#virtual-reality
1 messages · Page 143 of 1
and while it is noticable if you look for it, it isn't that bad at all, even at speed
granted I turn off late update during collision too...so that helps
It's not a problem if there is a little 1 Frame latency, when you say manually sweep, what do you mean?
sweep the collision shape of it, you don't have to move the object when running a sweep test.
but if you are moving it, does it have proper collision?
mmm, actually forgot that it warns about sweeping skeletal mesh, it only uses the primary collision shape
disabled that warning a long time ago
but it doesn't keep you from childing it to a collision shape and sweeping that
regardless though, sweeping hands isn't going to be very pretty for collision
okay, so I should look for collision shape, Like when it's colliding, I sweep it with the actual mesh?
Why is it not pretty for collision?
it just stops dead in place and rotates around with your hand movements, no flattening or clean transition.
can stop rotation when sweep collides..but its still not very elegant
yes I see, that's good for me though, It's even less pretty to go through objects, what do you personnally think?
depends, you can ghost hands when going through things, or hide them
depends on how much it ruins the gameplay, because the hard stop is immersion breaking too
yeah yeah, The ghost thing is a cool Idea. In the game you actually have to stab a knife into a table, so I think it would be okay to stop the hand brutally when the knife is stuck in the table until you pull it off.
some games do the ghosting thing
can use both
i think echo arena does
ghost and primary
becouse their hands are physical
until they are lined up
and with IKs on the fingers and other fancy stuff
ie: motion controller and hand are outside of a radius of each other, you show the ghost hand
yeah yeah, both is what I thought about.
Oh cool, I'll take a look at this game
that way the player doesn't "lose" positional clarity
yes yes that's cool
Guess you can't do it on static meshes unfortunetaly.
Thought you could before for some reason.
Ive been reading so much about this foliage static/stationary lighting but its all so vague
has anyone tried this http://rewind.co/portfolio/bbc-home/ ?
cheap
definitely cheaper than the $135 HTC currently wants for one base station, but can't really compare those prices
I wonder if more than 2 will do anything
read the post, they explain it
In early 2018, we’ll expand that functionality to 4 base stations that should cover a single room play space of roughly 10 x 10 meters.
?
what's the current max size now?
5x5
hmm, thought it was bigger
k, so nice
it quadruples it
that's how math works right?
;0
well I think you can always go bigger, but those numbers are for still having perfect accuracy
5x5 is 25 m², 10x10 is 100 m², so you get 4 times as much space with only 2 times as many base stations
I find this wording very interesting:
These units will not work with existing HTC Vives.
it can be read as there will be a new HTC Vive
so valve basically comfirmed there will be a new vive or some vive refresh that supports the new base stations
Yeah, on top of their new lenses
what new lenses?
ohh, you don't know?
can't remember reading anything about new lenses
thanks
The lenses, which are designed to support the next generation of room-scale virtual reality, optimize the user’s perceived tracking experience
I don't see how lenses are related to tracking
I didn't quote you, I quoted the article you linked
Ohhhhhhhhh
I wonder if Pimax is already using those lenses from valve
I found it surprising that reviewers said that the pimax doesn't have any godrays created by the lenses, so something regarding those lenses has to be better compared to rift/vive
anyone run into troubles with strange vr view in oculus in 4.17?
ugh my brain cant take this static light on foliage anymore
perhaps I should enable cast masked shadow
didnt Vanishing of Ethan Carter have their VR project open for public? I remember a game had it
artika 1 has TAA
and its better than UE4 on 2x super resolution
without ghosting
epic learn to TAA plz
their engine has better graphics than what you can do on unreal engine or unity, actually better than robo recall
it's no secret UE4 has the worst AA compare to non-UE4 AAA engines out there (except maybe Unity)
yeah unity its even worse
but holy shit, artika 1 shows TAA can ACTUALLY WORK
if done properly
i wonder if i can lift the shader with a debugger
and see whats the exact math formula
why not use SMAA from Crysis ?
becouse SMAA is still not very good
in VR, TAA is great, alongside MSAA
the reason is that you dont even need to add micromovement to the camera
becouse the user will already move a bit
I haven't tried.. I was actually wondering why it doesn't quite work in VR
smaa is the same kind of filter as FXAA, just a bit smarter
FXAA is dumb as shit
its basically an edge detect filter, and then a blur over the edges
SMAA is a bit smarter, it tries to look for stair step and has special code to handle a few different cases
so, why is it worse than TAA ?
becouse its a postprocess
it has to invent the data
TAA does not invent data
it uses the data from previos frames
wich was real data
this actually makes me realize, what if i go and remove the "jitter" TAA has in unreal
and see how it goes in VR
TSSAA (8X) seems to be the only AA method that removes aliasing from the grated floor in Doom. It adds slight flickering here and there (highlights on railin...
Is TSSAA stuff publicly available anywhere ?
pretty sure tsaa is just temporal
just their own version of it
Temporal Super Sample AntiAliasing?
yeah, sounds like that
There is a good chance I'll have to use deferred since ink outline stuff doesn't quite work in forward and I'd hate to have TAA
if you could do it "perfect", you would do what guilty gear does
render the stuff with a custom toon shader
and then use trickery for the outlines
that way it would look perfectly sharp
but as obvious, that isnt that easy
even in 4.17 wich allows you to do custom shaders, you still have to add it
you could math it up with an "unlit" material
fairly easily
I can't use "trickery" for outlines since almost every object will have outline
but then you can only use the light you add as parameters
guilty gear is a fighting game with only 2 characters visible on the screen
have you thougt of using Unlit for your toon objects?
and actually do the toon math there
but of course you will only be able to do one directional light or so
Oh, I have no issue with cel shading.. I need robust and performant inks
postprocess is the easy one
gazing around objects
you sure you cant use forward?
the filter is essentially "find edges, paint black"
like a sharpen filter
I just got e-mail from the author of that wonderful ink pack (not the one you purchased when it was cheap) and he confirmed it doesn't work well in forward. He will try making it work, but in cases like that I usually prefer to think it's not going to work so I wouldn't keep my hopes up.
the problem was selecting specific objects in forward blanco
if he applied to everything it would be fine
isnt motorsep adding it to everything?
not to foliage for sure
maybe not to debris either as it might look too "busy"
in a game like Breath of the Wild, its obvious that the characters are in a enterely different pipeline
I can think of a few hackish ways to do it, and some not hackish ways
but the not hackish ways involve source edits
you can do breath of the wild with that "unlit" trick
essentially render the world as usual, and render the characters using unlit material with a toon shader
wich essentially is just a "if" branch of a dark and a light color depending on the light angle
check this out
just made my own
as you see, it just compares the dot product of the pixel normal at worldspace + some vector wich is the light vector
plus mesh outline
without antialiasing tho
the obvious problem is what i said, that the light vector is just a shader parameter
it does not get shaded by the environment or anything
but if you use forward you can get the "is shaded" part in the material, so it could work
yes, it is that simple
literally just a dot product check beetween the face normal and the light direction
with msaa
but it is completely unlit
this is exactly the same thing the guilty gear guys do
and also pretty much the same thing the new zelda does
yeah there is even a marketplace pack that does that
but has a few "virtual" light sources
Does the toon engine branch work with VR and with forward?
It just adds a new material type like subsurface, hair, cloth, etc
It should be able to handle lots of lights the same way everything else does
On the steamvr tracking link posted earlier it says "We’re evaluating adding functionality beyond 4 base stations as part of our product roadmap but do not have a current timeline we can share.”
I hope they do go beyond 4
toon branch isn't working with forward currently
last post in it was even a complaint regarding that
You can do outlines on every object in the material itself, its just more taxing than as a postprocess
well, unlit material will not be affected by shadows, so it's a no go for me..
I use standard material
@tulip surge Here are my settings. I also have a stationary skylight so it lowers the contrast on the shadows, lightens up eveything, but only casts baked shadow no dynamic.
May want to split the foliage into more sublevels and increase the lightmap of the level to try and fit it all on there.
what would be better for performance, having 3-5 separate materials per skeletal mesh, or having one material and bunch of masks ? (I need to isolate small areas on the character, like eyes, mouth, etc. and animate textures on those)
@wicked oak What is driving the alpha for the lerp?
I tried doing your material to see what unlit might look like in VR
The "shadowing" effect works but it doesn't care about the directional light
How would someone get around the performance hit in using a 2d scene capture in a VR sniper game?
I've got my capture resolution as low as 200x200 and it stills drops me down to like 60 FPS when it's enabled on a 7700K, GTX 1080, 16GB Ram
@uneven moon I'm doing precisely that, at 1024 res but I had to design the entire game around that performance hit
And I run at 90 on 970/1060
(however with r.screenpercentage at 100 etc on the lower end cards)
@real needle So you brought everything else down to compensate?
Not down, I had to design everything with that in mind. No dynamic shadows etc
I can't even hit 90 fps with a 200x200 resolution on the capture though, which seems ridiculous
Ah fair, I'm using a dynamic light to light my entire level
Yeah you might have an issue
Do you have any moving characters etc. whilst using static lighting?
Yeah AI + several players
How are you shadowing their movement?
Unfortunate set-backs but it's still early in VR, I suppose. A stylized, shadowless game seems to be the best shot at it
I know there have been several games that have incorporated snipers in VR
Presumably using scene captures and some of them have semi-realistic graphics with shadows, etc.
Wondering how they pulled that off
Well I've been able to run w dynamic shadows on all w 4 players and no enemies. But that was without many other fancy things I'd much rather wanted. Also wasn't able to do 8 players at the same time without dropping so I settled on no shadows
I played around with Capsule Shadows but they didn't turn out how I wanted
I have 1 player, one map (medium-sized) with one directional light (dynamic with shadows)
One scene capture at 200x200 and FPS is like 50-60
Stationary?
Movable
Well there you go
That is very expensive
And you don't need moveable for dynamic shadows
Use stationary
Unless you do some engine mojo, I find it very hard for you to run much at all with moveable on min spec cards
I get weird artifacts when using stationary
I kind of like the look with only using a skylight and no shadows, the assets are very stylized anyway
Thanks though, I learned a bunch
Yeah np, try baking your lights
And check your lightmap resolutions if you're not happy with the shadow bake
The unlit material works pretty well
Better performance with unlit?
I haven't tested at scale but yes one would assume so
Have you set up a parallax for your scope?
Nope, it's a screen
I've tried alot of different scope materials, and I always think that a screen scope is the easiest and most fun to play with
Not only materials but other solutions as well... mimicking two lenses etc
The only thing I could do to make it even slightly resemble a sniper is reducing the FOV to something very low, otherwise objects through the lens look the same size as objects seen with a naked eye
Seems a bit difficult to play with (using a two-handed rifle)
Sensitivity feels high
I had to do more magic than just that to make it playable 😉
I'll probably write something up when I've released the multiplayer
Alright awesome
Hey, could anyone share some tips on setting up 5.1 surround audio in VR? I'm trying to use a "surround" audio cue, but it doesn't respond to head tracking. Wondering if I'm barking up the wrong tree.
@haughty dawn If you want your head movements to be 1-to-1 with your audio, you're talking about spatial audio. As in, a physical sound source placed in your level with a modified attenuation
So place the audio clip in your level, override its attenuation
Disable auto-activate (unless you want it to play at start)
Then trigger it whenever you want
@uneven moon thanks - I've got a 3DOF scenario, so there's just rotation happening with the pawn. Does attenuation factor in the direction?
attenuation factors in large the audio source is and how far the sound will reach. It's omni-directional in every case so the 'position' of the audio source will determine where the sound sounds like its coming from
I've tried positioning 5 audio cuesaround the player (for 5.1 C, L, S , Ls, Rs) and then adding attenuation spheres to each of the cues. All the attenuation spheres overlap. Doesn't quite feel like I'm getting the rght directionality to the sound though.
I guess I could move cues closer based on where the pawn is looking... but starts feeling quite hacky.
Not sure what you mean
The audio will emit from the source
Maybe your attenuation radius or falloff is too low
If they sound too quiet, etc.
the outer orange sphere is the falloff distance and the inner is the inner sphere of the attenuation
the selected cue is Center
this is what the attenuation spheres look like for all the cues.
Is it just a matter of tweaking my falloff? Haven't done a lot of work with spatialized audio so wondering whether this is the right approach and just needs tweaking.
Yes, the fallout should be further out, the audio will barely be heard (if at all) if only the outer-most of the sphere is in effect
Thanks @uneven moon - I think I've got something working. Got a bit confused by UE's ability to import all 5.1 channels into a single SoundWave node. - thought there might be a way to leverage that out of the box - but this makes good sense.
You can, but it wouldn't be spatial as that requires the physical presence of an audio source. The sound file itself mimics this with the assumption that the speakers are stationary and that the viewer would experience the sound in real-life with the ability to turn their head relative to the location of the speakers. This is mimicked in UE4 by physically placing the sound sources as "speakers", so importing the audio file and playing it to the player without them wouldn't account for the rotation of the head
Np!
Makes sense. Cheers!
@glossy agate thanks, its how I had it before but without the stationary skylight. When I change it to stationary I get a warning in the engine top left like its not compatible or something
Might be a warning from Pavlov VR’s plugin or the engine itself idk. Im making maps for Pavlov VR
@tulip surge doesn't it look way better if you just increase the lightmap res?
Idk man Ive tried increasing it in the instanced , the packed and the mesh itself
The last pics I showed was stationary directional light and static skylight
When both are static, I get very dark leaves and in the editor they tend to change color when I click in the 3d view
well, I don't know anything about static lighting, luckily I never had any reason to use it in the last 3 years that I used UE4
Not even for VR?
all games I worked on required fully dynamic lighting
due to most objects being dynamic
Hmm I see, Im starting to assume that Vanishing of Ethan Carter vr is also using dynamic light then
I really thought dynamic light is a real nono for VR
well, it kinda is
takes a lot of time to get working in a good way in VR
anything that needs more than 1 directional light is pretty much impossible in VR
so definitely no dynamic point lights or spot lights
Dont really need more than 1 directional light in the forest
and you pretty much have to limit your shadow view distance to something like 10 meters on low end hardware (gtx 970)
Its only gonna be a small forest with a couple of buildings
problem is that foliage in general is super expensive already, so foliage + dynamic lighting is a bad combination
only works if you start showing the billboard LOD after a very close distance already, and that doesn't look good
(on a gtx 970)
on a gtx 1080 you can get it to look quite fine
Bake lighting beforehand naturally if at all possible
Yeah I have used static light before and it performed flawless on my 1080 ti but it looked dark and thats not good for a vr shooter and it was slightly lagging for others
I just wonder whats messing it up in static light
what would be better for performance, having 3-5 separate materials per skeletal mesh, or having one material and bunch of masks ? (I need to isolate small areas on the character, like eyes, mouth, etc. and animate textures on those)
depends on if you are limited by draw calls or by pixel shader stuff
well you have to think about how many draw calls you expect to have
Probably hitting max recommended
then less draw calls and more pixel shader cost are probably better
Aye, thanks
@motorsep#8292 i would do it in 1 material
becouse in VR, drawcalls are even worse
as they get duplicated
the pixel cost depends strictly of the size of the object in the screen
medium range character with high pixel cost is not that much pixel cost after all
but that medium character with a bunch of materials is a bunch of drawcalls no matter his distance
I see.. So masking is what I have to do after all (kinda hate working with complex materials 😛 ) Thanks
@mighty carbon best is to "flatten" the material
i think 4.17 adds a feature specifically for that
it takes a complex material network and flattens it into final albedo/roughness/metallic textures
anyone using the spectator screen?
and know why the texture being rendered is far too dark compared to what it looks like if it's rendered on a normal plane
clearly the bottom one is much brighter (like it's looking in the HMD)
than the top one, which is how it looks through the spectator screen
Try making it emissive
the spectator screen takes a texture
not a material
i also set the Target Gamma to 2
but it doesn't have any effect
no matter what values i use
which is weird...since it works for literally everyone else
but we confirmed you have the same settings
can't do that @wicked oak since I'll have some "animation" going on (blinking "lights")
but thats only the emmisive channel
you can still bake everything and have the emmisive channel with your logic
go look at robo recall
you will find that the objects all have their maps fully baked
I am failing to understand what you are talking about.. I don't have roughness or metallic textures. I only have diffuse, lighting ramp and emissive (and emissive is the one that is "animated")
I don't think I need to bake anything
btw, crazy stuff https://twitter.com/AnalyticMike/status/917311983866793984
Future is now. #AI controlled robots from Planetrism VR on Earth through #AR #ARCore #ARKit #UE4 #VR #indiedev #gamedev #scifi #AugmentedReality @UnrealEngine @googlevr #BladeRunner #turku #Finland https://t.co/l9Qa6ikyN0
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@tired tree yeah, i feel cursed... even done a blank repro of it
if you have a repro case, have you posted it on AnswerHub for Epic to see ?
im on it
How long does EG take to give you access to the PS4 content once you submit the form?
do you have a ps4 devkit?
@uneven moon 1-3 weeks from form to getting accepted, IF you get accepted
then they give you access to the Partners website, where you register your company
takes 1-2 weeks
and THEN you can get a devkit, and get access to dev websites
I got accepted into Sony already, I mean on Epic's side
Giving me access to the PSVR stuff
To actually port it
uhm, that makes no sense, You cant join ue4 ps4 dev until you have access to devnet
I got access to devnet and submitted the application form for UE4 PS4
Last night
From now until I can use the PSVR stuff in-engine, what's the wait time like?
How much is the devkit? I never saw anything about it while registering
I saw an article from years ago saying $2.5k, is it still that?
NDA-d
on the TPR there is a list of how much each thing costs
you want to get a ps4pro devkit
the cost the same as the nonpro ones
but DEV kit
not test kit
Can I still release on the nonpro for VR?
yes
@eternal inlet Epic uses 2.2 gamma in their Retainer box for gamma correction as well "RenderTarget->TargetGamma = bDynamicMaterialInUse ? 2.2f : 1.0f;"
because SRBG is enabled with a dynamic material
hm... i can see that makes sense
but how do others get 2.2 gamma?
i mean, what am i doing wrong/different from others
no idea, because its working for me
you said you were going to check off of my template? did you ?
bwah!
that was something else i was checking, but will look now
hmm, u don't have spectator cam setup in your example project
so could someone pls test my project out and see if they can figure out what i did wrong?
i'll check once im done with this mess of a refactor
How do you launch a stand-alone version in Unreal that is also VR...I'm finding outdated forum post and I'm assuming at this point there is a better way than using fullscreen in console
@wicked oak Aside from testing, do you use the dev kit for anything else? As in, will they not accept anything unless you have one?
good luck making the game work if you cant debug it
a testkit is just an unlocked ps4 that runs homebrew
devkit is the one with logs, remote control, debugging, etc
so, I have stereo instancing and forward rendering on...but when I switch to VR preview instead of new editor window, look at the difference... (should it be that big of a drop in performance?)
As I thought, the project says : Project does not support stationary skylight
@tulip surge That is strange. Works fine for me. Do you have target platform set as mobile or something?
It should be VR if there is , but I think its because the plugin from Pavlov VR and his template is blocking it
@trail shale It says you have 24 movable point lights? Thats a lot
I'll find them and set them to static....maybe they are rendering from far away?
Ah okay. I havn't tried the Pavlov plugin. Let me know when you publish the level though and Ill get it on workshop to try out.
@eternal inlet yo....so I was bugged about the UMG with async multiplayer in VR, think I found a work around for spectator screen clickable UMG
Theres already one version of the forest online with only static light but its too dark imo
Ooh now I remember you , the yellow Ryan on Pavlov discord 😄
@tired tree hm, did i ask about that? can't recall that tbh
yeah that
@eternal inlet sorry I know you were working on async is all
figured you would run into that at some point
@glossy agate How do I make those lights ALL static?
@tulip surge Awesome, Ill check it out.
@tired tree ah right... that's far in the future tho
for now i just focus on getting the more basic stuff done, if i ever get to do a real asymetric gameplay, i'll keep that in mind
stationary or static skylight doesnt seem to make a difference anyway but I think I should adress this first :
Oculus Streaming
where can I see it (not in VR) ?
lol, Zuck went on stage instead of being in VR 😛
ohhh sh#t.. standalone is going to be announced
$199, standalone Oculus Go
sweet
wow very cool
Santa Cruz is going to shio next year for devs, with fully tracked controllers !!!
untethered VR is going to be great once they figure out the tracking
well, sounds like they did.. Looks pretty stable and lagless in the videos
yeah it did look pretty good !
quality looks a bit better than Gear VR, but not as good as Rift obviously
So was that a phone headset? Or was it a wireless PC headset?
standalone headset
Santa cruz is inside out standalone VR headset with controllers
it is standalone o.O Meaning screen and computation power is inside HMD. It's a replacement for Gear VR ($199 vs $900)
lol, so no pc vr titles will be able to run on it? Not gonna fit a next gen Nvidia GPU in that thing
still lame
ill try to get a devkit
need Gen2 PC headsets
not more mobile ones (or mobile power ones)
honestly, the 200 dollar kit could be a massive hit for the casuals
becouse its pick up and go
if its half decent, and runs gearVR games, then it can be a huge success
standalone ones is free from phone constraints
yeah, but I am a gamer...
Apple owners can get Oculus Go now..
lol
yup, standalone doesnt need android
i guess they will ask gearvr devs to port the apps
i hope that thing doesnt come with android
android is a HUGE resource hog
just look at normal mobile games vs a switch
the switch has way better graphics
even with a similar gpu
just becouse it has cooling and it doesnt have android
I bet gear vr devs can easy to port they apps to Oculus Go
but Project Santa Cruz is a different thing
facial interface looks like Rift's with better materials
Has there been any word on Gen2 headsets? Really hope Rift 2 gets inside out tracking and wirless.
optics are better than on Rift
and 1440p
not sure about the screen
and it has integrated spatial audio drivers
So why is there an Oculus Go and Santa Cruz prototype?
oculus + touch at 400 dollas forever
they feel the pressure from Windows Mixed reality headsets
How are those getting tracked?
having additional detectors
Flawles outside of the FOV. Does it have the cameras still?
Why get rid of joysticks
trackpads are aweful
Worst part of th Vive is the crap trackpad
Windows MR HMD use led dots to fill that view thing but have to say 4 is cool
Agree, but its versatile because it gives you 4 buttons along with movement easier than trying to make combos with a joystick
its still stand alone in the end
I wonder if Santa Cruz will have mobile hardware or custom Nvidia chip
wish they had both like windows though.
close haha
oculus dash looks cool
@tired tree yeah the santa cruz demo there was house build where person was playing
I dont understand who they are making santa cruz for?
Like steam but looks nicer
is it just going to replace Oculus go in the future?
you can have desktop now in VR
Younger gamers I think. For $200 it could be a hot christmas item
Santa Cruz wont be $200
the Santa Cruz didnt had cameras but ultraviolet in the corners?
different segments
for example, Santa Cruz will be invaluable for business where flashy visuals aren't critical
but freedom from wires is
it seems they will miss the christmas date
Oh I thought someone mentioned that number earlier. Guess it was wishfull thinking and not fact
$200 is fo Go
Programming in VR
VR coding inside vr
DASHCEPTION
still useful tho
becouse i can move a few variables on unreal without removing the headset
Dash Unreal Dash Engine Dash 4
Santa Cruz wont be High end VR. More like a Nintendo switch VR.
React VR
lil better than mobile but miles behind PC and Console VR
@glad plank thats what I was thinking too
@tired tree how many times you find yourself editing a couple variables and then getting into vr again
those avatars really aren't what people are going to want....
I already didn't...
there is a steam overlay for windows
I just usually don't need it anyway
well standalones are between mobileVR and PC VR
hey guys, how can i make a rotation similuar to Echo Arena?
hey that home stuff is hella neat
the cartridges is an idea i had for a prototype lol
I want Arcade machines that play old school games in home 😛
Like that one arcade app
@wicked oak AZ sunshine uses it too
i was only able to acheive smooth rotation, but i want it to look like echo arena,
ok Oculus Home totally make closer to Windows MR HMD
windows MR HMD isn't that good....
it better run smooth like butter
@mighty carbon you going to run it in your laptop without discrete GPU?
no, but if you have UE4-powered Home running with another UE4 app/game, you might have horrible performance
(not directly related to UE4)
40% 😮
that's why it would have been nice for Home to be a slim standalone app
VR game with multiview interesting
is there an AR channel on here
damn, avatars are cool
how the hell do they track eyes ?!
well, they move
I meant they are not tracking your actual eyes
why they keep saying "for free" ?! I would expect anything that comes for devs to be free.
they are still pushing mobile ahead of desktop
its sad they havent shown anything oculus rift 2.0 related
nah, but pixmax, microsoft, and steamvr headsets will eat pc oculus HARD in the short term
what makes you think that @wicked oak ?
IMO, these first headsets are already long in the tooth. What sucks is the price isn't there for new headsets. We also need 4k wireless streaming with 0 latency which I don't think is possible yet.
We are years, possibly decades, away from the way I want PC VR to work.
the fact that oculus Go, at 200dollars, standalone, has better screen and lenses....
makes me think they are waiting for next christmas or so
to drop the rift 2.0 bombshell
and have it be 4k wireless or something of the sort
maybe santa cruz will be able to play pc games?
you could stream pc games to santa cruz
over wireless
yeah, it doesn't do 4k though 😄
I think Vive resolution with built in wireless is possible in Vive 2
but wouldn't they want to bump resolution?
IDK, we still don't have Desktop GPUS that can brute force VR games to visuals of Console games.
What I am trying to say is that VR is being hamstrung by other technologies
We need GPUs that can handle Real Time shadows and open worlds. Wireless tech that can be shrunk down to fit in a headset and provide 4k with low latency
oh cool, mobile apps with tracked controllers 😴
HTC have phones and Vive so wireless VR should work
I mean both
guess not
I am hoping Volta is powerful enough to run VR deffered renderer with realtime shadows. So tired of having to cut back on graphic features to hit 90fps.
async reprojection works quite well, my game has 5 fps and rotational movement still feels pretty smooth 😂
I can tell reprojecting is going on and it irritates me. The tracking gets real jittery.
well, at 5 fps the tracking feels... "not perfect"
soon we have similar screen as Nintendo 3Ds
seems like people don't care for Spaces
I actually think Santa Cruz will be awesome, even if it doesn't do same awesome visuals as desktop VR
I wonder if Oculus Go runs on Linux
price for Santa Cruz?
release date?
so it's nothing
in 2018 you can get hardware prototype (dev kit)
its a prototype
with being limited to gearvr graphics * 2 it's far away from the windows headsets
and Windows MR headsets evolve in that time and can be go to standalone/mobile
mobile and Windows don't match 😛
@mighty carbon Microsoft have working on Windows 10 core os alot and if you heard about Andromeda OS it's code name for Windows Core OS
I know they shut down their mobile business
and no one is rushing to use mobile Windows in their devices
their phones were actually really good....
Lone Echo 2 is coming ?!
they just didn't have the app support to get people to buy them
there gotta be a reason why people wouldn't buy windows phones and devs did want to make apps for it
Microsoft marketing division have failed in that
if they were great phones, they would have found a solid market share
Blackberry is still around, but powered by Android
blackberry is mostly dead
and they had a stranglehold on the market originally
which they lost
I had a windows phone for awhile, they were great....general consensus is that they were great. they just weren't well supported
why would you think that Microsoft couldn't make a mobile OS well?
not that I would buy one.......
but that is apart from the quality of the product
bad support from Microsoft side
Just saw that Onward is going to be on Occulus home also. Is open VR going to make it easy to mix subsystems for cross platform now?
?
they will probably use Oculus SDK features
Yeah, thats what I thought, but it would be a bad idea to split the player base.
it doesn't
they can still play on steam
if the oculus home player base is dead that is
Whats the point of putting it on occulus home then?
reaches people that don't use steam i guess? Maybe got paid for it? dunno....
I guess we will find out next month when it goes live haha.
with 100 concurrent all on steam with both headsets most of the time, will be hard to support two platforms by splitting it.
think have Steam hub in teh oculus home
damn, that journalist doesn't let Abrash talk (or Abrash doesn't want to talk or has nothing new to say)
steam hub in oculus home? lol you are dreaming
unless you mean launching from
because that works
oculus has server stuff
like steam
but i dont know how mature/properly working it is
so the onward dev probably just got paid or an offer to port it to that
unless he is going to keep both steam and vive versions playing together, that would need a 3rd party matchmaking service
it got fixed, Jan Kaluza found that I had my ambient occlusion set up poorly, this is static light 😄
if Oculus Home work similar fashion like Windows MR HMD similar to home
Nice, you got the shadows to soften up too.
You fix the lightmass issues on the foliage too?
yeah I've got a world settings lightmap size of 4k now
it was a test but its still on
ehm I had Ambient occlusion on False as a 0 constant, shouldve been a 1
0 makes it very dark
But I still have to optimize the lighting , its still not good enough
Ive had 3 horizontal stripes which I assume are the seams of the uv
aye, cool, thanks
btw, I still wonder how mobile VR devs make money, if they do at all..
while it's definitely easier to develop for and get away with a lot of things, it's just horrible when it comes to promotion and pricing
labours of love...
not directly related, but Yellowstone is to go kaboom in the next few decades (article on Google News).. They better figure out wireless VR of small format and desktop power before then.
by M. Abrash
long read
Wonder if we will see another price drop on Vives
Especially around Blackfriday/Cyberweek
Rift permadropping that price makes it look a bit silly
who knows
VR loading screen, is it possible?
yes
@full junco how to do?
you don't like writing full sentences, right? 😛
@full junco Yeah!
look at the set splash screen node or something similar
Okay I ll try that
Made video of my new ARcore wonderful shitty whack-a-speaker interface 😃 https://www.youtube.com/watch?v=t1RGs3l0yiU VERY proud
Turn speakers/instruments on/off, either by BOPPING them with your phone, yay! Or from a distance by pointing at the screen on them in a boring responsible way.
Motion tracking for mobile VR with no external devices. Achieved on Samsung Galaxy S8 using ARCore (Tango) technology and Oculus GearVR 3. Project built in U...
positional tracking using ARCore with Gear VR
(or so they say)
soo, can it be done with UE4 for Gear VR ?
Cool. tracking is brilliant with arcore. didnt know it could be combined withgear
me neither
I am just wondering how it can be done with UE 4.18, if even possible at all
no idea. SHOULD be.
dont know how that was captured, but my pixel running ARcore goes from 60 smooth tracking to 40fps choppy tracking when recording the screen internally
anyone encountered troubles with oculus hmd in 4.17?
it looks like render is totaly broken, image is doubled or something like that, I even cant describe that effect. And everything worked perfect in 4.16...
@minor dagger works fine over here
@minor dagger sounds like you are launching two 2 players in editor
@tired tree how can I get positional tracking working in my Gear VR project using ARCore ?
why are you asking me? I haven't used ARCore...You are going to have to do it in source likely and apply offsets to the camera
kind of doubt that ARCore has a blueprint integration
the concept is fairly straight forward...the whole method of drawing 3d objects is that it knows your location and its changes
you can just map that to the camera like an HMD in room space
I see..
arkit has blueprint integration..dunno maybe arcore does too
looks like by default it locks to hmd anyway, would just have to render in stereo
nope, looks like code only atm
nope, I'm playing in packaged game
it looks like paralax effect sometimes, which is little crazy
I guess when it's something I can do with a few clicks, I'll follow up on it 😉
ah so it does have some BP
weird that they only list the f structures in their outline
yeah, guess its later or something. they mention the template bp in guide though.
its very good IMO, the template bp. simple and powerful
So, I've been trying to figure this out for a while on my own, and I'm pretty stuck now.
I'm trying to make an arc teleport thingy.
I got the arc to start at the controller fine, but now I'm not sure how to make the rotation of the controller affect which way the arc is facing, with the launch velocity.
I've solved the second part of the question, I just can't figure out the first part.
Imagine a circle, with you standing in the middle.
If you look straight ahead, A would be 0, looking 90 degrees to right, A would be 90, and so on.
For every A angle you look at, there's a defined X value.
At A = 0 X = 1000.
At A = 90 X = 0.
At A = 180 X = -1000.
At A = 270 X = 0.
How do you calculate X for any A?
get the forward vector for the controller.....
Handrotation ->ForwardVector
that is the upward / downward angle and direction of the hand
@minor dagger Could it be shadows are only rendering in one eye? Have seen that in some other peoples projects. Try closing one eye at a time and see if there is a difference
What do I do with the forward vector, though?
that is the direction you launch it in
then multiple it by a velocity
the velocity and direction define the arc
Yeah.
(WorldRotation.GetForwardVector) * VelocityScalerFloat
That doesn't sound right though, like, if the angle was 0, then timsing it by a velocity wouldn't do anything.
Wait, I see what you're saying, never mind.
😄
Carmack is talking
direction of 0 is X forward, well not really...but base dir is
Ah, okay.
PredictProjectilePathByObjectType is what epic uses btw
you don't need to use the advanced one
Thanks, that worked.
But I'm kind of disapointed I don't get to use the super complex math function that I was originally thinking of.
its not really though
you can feel free to just directly do the vector conversion
but its a waste of time
more so in blueprint, where it would be muuuuch slower than using the node
Yeah.
I am trying to implement Paint Visualisation in AR
Something similar to this : https://vimeo.com/217818033
Just wanted to which AR API should be perfect to choose, I am trying OpenCV at the moment
Hey guys. I want to build a VR demo machine. What are you all doing for that? Just small form factor case?
making VR portable seems like a pain in the ass
since Carmack been mentioning Qualcomm a lot, I assume some Snapdragon SoC is in the Go.
Any tips on making a good trail on my arc teleport?
I have an array of points, but I'm not sure what to do with them.
Awesome keynote.. I hope someone will record hallways talk and put it on youtube
well its better already but still those UV seems
But its on preview so its still gonna be better with a higher one
Are those speed tree trees?
so, no one cares for OC4 here ? o.O So much awesome info
it was good listening
nothing huge though
if you follow his twitter most of it was previous statements anyway
@mighty carbon what "awesome info"?
I usually don't watch any keynotes or whatever unless I know something really interesting will be shown
so if I know nvidia will show volta, then I'll watch their stuff
you miss the god tier insight of carmack tho
his talks are usually really great
for the others, probably not that interesting. But he talks about what he did, found it works, found it doesnt, and tech details of stuff
wich could be interesting
about what stuff is he talking that I should find interesting?
everything he said is interesting
but like I said, he says all of it through out the year anyway
well, I also don't follow him on twitter. I follow elon musk and spacex on twitter, thats enough for me. and tim sweeney 😄
this talk of his was one of his weaker ones for really interesting things, a lot of hardware tradeoff talk and this/that comparisons
isn't he mostly doing mobile vr stuff?
everything I know about gearvr I know through motorsep talking about it here, so to me it sounded as if gearvr wouldn't get any new features 😛
I don't expect that to be too successfull
a lot of gearvr users got gearvr for free I think?
so I'm not sure how many people would actually spend $200 on such a mobile vr headset vs getting a gearvr for free or for significantly less money
Yeah they are Ryan
gearvr is only cheap if you can afford a $600+ phone
for some reason a lot of people are willing to do that
did epic show any "dynamic res feature" related to VR on WWDC?
This is code left over from the dynamic res feature we prototyped for wwdc and is not needed
thats code in SteamVRRender.cpp, how can that file be related to anything what they did for WWDC?
He talked about foveted rendering
from what I gathered Oculus already have it working with Qualcomm on mobile, but it's not quite there yet (or maybe they are still in blueprint stage, or something like that )
also talked about large fov and downside of it
And also while positional tracking is possible already on mobile, they wanted to keep $199 price tag. That's why no positional tracking on GO
I think GO could be more successful than Gear VR simply because people who will buy it are genuinely interested and invested in VR
Gear VR people generally don't care.. They want Fallout 4 VR for $4.99.
I hope controller for Go is less drifty than for Gear VR
also Apple users can buy Go, and that's a huge crowd.
@sly elk VR Ready Laptop, Vive Case
@sly elk If you have oodles of money you might consider something superfancy like http://www.worldmovr.com/
@dusk vigil how much?
did it cost
becouse i would have use for one like that
@mighty carbon i also see it being more popular than gear
and it is more powerful
oculus controlling the stack means no bullshit software running in the background
wich is something carmack said
150 euro + shipping. A bit expensive, but it's really been worth it cos we do a lot of travelling with them
as gearvr is a phone, the carriers install shit on it, and other background cruft
oh I have no doubt
but what SoC will it use? RAM? Vulkan or not ? Questions.. questions..
If it's Qualcomm 845 it would be great
but I think it's 835
@mighty carbon he talked about lens matched shading
and that they haven't been working on actal foveated rendering
so no...nothing that interesting
anyone have experience with desktop VR running at full spec on a laptop that claims to be VR ready? I'
I'm skeptical
vblanco does that @sly elk
alternatively I could build a small form factor PC and pack everything into a pelican case..
We run GL702VMs with 1060 cards. No problems.
Those worldmovr cases have a nice idea in the sense that they aim for minimum setup / teardown
But they don't even tell the price up front, so they are probably hella expensive
Yeah. I have met the guy that makes them but im guessing its out of my budget since no prices on the site
We looked into custom building sff cases but it's just too much hassle
@wicked oak if I get a dev kit, I'll what it's capable of 😉
One finnish guy made an sff build with tiny lcd screen / projector, it was pretty cool
on positional tracking for mobile he also mentioned that it was a significant downside having that being processed at the same time and keeping within thermal limits
@sly elk i have one of those ultramonster MSI laptops
it plays VR better than my desktop with a desktop 970
(having a mobile 1070)
expensive tho
okay good to know. You are on vive?
im on everything
worried about 3 sensor ocvulus tracking and USB issues
not an issue becouse you arent going to use 3 sensors with a laptop
becouse the laptop is to carry the vr setup around
you probably wont start putting sensors everywhere
i use 2 sensors every time
while I'd love to have 3 sensor setup on a trade show floor or at client's (just dreaming, haven't been to either), I think it's just not practical.
2 sensor (front facing) setup is the thing with Oculus for trade shows
The guy making the cases is preparing an Oculus version, but not yet on sale https://www.facebook.com/groups/VRsuitcases/
you know what keeps bugging me (in a good way) about mobile VR ? Is that one can grab Oculus Go, visit friends (assuming they are into VR and games) and play some fine coop story driven game (assuming there is fine coop game available). Or play some coop PVP story driven game (like team vs team vs PVE).
can't do that with Rift/Vive.
@wicked oak do you think Go can get close to PSVR non-Pro visuals ?
what about PS3 visuals? 😃
if santa cruz ends up with really good performance, it miiiight be closer
but still doubt it
Santa cruz excited me, its a great glass half full compromise with a correct way of dealing with inside out controller occlusion
not up to desktop VR
but I would take that thing out to demo in an instant
it at least gets the controllers useable at least
MR headsets are less than exciting...
and can do stuff like throws and bows
its def not perfect, and is going to be pretty weak vs desktop
but can do a lot with it
Is santa cruz self contained or is it still hooked to PC with a TP cast type deal?
Self contained would be great if it has the same power as switch. All new console class.
NVM I got google
Well, Oculus doesn't have Linux stuff working, so they are limited to Windows and Android.. Windows costs an arm and a leg, and Android is ... Android. So that means they can only go with mobile SoC. I am not sure what's inside Switch, but I recall it's powered by Android. So if Oculus can get together with Nvidia, I am sure Santa Cruz can be pretty powerful.
it runs 720p in undocked mode...
its not terrible, but you can't really compare it to the other two console
more so with VR
Switch VR is so awesome
What kind of impression do you want to leave on your consumers? Do this thoughtfully and they'll never forget you. Learn some of the best ways to build memor...
Vertigo Games will talk about their experience of developing Skyworld and how many of the lessons learned from creating VR shooter, Arizona Sunshine, are tra...
Do you guys develop with an HTC Vive or Oculus? Please @ me if you reply. 😃
@mossy vector HTC
@mossy vector GearVR and Oculus Rift, but mostly GearVR at the moment
But developing for VR is the same?
Well... i guess... you are supposed to use the forward renderer on VR... so... that's the same
@mossy vector Vive, Oculus and PSVR
but on mobile VR your confined to this dark little cell called OpenGL ES2 where nothing works as it should...
I had no issues with GLES 2
The pain of developing for Gear VR comes from the fact that you have to build apk every time you need to test your project.
(Unless you need to test general gamepay)
YES i have the same with pixel and arcore, 15-20 minutes to pack to phjone ugh
how to make a rotation similar to echo arena or vrchat?
@analog topaz Can you describe it? Haven't played them
they don't have smooth rotation, they rotate certain amount of degrees ib chunks
in*
You offset your pawn's rotation, that's all.
So on input for rotate right, you offset by whatever amount you want to the right
And vice versa
I can show you if you want
You need to 'set rotation' and give it the offset math
Oh
So you mean one button click and it offsets to X rotation but in chunks?
Or every time you click it offsets
tes
Which one
every time i click it will offset me
So one chunk per click
either left or right depednign on theaxis direction
How many degrees per click?
i will test how many degrees looks suitable i just wanna know how 😄
let's 25 degrees
depnign on the axis input
One sec
ok ty btw ❤
@uneven moon
that's what i have atm , and this is giving me smooth rotation
Because you're using 'add world rotation' and delta usually refers to time or frames, so it makes sense that it's transitioning there
What you want is 'set world rotation'
Here is an example:
You get your current rotation and then you offset by whatever amount you want
ok thanks i will give it a try now
Whoops, meant to connect the get actor rotation as well
If you're doing this inside your pawn, you can leave it as a reference to self.
that won't work correctly in roomscale
hmm, I did that for a roomscale project
,it's just a vr scene with movments not teleportation
let me double check.
when you walk away from room center
you are still rotating from room center
so it will MOVE you as well
my target is the collision of the pawn
so i think everythign will be moving with that collision since it is the parent
no
headsets are offset in relative space to the root
when you rotate the root, you rotate that offset as well
Morden's right, it makes sense. My scene was very dark so I couldn't tell
you have to rotate using the HMD as a pivot point
emm
so this sit is wrong? although i couldn't get collision to work if it was the parent
the scene root i mean
collision won't work correctly either, if you want collision you need to attach a capsule to the camera and sweep off of that before hand, or repurpose a character
that capsule is left sitting in the center of your playspace
that's true i sometimes find the capsul sitting away alittle bit
shoot...I just posted a rotation blueprint setup for someone in here, lemme find it
😄
meh, can't find it, but the logic is simple