#virtual-reality

1 messages · Page 143 of 1

tired tree
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I do a sweep check on one of my grips where it transitions to constrained when it impacts a blocker

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and while it is noticable if you look for it, it isn't that bad at all, even at speed

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granted I turn off late update during collision too...so that helps

little nacelle
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It's not a problem if there is a little 1 Frame latency, when you say manually sweep, what do you mean?

tired tree
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sweep the collision shape of it, you don't have to move the object when running a sweep test.

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but if you are moving it, does it have proper collision?

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mmm, actually forgot that it warns about sweeping skeletal mesh, it only uses the primary collision shape

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disabled that warning a long time ago

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but it doesn't keep you from childing it to a collision shape and sweeping that

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regardless though, sweeping hands isn't going to be very pretty for collision

little nacelle
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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?

tired tree
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it just stops dead in place and rotates around with your hand movements, no flattening or clean transition.

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can stop rotation when sweep collides..but its still not very elegant

little nacelle
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yes I see, that's good for me though, It's even less pretty to go through objects, what do you personnally think?

tired tree
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depends, you can ghost hands when going through things, or hide them

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depends on how much it ruins the gameplay, because the hard stop is immersion breaking too

little nacelle
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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.

wicked oak
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some games do the ghosting thing

tired tree
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can use both

wicked oak
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i think echo arena does

tired tree
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ghost and primary

wicked oak
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becouse their hands are physical

tired tree
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until they are lined up

wicked oak
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and with IKs on the fingers and other fancy stuff

tired tree
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ie: motion controller and hand are outside of a radius of each other, you show the ghost hand

little nacelle
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yeah yeah, both is what I thought about.
Oh cool, I'll take a look at this game

tired tree
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that way the player doesn't "lose" positional clarity

little nacelle
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yes yes that's cool

tulip surge
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@glossy agate that Self Shadow where is it?

glossy agate
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Guess you can't do it on static meshes unfortunetaly.

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Thought you could before for some reason.

tulip surge
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Ive been reading so much about this foliage static/stationary lighting but its all so vague

mighty carbon
full junco
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update on lighthouse 2.0!

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$60 per base station

granite jacinth
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cheap

full junco
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definitely cheaper than the $135 HTC currently wants for one base station, but can't really compare those prices

granite jacinth
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I wonder if more than 2 will do anything

full junco
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read the post, they explain it

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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.

granite jacinth
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hmmm

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so it's smaller range?

full junco
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?

granite jacinth
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what's the current max size now?

full junco
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5x5

granite jacinth
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hmm, thought it was bigger

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k, so nice

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it quadruples it

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that's how math works right?

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;0

full junco
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well I think you can always go bigger, but those numbers are for still having perfect accuracy

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5x5 is 25 m², 10x10 is 100 m², so you get 4 times as much space with only 2 times as many base stations

granite jacinth
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Aye

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My math is spoton

full junco
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I find this wording very interesting:

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These units will not work with existing HTC Vives.

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it can be read as there will be a new HTC Vive

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so valve basically comfirmed there will be a new vive or some vive refresh that supports the new base stations

granite jacinth
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Yeah, on top of their new lenses

full junco
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what new lenses?

granite jacinth
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ohh, you don't know?

full junco
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can't remember reading anything about new lenses

granite jacinth
full junco
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thanks

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The lenses, which are designed to support the next generation of room-scale virtual reality, optimize the user’s perceived tracking experience

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I don't see how lenses are related to tracking

granite jacinth
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never said that

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it was related to confirmation of new vive/refresh

full junco
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I didn't quote you, I quoted the article you linked

granite jacinth
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Ohhhhhhhhh

full junco
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I wonder if Pimax is already using those lenses from valve

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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

minor dagger
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anyone run into troubles with strange vr view in oculus in 4.17?

tulip surge
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ugh my brain cant take this static light on foliage anymore

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perhaps I should enable cast masked shadow

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didnt Vanishing of Ethan Carter have their VR project open for public? I remember a game had it

tulip surge
wicked oak
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artika 1 has TAA

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and its better than UE4 on 2x super resolution

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without ghosting

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epic learn to TAA plz

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their engine has better graphics than what you can do on unreal engine or unity, actually better than robo recall

mighty carbon
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it's no secret UE4 has the worst AA compare to non-UE4 AAA engines out there (except maybe Unity)

wicked oak
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yeah unity its even worse

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but holy shit, artika 1 shows TAA can ACTUALLY WORK

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if done properly

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i wonder if i can lift the shader with a debugger

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and see whats the exact math formula

mighty carbon
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why not use SMAA from Crysis ?

wicked oak
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becouse SMAA is still not very good

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in VR, TAA is great, alongside MSAA

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the reason is that you dont even need to add micromovement to the camera

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becouse the user will already move a bit

mighty carbon
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I see

wicked oak
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SMAA is essentially FXAA+

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you know how FXAA works on vr

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its kind of shit

mighty carbon
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I haven't tried.. I was actually wondering why it doesn't quite work in VR

wicked oak
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smaa is the same kind of filter as FXAA, just a bit smarter

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FXAA is dumb as shit

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its basically an edge detect filter, and then a blur over the edges

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SMAA is a bit smarter, it tries to look for stair step and has special code to handle a few different cases

mighty carbon
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so, why is it worse than TAA ?

wicked oak
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becouse its a postprocess

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it has to invent the data

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TAA does not invent data

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it uses the data from previos frames

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wich was real data

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this actually makes me realize, what if i go and remove the "jitter" TAA has in unreal

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and see how it goes in VR

mighty carbon
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Is TSSAA stuff publicly available anywhere ?

wicked oak
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pretty sure tsaa is just temporal

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just their own version of it

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Temporal Super Sample AntiAliasing?

mighty carbon
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yeah, sounds like that

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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

wicked oak
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if you could do it "perfect", you would do what guilty gear does

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render the stuff with a custom toon shader

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and then use trickery for the outlines

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that way it would look perfectly sharp

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but as obvious, that isnt that easy

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even in 4.17 wich allows you to do custom shaders, you still have to add it

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you could math it up with an "unlit" material

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fairly easily

mighty carbon
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I can't use "trickery" for outlines since almost every object will have outline

wicked oak
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but then you can only use the light you add as parameters

mighty carbon
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guilty gear is a fighting game with only 2 characters visible on the screen

wicked oak
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have you thougt of using Unlit for your toon objects?

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and actually do the toon math there

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but of course you will only be able to do one directional light or so

mighty carbon
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Oh, I have no issue with cel shading.. I need robust and performant inks

wicked oak
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postprocess is the easy one

alpine torrent
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gazing around objects

wicked oak
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you sure you cant use forward?

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the filter is essentially "find edges, paint black"

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like a sharpen filter

mighty carbon
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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.

tired tree
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the problem was selecting specific objects in forward blanco

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if he applied to everything it would be fine

wicked oak
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isnt motorsep adding it to everything?

tired tree
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but standard practice for filtering out specific is using custom depth

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no

mighty carbon
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not to foliage for sure

wicked oak
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oh

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so, to what?

mighty carbon
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maybe not to debris either as it might look too "busy"

wicked oak
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in a game like Breath of the Wild, its obvious that the characters are in a enterely different pipeline

tired tree
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I can think of a few hackish ways to do it, and some not hackish ways

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but the not hackish ways involve source edits

wicked oak
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you can do breath of the wild with that "unlit" trick

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essentially render the world as usual, and render the characters using unlit material with a toon shader

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wich essentially is just a "if" branch of a dark and a light color depending on the light angle

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check this out

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just made my own

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as you see, it just compares the dot product of the pixel normal at worldspace + some vector wich is the light vector

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plus mesh outline

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without antialiasing tho

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the obvious problem is what i said, that the light vector is just a shader parameter

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it does not get shaded by the environment or anything

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but if you use forward you can get the "is shaded" part in the material, so it could work

granite jacinth
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@wicked oak wtf

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with that simple material, you did that?

wicked oak
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yes, it is that simple

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literally just a dot product check beetween the face normal and the light direction

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with msaa

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but it is completely unlit

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this is exactly the same thing the guilty gear guys do

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and also pretty much the same thing the new zelda does

tired tree
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yeah there is even a marketplace pack that does that

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but has a few "virtual" light sources

sturdy coral
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Does the toon engine branch work with VR and with forward?

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It just adds a new material type like subsurface, hair, cloth, etc

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It should be able to handle lots of lights the same way everything else does

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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.”

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I hope they do go beyond 4

tired tree
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toon branch isn't working with forward currently

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last post in it was even a complaint regarding that

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You can do outlines on every object in the material itself, its just more taxing than as a postprocess

mighty carbon
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well, unlit material will not be affected by shadows, so it's a no go for me..

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I use standard material

glossy agate
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@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.

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May want to split the foliage into more sublevels and increase the lightmap of the level to try and fit it all on there.

mighty carbon
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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)

real needle
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@wicked oak What is driving the alpha for the lerp?

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I tried doing your material to see what unlit might look like in VR

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The "shadowing" effect works but it doesn't care about the directional light

uneven moon
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How would someone get around the performance hit in using a 2d scene capture in a VR sniper game?

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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

real needle
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@uneven moon I'm doing precisely that, at 1024 res but I had to design the entire game around that performance hit

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And I run at 90 on 970/1060

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(however with r.screenpercentage at 100 etc on the lower end cards)

uneven moon
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@real needle So you brought everything else down to compensate?

real needle
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Not down, I had to design everything with that in mind. No dynamic shadows etc

uneven moon
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I can't even hit 90 fps with a 200x200 resolution on the capture though, which seems ridiculous

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Ah fair, I'm using a dynamic light to light my entire level

real needle
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Yeah you might have an issue

uneven moon
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Do you have any moving characters etc. whilst using static lighting?

real needle
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Yeah AI + several players

uneven moon
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How are you shadowing their movement?

real needle
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I don't

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Art also designed around that...

uneven moon
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Unfortunate set-backs but it's still early in VR, I suppose. A stylized, shadowless game seems to be the best shot at it

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I know there have been several games that have incorporated snipers in VR

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Presumably using scene captures and some of them have semi-realistic graphics with shadows, etc.

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Wondering how they pulled that off

real needle
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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

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I played around with Capsule Shadows but they didn't turn out how I wanted

uneven moon
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I have 1 player, one map (medium-sized) with one directional light (dynamic with shadows)

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One scene capture at 200x200 and FPS is like 50-60

real needle
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Stationary?

uneven moon
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Movable

real needle
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Well there you go

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That is very expensive

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And you don't need moveable for dynamic shadows

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Use stationary

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Unless you do some engine mojo, I find it very hard for you to run much at all with moveable on min spec cards

uneven moon
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I get weird artifacts when using stationary

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I kind of like the look with only using a skylight and no shadows, the assets are very stylized anyway

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Thanks though, I learned a bunch

real needle
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Yeah np, try baking your lights

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And check your lightmap resolutions if you're not happy with the shadow bake

uneven moon
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Better performance with unlit?

real needle
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I haven't tested at scale but yes one would assume so

uneven moon
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Have you set up a parallax for your scope?

real needle
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Nope, it's a screen

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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

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Not only materials but other solutions as well... mimicking two lenses etc

uneven moon
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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

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Seems a bit difficult to play with (using a two-handed rifle)

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Sensitivity feels high

real needle
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I had to do more magic than just that to make it playable 😉

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I'll probably write something up when I've released the multiplayer

uneven moon
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Alright awesome

haughty dawn
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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.

uneven moon
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@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

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So place the audio clip in your level, override its attenuation

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Disable auto-activate (unless you want it to play at start)

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Then trigger it whenever you want

haughty dawn
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@uneven moon thanks - I've got a 3DOF scenario, so there's just rotation happening with the pawn. Does attenuation factor in the direction?

uneven moon
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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

haughty dawn
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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.

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I guess I could move cues closer based on where the pawn is looking... but starts feeling quite hacky.

uneven moon
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Not sure what you mean

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The audio will emit from the source

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Maybe your attenuation radius or falloff is too low

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If they sound too quiet, etc.

haughty dawn
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the outer orange sphere is the falloff distance and the inner is the inner sphere of the attenuation

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the selected cue is Center

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this is what the attenuation spheres look like for all the cues.

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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.

uneven moon
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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

haughty dawn
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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.

uneven moon
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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

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Np!

haughty dawn
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Makes sense. Cheers!

tulip surge
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@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

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Might be a warning from Pavlov VR’s plugin or the engine itself idk. Im making maps for Pavlov VR

full junco
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@tulip surge doesn't it look way better if you just increase the lightmap res?

tulip surge
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Idk man Ive tried increasing it in the instanced , the packed and the mesh itself

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The last pics I showed was stationary directional light and static skylight

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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

full junco
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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

tulip surge
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Not even for VR?

full junco
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all games I worked on required fully dynamic lighting

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due to most objects being dynamic

tulip surge
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Hmm I see, Im starting to assume that Vanishing of Ethan Carter vr is also using dynamic light then

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I really thought dynamic light is a real nono for VR

full junco
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well, it kinda is

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takes a lot of time to get working in a good way in VR

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anything that needs more than 1 directional light is pretty much impossible in VR

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so definitely no dynamic point lights or spot lights

tulip surge
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Dont really need more than 1 directional light in the forest

full junco
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and you pretty much have to limit your shadow view distance to something like 10 meters on low end hardware (gtx 970)

tulip surge
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Its only gonna be a small forest with a couple of buildings

full junco
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problem is that foliage in general is super expensive already, so foliage + dynamic lighting is a bad combination

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only works if you start showing the billboard LOD after a very close distance already, and that doesn't look good

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(on a gtx 970)

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on a gtx 1080 you can get it to look quite fine

dusk vigil
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Bake lighting beforehand naturally if at all possible

tulip surge
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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

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I just wonder whats messing it up in static light

full junco
mighty carbon
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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)

full junco
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depends on if you are limited by draw calls or by pixel shader stuff

mighty carbon
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I wouldn't know

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I am just starting making content

full junco
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well you have to think about how many draw calls you expect to have

mighty carbon
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Probably hitting max recommended

full junco
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then less draw calls and more pixel shader cost are probably better

mighty carbon
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Aye, thanks

wicked oak
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@motorsep#8292 i would do it in 1 material

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becouse in VR, drawcalls are even worse

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as they get duplicated

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the pixel cost depends strictly of the size of the object in the screen

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medium range character with high pixel cost is not that much pixel cost after all

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but that medium character with a bunch of materials is a bunch of drawcalls no matter his distance

mighty carbon
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I see.. So masking is what I have to do after all (kinda hate working with complex materials 😛 ) Thanks

wicked oak
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@mighty carbon best is to "flatten" the material

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i think 4.17 adds a feature specifically for that

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it takes a complex material network and flattens it into final albedo/roughness/metallic textures

eternal inlet
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anyone using the spectator screen?

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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

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clearly the bottom one is much brighter (like it's looking in the HMD)

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than the top one, which is how it looks through the spectator screen

uneven moon
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Try making it emissive

eternal inlet
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the spectator screen takes a texture

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not a material

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i also set the Target Gamma to 2

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but it doesn't have any effect

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no matter what values i use

tired tree
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which is weird...since it works for literally everyone else

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but we confirmed you have the same settings

mighty carbon
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can't do that @wicked oak since I'll have some "animation" going on (blinking "lights")

wicked oak
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but thats only the emmisive channel

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you can still bake everything and have the emmisive channel with your logic

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go look at robo recall

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you will find that the objects all have their maps fully baked

mighty carbon
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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")

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I don't think I need to bake anything

eternal inlet
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@tired tree yeah, i feel cursed... even done a blank repro of it

mighty carbon
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if you have a repro case, have you posted it on AnswerHub for Epic to see ?

eternal inlet
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im on it

uneven moon
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How long does EG take to give you access to the PS4 content once you submit the form?

tired tree
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do you have a ps4 devkit?

wicked oak
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@uneven moon 1-3 weeks from form to getting accepted, IF you get accepted

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then they give you access to the Partners website, where you register your company

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takes 1-2 weeks

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and THEN you can get a devkit, and get access to dev websites

uneven moon
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I got accepted into Sony already, I mean on Epic's side

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Giving me access to the PSVR stuff

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To actually port it

wicked oak
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uhm, that makes no sense, You cant join ue4 ps4 dev until you have access to devnet

uneven moon
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I got access to devnet and submitted the application form for UE4 PS4

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Last night

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From now until I can use the PSVR stuff in-engine, what's the wait time like?

wicked oak
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a few days

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now you need to go into TPR and buy your devkit from there

uneven moon
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How much is the devkit? I never saw anything about it while registering

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I saw an article from years ago saying $2.5k, is it still that?

wicked oak
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NDA-d

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on the TPR there is a list of how much each thing costs

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you want to get a ps4pro devkit

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the cost the same as the nonpro ones

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but DEV kit

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not test kit

uneven moon
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Can I still release on the nonpro for VR?

wicked oak
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yes

uneven moon
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hmm

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Can't find it

tired tree
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@eternal inlet Epic uses 2.2 gamma in their Retainer box for gamma correction as well "RenderTarget->TargetGamma = bDynamicMaterialInUse ? 2.2f : 1.0f;"

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because SRBG is enabled with a dynamic material

eternal inlet
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hm... i can see that makes sense

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but how do others get 2.2 gamma?

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i mean, what am i doing wrong/different from others

tired tree
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no idea, because its working for me

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you said you were going to check off of my template? did you ?

eternal inlet
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bwah!

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that was something else i was checking, but will look now

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hmm, u don't have spectator cam setup in your example project

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so could someone pls test my project out and see if they can figure out what i did wrong?

tired tree
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yes I do

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its the camera actor

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when its turned on it switches to spec cm

eternal inlet
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hm

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i'll have to check again

tired tree
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its not placed

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in testing folder

eternal inlet
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i'll check once im done with this mess of a refactor

trail shale
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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

uneven moon
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@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?

wicked oak
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good luck making the game work if you cant debug it

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a testkit is just an unlocked ps4 that runs homebrew

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devkit is the one with logs, remote control, debugging, etc

trail shale
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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?)

tulip surge
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As I thought, the project says : Project does not support stationary skylight

trail shale
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@tulip surge I've tried deleing the directional light

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it made no difference

glossy agate
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@tulip surge That is strange. Works fine for me. Do you have target platform set as mobile or something?

tulip surge
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It should be VR if there is , but I think its because the plugin from Pavlov VR and his template is blocking it

glossy agate
#

@trail shale It says you have 24 movable point lights? Thats a lot

trail shale
#

I'll find them and set them to static....maybe they are rendering from far away?

glossy agate
#

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.

tired tree
#

@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

tulip surge
#

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 😄

eternal inlet
#

@tired tree hm, did i ask about that? can't recall that tbh

tired tree
#

yeah that

tulip surge
tired tree
#

@eternal inlet sorry I know you were working on async is all

#

figured you would run into that at some point

trail shale
#

@glossy agate How do I make those lights ALL static?

glossy agate
#

@tulip surge Awesome, Ill check it out.

eternal inlet
#

@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

tired tree
#

at that point epic might have a solution already anyway

#

so yeah, no worry

tulip surge
#

stationary or static skylight doesnt seem to make a difference anyway but I think I should adress this first :

alpine torrent
#

Oculus Streaming

mighty carbon
#

where can I see it (not in VR) ?

alpine torrent
#

Oculus Connect

mighty carbon
#

lol, Zuck went on stage instead of being in VR 😛

#

ohhh sh#t.. standalone is going to be announced

#

$199, standalone Oculus Go

atomic spire
#

sweet

glad plank
#

wow very cool

mighty carbon
#

Santa Cruz is going to shio next year for devs, with fully tracked controllers !!!

glad plank
#

untethered VR is going to be great once they figure out the tracking

mighty carbon
#

well, sounds like they did.. Looks pretty stable and lagless in the videos

tulip surge
#

yeah it did look pretty good !

mighty carbon
#

quality looks a bit better than Gear VR, but not as good as Rift obviously

glad plank
#

So was that a phone headset? Or was it a wireless PC headset?

alpine torrent
#

standalone headset

glad plank
#

what does that mean?

#

So its not a wireless Oculus rift?

#

lame

alpine torrent
#

Santa cruz is inside out standalone VR headset with controllers

mighty carbon
#

it is standalone o.O Meaning screen and computation power is inside HMD. It's a replacement for Gear VR ($199 vs $900)

glad plank
#

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

wicked oak
#

ill try to get a devkit

glad plank
#

need Gen2 PC headsets

wicked oak
#

after all i did sell 3k dollars on oculus store from DWVR

#

and its on psvr

glad plank
#

not more mobile ones (or mobile power ones)

wicked oak
#

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

alpine torrent
#

standalone ones is free from phone constraints

glad plank
#

yeah, but I am a gamer...

mighty carbon
#

Apple owners can get Oculus Go now..

glad plank
#

lol

wicked oak
#

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

alpine torrent
#

I bet gear vr devs can easy to port they apps to Oculus Go

#

but Project Santa Cruz is a different thing

mighty carbon
#

facial interface looks like Rift's with better materials

wicked oak
#

new lens

#

and new screens

#

SIGNIFICANTLY REDUCED GLARE

glad plank
#

Has there been any word on Gen2 headsets? Really hope Rift 2 gets inside out tracking and wirless.

mighty carbon
#

optics are better than on Rift

wicked oak
#

and 1440p

mighty carbon
#

WQHD screen

#

Fast switch LCD

alpine torrent
#

not sure about the screen

mighty carbon
#

and it has integrated spatial audio drivers

wicked oak
#

yup

#

runs gearVR apps

glad plank
#

So why is there an Oculus Go and Santa Cruz prototype?

mighty carbon
#

UE4 support is already on the way

#

devs get hardware in November

alpine torrent
#

and unity

#

Oculus for business

mighty carbon
#

like for arcades ?

#

or like for providing service to architectural firms ?

wicked oak
#

oculus + touch at 400 dollas forever

mighty carbon
#

$399 for Rift bundle

#

yeah

alpine torrent
#

they feel the pressure from Windows Mixed reality headsets

wicked oak
#

definitely

#

wireless rift plzzzzzzzzz

#

they talking about freedom and stuff

tired tree
#

mmm

#

they did what windows MR were missing

glossy agate
#

How are those getting tracked?

tired tree
#

having additional detectors

glossy agate
#

Flawles outside of the FOV. Does it have the cameras still?

glad plank
#

Why get rid of joysticks

#

trackpads are aweful

#

Worst part of th Vive is the crap trackpad

alpine torrent
#

Windows MR HMD use led dots to fill that view thing but have to say 4 is cool

glossy agate
#

Agree, but its versatile because it gives you 4 buttons along with movement easier than trying to make combos with a joystick

tired tree
#

its still stand alone in the end

mighty carbon
#

I wonder if Santa Cruz will have mobile hardware or custom Nvidia chip

glossy agate
#

wish they had both like windows though.

tired tree
#

going to be limited

#

ib4 oculus rooms

glossy agate
#

close haha

mighty carbon
#

oculus dash looks cool

alpine torrent
#

@tired tree yeah the santa cruz demo there was house build where person was playing

glad plank
#

I dont understand who they are making santa cruz for?

glossy agate
#

Like steam but looks nicer

glad plank
#

is it just going to replace Oculus go in the future?

mighty carbon
#

you can have desktop now in VR

glossy agate
#

Younger gamers I think. For $200 it could be a hot christmas item

glad plank
#

Santa Cruz wont be $200

alpine torrent
#

the Santa Cruz didnt had cameras but ultraviolet in the corners?

mighty carbon
#

different segments

#

for example, Santa Cruz will be invaluable for business where flashy visuals aren't critical

#

but freedom from wires is

wicked oak
#

it seems they will miss the christmas date

glossy agate
#

Oh I thought someone mentioned that number earlier. Guess it was wishfull thinking and not fact

wicked oak
#

for Go

#

wich would be critical

glad plank
#

$200 is fo Go

wicked oak
#

becouse it would fly off the shelves

#

at 200?

#

for high end VR?

#

wait the fuck what

alpine torrent
#

Programming in VR

wicked oak
#

VR coding inside vr

tired tree
#

its just a window

#

overlay

mighty carbon
#

DASHCEPTION

wicked oak
#

still useful tho

tired tree
#

still low ass res

#

going to have to sit right in front of that thing

wicked oak
#

becouse i can move a few variables on unreal without removing the headset

alpine torrent
#

Dash Unreal Dash Engine Dash 4

tired tree
#

now for blueprints.....

#

would be decent for those

glad plank
#

Santa Cruz wont be High end VR. More like a Nintendo switch VR.

alpine torrent
#

React VR

glad plank
#

lil better than mobile but miles behind PC and Console VR

glossy agate
#

@glad plank thats what I was thinking too

wicked oak
#

@tired tree how many times you find yourself editing a couple variables and then getting into vr again

tired tree
#

those avatars really aren't what people are going to want....

wicked oak
#

from blueprint

#

with the overlay you dont need to remove the headset

tired tree
#

I already didn't...

#

there is a steam overlay for windows

#

I just usually don't need it anyway

alpine torrent
#

well standalones are between mobileVR and PC VR

analog topaz
#

hey guys, how can i make a rotation similuar to Echo Arena?

wicked oak
#

hey that home stuff is hella neat

#

the cartridges is an idea i had for a prototype lol

glad plank
#

I want Arcade machines that play old school games in home 😛

wicked oak
#

so its unreal

#

interesting

glad plank
#

Like that one arcade app

tired tree
#

mmm

#

the entire home app is?...interesting

#

would have assumed unity

glossy agate
#

@wicked oak AZ sunshine uses it too

analog topaz
#

i was only able to acheive smooth rotation, but i want it to look like echo arena,

glad plank
#

wait what? This uses UE4?

#

So we can make home spaces in UE4?

alpine torrent
#

ok Oculus Home totally make closer to Windows MR HMD

tired tree
#

windows MR HMD isn't that good....

mighty carbon
#

it better run smooth like butter

alpine torrent
#

@mighty carbon you going to run it in your laptop without discrete GPU?

mighty carbon
#

no, but if you have UE4-powered Home running with another UE4 app/game, you might have horrible performance

#

(not directly related to UE4)

tulip surge
#

40% 😮

mighty carbon
#

that's why it would have been nice for Home to be a slim standalone app

alpine torrent
#

VR game with multiview interesting

halcyon island
#

is there an AR channel on here

wicked oak
#

@alpine torrent its called instanced stereo

#

its been in unreal since 4.11

mighty carbon
#

damn, avatars are cool

wicked oak
#

holy fuck "realistic look"

#

XD

mighty carbon
#

how the hell do they track eyes ?!

glad plank
#

They arent tracking eyes

#

they are rotating the eyes to track objects

mighty carbon
#

well, they move

wicked oak
#

automatic

#

probably just point to whatever you have grabbed

glad plank
#

I meant they are not tracking your actual eyes

mighty carbon
#

why they keep saying "for free" ?! I would expect anything that comes for devs to be free.

wicked oak
#

a feed

#

oh god yes

mighty carbon
#

they are still pushing mobile ahead of desktop

glad plank
#

yeah, its annoying

#

is pc vr dead moving forward?

wicked oak
#

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

mighty carbon
#

what makes you think that @wicked oak ?

glad plank
#

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.

wicked oak
#

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

glad plank
#

1080p Wirless is bledding edge right now

#

4k aint happening

wicked oak
#

have you seen the vive wireless thing?

#

people report it does work

glad plank
#

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

tired tree
#

oh cool, mobile apps with tracked controllers 😴

alpine torrent
#

HTC have phones and Vive so wireless VR should work

tired tree
#

...

#

he is talking about wireless from PC

alpine torrent
#

I mean both

tired tree
#

these 360 videos are like 2 years old....

#

they didn't have anything new?

glad plank
#

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.

full junco
#

async reprojection works quite well, my game has 5 fps and rotational movement still feels pretty smooth 😂

glad plank
#

I can tell reprojecting is going on and it irritates me. The tracking gets real jittery.

full junco
#

well, at 5 fps the tracking feels... "not perfect"

alpine torrent
#

soon we have similar screen as Nintendo 3Ds

mighty carbon
#

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

full junco
#

price for Santa Cruz?

glad plank
#

no price

#

its in dev

full junco
#

release date?

glad plank
#

no release da

#

date

full junco
#

so it's nothing

glad plank
#

its in dev lol

#

yup

mighty carbon
#

in 2018 you can get hardware prototype (dev kit)

glad plank
#

its a prototype

mighty carbon
#

seems a way better than Windows MR

#

(plus no wires)

full junco
#

with being limited to gearvr graphics * 2 it's far away from the windows headsets

mighty carbon
#

we don't know yet

#

and it's wires free

alpine torrent
#

and Windows MR headsets evolve in that time and can be go to standalone/mobile

mighty carbon
#

mobile and Windows don't match 😛

alpine torrent
#

@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

mighty carbon
#

I know they shut down their mobile business

#

and no one is rushing to use mobile Windows in their devices

tired tree
#

their phones were actually really good....

mighty carbon
#

Lone Echo 2 is coming ?!

tired tree
#

they just didn't have the app support to get people to buy them

mighty carbon
#

there gotta be a reason why people wouldn't buy windows phones and devs did want to make apps for it

alpine torrent
#

Microsoft marketing division have failed in that

tired tree
#

not really? they just weren't android or iphones

#

they were late to the party

mighty carbon
#

if they were great phones, they would have found a solid market share

#

Blackberry is still around, but powered by Android

tired tree
#

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

alpine torrent
#

bad support from Microsoft side

mighty carbon
#

@wicked oak I think Oculus Go is Android powered

#

most likely custom and slim

glossy agate
#

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?

tired tree
#

?

mighty carbon
#

they will probably use Oculus SDK features

tired tree
#

that will be a different player base

#

the default onward uses steam for servers

glossy agate
#

Yeah, thats what I thought, but it would be a bad idea to split the player base.

tired tree
#

it doesn't

#

they can still play on steam

#

if the oculus home player base is dead that is

glossy agate
#

Whats the point of putting it on occulus home then?

tired tree
#

reaches people that don't use steam i guess? Maybe got paid for it? dunno....

glossy agate
#

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.

alpine torrent
#

think have Steam hub in teh oculus home

mighty carbon
#

damn, that journalist doesn't let Abrash talk (or Abrash doesn't want to talk or has nothing new to say)

tired tree
#

steam hub in oculus home? lol you are dreaming

#

unless you mean launching from

#

because that works

wicked oak
#

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

tulip surge
#

it got fixed, Jan Kaluza found that I had my ambient occlusion set up poorly, this is static light 😄

alpine torrent
#

if Oculus Home work similar fashion like Windows MR HMD similar to home

glossy agate
#

Nice, you got the shadows to soften up too.

#

You fix the lightmass issues on the foliage too?

tulip surge
#

yeah I've got a world settings lightmap size of 4k now

#

it was a test but its still on

mighty carbon
#

what settings did you have to tweak in AO ?

#

@tulip surge ^^

tulip surge
#

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

mighty carbon
#

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

dusk vigil
#

labours of love...

mighty carbon
#

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.

mighty carbon
#

by M. Abrash

#

long read

granite jacinth
#

Wonder if we will see another price drop on Vives

#

Especially around Blackfriday/Cyberweek

#

Rift permadropping that price makes it look a bit silly

digital marlin
#

who knows

upbeat kestrel
vagrant mantle
#

VR loading screen, is it possible?

full junco
#

yes

vagrant mantle
#

@full junco how to do?

full junco
#

you don't like writing full sentences, right? 😛

vagrant mantle
#

@full junco Yeah!

full junco
#

look at the set splash screen node or something similar

vagrant mantle
#

Okay I ll try that

spiral zephyr
mighty carbon
#

positional tracking using ARCore with Gear VR

#

(or so they say)

mighty carbon
#

soo, can it be done with UE4 for Gear VR ?

spiral zephyr
#

Cool. tracking is brilliant with arcore. didnt know it could be combined withgear

mighty carbon
#

me neither

#

I am just wondering how it can be done with UE 4.18, if even possible at all

spiral zephyr
#

no idea. SHOULD be.

tired tree
#

yea, you could get it

#

obviously the tracking there was stuttering quite a bit

spiral zephyr
#

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

minor dagger
#

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...

sharp swan
noble charm
#

@minor dagger works fine over here

tired tree
#

@minor dagger sounds like you are launching two 2 players in editor

mighty carbon
#

@tired tree how can I get positional tracking working in my Gear VR project using ARCore ?

tired tree
#

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

mighty carbon
#

I see..

tired tree
#

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

minor dagger
#

nope, I'm playing in packaged game

#

it looks like paralax effect sometimes, which is little crazy

spiral zephyr
#

googles template project

mighty carbon
#

I guess when it's something I can do with a few clicks, I'll follow up on it 😉

tired tree
#

ah so it does have some BP

#

weird that they only list the f structures in their outline

spiral zephyr
#

yeah, guess its later or something. they mention the template bp in guide though.

#

its very good IMO, the template bp. simple and powerful

chilly thicket
#

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.

chilly thicket
#

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?

tired tree
#

get the forward vector for the controller.....

#

Handrotation ->ForwardVector

#

that is the upward / downward angle and direction of the hand

glossy agate
#

@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

chilly thicket
#

What do I do with the forward vector, though?

tired tree
#

that is the direction you launch it in

#

then multiple it by a velocity

#

the velocity and direction define the arc

chilly thicket
#

Yeah.

tired tree
#

(WorldRotation.GetForwardVector) * VelocityScalerFloat

chilly thicket
#

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.

#

😄

tired tree
#

its not an angle

#

it is a direction in world space

mighty carbon
#

Carmack is talking

tired tree
#

direction of 0 is X forward, well not really...but base dir is

chilly thicket
#

Ah, okay.

tired tree
#

PredictProjectilePathByObjectType is what epic uses btw

#

you don't need to use the advanced one

chilly thicket
#

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.

tired tree
#

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

chilly thicket
#

Yeah.

quartz acorn
#

Just wanted to which AR API should be perfect to choose, I am trying OpenCV at the moment

mighty carbon
#

ok, Oculus Go is Android based

#

custom Android

sly elk
#

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

mighty carbon
#

since Carmack been mentioning Qualcomm a lot, I assume some Snapdragon SoC is in the Go.

chilly thicket
#

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.

mighty carbon
#

Awesome keynote.. I hope someone will record hallways talk and put it on youtube

tulip surge
#

But its on preview so its still gonna be better with a higher one

glossy agate
#

Are those speed tree trees?

mighty carbon
#

so, no one cares for OC4 here ? o.O So much awesome info

tired tree
#

it was good listening

#

nothing huge though

#

if you follow his twitter most of it was previous statements anyway

full junco
#

@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

wicked oak
#

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

full junco
#

about what stuff is he talking that I should find interesting?

tired tree
#

everything he said is interesting

#

but like I said, he says all of it through out the year anyway

full junco
#

well, I also don't follow him on twitter. I follow elon musk and spacex on twitter, thats enough for me. and tim sweeney 😄

tired tree
#

this talk of his was one of his weaker ones for really interesting things, a lot of hardware tradeoff talk and this/that comparisons

full junco
#

isn't he mostly doing mobile vr stuff?

tired tree
#

yeah.....

#

he is why all of the new features come to gearvr first

#

:p

full junco
#

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 😛

tired tree
#

GO is coming out

#

its a standalone gearvr

#

so yeah..there is some push to drive it

full junco
#

I don't expect that to be too successfull

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a lot of gearvr users got gearvr for free I think?

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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

tulip surge
#

Yeah they are Ryan

wintry escarp
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gearvr is only cheap if you can afford a $600+ phone

full junco
#

for some reason a lot of people are willing to do that

#

did epic show any "dynamic res feature" related to VR on WWDC?

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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?

mighty carbon
#

He talked about foveted rendering

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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 )

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also talked about large fov and downside of it

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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

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I think GO could be more successful than Gear VR simply because people who will buy it are genuinely interested and invested in VR

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Gear VR people generally don't care.. They want Fallout 4 VR for $4.99.

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I hope controller for Go is less drifty than for Gear VR

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also Apple users can buy Go, and that's a huge crowd.

dusk vigil
wicked oak
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@dusk vigil how much?

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did it cost

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becouse i would have use for one like that

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@mighty carbon i also see it being more popular than gear

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and it is more powerful

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oculus controlling the stack means no bullshit software running in the background

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wich is something carmack said

dusk vigil
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150 euro + shipping. A bit expensive, but it's really been worth it cos we do a lot of travelling with them

wicked oak
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as gearvr is a phone, the carriers install shit on it, and other background cruft

mighty carbon
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oh I have no doubt

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but what SoC will it use? RAM? Vulkan or not ? Questions.. questions..

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If it's Qualcomm 845 it would be great

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but I think it's 835

tired tree
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@mighty carbon he talked about lens matched shading

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and that they haven't been working on actal foveated rendering

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so no...nothing that interesting

sly elk
#

anyone have experience with desktop VR running at full spec on a laptop that claims to be VR ready? I'

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I'm skeptical

mighty carbon
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vblanco does that @sly elk

sly elk
#

alternatively I could build a small form factor PC and pack everything into a pelican case..

dusk vigil
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We run GL702VMs with 1060 cards. No problems.

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Those worldmovr cases have a nice idea in the sense that they aim for minimum setup / teardown

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But they don't even tell the price up front, so they are probably hella expensive

sly elk
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Yeah. I have met the guy that makes them but im guessing its out of my budget since no prices on the site

dusk vigil
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We looked into custom building sff cases but it's just too much hassle

mighty carbon
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@wicked oak if I get a dev kit, I'll what it's capable of 😉

dusk vigil
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One finnish guy made an sff build with tiny lcd screen / projector, it was pretty cool

tired tree
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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

wicked oak
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@sly elk i have one of those ultramonster MSI laptops

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it plays VR better than my desktop with a desktop 970

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(having a mobile 1070)

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expensive tho

sly elk
#

okay good to know. You are on vive?

wicked oak
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im on everything

sly elk
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worried about 3 sensor ocvulus tracking and USB issues

wicked oak
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not an issue becouse you arent going to use 3 sensors with a laptop

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becouse the laptop is to carry the vr setup around

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you probably wont start putting sensors everywhere

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i use 2 sensors every time

mighty carbon
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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.

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2 sensor (front facing) setup is the thing with Oculus for trade shows

dusk vigil
mighty carbon
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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).

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can't do that with Rift/Vive.

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@wicked oak do you think Go can get close to PSVR non-Pro visuals ?

wicked oak
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no

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psvr is weak but its not a mobile phone

mighty carbon
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what about PS3 visuals? 😃

wicked oak
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if santa cruz ends up with really good performance, it miiiight be closer

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but still doubt it

tired tree
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Santa cruz excited me, its a great glass half full compromise with a correct way of dealing with inside out controller occlusion

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not up to desktop VR

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but I would take that thing out to demo in an instant

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it at least gets the controllers useable at least

wicked oak
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not like certain microsoft thing

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they were clear saying it has much higher FoV

tired tree
#

MR headsets are less than exciting...

wicked oak
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and can do stuff like throws and bows

tired tree
#

its def not perfect, and is going to be pretty weak vs desktop

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but can do a lot with it

glossy agate
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Is santa cruz self contained or is it still hooked to PC with a TP cast type deal?

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Self contained would be great if it has the same power as switch. All new console class.

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NVM I got google

mighty carbon
#

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.

tired tree
#

switch is weak as hell when undocked.......

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and that is without vr

mighty carbon
#

oh

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I was under impression it was pretty solid

tired tree
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it runs 720p in undocked mode...

tired tree
#

its not terrible, but you can't really compare it to the other two console

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more so with VR

granite jacinth
#

Switch VR is so awesome

mighty carbon
mossy vector
#

Do you guys develop with an HTC Vive or Oculus? Please @ me if you reply. 😃

digital marlin
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@mossy vector HTC

nocturne sky
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@mossy vector GearVR and Oculus Rift, but mostly GearVR at the moment

mossy vector
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But developing for VR is the same?

nocturne sky
#

Well... i guess... you are supposed to use the forward renderer on VR... so... that's the same

uneven moon
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@mossy vector Vive, Oculus and PSVR

nocturne sky
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but on mobile VR your confined to this dark little cell called OpenGL ES2 where nothing works as it should...

mighty carbon
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I had no issues with GLES 2

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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.

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(Unless you need to test general gamepay)

spiral zephyr
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YES i have the same with pixel and arcore, 15-20 minutes to pack to phjone ugh

analog topaz
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how to make a rotation similar to echo arena or vrchat?

uneven moon
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@analog topaz Can you describe it? Haven't played them

analog topaz
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they don't have smooth rotation, they rotate certain amount of degrees ib chunks

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in*

uneven moon
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You offset your pawn's rotation, that's all.

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So on input for rotate right, you offset by whatever amount you want to the right

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And vice versa

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I can show you if you want

analog topaz
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yes but that give me smooth rotation

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i want it to be in chunks

uneven moon
#

You need to 'set rotation' and give it the offset math

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Oh

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So you mean one button click and it offsets to X rotation but in chunks?

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Or every time you click it offsets

analog topaz
#

tes

uneven moon
#

Which one

analog topaz
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every time i click it will offset me

uneven moon
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So one chunk per click

analog topaz
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either left or right depednign on theaxis direction

uneven moon
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How many degrees per click?

analog topaz
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i will test how many degrees looks suitable i just wanna know how 😄

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let's 25 degrees

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depnign on the axis input

uneven moon
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One sec

analog topaz
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ok ty btw ❤

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that's what i have atm , and this is giving me smooth rotation

uneven moon
#

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'

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Here is an example:

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You get your current rotation and then you offset by whatever amount you want

analog topaz
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ok thanks i will give it a try now

uneven moon
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Whoops, meant to connect the get actor rotation as well

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If you're doing this inside your pawn, you can leave it as a reference to self.

tired tree
#

that won't work correctly in roomscale

uneven moon
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hmm, I did that for a roomscale project

analog topaz
#

,it's just a vr scene with movments not teleportation

uneven moon
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let me double check.

tired tree
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when you walk away from room center

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you are still rotating from room center

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so it will MOVE you as well

analog topaz
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my target is the collision of the pawn

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so i think everythign will be moving with that collision since it is the parent

tired tree
#

no

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headsets are offset in relative space to the root

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when you rotate the root, you rotate that offset as well

uneven moon
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Morden's right, it makes sense. My scene was very dark so I couldn't tell

analog topaz
tired tree
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you have to rotate using the HMD as a pivot point

analog topaz
#

emm

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so this sit is wrong? although i couldn't get collision to work if it was the parent

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the scene root i mean

tired tree
#

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

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that capsule is left sitting in the center of your playspace

analog topaz
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that's true i sometimes find the capsul sitting away alittle bit

tired tree
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shoot...I just posted a rotation blueprint setup for someone in here, lemme find it

analog topaz
#

😄

tired tree
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meh, can't find it, but the logic is simple