#virtual-reality

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tired tree
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i did that already for a few things

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some of them are rather embedded in how games have been made with it

full junco
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epic is also doing that with stuff like BP nodes that first become deprecated and then a few engine versions later they remove them

tired tree
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IE: At the start I tried to make it really easy to set movement and rotational limits on gripped objects and made a setting struct, but since then I made prefabs for all of that in c++ with more and better logic

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but a bunch of games were made using the inferior method and would have to be overhauled if I killed it

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I may set a kill date for some features for my eventual github move

full junco
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at some point people just have to update stuff, you cant expect to always continue to update the engine version with minimal work

tired tree
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yeah I agree, its just trying to find a good time to do it

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I put a poll up for the major wishlist of changes and literally everything I got asked not to change yet

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I'll get back to it later

full junco
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I am using the RMC, and koderz is doing it quite good I think. he released 1.0, then 2.0 and 3.0 will be a major overhaul that will be incompatible with a lot of how its done with 2.0

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its the only plugin I use

tired tree
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i'll be totally honest here....he has 1/10th the code in that that I do in my plugin

full junco
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hm?

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how do you get so much code?

tired tree
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it does a lot

full junco
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well you said you have to duplicate quite some stuff from the engine?

tired tree
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only for character movement, to overide logic

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but there is a lot of auxillary components and classes

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like all of the openVR logic

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and the one offs, like the console / command line render to texture component

full junco
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well, the rmc also wasn't really updated for almost a year now

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so he worked on 3.0 for a long time, its probably no longer 1/10 of your code size if you would compare it now

tired tree
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maybe not, but I have to sleep and we kind of spammed this channel enough already :p gnight

full junco
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well we talked about your vr plugin, that belongs here ๐Ÿ˜„

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night

little nacelle
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Hello, if I want to show the character's forearms in VR, I'll sure have to deal with IK skeletons? Do you guys have a good example of a game that's using that?

weak tide
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Has anyone tried NVidia's VRWorks branch with the SLI support?

wintry escarp
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anyone using 4.18? I get a crash as soon as I try to implement a touch controller.

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am I doing something wrong or is 4.18 still broken for that

mighty carbon
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@wintry escarp why don't you use @tired tree 's plugin/template ?

wintry escarp
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its overkill for what I want to do

eternal inlet
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anyone know why and how to deal with such bad light perforamce?

mighty carbon
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@wintry escarp it works out of the box.. just use basic functionality

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@eternal inlet the rumor has it that dynamic shadows don't work well in VR

eternal inlet
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Oh i see.. rumors seem to be true then

wicked oak
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@eternal inlet yup

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dynamic lights are mostly ok, but shadowcasters?

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fuck no

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and dynamic lights depend on their size and amount

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as its mostly costly depending on their area

mighty carbon
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what about using stencil shadows ?

wicked oak
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not in the engine

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and they dont scale well

eternal inlet
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What is stencil shadows?

wicked oak
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personally i think stencil shadows would be good for static geometry

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essentially you keep them "saved"

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that would work great for my game

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maybe i even do stencil shadows manually for my modules

mighty carbon
wicked oak
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essentially precalculating the scencil volume as a mesh

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and putting it on the lights

eternal inlet
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@wicked oak so u say i can maybe lower attenuation of lights?

mighty carbon
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UE4 doesn't have stencil shadows, but Doom 3 BFG VR has a ton of them and runs at solid 90 fps

wicked oak
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doom 3 is very close quarters, so culling is a thing

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the amount of stuff doom3 renders per frame is nearly null

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very few drawcalls and very few polygons

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thats why stencil shadows work

mighty carbon
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eeh? You have no idea what you are talking about vblanco

wicked oak
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they excel if you have very few polygons

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Doom3 is incredibly close quarters, and they have special interior culling so it renders exactly what is in view

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wich is not that much

mighty carbon
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yes, it's not as high poly as modern games, but it has pixel shader cost and literally crap load of geometry "thanks" to stencil shadows

wicked oak
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pixel shader cost? not really

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its pixel formulas are dirt simple

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keep in mind they were created for basically the first generation of shader gpus

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so the shaders are suuuper simple

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and i think the light is in fact vertex lighting

mighty carbon
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I think culling is what makes it so performant

wicked oak
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yup

mighty carbon
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clipping of lights and shadows, rather

wicked oak
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its very close quarters, there is never a lot of geometry at the same time

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doom 3 has a forward renderer

mighty carbon
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yeah

wicked oak
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actually only the lights render

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its a fancy technique (the way they do it)

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essentially they do

mighty carbon
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it's not fancy at all

wicked oak
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 for each (light: visible lights)
{
    for each(mesh: light.getNearMeshes())
{
render(mesh, light)
}
}```
mighty carbon
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BFg render is essentially the same

wicked oak
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you can see the passes

eternal inlet
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Anyway.. so im looking for what options i have to get better performance. So i hear i can turn off shadow casting for meshes as one

wicked oak
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each mesh gets rendered each time per light

mighty carbon
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yeah, but it's not fancy

wicked oak
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but each light only renders the meshes it affects

eternal inlet
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And lowee length of lights

mighty carbon
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@eternal inlet I'd try capsule shadows and modulated shadows in VR.. Might perform better.

eternal inlet
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It will kinda kill the visuals though

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Ok will try that when im home.. thx @mighty carbon

wicked oak
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that article also explains the culling

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what i said, it has specialized interior culling that is very accurate and very cheap

mighty carbon
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not culling vblanco, clipping

wicked oak
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fucking lol i know ill have to implement that myself

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for my game

mighty carbon
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(for shadows anyway)

wicked oak
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becouse ue4 culling SUCKS

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so ill have to implement some kind of similar thing to that

mighty carbon
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I am surprised UE4 doesn't cull lights based on visibility :/

wicked oak
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ohhhh, the renderer is actually doing a prepass

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thats something i did not know

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its doing a depth prepass to not overdraw pixels

mighty carbon
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so, I asked TimS about lights/shadows culling (on Twitter)

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we'll see if I get lucky

full junco
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can't remember tim sweeney ever saying something UE4-feature related on twitter

mighty carbon
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read comments ๐Ÿ˜ฆ

full junco
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?

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I dont see anything special in the comments

alpine torrent
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using my laptop camera

tired tree
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cool

mighty carbon
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@full junco TPCast isn't even available for Vive anywhere according to the comments

full junco
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well you can preorder it

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shops in germany say it starts shipping in 2 days

mighty carbon
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aye, we'll see if they deliver

tired tree
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did they ever fix direct mode for that thing?

glossy agate
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@eternal inlet Can you not bake out static lighting for some reason on it?

wintry escarp
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no wires would be nice but not worth ยฃ300

full junco
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yeah its only worth it if you have a really big room

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if I would have like 5x5 meters for my roomscale setup, I would probably buy it

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then having no wires would be super awesome

glossy agate
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From what I heard people said it was cool because it removed the extra bit of planning your movement in VR so it feels more free. Not having to plan turning to the right to make a left turn for untangling ect

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Apparently that makes a huge difference

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For me I want one so I dont keep rolling over my chord when rolling back to test my game

full junco
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I always think about that gif ๐Ÿ˜„

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you cant do that with a wire attached

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and it also really shows how good the lighthouse tracking is

wintry escarp
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I cant do that anyway

full junco
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well then you have to learn it I guess

wintry escarp
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id stab him while he's doing his poser backflips

granite jacinth
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Meh

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This is all 1990s

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I just want to jack in and move things with my mind

eternal inlet
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@glossy agate i did bake a bunch of lights (stationary) but have 5-6 additional spotlights that have to be movable (frontlights of a train and a flash light and some physics lamps)

glossy agate
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Oh, probably won't be able to cast shadows with those

eternal inlet
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It really suxx to loose shadows too

glossy agate
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Yeah haha. The cost of VR

eternal inlet
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๐Ÿ˜ฆ

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So my underground basement level is gonna look really boring

tired tree
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you can have shadow casting lights

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you just need to keep the count very low

eternal inlet
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Thats what i figured out too @tired tree

glossy agate
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You can use tricks though, like make all the train lights emissive, then only cast shadow from 1 instead of all of them

eternal inlet
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Yeah will do something similar

glossy agate
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I mean use one spotlight to cast shadow for all the lights

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If it moves fast you won't be able to tell as much

eternal inlet
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I'll have to do a looot of tweaking for sure

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Can hardly see the cost of my own logic and other stuff on the perf graphs

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Because the light and shadows are so expensive

mighty carbon
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well, unless Epic start a new VR project, I don't think we'll see performant dynamic lights/shadows in VR

eternal inlet
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You're probably right about that.. sadly

tired tree
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its not the VR part really motorsep

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shadow casting is slow in the engine period for dynamic lights

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the lights themselves aren't the issue

mighty carbon
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even in non-VR games ?

tired tree
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yes?

mighty carbon
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ouch

tired tree
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its a shadow issue, not a light issue

eternal inlet
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Hmm yeah i see it on the graphs as shadow issues too

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Will experiment with turning all shadow casting off for all static meshes at run time as an option

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See how it affects performance

mighty carbon
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btw, Doom 3 BFG modded engines with shadowmapping still have faster shadows than UE4 @wicked oak

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(I haven't tried it in VR, but it was fast in non-VR)

tired tree
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don't turn off static shadow casting....

mighty carbon
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@eternal inlet have you tried modulated shadows ?

full junco
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epic essentially hopes that everyone can use distance field shadows I think

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and those are pretty optimized now

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@eternal inlet can you use distance field shadows?

wicked oak
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i dont think distance fields work on mobile

eternal inlet
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Mordentral just suggested that too

full junco
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did he? didn't see that

eternal inlet
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i don't know about those yet, since i've never used them, but will look into it

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no, it was on a private msg

full junco
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ah

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and they might not work on mobile, but who cares about mobile

reef wharf
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Hello people, I am using the VR bp in a project. In the editor if you play VR preview all works well. But in the packaged version it doesn't seem to work.

full junco
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on mobile almost everyone uses static lighting

mighty carbon
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you can use directional light and modulated shadows on mobile VR

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but why would anyone want to make mobile VR app? (unless it's a sponsored development)

full junco
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ask that yourself a year ago?

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I never understood why you do it

wicked oak
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i might try to make my next game work on gearVR so i can run it on the Go

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as a downscaled "build" of the main game

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i want that sweet, sweet Go and Santa cruz prototypes

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so ill just make a demo build

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my game might be a best case scenario becouse due to procgen, i have stupid low amount of drawcalls

mighty carbon
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@full junco I figured with VR being a new market visibility won't be an issue ๐Ÿค” And I thought that 5M end-users actually use Gear VR (surprise - they don't).

wicked oak
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essentially the level would be one HUGE module mesh with smaller detail meshes on it, ill find a way of culling those

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well, its one module after another, like warframe

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except my modules are essentially 1 mesh

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you were far too late @mighty carbon

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small "experiences" were novel at the start

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now, you are competing against every single other "experience" in the market

mighty carbon
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well, statistically Gear VR users don't use it for games

wicked oak
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happened to me with DWVR and wave shooters...

mighty carbon
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most Gear VR users consume media

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and experiences

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it's just nowadays they want more elaborate experiences and they want it for free

uneven moon
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When the Mobile version of Oculus comes out and Zuckberberg actually manages to reach 1 billion people in VR worldwide (most on mobile, presumably), it would be easier in that market

mighty carbon
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doubt it

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Facebook/Oculus will be making money off the hardware

full junco
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it would be harder, not easier

tired tree
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@full junco let me know if you get a good response on that dynamic SteamAudio question will you?

full junco
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for 1 billion people you would have a huge amount of AAA content

mighty carbon
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they can sponsor development and have a ton of apps for free. It's really hard to compete against that.

full junco
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@tired tree the one I asked in the forums you mean? sure

tired tree
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I've been trying to stay out of it for now, because I know it will suck a ton o time playing

uneven moon
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indie devs, even solo devs can and have made successful products on far more saturated platforms so I mean it's not impossible, it depends on the project

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flappy bird as an example

full junco
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thats one of the worst examples

mighty carbon
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lol, so let's assume that most indies can make Minecraft.. No, let's not

full junco
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exactly

mighty carbon
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those are the outliers

uneven moon
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no, but flappy bird was a really basic thing

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almost everyone in this server could probably do something close to flappy if not better

mighty carbon
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can't really say "Oh, that guy who made Flappy Bird made it big. We can do it too!"

full junco
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the chance that flappy bird would interest anyone was 0.0001%. the guy had luck that for some reason some youtuber or whatever showed the game to a relevant amount of people

mighty carbon
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so, no one made anything like that after Flappy Bird

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it's an anomaly.. Right thing in the right time..

uneven moon
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I know, but there's a reason flappy bird blew up, I just mean that it's possible. if you make average content, it'll get lost like all the others around it

mighty carbon
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hell, flying to Mars is possible too

uneven moon
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2020s

full junco
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flappy bird is super average content

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he had luck that he got some visibility

uneven moon
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flappy bird and cuphead blew up as much as they did for similar reasons

full junco
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I never even heard of cuphead

uneven moon
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;o

full junco
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is that a game too?

uneven moon
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I've never played but it's a big thing rn

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yeah it's designed like oldschool cartoons

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very well made

mighty carbon
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not one-guy game

uneven moon
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damn

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nah yeah, cuphead is a huge game. If you look at most of the exposure it's getting, it revolves around its difficulty rather than its visual theme

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flappy bird got exposure only for that reason, too

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and I'm not saying make hard games to stand out

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just that when indie games do blow up, there's always something about them that does help them stand out

sturdy coral
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I think flappy bird and cuphead are very different.. cuphead is tens of thousands of frames of animation inked by hand in a style that has never been done before. no one would care about the difficulty without the theme and polished art drawing them in.

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there are plenty of difficult bullet hells and boss rushes out there

mighty carbon
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@uneven moon not saying they don't, but nowadays they do so less and less often

sturdy coral
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cuphead has been hyped since the first 10 second sneak peak of the art and animation when xbox launched, before anyone knew how difficult it was

tired tree
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cuphead had a ton of momentum

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just do to hand drawn graphics

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and the art style

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you can't argue that it "blew up for no reason"

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people have been waiting for that game for years

sturdy coral
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yeah, difficulty is an aspect of how it is giong viral but wouldn't get it anywhere without the art

tired tree
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honestly cuphead is a work of art.....

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its not perfect, but damn is it nice to see

sturdy coral
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it is extremely time consuming to do that kind of animation, they had people who worked on animated shows working on it whereas flappy bird was just one guy almost stealing mario assets

mighty carbon
sturdy coral
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fast but doesn't work for landscapes

mighty carbon
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well, wouldn't you use capsule shadows outdoors ?

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(I kinda assumed that was fast and worked with direct light)

sturdy coral
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I mean the landscape components themselves won't cast those type of shadows

mighty carbon
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oh

sturdy coral
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you have to do a separate cascaded shadow map for them

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or bake it

mighty carbon
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is cascaded shadow map shadow slow in VR ?

sturdy coral
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it adds draw calls

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I think we've already had this discussion several times here though ๐Ÿ˜›

mighty carbon
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ha, indeed

tired tree
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distance field is intended to compliment cascaded

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you can run cascaded up close on static meshes and distance field out far

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since you don't get self shadowing with the latter

mighty carbon
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I see

sturdy coral
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it can also let you have destructibility, like fortnite

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which you can't get with baking stuff for the distance

tired tree
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fortnight uses both

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they actually implemented distance field channels for the engine because fortnight was causing issues with dynamic objects and distance fields

sturdy coral
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what do you mean both? baked and distance field, or csm and distance field?

tired tree
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distance field and csm

sturdy coral
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yeah, for character shadows they need that

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and the landscape

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capsule shadows don't look great up close

tired tree
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you can also set csm draw limits, and past those the distance field shadows are uses instead

sturdy coral
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which is the only other option I guess, and they have to have a high shadow bias to not over-self shadow

tired tree
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assuming you lower the 20k unit default setting on csm

sturdy coral
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but yeah fortnite is basically the same setup as kite demo

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but not landscape GI probably

mighty carbon
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VRScout

The VR Awards brought VR leaders to celebrate work from the past year. 2017 has been quite a year for VR. Thoughย sales of VR headsetsย may not have lived up to certain market expectations, innovation and exploration in VR technology brought about new ways to create, communicate, and collaborate. On October 9,ย VR Boundย hosted its inaugural VR Awards, held at Londonโ€™s 8 Northumberlandย Avenue. It was an evening designed to showcase standout achievements over the last year and celebrate the passionate and dedicated teams of people who are focused on a single goal; to bring the very best in virtual reality and build

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VR industry moving ahead fast

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btw, I am contemplating to skip Home and Steam entirely (at least initially) with my new project

tired tree
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you are trying to kill it?

wicked oak
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definitely dead on arrival

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tell me how you gonna do an oculus release outside of Home, and a SteamVR release without steamVr

wintry escarp
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rift? just release it online and ask people to send you money if they like it

sturdy coral
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but it was just straight out free

tired tree
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free with patreon is goal maybe? but that generally only works for ......short gratification games.....

full junco
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patreon can work for any game where people want someone to work on I think

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when you have a few people that want something a lot, those people know that patreon is an easy way how 200 people can make sure that 1 dev can work on something fulltime

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so you "just" need something that a few people really like and want to see improved

mighty carbon
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well, how do people release VR apps that are standalone ?! (VR Kanojo for example)

full junco
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make your own website and release it there

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a lot of work

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any exe can run with steamvr

mighty carbon
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That's not the question.. I mean, when I run VR Kanojo .exe it opens Oculus Home and runs

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and it's a Unity based game

full junco
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any exe can run with any stuff I think

mighty carbon
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@tired tree would I have any issues using your plugin for a standalone game (when not releasing on Steam / Home) ?

full junco
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no?

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just multiplayer would be way harder

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anything else it absolutely doesnt matter

mighty carbon
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I am making a SP game

full junco
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then I dont see why you think his plugin would care about where you release your game

mighty carbon
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well, maybe it uses some SDk calls.. I don't know.. Just asking ๐Ÿ˜ƒ

full junco
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it definitely uses the SDK calls

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but the SDK doesnt care where you released your game

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people need to have steamvr installed of course, or oculus stuff

mighty carbon
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@wicked oak my Gear VR game was DOA on Home..

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@wintry escarp that's a pretty good idea ... not :/

sturdy coral
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people won't be able to launch your game on Oculus unless they enable outside apps, that's the only limitation

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I'm not sure that still applies after they started integrating steam games into your oculus library

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I guess that's a second limitation, unless it is a steam game or oculus game I don't think it can be launched from home

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it has to be launched from the desktop

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maybe if your user buys it off steam, then manually adds it to the steam library, it will show up in Home

mighty carbon
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yeah, that's that - gotta enable 3rd party apps in Home to run non-store apps

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I don't see how releasing standalone would kill the game

sturdy coral
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it won't if it is an initial rough release

mighty carbon
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especially it's for initial releases

tired tree
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its harder to access for one, it would only be good if you don't want many downloads at the start

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since it could ramp up

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but then eventually you are going to have to deal with patching

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and downloads

mighty carbon
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yeah.. Amazon S3 storage is cheap (or maybe there is an alternative, haven't looked into that). UE4 has undocumented (yet) patching system (to patch from within the game), so that should solve a lot of issues

sturdy coral
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I wouldn't count on UE4's patching system for the type of release iteration you need for an early rough release of a game

mighty carbon
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there are definitely challenges when releasing standalone

sturdy coral
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it is more for hotfixes and appending content for DLC

mighty carbon
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oh, I see :/

tired tree
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they have a patch generator...

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you would still have to create a launcher

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to apply it

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or expect them to manually do it

mighty carbon
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hmm.. didn't see that coming

tired tree
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and yeah..its a .pak

sturdy coral
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they don't take much

mighty carbon
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because I need to have access to users' db

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unless itch.io provides that via API, it's a no-go

clear spruce
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this may be a silly question, but can a firstperson game that has been built with realistic sizing of assets etc, have the option of being played either with or without VR?

sturdy coral
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user's db?

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@clear spruce yes

mighty carbon
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yeah.. User comes to the store, registers, buys the game, logins into the game, the game check's the purchase and so on.

sturdy coral
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you said it was single player though right?

tired tree
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he wants IAP

sturdy coral
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whether itch provides that though

mighty carbon
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nah, it's more about direct contact with the customer

sturdy coral
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doesn't matter if the alternative is making it yourself anyway

mighty carbon
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if I can't have that, there is no point going standalone

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oh and then there is direct control over douchebags in the community when you release standalone

tired tree
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its singleplayer

sturdy coral
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oh boy

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haha

tired tree
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why do you want to police the community

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and itch.io no..you wouldn't have that

sturdy coral
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if you take direct control of people's single player game

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for their forum behavior

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good luck with that

mighty carbon
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so I don't have to deal with people who say "no WASD locomotion - shitty game, don't buy it!!"

sturdy coral
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I think that is still in your head

tired tree
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then they will go do it on reddit

sturdy coral
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no one asks for WASD locomotion

mighty carbon
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I actually had that with Steel Storm.. It's was really nice on the forums until I went to Steam

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the idea is to build community who is invested into the game.. Not some random folks who has free money lying around and they want to just try new games\

sturdy coral
#

Steel Storm is an independent video game series developed by Kot-in-Action Creative Artel using the free software DarkPlaces engine that were released for Microsoft Windows, Mac OS X, and Linux platforms. The game was added to the Humble Indie Bu...

mighty carbon
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yeh

sturdy coral
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and the sequels?

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400,000 sales?

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SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

mighty carbon
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I recall there are a few standalone indie games that did well and had really tight community that did self-policing and kicked out all dickheads

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ha, I wish

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400k is due to giveaways, bundles and all that crap that built userbase for almost free

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and on top of that I can't do anything about that 400k users since I can't get in touch with them

ebon scaffold
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A singleplayer game with a sort of DRM that's also policed by other users to ensure reviews are all positive?

sturdy coral
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is @mighty carbon really @ Dereksmart? ๐Ÿ˜ƒ

mighty carbon
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no DRM

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lol, I am Palmer, remember ? ๐Ÿ˜›

sturdy coral
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@mighty carbon look at what happened to the launch of sim city with a similar system

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they claimed they needed the cloud to compute the intense simulation and that was why you had to be online

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but it wasn't really true

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if you have any kind of server outages etc. and affect single player you will piss people off bad

mighty carbon
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@ebon scaffold there is a big difference between negative reviews due to actual issues with games and negatives reviews like "I don't like this game cuz devs didn't make the way I, entitled users, envisioned it. Thumbs down and don't buy it. Ask for refund right now. And I am gonna make sure I will spam this all over the Net."

#

nah, I am not going to have people to be connected to the Net for a single player game

sturdy coral
#

@mighty carbon steam removes reviews from refunded users if I remember correctly

#

or it gets tagged or something and doesn't count towards the score I think

mighty carbon
#

took only 7 years to get there ๐Ÿ™„

sturdy coral
#

they didn't have nearly the same refund system 7 years ago

mighty carbon
#

that's another issue - they do things that harm most small indies, and then when damage is done, they switch things around.. I don't like that and thus, I'd like to try going standalone.

sturdy coral
#

if you had a huge number of refunds back then something was probably unintentionally misleading or something

mighty carbon
#

I mean, if it blows up big like Minecraft (here I go again and dream like @uneven moon )- lucky me.. If it doesn't go that awesome - I can go to Steam and Home.

#

@sturdy coral I didn't have too many refund with Steel Storm.. It still sells one copy per month or so ๐Ÿ˜ƒ But I gave out keys to Gear VR game and one f#cker who got a free key posted on Reddit for everyone who got the app to ask Oculus for refund.

tired tree
#

didn't steam pretty much not even have a refund system unless a game was taken down until like 3 years ago?

sturdy coral
#

what's the name of your gear title again?

mighty carbon
#

Phaeton Chronicles

sturdy coral
#

they had kind of a manual request thing that would sometimes cover technical issues I think

tired tree
#

yeah game breaking stuff

#

but no automated easy method

sturdy coral
#

right

#

I think it had a long turnaround time too

mighty carbon
#

that's not the point.. The point that people nowadays feel like they are entitled to mix devs with dirt for whatever crazy reasons they have in their heads..

#

and that escalates when individuals merge into a mob

sturdy coral
#

@mighty carbon mandatory online for single player is broadly unpopular, you will get bad reviews for that alone unless it is maybe free to play

#

trying to control reviews will also get you bad reviews, the internet isn't stupid

mighty carbon
#

in a tight community that's usually isn't a thing and when outsiders see some crap like that on Reddit, then come to see forums, they understand the difference between SJW raging on Reddit and normal folks who arfe actually interested in the game.. Maybe I am totally living in a different dimension, but that's how I see it..

#

I am not doing mandatory online @sturdy coral

ebon scaffold
#

Those shitty reviews just get drowned out anyway? When I'm buying games, especially VR, I'll watch the trailers and read through both good or bad reviews... the bogus ones are pretty obvious like how GlassDoor reviews by disgruntled employees are.

If someone is going to not buy your game because they believed an entitled person, would you even want that new person part of your community since they exhibit similar qualities of thought as the reviewer?

mighty carbon
#

and I won't have any reviews.. I am not planning on making a storefront like Steam/Home

#

@ebon scaffold exactly.. Except when I release on Steam/Home, I am at mercy of the corporate..

#

nowadays everything moves so fast that it's so easy to drown in bad reviews or be SJW'ed

glossy agate
#

What game got SJWd?

mighty carbon
#

I am sure many did

sturdy coral
#

can you go into detail on what that even means

#

were they politcal games?

glossy agate
#

Usually that increases sales though if they pull in that kind of attention

mighty carbon
#

eeh, nowadays you can say something and SJWs don't like it - you are f#cked..

#

I doubt that @glossy agate

glossy agate
#

Like GTA, Hatred, Manhunt ect

sturdy coral
#

would you consider people talking about the kind of locomotion they want to be SJWs? I'm just trying to understand how loosely you are using the term

glossy agate
#

That other one where you shoot up crowds in a riot, cant remember the name

mighty carbon
#

pretty loosely I guess

glossy agate
#

I mean it would go bad if you released something like that right now cause of Vegas probably

sturdy coral
#

also, doesn't steam give you pretty broad moderation capabilities over the game's forum?

#

I thought it is just reviews you can't touch (as it should be)

tired tree
#

yup, though people will complain if it is overmoderated (as they should honestly)

glossy agate
#

Yeah it will get waaay worse if people find out you are doing it. Like opening the floodgates

ebon scaffold
#

Did ARK technicaly get SJW'd but failed, the whole controversy about them releasing paid DLC while the base game was still early access

sturdy coral
#

I'm sure even they knew that was probably a bad move

#

they had a big lawsuit to pay off

glossy agate
#

Thats not SJWed though. Thats cause the dev lied. Same with PUBG and loot boxes after they just promised no paid lootboxes

mighty carbon
#

@tired tree I am against reviews in the storefronts

sturdy coral
#

... everyone else has to deal with reviews too, it isn't like they single you out

mighty carbon
#

coming from 90s gaming, I am totally ok with reviews written in blogs and whatnot. That doesn't allow for a mob to form.

glossy agate
#

I thought SJW'd was when you get outraged for having stuff like crazy violence or some other fucked up stuff in a game so social justice warriors get offended. Sounds like people are rolling everything into the meaning now

mighty carbon
#

I saw a ton of stupid reviews on Steam like "bad game" and stuff.. Why is it a bad game? (not mine, just in general) Why did you thumb it up? Nothing - just crap all over.

sturdy coral
#

everyone deals with it though

#

don't expect shakespeare

glossy agate
#

I have never seen that on a good game though. Most bad reviews I have seen are legit

mighty carbon
#

SJW to me is when one person says something that isn't polite or whatever, a dirty joke, and some fool gets offended and feels like (s)he has to represent a segment of population that might be offended too. So they go to social media and start a campaign against you and your company.

sturdy coral
#

.. you didn't give any examples like that though

#

you are just talking about outrage culture maybe

#

but not SJW

glossy agate
#

Yeah exactly. Not complaining about locomotion types though

mighty carbon
#

I personally never wrote a bad review or thumbed a game down. Maybe because I am really picky and haven't purchased anything that was looking as an awesome game, but turned out to be a total turd.

sturdy coral
#

(maybe because you had reviews to help guide your purchases)

mighty carbon
#

nope, never read reviews

#

(user reviews that is)

#

either play demo (doesn't happen too often nowadays), watch youtube gameplay or read selected reviews from jornos I've read before (and thus it seems like they aren't reviewing genre games for a paycheck alone)

#

I feel that people sometimes look at reviews summary on Steam (Positive, Mixed, etc. on the front page of the game) and that already impacts their purchasing decision.

#

Mixed reviews... That game is crazy awesome

#

negative reviews are bizarre - I don't get what these kids expect from games

glossy agate
#

Its cause they put micro transactions in a full price game, and the performance was really bad.

mighty carbon
#

or, "Absolutely Great game... " and thumbs down... WTF?!

sturdy coral
#

$60 games have a high bar

mighty carbon
#

who cares @glossy agate ? I played it without paying a single penny... It's not forced on players.

sturdy coral
#

single-use microtransaction items

mighty carbon
#

performance is great

glossy agate
#

The players cared obviously. And I agree its a toxic practice, thats getting more popular for some reason

mighty carbon
#

that's another issue.. I don't get why people don't understand settings.. They are PC gamers, aren't they? I disabled MSAA and used TAA and had smooth performance

#

again, microtransactions are there, but you aren't forced to use it.. I didn't even know there was such thing until I started reading into the reviews

#

I'd argue there are people who feel obligated to make a big deal out of everything they don't like and post a negative review. Usually people with a lot of time on their hands who have nothing else to do. Bitter individuals obviously.

glossy agate
#

Its not mandatory, but its still bullshit on $60 game. I am not the only one who feels that way according to reviews on all these games that are doing it.

sturdy coral
#

Some reviews say the game is padded out with filler that you can skip faster with microtransactions. It is really in vogue to hate that right now. Some people are definitely overplaying their hatred of it, but probably for good reason, to keep all companies from compromising game design with stuff that makes you pay to skip.

#

having that stuff in the game means you have to question the motives of the devs any time you reach filler or grindy content

glossy agate
#

New LOTR game did the same shit. Buy your way through the grind.

mighty carbon
#

if you into SP games with good story and rich lore, and into sci-fi, play DX HR and then DXMD

#

and see for yourself.. I enjoyed both games equally.

glossy agate
#

I played it last weekend, and it was so obvious.

mighty carbon
#

Oblivion has grind ๐Ÿ˜‰ DX MD doesn't.. At least I didn't see it that way and I totally don't like grind

#

I stopped playing Diablo 3 because of too much grind

tired tree
#

then never try POE

#

diablo3 was uninspired grind

#

POE is grind for grinds sake, and enjoyable as all hell

glossy agate
#

But I don't think POE uses it as tactic to pry open wallets.

#

AND its F2P, which is where micro transactions belong if the dev wants the money they deserve

sturdy coral
#

yeah, it is pretty hard to complain about them in something that is F2P

#

the worst practice is an expensive multiplayer only game where microtransactions are added later and they affect game balance/add pay to win

#

and they only fully add it in after initial reviews

tired tree
#

poe was more a reference for the perfect way to deal with microtransactions

glossy agate
#

Thats exactly what PUBG just did haha. Buy a random chance at the gear you need.

#

I did a little work for robocraft back in the day. They were F2P, but it turned into pay2win pretty fast

wicked oak
#

and then you have stuff like warframe

#

grinding simulator 2017

#

but it is how the game is

#

like path of exile or diablo, its essentially a grinder

mighty carbon
#

ha, almost burned my project in the furnace at work while chatting about reviews o.O

#

Does PoE stand for Pillars of Eternity ?

glossy agate
#

Path of exile

glossy agate
digital marlin
#

PoE stands for Pillars of Eternity to me 8\

#

a game which I loved but never finished for some reason.

mighty carbon
#

just heard from Meta AR that Meta 2 AR HMD supports Steam VR, and better support will be coming in a few weeks..

#

Someone from Epic said tracking is good

#

I don't know if it's Hololens good or not as good, but good enough

#

has anyone used Meta 2 AR ?

mighty carbon
#

nice

sturdy coral
#

until none remain looks like a pretty constrained area

#

that may be necessary with the low VR player base I guess

glossy agate
#

@sturdy coral Thats what I was thinking. BR probably runs into both hardware contraint, and playerbase issues. Risky move haha.

#

BAM just got a BR gammode though like 14 players max and people like it. At that number though its basically deathmatch with loot.

tired tree
#

lets be real, both are just deathmatches

#

they just want to ride the wave

full junco
#

what a funny discussion you had here

#

@mighty carbon have you thought about maybe just not developing games? you don't seem to be too happy with it

#

if you would be more happy with not allowing people to review your game, you do something very wrong

mighty carbon
#

eeh?

#

Where did you see that?

#

dealing with entitled gamers and developing games isn't the same thing.. I don't see how you could even put it together

#

There were no user reviews up until 2011

#

and everyone was happy

shell quarry
#

users are notioruosly unreliable reviewers

#

the curaters system was a good move by steam

mighty carbon
#

I really like 90s... No user reviews, no social media, no flood of games, etc. Everyone was happy.

shell quarry
#

oh people were definitly unhappy they just didn't have a platform to broadcast their unhappiness to the entire planet

mighty carbon
#

meh, I don't know about that..

full junco
#

@mighty carbon and you wouldn't have been able to create any game in the 90s

mighty carbon
#

I would

#

I managed to make Steel Storm with ancient engine and FOSS tools.. And since Unity was crappy, there weren't whole a lot of indies to compete with..

full junco
#

in the 90s you wouldnt even have had an "ancient engine"

mighty carbon
#

So, I actually like the time when access to tools was restricted - less competition

full junco
#

you wouldnt even have been able to look for tutorials in the internet

mighty carbon
#

now it seems like everyone and their grandma are making games

full junco
#

you would have had to buy a book and somehow manage to find out how to write your own great engine with c++

#

or c

mighty carbon
#

Fair 'nuff.. I like 2008 - 2010 ๐Ÿ˜ƒ

shell quarry
#

that's fine better to have a bunch of crap if it increases the total amount of gems in the end

full junco
#

you can surely like 2008-2010, but it can't always be as perfect for you

mighty carbon
#

except it was ๐Ÿ˜ƒ

glossy agate
#

More people are making more money from games now than ever before though. Its good now, if money is the goal.

mighty carbon
#

@Xanjis#5079 you have no idea what you are talking about.. With flood of games we have in 2017, you have to have some PR/Marketing.. That wasn't the case in 2008-2010

#

@glossy agate you mean Steam is making more money.. Not individual devs

shell quarry
#

pretty sure pubg barely got any PR and now it's the most popular game on steam

#

atleast not triple A marketing

glossy agate
#

I mean game industry is passing $100 billion now

mighty carbon
#

so back in 2009, there were 10 devs and they were making $100k. Now there are 100k devs making $100 (I am throwing numbers out there to pain the picture)

glossy agate
#

Someone is collecting on that

#

Nah, its always 90/10

#

10% take all the cash

mighty carbon
#

someone does, just now us and not an average Joe-developer

glossy agate
#

Just like the broader economy

mighty carbon
#

mobile and consoles are making up major earnings

glossy agate
#

Just gotta be top 10%, but nowadays PR is a part of it.

mighty carbon
#

big part

#

huge part rather

glossy agate
#

Same with my day job I guess so Im used to that

shell quarry
#

it's not even marketing it's that you have to already have been a trustworthy dev to get anywhere

full junco
#

@mighty carbon what you seem to dislike is that now, many many more good indie games exist compared to 2008-2010. so its way harder now to make a very good game, especially if you are working alone on a game. and since you don't seem to be able to do it any more in this way more rich landscape of games, you blame people doing reviews or people doing this or that or whatever. but for the gamer, the time now is way, way nicer. so many great games to choose from. if you as a dev can't keep up with how it is now, just don't create games.
you always talk about how you have a great job and you have a life and a not much time to work on games and so on. so I don't even see why you expect that with such a limited amount of time, you can create any game that will get good reviews. you either need a crazy good idea, crazy skill or a crazy amount of time to create a good game now. if you don't have any of that, just don't do it

mighty carbon
#

@full junco you didn't even know about Cuphead.. So I assume that you don't even play those fine indie games you are talking about (and so don't many other people).

shell quarry
#

it's just a bad idea to try to make your job solely about games. Best bet is to just use what you learned with unreal and go program bank databases

glossy agate
#

^corporate VR contract work. Way lower risk

mighty carbon
#

@full junco I am doing it on purpose, so you had to say something negative ๐Ÿ˜›

shell quarry
#

vr is a good bandwagon to get in on for devs tbh

full junco
#

what on purpose?

mighty carbon
#

making games despite all odds

full junco
#

but you seem to complain all the time

#

I am working alone on my game too, but I don't have a life. I only work on my game. so I have all my time for my game.

shell quarry
#

some people are happy with their life and just need to vent some times though john

mighty carbon
#

again, on purpose, to get you riled up ๐Ÿ˜›

#

well, @full junco , you don't see me going on with: "Go get youself a life"

full junco
#

this is a game dev chat, wouldn't really make sense to tell me I should work less on my game here ๐Ÿ˜›

mighty carbon
#

but yet you can tell me to not make games

#

hypocrisy at its finest

full junco
#

I honestly think you would be way more happy then because you would spend your time with some other stuff where you wouldn't have to complain all the time about how bad everything is

#

you don't see me complain about how bad everything is, I am happy

mighty carbon
#

I actually was saying earlier that I want to go standalone and simply was answering questions folks had about why I want to do that

#

I didn't just pop up out of the blue complaining and venting

full junco
#

well you are here for a bit longer already and I am too ๐Ÿ˜„

mighty carbon
#

I am not 100% happy with the market nowadays and ain't going to say nothing when I can say something

full junco
#

if you go back and see what you talked about the last 2 years it was a lot of complaining about how bad either ue4 is or game dev stuff in general

mighty carbon
#

UE4 was an alien tech for me ๐Ÿ˜›

#

game dev is fucked up industry, no need to sugarcoat it..

full junco
#

is is not fucked up. it is nice

shell quarry
#

I have this channel set to automatically read it out in an ai voice. Comedy gold to hear all these lines from a robot voice

full junco
#

lol

mighty carbon
#

eeh? well, I guess you don't read news and postmortems either @full junco

#

Volition was just shut down.. People work crazy hours, die, have no life, get divorced.. "Great" industry, no doubt

full junco
#

yeah I don't see game devs too often that created a really great game that people liked a lot saying how "fucked up" the industry is

shell quarry
#

great industry if your a prodigy with a quantum computer for a brain

mighty carbon
#

that's why in 2008 it was a golden era for indies.. People didn't want to put up with bs and went on making their own games.. Nowadays indie dev is even worse than AAA dev.

full junco
#

I fully agree with you that 2008 was a perfect time for indies

#

there is no point in complaining about how bad it is now compared to back then though

#

either make a great game, or don't do it

mighty carbon
#

2006 - 2010 was perfect timeline.. You could have life, you worked shorter hours and by just putting game on Steam you could have made a very decent living (and Valve usually didn't let all games through)

#

lol, well, amaze us with your great game and fortune it might make for you... or not. Good luck @full junco !

full junco
#

if you start working on a game now, you know how the industry works at the moment. so either you accept it and think you will succeed in the current conditions, or you think you won't and then you shouldn't even start working on the game

mighty carbon
#

Look at Titanfall 2 - great game, came out in the wrong time, failed

#

and that's AAA

#

lol, oh man.. I guess you gotta experience it first hand to eliminate that wishful thinking

#

and sure, it works for some.. but you should really get yourself ready for a failure. This way when you don't succeed, you aren't going to be too disappointed

full junco
#

if I fail I will fully blame myself for it though, while you blame everyone else

mighty carbon
#

that's one of the most retarded things I've ever heard

#

you presume that you either make perfect game or shitty game.. As if there is nothing in between

#

you can make an okay'ish game and with the right circumstances get on top. And those circumstances may not depend on you.

#

my original game was nowhere perfect, but it did well.. It wouldn't have done well in 2015+ due to refunds and user reviews and people being overly sensitive

glossy agate
mighty carbon
#

nice

#

where did you get those ?

glossy agate
#

Made them from a previous model I had. Been a while since I painted skin weights for organic but it only took like 30 min. Got lucky

#

Textured in substance

mighty carbon
#

aye, cool

glossy agate
#

I exported robot hands and just re bound the bones to my new mesh to make retargeting easy peasy.

full junco
#

ryan says he made new hands for his game. motorsep asks where ryan did get the hands from. ryan says again he made them himself. motorsep's mind blown kappa

#

sorry ๐Ÿ˜„ it just was funny

mighty carbon
#

enjoy

#

while I sleep

full junco
#

@glossy agate your hands are nice, maybe a bit too shiny but I'm not fully sure what material they are made from, is it like plastic gloves?

#

weights seem to be quite pefect

glossy agate
#

I agree. Was supposed to look like black latex surgical gloves but there is a little disconnect from how it looked in substance to ue4. Easy to tweak though.

full junco
#

ah

glossy agate
#

Wanted to add a bit more dust to them also so they aren't too clean in dirty setting

full junco
#

probably a good idea

granite jacinth
#

I'm just going to blame @full junco for all my troubles

#

And failures

full junco
#

and for your success too please ๐Ÿ˜„

#

blame everything on me

#

don't forget the weather

glossy agate
vocal whale
#

hello guys, i`m trying to push back vr motion controller pawn from the wall when people try to approch to the wall via arm swing locomotion system, but i cant connect pawn as a variable ! any idea ?

graceful junco
#

@vocal whale, launch Character takes a character as target input. A pawn in not necessarily a character. You have to cast to character first.

vocal whale
#

basiclly i just wanna to push back pawn from the wall how can i do that ? @graceful junco

pearl tangle
#

@vocal whale just get the distance between the character and the wall and set it's position to be further away from it?

mighty carbon
#

@pearl tangle lol have you worked with Meta 2 AR by chance? Is it any good?

pearl tangle
#

Nah they were a rip off and they can't track for shit from the stuff I had seen. I got a refund like 2 years ago

wicked oak
#

that is a great read

#

pretty much everything i already knew

#

except the tick group during physics

#

wich is quite interesting

mighty carbon
#

I see... well, that sucks..

#

So the only thing that is AR HMD is Hololens?

tired tree
#

@wicked oak yeah, placing non interacting ticks into during_physics is a great idea, I hadn't thought about using the tick order for spreading cpu load

#

also nice to hear the monoscopic far field stuff is making its way to desktop

#

@full junco they also mention porting adaptive scalability to general engine use in those slide

mighty carbon
#

@tired tree are you going to add that trick with ticks to your plugin/template ?

tired tree
#

there isn't anything to do it to'

#

if you remember I try to keep gameplay out of it, and what little does have ticking usually has it off and when it is on it has to be in the pre-physics

#

its just a good idea in general

mighty carbon
#

I see, I didn't think physics are specific to the gameplay

trail shale
#

Why can't I get the game to launch into a true VR stand alone?

#

It only says VR preview

tired tree
#

@mighty carbon ...everything that moves should be pre-physics so that collisions work correctly....

#

otherwise you are moving it after the physics thread gets ran and it won't get correct collisions until the next frame (already simulated physics)

#

most of the plugin deals with things that move or are interactible

#

except for function libraries

#

you would move expensive things to during_physics that don't have interactibility or movement that requires collision

#

ie: gameplay specfic things

#

like non moving AI portions or scoreboards, or spawners or gamemodes

mighty carbon
#

I see

mighty carbon
trail shale
#

I'm trying to make a particle emitter but it disappears once my VR player head moves through it...I'm trying to make it actually obscure the player's vision

#

so it's like i'm in the middle of a cloud but can see out

#

some occlusion or colliison settings in the particle itself?

urban shell
#

have entitlement checks been removed from oculus now?

alpine torrent
#

@mighty carbon first i was thinking is this new OEM to Windows mixed reality lineup of headsets

urban shell
#

meh..migrated project, and forgot to re-enable online oculus plugin. entitlement nodes now appear.

full junco
#

@mighty carbon ha, LG calling his desktop VR headset LG GearVR just with an "ultra" in between the words

#

I guess Samsung could easily sue them

#

I think picking such a similar name is quite a bad decision

mighty carbon
#

I actually thought it was a new mobile VR HMD

mighty carbon
#

4.18.0 should be out next week

fresh laurel
#

yay

full junco
#

so in a month or so master will be 4.20

mighty carbon
#

@full junco what are the prominent VR features (or rendering features that are VR compatible) that will be coming in 4.19 ?

#

so... remember TimS complained about 30% taken by the storefront holders is too much? Well, Apple and Google now take only 15% instead of 30%

full junco
#

they do?

#

why? source?

full junco
#

thats only about "subscriptions" though?

#

not about regular app sales

#

and I don't know about any relevant features in 4.19

#

apart from vulkan improvements

#

vulkan will have significantly better performance in 4.19 compared to 4.18

mighty carbon
#

oh.. hmm.. I wonder if it's for music / books / movies only.. I don't recall subscription based games on mobile.

full junco
#

and epic said they would merge texture arrays in 4.19

mighty carbon
#

what's that?

full junco
#

a texture thats multiple textures, so an array of textures

mighty carbon
#

atlas ?

tired tree
#

REALLY?

full junco
#

so in the material you can select a different index using the UV and for every index you will get a different texture

tired tree
#

about damn time

full junco
#

it essentially does what a texture atlas is doing, just way more nicely

mighty carbon
#

I see

#

interesting

tired tree
#

that would have made things so much easier back when I was doing voxels

full junco
#

thats the PR

#

rolando said "We're now planning to have this for 4.19, and someone is scheduled."

tired tree
#

oh that one.....

full junco
#

that was back in july though, so no clue if they will really do it

tired tree
#

thought it was dropped, been forever

#

thought it hit the "steam auth" limbo

full junco
#

koderz is updating it regularly

#

and quite a lot of people commented there and said they want to have it merged, so at some point epic had to do something ๐Ÿ˜„

#

you should also comment there and say you are looking forward to having it in 4.19 if you like to have it

#

the more "community interest" there is, the less likely is that they forget to merge it into 4.19

wicked oak
#

oh man, steam should now learn about the app store %

#

given that they do even less than google play and apple store do

#

too bad its a monopoly

full junco
#

@tired tree when I tested texture arrays with vulkan back in 4.16 or so, they actually didn't work because the whole texture array RHI code was missing in vulkan. nothing in the engine is using them, so rolando had no reason to add the vulkan rhi code for it. I told him about it and he then added all the RHI code for texture arrays, but he didn't use the PR, so he never tested if any of his code actually works

#

I tested it in 4.18 a while ago, and texture arrays fully work on vulkan

tired tree
#

nice

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I don't have a use for them currently, but there is a ton you can do with them

wicked oak
#

atlassing intensifies

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they would do GREAT for actor merging

#

thats more or less the use i see for them

tired tree
#

i'm thinking about Ryans procedural depth work and how he could really use texture arrays to improve them

full junco
#

he could?

tired tree
#

not visually

mighty carbon
#

where can one use texture arrays ? UI elements ? What else ?

full junco
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not UI elements

#

I mean, you can do it, but who cares about them for UI elements

mighty carbon
#

well, if you have crap load if icons and whatnot, you don't want for them to be in the individual textures

full junco
#

all textures in the array have the same size, and UI elements usually dont all have the same size

#

for stuff that has the same size, yeah, makes sense

wicked oak
#

an atlas is better there @mighty carbon

full junco
#

no

mighty carbon
#

ok, so what's the use for texture arrays ?

full junco
#

I dont think an atlas is ever better than a texture array

#

texture arrays do what atlases do, just without all the issues atlases have

glossy agate
#

You may be able to use it for a bunch of signs

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like street signs

mighty carbon
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if they are all the same size

full junco
#

yeah, inventory items too

mighty carbon
#

so, what are the cons of using texture arrays ?

glossy agate
#

What would be cool, is if you could mask them in the material. Kind of like the the render target stuff, but probably cheaper

full junco
#

texture arrays are a directx10 or 11 feature I think

#

so they just weren't supported earlier, it's stuff the GPU is doing

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I mean, shader model 4 or 5

mighty carbon
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I see.. So no downsides really

full junco
#

well, there is significantly less software to create texture arrays than software to create texture atlases

mighty carbon
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oh, heh.. That's a big time downside

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I thought one brings bunch of textures into UE4 and UE4 makes an array out of them

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Unity says there is no pipeline for texture arrays

full junco
#

the software to create them is free, so its fine

mighty carbon
#

which software is it ?

full junco
#

PVRTexTool

wintry escarp
#

can anyone tell me why this returns 0,0? the thumbstick bit, the other bit returns true to say the touch controller is enabled https://imgur.com/a/iIxLg

sturdy coral
#

@wintry escarp how is it 0,0, it is only a 1 dimensional axis right?

wintry escarp
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maybe 0.0, the text is tiny

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problem is it should change as I move the thumbstick

mighty carbon
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you know what I find bizarre ? Is that all of those companies went easy route and made wand-like controllers instead of making an ergonomic ones similar to Touch (unless that is patented of course)

full junco
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what companies you talk about?

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I would expect that lgs headset will ship with knuckles controllers

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which are way nicer than the touch controllers

mighty carbon
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aren't those still in R&D phase ?

full junco
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yes, just like the LG headset still is

glossy agate
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Any recommendation here for scary VR games that have no guns?

full junco
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you mean like "sword instead of guns", or games where you can't defend yourself at all?

glossy agate
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My friend coming over saturday was in the vegas massacre. She likes horror VR but is gun shy right now, I don't want to put her into panick attack

full junco
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ha, ok

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but maybe no horror stuff in general is better?

glossy agate
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I just dont really have many non shooting games haha

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She just texted asking for horror with no guns

mighty carbon
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what makes a good horror game?

glossy agate
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Don't know. Only one I have is Brookhaven

full junco
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@glossy agate maybe you should quickly develop one ๐Ÿ˜„

glossy agate
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Thinking about it.

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Had an idea for it and made a logo and everything

full junco
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oh

glossy agate
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But it all morphed into my current game idea

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needles freak me out, so maybe one with needles coming for your eyes, and hands or something haha

full junco
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I would really like to work on some "story driven" VR game, there are way too few of those. but there will probably be always few since its just super expensive to create

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detailed environments and characters and motion capturing...

glossy agate
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Yeah, super time consuming, and I don't know anything about story telling.

tired tree
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where the wild things are - VR

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EZPZ

full junco
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I hope that someone will invent some magic technique that makes such games cheaper to produce...

glossy agate
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I think just the dantes inferno story in VR would be so cool. All the visuals would be awesome to see

tired tree
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much money, many memories

full junco
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the cost of motion capturing can surely be solved

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it pretty much is already

#

but I don't see how it will ever be cheap to create detailed virtual environments and realistic character models

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characters can be generated procedurally, so that would essentially work too, at some point you open adobe whatever and just put some values in there and you get photorealistic characters

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but the environments, I don't see any solution for that

glossy agate
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I got adobe Fuse that kinda does that. Have to re-texture everything though to make them look decent.

full junco
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yeah thats not practical yet

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and they also arent photorealistic I think

glossy agate
full junco
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good reviews, yeah

glossy agate
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Seems easy for a noob to pick on too, cause she only tried VR once at a comicon

mighty carbon
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Carmack said VR is awesome without having photorealistic visuals

full junco
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carmack is working on mobile stuff

wintry escarp
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anyone know why my bp doesn't work?

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the one I posted earlier

wintry escarp
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pissing me off, examples online suggest what I'm doing should give a value

tired tree
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and you have the headset on?

wintry escarp
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FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK

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rotation works without hmd on

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thanks

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I'm gonna stick tape over that sensor

mighty carbon
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or just use VR Expansion plugin ๐Ÿ˜‰

tired tree
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I don't need you to shill my plugin motorsep

mighty carbon
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well, if I knew of another VR plugin, I'd mention that instead of yours

granite jacinth
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Was it sad that I had to google wtf "shill" meant?

tired tree
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no, its adorable

full junco
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PGO is great, but it makes packaging so slooow...

sturdy coral
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@wintry escarp if it is rift there is an option to always force the proximity sensor on now

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In the debug tool

full junco
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ah, thats nice

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I definitely prefered the always-on vive to the rift

sturdy coral
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Yeah, that plus the health and safety warning being forced on every few minutes made it a total pain to dev for

full junco
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hm, can't remember ever seeing health and safety warning

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maybe thats a regional thing that they only show in the USA? ๐Ÿ˜„

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I think I've just learned that I shouldn't use vr.steamvr.postpresenthandoff

sturdy coral
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Now you can turn it off after the first view

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@full junco what did you see with it? They didn't know the details of why not to use it when I asked them at office hours

full junco
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ah

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I added an option to my graphics menu so that I can easily turn it on/off

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and my GPU time is a lot less stable when its enabled for some reason

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I do not notice anything regarding the async reprojection, but I think I'm at 90 fps, so I can't really notice it

#

but the unstable GPU time alone is a reason to not use it

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because unstable gpu time really doesn't work well with the adaptive resolution stuff

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so visual quality is actually improved quite a bit with having vr.steamvr.postpresenthandoff disabled

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I had it enabled all the time, I guess that was a bit stupid

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btw, should the controller in UE4 actually lag behind the controller in the steamvr overlay even with late update enabled?

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@tired tree you probably know the answer

tired tree
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yes

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steamVR overlay is later than game present

full junco
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ok

tired tree
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it is and not thread delayed like ue4

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its basically real time

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or as close as you are going to get

full junco
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I am sometimes seeing very strange lags with my controllers

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so like, once every 1-2 seconds the controller is strangely jumping around a bit

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as if it would show for 1 frame where it was like 5 frames ago or something like that

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and that mostly happens while my game is very busy

tired tree
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I get that when my playspace is really cluttered, miscalibrated, or I have my projector on

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oh

full junco
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so when my CPU is at 100% that happens way more often

tired tree
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are yo still hitting 90fps?

full junco
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so in my main menu, I dont notice it, since nothing is happening there

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I think I am still hitting 90 fps, yeah

tired tree
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because as soon as you drop, even for an instant

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you get halved tracking htz

full junco
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I would see in the steamvr frame timing monitor if I would go below 90, right?

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it shows constant CPU time of ~3 ms and GPU of ~9 ms, even when my game causes 100% CPU load and the controllers do that strange jumping around

tired tree
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lots of controller judder is from not being 100% stable 90htz

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its a ue4 thing though.........

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pretty sure that graph shows stable even when reprojecting....

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been awhile since i've checked though

full junco
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what is a UE4 thing?

tired tree
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its a ue4 drop

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not a steamVR

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when ue4 drops to 45 frames and can only sample controllers at 45 htz then

full junco
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shouldnt when it drops to below 90 fps always that stuff on the left be visible?

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that vertical line

#

and I just tested, if I load up 4.18, vr template, and let prime95 run with 5 threads blend test in the background (it puts the CPU at 99%, even though I have 12 threads), then I also see the slightly jumping controller there I think

#

in my game it is way more noticeable though, but i'm still on 4.15 and they changed how late update stuff worked, right?

tired tree
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yeah

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in 4.18 late updates are handled differently

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which is why I can't easily test for you, I already merged their changes into 4.17 version of my plugin

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because they are good

#

regardless, you should be able to see short spikes on that graph

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enable it in headset and play with screen percentage

full junco
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you can test it for me

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use 4.17 or 4.18 or whatever and let something run in the background that puts your cpu at 100%

tired tree
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I mean...thats obviously going tro cause issues

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why is that even your test target

full junco
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just so much load that the CPU is at 100%, not more

tired tree
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yeah? and if a frame takes slightly longer? then it a thread hits 12ms and spikes

full junco
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so, don't run 20 threads if your CPU can only do 6 threads I mean, do it so that the game still manages to do constant 90 fps

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the issue should be visible while the game runs at constant 90 and never drops below

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and it is my test target because in my game I let stuff run on my own threads that causes to cpu to be at 100%

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I made sure my threads run with very very low priority and that I dont spawn too many, but UE4 then sometimes has its nav mesh thread running, a physics thread, RT, GT, other pool threads for whatever stuff, so sometimes it just happens that my game is doing 100% CPU load even if I only use few custom threads

tired tree
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why don't you use their thread pools? thats what I did with my voxel setup

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then it plays nicely and you scale to the system

full junco
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I do scale it myself

tired tree
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well, technically i made my own thread pool

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but it scaled alongside theirs

full junco
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I have my own thread pool

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if I only spawn so many that in the absolute worst case, when all UE4 threads are doing stuff and I'm doing stuff I'm not above the threads the CPU has, that would mean that in the more common case where UE4 isnt calculating navigation stuff or physics stuff, I would use too few of the CPU, so I do it so that there are "too many" threads in the worst case

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so then 100% cpu load

tired tree
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yeah no, at 100% utilization I get the normal spikes, it shows constant 90fps but its getting variable frame times

full junco
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where is it showing 90 fps and where are you seeing variable frame times?

tired tree
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its not "5 frames" worth

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though

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in game says 90 but thats just because its avg'd

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steam graph shows spikes from time to time

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in game

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with the view in hmd

full junco
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steam graph in game?

tired tree
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yes

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you can view it in headset

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and its on your hand

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checkbox bottom of the graph

full junco
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how?

#

oh

tired tree
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commonly though you don't run at 100% on computers with a threadpool though

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you keep it a thread or two below maximum

full junco
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well that view in game is the same like on the monitor

tired tree
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and keep in mind logical processors vs physical

full junco
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well I shouldn't spawn same amount of threads on i5 vs i7

tired tree
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have you looked at epics threadpool?

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they limit it further

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they spawn only to the physical cores

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not the logical threads

full junco
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why?

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then the game can't run better on a i7 than on a i5

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more threads are there to be used

tired tree
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think they cap at 8 in editor and 4 in shipping?

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or at least they used to

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I uncapped mine that I derived from it, but still limited to below max logical

full junco
#

one good reason to use my own threads is that I can then exactly set the thread priority for them

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but you don't see what I see, that even when steamvr says the frame time is at constant 90, the controller can lag?

tired tree
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no

full junco
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try to use a bit less CPU load so that you can still get 90 fps

tired tree
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i don't see it then

full junco
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with too few load I dont see it, with too much I see in the steamvr graph that some frames take longer than 11 ms, but there is a certain amount of cpu load where I do have smooth 90 fps and still see the controller issue

tired tree
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like i said

full junco
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hm

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which file is the late update stuff in?

tired tree
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FLateUpdateManager in HeadMountedDisplay

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they converted it to a class to handle things

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instead of each late updated object handling it themselves

full junco
#

ok, thanks

uneven moon
#

you guys know anything about this

#

the two cabs are the exact same object duplicated but one ends up black after light build (static)

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identical settings on the two meshes

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so it's not a UV problem

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skylight lights the one on the right but it's still dark, the directional light has no effect (except it does cast a shadow)

sturdy coral
#

@full junco I had somewhat similar tracking jumps when kinect was on until I turned down the priority of the kinect thread

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@uneven moon add a small lightmass volume around it and that will give it more samples

#

the image based lighting of the skybox is modulated by the indirect lighting cache samples which are sparse in your main lightmass importance volume, additional small volumes are supposed to help

#

you can turn on a visualization of it to see

#

4.18 changes that a lot

uneven moon
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@sturdy coral I've got one lightmass volume

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It covers that entire area

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Where one car looks fine, the other doesn't

#

Use more than one?

sturdy coral
#

if one happens to align with the origin of the sample

#

then one might get more representative lighting than the other

#

there are too many things about your setup I don't know though, so what I'm saying might not apply at all

#

are these cars movable and are they using single sample from stationary lights?

uneven moon
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cars are static, lit by a directional light which is stationary

#

the light casts static and dynamic shadows

sturdy coral
#

If you place multiple Lightmass Importance Volumes, most of the lighting work will be done with a bounding box that contains all of them. However, Volume Lighting Samples are only placed inside the smaller volumes.

#

if you have just one volume though samples will be placed, but you can get more optimal placement with one big one and multiple smaller ones

uneven moon
#

Gotcha, I'll test now

sturdy coral
#

if the cars are static I don't think you would see the same issue

#

you often see dark meshes like that when you have a duplicated object in the same place

#

because the lightmass bake hits the duplicate but then it gets rendered below the primary, or things like that

uneven moon
#

the cars are static, no duplicates in the same place. what's strange is that the same mesh in two spots (close to each other) behaves differently. Adding smaller volumes inside the big one didn't change anything

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if I duplicate the first car and place it next to it, both light fine.

#

that spot at the bottom right always makes the car dark

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top left is fine, even when another car is added

#

both spots are inside the volume

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nothing different

sturdy coral
#

are you using cascaded shadow maps up close?

uneven moon
#

the directional light is set to stationary so the cascaded options are greyed out

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Except that one setting

sturdy coral
#

there is still an option for cascaded with stationary

#

ok yeah that one

#

it is 0 though so should be off

uneven moon
#

I can confirm only some spots in the parking lot = dark meshes

sturdy coral
#

turn on

#

Show->Visualize->Volume Lighting Samples

#

that should show you if it is related to the indirect lighting cache

uneven moon
#

they're all toward the top of the volume, on the roof-tops etc.

#

the little squares

sturdy coral
#

does your importance volume cover the whole scene? I think they are supposed to be concentrated near ground surfaces

uneven moon
#

unlit

#

it covers the general area the player can see

sturdy coral
#

(the visualized samples, not the volume)

uneven moon
#

none appear in the parking lot itself

sturdy coral
#

put a smaller lightmass volume over the parking lot and see how they change

uneven moon
#

nothing changed

sturdy coral
#

takes a rebuild too

uneven moon
#

yeah I did

sturdy coral
#

post a screen of the lighting only view

uneven moon
sturdy coral
#

that's odd

#

how about one of lightmap density

uneven moon
#

the two taxis look identical

sturdy coral
#

yeah, weird

#

if you zoom in on them you should see whatever pixel density the bake will go to

#

check your logs during the bake for warnings, but it should normally pop them up for you

#

I don't know what else to look at. You can try changing your light to static and see if it gets the same issue or fixes it

uneven moon
#

if I set my light to dynamic but cast shadows only on static objects

#

will there be a performance drop?