#virtual-reality

1 messages Β· Page 142 of 1

real needle
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and have like 8 of their phones too

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guess ive just been getting lucky or summin ^^

full junco
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yeah

trail shale
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Do I still need a player controller or a motion controll? I've been able to get Vr to work in the project by changing the default pawn to the VR Pawn, and it tracks and has a hand, but none of the movement controls work

real needle
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ye you need to add a motion controller to the player

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or well, 2

trail shale
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so it default isn't added to the VR pawn? the camera is

real needle
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correct

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you may wanna look at the first person template, or the virtual reality template

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they both show you bscly all aspects of vr

trail shale
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I am but I'm not sure what comes over when I migrated

real needle
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ah

trail shale
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so I'm clicking on the pawn in the example

real needle
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and? πŸ˜›

tired tree
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the camera by default locks to HMD position in engine

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so it will always work

trail shale
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Yeah the HMD is working fine

tired tree
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Epic spawns the motion controllers as seperate objects

trail shale
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and I have a hand (although the performance is terrible on the hand, but everywhere else in the level is great)

tired tree
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because they have all of those attached teleportation components with them and I guess they wanted to support no controller setups?

real needle
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ye

tired tree
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what is the motion controller attached to

real needle
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afaik too the pawn

tired tree
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talking about his

real needle
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opening ue4 myself to check now

tired tree
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no epics, I am aware of how epic oes it

real needle
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ah

tired tree
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I keep my controllers as part of my base character, if something doesn't have controllers it is easy enough to deactivate them or destroy them

trail shale
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That's just it, I can't see even in the example, WHERE the controllers are

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it works fine when I run it

tired tree
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they are spawned

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on begin play

trail shale
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but if I wanted to change the mesh, I wouldn't know how

tired tree
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BP_TeleportControllers

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seperate actors

trail shale
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so, to make my project VR ready, (I have already migrated all assets) I need to add a Motion Controller Vr Pawn (settting it as default in the game mode) .... annnnnnd???

real needle
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depends on your project & how far along you are

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for example weapons/items u hold

tired tree
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should work from there, you'll want to make sure it is actually spawning the controllers

trail shale
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I am just using a simple pawn

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oh it's an input problem

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event references are unknown because I never made the input keys? I thought that was native or whatever

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Or maybe it's outdated?

real needle
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could be outdated

tired tree
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did you copy the config over?

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it has the input bindings

real needle
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orite, if u moved your project over into a new one you need to copy that too

tired tree
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defaultinput.ini

trail shale
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no I did not copy the config over, that must be it

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I don't want to overwrite any binds, where is the ini files for both located and I will just copy and paste the bits I need

tired tree
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yup

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config file

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in the project

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defaultinput.ini

trail shale
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Maybe that's why the hand was so jittery, it was throwing errors every single time an Update occured

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Hm... still not working

tired tree
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is it just jittery?

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if so you might be falling below frame rate

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since your scene is 2d normally

trail shale
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no, it's 3D and I'm running a 1080 TI with 7700k

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Also, everything BUT the hand works super smooth, so I must not have hooked everything up

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the inputs are there and the errors on the motion controller are gone

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but i'm not getting all the same effects

tired tree
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i meant 2d screen

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have you actually turned on the stat graph?

trail shale
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nope, I should

tired tree
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because the hands are where you will notice the frame drop

trail shale
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ugh, I'm stuck in Vr mode, escape doesn't work neither does alt+V

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that was weird

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how do I turn on stat graph again ?

tired tree
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stat unit is prob what you want

trail shale
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what do the numbers mean? they say m/s, not FPS

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so it says like 30 m/s for Frame

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that's at engine scalability from low to epic, no change, so I know this isn't performance based

tired tree
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you need 11ms

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in VR

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to hit 90FPS

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1000 ms is a second, 1000 / 90 = 11.11 ms

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you WANT to hit 90fps in vr

trail shale
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yeah, I'm hitting like 20 ms

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And it is on a BIG, unoptimized Map

tired tree
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22 ms? that would be 45 fps, would mean it is reprojecting if using steamVR

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and would explain why the controllers are blurred / jerky

trail shale
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it seems smooth except for the hands

tired tree
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they are being tracked at half speed

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its not smooth, it is doubling frames for you

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so you don't get sick

trail shale
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so what does it mean?

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What do I need to do?

noble charm
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Optimize and hit 11 ms

trail shale
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the controls aren't working though, I didn't migrate something or set it up

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Here is exactly what I did...my project before had ZERO VR in it

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So I migrated all folders from a New VR BP Project with all the content

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then I added MotionControllerPawn to map, and changed the default pawn to that

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then I imported the inputs from the VR template

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that's it...

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But it doesn't teleport around like the VR template

noble charm
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You must be missing some things then

trail shale
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That's what I'm asking for

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Do I need to do anything to BP_MotionController or is it already hooked into the Motion Controller Pawn?

tired tree
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its already there or you wouldn't see the controller

trail shale
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And I don't need to change the PlayerControllerClass in the game mode correct?

tired tree
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I don't remember if they have a custom player controller or not, I haven't use their template for anything, but you shouldn't

trail shale
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I will build it from scratch just to learn but I wanted to try it out because it's been a 5 month wait to be able to try this in VR... also I wanted to see what else needs to be done, from the looks of it, this gigantic map is going to have to have some serious optimizing

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Yes, a blue rod comes out

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That's it, when I try to teleport

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Do I need to do anything with Navmesh bounds?

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that was it... I needed NavMesh bounds

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Are there any guidelines for NavMeshes for VR? Or is simply define where the player can teleport (and it must intersect with floor

tired tree
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navmeshes in their setup are used just for checking valid teleport locations

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You can use them for actual navigation of the player as well of course

trail shale
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Ah okay, thanks, I've almost got it working

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Holy shit this is wild

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Here's a question - Before I was teleporting my player around using the controller as a reference before transforming it via a new vector and a seperate new rotation.....do I just need to change the controller reference to motion controller?

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the teleport function WORKS but I need to adjust the position

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Can someone point me to the best optimization tips for Unreal & Vive (I've read the best practices one) but now I need to optimize this map big time

mighty carbon
glossy agate
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Did they fix arktika so it doesn't require pre determined teleport points? Thought I saw some character movement in this video

mighty carbon
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that I don't know

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looks like the moments character moves are actually on-the-rails

granite eagle
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What's the best approach for capturing 360 vr video?

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I want to create VR cinematics

glossy agate
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There is a built in streopanoramic plugin for it.

mighty carbon
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lol

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do they give out free dev kits ?

alpine torrent
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well the launch is in 17th

glossy agate
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Does ue4 support these yet?

alpine torrent
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someone in the today stream asked about it. i didnt hear if @magic mango asked the question

mighty carbon
alpine torrent
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@glossy agate well the platform have Steam VR support in preview

glossy agate
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Ah ok. For some reason I thought it wasn't going to be supported until later. Guessing these will run on OVR input settings?

mighty carbon
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it's not going to be supported until December

magic mango
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@alpine torrent which question?

sly elk
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I think he is asking if the mixed reality headsets work in unreal right now

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also my mind is a little blown that you can make a camera obscura inside unreal now.. Need to play with all the new lighting features

uneven moon
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What's the max ms we can push for before dipping under 90 fps on the low-end VR pc?

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I failed the Oculus performance test so I'm trying to optimize

granite jacinth
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8ms?

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10ms?

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Don't they tell you?

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It's 11ms

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for 90fps

sturdy coral
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On the new low end since asw released it is 22ms

magic mango
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Those are currently not supported, no.

sturdy coral
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@full junco @tired tree noise in gen 2 lighthouse is supposed to be reduced because it only has one rotor like you said, but also I think they said it will rotate at half the speed of the current rotors which should cut it down too

mighty carbon
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static lighting in 4.18 is amazing

full junco
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static lighting in ue4 was already amazing enough before...

ashen nexus
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Hey folks! Quick question on player boundaries (Vive). I'm teleporting the user to new locations, and I need to force-set not only the MotionControllerPawn, but the users location itself as well (aka the camera) to prevent teleporting inside of geometry. Does anyone know, inside the blueprint, exactly which actor I need to teleport?

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Is it GetPlayerCameraManager?

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or a child of GetPlayerPawn? <-- if I understand, this is like casting To MotionControllerPawn, correct? I've tried setting transforms of the Camera from this Cast but no dice =l

glossy agate
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Well the nav mesh should stop that right? You can use blocking volume on the mesh.

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Are you the real velveeta company? What kind of weird cheesy shit are you trying to do in VR?

ashen nexus
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lol naw just my name I swear :p

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and we're not using NavMeshes in this, the floor is a custom per-poly collision mesh, also this teleporting is not referring to the controller teleport but a separate warp feature to warp to key locations

ashen nexus
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Ok so apparenty I can't force set the camera's location...

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tried both SetWorldLocation and SetRelativeLocation on MotionControllerPawn's Camera component, and neither of them change the camera's position

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I can if I disable LockToHMD on the camera component..

ashen nexus
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well i figured it out πŸ˜› inside MotionControllerPawn, I'm moving the SceneRootComponent such that the user's head ends up where I want it

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and now i realize that that's the only way to do it, as moving the head itself would totally mess up the user's boundaries lol...

dusk vigil
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So, somebody was asking bout the Windows ME controllers. They feel very similar in hand to the Vive axehandle grip

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Right at the back, there's the Hypereal Pano controller

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All 3 feel about the same in hand, but I haven't had time to methodically compare them in engine

real needle
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@glossy agate & @alpine torrent me and another guy asked several times if they could give any details, no response, maybe 4.19?

alpine torrent
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maybe

real needle
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@dusk vigil nice little review, ty for the share

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@full junco you should read it too, considering our discussion yesterday, turns out its really not as bad a picture as u painted it to be πŸ˜„ (which im sure you'd like to know too, as in, theres still hope for wmr lol)

tired tree
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Not really, appears to be just about as expected?

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He is working around its downsides to get it functional, John was arguing for near perfect tracking not being possible. For many uses (especially business) the MR headsets are likely great as is and without workarounds.

alpine torrent
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you can make it 200% accurate tracking

tired tree
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yeah that sounds plausible..

alpine torrent
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i joked in that

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but it's about data how good you want it to be

tired tree
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no its not

full junco
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@real needle ok

real needle
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so yea, hands behind back is definatlly an issue, but good to read its not as big an issue as we concluded yesterday, because appearantlly the gyro tracking is surprizingly good

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just thought youd like that little info too ^^

full junco
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well I actually saw that post on reddit and stopped reading after the first half because, well, what he says is just obvious and nothing new

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accelerometer data from the controllers and headset is simply fantastic. You can look at the controller shadow behind you and rotating your hand around is spot on. More impressively, you can cover the cameras on the headset, and while it does lock your position, the rotational data is perfectly accurate at 90fps and I can’t tell the difference.
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that just shows that he has no clue how the stuff actually works

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rotation is always perfect, you dont need any cameras for that

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your phone can also perfectly tell you the rotation it has

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and every quadcopter needs perfect >200 hz gyro too, so thats absolutely nothing special, but he makes it sound like microsoft would have achieved anything impressive here

real needle
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Yes and no, you definatlly have a point, but i think your overestimating the quality of sensors in phones and quadcopters, they tend to go for cheap ones (ie; chips for smartphones) and then just do some proper guestimating with software

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wich obviously can be the case for M$ too

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idk, proper reviews will tell

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it shouldnt get confused when walking around near magnetic fields, unlike phones

full junco
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"overestimating the quality of sensors in phones and quadcopters"? in quadcopers good gyro data is way more important than in VR headsets

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and phone gyros will also not be confused by magnetic fields

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gyros are perfect for many years now

real needle
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i pmuch disagree πŸ˜›

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i hobby in robotics alot

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a 5 bucks gyro will fly a quadcopter and balance a robot

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but a 150 bucks one will give u so much more detailed info about translation

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i guess im sorta confusing two things tbh

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gyros and imu's

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imu's are packages of gyro & accelorometer

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same story tho, they come for cheap and for premium prices

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and really, the cheap ones are just that, cheap

full junco
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the guy on reddit said the "accelerometer data" would be fantastic, while he just talked about the gyro

real needle
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hmm lol didnt notice that

full junco
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he has no clue how the stuff works

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what more detailed info about "translation" will a $150 IMU give you compared to a $30 one?

real needle
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alot less noise for one

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meaning alot less guestimating needed via software

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and u can usually poll em faster, but ive never really needed that

full junco
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translation isn't tracked at all by the IMU for the windows controllers, translation is 100% dependent on the camera

real needle
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its mostly just that what you get is actually whats its sensing

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yea tru

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dang lol

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well fine

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i will try get you stoked about wmr again in the future, consider yourself warned πŸ˜›

full junco
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even cheap IMUs are 1000 hz

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and yeah, feel free to try to exite me about windows mr again πŸ˜„

real needle
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xP

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pricey imu's hover around 10000hz btw ^^

full junco
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well you absolutely don't need those for rotational tracking of a controller in VR

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there even 200 hz is pretty much perfect, the speed you can turn your hand with is very low

real needle
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problem is your hand is attached to a bunch more joints/your whole body

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so add movement of other joints and u can turn your hand quicker πŸ˜›

full junco
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well yeah, thats true

real needle
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sienceβ„’

tired tree
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windows MR is fine for what it targets, its just not ideal for every situation

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weird....Qivr guy is saying there is no chaparone / proximity detection with walls

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I would have assumed with that type of headset that a feature like that would be priority #1

mighty carbon
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maybe it will rely on Steam VR's chaperone ?

full junco
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that's also the #1 thing some review I read criticised about it. or maybe it was the tested review? @tired tree

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it's definitely something that's missing.

tired tree
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@mighty carbon it starts its coordinate system from where is it turned on

full junco
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@mighty carbon well it will take a while before steamvr is even supported on those

tired tree
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thats not going to work

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you turn it on in a corner...that is 0,0,0

alpine torrent
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SteamVR is in preview on those

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but as we all know preview can lack some features

tired tree
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thats not a steam thing

full junco
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I wish Samsung would release their headset, just with diodes instead of cameras. so compatible with steamvr lighthouse tracking

mighty carbon
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I see

tired tree
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i'm all for inside out being worked on, its going to be great outside of gaming and for limited gaming

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in its current state

full junco
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it would be easy for Samsung to release the same headset just with different controllers bundled and with sensors around the case instead of cameras

tired tree
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?

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two different production lines?

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why?

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thats not "easy"

full junco
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to target the exact rift and vive market

tired tree
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they aren't

full junco
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but they could

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they don't care if they ship it with MS controllers or with knuckles

tired tree
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but they don't want to? they are targeting microsofts market, they want big business

full junco
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I don't think "big business" is relevant for windows MR yet

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by far the most people that buy it are gamers

tired tree
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the headsets are straight designed to bring VR into the boardroom

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thats their gamble, that microsoft can tie into its office partners and sell VR as a corporate asset

full junco
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well, I say if they count on that with the current gen, they will consider it a fail

tired tree
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its not like the VR gamer base is exactly huge compared to the numbers they normally work with anyway...

full junco
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currently VR is almost just about gaming market though

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when windows MR won't just be VR any more then stuff might be different, but currently its just VR

tired tree
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?

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have you SEEN the architecture interest in VR? or the medical? or the engineering?

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its massive

full junco
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"interest"

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its not where HTC or oculus makes their money with though

tired tree
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of course not, their systems are unweildy for that purpose

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thus microsofts MR

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they are trying to corner that market

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there are a lot of people already working on applications for those.....MR is their perfect platform

full junco
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it is better, due to no setup required, but the amount of applications that can only work without having to setup some area for it isn't that big I think

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most of that architecture or medical or whatever stuff you can do on vive or rift just same like on windows MR

tired tree
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not on the road

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at a client

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not as easily as sitting down at a table with a laptop

full junco
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for many applications the client can come to you

tired tree
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even then

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any office can be used without cameras and setup

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I don't know why you are so down on it, its applications are obvious

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and there is interest

full junco
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when the client comes to you, then you have a room for that anyways, and then it also doesnt hurt you to have cameras or lighthouses installed there

tired tree
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I'll agree its kind of terrible for good gaming

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but that is its side market imo

full junco
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well I don't think its terrible for gaming

tired tree
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"good gaming"

full junco
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I think the main market for windows MR will be xbox, because thats what its absolutely perfect for

mighty carbon
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so, how do I get a free MR HMD from Samsung ? πŸ˜ƒ

full junco
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its way better than PSVR regarding the tracking, and PSVR is already very successfull

mighty carbon
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@alpine torrent any insight on how to get a free Samsung MR HMD? πŸ˜ƒ

alpine torrent
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@mighty carbon If I know I would tell you

mighty carbon
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😦

full junco
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and with xbox scorpio MS has the perfect console for VR

tired tree
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it is def better for console than psvr

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its also a little over engineered for that

full junco
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how?

tired tree
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they could have dropped the price and lowered the quality if they wanted to target just consoles

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but its multiuse

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thats fine

full junco
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it is multiuse, but xbox is the perfect market for it where most of the headsets will be sold for

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in 5 years maybe the professional applications will be more important than games, but in the next few years, gaming will absolutely dominate the VR market

alpine torrent
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I bet it going there

tired tree
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have you spoken with anyone from say China about the VR interest there John?

full junco
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no

tired tree
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I have been messaged by 12 dev teams out of there

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all working on industrial applications for VR

full junco
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well its probably easy to get investor money for that currently

tired tree
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not to mention outside of china, us interest and eu

full junco
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and what did you tell the 12 dev teams?

tired tree
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I sent them contact information for some people and sent them on their way....a few I sent to Unity

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as much as that hurt to do

full junco
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didn't they want to pay you to do stuff?

tired tree
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yes

full junco
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do you not want to work on any industrial applications because its boring, or are you just too busy with other stuff?

tired tree
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I have 2 (soon 3) kids, a full time job, and a life, VR is my hobby not my business

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no real interest in working remotely through a language barrier

full junco
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ah, well, makes sense then

tired tree
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I like the application concepts actually

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one was an MRI scanner program where you could slice and interact with the 3D point cloud

full junco
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kind of like that one thing in the lab?

tired tree
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yeah except actual point data, much more detailed, zoom and different view modes ect

full junco
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I agree that such stuff is interesting, but it will be a long time until millions of headsets are sold for these usecases

alpine torrent
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@tired tree so you could use data in a database and AI where the data is so it could help

tired tree
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you mean stored positions and machine learning? that doesn't fix total tracking loss, it helps with drift to a point

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eventually data starvation can't be accounted for

alpine torrent
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yeah machine learning where you store the data from MRI

tired tree
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oh you are talking about the MRI program

real needle
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does anyone here have some experience with the stereoscopic 360 rendering in UE?

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the kite and lighting plugin?

alpine torrent
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@tired tree well the concept like that AI where deeplearning and machine learning do the work where data is stored so then application itself can do stuff like slicing

tired tree
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thats fairly unnecessary...

spiral zephyr
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arcore handles short term complete tracking loss, but no idea how many "memories" are stored before old ones are destroyed. Havent pushed any limits yet, but its been impressive for indoor use. Plain old cut wood is close to the ideal surface to track, but posters on the wall do the job too.

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been using the arcore template project on googles 4.17.1 engine source.

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short term as in 10 seconds of wildly moving/escaping room/phone in pocket..then return to room and BOP everything where it should be. let me know if i should try something else.

mighty carbon
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outdoor use of ARCore

spiral zephyr
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wish i could do modelling/animation like that

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heres a cool video showing just plain tracking over 3 floors(notice the 3d stair view when on 3rd floor).

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with spatial sound recently possible with unreal/android, ar + headphones is pretty darn immersive.

glad plank
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Knew the improvments where coming in future updates! This is why I like UE4.πŸ’―

wicked oak
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@glad plank since allways, epic only develops the features THEY need

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can backfire for people that do things that epic isnt interested in

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you only need to see people complaining about multiplayer performance since the UDK days, and now epic adding mayor upgrades to the server

tired tree
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that just means it is time to convince Palmer to hire Epic to make an open world fully dynamic lighted GI VR game

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oh with playable 2D game on tablets so paper gets upgrades too

wicked oak
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lol

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pretty much

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look at oculus bankrolling Epic for VR

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thats the only reason the forward renderer exists

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but seems they have now stopped continuing it as robo recall is done 😦

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thats sad becouse that forward renderer could have better performance than the deferred renderer

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and more customizable shaders

tired tree
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it already does though

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just gets canceled out with MSAA

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granted some of that is due to missing features..

wicked oak
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but msaa gives great image

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with a bit of tweaking, the unreal forward renderer could be like the Doom one

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essentially also rendering to a gbuffer for postprocess, but a thinner one

tired tree
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didn't they add gbuffer features in a limited sense already do it?

wicked oak
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i think not

tired tree
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they use it for specific things

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oh

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nvm

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I was thinking reverse

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they do forward rendering with specific features with the deferred now

wicked oak
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for transparency

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that way they get full quality transparency without random hacks

tired tree
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yeah

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when you get right down to it, fully deferred was top of the line when UE4 was started

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but clustered forward kind of killed that title

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the new forward renderer is a higher potential path

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but they would really have to commit to it

wicked oak
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another thing with that forward renderer is that it scales quite well

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you can turn the gbuffer completely and make it a "pure" deferred "easily"

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for higher speed

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mobile gpus dont like deferred

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the mobile renderer is forward

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and in fact, they have ported the desktop forward renderer to IOS

tired tree
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oh did they? its not on the simple forward anymore? or is it optional?

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didn't see that

wicked oak
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its on 4.18 preview

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clustered forward works SPECIALLY well on mobile gpus

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they are tiled after all

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so if you make your clustered forward use the same tile size, your memory access and branching is homogenous

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and they mention metal. In vulkan you can call command buffers per tile

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so you could actually just send the light data there

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per tile

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instead of saving it in a texture

mighty carbon
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so, forward renderer is now poop in UE4 ?

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like, should I use deferred for VR nowadays ?

sturdy coral
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I've seen some research somewhere about having a small gbuffer per tile and doing all the passes there

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So low memory overhead

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Some stuff doesn't seem like it would work with that alone though, like ssao

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@mighty carbon I would say it depends on your content

mighty carbon
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?

#

@sturdy coral what do you mean ?

sturdy coral
#

Some stuff is better suited to deferred still, though most of that stuff could work fine with forward + taa too

#

Not just content but final look

#

Forward doesn't support everything

tired tree
#

generally forward is best for VR

#

its not "poop"

#

and its better than before...not worse

mighty carbon
#

so when should I use deferred ? What would be the practical use case ?

sturdy coral
#

Yeah nothing has regressed, they were just saying you can use desktop forward in addition to simple forward on mobile now

#

At least on ios

#

Ssao, light functions

glad plank
#

I prefer deffered for lighting but we need better GPUs to brute force it.

sturdy coral
#

Certain shadows aren't supported

glad plank
#

my 980ti doesn't like deferred VR. We might be using it in our game for shadow reasons

mighty carbon
#

light functions don't work with forward? bizarre :/

sturdy coral
#

They kind of work but not fully everywhere

#

Baked landscape with near cadcades

glad plank
#

But our game wont be out ulta way after new gen cards make VR Deferred much more viable

sturdy coral
#

Cloud shadows will only show up in the near cadcades and not the distance

#

But they work with deferred

glad plank
#

The light limitations for forward are kind of unfortunate

mighty carbon
#

I was thinking about using light function to fake clouds casting shadows on my landscape @sturdy coral

glad plank
#

I mean, there is a reason almost all modern games us deferred right?

sturdy coral
#

Try every feature you are going to want to use early

#

Don't make all your content optimized for forward and only then test if other stuff you want will work

#

But they are improving it pretty often

mighty carbon
#

also could use post processing ink outlines (they don't work with forward), since they look x1000 better than the one I use now

tired tree
#

they DO work with forward

#

I told you that they don't work with MSAA

#

and that the issue is only when you are doing partial occlusion

mighty carbon
tired tree
#

did he try it without MSAA?

#

he is using custom depth

mighty carbon
#

That I don't know

#

why would I want to use forward without MSAA ?

tired tree
#

faster

mighty carbon
#

yeah, but AA is a must in VR

tired tree
#

you can run FXAA with forward

mighty carbon
#

(Oculus won't let a game in the store without AA)

tired tree
#

but yeah, MSAA is obviously the best choice

mighty carbon
#

so what's the downside of using deferred in VR ?

sturdy coral
#

TAA blur, performance, and gbuffer memory usage

mighty carbon
#

oh, performance.. that sucks :/

sturdy coral
#

performance depends on what you are doing

glossy agate
#

Isn't forward like 20% savings or something? Or I guess dependent on the features used. Im just going with deferred.

sturdy coral
#

performance difference depends a lot on your geometry too if you are using mssa

glossy agate
#

Yeah my foliage pack didn't work in forward so I went back. Made the palm trees all transparent even the trunks of trees.

sturdy coral
#

ah weird

#

one of the robo recall mod maps from unreal tournament has some foliage and that works ok

tired tree
#

they were probably using dithered transparency

#

you can unlink that in the material

mighty carbon
#

ok, so let me put questions this way - if you are doing vast open landscape with some indoor stuff over it and under it, day/night cycle and everything has anime'ish ink outline, what renderer should I use ?

tired tree
#

either and not be VR?

#

you are going to be in for one hell of a time optimizing that for vr

sturdy coral
#

you can wait on vulkan and even then g/l

mighty carbon
#

nah, that's what I was told about my Gear VR app and it passed tech review with flying colors

tired tree
#

you had literally nothinf in that....

#

it was a landscape and some objects

mighty carbon
#

I am going to have limited draw distance for objects

#

it's not like you can see 10 km ahead and see every detail

#

but, I guess I can only say if it would work when I test it

#

maybe it will work fine but look like p00p

wicked oak
#

@mighty carbon if you want to do stylized, forward

tired tree
#

very low poly would help

mighty carbon
#

my main concern right now is ink outlines..

wicked oak
#

becouse you can do fully custom shaders in forward, you actually get more flexibility on the materials

#

wich could let you do a proper toon shader

mighty carbon
#

yeah, modeling character right now and polycount will be a way lower than on Mannequin

wicked oak
#

@mighty carbon have you seen the guilty gear XRD talk?

tired tree
#

lol

#

he isn't going to be doing that

wicked oak
#

they talk about outlines in there

mighty carbon
#

saw that, hell no...

wicked oak
#

both external and internal

#

for internal they were painted on the texture

#

for external they did the oldest trick in the book. Render the mesh 2 times, the outline pass with the normals flipped

mighty carbon
#

that's what I use now (from marketplace) and it works fine on Mannequin, but doesn't look nearly as good on lower poly models

wicked oak
#

in guilty gear (tho they use ridiculously high poly models) they modulated it with vertex color

#

to control how thick it is

mighty carbon
#

I might just get in touch with the author and see if they can fix it.. If I make ink hull manually, it should look fine.. I did it for Steel Storm.

wicked oak
#

that way the outline is smaller or nearly nothing on some smaller details

tired tree
#

which marketplace pack uses an inverted model?

sturdy coral
#

what does flipping the normals do? was it to get a contrasting color and not just black?

tired tree
#

most I know of were tracing outlines in the post process

wicked oak
#

@sturdy coral so only back faces render

mighty carbon
#

the problem is that it increases polycount and while it's not a big deal for a fighting game, it is a big deal for game with several characters in the view, level geometry and stuff

wicked oak
#

there is a outline plugin that uses the duplicate model trick

#

i guess motorsep is talking of that one

sturdy coral
#

and then they expand it out with a geometry shader (amount modulated from vertex color)?

wicked oak
#

All Platform Outline Pack @mighty carbon ?

#

i bought it on sale like for 2 dollars just for the hell of it. I already had my own outlines, but i wanted to see how they implemented them

tired tree
#

ah, k, yeah that would explain its name too

wicked oak
#

as expected, such an "old" trick works literally anywhere

#

some of the fancy stuff in the marketplace pack is that they had "screenspace" outlines

#

wich just modulated the thickness with the world distance

mighty carbon
#

@wicked oak yep, that one

wicked oak
#

so they stay at a "constant" thickness

tired tree
#

that is a problem with him wanting a fully outlined world though

wicked oak
#

fully outlined world = postprocess

tired tree
#

yeah

mighty carbon
#

grass and foliage won't be outlined @tired tree

#

it would look really bad

tired tree
wicked oak
#

or dont outline the world. You can keep the characters outlined and the world "painterly"

tired tree
#

grass and foliage not outlined but objects and buildings are?

mighty carbon
#

but characters, landscape, rocks, etc. should be

wicked oak
#

if you want to do like borderlands, (outline EVERYTHING) then its a postpro

tired tree
#

....

#

going to really have to stlylize that then...

#

and you won't be able to use instances

granite jacinth
#

What is "outlines" ? Like anime? Cell shading?

#

Or literally just object highlight outline?

tired tree
#

that likely would end up MORE performance taxing than the post process, easily

mighty carbon
#

Borderlands didn't have inner parts inked.. My old Phaeton game did. So preferably I'd like to get that look, but if not, oh well.

granite jacinth
#

Man, I want a super optimized cell shader for VR.

#

If anyone knows of one, hit me up.

mighty carbon
#

so I guess i have to use post process ink outlines and deferred renderer ?

tired tree
#

or forward and FXAA

mighty carbon
#

(FXAA looks like crap in forward)

tired tree
#

there are some work around methods for the MSAA custom depth precision issues, but none that I was happy with

#

there is bound to be a good enough solution

sturdy coral
#

for vr it would prob be better to have the flipped normal versions of the meshes baked into the meshes themselves

granite jacinth
#

I'm a bit annoyed that most cell shader are only PP solutions

sturdy coral
#

for less drawcalls right?

#

or maybe modify the engine's two-sided rendering

mighty carbon
#

polycount will be unbearable most likely (and drawcalls will be through the roof?) with inverted mesh ink outlines

sturdy coral
#

@mighty carbon probably yes if you want them on everything, not that bad if it is only characters and some other objects

tired tree
#

motorsep you can enable specific objects to be outlined in a PP with custom depth btw

glossy agate
#

Or you can go in there and hand paint the style.

#

A lot of the boarderlands effect is just in the texture map. Looks cool, but it will take some time

mighty carbon
#

it won't look good as texture will be aliased and I don't think I want to do what Guilty Gear did

#

plus you still need procedural outline for the silhouette

#

@tired tree aye, I'll have to look into it

#

if I could use pp outlines with forward renderer, it would be sweet

wicked oak
#

@mighty carbon are you sure you cant?

#

becouse the forward renderer still does a depth pass

tired tree
#

its because of MSAA

#

the scene and custom depth values don't match up, there are some imprecision issues, likely from MSAA downscaling

#

so when comparing them you get artifacts

#

if he was doing FULL scene outlines it shouldn't matter

mighty carbon
#

doesn't MSAA work based on actual geometry and thus all pp stuff is not being accounted for ?

#

what happens to pp stuff when using forward + MSAA? How does it get AA'ed?

hybrid plume
#

so has anyone here played around with the VR explansion plugin?

#

howdy fellas

glossy agate
#

I think MordenTral has messed with it a little

#

And I use it

mighty carbon
#

πŸ˜›

hybrid plume
#

I'm having issues just getting the thing to work!

#

does it work like a normal pluging ie just copying the plugin into the plugings folder of the project?

glossy agate
#

You have to build it unless you downloaded the prebuilt binaries I think. I haven't tried pre built.

hybrid plume
#

MordenTral I believe made it

glossy agate
#

Yeah he did.

hybrid plume
#

I downloaded the prebuilt binary for 4.17

#

Is it all C++ or does it have BP?

#

DId you manage to the get the uproject for the template to open?

glossy agate
#

It has installation instructions in the wiki

hybrid plume
#

I know

glossy agate
#

Yeah mine is all working

#

When you build it in VS what error are you getting?

hybrid plume
#

how should I build it in VS?

glossy agate
#

Double click the little vs thing above uproject then build when VS opens. Make sure you rename the folder to something shorter.

hybrid plume
#

nothing is above the uproject

#

and the project files don't even generate when I right click "generate visual studio files"

tired tree
#

You need to follow the steps to add a new c++ class to your project

#

right now it doesn't have any source and won't compile

#

orrrr..

#

did you not install visual studio

hybrid plume
#

good to see you here @tired tree

#

Appreciate your work and would love to get to grips with it

tired tree
#

i'll start PMs, don't need to clutter this channel

spiral zephyr
#

ok people, back to fighting

hybrid plume
#

fight the good fight brother

boreal walrus
#

Guys, got a Rift earlier this week

#

I'm running into some massive camera jerking when I'm using the VR editor with motion controller

#

Lots of times when I move the controllers, the camera spazzes around

#

It's not the tracking, I assume, since it only does this in UE4

#

Any ideas?

#

(Tag me if you respond please <3)

#

Actually, after a little bit of testing

#

The issue seems to only/mostly appear when hovering over the foliage-mode panel with the controllers

#

Landscape etc are fine

#

Only foliage causes jerking

uneven moon
#

Using the forward renderer makes all my actor viewports black, any way to revert this back to lighter?

lapis glen
#

VR compositor refused to start for some reason.

sturdy coral
#

@boreal walrus Rift tracking degrades when all cpus are used heavily

lapis glen
#

It happened only after I attached my 5th screen. 😦

glossy agate
#

5th screen PLUS an HMD, or is HMD sceen 6?

lapis glen
#

The HMD is the 5th screen.

glossy agate
#

I need more screens. Only working on 1 screen at my home office like a casual

mighty carbon
#

I have 3 screens at work.. Working at home on 1 screen feels like a massive downgrade 😦

sturdy coral
#

One screen is fine.. as long as it is a big 4k tv

mighty carbon
#

cool

sturdy coral
#

That's cool for being cheap

#

Much less range of movement though

mighty carbon
#

but can you use it in VR ?

#

πŸ˜‰

sturdy coral
#

yes

uneven moon
#

Trying to create a bolt sliding mechanic but I'm not sure how to restrict its movement once it's grabbed to only back and forth so that the player can't just grip it and move it around in space

#

It has to stay inside the gun and move down a predetermined path but the player has control with their motion controller / hand

#

How do I restrict its possibility space?

sturdy coral
#

@uneven moon I think several of the vr templates/plugins have examples

#

(at a minimum the slider ui in mitch's vr template, levers in mordentral's)

uneven moon
#

Awesome thanks

real badge
#

Anyone know how to get a VR players velocity?

#

Nothing seems to be working for me

noble charm
#

@real badge what have you tried. It depends how you are handling movement as well

uneven moon
real badge
#

Turns out the player doesnt actually move normally

#

It just teleports and lerps every frame

#

for locomotion

uneven moon
#

What would this print for you?

real badge
#

Nothing @uneven moon

#

The character doesnt use normal movement

#

It teleports to the location

uneven moon
#

Oh so your locomotion isn't working to begin with

real badge
#

No?

#

It works

#

It just doesnt use a movement component

#

and just teleports to the location

uneven moon
#

So you point+click and it moves there or

real badge
#

pretty much

#

But at any point in the tick, it appears to not be moving

uneven moon
#

Can you set it up to use the movement component but still have that functionality?

real badge
#

Im going to have to add a movement component because this method is pretty bad

uneven moon
#

Yeah, you should be using one that way you'll have access to all of that information

real badge
#

Yeah, I didnt make this VR template

uneven moon
#

Getting the velocity now depends on exactly how you set it up

#

How is the movement handled?

real badge
#

Its locomotion is just teleporting

#

and lerping between the points

uneven moon
#

oh jeez

#

Yeah, not a good way to do locomotion even if it's seamless

#

You have no velocity

#

What you could do maybe is calculate the time taken from point A to B

#

And use that

real badge
#

Im just going to use the movement component if I can

#

probably going to break everything and hate myself

uneven moon
#

Make a duplicate project and try it there

#

If it works out, keep that

#

Shouldn't be hard

real badge
#

It kind of annoys me when people use Epics VR template

#

Its pretty bad

uneven moon
#

Always a good idea to start VR projects in a blank project, setting up the basic VR pawn is very straight-forward

#

Then, if needed, use the templates as references for certain mechanics if you don't know how to produce them yourself

real badge
#

Yeah

#

I just find Epics tempates to be pretty badly made

uneven moon
#

hmm, I can't really understand what Mitch did in his lever / slider examples to replicate them into a bolt-action rifle (pulling back the bolt on the X axis, clamping the possibility distance)

#

Anyone looked at it before or has done something similar?

full junco
#

I haven't yet tested any VR stuff with 4.18

granite jacinth
#

hmm nope but I haven't used vr in 4.18 either

boreal walrus
#

@sturdy coral I'll check if it's my CPU... But why would that suddenly go to shit when hovering over foliage types in the menu?

boreal walrus
#

It also does the lagging in the content browser#

#

Basically, I guess anywhere with the content-browser preview images

#

Whenever I hover over those it freaks out

boreal walrus
#

And it's not CPU usage, I can happily paint tons of foliage

#

But when I hover over things in the menu, my tracking freaks out

full junco
#

well slate is sometimes doing weird stuff, you just have to accept it I guess

tired tree
#

@uneven moon Mitches examples, while well made for what they are, don't cover all of the bases.

#

you won't get a decent (attached) slider copying the logic

#

and it doesn't work entirely in relative space

#

so putting it onto a gun will bug out

#

its a great start though, you'll just have to convert the levers and buttons and slider to be purely in relative space

#

@real badge unless you are using the floating movement component you are going to have to do a lot of work

#

the character movement component only works with characters, so you would need to custom make one or use one of the already available plugins with one

real badge
#

Ive got the movement component from the character class to work with VR with nearly no problems in the past

tired tree
#

with a character?

#

because you will definitely have issues if you aren't having it follow or offsetting the collision

#

unless all you care about is the movement itself, at which point..floating movement should be fine

#

even then though, all movement components do it store a saved velocity, its not like you can't manually calculate that yourself

frigid kite
#

Does anyone else sometimes have the vive teleporter teleport them to the origin, instead of to the selected location?

#

I did a check on all places that return or take the position vector, but nowhere in that chain does a (0,0,0) result occur

#

and yet, every so often I'm put there

tired tree
#

if the navigation mesh check fails it returns an empty vector

#

so you should filter the teleport logic to fail if the return location vector is 0,0,0

#

the node isn't implemented correctly, it only returns false if the navigation system doesn't initialize, it still returns true if it just couldn't find a valid location

full junco
#

πŸ˜‚

#

its funny how crazy he became after he left oculus

glossy agate
#

haha. You have a link to the talk? Couldn't find it on YT

frigid kite
#

I'll check it out, Morden, thanks. I'm just using your (and in turn the Epic) teleportation BP though, I reckoned it should behave normally

glossy agate
#

found it.

cold notch
glossy agate
#

Are you linked and signed in?

tired tree
#

@frigid kite I had to fix that very thing a couple of weeks ago in blueprints

#

you may be on an older version than that

#

I didn't know thier node was bugged

tired tree
#

I had fixed it on the car exit but forgot to check their teleport setup, don't use teleportation much at all

cold notch
#

@glossy agate nevermind

eternal inlet
#

performancewise, is it ok to have a splinemesh in your game or is it much better to position your splinemesh, and merge actor it?

#

i mean, for a splinemesh there will possibly be some overhead of having a tick (which i suppose i can turn off)

#

but which option is best?

frigid kite
#

aha, alright

uneven moon
#

@tired tree I'm still fairly new to UE4 so I can only understand about half of what he did. Someone else suggested doing this via a timeline somehow, as in having the motion controller, once gripping the bolt, adjust the float when travelling from A to B on the X axis but I don't imagine how that would work. Someone else said to clamp the relative location which sounds like what I need

cold notch
#

`do we talk about arcore here

#

or where

glossy agate
#

@uneven moon What are you doing for your regular bolts on other guns?

#

I have my bolts working, but havn't figured out the 2 part bolt action yet ie. have to lift before you can slide back. I just moved onto other stuff for now but if you figure it out let me know

tired tree
#

@uneven moon clamping is really really easy, record initial hand position and get (currentHandPos - InitialHandPos) each frame and set the slide to that delta value from its original location, but Clamp(Minlocation, Maxlocation) the result

#

you can dynamically change min/max location to handle things like changing allowable directons

#

rotation is another matter though

trail shale
#

I'm trying to optimize for the first time, using the GPU profiler after watching the Epic's livestream on it...I found an entry in lighting (lighting was 11 m/s total!) I have StandardDeferredSimpleLights is 9.7, how do I go to fix that other than just deleting random lights? Even if I put the headset down it says that (so it doesn't matter where I look)

sturdy coral
#

You can lower shadow resolution

trail shale
#

yeah there were about 20 m/s in lightning and mipmaps so there is probably a lot I can do pretty easily

#

this was all when I was brand new to Unreal and just threw things in there that looked good and then waited until I had a really good machine

uneven moon
#

How do I get a component's location relative to this red line I've drawn? (There is a spline there)

#

Motion controllers need to be able to move from point A to point B but getting relative locations doesn't account for room-scale

glossy agate
#

It does. It's just relative space of your gun BP

uneven moon
#

@glossy agate this is inside my VR pawn BP, the gun is attached to my hand, it's not a separate component that I pick up

glossy agate
#

gonna be cleaner to put the logic in a separate gun BP. Will save you some headache.

uneven moon
#

but even then, I would need to calculate the motion controllers vector locations

#

so it doesn't change much from how far in I am now

#

if I strafe left and right, the motion controller's "locations" change

#

both in world and relative

#

even if the controlls are still in my hand, not moving

#

seems impossible

glossy agate
#

It does. When you grip through a BPI you just set off a tick event to match the world location of the controller along just the one axis and use it to set your relative location of the slider in gun BP.

wicked oak
#

@uneven moon you need linear math

#

i actually have that kind of thing

#

a line is done from 2 sockets, or from a socket + an offset

#

once you have a line, you can use math to find the closest point to that line (in fact ue4 has that function), then you snap the position of the hand there

#

if there is a lot of offset, then you detach the hand from that

tired tree
#

think he is more confused about relative space than anything else

sharp flame
#

hi, is there an existing way of getting a loading screen with a dynamic element? I was thinking of streaming in a loading screen level, and showing this while loading the next level, but if something already exist, then I'd rather not.

tired tree
#

@uneven moon ifyou are holding the item and strafing left and right, both the held object and your other hand get the same offset, you still have the same relative space coordinates

#

You need to inverse transform the motion controllers location by the guns transform

#

either both in world space, or both in relative space to the actor

#

that provides a location vector of the second hand relative to the gun

#

@wicked oak splines also offer closest transform to point as well, so you can literally draw out paths to follow

#

including built in rotation

full junco
uneven moon
#

@wicked oak @tired tree I tried this using a spline and using point 0 and 1 as my linear limits and it does work but it's not 1-to-1 with the motion controller, even after I did an inverse transform and I tried both world and relative space for everything. The bolt moves back and forth but a lot faster than my hand even though from point A to B the timeline moves from 0 to 1 and the bolt is moved from A to B depending on that value

#

Couldn't figure it out.

granite jacinth
#

@full junco nice review there

#

Still a gamble

#

It will be good for VR as a whole

#

Next gen Rift/Vive might take notice

tired tree
#

@uneven moon of course it won't.....the distance would be different between the two... You want to sync the hand motion up to it not a timeline curve....

mighty carbon
#

no free movement (using RR-like teleportation nor sliding locomotion)

wicked oak
#

its the same exact locomotion i had in a prototype

#

i decided against it becouse it needs a lot of developer time to put all the nodes properly

#

but it offers very good "flow", as the player controls it directly

#

kind of like time crisis

#

its suuuuuuuuuuuper high end, graphics and FX

#

and sound

#

the gameplay we will have to see

#

but looks quite cool

mighty carbon
#

yep, looks cool.. Production value is really high

glossy agate
#

Wilsons heart had the same sort of setup. I think that one was pretty popular.

#

No steamspy on it though to check.

pale whale
#

Hello, am running into some trouble. Am using the VR template in Unreal and added a socket to the bone of the VR hand which comes in the template.

Copied over the cube pickup BP and replaced it with a pistol mesh. Tried attaching the pistol to hand on pickup and snap to target but issue is the pistol always ends up in a dfferent location as compared to where the socket is at.

noble charm
#

@pale whale is it different depending on how you pickup the pistol

pale whale
#

@noble charm no, its always in the same position regardless of how i pick it up

noble charm
#

Most likely due to the centre of the pistol mesh being off

#

Have you looked at that in the blueprint

pale whale
#

I've tried attaching it to the mannequinHand_Right skeleton mesh in the level blueprint and it snaps correctly to the socket in the level.

#

cant get it to attach properly on my hands in VR

noble charm
#

Is there a difference between the two methods you are using to attach

#

Level bp vs motion controller

pale whale
#

in the level BP i'm using attach to actor while in the pickup pistol BP i'm using attach to component.

#

my pistol pickup BP, bascially the same as the cube just that i add the socket name and have it snap to target.

noble charm
#

What's passed to attach to

pale whale
#

a scene component based on the PickupActor interface.

noble charm
#

Is it the root component

#

Because thats the main difference

#

What if you use attach to component in the level bp

pale whale
#

hmm, lemme try that.

#

how do you see the root component?

noble charm
#

In the blueprint editor?

pale whale
#

hmm, the hands are spawned and attached to actor

uneven moon
#

@pale whale Did you solve your problem?

#

I ran into an issue like this once because the pivot point for my mesh was not centered. Import your gun mesh into another software and make sure it is at 0, 0, 0 then export it as an FBX and re-import into UE4, then try to attach it.

pale whale
#

@uneven moon I managed to solve it by passing over the skeleton mesh component as part of the interface component being called. sorry for the late reply.

uneven moon
#

Ah okay, cool. Np

eternal inlet
#

anyone noticed that if you have two or more materials on a static mesh, then the physical material returned from ie. a trace does always return the phys mat from index 0?

pine nimbus
#

The console command r.ScreenPercentage is crashing in VR for some of my users, has anyone else experienced this?

eternal inlet
#

not that i've heard of, is it possible to get their log from them?

#

often there's some info about what happened prior to the crash in the log

tired tree
#

how high are they setting it? might be using too much VRAM

pine nimbus
#

Absolutely nothing in the logs except it ends after the r.screenpercentage command @eternal inlet, and setting it to anything crashes, even lower values than the default @tired tree

tired tree
#

what branch are you on

pine nimbus
#

Vanilla 4.17.2

pine nimbus
#

Turns out the crashes are resolved if they use a .pak unpacker, which is for modding / ripping game assets

#

Very strange bug

pine nimbus
#

Packaging a build without a .pak files resolves the issue. Has anyone else com across anything like this? Where the .pak files cause issue?

pine nimbus
#

Okay correction, using compressed .pak file seems to be the issue, not the .pak files themselves

uneven moon
#

Anyone experience black BP viewports and thumbnails when using forward rendering?

frigid kite
#

@tired tree Remember when we talked about teleport sometimes still going to origin, and you having fixed it by checking the projected nav mesh result because the implementation by Epic is incorrect?

tired tree
#

yes

frigid kite
#

Turns out, you can still teleport to the origin despite that check, because of the delay between the initial action and the actual teleport

#

during those frames, the position is still being updated if you move the controller slightly

#

but the bool for valid location is no longer checked once the delay is started

tired tree
#

mmm, should be storing the last location then

#

last valid that is

frigid kite
#

aye

granite jacinth
#

Someone should just release a teleport MP asset

#

pref in plugin form

#

with editable stats

#

$$$$

tired tree
#

wouldn't have to be a plugin.....and that is pretty easy to do....

#

go for it

tired tree
#

@frigid kite I fixed it in my template, obviously if someone is basing off the Epic one it would still have the issue.

sturdy coral
#

@pine nimbus you don't want to use compressed pak files anyway.
I think it interferes with steam's delta compression

#

unless you are trying to squeeze on mobile below a certain install size I would avoid it, steam will compress the download on the fly anyway

#

and delta compress updates

pine nimbus
#

Interesting, thanks for the info. I found if I archive the uncompressed packaged build using winrar, it ends up smaller than when I archive the compressed packaged build, so I guess it's related to what you said about Steam's compression. If it can't compress it as effectively because it's already been compressed by UE4. Space taken up on harddrive is a non issue for my game so it's good to know πŸ˜„

#

@sturdy coral

sturdy coral
#

yeah steam will compress the download stream, and if you make a small update to something within the .pak users will only have to download a small delta

#

but if the .pak is compressed I'm pretty sure they have to redownload the whole .pak

full junco
#

yeah, I first had compressed pak files enabled but steam really doesn't like it

mighty carbon
sharp swan
#

I just bust my nuts buying a single 1080ti. I don't think I can afford an 8k headset nevermind another 3 1080ti's to run it :p

mighty carbon
#

πŸ˜ƒ

#

btw, 4.18pre4 is coming this week

tired tree
#

does it matter? either it would come and fix more bugs, or 4.18 would release?

#

more previews isn't always better

#

granted, 4.18 looks like a stability patch, which is good

#

4.17 was preeeeety unstable

mighty carbon
#

dunno.. Just reporting that it's coming πŸ˜ƒ

cold notch
#

do i need to build from source to make ARcore work?

frigid kite
#

4.18 just has it, I believe

#

so, not if you use that

#

I played with the 4.17 custom engine build for ARcore (well, I built the Google sample), and I must say I was rather disappointed

#

tracking is quite unstable, the surface detection is far from robust

#

Vuforia's extended tracking works at least as good, if not better, and that's been out for several years

cold notch
#

damn

#

well arcore kinda is new too

frigid kite
#

Google has been working on Tango for years

#

ARcore is basically tango without the depth capability

#

In the 4.18 features preview vid ARkit seemed to be more stable, but I don't have any iOS devices to test with

#

(or just any at all)

cold notch
#

yeah

#

it would be more stable

#

it came out first

#

it's google it will work πŸ˜‰ @frigid kite

frigid kite
#

I'm hoping it will, aye

uneven moon
#

Is there no way to 'zoom in' with a 2d scene capture? Trying to create a scope but it shows things the same size as they are when seen with a naked eye (it's a sniper scope)

glossy agate
#

I think you just the FOV

uneven moon
#

Naw that doesn't affect zoom

#

I read that this can be done in VR by modifying the render target

#

Trying to 'scale up' the texture

glossy agate
#

I have a working scope. I'll check in a bit.

#

But yeah it's 2d render target. Gotta figure out how to do the parallax effect still though so it feels like a real scope instead of a little screen.

#

FOV was just for the capture to fake a zoom and you probably have to scale it up in the mat

sturdy coral
#

FOV totally affects zoom

dusk vigil
#

I thought a scope should optimally be an independent custom camera render

#

Therefore with all the bells and whistles ie custom fov, dof, whatever

#

Tip for scope : don't let the eye see it unless it is right over it, like a real scope, it should just be black unless lined up

#

It's not about parallax or whatever. It's about not being able to see through it unless lined up very precisely

sturdy coral
#

You can sort of get that effect automatically with parallax though

dusk vigil
#

If you look at a scope from say 10 cm away at 45 degree angle, you see nothing period. black

#

If you show anything, you break realism

sturdy coral
#

Yeah it won't be as extreme, but if you look off angle with parallax mapping, you will also see black

dusk vigil
#

unless it's a scifi scope monitor

#

If you want to go for realism, just fade to black if eye is not lined up. Easy and works

sturdy coral
#

Fade isn't enough, it will look flat even if only to one eye

dusk vigil
#

Yes. sniper scopes look flat, because you look at them through one eye only

sturdy coral
#

You need it to move when the angle of the gun to the eye changes, which parallax gets you

dusk vigil
#

I dont understand why you should need to add extra cheats, if you are modelling the scope correctly

sturdy coral
#

It isn't quite the exact effect of a real scope, but fade to black definitely isnt

dusk vigil
#
  1. question of what the scope looks like lined up in use
  2. question of what the scope looks like when you are not looking through it
#

which one are we talking about?

sturdy coral
#

The transition between the two

dusk vigil
#

Easy and cheap is the fade to black, I dont see why you would want to make it more complicated than that. A fellow team made this system, and it was very convincing without any more extra work

#

They also had a fully physical rifle with tracker puck

#

Very nice. The weight of the gun really made it feel good

#

The scope was kept black until pretty much perfectly lined up, much as real scopes are

sturdy coral
#

Yeah, real ones transition pretty suddenly and have a pretty narrow sweet spot

dusk vigil
#

Yes indeed.

sturdy coral
#

On low power ones you can definitely see the keyhole kind of move into place with a sort of parallax though

dusk vigil
#

Why bother spending too much extra effort on such niceties, when one should focus on actually surviving in this world

#

You are not going to make extra sales by spending a day or two on that

sturdy coral
#

It's basically just a parallax material node and a sphere mask node

dusk vigil
#

Prioritize your battles. Pick low hanging fruit. Make and publish games

#

I made the mistake of polishing a turd too many times in my life ; p

sturdy coral
#

Already had to learn the parallax stuff to get a good dot sight anyway

dusk vigil
#

Fair enough : ) Send me a key when you are on steam beta

tired tree
#

simrak...its pretty common to use parallax in VR for scopes

dusk vigil
#

Will be keep to try it out. Yeah, I was not arguing that, more the amount of time spending on polish of view outside of scope -> to targeting

tired tree
#

?

#

its a core component of a game usually if they have scopes

#

why the hell not polish it

sturdy coral
#

I feel like for example mirrors in project cars

#

Would look 20x better with parallax to fake the 3d

#

Instead of looking like screens

dusk vigil
#

I have not investigated parallax effects in this area. Will look into it. Still feels like overengineering. Mirrors are mirrors, scopes are scopes. Is the added parallax effect doing something to compensate for what the camera cannot do?

sturdy coral
#

It is under engineering, instead of trying to get a perfect stereo mirror with realistic distortion or whatever

#

It would be faking some stereo with parallax

#

To look better than what they have: flat and looking like a screen instead of a mirror

dusk vigil
#

I can understand stereo necessity in mirrors, but since scope is fundamentally a one-eye thing, why on earth go for stereo? I dont understand that?

tired tree
#

it makes the scopes significantly better

#

....

#

have you used the scopes in H3VR?

sturdy coral
#

It is a one eye thing, but you are moving it with your hand independent of your eye and if you don't see some effect from that it can feel flat

dusk vigil
#

No, admittedly I am not a shooter fan as such

#

I though the camera of the scope would be configured for whatever is needed. Time to download Horseshoes and really look at it close

#

Still a question to make things clear : you only look through the scope with one eye, yes or no?

#

even in VR

tired tree
#

straight texture render lacks depth

#

and high powered real world scopes have parallax in them

#

to the point where you have to learn to account for it

dusk vigil
#

Ok, will buy Hotdogs and check it out tomorrow to see what the difference is

tired tree
#

it gets you that type of effect

#

distance and angle based parallax to line up

sturdy coral
#

The main difference I think you will see is if you move your eye closer to one that is just a scene capture painted on the surface with blackout, you see the same fov as if you move your eye farther back

#

With a real scope as you move your eye back farther, the image doesn't really grow or shrink much, and just gets cropped in more by the sides of the scope

dusk vigil
#

I get what you are going for, but still think it is wasted effort unless you are making a pure sniper game

tired tree
#

its often mentioned in every vr game with scopes at all

sturdy coral
#

Yeah that video shows a lot of it well

tired tree
#

and isn't very hard...

sturdy coral
#

It is definitely the first thing I'll notice in a gun game if it just looks like a screen

dusk vigil
#

No worries : I am just trying to be pragmatic, focus on giving players lots of content instead of getting tied up in details. Admittedly the devil is often in the details : )

sturdy coral
#

If you don't have polish you better have a lot of innovation imo

tired tree
#

there isn't a pre-built package for parallax scopes in ue4 yet is there? I know unity has several

sturdy coral
#

I'm not sure

dusk vigil
#

These friends of mine with the tracker puck rifle tried to sell their rifle range prototype to a gun manufacturer. For them it wasnt really a dealbreaker of realism, it was more that they were just so used to firing real guns they could not see the point of a simulation in the first place, at least the old school dudes. Apparently some of the younger ones appreciated it

tired tree
#

there are a lot of tracker puck rifles out there

#

pretty sure the AIM controller is going to be more popular than any of them ever will be too, due to first to real market and not requiring additional unavailable hardware

dusk vigil
#

Yeah, at first I was dazzled by the idea of a puck that could serve many purposes, but in the end it seems like it may be a pipe dream. Though it might still work out, who knows

sturdy coral
#

It just needs to be like $20-30

tired tree
#

the tracker modules themselves have a real use, built into hardware itself

#

but the vive trackers are likely DOA, considering any company can make the same but cheaper and smaller with the LH 2.0 tracker kits

sturdy coral
#

Yeah I hope 2.0 really brings down cost

#

Someone said the photodiodes plus the little driver board on each are over $1 even in bulk

#

Though I don't know how they knew the bulk price, just saw it on reddit

#

I think there is a public price on batches of 1000 or so

tired tree
#

yeah, but mass production gets deals on that

dusk vigil
#

Just so I get that parallax thing straight, sorry if I feel obtuse : we are talking about that black space, the scope body, not the view through the scope? ( Sorry to get back to that, don't really want to spend too much time on it but could not help investigating a bit more )

#

I think I understood it right but wanted to double check

#

Aaanyway. What would you do with a thousand pucks?

tired tree
#

no....its the line up of the two lenses on the front and the back of the scope

dusk vigil
#

Ahhhh

tired tree
#

the lens will show some of the inside of the scope when misaligned

dusk vigil
#

Ok, so that's where that little ultrarealism kicks in

dusky moon
#

Guys, I'm trying to get D-Pad Inputs of GearVR controller. and according to documentation its "Facebutton 2/3/4/6" but I can't get those inputs ... touchpad is working fine though

mighty carbon
#

I could never get controller mapping to work, so I only used touchpad press and trigger in my project

#

@dusky moon ^^

mighty carbon
#

4.18pre4 is out

#

damn, that's sad news

wicked oak
#

310 employees

#

for a 60k dollar camera

#

that is in an incredibly niche market

#

it had absolutely NO chance of ever succeeding

#

like, even if VR went to smartphone level right now, it STILL would be a bad idea

#

assuming a 20k profit per camera, wich is really high end, and the employees getting 2k dollars per month (wich is very low end) then they would need to sell 31 of those cameras a month

#

a more logical cost would be 10k profit per camera, and 4k dollars per month on employee, wich means more than a hundred of those cameras a month

#

how the fuck do you expect to sell so many of such a niche expensive as fuck product

mighty carbon
#

they should have made consumer grade camera

wicked oak
#

even like that, spamming 300 employees to put a few cameras into a ball is absolutely retarded

#

you dont need that many

mighty carbon
#

right

dusky moon
#

@mighty carbon oh man I finally found it! Unreal's Documentation is quite outdated for that.
to get D-Pad Inputs you have to use "Motioncontroller (R) Thumbstick Up/Down/Right/Left"

mighty carbon
#

yep, so I did.. My issue was that when I'd press d-pad, I get 3 events happening simultaneously - touchpad touch, touchpad press and random D-pad press (I used keyboard input node that returns any key/button press). The main problem was that when I used Motioncontroller Thumbstick, I could never guess what is being pressed. So if I pressed exactly on directions, it would work as expected. However, no one will do that and user would press Down for example, but a bit closer to Left or Right (physical location of the finger). And UE4 would return 3 values - Down/Right/Up..

#

that was in 4.16.2 though

tulip surge
#

Has anyone tried Terrain Foliage for VR? Meaning using static lights for terrain foliage?

dusky moon
#

@mighty carbon That's True ... as far as I tested it's still a thing in 4.17... but generally I feel its better to avoid D-pad and stick to swipe gestures as you said. d-pad can be a bit confusing

#

I'm looking for some more in-depth guides for GearVR dev ... just generally, like The Cheat sheet in documentation. If any1 knows some other sources... would be helpful

noble charm
#

has anyone used SendKeyChar with the WidgetInteractionComponent

tulip surge
#

I really wonder how Vanishing of Ethan Carter did all that foliage :/

mighty carbon
#

@dusky moon I used trigger and touchpad press for my project. Tried making UX as simple as possible. If I wanted something more complex, I'd require gamepad for my project.

glossy agate
#

@tulip surge Maybe try turning off the self shadowing. Kind of looks like you have it on. At least for me it seems to make foliage with baked lighting look like shit.

tulip surge
#

yeah baked light is shit I know now, I'd have to make the forest a dark place if I use baked but I dont want that , especialy not for VR

glossy agate
#

Well turn off your self shadowing on the foliage and try cranking up your skylight some to see if that helps.

full junco
#

there's probably a way to get it look good with some settings, but I don't know anything about baked lighting

glossy agate
#

That should help avoid getting the black leaves

mighty carbon
#

several reviews praise ARKTIKA.1

#

6 hrs campaign

little nacelle
#

Hello, somebody knows how I could enable collisions on motion controller? I would like the hand meshes to sweep when encounter a collision

full junco
#

@mighty carbon ha, lol

#

dk2

#

still nice that they do it, but yeah, a little late

tulip surge
#

would that be Cast Shadow ? The self shadowing cause self shadowing itself doesnt seem to be possible to disable

full junco
#

@timid anchor motion controllers can't collide with stuff, they are always exactly where your hand is

little nacelle
#

@full junco yes, but the mesh attach to it can theorically collide, I tried to just set the location and rotation of the hand to the motion controller's ones with sweep enable, but It just takes the root bone of the skeletal mesh to do the sweep

full junco
#

if you make the mesh collide, it won't feel good because it will be at least 2 frames behind the motion controller component

#

you can do it with physics handles, but you shouldn't do it for the motion controller mesh

tired tree
#

he can manually sweep it from last pos to current after the motion controller ticks

#

it would only be about half a frame behind visually

#

which is still a lot, but all of the game logic is half a frame behind or more visually

full junco
#

hm? a sweep happens on the game thread, the GT is 1 frame behind the render thread, and the render thread is usually 1 frame behind what you get with the late update, so it would be 2 frames behind

#

or 1.5

tired tree
#

render thread is not 1 frame behind late update...

#

late update is applied late in the frame on the render thread.....

#

based on game threads reported pos

full junco
#

late update is at the end of the render thread, and I think you could say that end of render thread is 1 frame later than start of render thread. or half a frame

tired tree
#

its not 2 frames behind at all.....

#

its significant sure...but all game logic is behind the render thread late update anyway

#

so what does it matter