@mighty carbon the anim blueprint should only read from the state of the "character"
if you want special animations, you just use a montage
the way i do it when i need complex stuff, is that i have that stuff on the character
and the animBP reads from it
its best to have little logic on the animBP
let it be about animations
right, but if I want AI to crouch, how do I kick in crouching anim ?
bool bIsCrouched in the character
the anim BP reads from that variable, and copies it
then you have some kind of state machine or "blend poses by bool"
what I am wondering about is how do I set that var on the character from BT
AI seems bizarrely complex due to BT being comprised of services, decorators and tasks and with blackboard on top of that :/
dont use BT if you dont need it
hmm.. why not ?
becouse it can be more complicated than not using it
it seems that all issues people complain about with AI arise from the fact that engine is designed to be used certain way, but people try using BP instead
the behavior tree is the best when your AI does sequences of actions
from what I understand, you can run task and not wait until it finishes and start next one in line
you can abort/cancel tasks
well, that's why I am wondering why would you not use BT/blackboard
generally you should
its the most flexible out of the box solution
he is saying for "running straight and fire" logic it might be overkill
I see
ok, so say I am using BT/blackboard.. How does that connect to animBP and its states/variables ?
I see.. And those are the same variables as in animBP ? (or do I connect them via blackboard)
Microsoft and Samsung formally announced the Odyssey Windows VR headset today, positioning it as the โpremiumโ option among the Windows VR headsets, with a range of features not found on the other headsets, and the top price point. The headset became available for pre-order today and will launch on November 6th (a few weeks after โฆ
sad they say that there is screendor
seems that the pixel fill is low
why didnt they add a difussor then?
yeah? what about it
I told you it was implemented, but that it was not fun
you are going to need animations for everything
and to control the animations instead of the character itself
Root motion is awesome! Love making root motion controllers, but we have an animator... ๐
yeah you pretty much need one for that
Or spend a lot of money on asset store anims
I assume using root motion eliminates all these issues with abrupt turns on the path nodes, etc.
also all mocap stuff has root motion by default
(I am thinking AI here, not player)
it doesnt
it doesn't solve abrupt turns, you would have to deal with playing the turn animation and then the walking/running one again and going forward
root motion cant do pathfinding in fact
you would have to implement your own path following component
that essentially just sets some variables on the character
and then the anim tree runs the animations
like "movement Vector" or "rotation angle"
yeah you would have to follow the navigation nodes yourself
though it would let you smooth out the turns, since you can manually transition between nodes then
"Does it work with AI MoveTo?
No, MoveTo moves the actual pawn. But there is an alternative: just use the underlying path nodes to orient the agent's direction. Remember, as long as the pawn is facing the correct direction, root motion will drive it toward that location. So instead of using AI MoveTo, you can use FindPathToActor to generate a list of path points, and use them to orient the direction the agent is facing."
is it much harder than MoveTo ?
I guess there is no way around sinking time into R&D
(while it's not an issue with code, it might be an issue with making anims)
AIMoveTo does all of that for you
you would basically be re-creating it yourself
but a little different, since all movement is done by playing animations
you would need to know the amount of movement in the animation
to apply it for the right time to go as far as you want
I would do it a bit differently
I Would do location checks
and play the animation until it got close enough, then blend to a stop state
So set a location, if angle greater than certain angle play turn animation, if distance to location greater than minimum play animation.
I assume you would have to do your own pathing node points or something
But to be perfectly honest, I would just use this https://www.unrealengine.com/marketplace/advanced-locomotion-system-v1
well, I still need to figure out basics before I get into that stuff
meh, I e-mail the author and I didn't really like response I got. Something along the lines "no support"..
not willing to trow money on assets that will not have support provided
He released a V2..IDK, for me its less about support and more about work I don't have to do myself
I never just us an asset
I completely convert it to how I need it. ๐
What was he not going to support? AI?
that's cool.. I don't have such capacity (mostly because I don't have much time nowadays)
AI isn't part of the package, why would he support AI?
I was asking about how to integrate it into my project
Ahh
just watched v2 video.. looks like he made it more modular
probably worth messing with it even if it will be hard
is there documentation available for that package ?
looks like no docs available
no clue
4.18p3 is out!
@mighty carbon raw data uses vr works, and so do some others. I have already told you it is almost always a clean merge. just checkout the vr works branch and type git merge 4.17.2-release. if it doesn't work you aren't out anything
it would be more complicated if nvidia did the merge themselves
because if they make new changes afterwards, you'd have more trouble pulling just ranges of their changes, etc.
have you messed with it already ?
I'm still on 4.16 for the moment
yeah hot fixes aren't a pain
its manual engine upgrades if you can't wait for their version that is the pain....but they have been far more consistant with it
it used to take 2 versions or more to catch up to one so it was always multiple releases behind
has anyone tried new cloth sim in UE4 in VR ?
At an event in San Francisco we unveiled our vision for Windows Mixed Reality, announced SteamVR and AltSpaceVR are coming to Windows Mixed Reality, introduc...
Is there anyway to get the performance statistic screens centered in VR?(edited)
Whenever I try to use them half of the screen is out of my vision
ouuuuuuuuuuuuch that video
@glad plank if you figure that out I would love to know as well.
@tired tree any idea how to fix the performance statistic screens?
@glad plank you can edit GetOrthographicProjection in the hmd cpp file
I think that is the name of it
Is roomscale supported on the windows HMDs?
I see inside out, but not sure how roomscale would actually work unless it uses the cameras or something
@glossy agate it should, hololens does
@glossy agate from 360 to world scale so as roomscale is after 360
anyone know if it's possible to send sound out through the HMD and some out through a different audio output like the regular monitor or a different pair of headphones?
@eternal inlet IHeadMountedDisplayModule has virtual FString GetAudioOutputDevice() that you can override
but it changes all audio
I think you would need source changes to do some audio in one place, some in another
the player controller has the listener position
for e.g. splitscreen, but they get downmixed onto the same device
i see...
i was also wondering how they handled sound for splitscreen
where two people can be each their place
anyone get blueprint nativization to work with steamvr? i keep getting warnings that "NativizedAssets doesn't list plugin SteamVR as a dependency"
but NativizedAssets.uplugin is dynamically generated and I can't add things to that .uplugin file
do you think 4.19 previews will come out before Christmas ?
^ VR?
But possibly. Even though it would be strange given their one per quarter release trend lately.
well, we already have 4.18p3, which I thought was a fast delivery
I am sure all those optimizations would also work in VR
yeah, 4.18 is about to drop
does oculus still have forward renderer special builds?
i might do one with that version for DWVR oculus store
Aye, but
I think Epic is taking a sebatical
with 4.19 until post holidays
They should anyway
I just hope 4.18 comes out less buggy than 4.17
Hey everyone! Need some GearVR help. I have a problem with performance loss on rebuilding and relaunching project several times in a row. Looks like some sort of cache getting full or smth. UE4's 'Profiler' tool shows Stat Thread to jump sky high hence a lot of CPU stalls. Is anyone familiar with stuff like this? Right now to fix this I try deleting it from the phone and building project again -> reboot phone -> 'Optimization' function with RAM cleaning. It usually helps but result is not 100%. I wonder is there some sort of Task Manager app that can clean all the RAM and cache files time to time?
what phone ?
And no, it's not about overheating, phone temp might be same, but build is dirty
S6
and what UE4 ?
4.15 atm
I'll try it out! Thanks!
np
also developers builds have some issues when running them on Gear VR. However once you build shipping build, it should run fine.
Make sure you use Multiview and Multiview Direct
For testing VR mp is it worth packaging and sending around in a zip or should I just grab a steam app id now and do all the testing through that from the start?
grab steam app id
that way you can setup steamworks
and use sessions to get a server browser
thats what i did
yeah, and it is way easier to get updates to people and not have to deal with firewall issues
heh, those 4.19 character movement optimizations were something I did last month except a little more extreme
I was considering pull requesting them
@tired tree which ones?
is it in trello or something or did you just notice on github?
Help! I'm trying to create a movie in a VR scene that I created and when I try to create the movie out of the matinee, it starts recording the VR camera and not the cinematic camera that I've included in the matinee. What have I done wrong?
ah I see lots of character movement bandwidth optimizations and stuff in master. fortnite battle royale related I guess?
So I finally had the money to build a VR capable machine and I have my longtime Unreal Project ready to make into VR...anyone recommend which videos I should start learning?
basically
there are a view tutorials from Unreal but nothing that seems from the basic
Do I basically need to make a new VR project and then migrate the BP's from it to my existing project?
You can dissect the vr template and add it or build it in your game. I don't know what kind of game you are making though
@sturdy coral yeah, specifically where if some variables are empty it uses a different RPC to send saved movement
before every time it used the same RPC even if some of the variables had no data
I think I have 3 different RPC paths and a struct that netserializes only what has data for a few things though, i'm passing a ton more through for the VR suppor
@glossy agate http://www.thelivesimulator.com VR training for First Responders
thats a neat use case
Yeah, looks like you guys already have some stuff setup for VR?
in the pictures it looks like at least
Hmm... the plane hitting a building, the worn metallic sidelines... I have to say it doesnt look so attractive from clinical business perspective
"Help Firefighter build VR Simulator"
-> "Help a Firefighter to build a VR Simulation of Emergency Events"
@mighty carbon I do think 4.19 preview will come out before Christmas, yeah
would be cool ๐
@mighty carbon but why would you care now about when 4.19 is available? I don't think you know about any cool feature in 4.19 yet?
Besides all the optimizations from Fortnite BR, I don't
do you have some info about what's coming to 4.19 ?
not yet
though I just see there was a dev-rendering merge to master 7 hours ago! I love those
so thats 4.19 stuff
now I have to read through it
well they finally made point lights use lumen for intensity
I wonder if they improved performance with dynamic point lights/shadows in VR
not really exiting, but its something that was planned for quite a while, lumen for all intensities
@mighty carbon maybe don't wonder and just read through it yourself? ๐
watching anim tutorials
@full junco How do you know what in Master is in 4.19 though?
everything thats now in master is in 4.19
Until when?
until they branch 4.19
staging?
you see when master is set to 4.20
Yeah but I don't even see it 4.19
evening!
@granite jacinth it is one commit that says something like "bump version number to 4.19". that commit was done like 1-2 months ago, when 4.18 was branched. from that time on, everthing that was added to master was 4.19 and not 4.18
found what?
@tired tree just finished reading through the commit, its not just a bunch of small bug fixes
its a lot of vulkan and metal stuff, as usual
good vulkan stuff though, finally focused on improving performance
i saw some vulkan rollbacks
don't care about the metal much tbh, though ti was most of the changes
and the disappointing part of this commit is that, just as in the last one, Daniel just worked on static lighting...
thats so frustrating to see
Can I make a sniper scope without using a scene capture? It's very costly
@mighty carbon for arch viz its nice, but games where everything has to be static are definitely not the future...
that's what I was saying when I started with UE 4.7 or so..
๐
and we are still in the realm of static lighting
with fortnite currently being epics main focus it would make sense for them to improve the dynamic side of the engine and not the static one
@full junco PUBG is lots of static and probably makes them more money than fortnite for now
I don't think so
epic said 7 million players in fortnite
from pupg they only get 5%, from fortnite they get everything
@full junco people are probably mostly playing fortnite battle royale, not the main fortnite, and it hasn't really been monetized yet
it is free
oh it is?
yeah
I thought they wanted to make it free in the future
eventually it will probably be a bigger money maker from them, assuming there isn't tons of competition from more and more battle royales
they want to make the main fortnite free in the future
but battle royale is free right now
ah
PUBG on steamspy: http://steamspy.com/app/578080
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
13 million owners at $30
19.5 million dollars for epic
but yeah fortnite battle royale is all dynamic like regular fornite
and does time of day over the course of the battle
they did have some optimizations of the peak memory usage of the distance field stuff
but that's directional light, which is as I recall works pretty well on Gear VR too
but for consoles only I think
there are lots of weird console only optimizations they can make I guess since the memory between CPU and GPU is unified
well like half a year ago they made distance field shadows twice as fast, that was for fortnite
yeah and fortnite has been in development for so long I think most distance field stuff was put in for it
even before kite demo
I wouldn't say that
yeah I can't remember for sure, they just almost always use fortnite screenshots for DFAO and stuff
landscape GI was for kite but I don't think that really uses distance fields
and I'm not sure about daniel's work on distance field GI
what that was targeted at
landscape GI is height field GI, no distance fields
and it's broken
stopped working around 4.13 or so and was never fixed again
I think
yeah the last time I got it working it had to have a ton of care to make it work
but I think that was before 4.13
dynamic wise what I would like to see is better shadow stuff like doom
not just caching when there are no movables, but caching even when there are and then composing movables over it
@sturdy coral yeah dynamic shadow performance is something they should really work on
but I think they are kinda going the "just just DF shadows" route
so they don't really care about CSM performance that much any more
yeah, and df/raycast shadows don't work for landscapes :/
so you have to turn far shadows on for them and burn a shitload of draw calls
or have simplygon I guess and bake all the really far stuff into a few meshes
I haven't needed dynamic time of day, so I've just been baking landscape with low res and having cascaded up close (same as pubg)
yeah far shadows are crazy expensive...
I do use them in my game
I do other stuff to reduce draw calls, but even without that many draw calls, far shadows are still expensive
the issue with DF shadows is not only that they don't work for landscapes, but also not for any procedural geometry
always have to be calculated in the editor
so while DF shadows are quite nice regarding dynamic shadow performance, they are not as "dynamic" as CSM
if you put the sun straight overhead you can get by with no landscape shadows, since a heightmap is oriented towards the sun, but then you aren't using time of day anyway
and sun directly overhead looks kind of bland
yeah thats looking bad
and I also really like dynamic time of day
one issue is UE4 is not really checking for what meshes are actually visible and if they need to receive shadows and if other meshes need to cast shadows
so when you are looking at the ground and only 1 floor mesh is visible, a lot of stuff around you casts shadows on objects that aren't in your view
if a mesh casts shadows only on meshes that you don't see, it doesn't need to be renderer in the shadow map, but UE4 still renders it because it doesn't check for that
ah yeah, I haven't been sure how they handle that
it should do the union of your frustum and the orthographic/rectangular frustum from the sun
and then cull anything outside of that
I did my own optimization for that, I trace the bounding boxes of all visible meshes against all other meshes and if a mesh is never hit by the bounding box trace of any visible mesh, I disable shadow casting for it
I do that in a seperate thread on the CPU
takes 1-2 ms on the CPU but can improve GPU performance by 1-2 ms
I saw some paper where they take large areas that are shadowed by a landscape
and turn off all shadows for any objects within that volume
since they are all guaranteed to already be shadowed by the landscape
I think they got huge gains from it especially at times of day like sunset
but not sunrise ?
๐
there my optimization also doesn't really do anything since when the light comes in horizontally the bounding boxes of meshes pretty much all hit each other
so, basically there is no good shadow solution for large worlds right now ?
(that works with Landscape and in VR)
yes
๐ฆ
baked
hah yeah I've gotten some crashes doing it
but, landscape wise baked at a really low res looks decent enough since the shadow maps are signed distance fields
and then still use cascaded shadow maps as you get close
well, for static worlds that works
I am guessing you don't bake static shadows cast by trees/rocks/etc.
you only bake skylight and indirect lighting with AO
no, you bake everything
but I haven't done it on maps with foliage, not because of the foliage baking to the landscape, but the shadows baking to the foliage
paragon uses that though, it has a lot of foliage but isn't a huge map
when you get close the cascaded shadow maps fade in and you get wind movement on the nearby foliage shadows
far away and it is baked with no motion
same setup as the infinity blade grasslands example
well for such games it works
yeah, just time of day is the big limitation
sunset would be a challenge too, just because even the near cascades may get a ton of draw calls
vulkan and ryzen will save us
ha yeah, lets hope so
hey guys has any one done vr editor mode in daydream
i was wandering if it were possible because if so i am getting one like NOW
no
darn
Hey, y'all. Can anyone point me to a VERY clear, VERY current configuration for UE4.17 to send a project to a Gear VR (Note 5, or Note 8). I've got most of a build happening, but I keep running into errors that are very vague. Thanks.
@muchcharles#2724 that for shadowing wont work
the easy reason. Imagine you are on the shadow of a building
and you look completely on the opposite direction
if shadows were related to frustrum, that means that the shadow from the huge building wont be there
Are y'all hyped? ๐
i sure am
(microsoft 'mixed reality' stuff i mean, and that sammy hmd)
how would one detect if the hmd locked camera has collided and/or is on the other side of a staticmesh (wall)? I get how i would find out when the camera is overlapping with the mesh, but after it goes through to the other side im lost ๐ฆ
@real needle whats there to be "hyped" about? sure, the resolution is very interesting, but the tracking isn't that great, so in the end the samsung hmd is on the same "awesomeness-level" like rift or vive
From what i understood the tracking was actually pretty good
and at the very least theres stuff happening in the 'vr market' so theres that to be hyped about
well it is good, just not as good as rift and vive and it doesn't track out of the FOV
so something like pulling a bow back out of your view won't work with that
the way i understood it its slightly better then the rift & vive experience wise, apart from that tracking outside fov (wich is bigger fov then the screens fov btw)
so pulling a bow back will work since your 1 hand will bscly be next to the headset so likelly still tracked
grabbing an arrow from your back is impossible tho
its not better experience-wise, its not just the tracking, the controllers are also mediocre compared to the touch controllers
so theyll definatlly need to improve on that for later versions (360' inside out tracking)
did hear that too, the controllers are not great
theyre not bad either tho
idk, i guess i see what your saying, theres still a bunch to be desired
but i like that theres [a] at least stuff happening in vr hardware [b] they start at alot more reasonably priced hmd's [c] that 'windows home'/cliffhouse actually has a use
I don't really think it has that much of a practical use
and im all for inside out tracking once they fix that issue with hands, so ill have to accept this in between step
why not?
not with this resolution, its still relatively low, you see every pixel
you won't do anything in VR that looks way nicer on a regular monitor
so its just a gimmick
disagreed ๐
kinda expected different from some1 in the #virtual-reality channel lols
vr is not a gimmick
but to truelly see that youll have to have some cool experiences inside it
the resolution is definatlly a downer
I didnt say VR is a gimmick, I said the "2d windows apps in VR" is a gimmick
but not a dealbreaker
hmm, i disagree with that aswell ๐
theres not enough '3d' (read; proper vr) apps yet, so having access to your 2d apps is worth something
for some reason you seem to believe in stuff the microsoft marketing wants you to think
but people won't use 2d apps in VR at the moment. just the keyboard alone is unbelievable slow to use in VR
@full junco John's right, it won't go mainstream until they have trackers on the keyboards and perhaps even on the hands, so you can actually see your keyboard
compared to a real keyboard any virtual keyboard you use with motion controllers is very slow
The resolution on the headsets is too low as well
personally i dont see myself doing much in the microsoft home thing either
I've tried working on photoshop and Unreal and the screendoor is just too much
but itll be nice as a overview
with some simple actions possible trough clicks
hmm
@trail shale using one of the windows headsets or with vive/rift?
oh well, 2 weeks from now we'll know more
how much more is the resolution, it's not much I think, maaaybe 15% more?
it is 76% more
it is a very relevant increase in resolution, but it is still very low
hm I would like to see it
also oled
How do you get one?
How much is it?
and most of the windows headsets are not oled
only the samsung one is
the samsung one is $500
ah
rift and vive also use samsung screens I think
prolly
it will be quite hard to sell at that price
at least the rift openly stated using their galaxy note <some number> screens at some point
https://www.roadtovr.com/samsung-odyssey-windows-vr-mixed-reality-headset-hands-on-preview/
Granted, I was still able to see individual pixels, and the screen-door-effect (the space between the pixels) was more pronounced than I would have hoped given the resolution, quite possibly due to Samsungโs unique PenTile subpixel arrangement.
Microsoft and Samsung formally announced the Odyssey Windows VR headset today, positioning it as the โpremiumโ option among the Windows VR headsets, with a range of features not found on the other headsets, and the top price point. The headset became available for pre-order today and will launch on November 6th (a few weeks after โฆ
when people can buy a rift for significantly less and get better tracking that isn't limited by FOV and from a brand that is way more established in VR, most people will take the rift
vive wasnt cheaper
bundle was cheaper
what bundle was cheaper than what?
think he means Vive was discounted, not cheaper than rift
either way, point is that samsung headset will be cheaper then rift & vive, and will have microsoft endorsing it, im guesstimating they will ship alot of them
the samsung headset is more expensive than the rift
especially if it works well with steam which it does
it "does" not. microsoft says it "will" before the end of the year
how much rift is now?
look up the price for a rift + controllers + extra sensor so u can do roomscale
599 i believe
@real needle controllers are always bundled with rift now
uhu, for the price blake mentions
and you dont really need the third sensor
u do for roomscale
no
You're both right
k ๐
They had more realibility with 3 sensors in the past
I'm not sure but I think they did fix some of the tracking issues so you can get it to work with 2
k, they must be slappin on some extra money for non muricans then
and set it up for roomscale
Anyone here a guru with converting projects in Unreal to VR?
long story short I'm a Firefighter/Paramedic who was devleoping a VR simulator for First Responders http://www.thelivesimulator.com) - I made an alpha version before I had enough money to build VR rig
I just finished building VR rig yesterday
john thats good to hear i guess
so now I have to start from scratch in terms of the VR stuff in Unreal
tutorials are over a year old so I wanted to know where to begin
what windows mixed reality headsets are using tracking is light dots in controller plus bluetooth 4.0 in the controllers
For example, do I have to play with VR template or can I access it from my project already?
@real needle I wouldn't recommend to do roomscale with 2 sensors though if you want to play a lot with it. its just fine for me since I don't need perfect tracking, I only bought the rift ro make sure my game is compatible with it, but I prefer the vive a lot for regular development
and thats sorta the issue ๐ so u do need that 3rd sensor ^^
meaning youll end up at idk, 450?
not that far off from 499 for a newer system
i see how in your case the rift is cheaper but i still think alot of ppl who would buy a new headset would go for a newer one even if a little pricier
well the tracking with 2 sensors will probably still be better than the tracking you get with the windows headsets
@trail shale depending on how much you have built so far, you can either start a new first person template based project and move assets over, or tweak your current project to incorporate vr
its just that for vive level of tracking you need a third sensor
@full junco have you study bluetooth 4.0 device to tracking where they are?
and for as far as i can tell at this point (based on early reports*) the tracking of that windows stuff matches vive, par the hands behind back issue
@alpine torrent as usual I find it very hard to understand what you say
@real needle eh no, absolutely not
vive tracking is 100% perfect
reviews for the windows headsets say its like 98% perfect
the vive tracks with 1000 hz
do u have a vive?
yes
never had tracking issues?
yeah, its perfect
I had a broken lighthouse once, and with just one lighthouse I had tracking issues due to occlusion
your lucky or have a well prepared vr space
PC specs for Windows Mixed Reality HMD need bluetooth 4.0 (motion controllers need this)
for most ppl theres small tracking issues because of reflections from the lighthouse beams/leds
myself included
@alpine torrent ah, thats actually a very good point! totally forgot about that
wouldnt that bluetooth be in the headset thats wired to the pc?
I also would hav expected that, but I also read somewhere else that microsoft expects the PCs to have BT
not sure if it applies for the samsung one too
and I dont have any big reflective surfaces
unless you have a mirror in that room where the vive is setup you shouldnt have issues
so yea, theres that to improve, before im fine with calling vive tracking 100%
theres a tv, shutters(?), windows, some monitors
the issues are small and very rare
but theyre there
and mirrors don't belong in VR-rooms, for the reason alone that you could break them in heavy gameplay ๐
๐
o rite
and i for some reason bought a computer case with a huge glass panel on the side
didnt even realize that untill now lol
might try moving it to see if it changes anything because atm one of the lighthouses is sorta aimed at the glass lol
well I guess if you have so many reflective things and don't want to cover them, a rift with 3 sensors is just a better solution for your specific room
hell no ๐
not every VR headset is perfect for every room
true but not gonna buy any new headsets soon bscly
i can deal with the screendoor effect of the vive for another year or so
bought it at full price so dont wanna discard it already ๐
in a year every headset will still have screendoor effect
yeah, but still existent
thats ok
its prolly gonne be there for another few years
i wasnt expecting it to go away soon
in the end theres only so much u can do about having a screen against your retina, your eyes are able to focus on that
theres gonna be a point where while its still there you really wont be able to tell anymore though
put stuff into your eyes that remove the ability to focus on anything near would work I guess
like, if your playin some fun vr experience now you hardly notice it, while its a pretty obvious thing on current gen
lol that could work xP
vr eyedrops
anyway ye, even that 8k headset on ks atm still has screendoor effect
yes
so im not expecting that to go any time soon
VR Eyes
just hoping it reaches a point where its alot less noticeable then atm
its not 8k though, a real 8k headset might have significantly less screendoor effect
wich should be in like 2 years at the current rate
doesnt that 8k x actually have 8k screens? or did i misread that?
ah ok
8k would be 4 4k screens
ye i just thought they had sourced (or maybe even developed) some small enough 8k screen somewhere
that would have been nice
especially because they where very vague about refresh rate n stuff in some 'Tested' video about it
wich wouldve made sense concidering the sheer amount of pixels
in the end I'm not sure how important resolution is compared to just "quality" of the screen regarding contrast and colors
so LCD vs OLED
sure you can use 4k LCD panels, but they can't be near OLED image quality
true, im curious about that aswell
like most reviews say, the samsung headset just looks significantly better than all the other windows headsets
not really because of resolution, but because of LCD vs OLED
didnt even think about that yet, the cheaper ones beeing lcd
thats sorta stupid actually
it makes the samsung one the only windows headset that's worth considering at the moment, at least in my opinion
inside out tracking seems to be holding up in the Windows HMDs eh
from what i gather it does it pretty well, from what john_alcatraz gathers its not perfect
^^
and yea, obviously the no tracking behind your back is sort of an issue
but im all for inside out tracking so im ok with the current limitations, and hope later versions will have 360' cams to overcome that issue
or idk whatever else they can do to overcome it
bluetooth triangluation lol
๐
well I do think that inside out tracking has a future for the more casual headsets that will come
so the ones that you can buy for $199 or something like that in a few years
yea, setting up sensors is sooo mundane ๐
just wanna strap in and go
wireless ofc
but for enthusiast VR, lighthouse is the perfect solution that will stay
itll stay but not for long
i see inside out tracking getting good enough to replace it with 1, maybe 2 iterations
it can never be as perfect as lighthouse tracking
why not?
especially when you think about something like a gun controller thats way bigger than a regular controller and that will easily occlude the other controller behind it
the only reason lighthouse tracking is so perfect now is because doing it with just image data is kinda to much processing for todays hardware
that will change as chips keep getting faster still
also controllers are prolly only temporary
John is talking about visual occlusion and how inside out headsets have to estimate positions out of the field of view....
well if one day we have 1000 hz 8k cameras, then yes, image based tracking will be as perfect as lighthouse. but below that spec, it can't really be
then again, they may stick around cuz ppl like holding something i guess
@tired tree i got that, but with some logic you can map that, theres plenty of work done on it over the past decade
it really took off when ppl could buy kinects
@full junco did you see that from the spec sheet the Microsoft hmds are using B&W cameras?
you can't map that perfectly
you would need far more tracking points
theres plenty of software now that can do good tracking, slap better hardware on it and you could do great tracking
you can estimate.....but its not going to be 1:1
@tired tree ah, no, didn't look at that, so didn't know it
no reason to have color I guess
there goes any hope of actual AR out of the first gen
oh, yeah
waiting for someone to sue them because the reality in those headsets isnt mixed
I hope they can't
they prolly did already
anyway banana, they can't fix out of FOV tracking with post estimation without more reference points
they can get a slight aproximation
then how do you expect it to be as good as lighthouse?
like i said, they totally need to fix that later gens
and how will they fix that?
@tired tree the approximation from pure IMU tracking should work for the short whiles a controller is not in the FOV
well apart from out of fov tracking their tracking is said to be pretty great
not sure why they don't do IMU tracking currently
imu drift going to be nasty for that
theres several ways to fix that im sure
there is no correction aside from pose estimation
well the drift would be corrected every time it enters the FOV
one could be simply adding more camera's
more cameras don't solve it...
another could be some sort of basic tracking for when its out of view
they would be better off with magnetometer like that one setup
actually the solution is pretty simple: the controllers need to have their own cameras
if the headset has cameras all around it can see the controller anywhere u hold it, so more camera's would solve it
yea that could actually work john
not a bad idea lol
whats the name of those controllers that have been non delivierable for forever? I forget the name
that would be a better solution
haha
sixense
unless im missing something those arent inside out
u mean the playstation controllers rite
wut...
they have basic 'g sense' and then on the latest iteration theres tracking with a cam
I think the perfect tracking solution for the near future is a mix of all 3 current tracking solutions. You need the lighthouse for perfect headset and controller tracking, theres no alternative to that. then you need the inside out tracking from the headset for being able to view a virtual representation of geometry close to you in a good resolution, like a keyboard in front of you. and then you need external cameras, like the rift has, for image based whole body recognition so that you can see your legs and feet and in general your whole body correctly in VR
and that all works with current hardware
i dont see why all of that cant be done with 1 tracking solution
technically with additional tracked points and two cameras on a vive you could, but vive trackers are bulky, would need a smaller setup
also occlusion
more trackers are expensive and annoying to setup and attach to your body
and for whole body stuff you only need low precision
if they acted as webcams
lighthouse would just need to integrate a camera additionally to their lasers, yeah
which would be amazing
but for close up stuff you still want the inside out camera from the headset
full rear and frontal camera tracking for pose estimation
you could still get a dot matrix for local geometry
there would be gaps but it would be functional
I think about a 5x5 meter room
add in a single camera from the HMD filling in missing parts
you know the HMDs direction, you can fill in missing geometry from it
hell if the camera was better you could use the HMD as is as a 3d scanner....
hololens does a 3d scan
and very likelly all this new windows stuff does the exact same
yes we know
with 2 cameras inside the headset you can very nicely do a 3d scan of objects in front of you with very high res
so lasers and cameras in a lighthouse unit and the additional 2 cameras inside of the headset are the ideal solution
all cameras in this setup only need limited res and refresh rate
so its cheap
light house cameras if they aren't building area geometry could be simple cheap black and white cameras
but you would either need passive light or to add those LEDs back
i feel like the best solution is tracking cams on the headset and then some additional tracking logic in the headset to follow the controllers when out of view of the tracking cams, so its 1 contained system
then using software you can do your body in vr and whatnot just fine
that is not the best solution
why not
because you are estimating the controllers when out of view AND the body pose
the cameras in the lighthouse unit should be infrared (different wavelength than the laser would be good) and have a bright infrared LED to light up the room
its all terrible when compared to actual poses
yeah thats what I meant, they would need the infrared LEDs back
I think Gen2 removes those? might be wrong
how about just wearing wristbands and stuff
how do wrist bands d oanything?
theyd be tracked the same way as the controllers out of view
if they go out of view...
i mean
and how is that?
and then for waist ankles etc
@real needle the best solution can never be tracking cams on the headset, like I said you would need 1000 hz 8k cameras for that
idk, i joked bluetooth triangulation earlier ๐
it can be some better thing tho ๐
nothing beats lighthouse tech for tracking the 3 super important parts, the headset and the 3 controllers
people have talked about bluetooth triangulation before, its not that accurate and can be interfeered with
.....
im not here to invent that tho
@tired tree why did the old lighthouses have LEDs?
ah, the sync
@full junco idk if the cams really have to be that good tbh, especially the 1000hz part seems a bit of an overkill
the biggest issue I have with lighthouse is the noise
which is gone in gen2
its a single axis rotor
noise as in audio?
it doesn't get the vibration
@real needle yes, audio
its very slight
well it is extremely annoying
though, more noticable when they aren't mounted perfectly
im either losing my hearing or have well mounted sensors then ๐
never heard a thing from the lighthouses
I can't work while they are running without having music so that I don't have to hear the bright noise from the lighthouses
its high freqeuncy, doesn't take much hearing loss to not hear it
prolly that then ๐
oh wait how old are u john
cuz with age u hear less and less high frequency
they use that to remove teens from 'hang spots' here lol
I'm probably younger than you I guess if I hear better
at 32 you should still be able to hear high frequencies pretty well I think
I do sit directly below where one lighthouse is mounted
yea i feel like i do, i hear other things, even still the teens disperse audio boxes
but not the lighthouses ๐
hmm
oh well
maybe try remounting them
idk
I did remount it, I even installed a different one because it broke ๐
hehe
ive yet to break anything ๐ฎ *knocks wood
i did instantly replace the cords of the vive controllers tho, that prolly helped
I didnt break it, it broke itself
ah ๐
thats actually fine here lol, i just have the occasional minor tracking issue but never had issues with touchpad or w/e
first one of my touchpads didn't click correctly any more, thats a super usual issue, easy to fix with taking the whole controller apart, now a few months later the vibration on the controller is broken
that sucks
and thats not fixable, so bought a new one
why didnt u try get it replaced tho
but I can't wait for non-HTC headsets
there should be warranty
I have a vive pre, no warranty
ah ok, thats a shame
that may be part of whats causing it tho, i have the retail one and yea, never had issues with the controllers or lighthouses making sounds
the lighthouses make sounds for all ones
and the controller issues are also happening for retail ones
both issues I had I found multiple threads on reddit about
HTC is known for bad quality
the external quality of the controllers and headset is very nice, just the internals like to break