#virtual-reality
1 messages ยท Page 144 of 1
i will let u know, am just tryign to get my headset to work it's giving me please wait for some reason ๐
NewRotation.RotateVector(CameraRelativeLocation) - OriginalRotation.RotateVector(CameraRelativeLocation)
apply that as a positional delta
now the hmd height is broken :/
i asked about something got distracted by something else, which gave me another issue to troubleshoot ๐
How are you setting the HMD height to begin with?
This is 4.16, I believe 4.17 has new/different names for the HMDs
At beginplay, inside your pawn ^
What's happening with your height now?
it starts at the capsul height
At play or after you make a rotation?
i haven't added ur rotation yet
t
the camera starts at top
when am sitting when i stand up it goes even height
higher
Did you change collision settings or anything on anything?
it happened cuz i changed the scene root to vr orgin and didn't use undo to undo
i manually sert back everything
ah okay, all good?
no it is broken since then ๐
i have the camera position in the bp at -88
capsul halfheight is 88
i spawn at height 176 cm while sitting
when i stand up i go around 230 cm, ( tested with a bsp box)
You shouldn't alter your camera's height manually
Leave it at 0, 0, 0
And allow the tracking origin set to determine its height
Yes but I'm not sure if it's an off-set from 0, 0, 0 or if it overrides the camera's location completely
I'm assuming 0, 0, 0 is the floor level
That it checks for
Hard to say without looking at the project entirely
If you have TeamViewer I can take a look that way
going to pm u
ok
camera overrides its own height automatically
the vrroot is what defines the starting location
you could optimize it
i don't think so
static lighting, disable shadows where you can, minimal reflections
pretty much everything in there is reflective to some extent
@uneven moon savior of the day
๐
why whenever i hti an object too hard it flies away out of the blocks around it ?
movable physics simulating object
increase weight
for some reason i thought decreasing weight gonna work better
but increasing it made it better gonna increase more till it works fine
thx sir!
@uneven moon any other ways? cuz it doesn't seeem to fix it
sometimes by just letting go of it
sometimes by trying to put it on a table
it shoots up like a cnnon going through the ceiling
if you let it go while inside of another mesh, it will jump
what happens if you let it go in mid-air?
how to reduce that jump effect?
if i throw it in mid air sometimes it disappear even if it didn't collide with anythign else
some other times it colide normaly
it's colliding with something invisible, possibly your capsule if it's not centered with your camera
as for the jump effect
not that I know of
i have capsul visible, and i have it to ignore colliding with physical actors
I think you could just check for that and move it to the surface if it happens
oh
any other invisible objects?
nope i have collisions hown
what object are you using and what level is it in? Templates?
yes but i changed the meshs
not the template level
but the template blueprint for grap
objects but i changed cubes to shoes and bags
ah okay so,
do your meshes have collisions? if they were generated by UE4 by default then they likely won't be accurate and will be something like a cube, maybe. which would explain the invisible collision
open up your mesh and click on collisions > show simple
see if the collision bounds are accurately mapped
if not, delete the one that's there
and create a new one, something more complex
that will take on the shape of your mesh
that should fix one problem
are you picking up objects with a bag?
no the bag is one of the objects iam pickign with my hand
yes sometimes not always
what about your hand? what mesh?
but hands has no collision while am not griping
i mean my hand can go through them unless i click the tricker
trigger
when they ar ephysics enabled already?
and you don't turn collision on during the grip? many do that
not sure, but the cubes in the template map works fine
are there multiple components on the object
what do u mean ?
like two meshes on the same actor
no
each acor has it's own mesh
it's a mesh issue cuz i replaced them with other meshes
they worked fine
is that a virtual store ?
yep
lol
no it's so far away from that
i just added ingame browser widget thing
to redirect to there whenever u u click it
well, the thing is that IAP isn't implemented in UE4.. So it's odd that you haven't gotten important part working first ๐
but it's only for viewing nothing else
and that web browser thing is for the fun of it
simplfied box collision fixed it
oh, I see.. Cool ๐
tha'ts what u get for free ๐
@analog topaz I switched all my grabs over to traces and got rid of the collision meshes. I found having collision on the hands was likely to interfere with other collision based gameplay functionality.
yes apparently it's not best practice, but so far simple collision fixed the issue for me,
currently working on issue number #9000 ๐
@sly elk I always ran traces for grabs, but I added a fallback overlap because the trace will fail if the hand is inside of an object entirely
I'm trying to rotate my motion controller itself but it keeps defaulting its rotation, any reason I can't change it?
yeah..the motion controllers rotate themselves each tick, why do you want to manually change it
i haven't run into that issue of the trace failing. But I start my trace right around the root of the wrist
I run base of palm forward
but if they are wrist deep into an object that trace would fail
having a problem with it changing the rotation of my hand mesh at one point but I figured out how to fix it just now
nice, i was googling that t ohelp out ๐
hey @uneven moon that's how it worked for me looks almost exactly like echo arena
the rotation thing
@analog topaz did you want set increments or it to scale based on thumb position?
because that one can end up rotating only like 1 degreee
or zero
That OVR lip sync sounds cool. Rec room avatars on steroids
if only we could feed wav files to it for NPCs to have proper lip-sync
far from proper...
regardless the lip sync SDK COULD be passed recorded audio
if you really wanted to
Probably easier to use the existing solutions for now. I know there are a few. Maybe even one for Blender
nah, I'd not want to animate lips in Blender and then mess with it in UE4.. Procedural (via Avatars SDK) is a way to go, even if it's not perfect.
you still need blend targets
yes i used the thumbstick cuz i wanted to rotate left and right, so i take the value from the axis multiply it with the floatxfloat
and when i am not using the thumbstic the value is 0 so there would be no rotation @tired tree
cuz when i used it without that it kept rotation endlessly
Yeah its just for the blend shapes, but maya plugins like voice-o-matic or whatever will blend acording to the audio track for you.
Alvo looks cool, but pretty much all the anims are keyed in the trailer, not user directed. Gotta see how it actually looks.
@analog topaz you are trying to snap turn though, right now if it is an axis value of like 0.5 you only turn 10 units
oh do u mean i can make a stable number out of this axis?
you can take that axis value, get Sign of it and multiply by the angle you want to turn
liek everytime i click it it will give me a certain value
or the minus of this value depening on which direction i pull the thumbstic?
yeah, get sign of it
will return -1 or 1
and ignore the 0.0 - 1.0
you can dead zone by branching axis < deadzone value
so it won't do it unless the stick is moved more than a bit over
ok i will try that
can't tell the differrence when i test
is that how to set it ? @tired tree
no, branch off of the axis > deadzone
on true, get sign of the axis and multiply it by that turn amount
oh, have to ABS the axis before the branch too
also you wouldn't notice a difference if you are pushing it all the way down, it is if you hold it only a little down that you should notice
can't get it to work, but it is not needed atm, i mean it's nic eto turn slower if u won't pull all the way back ๐ i gonna read abit about abs and other nodes before i try to apply them on something
thanks for showign me teh way tho
are you not using VR Expansion plugin @analog topaz ?
Hey guys, working on one VR project and I'm using the VR template. What Is driving me insane is that for some reason grabbing (attaching) an object in the right hand works fine, but grabbing an object with the left greatly changes the orientation of the object, even though in both cases the object is supposed to be snapping to a socket position.
In the VR template the only difference b/t the two hands is the Hand enum, which causes the left hand mesh to be world scaled to x:1 y:1 z:-1 to flip it on it's local axis. How does this affect skeletal mesh sockets?
@mighty carbon nope
Yey kinda looks ok, just so desaturated because its a screenshot from the monitor, ingame doesnt work for me
I can finally show the game I've been working on with my new company!
www.redmattergame.com www.verticalrobot.com Red Matter is a story-driven VR puzzle adventure game set during a dystopian Sci-Fi Cold War. Take on the role of...
we are just 7 spaniards working from home through discord. So be gentle ๐
Madrid!
ill be showing my game at madrid gaming experience soon, will you be there?
I could probably make it ๐
Can't get around using a 2d scene capture for a VR sniper scope, even with a low res of 250x250 the FPS drops on lower-end systems I had some guys test
Only solution is to use skylight in a shadowless game
How do other games get around this? Onward, one example
@raven halo cool use of the pickup mechanic
@wicked oak you just lerp a particle along the trace line or using actual projectiles?
its a static mesh
with a fancy material
for the projectile
the muzzle is a mesh based particle effect (so its fully 3d)
and the impact hit is gpu sparks
im happy with how it looks, but the muzzle is still possible to improve a lot
the projectile and impact hit are fine as that
maybe i port them to DWVR
as they look quite good
@glossy agate on the muzzle, im open for suggestions
most muzzle fx are some kind of smoke simulation wich is 2d
Right on. Isn't that a pretty big perf hit to use actual projectiles, or just too low of a number to matter?
this new system is actually more optimal than the one in DWVR
DWVR can get to 100 CONCURRENT projectiles at once per frame
and ive tested it with even more intense stuf
if there is truly an issue with it
then i can make the projectile mesh be an instanced mesh
and use 1 mesh for all the projectiles of a given type
I have tried 2d and 3D muzzle flash. The 3D ones I have are ugly though like white cones in VR
Oh cool. 100 concurrent is a lot
the one i have in that video is a warped cylinder with a fire-ish material
the particle effect spawns a bunch of them and fades them
Man I need to work on my game this weekend but all these good fall games are coming out distracting me and making me feel guilty haha
Anyone else here tried fortnite? I played it to see if they had anything interesting in there hoping I could copy VOIP if they opened up the modding system, but the game has no VOIP haha. Super hard to play squads like that.
do you pool proectiles or make and kill them as needed?
I was hoping c++ would avoid GC hiccups
thats ue4 stuff
ue4 hates the hell out of you spawn/deleteing actors constantly
stresses the gc too much
even without gc, spawning stuff is expensive and shouldn't be done often if it's not absolutely needed
Still can't find any tutorials about objects pool
becouse its a generic programming thing
@mighty carbon the idea is very, very simple
you dont create and delete
you reuse
instead of spawning a projetile and then destroying it
you ask your pool object for a projectile
if there are "free" projectiles, then it gives you one
if there arent, it creates a new projectile and adds it to the pool
when a projectile gets deleted, it doesnt
it gets deactivated
and sleeps
So I have an array with object references, where I spawn an object once and fill the array with its references ?
and when you ask for more projectiles, the system just gives you one of the deactivated ones
yes
no, you dont spawn once
first of all, your projectiles should have "activate" and "deactivate" logic
the pool system just creates an array of projectiles
and when a projectile is "destroyed", it doesnt really get destroyed
it gets deactivated
when you need to shoot a projectile, then you grab a deactivated projectile from the pool and reactivate it
essentially reusing it constantly
Still over my head, sorry
of course, if you can have 20 projectiles flying at a time, the pool will be 20 projectiles
mine gets to around 70
@mighty carbon there is a marketplace plugin that does it for like $4 I think. Pretty cool because it runs tons of stuff for cheap
yeah its a good starting point
but it wont make your stuff work
you will still need to be careful that your activation/deactivation functions work properly
and that is the trickyest part
Yeah, I was going to get it, but always see people complaining about things
becouse casuasl
making your own pool is trivial, in fact my projectile pool code is like 20 lines
https://www.unrealengine.com/marketplace/object-pool-plugin actually $10. Was like $5 on sale I guess
essentially it just has a "get projectile" function
the function searches the array of current projectiles, and returns one
literally all it is
the FProjectilePool is a struct that contains a projectile class and a AProjectile array
just so i have one pool array per projectile class
but you can have a single one for all projectiles just fine
jsut with a tiny change
Hello there! I have a question.
Is it better, to save performance, to have a big 4K atlas that stores like 10 objects' textures, or is it better to have a 256/512 texture map for each object? (and so 10 different amterials)
1 atlas
every time
the only exception is if you dont use all the atlas at once
imagine in level A you only use 5 of the 10 objects, and in level B 3 objects
then you are wasting space in a fairly stupid way
but if you DO use the atlas, then its a net gain
@wicked oak okay thanks! I was wondering if 4K is not too heavy to draw? Is it just called once, when the game loads and then keep it in memory?
the gpu doesnt care that much
and mipmaps exist
i mean, its a chunk of memory
1 chunk of size 4, 4 chunks of size 1, memory use is the same
okay good, that helps me. Also, how many polygons viewed at one time would you allow? is 2 000 000 a lot? I didn't make so much of tests so far.
depends
just think about it, a 1080p screen has 2 million pixels
at 2 million triangles, you are rendering 1 triangle per pixel
you can guess thats pretty damn extreme
im doing vr wich is worse
personally i aim for somewhere beetween 700k and 1 million
with about a thousand drawcalls max
yeah that sounds so logic. Okay, I have now a better idea about all that. Thanks again ๐
@mighty carbon it doesn't even have to be c++
a pool isnt' going to perform the getting part too much faster in c++ and if you initialize it with a few on construction it won't have to do the create too many times
its just an array of something, when its lifetime ends you store it inactive, and re-activiate when you need a new one
But, do I need to spawn 100 projectiles on level start or do I need to spawn one and add it 100 times to the array?
it would be 100
but no need to do that many
make a small buffer and if it overflows that you create a new one and add to it
if you are unsure if there will ever be a projectile of that type do what blanco is doing and handle it like the overflow case always
Confused as to what the projectile pool is meant to do though. a) Keep track such that only 100 projectiles can be spawned at any given time b) easier access to ref|location of objects for overlap detection c) etc? If it's # of projectiles on screen at once could also change the flight speed, despawn time, fire-rate accordingly for cpu&gpu considerations
perhaps if the intended issue|goal was known it would be clearer
ah I see, ty @wicked oak for posts above . Makes sense to re-use in activate/deactivate & relocate projectiles instead of destroying and spawning in new ones.
@wicked oak what do you use for movement? Gamepad?
@digital marlin just the vr controllers
this might be my next game, but its still not sure
im testing several different interesting mechanics that i might even backport to DWVR
Oh so you're using locomotion?
yes
i plan to make it more of a hybrid beetween locomotion and teleporting
basically still allowing people to teleport
Can I not pass a pointer from Server to Client?
you can, if the pointer is a fully replicated object
still not recommended
repnotify best
can morph targets change the texture as well or just move the vertices?
vertices only
repnotify - yeah, good point.
Just odd that NetMulti would work and sending it to Client wouldn't.
It's originating from the server.
Travel to Phaeton's remote corner in this bite-size Gear VR experience: https://www.oculus.com/experiences/gear-vr/1122106037877975/ ............
Lol, $.99 for a short experience is "overpriced".
So, yeah, mobile and mobile VR are fucked up platforms
I bet if I could price it at $.49 they would still think it's expensive
But paying $4 for coffee, every morning, is norm...
(In US at least)
@mighty carbon people are funny that way. $4 for a coffee is cheap compared to some folks I've seen drop $10 at starbucks 3x a day.. instead of a few bucks once for a quality of life improvement
He was reviewing it as a demo for a full release game at some point, not entirely sure he understood what you were going for.
Also unless you are severely desensitized to it the effects of coffee can last 4-6 hours for the effect. It is not that good of a comparison for a money to time value comparison with a game. Kind of hate that example being thrown around everywhere as "everything wrong with consumers"
I think the analogy hides the fact that there is also the bias that items that are very cheaply priced tend to be viewed as damaged or of inferior worth whereas this may or may not be the case. A bias that most people have though. Which could limit sales also. Whereas with a coffee (keeping to analogy) people know the product well after buying X of them and there is not real risk of variance as it's a controlled substance & product
which is more in line with your comment. Consumers are funny in general; many biases they do and do not realize are in play
agreed, that would be a better analogy
But yeah, nowhere I advertise it as a game
It's a bite-size consumable experience
Mobile audience is extremely entitled crowd
Btw, 15 min VR porn vids of horrible quality go for $5
https://www.youtube.com/watch?v=F4WvpKHPbqs new video from prototype
i start to like the combat, but the levels are blander than anything in existence
i need to make them more vertical and add props or more styles
Anyhow, I don't even want to pursue Go after this... I'll just keep focusing on desktop VR
How are you reloading? Like a hip hitbox?
yes
@tired tree small cup of coffee effect lasts for as long as I drink it. I'd need Red Bull to have 4 hrs effect
its incredibly generous, so essentially a flip of the gun triggers it
redbull has less caffine, no idea how you can claim that
Huh?
@wicked oak have you found a good quaternion solution in blueprints by chance? Forums seem to say that it's a C++ coding level thing with Epic wanting to reduce complexity of BP system for beginners (I'd rather have the functionality than reduced toolset). Also, always find your prototypes interesting and can see the incremental augments
no becouse i code most stuff in c++
most blueprint rotations resolve to quats now
Nice, do you drop mag first or just have to overlap? Wish gunheart did that, but they just used a reload button which doesn't make sense in VR when you come for interactivity.
its overlap + angle
so gun needs to be pointing down and be roughly at the hip
then it triggers and reloads instantly
so not as simple as Raw Data which is just an overlap check (or appeared to be)
for the upgraded reload part of akimbo shooter
and it is very very generous at the moment, so its simpler than the raw data one
i made the enemies shoot in bursts, wich is a lot more interesting that just constant fire
more pleasant for the ears too. More satisfying than a constant stream which your brain will eventually dull and filter to some extent
like dwvr...
ie chaingun from TFC way back when
some of the things im doing here im thinking of adding them to dwvr
how is the market recieving the multi-platform aspect of dwvr btw? Know you just released it was it last week? week before? (time is becoming a blur again)
more sales than PC
on ps4
i still havent launched in europe
game is getting review by PEGI at the moment
once i have it ill launch in europe
how long was the rating system process elsewhere? few weeks/months?
that's not bad
@tired tree thanks. I'll be looking more into that today ๐ . Was experimenting with ways to get absolute and relative rotation last night via BP for an interactable
you aren't working in quats in blueprint
is ps4 just that backlogged or less streamlined you figure?
yea I figured that after Epics comment of reducing complexity. Hiding it in there. Makes sense to use the quats math as it's faster computationally
@quaint loom both
just about everything uses them in the back end
Relative rotation was pretty easy with Unity and Quaternions. Trying to use UE4 BPs for this however. At least for now. Makes me wonder what else has been hidden away from BPs and much simpler in C++
late night UE BP sessions aren't the most productive. was rotating a cube along Z axis by dynamic system which yielded 90degree Z rots. Dived into debug for a bit as the cube didn't appear to be rotating. Fixed it with timelapse to see it but 4am scripting/coding not the greatest.. lol
Anyone here mess with the Steam Audio plugin yet?
Just tried it. So awesome
Was working on just the opening lobby house for players to join or host. Much better performance with this baked lighting (and tiny level). Also used the Steam audio plugin and that works real nice. https://youtu.be/g_ZNuswdtSw
that is really cool @glossy agate
If you listen to it with headphones on it gives you stereo sound similar to in game
what is the plan for the final game?
btw, alt-enter fullscreens
and even if not fulscreen, you can configure OBS to only record the center of the screen
Yeah was trying alt enter and couldn't get it to work still haha. Probably user error.
Its going to be tactical multiplayer, really similar to the last of us multiplayer. More looting and ambushing instead of run and gun. Also have a single elimination hostage mode. The defending team has to keep them alive while attacking team has to kill the hostages. Ill have levers you have to control or something to move a saw that will cut the hostages to win.
Yeah haha. I got Unity so I could get marketplace assets to port to UE4
how are you testing MP now?
btw, multiplayer gamers dont give a crap about graphics
but you need a starter audience so marketing is KEY
maybe some free alpha or similar if you are very proud of your game
Havn't tested yet, besides 2D replication testing. Buying my new app ID in a couple weeks.
Yeah, Im goin the same route Pavlov did with free demo before launch of a single map to get feedback.
Im watching Skyfront too, to see how their campaign goes. Really heavy ads just during Beta. Seems to be working though.
just dropping off the beta wont work well, but you can try to release the beta version of the game as a "game on itself on steam"
that way people can join the beta through steam
and it will apear on the "new now" lists
i think you can add the beta as a demo in steamworks
that would work perfectly
but even IF you do that, you still need some marketing
Yeah thats the plan. I play a lot of Onward, and was on a team for a bit, so I am trying to bring all the people I play with over to my game
drop a cool video or something like that on reddit and others
that can give you very good testing
your demo launch is like the final launch
the better the demo the more sales you get
how are you going to host the servers?
i thought of using amazon game servers
becouse listen servers will not work well
AWS Gamelift or Photon
yeah, gamelift
Has that cool auto scaling to keep costs down
even onward, the most important vr multiplayer game, will not go past 200-300 dollars a month in amazon
becouse not really that many matches going at once
maybe 10-30
Peak concurrent players yesterday: 149
assuming 6 players per match that is 25 matches
if you run 1 gamelift small per server, that is 25 servers at i think 20$ a month
for the peak
Yeah its so cheap. Onward was on Photon just using free tier for a long time. Not sure if they have had to move yet
Haha yeah, perfect for VR sized audiences right now
that is ridiculously cheap
comparing unreal servers to that...
you need to use full blown servers for your unreal servers, instead of that cloud thing that is so cheap..
Wait you have to have your own dedicated to use this with unreal?
Damn that sucks. Must be why Pavlov uses gamelift instead.
@glossy agate look at one of the comments about the gamelift thing
the guy says that pubg starts players in a lobby/matchmaking server
and the matchmaking server then creates the new gamelift server and sends the players there
Ah nice. So they can get 100 players on just one server, I probably won't ever need more than 1 haha
the matchmaking approach is a good one
you really do not want your game client to be able to create amazon instances
what if suddenly players go each into 1 server
it would get super expensive very fast
Yeah. I don't know much about networking but was thinking maybe you can locally host for everyone to join, then migrate onto the aws server when host clicks start.
Since my game is only 4v4
Just need the start lobby for people to select teams and loadouts.
that start lobby would be the game server already
in fact, what i was planning was to have an actual lobby
with maybe 10-20 players
essentially, the game just looks at the master server list (from steam) and joins the first availible lobby map
and from there, he can interact with other players and go into a match
Ooh I get what you mean now. Everyone one 1 server for match making, then just shuffle them off into new servers when you start a match. Yeah that's a really good idea.
I'm gonna need to hire more professionals to help me with that.
you could do that quite well
have some kind of firing range/lobby for up to 20 people
and the matchmaker
Gunheart does something similar. It's like a bar that everyone hangs out in until you create a game for people to join.
thats exactly what i had planned for my game
you should start with this stuff ASAP
use your onward colleages as a testers
Trying too. Only started in Late June with it. Another couple weeks of work I think I can upload it to steam to start testing and programming game modes.
But I have been thinking about this game since 2014 before I even thought about making VR games
Anyone here play BAM? Looks like they just released a battle royale mode. Guess it's pretty fun
Just wanted to know if it actually works good with the small audience that game has.
ue4 does olde style hosting doesn't it? where one person can be the server
@mighty carbon a 1 minute experience has to be very, very good relative to most other available stuff to be worth $1 I think.
almost all games cost way, way less than $1 per minute
do blob shadows work in vr or do they stick out as wrong
@@mighty carbon when I look at what I played most the last few years, I'm at $0.0006 per minute. that's so many orders of magnitude less.
one or two orders of magnitude more are fine for vr I guess, but more is just too much I think
@wicked oak When you released on Steam, was there any kind of delay before you got complete sales analytics or is it real-time from the moment you publish?
@full junco mine is good and totals from 5 to 10 min. depending whether you just want to get it over with or stick around and explore.
@uneven moon mine were pretty much real time
@wintry escarp blob shadows work fine, and are very cheap, I use them.
@wicked oak, you can use Photon SDK with unreal
mmmm, just got our Datasmith project working with VR... looks gorgeous
cool assets pack
thats a prime candidate for a vr shooter assetflip
anyone experience flickering (AA problem, looks like) and found a solution?
using a stationary light with area shadows
@uneven moon you got temporal AA turned on?
we switched setting over to temporal this morning on a VR project due to flickering, problem went away
Yeah, temporal AA in project settings > rendering is selected
Unless there's more to do than just that?
Using the forward renderer with instanced stereo, as well
Nice
Reminds me, I want some of those knuckles from valve
Anyone got a preference of current high-powered VR backpacks? Got a big show in Jan we need some for
thats more or less the reason XD
the downside of the backpacks is they don't make very good desktop machines
laptop + tpcast would be a lot better
a backpack is far too locked into a vr machine, while a laptop can act as a mobile workstation
"Using a fairly new Anker 20100 battery we had sitting around the office, we got a solid 4.5 hours of consistent play time." - wow (TPCast)
oo, it's showing as available on scan.co.uk delivery 24th of this month
ah that's cool - they've designed it to integrate with standalone Anker battery packs. This could be the answer for us
congrats to the dev of Wrench becouse he is getting free gpus from nvidia
i remember he was in this chat
aight, payday 2 would be fun in Vr
Yeah coop is gonna be sweet
haven't played that one..
some free GPUs would be nice
anyone had any luck with the nvidia vrworks branch and per-eye SLI?
@sly elk congrats
free gpus best gpus
what are they sending you?
ive been incredibly dismissive of this program due to the "beg in social media" part
im completely fine with shilling, but its shilling without even knowing if you are going to get it, begging on social media
Yeah. They sent me a 1080ti
which is great for me. I do so much scan processing and reality capture is much faster now
I have always avoided social media but doing a game like this I have to get comfortable with schilling ๐
no issue with shilling, is about the begging part i dont really like
i think its scummy of nvidia
Anyone know of a way to make actors from blueprint objects that are not viewable or editable? I am sharing some functionality with a client but I don't to give them all my source blueprints. Basically, I want to make a plugin that spits out files based on some work in the editor. Any suggestions t o get me started on reading material?
so there is no way to make a plugin that spits out game objects they can't open up and look at?
no
@sly elk i'm curious, did you actually enter into an agreement with Mazda for your project?
btw, not VR related but I read somewhere this morning that Law Breakers concurrent players count dropped to 10
10!!!!!!
Dang, DOA
Not sure why that one just never stuck. Looked cool, but I guess its an overwatch clone, and overwatch has actual likable characters.
oh, so they are at top 10 VR multiplayer game levels now eh?
Haha, maybe even top 5^
no, i have a license agreement with a kit car manufacturer
ah, so you are going to be replacing your mazda scans with their parts then?
so, no one plays VR multiplayer? o.O
rec room is both free, and one of the, if not THE most played VR multiplayer games
so no..compared to normal games ,there isn't much concurrent player base
I think a good portion if not most play some kind of MP a lot. Just a tiny audience overall.
At least the audience that buys lots of games play MP.
nope, im not redoing parts. i met with an IP lawyer to discuss trademark infringement issues before starting my project. There isn't any trademark issue with using scans of mazda parts. Just nothing like bodywork. Trademark is about source of goods and no reasonable person looking at a cast caliper is going to assume the source of the work is mazda. Also, most of these parts are manufactured by the aftermarket at this point. You could build nearly an entire car with non mazda parts.
sounds like someone has a lot of money to throw around ๐
@sly elk was more worried about the engine cover and the like having visible logo's
but if you have it covered then cool, your project is nice
i'll probably scrub that but my lawyer says i don't need to
thanks ๐
also I trust my lawyer on this stuff. His firm has done IP deals with the big 3 us automakers. I had a bunch of questions about this before committing my savings to the project.
would be nice if it gets big enough that you could interest an auto maker
they have very detailed full CAD files
would be missing aluminum pitting and wear but would be far easier to source off of :p
Yeah. Im being totally anal about the art quality for the game. I probably wouldn't use much cad. Maybe as a base to sculpt on. In the future, I might to tiered content quality and have some less detailed art cars. Building art like this is super time consuming
like have A quality cars and B quality
same mechanical complexity, one less detailed
Thats what I was thinking too. Licensing the template of your project for auto makers to create training simulations.
im aleady working on that part ๐
We had some good feedback from salon equipment manufacturers recently. Showed some demos, and we got access to the CAD files for a load of stuff from quite a few manufacturers
what are you working on @weak tide ?
The technology behind modern virtual reality is rapidly evolving, but what exactly helps create a better sense of realism and immersion? WIRED has challenged...
Just took a huge performance hit for no reason and without doing anything new. When I hit simulate it runs at 120 FPS and when I hold down the right mouse button to look around, it drops to 45 FPS even though I haven't even rotated the camera yet. GPU drivers are up to date
Tried restarting the engine, the PC, no luck
I was also getting massive FPS drops when I'd hover over or click on the content browser, like as low as 5-10 FPS
I disabled real-time thumbnails and it fixed the content browser bit, but it never used to happen before
GTX 1080, 16GB, i7700K
Anyone know what's happening?
Same thing in a blank level but it goes from 120 FPS to 90 FPS when right mouse click held down
How do you disable real-time thumbnails?
View Options at the bottom right
Cool, thanks :3
Oh yeah, these are coming out tomorrow still right?
yeah
is it going to be sort of quiet launch or will MS have an event for official MR launch ?
@mighty carbon got a VR project for a hair-care company for CES in Jan
was previously all built in Unity, but... not any more
lots of things, POS customisation, technical demonstrations, some environmental stuff
we do some arch-vis stuff also, and we're combining the two to have a 'photo real' environment
cool
looks infinitely better than when it was in Unity
echo arena is a fun multiplayer
I thought you didn't have enough physical space to play that game @wintry escarp ๐
it would be better with more space, I wouldnmt keep punching things
Saw a GIF the other day of people playing that in a contest. Just 8 people standing on a stage swinging their arms around. Was pretty funny.
Anyone with recent expertise doing 360 video? I've been trying to use the panoramic plug-in but I've been getting horizontal lines in the captures
@uneven moon the editor is doing some strange stuff when it has captured the mouse, so when you hold the right mouse button, I think I also noticed that a few times. its just an editor thing though, in packaged it won't affect the fps
that dell headpiece thing looks underwhelming tbh
I just noticed from a screen recording that the mirrored output on screen is smaller than the output to the HMD. Is there a way to adjust that?
its accounting for the warp applied to the image, but the area that Epic is using is significantly smaller than what everyone manually did before the new spectator system
you would have to go into engine source and adjust the rect
I found some new docs - got a better view now ๐
vr.SpectatorScreenMode was what I needed
thing is, I'm having to demonstrate the pixel resolution in a 2D video, and the standard view mode is too cropped. The warp I can live with
vr.SpectatorScreenMode eh
man all these new "vr.xxx" commands are all taking me by surprise
god damn i love how they are aproaching steam audio
it is very obviously one or two guys labor of love over at Valve
but 4.19 is coming next year ๐ฆ
you sure? 4.18 is due soon
the post says all those new goodies are coming in 4.19 and Epic said 4.18 is the last release for 2017 (as far as I recall)
Trying to optimize my VR build... I am trying to change a light BP to static as it is making shadow casting errors ..Unreal crashes everytime...I've tried setting editor window to NOT play Realtime but it keeps crashing
i wonder if steam audio will work on ps4
as it works on android wich is already a limited thing
is it "fully" open source?
becouse if it isnt i cant recompile the dll
@mighty carbon thus the github branch for early adopters, though it will still be rolled into engine updates anyway
yeah, I know.. Just royal pita to build UE4 ๐ฆ (takes too long; I better use that time for production/design)
Well steam audio is something you can upgrade later on if you update engine versions anyway, and it should only get better with minor procedure changes
so I don't think it should really matter to you at the start
correct
maybe once sound design is fleshed out it could be a wall, but not early on
@mighty carbon Have you tried it yet? Just tried it myself last Sunday, super nice. Even simple stuff adds to the immersion.
nah, I am working on content right now, then will hit AI.. Most likely by the time I am ready to dig into sound 4.19 will be out ๐
basically until I have AI where I am satisfied with, I am not even going to look into other things
The Talos Principle VR is a virtual reality version of Croteam's critically acclaimed first-person puzzle game in the tradition of philosophical science fiction.As if awakening from a deep sleep, you find yourself in a strange, contradictory worl...
$39.99
is it any good?
I wonder how it runs on Rift (I still see people saying SteamVR games perform worse on Rift than on Vive)
I didn't get it for PC.. Read somewhere it wasn't as fun as Portal 2
@tired tree did you test steam audio stuff yet?
it is nice that they are improving stuff, but in that post regarding the new beta they only mentioned baked stuff, so I'm not sure how much they are working on the fully dynamic side of it
haven't tested it yet no
it has support for dynamic occluders
but I don't think it is supposed to be fully dynamic
more hybrid like "Stationary" in engine lighting
so I don't know the performance hits of it
I didn't want to touch it until it was stable, IE: prob 4.18
I thought it would have a mode for being fully dynamic
portal2 was the last full price game I bought
lol
I am torn between Wolfenstein 2 and Talos/Arktika.1 (or whatever else is cool SP for VR)
(not to mention I haven't finished Dishonored 2)
well it support dynamic...but the perf cost is really heavy. its primarily being tooled around pre-baked high quality occlusion.
it has both a real-time, and a baked setting for the propagation in the settings
well, can't it run on its own thread? so is the "really heavy" actually relevant?
I don't know the differences in implementation between the ue4 and unity versions
but there are multiple questions about the unity version and dynamic objects being really perf taxing because they are re-exporting the scene...I doubt ue4 has that issue
it still has to run traces regardless though
"own thread" isn't immune to perf issues anyway though...
anyway, they state hundreds of emitters in baked, if dynamic performs well with 1/5th of that then its still good anyway
no reference point or context without trying it yourself really, you are one of the few doing fully dynamic vr content around here
yeah, I'll definitely try it when I get to updating my engine
For anyone who's released on Steam, what drives the 'New and Trending' rankings? We just made it to the first page but I haven't noticed any major difference in analytics
whats your game?
Wraith
I am not seeing your game in "New and Trending"
new and trending is when you have some sales fairly fast
^wrong channel?
nah, correct channel
naw he is asking us specifically
I kinda doubt someone will implement such complex animations in VR
why not ?
I mean, how is animation in VR different from animation in non-VR games ?
that has a lot of custom movement logic, you likely don't need that for npcs and a lot of the player animation is IK driven
Do I have to list 10 examples from the picture that you usually would not implement in VR?
- what @tired tree said... IK driven
it could be, but very unlikely unless going all out AAA on it
btw, all those "checks", why can't those be done in BP instead of the state machine ?
its also probably possible to clean that up
@mighty carbon why do you ask that in #virtual-reality ?
it doesn't belong here, @velvet mango is right
because that's where I hang out @full junco ๐
thats stuff for #animation
your audio questions belong to #audio @full junco
yet, no one cares.. feel free to ask here..
if you go to the audio channel, you actually see me talking about audio there
here I only talked about the steam audio stuff that is used for VR
then keep it there ?
well, anims belong to VR too, in the context of my current project
then everything belong here, and it shouldn't
in the context of my current VR project, I could post questions from other channels?
you make no sense, mods slept, John got a pass
don't be jealous ๐
mod? we have mods?
that you didn't get the same treat โค
@velvet mango #virtual-reality is a good channel to talk about steam audio, it was specifically integrated into UE4 because of VR, thats where you need HRTF sound most. so it does belong here, its not that mods "slept"
๐
looks like kite demo doesn't work at all on 4.18
and I actually only mentioned steam audio because of @mighty carbon, he posted a blog article about a steam audio update
I can make a connection with VR and audio issues that could arise, but not with complex animations, except it's about the player character
yeah, if you talk about whats the best way to animate a virtual hand or something like that with the least discomfort in VR, then that surely belong here
what the fuck is that anim thing
seriously WHAT
there are substates and the like for a reason
yeah....
you can blend several state machines and have tree state machines
it looks like some of the bad BP node graphs I have seen posted as examples of "how bad ue4 is"
@wicked oak where can I read about all that?
its basic features of the animation editor
@wicked oak you remember that bug that UE4 had that you could sometimes see the graph where all blueprint functions got combined into one graph? maybe this is just a bug like that and the screenshot shows all combined things
could be
that SS is old as hell, wasn't it posted last year?
i saw it before
lol
found the answerhub
that is from 2014
....motorsep you should read dates on things you are looking at
yeah, don't post stuff from 2014 and say its bad
UE4 now is very different from UE4 2014
back then even reroute nodes in BPs didn't exist yet I guess
he is talking about state machines inside of states motorsep
o.O INCEPTION !
For VR to succeed in the consumer space, an ecosystem of developers making content that users want to buy is an absolute must. Oculus for its part has attempted to kickstart that ecosystem by investing hefty sums in content developers, and now the company says itโs starting to pay off. Update (10/17/17): Following our last โฆ
I made a film about virtual reality misconceptions. https://www.youtube.com/watch?v=jIrVXos0wnQ
Virtual Reality is really just a great way to have fun with friends. It's highly social, somewhat athletic, and super fun! Try it! Welcome to the future. htt...
I guess i'll try vr tomorrow, soon as a I add a hand controller 4.18 crashes when tested
whats best version to use? 4.16 4.17 ?
just watched a 1:30 hour stream of someone (german journalist) setting up a windows mixed reality headset, he compared it a lot with the rift and he says the FOV is significantly worse
but he expects the cheap windows headsets to be below $200 before christmas
I don't get why microsoft doesn't put the bluetooth stuff into the headset, they want everyone to buy a seperate bluetooth stick for their PC
maybe to speed FCC approval
@full junco could that pc be as a other point to calculate location? as those headset what i understanded one video from dell that controllers position based on headsted so it have bluetooth
๐ค
I heard from someone who tried several that the HP one is the most comfortable, plus it flips up for going back and forth in development.
its all the same hardware essentially, only samsung did their own
he said the HP was much more comfortable than the Acer
I think the acer uses some kind of ratcheting strap
the samsung I've heard is really heavy, but I didn't hear from anyone who tried it
when i tried hololens one time as it was fast so i didnt had time for Place it properly so it was moving but when you put headset correctly so it fit nicely so it shouldnt be too heavy if it is designed well
the acer one has same weight like the rift it seems
what
oculus announced oculus home where you are in virtual home
oh, well they have always called it home
I'm not sure when they are rolling out the new one, it is going to be based on ue4 instead of unity
mixed reality home is for all Windows mixed reality headsets
they've always called this thing Oculus Home: http://vrtalk.com/forum/attachment.php?attachmentid=462&d=1466711461
but yeah, they are changing it a lot
let's see when valve updates their home stuff
or they actually did, right?
that beta stuff that I turned off because it played bird sounds that I constantly heard even while I wasn't in vr ๐
yeah I turned it off because it always seemed to hog cpu even when I didn't have the headset on
I never even looked at it, is it similar to the new oculus home?
destinations?
but added a bit more customizability with placing objects and stuff in vr
destinations was their sort of VR area where you could just load environments from steam
they eventually added multiplayer to it and stuff and now it has pretty much just become steamvr home
ah
they had a lot of their photogrammetry scenes and stuff in it that didn't make it into The Lab
but they also had steam workshop support where anyone could upload scenes to it
yeah, it is worth checking out some of the photogrammetry stuff, but there isn't a lot of it
the stuff in the lab was nice to show to people that haven't done vr before
the photogrammetry
they have one that is the valve offices/lounge that is really well done
and this church/cemetary in england
it would be interesting how this mixed reality home work steamvr as if the valve is making steamvr home so it could make that you can travel from your cliff house to steamvr home where is your steam vr stuff
hm, maybe I actually looked at it?
@alpine torrent I doubt there will be any connectivity between the two
yeah, won't connect
you can apparently replace steam home with any arbitrary .exe and have that be your default place, but I don't think it is officially supported with a real place in the settings menu or anything
just kind of a hack
I think so but I'm not certain
steamvr home is using source engine?
it might be unity but I think it is source 2
@sturdy coral @full junco not only that, SteamVRHome crashes the SteamSubsystem in ue4, probably uses some of the same dlls and conflicts somehow with multiple accessing apps
so you can't host or join steam servers with it enabled for testing, only once your app is actually launched from steam itself so it turns off home on launch
no its in every one as an experimental option
if the windows headsets are at $200 before christmas, that would definitely be interesting
I doubt they will go that low, except maybe during black friday
but it will be so soon after release
the samsung HMD Odyssey comes to market in November 6th
I wish they would add some kind of external camera thing as an option
so at home/in your main play area you have some occlusion resistance, but you can still take it easily on the road with a decent laptop
yeah
that new surfacebook looks pretty nice, expensive as hell though
around $3k with a 1060 gpu
@sturdy coral in hololens it scan the wifi so if it have similar scanning and mapping then it shoud know the area
a VR capable mac is probably even more?
VR capable mac laptop doesn't really exist I guess without getting an enclosure
Anyone try retargeting the VR hand anim BP over to a new hand model? Is it possible, or just make it all from scratch?
not laptop
$599
with an rx 580
well they can't sell more than 100 of those because they can't get the rx 580 ๐
also its vr min spec, so you shouldn't pay $600 just for the GPU for min spec
so interesting is the price of that with a gtx 1080
think compo of mac+ vive+ external gpu enclosure + GPU
I definitely won't support mac because I won't buy a mac just for supporting it
the price perspective
i can install Linux terminals to my pc so i support Linux?
yes?
I want to support linux because I dislike microsoft
thats essentially all reason for it
well I install Linux terminals to my Windows pc
what terminals are you talking about?
probably WSL
only thing annoying about linux is that nvidia is bad when it comes to drivers for that I think
AMD is doing it great there
oh snap, using Linux terminals in Mixed reality
@sturdy coral well WSL is the magic flavor in that but there is Linux terminals now in Windows store
that uses WSL
and it is basically everything except linux
all the userland, no actual linux kernel
well Linux subsystem
WSL = windows subsystem for linux
you definitely wouldnt test a linux game on windows with the linux subsystem
it basically wraps the linux system api to the windows kernel, not much linux actually involved
well think you write Linux game from Windows and perhaps from mixed reality then deploy to Linux box and see the remote connection to Linux device and see it running
unnessessary complexity
I'd just install linux on my pc so I can dual boot into linux
traveling box
you should test games exactly how someone who plays the game would play it
and through a remote connection you can't test VR
even with VM running on the machine?
you dont do GPU stuff in a VM
you can stream pc games to console but you cant stream vr games to headset remotely?
totally different stuff
its horrible how I'm working for like 3.5 months on the trailer now, I should finish that stupid thing
its just so boring to do trailer stuff that I find other stuff to work on instead...
Haha how is it taking 3.5 months? You can get Ae templates online to make it easier. They have some cool effects. Just plug footage into the blank spots.
Any reason the motion controllers default pos and rot can't be changed?
My hands positioning is way off on the Vive but perfect on Oculus
@glossy agate I haven't even started stuff in AE yet, what takes so long is the capturing stuff in the game...
yeah. I had maybe 2-3 hours of footage for like 1.5 minutes and my game was high action. Gotta play wierd too so it all gets in the frame
yeah if I would have 2-3 hours of footage I would be super happy
I also only want to have 1.5 minutes in the trailer, but capturing stuff is sooooo annoying
mostly because I always capture with scene capture and spectator screen stuff
so fps are very bad in VR and graphics look bad too
and due to bad fps I quickly get motion sickness
I'm pretty excited, I think our VR device will be out around the begining of the year ๐
w0000t
@uneven moon just attach with a different offset
or make a subcomponent with a different transform and attach to that (or socket, etc.)
Anyone else having trouble with general VR locomotion?
whew, so the new LateUpdate code in 4.18 has a few issues
since it is queuing the late update now to avoid thread racing in game and render, it applies the final late update the one frame later in render thread after the object is no longer late updated
so if you don't move or update that objects component to world afterwards, it retains an extra offset from it.....
detaching doesn't have the issue, it already updates the component to world
actually...come to think of it...doubt any of you guys are going to have an issue with it, you all turn off late updates or attach generally
@tired tree attach what?
how's that related to the issue you mentioned?
I didn't really understand the issue you described
what do you mean with "move or update the objects components afterwards"? how can you move or update it after the late update happened? I think you can't?
talking about after release of the object
the render thread applies the last update now from the queued secondary array after release
detaching calls updatecomponenttoworld so it ends up overriding the last render thread offset
but if you are doing something that doesn't detach you have to manually update the component to ensure it is correct
@tired tree I think I still don't fully understand what you mean, how is anyone "releasing" an object from where it is attached without "detaching" it?
I don't attach for my grip logic
I move to parrot the hands
i also apply late updates to simulating grips
"to parrot the hands"?
ah, so he means he just sets the location of stuff to the location where the hand is?
Yep. Not exactly sure how he does it but I think it allows the extra interactivity where the thing you hold interacts with other stuff you bump into
ok, the parrot just confused me ๐ https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSCWYCDpTVawHW9Ut3wv0jHdd_bCIPauAX0KyPC-mcwlToFpcvXQw
Instead of welded bodies where it's just stuck.
Haha yeah, I remember you were from Germany so you may not have heard that one before.
yeah, thanks ๐
@tired tree but how can you apply late update to stuff thats simulating physics? you really do that?
so for one frame it can shoot over?
yeah but its not very noticable, its configurable too
its an enum whether it allow late on them or not
I didn't like the built in physics handles
they have some major downsides if you want "perfect" physics grips
i just do custom constraints so I can fully handle the logic
would like to see a comparison between physics handles and what you are doing
I don't even remember everything that I changed from the default physics handle setup
but for instance....things look parented when not in collision
its like they are attached visually, only very minor delay on rotational axis's if moved very very quickly and that is dependant on constraint strength and can be resolved
I have a different grip type that just moves to follow the hand but when in collision becomes a physics constraint too
as an alternative
Going over some new changes to the plugin....for some reason the beginning didn't record. I was just talking about the new default of setting the Center of M...
that shows it pretty well
@full junco
that is the physics constraint grip
I improve the stability by gripping at the COM of the object, so there isn't wobble, and then to account for correct pivot point I apply a COM offset on grip to the hand location
you'll notice that gripping long things at the end tends to go terribly wrong with the normal handle
hm, interesting
physics handles work perfect for me (apart from that they are more laggy than late updated stuff), while your stuff in the video is sometimes jumping around a bit, are you sure physics handles aren't more stable?
the jumping is the physics body
I just autogenerated it and it jitters when being pressed into things
plus that gun has a very strong constraint
the actual constraint creation is basically the same as physics handles
except for the COM and turning off gravity to account for a slight offset downward
ok, I guess at some point I should just look at your plugin and compare it with regular physics handles
I just really dislike being dependent on plugins
the gravity thing is nitpicking btw
its just that when holding something out and gripping and releasing it over and over the object would trend downward by fractions of a unit over time
due to the force of gravity
it bugged me
I saw it in your video, yeah
oh, forgot that was the video that had that in it
oh yeah, thats the same one talking about the bug that they fixed in the next preview too
I should edit that last bit out since its not relevent anymore
which bug?
preview 2 had weird issues with scaling physics objects in 4.17
it was fixed by preview 3
ah
one reason why I don't want to be dependent on plugins is that I at any time want to be able to just move to current master without having to figure out how to fix stuff that breaks in plugins
and I guess quite a bit of stuff can break in a plugin like yours
its open source, not intended for everyone
its an example
anything you like, rip out of it at will
never going to say I do everything perfectly, just trying to do "everything" to figure it out
unless you mean blueprint
because yeah, then you are kind of limited
I'm using c++, though when I setup physics handles or stuff like that, that I do in BP
yeah I run all logic and movement commands and control in blueprint as examples for people
figure that if someone wants it in c++ they are probably proficient enough to convert to it
bu the other way around is harder
but didn't you say you built everything in your plugin connected to your custom vr character?
I didn't look at your code, but I would think if you connect everything together in one character class, its not that nice to strip out individual things
oh
i was talking abou the constraint creation
and the modifications to it over the physics handle
the controllers handle all of the gripping
characters are just there for some specific overrides and to spawn the child components and custom movement components
when you say "controllers", what do you mean?
player controllers, some custom motion controller components?
custom motion controllers
its how I originally tapped into late updates, kind of wish I did it as a seperate component with its own FSceneView in the end but sacrifices kind of have to be made to keep things intact for users.
have several "features" I actually wish I could drop to enforce doing it the right way :p
a controller with its own FSceneView? ๐ค
ah
braindead
why can't you do stuff the "right" way now? you don't need to stay 100% compatible in newer versions
lots of people updating nearly complete games with engine versions
when epic went from ue3 to ue4 they broke all compatibility
and its not a huge problem for most of it
and you could keep an old legacy component and do stuff the "right" way in some new component