#virtual-reality

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tired tree
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k

analog topaz
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i will let u know, am just tryign to get my headset to work it's giving me please wait for some reason ๐Ÿ˜„

tired tree
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NewRotation.RotateVector(CameraRelativeLocation) - OriginalRotation.RotateVector(CameraRelativeLocation)

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apply that as a positional delta

analog topaz
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now the hmd height is broken :/

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i asked about something got distracted by something else, which gave me another issue to troubleshoot ๐Ÿ˜„

uneven moon
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How are you setting the HMD height to begin with?

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This is 4.16, I believe 4.17 has new/different names for the HMDs

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At beginplay, inside your pawn ^

analog topaz
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4.17

uneven moon
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What's happening with your height now?

analog topaz
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it starts at the capsul height

uneven moon
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At play or after you make a rotation?

analog topaz
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i haven't added ur rotation yet

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the camera starts at top

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when am sitting when i stand up it goes even height

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higher

uneven moon
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Did you change collision settings or anything on anything?

analog topaz
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it happened cuz i changed the scene root to vr orgin and didn't use undo to undo

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i manually sert back everything

uneven moon
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ah okay, all good?

analog topaz
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no it is broken since then ๐Ÿ˜„

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i have the camera position in the bp at -88

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capsul halfheight is 88

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i spawn at height 176 cm while sitting

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when i stand up i go around 230 cm, ( tested with a bsp box)

uneven moon
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You shouldn't alter your camera's height manually

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Leave it at 0, 0, 0

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And allow the tracking origin set to determine its height

analog topaz
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osm

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isn't it alrdy allowed to do that?

uneven moon
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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

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I'm assuming 0, 0, 0 is the floor level

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That it checks for

analog topaz
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it didn't affect it at all " camera height

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something is wrong

uneven moon
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Hard to say without looking at the project entirely

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If you have TeamViewer I can take a look that way

analog topaz
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going to pm u

uneven moon
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ok

tired tree
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camera overrides its own height automatically

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the vrroot is what defines the starting location

mighty carbon
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would something like this be too expensive for VR ?

uneven moon
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you could optimize it

analog topaz
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i don't think so

uneven moon
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static lighting, disable shadows where you can, minimal reflections

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pretty much everything in there is reflective to some extent

analog topaz
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@uneven moon savior of the day
๐Ÿ˜„

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why whenever i hti an object too hard it flies away out of the blocks around it ?

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movable physics simulating object

uneven moon
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increase weight

analog topaz
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for some reason i thought decreasing weight gonna work better

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but increasing it made it better gonna increase more till it works fine

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thx sir!

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@uneven moon any other ways? cuz it doesn't seeem to fix it

uneven moon
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so it just flies away far?

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how hard are you hitting it?

analog topaz
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sometimes by just letting go of it

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sometimes by trying to put it on a table

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it shoots up like a cnnon going through the ceiling

uneven moon
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if you let it go while inside of another mesh, it will jump

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what happens if you let it go in mid-air?

analog topaz
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how to reduce that jump effect?

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if i throw it in mid air sometimes it disappear even if it didn't collide with anythign else

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some other times it colide normaly

uneven moon
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it's colliding with something invisible, possibly your capsule if it's not centered with your camera

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as for the jump effect

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not that I know of

analog topaz
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i have capsul visible, and i have it to ignore colliding with physical actors

uneven moon
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I think you could just check for that and move it to the surface if it happens

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oh

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any other invisible objects?

analog topaz
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nope i have collisions hown

uneven moon
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what object are you using and what level is it in? Templates?

analog topaz
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yes but i changed the meshs

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not the template level

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but the template blueprint for grap

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objects but i changed cubes to shoes and bags

uneven moon
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ah okay so,

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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

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open up your mesh and click on collisions > show simple

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see if the collision bounds are accurately mapped

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if not, delete the one that's there

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and create a new one, something more complex

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that will take on the shape of your mesh

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that should fix one problem

analog topaz
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ok

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thanks for that throught tip

uneven moon
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are you picking up objects with a bag?

analog topaz
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no the bag is one of the objects iam pickign with my hand

uneven moon
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so when you let go

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that's the one that jumps / disappears?

analog topaz
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yes sometimes not always

uneven moon
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what about your hand? what mesh?

analog topaz
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default template with another handmesh

tired tree
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your hands are likely colliding on releasewith it

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and it is de-penetrating with them

analog topaz
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but hands has no collision while am not griping

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i mean my hand can go through them unless i click the tricker

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trigger

tired tree
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when they ar ephysics enabled already?

analog topaz
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yes

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as the default template says

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haven't changed collision there

tired tree
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and you don't turn collision on during the grip? many do that

analog topaz
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not sure, but the cubes in the template map works fine

tired tree
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are there multiple components on the object

analog topaz
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what do u mean ?

tired tree
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like two meshes on the same actor

analog topaz
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no

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each acor has it's own mesh

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it's a mesh issue cuz i replaced them with other meshes

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they worked fine

mighty carbon
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is that a virtual store ?

analog topaz
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yep

mighty carbon
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nice

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how do you handle IAP ?

tired tree
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lol

analog topaz
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no it's so far away from that

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i just added ingame browser widget thing

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to redirect to there whenever u u click it

mighty carbon
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well, the thing is that IAP isn't implemented in UE4.. So it's odd that you haven't gotten important part working first ๐Ÿ˜ƒ

analog topaz
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but it's only for viewing nothing else

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and that web browser thing is for the fun of it

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simplfied box collision fixed it

mighty carbon
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oh, I see.. Cool ๐Ÿ˜ƒ

analog topaz
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tha'ts what u get for free ๐Ÿ˜„

sly elk
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@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.

analog topaz
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yes apparently it's not best practice, but so far simple collision fixed the issue for me,

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currently working on issue number #9000 ๐Ÿ˜„

tired tree
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@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

uneven moon
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I'm trying to rotate my motion controller itself but it keeps defaulting its rotation, any reason I can't change it?

tired tree
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yeah..the motion controllers rotate themselves each tick, why do you want to manually change it

sly elk
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i haven't run into that issue of the trace failing. But I start my trace right around the root of the wrist

tired tree
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I run base of palm forward

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but if they are wrist deep into an object that trace would fail

uneven moon
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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

analog topaz
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nice, i was googling that t ohelp out ๐Ÿ˜„

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the rotation thing

tired tree
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@analog topaz did you want set increments or it to scale based on thumb position?

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because that one can end up rotating only like 1 degreee

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or zero

mighty carbon
glossy agate
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That OVR lip sync sounds cool. Rec room avatars on steroids

mighty carbon
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if only we could feed wav files to it for NPCs to have proper lip-sync

tired tree
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far from proper...

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regardless the lip sync SDK COULD be passed recorded audio

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if you really wanted to

glossy agate
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Probably easier to use the existing solutions for now. I know there are a few. Maybe even one for Blender

mighty carbon
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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.

tired tree
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you still need blend targets

analog topaz
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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

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cuz when i used it without that it kept rotation endlessly

mighty carbon
wicked oak
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didnt know onward clones keep appearing

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i think pavlov and onward itself were enough

glossy agate
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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.

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Alvo looks cool, but pretty much all the anims are keyed in the trailer, not user directed. Gotta see how it actually looks.

tired tree
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@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

analog topaz
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oh do u mean i can make a stable number out of this axis?

tired tree
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you can take that axis value, get Sign of it and multiply by the angle you want to turn

analog topaz
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liek everytime i click it it will give me a certain value

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or the minus of this value depening on which direction i pull the thumbstic?

tired tree
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yeah, get sign of it

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will return -1 or 1

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and ignore the 0.0 - 1.0

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you can dead zone by branching axis < deadzone value

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so it won't do it unless the stick is moved more than a bit over

analog topaz
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ok i will try that

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can't tell the differrence when i test

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is that how to set it ? @tired tree

tired tree
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no, branch off of the axis > deadzone

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on true, get sign of the axis and multiply it by that turn amount

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oh, have to ABS the axis before the branch too

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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

analog topaz
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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 ๐Ÿ˜„ i gonna read abit about abs and other nodes before i try to apply them on something

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thanks for showign me teh way tho

mighty carbon
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are you not using VR Expansion plugin @analog topaz ?

white fern
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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.

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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?

analog topaz
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@mighty carbon nope

tulip surge
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Yey kinda looks ok, just so desaturated because its a screenshot from the monitor, ingame doesnt work for me

full junco
wicked oak
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added some new FX and stuff to my shooter prototype

raven halo
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I can finally show the game I've been working on with my new company!

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we are just 7 spaniards working from home through discord. So be gentle ๐Ÿ˜›

wicked oak
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Very cool

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where are you from? im spaniard too

raven halo
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Madrid!

wicked oak
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ill be showing my game at madrid gaming experience soon, will you be there?

raven halo
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I could probably make it ๐Ÿ˜„

mighty carbon
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Windows MR controller vs Touch (side by side size comparison)

uneven moon
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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

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Only solution is to use skylight in a shadowless game

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How do other games get around this? Onward, one example

glossy agate
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@raven halo cool use of the pickup mechanic

glossy agate
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@wicked oak you just lerp a particle along the trace line or using actual projectiles?

wicked oak
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its a static mesh

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with a fancy material

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for the projectile

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the muzzle is a mesh based particle effect (so its fully 3d)

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and the impact hit is gpu sparks

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im happy with how it looks, but the muzzle is still possible to improve a lot

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the projectile and impact hit are fine as that

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maybe i port them to DWVR

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as they look quite good

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@glossy agate on the muzzle, im open for suggestions

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most muzzle fx are some kind of smoke simulation wich is 2d

glossy agate
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Right on. Isn't that a pretty big perf hit to use actual projectiles, or just too low of a number to matter?

wicked oak
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this new system is actually more optimal than the one in DWVR

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DWVR can get to 100 CONCURRENT projectiles at once per frame

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and ive tested it with even more intense stuf

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if there is truly an issue with it

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then i can make the projectile mesh be an instanced mesh

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and use 1 mesh for all the projectiles of a given type

glossy agate
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I have tried 2d and 3D muzzle flash. The 3D ones I have are ugly though like white cones in VR

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Oh cool. 100 concurrent is a lot

wicked oak
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the one i have in that video is a warped cylinder with a fire-ish material

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the particle effect spawns a bunch of them and fades them

glossy agate
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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

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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.

wintry escarp
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do you pool proectiles or make and kill them as needed?

wicked oak
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in DWVR i pool them

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i needed to for the ps4 version

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the Spawn was too slow

wintry escarp
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I was hoping c++ would avoid GC hiccups

wicked oak
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thats ue4 stuff

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ue4 hates the hell out of you spawn/deleteing actors constantly

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stresses the gc too much

full junco
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even without gc, spawning stuff is expensive and shouldn't be done often if it's not absolutely needed

mighty carbon
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Still can't find any tutorials about objects pool

wicked oak
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becouse its a generic programming thing

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@mighty carbon the idea is very, very simple

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you dont create and delete

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you reuse

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instead of spawning a projetile and then destroying it

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you ask your pool object for a projectile

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if there are "free" projectiles, then it gives you one

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if there arent, it creates a new projectile and adds it to the pool

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when a projectile gets deleted, it doesnt

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it gets deactivated

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and sleeps

mighty carbon
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So I have an array with object references, where I spawn an object once and fill the array with its references ?

wicked oak
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and when you ask for more projectiles, the system just gives you one of the deactivated ones

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yes

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no, you dont spawn once

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first of all, your projectiles should have "activate" and "deactivate" logic

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the pool system just creates an array of projectiles

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and when a projectile is "destroyed", it doesnt really get destroyed

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it gets deactivated

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when you need to shoot a projectile, then you grab a deactivated projectile from the pool and reactivate it

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essentially reusing it constantly

mighty carbon
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Still over my head, sorry

wicked oak
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of course, if you can have 20 projectiles flying at a time, the pool will be 20 projectiles

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mine gets to around 70

glossy agate
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@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

wicked oak
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yeah its a good starting point

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but it wont make your stuff work

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you will still need to be careful that your activation/deactivation functions work properly

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and that is the trickyest part

mighty carbon
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Yeah, I was going to get it, but always see people complaining about things

wicked oak
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becouse casuasl

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making your own pool is trivial, in fact my projectile pool code is like 20 lines

glossy agate
wicked oak
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essentially it just has a "get projectile" function

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the function searches the array of current projectiles, and returns one

mighty carbon
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So I figured I better get my onw thing going

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20 lines of C++?

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I don't do CPP

wicked oak
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literally all it is

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the FProjectilePool is a struct that contains a projectile class and a AProjectile array

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just so i have one pool array per projectile class

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but you can have a single one for all projectiles just fine

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jsut with a tiny change

little nacelle
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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)

wicked oak
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1 atlas

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every time

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the only exception is if you dont use all the atlas at once

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imagine in level A you only use 5 of the 10 objects, and in level B 3 objects

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then you are wasting space in a fairly stupid way

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but if you DO use the atlas, then its a net gain

little nacelle
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@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?

wicked oak
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the gpu doesnt care that much

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and mipmaps exist

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i mean, its a chunk of memory

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1 chunk of size 4, 4 chunks of size 1, memory use is the same

little nacelle
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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.

wicked oak
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depends

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just think about it, a 1080p screen has 2 million pixels

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at 2 million triangles, you are rendering 1 triangle per pixel

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you can guess thats pretty damn extreme

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im doing vr wich is worse

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personally i aim for somewhere beetween 700k and 1 million

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with about a thousand drawcalls max

little nacelle
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yeah that sounds so logic. Okay, I have now a better idea about all that. Thanks again ๐Ÿ™‚

tired tree
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@mighty carbon it doesn't even have to be c++

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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

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its just an array of something, when its lifetime ends you store it inactive, and re-activiate when you need a new one

mighty carbon
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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?

tired tree
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it would be 100

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but no need to do that many

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make a small buffer and if it overflows that you create a new one and add to it

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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

quaint loom
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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

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perhaps if the intended issue|goal was known it would be clearer

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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.

digital marlin
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@wicked oak what do you use for movement? Gamepad?

wicked oak
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@digital marlin just the vr controllers

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this might be my next game, but its still not sure

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im testing several different interesting mechanics that i might even backport to DWVR

digital marlin
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Oh so you're using locomotion?

wicked oak
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yes

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i plan to make it more of a hybrid beetween locomotion and teleporting

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basically still allowing people to teleport

digital marlin
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Can I not pass a pointer from Server to Client?

wicked oak
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you can, if the pointer is a fully replicated object

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still not recommended

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repnotify best

wintry escarp
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can morph targets change the texture as well or just move the vertices?

wicked oak
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vertices only

digital marlin
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repnotify - yeah, good point.

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Just odd that NetMulti would work and sending it to Client wouldn't.

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It's originating from the server.

mighty carbon
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Lol, $.99 for a short experience is "overpriced".

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So, yeah, mobile and mobile VR are fucked up platforms

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I bet if I could price it at $.49 they would still think it's expensive

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But paying $4 for coffee, every morning, is norm...

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(In US at least)

quaint loom
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@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

tired tree
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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"

quaint loom
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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

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which is more in line with your comment. Consumers are funny in general; many biases they do and do not realize are in play

mighty carbon
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Candy is a good comparison

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Effect lasts a few minutes

quaint loom
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agreed, that would be a better analogy

mighty carbon
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But yeah, nowhere I advertise it as a game

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It's a bite-size consumable experience

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Mobile audience is extremely entitled crowd

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Btw, 15 min VR porn vids of horrible quality go for $5

wicked oak
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i start to like the combat, but the levels are blander than anything in existence

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i need to make them more vertical and add props or more styles

mighty carbon
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Anyhow, I don't even want to pursue Go after this... I'll just keep focusing on desktop VR

glossy agate
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How are you reloading? Like a hip hitbox?

wicked oak
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yes

mighty carbon
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@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

wicked oak
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its incredibly generous, so essentially a flip of the gun triggers it

tired tree
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redbull has less caffine, no idea how you can claim that

mighty carbon
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Huh?

quaint loom
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@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

wicked oak
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no becouse i code most stuff in c++

tired tree
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most blueprint rotations resolve to quats now

glossy agate
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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.

wicked oak
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its overlap + angle

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so gun needs to be pointing down and be roughly at the hip

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then it triggers and reloads instantly

quaint loom
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so not as simple as Raw Data which is just an overlap check (or appeared to be)

wicked oak
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raw data has an animation and stuff

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mine doesnt

quaint loom
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for the upgraded reload part of akimbo shooter

wicked oak
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and it is very very generous at the moment, so its simpler than the raw data one

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i made the enemies shoot in bursts, wich is a lot more interesting that just constant fire

quaint loom
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more pleasant for the ears too. More satisfying than a constant stream which your brain will eventually dull and filter to some extent

wicked oak
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like dwvr...

quaint loom
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ie chaingun from TFC way back when

wicked oak
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some of the things im doing here im thinking of adding them to dwvr

quaint loom
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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)

wicked oak
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more sales than PC

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on ps4

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i still havent launched in europe

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game is getting review by PEGI at the moment

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once i have it ill launch in europe

quaint loom
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how long was the rating system process elsewhere? few weeks/months?

wicked oak
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pegi takes 10 days

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give a couple more to send the money and materials

quaint loom
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that's not bad

wicked oak
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ps4 on the other hand...

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more than 2 months

quaint loom
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@tired tree thanks. I'll be looking more into that today ๐Ÿ˜ƒ . Was experimenting with ways to get absolute and relative rotation last night via BP for an interactable

tired tree
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you aren't working in quats in blueprint

quaint loom
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is ps4 just that backlogged or less streamlined you figure?

tired tree
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the back end just uses them

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IE: compose rotations converts to quats before combining

quaint loom
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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

wicked oak
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@quaint loom both

tired tree
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just about everything uses them in the back end

quaint loom
#

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

glossy agate
#

Anyone here mess with the Steam Audio plugin yet?

glossy agate
#

Just tried it. So awesome

glossy agate
wicked oak
#

that is really cool @glossy agate

glossy agate
#

If you listen to it with headphones on it gives you stereo sound similar to in game

wicked oak
#

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

glossy agate
#

Yeah was trying alt enter and couldn't get it to work still haha. Probably user error.

wicked oak
#

TRAITOR

glossy agate
#

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

wicked oak
#

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

glossy agate
#

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.

wicked oak
#

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

glossy agate
#

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

wicked oak
#

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

glossy agate
#

AWS Gamelift or Photon

wicked oak
#

yeah, gamelift

glossy agate
#

Has that cool auto scaling to keep costs down

wicked oak
#

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

glossy agate
#

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

wicked oak
#

wow that is pretty damn cheap

glossy agate
#

Haha yeah, perfect for VR sized audiences right now

wicked oak
#

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..

glossy agate
#

Wait you have to have your own dedicated to use this with unreal?

wicked oak
#

nono, i think photon is unity only

#

definitely not unreal version that i can see

glossy agate
#

Damn that sucks. Must be why Pavlov uses gamelift instead.

wicked oak
#

@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

glossy agate
#

Ah nice. So they can get 100 players on just one server, I probably won't ever need more than 1 haha

wicked oak
#

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

glossy agate
#

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.

wicked oak
#

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

glossy agate
#

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.

wicked oak
#

you could do that quite well

#

have some kind of firing range/lobby for up to 20 people

#

and the matchmaker

glossy agate
#

Gunheart does something similar. It's like a bar that everyone hangs out in until you create a game for people to join.

wicked oak
#

thats exactly what i had planned for my game

#

you should start with this stuff ASAP

#

use your onward colleages as a testers

glossy agate
#

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.

wintry escarp
#

ue4 does olde style hosting doesn't it? where one person can be the server

full junco
#

@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

wintry escarp
#

do blob shadows work in vr or do they stick out as wrong

full junco
#

@@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

uneven moon
#

@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?

mighty carbon
#

@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.

glossy agate
#

@uneven moon mine were pretty much real time

cosmic shoal
#

@wintry escarp blob shadows work fine, and are very cheap, I use them.

polar lotus
#

@wicked oak, you can use Photon SDK with unreal

weak tide
#

mmmm, just got our Datasmith project working with VR... looks gorgeous

mighty carbon
#

cool assets pack

wicked oak
#

thats a prime candidate for a vr shooter assetflip

uneven moon
#

anyone experience flickering (AA problem, looks like) and found a solution?

#

using a stationary light with area shadows

weak tide
#

@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

uneven moon
#

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

mighty carbon
weak tide
#

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

wicked oak
#

@weak tide dont

#

just use a huge laptop

#

the backpack pcs dont seem that interesting

weak tide
#

hot-swap battery is interesting

#

I'd like to try one of those TPCasts actually

wicked oak
#

thats more or less the reason XD

weak tide
#

the downside of the backpacks is they don't make very good desktop machines

wicked oak
#

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

weak tide
#

"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

mighty carbon
wicked oak
#

congrats to the dev of Wrench becouse he is getting free gpus from nvidia

#

i remember he was in this chat

tired tree
#

aight, payday 2 would be fun in Vr

glossy agate
#

Yeah coop is gonna be sweet

mighty carbon
#

haven't played that one..

weak tide
#

some free GPUs would be nice

#

anyone had any luck with the nvidia vrworks branch and per-eye SLI?

sly elk
#

THANKS

#

err

#

caps

wicked oak
#

@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

sly elk
#

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 ๐Ÿ˜ƒ

wicked oak
#

no issue with shilling, is about the begging part i dont really like

#

i think its scummy of nvidia

sly elk
#

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?

wicked oak
#

cant

#

but you could give him a packaged version

#

to test the stuff

sly elk
#

so there is no way to make a plugin that spits out game objects they can't open up and look at?

wicked oak
#

no

tired tree
#

@sly elk i'm curious, did you actually enter into an agreement with Mazda for your project?

mighty carbon
#

btw, not VR related but I read somewhere this morning that Law Breakers concurrent players count dropped to 10

#

10!!!!!!

glossy agate
#

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.

tired tree
#

oh, so they are at top 10 VR multiplayer game levels now eh?

glossy agate
#

Haha, maybe even top 5^

sly elk
#

no, i have a license agreement with a kit car manufacturer

tired tree
#

ah, so you are going to be replacing your mazda scans with their parts then?

mighty carbon
#

so, no one plays VR multiplayer? o.O

tired tree
#

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

glossy agate
#

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.

sly elk
#

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.

mighty carbon
#

sounds like someone has a lot of money to throw around ๐Ÿ˜‰

tired tree
#

@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

sly elk
#

i'll probably scrub that but my lawyer says i don't need to

#

thanks ๐Ÿ˜ƒ

#

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.

tired tree
#

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

sly elk
#

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

glossy agate
#

Thats what I was thinking too. Licensing the template of your project for auto makers to create training simulations.

sly elk
#

im aleady working on that part ๐Ÿ˜ƒ

weak tide
#

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

mighty carbon
#

what are you working on @weak tide ?

uneven moon
#

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

boreal walrus
#

How do you disable real-time thumbnails?

uneven moon
#

View Options at the bottom right

boreal walrus
#

Cool, thanks :3

alpine torrent
glossy agate
#

Oh yeah, these are coming out tomorrow still right?

alpine torrent
#

yeah

mighty carbon
#

is it going to be sort of quiet launch or will MS have an event for official MR launch ?

weak tide
#

@mighty carbon got a VR project for a hair-care company for CES in Jan

mighty carbon
#

nice

#

so, what do you do in VR with the products ?

weak tide
#

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

mighty carbon
#

cool

weak tide
#

looks infinitely better than when it was in Unity

wintry escarp
#

echo arena is a fun multiplayer

mighty carbon
#

I thought you didn't have enough physical space to play that game @wintry escarp ๐Ÿ˜ƒ

wintry escarp
#

it would be better with more space, I wouldnmt keep punching things

glossy agate
#

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.

fleet veldt
#

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

full junco
#

@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

digital marlin
#

that dell headpiece thing looks underwhelming tbh

weak tide
#

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?

tired tree
#

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

weak tide
#

I found some new docs - got a better view now ๐Ÿ‘

#

vr.SpectatorScreenMode was what I needed

tired tree
#

Yeah, if you don't mind letterboxing

#

or warp

weak tide
#

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

supple coyote
#

vr.SpectatorScreenMode eh

#

man all these new "vr.xxx" commands are all taking me by surprise

mighty carbon
tired tree
#

god damn i love how they are aproaching steam audio

#

it is very obviously one or two guys labor of love over at Valve

mighty carbon
#

but 4.19 is coming next year ๐Ÿ˜ฆ

wintry escarp
#

you sure? 4.18 is due soon

mighty carbon
#

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)

trail shale
#

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

wicked oak
#

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

tired tree
#

@mighty carbon thus the github branch for early adopters, though it will still be rolled into engine updates anyway

mighty carbon
#

yeah, I know.. Just royal pita to build UE4 ๐Ÿ˜ฆ (takes too long; I better use that time for production/design)

tired tree
#

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

mighty carbon
#

correct

tired tree
#

maybe once sound design is fleshed out it could be a wall, but not early on

glossy agate
#

@mighty carbon Have you tried it yet? Just tried it myself last Sunday, super nice. Even simple stuff adds to the immersion.

mighty carbon
#

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 ๐Ÿ˜ƒ

#

basically until I have AI where I am satisfied with, I am not even going to look into other things

#

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)

tired tree
#

Talos is a great game

#

if it is good in VR or not , I don't know

mighty carbon
#

I didn't get it for PC.. Read somewhere it wasn't as fun as Portal 2

full junco
#

@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

tired tree
#

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

full junco
#

I thought it would have a mode for being fully dynamic

wintry escarp
#

portal2 was the last full price game I bought

mighty carbon
#

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)

tired tree
#

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

full junco
#

well, can't it run on its own thread? so is the "really heavy" actually relevant?

tired tree
#

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

full junco
#

yeah, I'll definitely try it when I get to updating my engine

uneven moon
#

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

full junco
#

whats your game?

uneven moon
#

Wraith

full junco
#

I am not seeing your game in "New and Trending"

wicked oak
#

new and trending is when you have some sales fairly fast

mighty carbon
#

WTF?!

#

is that how state machine with anims get when you have a lot of anims ?

velvet mango
#

^wrong channel?

mighty carbon
#

nah, correct channel

tired tree
#

naw he is asking us specifically

velvet mango
#

I kinda doubt someone will implement such complex animations in VR

mighty carbon
#

why not ?

#

I mean, how is animation in VR different from animation in non-VR games ?

tired tree
#

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

velvet mango
#

Do I have to list 10 examples from the picture that you usually would not implement in VR?

mighty carbon
#

sure

#

if you got time

velvet mango
#
  • what @tired tree said... IK driven
full junco
#

AI has same animations in VR like in all other games

#

that graph can be for AI

tired tree
#

it could be, but very unlikely unless going all out AAA on it

mighty carbon
#

btw, all those "checks", why can't those be done in BP instead of the state machine ?

tired tree
#

its also probably possible to clean that up

full junco
#

it doesn't belong here, @velvet mango is right

mighty carbon
#

because that's where I hang out @full junco ๐Ÿ˜‰

full junco
mighty carbon
#

your audio questions belong to #audio @full junco

#

yet, no one cares.. feel free to ask here..

full junco
#

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

mighty carbon
#

then keep it there ?

#

well, anims belong to VR too, in the context of my current project

full junco
#

then everything belong here, and it shouldn't

velvet mango
#

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 ๐Ÿ˜„

mighty carbon
#

mod? we have mods?

velvet mango
#

that you didn't get the same treat โค

mighty carbon
#

well, I ask whatever I want wherever I want

#

don't be rigid, be flexible

full junco
#

@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"

mighty carbon
#

๐Ÿ™„

wintry escarp
#

looks like kite demo doesn't work at all on 4.18

full junco
#

and I actually only mentioned steam audio because of @mighty carbon, he posted a blog article about a steam audio update

velvet mango
#

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

full junco
#

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

wicked oak
#

what the fuck is that anim thing

#

seriously WHAT

#

there are substates and the like for a reason

tired tree
#

yeah....

wicked oak
#

you can blend several state machines and have tree state machines

tired tree
#

it looks like some of the bad BP node graphs I have seen posted as examples of "how bad ue4 is"

mighty carbon
#

@wicked oak where can I read about all that?

wicked oak
#

its basic features of the animation editor

full junco
#

@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

wicked oak
#

could be

tired tree
#

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

full junco
#

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

mighty carbon
#

btw, just checked docs and there are no sub-states in anims @wicked oak

#

๐Ÿค”

tired tree
#

he is talking about state machines inside of states motorsep

mighty carbon
#

o.O INCEPTION !

mighty carbon
#
silk lodge
wintry escarp
#

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 ?

full junco
#

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

sturdy coral
#

maybe to speed FCC approval

alpine torrent
#

@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

full junco
#

๐Ÿค”

sturdy coral
#

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.

full junco
#

they all flip up I think

#

the acer one does

sturdy coral
#

yeah I know the acer does

#

maybe all

full junco
#

its all the same hardware essentially, only samsung did their own

sturdy coral
#

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

alpine torrent
#

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

full junco
#

the acer one has same weight like the rift it seems

alpine torrent
#

when oculus rift home was coming?

#

or did rift got update about it?

sturdy coral
#

what

alpine torrent
#

oculus announced oculus home where you are in virtual home

sturdy coral
#

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

alpine torrent
#

mixed reality home is for all Windows mixed reality headsets

sturdy coral
#

but yeah, they are changing it a lot

full junco
#

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 ๐Ÿ˜„

sturdy coral
#

yeah I turned it off because it always seemed to hog cpu even when I didn't have the headset on

full junco
#

I never even looked at it, is it similar to the new oculus home?

sturdy coral
#

yeah

#

it is very similar to what destinations was

full junco
#

destinations?

sturdy coral
#

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

full junco
#

ah

sturdy coral
#

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

full junco
#

interesting

#

never looked at it

sturdy coral
#

yeah, it is worth checking out some of the photogrammetry stuff, but there isn't a lot of it

full junco
#

the stuff in the lab was nice to show to people that haven't done vr before

#

the photogrammetry

sturdy coral
#

they have one that is the valve offices/lounge that is really well done

#

and this church/cemetary in england

alpine torrent
#

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

full junco
#

hm, maybe I actually looked at it?

sturdy coral
#

@alpine torrent I doubt there will be any connectivity between the two

full junco
#

yeah, won't connect

sturdy coral
#

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

full junco
#

what engine does that new steamvr home use?

#

their own?

sturdy coral
#

I think so but I'm not certain

alpine torrent
#

steamvr home is using source engine?

sturdy coral
#

it might be unity but I think it is source 2

tired tree
#

@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

sturdy coral
#

eww

#

is it still only in the beta branch?

tired tree
#

no its in every one as an experimental option

alpine torrent
full junco
#

if the windows headsets are at $200 before christmas, that would definitely be interesting

sturdy coral
#

I doubt they will go that low, except maybe during black friday

#

but it will be so soon after release

alpine torrent
#

the samsung HMD Odyssey comes to market in November 6th

full junco
#

that will be the interesting one

#

for us who already have rift or vive or both

sturdy coral
#

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

full junco
#

yeah

sturdy coral
#

that new surfacebook looks pretty nice, expensive as hell though

#

around $3k with a 1060 gpu

alpine torrent
#

@sturdy coral in hololens it scan the wifi so if it have similar scanning and mapping then it shoud know the area

full junco
#

a VR capable mac is probably even more?

sturdy coral
#

VR capable mac laptop doesn't really exist I guess without getting an enclosure

glossy agate
#

Anyone try retargeting the VR hand anim BP over to a new hand model? Is it possible, or just make it all from scratch?

full junco
#

not laptop

sturdy coral
#

$599

#

with an rx 580

full junco
#

well they can't sell more than 100 of those because they can't get the rx 580 ๐Ÿ˜›

#

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

alpine torrent
#

think compo of mac+ vive+ external gpu enclosure + GPU

full junco
#

I definitely won't support mac because I won't buy a mac just for supporting it

alpine torrent
#

the price perspective

full junco
#

linux I can just install on my PC

#

so I'll support linux

alpine torrent
#

i can install Linux terminals to my pc so i support Linux?

full junco
#

yes?

#

I want to support linux because I dislike microsoft

#

thats essentially all reason for it

alpine torrent
#

well I install Linux terminals to my Windows pc

full junco
#

what terminals are you talking about?

sturdy coral
#

probably WSL

alpine torrent
#

suse, 2 flavors

#

ubuntu

full junco
#

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

alpine torrent
#

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

sturdy coral
#

that uses WSL

#

and it is basically everything except linux

#

all the userland, no actual linux kernel

alpine torrent
#

well Linux subsystem

sturdy coral
#

WSL = windows subsystem for linux

full junco
#

you definitely wouldnt test a linux game on windows with the linux subsystem

sturdy coral
#

it basically wraps the linux system api to the windows kernel, not much linux actually involved

alpine torrent
#

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

full junco
#

unnessessary complexity

#

I'd just install linux on my pc so I can dual boot into linux

alpine torrent
#

traveling box

full junco
#

you should test games exactly how someone who plays the game would play it

#

and through a remote connection you can't test VR

alpine torrent
#

even with VM running on the machine?

full junco
#

you dont do GPU stuff in a VM

alpine torrent
#

you can stream pc games to console but you cant stream vr games to headset remotely?

full junco
#

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...

glossy agate
#

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.

uneven moon
#

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

full junco
#

@glossy agate I haven't even started stuff in AE yet, what takes so long is the capturing stuff in the game...

glossy agate
#

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

full junco
#

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

frail portal
#

I'm pretty excited, I think our VR device will be out around the begining of the year ๐Ÿ˜„

#

w0000t

sturdy coral
#

@uneven moon just attach with a different offset

#

or make a subcomponent with a different transform and attach to that (or socket, etc.)

frail portal
#

Anyone else having trouble with general VR locomotion?

tired tree
#

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

tired tree
#

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

full junco
#

@tired tree attach what?

tired tree
#

to the hands

#

anything

full junco
#

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?

tired tree
#

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

full junco
#

@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?

tired tree
#

I don't attach for my grip logic

#

I move to parrot the hands

#

i also apply late updates to simulating grips

full junco
#

"to parrot the hands"?

glossy agate
#

It just follows transform.

#

American term for copy

full junco
#

ah, so he means he just sets the location of stuff to the location where the hand is?

glossy agate
#

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

full junco
glossy agate
#

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.

full junco
#

yeah, thanks ๐Ÿ˜„

#

@tired tree but how can you apply late update to stuff thats simulating physics? you really do that?

tired tree
#

yeah

#

and then i turn it off when its in collision

full junco
#

so for one frame it can shoot over?

tired tree
#

yeah but its not very noticable, its configurable too

#

its an enum whether it allow late on them or not

full junco
#

hm interesting, maybe I should try that too

#

I have stuff on physics handles

tired tree
#

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

full junco
#

would like to see a comparison between physics handles and what you are doing

tired tree
#

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

#

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

full junco
#

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?

tired tree
#

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

full junco
#

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

tired tree
#

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

full junco
#

I saw it in your video, yeah

tired tree
#

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

full junco
#

which bug?

tired tree
#

preview 2 had weird issues with scaling physics objects in 4.17

#

it was fixed by preview 3

full junco
#

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

tired tree
#

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

full junco
#

I'm using c++, though when I setup physics handles or stuff like that, that I do in BP

tired tree
#

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

full junco
#

but didn't you say you built everything in your plugin connected to your custom vr character?

tired tree
#

yup

#

but everything is exposed to blueprint

full junco
#

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

tired tree
#

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

full junco
#

when you say "controllers", what do you mean?

#

player controllers, some custom motion controller components?

tired tree
#

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

full junco
#

a controller with its own FSceneView? ๐Ÿค”

tired tree
#

sorry

#

meant ISceneViewExtension

full junco
#

ah

tired tree
#

braindead

full junco
#

why can't you do stuff the "right" way now? you don't need to stay 100% compatible in newer versions

tired tree
#

lots of people updating nearly complete games with engine versions

full junco
#

when epic went from ue3 to ue4 they broke all compatibility

tired tree
#

and its not a huge problem for most of it

full junco
#

and you could keep an old legacy component and do stuff the "right" way in some new component

tired tree
#

and then upkeep two at once ;p

#

no way

full junco
#

well, new stuff would only go into the new one

#

and the old one you could phase out after 1 or 2 engine updates