#virtual-reality

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sturdy coral
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yeah

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I don't think it will cache the whole map

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the shadow caching stuff works mostly for spotlights I think

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I wouldn't change your lighting that radically just because of an issue like this

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I'm just suggesting checking static just to see if it goes away and narrow down some potential issues that could cause it

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but not switch to static permanently or anything

uneven moon
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the vehicles are just props, I'll work around it by avoiding the few spots it darkens them at, it just seemed odd given the circumstances

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Thx for your help

sturdy coral
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ok, makes sense as long as this isn't a big project or anything

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otherwise I would usually lean towards figuring out why something like this is going wrong

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so it doesn't keep biting you in the future

wicked oak
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shadow caching barely works becouse even if objects are not casters, if they get close they trigger the regenreation

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i tried it for my vr levels, and keeping all my objects without shadows

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all dynamic ones

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the map itself was also dynamic, but didnt move

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and lights also dynamic, but didnt move

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couldnt trigger caching properly

wintry escarp
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does vr expansion plugin let you test touch controllers without having hmd on?

limber brook
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hello. Does anybody tried to project google VR view into Ue4 Sphere ?

mighty carbon
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@wintry escarp if you really want to get it done yourself, check out Mitch's tutorials or buy his book (although I didn't like the book much)

mighty carbon
wicked oak
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and its nearly unusable

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might be fine for prototyping tho

mighty carbon
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it's usable, but if you see fps counter it's pretty sad

alpine torrent
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tango to gearVR

sharp swan
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Guys sorry if this is advertising and not welcome here, but my old employer has made a new VR horror game due out on Halloween. The trailer was released today and im trying to help spread the word. He made it with a tiny tiny budget and basically spent everything he had on it. Any help spreading the word is appreciated. https://www.facebook.com/reficulGame/videos/128206974465122/

trail shale
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Anyone recommend the best way to highlight a door using the controller or headset look...all I want it do is highlight and say press any key...so that involves a 3D widget component and a material swap but it's been a long time

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Literally all I want to do is literally have the player close a door

sharp swan
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you can trace from the centre of the camera to whatever is in front of you. Then check isHighlightable = true. If so, apply a custom depth to it. Tom Looman's site has more info on it but whether there will be issues with VR im not sure. I dont think its a screen space depth buffer but I really dont know

sly elk
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Use a BP interface and a trace to get the reference. WIth a BP interface you can trigger an event and have any other objects that use a look event do their own functionaltiy

tired tree
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tom loomans highlight is for edges and occluded highlight

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if he just wants to highlight it a normal emissive and color add should be fine...

wicked oak
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again, a "highligh" component

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personally, my highlight logic is part of my interaction component

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what i do for highlight, is that highlight will allways set the material isntance parameter called "Highlight"

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so i just try to set that scalar parameter on all components that are added to the "highlight components" array in the interaction component

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its the one you can see here

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this one probably shows it more clearly

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if you are using the deferred renderer (not sure if its possible on the forward one, havent tried)

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you can use stencil

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but thats a bit fancier on the material side, while it doesnt need you to add "highlight" logic to all materials

glossy agate
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That way looks good, and keeps it simple. Don't you need PP effect for outline? May be more costly than its worth.

tired tree
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no you can do outline in the material itself

white fern
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So, I'm using the VR template and I've added a socket to the UE4 Mannaquin hand to be used for carrying a melee weapon. For some reason, when I use the right hand, everything works fine, but when using the left hand the objects I'm holding don't snap to the socket properly Per the template, the left hand is identical to the right except a ENUM variable called Hand has a different value and the left hand mesh (skeletal -- where the socket is) has a world scale of <1, 1, -1> that of the default (right) hand.

wicked oak
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@glossy agate the "PP" style effect is what i said with the bounding box

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instead of having the outline PP material be fullscreen, you have it just be a cube scaled to the bounding box of the object

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that way you only run the "postprocess" on a region of the screen

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and you can use like 50 different effects without having a insane postprocess chain

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they do that in paragon

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that way they dont need a postprocess effect for each different status effect added to a character

glossy agate
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Nice. I gotta see how I did it before in an arch viz project. For some reason I removed it for VR, but I probably had a single unbound box

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I was brand new to VR at the time, so I'm guessing a lot was wrong haha

wicked oak
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im thinking on making my next project for gearvr, and get it on oculus go and santacruz

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sadly, im looking at unreal for mobile and im really, really unsure of it

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ill try to create the same logic in both unity and ue4 and see wich one will work better

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in unity at least i can write the shaders myself

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to have simplified stuff

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or even code my own techniques like stencil shadows

glossy agate
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Santa Cruz is gonna be so cool. I'm a first day buyer for sure if I can't get a dev kit

wicked oak
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im going forward with my prototypes, so ill try to get it for gearvr

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luckily, my new porting job (unity/gearvr) means the enployer is giving me a gearVR

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wich i can use to test the stuff for my own projects

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i already have a gearvr, but not the new one with hand controller

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wich will be mostly the same as oculus go

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Oculus already knows ive sold 3500 dollars in their store, so im an stablished dev

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and did gave me free oculus

wintry escarp
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can unreal4 shaders affect the vertices for ripple and pulses etc?

wicked oak
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yes

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thats what "world offset" does

alpine ore
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Hi all, if a user launches a vr game through steam but using an Oculus headset what is the best way to check for that in Blueprints, does Get HMDDevice name work, ie will that return OculusRift or would it still return SteamVR because it was launched from steam?

real needle
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@granite jacinth I'm not so sure about that, last time I tried all of those they return the platform, not the device

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IE oculus on Steam will still return "SteamVR"

alpine ore
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@real needle Yes I was concerned that may be the case, hence why I was asking is there any other way to check

real needle
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I've tried what I believe to be all solutions in blueprint and none works very well if you're using both the Oculus and SteamVR SDK in your project

alpine ore
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That's disappointing , i'd rather not have to try and do C++ but are you aware if there is a method to do additional checks in it

real needle
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@tired tree Implemented a "DeviceProperty" string in VRExpansionPlugin but I need to use the Oculus SDK when the Rift is used on steam and so that doesn't work for me

glossy agate
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Would just be nice to call controller name instead.

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Because pimax will be able to use multiple controllers, and that what you actually need different settings for.

alpine ore
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My game is using VRExpansionPlugin too

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Sounds like would have to try and release on Oculus store for oculus version then and removing Oculus from the steam version ๐Ÿ˜ฆ

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Not ideal ๐Ÿ˜ฆ

trail shale
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Im having a heck of a time positioning my player... When I start it moves it a bit from where the player start is... Is roomscale screwing it up? I'm starting in one of the corners of my play space

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Also I'm too tall and I can't reach the ground in the game (I hit the ground real life before I can reach)

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I'm confused about which controller I'm supposed to use for VR in my default game mode

real needle
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@alpine ore I implemented a manual switch

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For now

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@trail shale You can use a default Player Controller

trail shale
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What is the best way to sync up your physical play space to align with your chaparone? Rotating player start doesn't seem to work as well as if like

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I was able to use world to meters and adjust world scale which helped

real needle
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But you usually want to set the player start halfway through the floor, and set it to "Always Spawn, Ignore Collisions"

tired tree
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@real needle why do you need to use the oculus sdk when launched from steam? SteamVR nativly uses the oculus runtime now

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you shouldn't need to switch plugins for steam

real needle
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@tired tree That's what I meant, and when Oculus Runtime is running, the DevicePropertyString fails

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I tried it extensively

tired tree
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isn't that due to oculus plugin being enabled?

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it loads that up instead

real needle
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I need the Oculus Plugin for the Cap Touch input

tired tree
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mmmm

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epic hasn't done that yet? pretty sure its supported with openVR

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since knuckles support is in and they use it

trail shale
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@real needle where do I change that always spawn setting... I saw it earlier

real needle
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@trail shale Just click the player start actor, and look at the bottom of the details panel

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@tired tree I tried it a month and a half ago, and when I turned off the Oculus plugin non of the cap inputs worked

tired tree
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4.17 is when knuckles was implemented with capacitive touch

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I didn't specifically check if they made it generic or not

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but i would assume they did

real needle
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Well, that's "Steam Touch" input events

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The Oculus has their own

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I'm pretty sure I tried in 4.17 as well

tired tree
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thats just input bindings...

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i'll look into it later, can't test but I can def look at it

real needle
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I'll test tonight as well

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So Spacewarp etc will work now without the Oculus Plugin?

tired tree
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yes

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it has for a long time now

real needle
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That's lovely

tired tree
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steamVR uses their native SDK now

real needle
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I kind of like the manual setup I just did though, but I'd rather it be automatic

trail shale
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No I broke something, because I can't see my hands in game, and the moment I hit the system button, I can see them

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Where do I need to look, I reset the world scale and my hands were working a few minutes ago

tired tree
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@real needle sending you the button mappings

real needle
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@trail shale Restart the editor?

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Sometimes playing with values makes meshes dissappear

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Also, make sure you don't have two projects open

trail shale
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Hmmm

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That's pretty weird

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That worked though,, THANK YOU

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So there is no good way to change the world to match the chaparone bounds? Or is it just mainly rotating the player start

real needle
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Your forward direction during SteamVR room scale setup will be the same as the Player Start forwar

trail shale
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Son of a bitch I wish I had known that earlier thank you

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So that's the point towards monitor part?

real needle
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Correct, but forward becomes opposite or 90 left or right depending on your setup

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You can see the arrow once the setup is done

trail shale
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Would it help to reset headset position?

real needle
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In editor?

trail shale
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In steam

real needle
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Not sure

trail shale
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Can you do that in editor? God i wish I hadn't been so rushed

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How does player eye height and height come into play as well?

trail shale
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Why is my VR player not colliding with a box collision when my default pawn does?

trail shale
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That's the problem, when I use a VR Player for some reason it doesn't want to collide but the default pawn does collide, what am I missing here?

tired tree
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as in block movement? or as in throw overlap and events?

mighty carbon
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@wicked oak controller and Gear VR are independent. You can have older Gear VR and have controller. That's what I have.

trail shale
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@tired tree I'm not sure, I only know that I get collisions when I use default pawn and they correlate with worldspace, the VR player seems to have no correlation

real needle
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@trail shale You have full authority over where you are in your playspace, you need to implement custom logic to hinder players from physicall walking through objects

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Mordentral has a good solution in the VRExpansionPlugin but I would suggest getting your feet wet before you dive into that

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If you're doing teleport you can just not allow the player to teleport into objects, and detect when he's overlapping something -> move him back or fade out the view

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There has been many "solutions" to the problem

trail shale
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@sturdy geyser for context, this is supposed to be an area that there is smoke that triggers a postprocess material, then when you duck your head out of the "smoke" your visibility returns (reverts post processing)

trail shale
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How would I pull that off?

sturdy coral
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@real needle at least on 4.16 the oculus input plugin uses a different OVR sdk version than steamvr does and you can't use both at once

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there is actually a bug that if oculus input is loaded at all it breaks specififying hmd=steamvr on the command line

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it took me a while to realize what was going on, because the HMD would track but inside the HMD it would say the app isn't responding

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for a fix I added:

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        FString ExplicitHMDName;
        bool bUseExplicitHMDName = FParse::Value(FCommandLine::Get(), TEXT("hmd="), ExplicitHMDName);
        if ((bUseExplicitHMDName && (!ExplicitHMDName.Equals(FString(TEXT("OculusRift")), ESearchCase::IgnoreCase))) ||
            (FParse::Param(FCommandLine::Get(), TEXT("nohmd"))))
        {
            UE_LOG(LogOcInput, Log, TEXT("Aborting OculusInput initialization because nohmd or a different hmd was set on the command line."),
                TEXT(OVR_FILE_DESCRIPTION_STRING), TEXT(OVR_VERSION_STRING));
            return;
        }```
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to the FOculusInput constructor body

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otherwise (on 4.16) steamvr will itself call ovr_Initialize(&initParams); with one version of the API, and OculusInput will call it with another and it will have weird behavior, and even if 4.17 or 4.18 happen to use the same version of OVR as steamvr, it is something that could break in weird ways in the future when steamvr updates

dawn cipher
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Does anyone have a good solution for building Oculus and SteamVR builds (ie: swapping the plugins)

sturdy coral
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@dawn cipher you can pass -hmd=OculusRift or -hmd=SteamVR on the command line

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steam will let you setup launcher options that choose between the two; are you needing something more due to the oculus store requirements stuff? (they don't allow any trace of steamvr if I remember right)

full junco
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theres no need on steam to have two different options

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on steam you can easily have both plugins enabled and ue4 will pick the right one automatically or you just only enable steamvr

sturdy coral
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yeah ovr will be prioritized automatically

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I'm assuming some people want oculus via steamvr to be able to message people on steam and stuff

full junco
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I only use steamvr and keep the oculus one disabled

sturdy coral
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that might be less of an issue once that oculus dash stuff is out

dawn cipher
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Yeah Oculus will reject your submission if you have the SteamVR dlls in it hah

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So if you want to deploy to both storefronts you end up awkwardly juggling plugins (or deleting them afterwards I suppose)

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It's getting easier now that more of the HMD code is platform agnostic though

sturdy coral
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@dawn cipher how does that end up working for blueprint nodes, if they have a compile error from referencing missing nodes will things still package?

dawn cipher
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@sturdy coral That's the snag :p

sturdy coral
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I guess you could make dummy versions of the nodes that do nothing if steamvr isn't loaded, but oculus's detection script may be looking for those node names or something?

wintry escarp
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I thought they already had good eye tracking, just need to bring down price so it can be added

wicked oak
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they already it good AND cheap

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but its still not 99.999% reliable

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for what oculus has shown, they do have very advanced eyetracking tech for HMDs

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the issue with it is that there are people with weird eyes, and they want to make it work for those too

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so it works on pretty much all cases

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and that prediction in the video is investor hype bullshit

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you plain cant predict like that

wicked oak
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or just use a glass style transpaent material with refraction

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the issue is that that stuff is 100% screen space, so it wouldnt work well on weapon sights, for example

trail shale
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Why would my default pawn collide successfully with my box volume blueprint but my motion controller pawn will not? Context, the box volume is a "cloud of smoke" that starts a postprocess material, when you duck your head, you end collision and the material reverts and you can see again

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I've made the box visible in game and when I fly into it as default pawn , it works as intended, but not when I am playing as the motion controller blueprint

wintry escarp
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how do you move it in the bp? are you moving its position or apply a force to move it?

trail shale
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@wintry escarp its just an on overlap node

native cedar
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boys

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this might've been asked several times

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but, steam vr is starting whenever I run UE even if I don't have the headset connected

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I don't like that very much

trail shale
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where are the mesh collisions for the motion controller located? just right in the BP? (I'm doing a collision check with the hands

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I'm a bit confused as to which BP to put the collision on so it can collide with a door blueprint, the motion controller has single right hand, I can't see the left hand unless it is mirrored and just spawn in the construction script

covert drift
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yo, for my height maps i've used tesselation which gave some good results, tried to use POM which gives artifacts, i guess because i use MSAA(TAA-issue/4.17?), but the best results in my mind i get with just bumpoffset and the default values. any tipps or experience?

trail shale
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what's the quick way to stop a playre from walking through the walls....?

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change the BP's collision channel?

full junco
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@dawn cipher you should make all stuff that relies on either plugin custom nodes defined in c++, because in c++ you can make sure that some code isn't even compiled if the plugin is disabled

alpine ore
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Has the Oculus Verify Entitlement node been removed from the engine, can't seem to find

mighty carbon
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You need to enable Oculus OSS to have it appearing

alpine ore
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@mighty carbon Doh!! Thanks, forgot that. Working now ๐Ÿ˜ƒ

wintry escarp
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someone who should be made to play 1980s games, where you didn't just start from the beginning of the level...you restarted from the beginning of the game

mighty carbon
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ha, true

trail shale
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My teleport locomotioj us putting my users in the ground, is there a way to modify it easily?

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I keep telling kids, no, that's broken, it puts you the ground

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That, and my hands keep disappearing requiring me to restart editor

trail shale
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Seriously...does ANYONE know how to keep my hands from "dropping out" when I am switching between demos? they appear in the game as static meshes but they do not get added to the player controller, (yet the function fine, and if you hit the system steam button they appear in your hands again, so I'm assuming it's an Unreal issue

real needle
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@native cedar Disable the SteamVR plugin

native cedar
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Aye that works, thanks!

wintry escarp
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what do people cover the rift head sensor with that doesn't leave any residue?

mighty carbon
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I don't cover it

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btw, tweeted 5 keys for my Gear VR experience in the morning - still 0 keys have been redeemed ๐Ÿ˜ฆ

wintry escarp
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hmmm

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got you a free rift didn't it?

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ok, locking it to 45fps stops my pc fans revving up when I test it

mighty carbon
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No correlation between free Rift and lack of exposure

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(Or rather having hard time getting exposure)

granite jacinth
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?

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Did you do any marketing @mighty carbon ?

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Is the game worth exposure?

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Well, it's not a game right, more like an experience?

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So, I suppose you'll have to take that into account. That experiences from "unknowns" would do worse than "knowns". Especially if no marketing has been done.

mighty carbon
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Yeah, I guess you are right @granite jacinth

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No, I didn't do any marketing besides posting on Twitter and Reddit

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I am not even sure go to market small experiences

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It's much easier with games (especially with hours of gameplay)

sturdy coral
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@wintry escarp use the Oculus debug tool, it can disable the sensor in software

slow swift
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I'm using @tired tree 's VR Expansion plugin and I'm trying to prevent my player from being able to fall. When I set the gravity multiplier on the VRMovement component to 0.0, I can't walk any more. I tried setting Can Fly and a few other things, but I still fall. Does anybody know how I can prevent falling and still allow walking?

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Though, maybe what I'm trying to do needs to be a little more complicated, because if you try to walk down stairs you would end up floating

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But I guess I could do something like the opposite of step up height

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when you use slide movement

sturdy coral
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@slow swift maybe set a really high gravity so that falling is so extreme it happens instantly

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that would potentially solve stairs too

wintry escarp
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put hidden colliders around the edges of anything you can fall off?

trail shale
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My Vive is teleporting my players into the ground (the native motion controller teleport with the parabolic arc).... what is causing this? the ground is composed of static meshes directly ontop of the landscape, in the details each static mesh says "player can step up on" .... as long as the meshes themselves have colliision on, what else could be causing this? What do I need to do if I want to adjust the player's location in blueprint to just bump them up 100 units or so?

trail shale
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Is it my navmesh location?

slow swift
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@sturdy coral There are some bottomless pits you would disappear into.

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@wintry escarp That wouldn't fix the physics objects I let players teleport onto unfortunately. :(

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@trail shale You can turn on navmesh rendering. I think the hotkey is N?

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@trail shale Kinda looks like your headset height isn't calibrated right. Are there any surfaces you DON'T sink into?

trail shale
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I manually added an offset by breaking the vector in the Handle Teleport part of the motion controller blueprint

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it's probably a map design problem but this was a quick fix

fair hearth
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does anyone know if unreal currently supports the new windows headsets, was thinking of buying the acer one for development

tired tree
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@slow swift "CanFly" just means that you can enter flying movement mode, not that you "fly" around

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you have to specifically chage movement modes for flight

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which you are free to do btw...

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what you are looking for though, the ability to hover but still step down and up is a hybrid movement mode

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kind of has to be handled custom

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that or invisible colliders over your "pits"

trail shale
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Probably a blueprint problem but I'm trying to make a object pick upable, how do I copy the script over, it changes the event calls

slow swift
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I'll try that out now

tired tree
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@slow swift i erased bCanWalkOffledges as I think that would only work correctly with the simple char

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I noted to possibly try and fix that with the main chare

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but normally invisible blockers could be used for that

slow swift
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@tired tree I must be using the simple character, because it works for me

slow swift
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There are some weird cases where you can teleport off a ledge, so I'm going to look into tracking those down, and I think that will be good enough to prevent any falling

slow swift
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Ah, nevermind. With bCanWalkOffledges on, you can still walk off them in roomscale and fall

tired tree
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yeah that is what I was talking about

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find floor doesn't care

uneven moon
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I'm going to be trying this later tonight but,

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Is it possible to attach my pawn to a moving/animated matinee actor?

trail shale
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What's the trick to make a pickup object snap to the VR template's proper orientation

sturdy coral
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@uneven moon it should be. See the showdown demo project for an example, though that is with a camera track and not a pawn

vagrant mantle
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Enable HMD Crashes the editor, is there a fix for that?

vagrant mantle
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@trail shale instead of keep world use snap to target

weak tide
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Is there a better chan for AR-based topics?

wintry escarp
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Raoul: 4.18 ?

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I had crash issues and went back to 4.17

vagrant mantle
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@wintry escarp 4.17

south summit
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changing near clip plane doesn't seem to affect anything in vr

wicked oak
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testing some crazy shit for my new game

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its a lot of fun, but its definitely not for the weak

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btw this is already better than sairento

tired kettle
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Anybody knows when unreal will support windows hmds? My Dell Visor arrived today

wintry escarp
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I expected them to work under openvr or steamvr

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vblanco you pooling your bullets?

wicked oak
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of course

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i developed the pool system for DWVR so i copypaste it

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the bullets here also arent projectile movement component

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they dont do physics

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the bullets there do simplified movement with a basic projectile formula, and just trace beetween steps

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they dont have substepping yet, but a goal i have is to make their tracing async and centralized

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so the tracing is done in a separate thread

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right now this is mostly a prototype thing, im not taking care of anything

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when i have the stuff i want clearer, i will start brand new

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and actually completely forget about CharacterMovement stuff and the like

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roll my own movement for me and enemies, and develop everything for max performance

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there is the fact i want to make it able to downscale to mobile VR...

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so gotta design it well

sly elk
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anyone happen to know the name of the font the unreal editor uses?

wicked oak
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roboto

sly elk
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thank you

sturdy coral
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@south summit VR has a separate near/far clip plane setting

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I've only done it through an hmd related blueprint node, would need to look at it s source to see what it calls in C++

glossy agate
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@wicked oak that jump dash looks like a lot of fun!

mighty carbon
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@wicked oak don't you get motion sickness from such crazy locomotion ?

tired tree
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@mighty carbon plenty of extreme locomotion VR games out now, lots of players acclimate, enough for a playerbase at leas

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You have people who have been in roomscale VR for over a year now on average, who can get their legs are getting them now.

wicked oak
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it does indeed cause a bit of motion sickness

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and i have good resistance

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but mostly due to the rotation i think, and the fact that its way overtuned

sly elk
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I still find full locomotion disorienting. Every time I run forward it feels like im falling.

mighty carbon
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interesting

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also:

trail shale
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I'm trying to figure out why my VR demo runs so bad..... what does the Epassdraw type 1 and 0 mean? I've tried tlooking through Overdraw and Shadercomplexity and it doesn't see mto tell me much....

mighty carbon
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scene looks quite complex

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@wicked oak is Simplygon for UE4 free now ?

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(InstaLOD decided to drop Indie support, so everyone who purchased it for UE4 are potentially f#cked)

wicked oak
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yeah fuck instalod

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i bought it becouse it worked, and now it has insane DRM and i cant use it

mighty carbon
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so, what's the catch with Simplygon ?

wicked oak
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the ue4 integration (free) is limited

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but i dont know how much

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the unity implemtation is forgotten and incredibly clunky to use

mighty carbon
#

I see

wicked oak
#

with incredibly clunky its on the "how can they be so fucking retarded" level

#

instead of having LOD integrated or anything, or at least "in place"

#

you select a bunch of meshes

#

and it generates the lod

#

but it just stores the new static mesh

#

it doesnt replace nor anything

mighty carbon
#

I just got reply from InstaLOD - they will stop updating exiting indie license and eventually will introduce a new indie license, and sell it to us all over again (and maybe, just maybe, we will get a discount)

wicked oak
#

lol

#

they have gone full enterprise, forget about indie plugin

uneven moon
#

@wicked oak did you have to wait 3-6 months before releasing DWVR on PSVR?

wicked oak
#

nearly 3 months beetween "game is done lets submit it" and actual release

#

2 months and something

#

and europe not release yet becouse PEGI

uneven moon
#

was it any one thing that took up most of that wait time?

#

or the different submissions collectively

#

I just got the GPP approved and wondering how long from now it could actually release, the more I read into it the more I see mentions of "3 months before release" or "6 months before release"

wicked oak
#

the different submissions

#

if your game is finished NOW, then get it working well, and once you have it working well, then book a slot for review

mighty carbon
#

nice

wicked oak
#

when i did, it was way stacked, and it took 2 weeks to get a slot

uneven moon
#

damn

wicked oak
#

so use those 2 weeks to go very serious with the TRC

uneven moon
#

did you buy a devkit or did they loan you one?

wicked oak
#

do nothing but go through every single item (180!) and make sure its fixed

#

and general bugfixes

#

i bought mine

#

forget about getting one in a loan unless you know a sony guy personally or have a kickass game

#

you dont have a kickass game and neither do i

uneven moon
#

yeah I figured

sturdy coral
#

@wicked oak did you have to get your game rated in north america too from ESRB, or is PEGI/Europe the only main mandatory one?

wicked oak
#

ESRB is an online checklist

#

free

sturdy coral
#

oh cool

#

that's pretty good, so I guess you can put off PEGI until you are sure north american sales justify pursuing it

wicked oak
#

wich is exactly what ive done

mighty carbon
#
glossy agate
#

Apparently they only have dash locomotion for the VR version, but MIGHT add more options later. Kinda dissapointing.

sturdy coral
#

I think a lot of companies are cautious, they don't want someone trying payday 2 vr at a friend's house and forever associating the franchise with nausea, even though the friend should have started them on teleport

wicked oak
#

companies know that the rabid locomotion squad is like 10% of players

#

so its logical to focus on the 90% if you are a bigger company

#

for indies, we can try to use that rabid bunch as marketing, to fill that niche

glossy agate
#

And learn about level streaming

real needle
#

vr is so boring

#

sweat, big fat glasses, you don#t see you environment o.o you cannot walk

wintry escarp
#

make a different type of vr game then

real needle
#

we need the technology for it

wintry escarp
#

wheres the oculus debug tool? I don't see it in the sdk

#

meh got it, its part of the driver installation, not the sdks

mighty carbon
#
#

8k HMD and wireless!?

#

where is my banhammer...

mighty carbon
#

pretty cool for VR Ocean projects

mighty carbon
wintry escarp
#

I see a new update is out

mighty carbon
#

@wintry escarp ??

wintry escarp
#

4.18p4

mighty carbon
#

it's been out for a while

#

I hear 4.18.0 release is out, but no release notes are on the forum yet

wintry escarp
#

I just got a new update but it said p4

#

ah now it says 4.18

#

cool

#

working on a rift game yet?

mighty carbon
#

yea, but making content first this time

wintry escarp
#

what sort of game this time?

mighty carbon
#

action-adventure based on my old game

wintry escarp
#

that mars desert thing?

mighty carbon
wintry escarp
#

am I the only one who thinks it makes more sense to buy a 2nd set of touch controllers then to buy an extra sensor?

#

than

alpine torrent
#

aspnet core 2.0 codename was phaeton

mighty carbon
wintry escarp
#

oh well, 4.18 seems to be still a buggy pile o crap for VR

wicked oak
#

why?

wintry escarp
#

p4 crashed when I tried to read touch controller, final just went haywire andi had to reboot windows

#

back to 4.17

#

oh ffs, it even corrupted my rift setup. it thinks I have a new rift and wants the setup redone

#

meh

mighty carbon
#

tada!

#

I have no issues with 4.18p4 and VR

tired tree
#

did it crash with a "bad matrix" or "nil matrix" call?

mighty carbon
#

4.18 seems to be a lovely update

#

I wonder if Vulkan is usable now, especially in VR

#

so, in 4.18 "Volumetric lightmap Does not currently support level streaming" - does it mean no level streaming at all or no streaming of level pieces in the current level ?

glossy agate
#

Sounds like it may just not bake into your sub levels? Are you going to try it? I just want to see how different it looks

wintry escarp
#

no idea what final did, mouse just started clkicking everything and only a full reset fixed it

mighty carbon
#

@glossy agate it will definitely look better than regular baked lighting. Just not sure why it wouldn't work with streamed levels if they streamed as individual levels (when switching from one level to another). I understand it wouldn't work with pieces of the same level streaming.

sturdy coral
#

it probably just still takes memory and is present even when the rest is unstreamed

sturdy coral
#

anyone know what this means, from the 4.18 changelog:

#

Bug Fix: Vive spectator flat rect expanded to match other platforms.

glossy agate
#

Think they just used a larger area. When they got rid of black bars in 4.17 the spectator area is super tiny I noticed.

#

To record that 4 by 9 ratio or whatever it is.

#

Hopefully it's now the same settings as people got doing the engine changes cause that looked real nice

silk lodge
#

yeah, it was super tiny @sturdy coral @glossy agate I figure that's what the change was.

tired tree
#

@glossy agate it was noticeable better in my video yesterday

#

appears fixed

ebon scaffold
#

Can you have two Rifts connected to one PC playing coop, somehow faking a camera view into the 2nd HMD but all input is registered as if one player through a single game instance?

Like if you wanted to make an ATV game where one person drives and one observes, but they're both indpendently tracked.

glossy agate
#

So how are other people here ajusting a gripped hand animation to match the item being held? ie my hand goes streight up the controller when open, but then i hold a bat i want the shaft to match controller, so I need to make the hand rotate around 90 degrees to match.

#

I can either edit the grip animation, which is just a shit load of trial and error, or just snap hand mesh to a tranform maybe? then go back to normal when released. Didn't know if anyone else here figured it out, and could give me a pointer.

#

@tired tree Oh nice. Didn't realize that was default, just thought it was the custom trick. Looked really good

sturdy coral
#

@ebon scaffold no, right now you'd need to network it; it would otherwise require heavy engine modifications

sturdy coral
#

@glossy agate you could start with it open, and then drive a blend for each finger into a closed fist state with a bunch of traces to determine at what point in the blend it hits. Then stop the blend at that point and bake out the pose or just save a set of blend value for each finger

#

if you don't have tons of objects, manually posing may be faster than building a whole system like that

#

The Gallery posted a video of a grip system that was dynamic at runtime using something like that, can't find the video

glossy agate
#

Yeah I'm not going too deep to start. Just have a single grip pose so far that will work for most objects. At least the 18 or so weapons I have. Basically I can match the anim to my real life hand on the controller, or set the transform to a gripped object. Wasn't sure if anyone had insight to help me not work myself into a corner. I'm going for cheap though cause it's all multiplayer

sturdy coral
#

you can add the weapon to a socket as a preview mesh in the skeleton editor and adjust the grip, then bake it out as a pose

#

and then there are animbp nodes to apply the pose only to the hand bone and beyond

glossy agate
#

Leaning towards the transform method though because I have a scene component driving my full body IK hands for better accuracy and if they are tied to the hand transform it will look good for the other players looking at each other. Have no idea how to run that on an animation now that I think about it.

#

That's another issue because it runs the other way. The hands don't have sockets, just the object has them so the preview doesn't work for this. I tried it already

sturdy coral
#

I'm working on similar stuff, trying to make sure I support mesh scaling too and still have good grips

#

I'm expecting scaling to cause the grip to clip a little bit, but I'm just trying to make sure it all looks decent

glossy agate
#

Yeah decent is all I'm going for too

#

Luckily Most handles are similar shape and size for me. I'll just have to make some poses in the future for better grenade ect holding.

#

I'll PM you once I get the mesh snapping working if you are interested in how it works. Just gonna give that a shot for now after talking about it more.

sturdy coral
#

@glossy agate you may just want something like pose gripping of a cylinder of of 1cm radius and pose gripping one of of 4cm radius, then lerp between the two for different objects

glossy agate
#

That is a really good idea. Would solve for all my other items

sturdy coral
#

@glossy agate you could also bias the lerp value based on mesh scale (someone who is calibrated to 5ft is going to have hands that are 25% off from someone 6 ft 6in)

glossy agate
#

@sturdy coral is that how in depth your system is going? That is super detail, I want to see how it looks when you are done. Mine just scales the ik mesh other players see. Was just leaving the only owner see hands to default. Have no ipd or world scale adjustments beyond that.

sturdy coral
#

@glossy agate definitely don't touch IPD, that gets set automatically when the user adjusts it with the dial

#

I haven't done it yet, but yet you could scale the hands to match the size of the hands on the ik mesh other players see and things should line up between the two perfectly

#

I'm still working on some of that

#

depends if you want to do things as attached to a socket on the hand regardless of whether it is first person or the ik thing, or you want to just move the ik thing mostly in place (the latter is all I have right now)

eternal inlet
#

@glossy agate I tried something similar to what @muchcharles#2724 suggested, but using a bunch of sphere traces along 5 keyframes in a grip animation to find the best contact pose. It obviously is quite expensive, so i abandoned it and now just use a number of pre-set hand poses for each item i need to hold in a specific way (which is mainly weapons, like guns and grenades)

real needle
#

hey all, wondering if someone here has that Vive deluxe audio strap, im looking at buying one but would like to know if its as good as advertised (mostly comfort wise, but also audio quality)

cloud quartz
#

Hey guys,
I have a huge issue with oculus in ue4. Basically I've just tried echo arena and the tracking behaves differently from my game.
When I turn my head around facing the opposite side of the tracking turrets I get this magnified view in my game.
I thought this was just what the oculus did when losing tracking but that's not the case in echo arena.
Has anyone faced this issue? if so, did you find a solution to avoid that magnified view?

tired tree
#

@real needle its not entirely required, but devving became way more enjoyable with one. The audio isn't half bad either. But my retainers did break on it so it makes a grinding noise if I pull the front too much, still functions, just teeth grating.

real needle
#

@tired tree ye i mostly want it for devving tbh, getting annoyed having to fit the thing every 5-10 mins

#

what do u mean about breaking retainers tho, the only retainers i know (as non english/murican person) are the ones ppl wear on their teeth lol

tired tree
#

it has springy sliding retension arms on the side

#

something in them broke from pulling out a little too hard, I would suggest always using the dial to get it off and on if you get one

#

which is easy enough anyway

real needle
#

ah ok so the parts that say vive on em broke internally?

#

thats sorta, shite

#

you should at least contact htc

#

anyway yea, that was some good to know infos, tyvm

#

hmm, seeing 2 year warranty, f- it, if i manage to break it ima just harras htc till they replace it ๐Ÿ˜›

#

ordered ^^

fluid pelican
#

Iโ€™m currently making a vr swat sim. Iโ€™m able to pick up a gun and have it snap to the proper position, however when I try to use the trigger nothing happens. I m using the vr template as a base and I created a blueprint interface for guns specifically. Can anyone help me make the triggers work?

little nacelle
#

Hello guys, I'm trying to have my hands colliding with the environment.
I have an IK with only the hands and the forearm, the effector is driven by the motion controller.
I turned on collisions on the skeletal mesh, but the ankle joint tends to break apart when I'm colliding because the effector tries hard to reach the MC position but the physics prevent it from doing that. I just wanted to know if there is a way to force the Physics asset to keep the joints together whatever the situation is?

mighty carbon
#

so, how is 4.18 in VR? Any performance improvements? Any more render features implemented from non-VR to VR (volumetrics?) ?

sturdy coral
#

@cloud quartz tracking turrets? ๐Ÿ˜ƒ

#

I've never seen a magnified view like that, can you post a video? depending on the extent of it it may be an illusion due to losing positional tracking

#

but if it is severe I don't know what it could be

tired tree
#

could be timewarp artifacts from lost tracking maybe?

sturdy coral
#

@fluid pelican you will need to post a lot more details

#

@tired tree ah yeah possibly timewarp artifacts. I heard Oculus is using a cubemap now instead of blackness for rotational timewarp

mighty carbon
#

what version control system do you guys use for your projects? (not for C++ code, but for the rest)

sturdy coral
#

svn

mighty carbon
#

local or on the web?

sturdy coral
#

I have it setup on a $5 digital ocean box

mighty carbon
#

I can't find any reasonably priced SVN hosting ๐Ÿ˜ฆ

sturdy coral
#

have my git stuff there too

mighty carbon
sturdy coral
#

yeah, I've gone beyond the 20GB so I've added storage too but it is just a few bucks more

#

their storage option is pretty new so they only have it in a few regions

mighty carbon
#

is 1Tb monthly transfer enough?

sturdy coral
#

it has been for me, I haven't come close to that

#

if you do lots of lightmass builds I would advise just not checking in the .builtdata files

#

since you can regenerate them anyway

mighty carbon
#

I see

#

thanks, I'll look into that

#

that's just running an instance right? No front end, nothing installed there?

sturdy coral
#

right, just running ubuntu headless

mighty carbon
#

so, I'd just install LAMP and then Subversion ?

sturdy coral
#

I do it all through ssh authentication, so you don't need any lamp stuff

mighty carbon
#

I see.. I'll dig it. $5 is more than a fair price

wicked oak
#

i now have my own server

#

but still dont have it fully setup

#

for now ive given it FTP and perforce

#

and shits fast

#

i think it would be equivalent to the 20 or 40 monthly version

#

costed me 300 euros to build (but with 1 tb of disk)

#

honestly those 20 gb of space are far too low @mighty carbon

#

they would get filled real fast

#

you should look at a server provider that offers more HDD

#

you dont need more than 4gb of ram or 2 cores, but you do need tons of hdd

#

@sturdy coral what are you running in your servers?

glossy agate
#

@mighty carbon Im on Plastic SCM. Has some cool features to it. Think I am at $15 a month. Then $5 for every additional users you can ad or remove at any time. Its like a mix of Git and Perforce

#

Actually my total last month was $25 for 3 users and 15GB.

dusky moon
#

got really disappointed to see "Volumetric Lightmaps currently Does not currently support level streaming" ... I can't imagine a single project without using level streaming

#

does that "Currently" means we won't get it earlier than 4.19 ?

glossy agate
#

Fortnite PC version finally got VOIP a little bit ago. Hopefully the system gets some attention, and new features rolled out to us soon.

white fern
#

Hey guys, If I use SetWorldTransform on an actor and check Sweep, does the whole sweep happen in one frame? What potential effect does this have on performance?

mighty carbon
#

@wicked oak where do you have the server, physically ? I have an old 3-core 8gb RAM 500Gb HDD PC collecting dust. But I would really like to have an offsite mirror if I run SVN server at home. I wonder if getting NAS and using that would be even cheaper.

tired tree
#

@glossy agate 4.18 has massive VOIP changes

#

its already in

wicked oak
#

in my home

#

a NAS is simplified, those dont really run linux or anything

mighty carbon
#

but, I am thinking I could run SVN on my work machine and SVN would use NAS to store data (if that's even possible)

mighty carbon
#

a big blow to those mocap solutions that rely on Kinect (Brekel Kinect for example)

wintry escarp
#

what am I missing on this page? I only ever see image 2...no image 1 for comparison

halcyon island
#

is there an AR channel?

mighty carbon
#

it's right here

halcyon island
#

Even the channel's pivoting!?

#

๐Ÿ˜ƒ

#

anyone used the new 4.18 for AR, i have had some success getting a character into AR but i haven't managed to create an anchor on a table yet

#

i can generate a character at the hit test point but he won't stay there

#

as the ipad is moved around the room

mighty carbon
#

while this channel serves AR audience, I don't think anyone who is currently active here uses AR :/

alpine torrent
#

I do both AR and VR

halcyon island
#

in Unreal?

sturdy coral
#

@wicked oak @mighty carbon just svn and git. 20gb isn't a lot but extra block storage is around .10/GB

#

and linux doesn't take up very much of the 20GB

silk lodge
#

I just run my own p4 server on an old laptop

#

you can get it to work with free dynamic dns services

wicked oak
#

testing some random stuff

#

again, level is autogenerated. im trying some of the stuff the chameleon postprocess has

#

mostly for stylized rendering

uneven moon
#

That's sick, looks like you're in a comic book

wicked oak
#

works fine in VR. but this is still just trying random stuff

uneven moon
#

you could probably avoid most shadows with that style too

wicked oak
#

thats the idea

#

prototype looking like this in motion

#

i kind of add too much rocks, but thats my generator becouse i dont want too many gaps XD

mighty carbon
#

heh

real needle
#

when I turn on msaa all specular gets very flickery, is there a way to improve this_

#

?

#

Im using forward shading and msaa, and the scene looks much sharper than in TAA, but all speculars get very flickery

analog topaz
real needle
#

@analog topaz you're hitting reprojection with 14ms, your target should be <11ms

#

Is there any flag (r.MSAACount is limited to 4), to improve the quality of msaa?

analog topaz
#

where can i chk that?

#

i've just set it to 1

#

so i guess it was set to default alrdy

#

it's a 3000 actor scene with interior and exterior

#

sum tries is 3 800 000 tringles

#

but it works on 40 fps to 90 fps ( capp)

#

am trying to stablize it

real needle
#

@analog topaz anytime you hit over 11ms you'll automatically go to 45 fps

#

(reprojection)

analog topaz
#

i will work my way to 11 ms then, that's the first time i try to opmtize so am googling alot lately :d

real needle
#

the main the moveable blueprints

#

the main thing that is causing you performance issues

analog topaz
#

yes it had a movable light i turned it to static to see the visual hit

#

if it worked fine hopefully it goes well

real needle
#

anytime you have moveable actors casting dynamic shadows you'll have big performance issues

analog topaz
#

if i have movable meshes that has their cast shadows off, will that hit perfomance as well? should i make them static? ( i'd rather not to make lightmaps from them )

real needle
#

try to fake the shadows whenever you can, they are very expensive for VR

#

you can turn off the shadows yes

analog topaz
#

cool

#

Thanks alot โค !

supple coyote
#

hey are you guys using the forward renderer?

#

if so - is it difficult to port existing assets to forward?

#

I know it affects materials

#

like SSR stuff

fair hearth
#

clear coat materials don't work, other than that I didn't have much issue

#

you'll also have to rebuild your lighting etc.

supple coyote
#

is there any other difference I should be aware of?

pearl tangle
#

@wicked oak maybe a little bit too agressive on the edges there, tone it back slightly and you have the cool borderlands style for sure!

analog topaz
#

how many poly are too much and make it impossible to acheive 90 fps in vr mode?

#

cuz my scene has 2.4 m poly , 3.8 milion poly (sum total)

supple coyote
#

good q

raven halo
#

@fair hearth clear coat materials absolutely do work with forward!

wintry escarp
#

that's a lot of polys to draw 90 times a second

gleaming river
#

Has anyone got some tips to getting the best lighting results using dynamic lighting in my scene?

pearl tangle
#

@gleaming river good tip is to not use dynamic lights in your VR scene

gleaming river
#

@pearl tangle Yeah i'm starting to get that idea, the problem I am seeing is if I want to open a door of a room the interior wont be affected by lighting. How would you get around that problem?

pearl tangle
#

You can do that with stationary lighting rather than static but you won't get proper light propogation with dynamic lights anyway

torn scroll
#

Hi all, somebody try 4.18 with oculus? you have problem with what you see?)

trail shale
#

Can someone tell me why forward rendering did NOT make a SINGLE DIFFERENCE in my demo?

fair hearth
#

oh they must have updated since the last time I ported materials! @raven halo thanks for letting me know!

tired tree
#

@trail shale as far as what? performance? Visual fidelity? Did you leave it as TAA or switch to MSAA?

trail shale
#

Things I've tried : Set all Lights to Static (I STILL can't bake precomputed visibility because it takes forever, 18 hours gets me to 2 percent, lightmass is set to a scale of 4, not one)
Screenresolution changed to 50 % with no improvement
All foliage actors removed shows minimal improvement

tired tree
#

@trail shale try packaging to dev and running it, that HZB mips cost has been an ongoing issue with the slate system when the editor is running

#

I haven't had it myself, but there are tons of reports on it

trail shale
#

when I tried to build it, there was a filename error...can I do a test to find that error before it builds for a few hours and then fix that

tired tree
#

also if you have ambient occlusion turned on

#

turn it of

#

f

#

in VR

trail shale
#

it's turned off

tired tree
#

and screen space reflections?

#

someone posted code showing those two trigger the HZB build

trail shale
#

where is the screen space reflection setting?

tired tree
#

post process

#

just like ambient occlusion

trail shale
#

is a reflection capture resolution of 128 very high? It wouldn't let me go less than 64

#

I can't find it, I don't have a post process volume

wintry escarp
#

the game gets one in the settings, I always need to disable it all.

tired tree
#

set SSR intensity to 0

#

you can do it in project settings

#

if you don't have a global post process volume

#

HZBOcclusion, SSR, and AO all are triggers for building it

trail shale
#

crap, look at the bottom first

#

you can see the dynamic light on the foliage and it doesn't make a difference

tired tree
#

dynamic light isn't the huge perf killer, its dynamic shadow casting

trail shale
#

but do you see how removing foliage didn't change anything

tired tree
#

you are being frame locked to 45 fps so you won't notice on stat unit

#

turn off reprojection in steamVR settings so you can see the actual variability

trail shale
#

HZBOcclusion, SSR, and AO - I can't find them except for AO

#

reprojection was never on

#

I'm looking in project setting and searching for phrases like "screen" and "occlusion"

#

What about instanced stereo

wicked oak
#

worked a bit on the toon shaders for that prototype

#

unity default shader for this looks a lot better...

#

i should try to see its formulas and replicate those

noble charm
#

anyone know where they moved the HMDDevice reference to in 4.18

#

used to be GEngine->HMDDevice

tired tree
#

its XRTrackedDevice now

#

IXRTrackingSystem* XRSystem = GEngine->XRSystem.Get();

    auto XRCamera = XRSystem->GetXRCamera();
    if (XRSystem->IsHeadTrackingAllowed() && XRCamera.IsValid())
wicked oak
#

goddamit seems i would need to do a good amount of changes

tired tree
#

yeah across the board all VR is passed through a new compatibility layer now

#

its cleaner over all though

#

a lot of things specific to some plugins got merged so they all work the same

#

during the presentation talking about it they followed up the "new XR Layer" with a Kronos OXR logo slide....so, guess it is pretty obvious why its being done

noble charm
#

thanks morden ๐Ÿ˜ƒ

#

probably saved me a good 20 minutes searching for that

willow trail
#

I'm going back to the VR template to test some stuff out, but I can't figure out why my character won't move. I can see the pink trace just fine and all, but AddMovementInput just seems to be ignored, I'm pretty sure this used to work, any idea? https://puu.sh/y7EnZ/e5eb624350.png

tired tree
#

there isn't a movement component in the VR template

willow trail
#

Oh, right. The reason I'm going back the VR Template is because I'm trying to put some fairly basic functionality in my VR game, but your plugin is just too much for me, there are tons of stuff in it, lot which I don't need like all the network stuff, climbing, crouching...etc and it's really hard for me to plunge into your existing code (especially your movement component, this stuff is pretty huge), I've really been torn for the past few days between keeping your plugin and just taking the time to understand what I'm looking for or going back to the default VR template and building the couple functionalities I need myself (head push-back and stick movement mostly) :/

tired tree
#

yeah, I mention that its not for everyone

#

its intended for advanced mechanics

#

you can get runebergs plugin and modify it

#

as a halfway

#

it is very basic in a general sense, and easy to understand

willow trail
#

Hmm I might take a look at this plugin then, thanks a lot ๐Ÿ˜ƒ

tired tree
#

granted, all of that movement component code is generally...just engine character code modified to work for VR

#

shouldn't need to actually dig into the source

wintry escarp
#

anyone know why my rift keeps showing a white F and a red C in the bottom right of the hmd

#

?

#

is the debug tool causing it?

#

hmmm, no its still there with the tool off

#

ah, settings stay even after the tool is closed

#

its a frame drop warning

tired tree
#

so an only slightly cheaper and worse 1080?

mighty carbon
#

sounds like it.. Not sure if it's slightly cheaper (haven't shopped around). I'll probably get new CPU and more RAM for my next upgrade . I think 1060 6Gb is going to last me for quite some time.

tired tree
#

its $50 less

#

than a 1080

#

doesn't seem worth it at all

#

and on sale 1080's are the same price...

mighty carbon
#

heh

#

sometimes I wonder what Nvidia thinks before they do something like that

wintry escarp
#

I only get every 2nd or 3rd gen

glossy agate
mighty carbon
#

I am sure they had to change some things in those games to make it possible.. Cheated most likely ๐Ÿ˜›

glossy agate
#

They didn't. Would have been in the changelog. Also Pavlov is UE4 and as far as I know we have no official support for Windows MR yet.

#

I wonde how the character looks to other people when the controllers are out of FOV though. Like if they get stuck in last tracked world space or follow relative space when moving.

alpine torrent
#

@glossy agate no need it when you can track controllers with bluetooth

tired tree
#

........

#

but they don't...

mighty carbon
#

@glossy agate what do you grab behind the view in Pavlov ?

glossy agate
#

Magazines.

#

Not behind the back, but down around your hip

mighty carbon
#

well, I've read somewhere that if you do it quick enough, it remembers your last position and thus you get an illusion you don't lose tracking

#

one dev wrote how he'd trick the system assuming your hand doesn't go in totally different location after tracking is lost (some VR game about bow and arrows)

glossy agate
#

Yeah, dude said it was a bit jittery coming back up till the tracking was re established, but I was surprised it worked at all.

mighty carbon
glossy agate
#

I signed up to test just now

silk lodge
#

I'm seeing a lot of better developed games come out that are going to wipe out the current gen of games

mighty carbon
#

how do I set polycount for Landscape and LODs ?

analog topaz
#

i usueally do that from here

mighty carbon
#

so the smaller the number the less polys landscape gets ?

analog topaz
#

yes

#

i mean the one i sent u is 120k poly and when it was 64 quads it was around 500k polys

mighty carbon
#

aye, thanks

analog topaz
#

np happy to help

#

hey guys any idea what are those 2 stand for?
considering that all the lights in the scene are static
and few stationary lights that doesn't cast shadows.

mighty carbon
granite eagle
full junco
#

@tired tree SSAO can work great in VR

tired tree
#

I was talking about his hzb hitch he was getting

#

it can be caused by having iton

#

but true problem ended up being the 16k draw calls....

full junco
#

lol, 16k

mighty carbon
#

where do those drawcalls come from ?

full junco
#

btw @mighty carbon , VSTS gives you free git source control with unlimited storage and bandwidth, I use that and I'm happy with it

mighty carbon
#

what's VSTS ?

full junco
#

saw you asked about source control earlier

#

Microsoft VSTS

mighty carbon
#

it doesn't look like a good solution to store non-code assets

full junco
#

it has git lfs

#

might not be as good as perforce for large binary files, but I don't see any issues with it, it works great

mighty carbon
#

I see

pearl tangle
#

git lfs can still be a little bit fiddly sometimes but definitely helps a lot compared to trying to throw your 500mb textures onto regular git

full junco
#

I wouldn't call it fiddly, it just works

pearl tangle
#

have you tried running it across multiple machines and OS's though?

#

with a large team

full junco
#

no

glossy agate
#

@mighty carbon I think he is using some assets from the same company I got some from cause I see him on that channel. All those DC are probably from too many assets without streaming and they have some super fancy materials you would be better off baking out into maps.

pearl tangle
#

yep thats when the fiddliness can kick in.. sometimes. sometimes it just works flawlessly.

#

had lots of issues on 1 of the guy's mac machines for ages with a specific repo, but when he created it from his side it was fine

full junco
#

ok

mighty carbon
#

damn, Landscape sucks performance wise ๐Ÿ˜ฆ

#

super low res and with aggressive LOD - 160 drawcalls o.O

#

and that's without any materials

sturdy coral
#

git LFS should be fine, the issue I had with it self-hosting was there weren't many good open source implementations

#

there is a sample LFS implementation from github that says it shouldn't be used in production but that a lot of people seem to use

mighty carbon
#

Trying static mesh. Drawcalls are down to like 10. My mesh has 96k tris.. Blender shows that and Static Mesh Editor shows it. However, when I do "stat Engine" in the PIE, I am shown almost 1M tris.. Why?! (4.18)

sturdy coral
#

and then there are like 50 minor ones

#

lod doesn't play into landscape draw calls

#

it doesn't coalesce segments or anything

full junco
#

@sturdy coral well I have no idea what implementation microsoft uses for git lfs, but it seems to work

#

and its free

sturdy coral
#

I think the major providers all have their own implementations

#

not sure on that though, there may be one that is well supported and stuff, it was just hard to find when I was looking into it

mighty carbon
#

so, any idea what's going on ?

full junco
#

someone is using the ue4 editor and walking around with a first person character in the level

mighty carbon
#

yeah, but why 96k tris mesh is rendered as 1/2 million tris mesh ?

full junco
#

it isn't, its likely something else

mighty carbon
#

what do you mean? engine bug?

full junco
#

no, other meshes

#

you wont have 0 tris when you remove your landscape

mighty carbon
#

no, it's the only mesh with high polycount there

full junco
#

just remove your mesh and tell me what tri count you have then

mighty carbon
#

~8k tris if I remove my terrain mesh

full junco
#

and if you have dynamic shadows enabled its probably just because it has to render every triangle once for every shadow cascade

#

and if you have a two sided mat, that doubles it again

#

if you have a depth prepass, there you have it another time rendered

mighty carbon
#

I see

#

it's a way more tris than Landscape, but a way less drawcalls also..

full junco
#

soon when UE4 is fully optimized for the new low level APIs, draw calls won't matter any more ๐Ÿ˜Œ

#

soon = in 10 years

#

๐Ÿ˜›

#

but I hope I'm still working on my game in 10 years, so thats fine

mighty carbon
#

heh

#

performance seems to be better with mesh, even in non-VR

#

it's just I probably won't be able to do grass and foliage on the mesh based terrain vs Landscape ๐Ÿ˜ฆ

full junco
#

landscape grass is very expensive, you won't be able to get good fps with that likely

#

especially in recent engine versions it became way slower I heard

#

I think I read that the kite demo is pretty unusable due to that in recent engine versions

#

performance in kite demo was way better back in 4.11 (or was it 4.7?)

mighty carbon
#

ouch ๐Ÿ˜ฆ

little nacelle
#

Hello, I've found out that the BP sky sphere is kind of heavy to render in VR, did you noticed the sane thing?

full junco
#

how did you find out its heavy to render?

#

a sky usually fills much of the view when you are outside, so it always has a relatively high pixel shader cost

#

even if the material is simple

little nacelle
#

@full junco It actually depends of the place it takes into the screen.
On the VR template, there are 4 walls all around us that limits the place that the sky takes in the view when you just look forward.
I put a simple hammer asset on the table with all the blue pickup boxes. Everything worked just fine.
I created a new blank project that comes with the map with the squared plateform, a BP sky, a directional and an atmospheric fog. I deleted the atmospheric fog and started to drag into the scene the pawn that I've migrated from the VR template. I put my hammer asset on a simple cube shape that I've dragged into my scene and started to play arround.
My first notice was that when I had the hammer in my field of view, and try to move my head around, I dropped under 45 fps, it took 22ms to draw, that was horrible!
I passed 5 hours to profile, and try to optimize the hammer asset. I really thought it was comming from there, because when I removed it from my scene it worked quite fine. But that QUITE fine wasn't good enough, I still had some 13~14ms spikes. So I started to think that it's comming from something else, something that is not present into the VR template.
Then I've noticed one more thing, the FPS drops happened when I was moving my head around while looking toward the horizon (Where there are all those clouds), when I was looking to the floor everything was super fine, to the zenith as well.
I've just very randomly deleted the BP sky from the scene and EVERYTHING worked just fine ๐Ÿ˜ถ !
I've concluded that the BP sky sphere shouldn't take too much place into the render view. Maybe it's just the horrizon that shouln't take too much place or just not be visible at all. It would deserve a try.

full junco
#

@little nacelle well theres no reason why the sky alone should make your frametime go to 13-14 ms

#

the sky is cheap to render

#

unless you are on a gtx 1030 or something like that

little nacelle
#

Yeah I think the same, why a simple sky would slow down my frametime, and it's only happening when I move my head slowly while looking at the horizon. Really weird. I'm on a gtx 980m, maybe it's because of that. But it's weird, I've never had problems to make VR stuff and run VR apps.

#

but it's obviously the sky

#

I tried to have about 100 000 poly in the scene at the same time, It worked fine until I look to that freaky sky

full junco
#

a gtx 980m is too slow for VR

#

its below min spec

#

its 11% below a AMD RX 470

#

a gtx 1060 is 42% faster and a gtx 1080 is 148% faster

#

so with your gpu, you can be quite happy if you can get constant 45 fps (22 ms) in a regular scene

little nacelle
#

It's not that slow I promise, I can run any regular scene at 90fps, even at 120fps. the VR template, the VR showcase, etc...
100 000 poly in the scene everything's fine, nothing but a sky sphere and I have 22ms spikes. I really don't think it's comming from my gpu, either it's my project, or simply the BP sky.

full junco
little nacelle
#

yeah if you want, but I have one Inside of my computer and I can tell that it's not

full junco
#

well, epic has very likely never tested any VR stuff on a gtx 980m, it is possible that there are architectural differences to modern gpus that cause strange effects, like a surprisingly slow sky

graceful junco
#

Btw, 22 ms spikes doesn't necessarily mean your GPU really takes 22 ms to render the scene, If you can't get 90 fps, it get's halfed to 45 fps = 22 ms. So in those cases you might actually have managed to get 80 fps. There's a setting somewhere to unlock that, which helps with profiling. It's in the steamVR settings iirc.

full junco
#

a gtx 980m doesn't support async reprojection I think

little nacelle
#

@full junco Hmm yeah, maybe it's something like that. I'll still have to try stuff
@graceful junco I could try that, I didn't go further in the profiling when I noticed that my spikes was coming from the sky, as I don't need it in my project I've just removed it

full junco
#

"nothing" is always cheaper to render than "something", so when you remove the "something" that fills much of the view, you will get better fps

little nacelle
#

Yeah of course. If it happens that I would need it, I think I'll occlude it with stuff, like in the VR template.

eternal inlet
#

any of you clever heads know how to convince ue4 to bake AO into static light? when i check the box in lightmass, and visualize, the scene is all bright white, no matter how much where i look on the map (both directly or indirectly lit

analog topaz
#

can someone plz give me a hint on those lines plz ?
i mean what should i be editing to reduce or help the gpu to calculate them
ty

eternal inlet
#

ouch that looks like a nasty hit

#

no idea what it is though

graceful junco
#

@eternal inlet the buffer visualization is the SSAO. My guess is you've turned SSAO off. I actually don't know if lightmass just bakes the SSAO or it uses a different algorithm to calculate better AO. If it's not using SSAO I don't think you can preview it.

eternal inlet
#

which is perfectly fine, if i just would see any AO differences at all

#

the reason i was looking for it in the visualizer, was because i could not see it had any effect at all

#

i assume im doing something wrong, but most people doing VR are probably using baked AO right?

graceful junco
#

I don't know. Personally I've not baked AO yet in ue4, so I don't think I can help you any further. It might just be that your settings/scene makes it hard to see any difference. Have you tried baking in a simple test project?

analog topaz
#

so no idea :D?

#

google ain't helping me there ๐Ÿ˜„

eternal inlet
#

@graceful junco yes i tried a simple non-vr project and i must be doing something wrong, becoz i can't get those settings right... all the archwiz people have awsome looking AO in their scenes and to my understanding, they also use baked AO

#

maybe combined with SSAO too though

sly elk
#

@mighty carbon early Z pass double triangle count

#

add in dynamic shadows

#

and it goes even higher

mighty carbon
#

:(

sly elk
#

you can disable early z pass if you are in deferred

mighty carbon
#

Do I need it in forward ?

sly elk
#

yeah, you can't turn it off in forward unfortunately

#

im planning to transition my VR project to deferred for that reason

#

but the tradeoff of pixel fill cost vs triangle cost is going to be project dependent..

#

also im pretty sure stat rhi will show another triangle count doubling with stereo rendering. so in my game im paying ~8x cost for triangles in forward + VR + dynamic shadows

eternal inlet
#

u have dynamic shadows on? isn't that insanely expensive?

sly elk
#

yes and no. Depends on your project and if the cost is worth it

eternal inlet
#

if it causes drops in fps i wouldn't say it's woth it no matter what

#

i tried initially with some dynamic lights and shadows, but hit the roof with even small scenes

#

and that's on a 1080ti and i7 3.6ghz

sly elk
#

Well thats not right at all. My game runs great with dynamic shadows on a 1070 and shadows can be turned off for scalability

eternal inlet
#

hmm

#

wonder how you do that

#

and how big your scenes are

sly elk
#

not large. Also, how many lights where you using?

#

im only casting dynamic shadows from a single light

#

Lots of dynamic lights in forward is slow

eternal inlet
#

think i had 5-7 spotlights with minimal attenuation

#

my shadow costs was about half the entire gpu

#

so i dropped it very fast

sly elk
#

*peak

eternal inlet
#

hmm looks nice

#

how many polys did u have there at max?

#

and is that the spectator cam using a scenerendertarget2d?

sly elk
#

yes to spectator cam

#

mesh triangles, about 500k

#

as rendered after stereo, dynamic lights, early z pass... a few million

mighty carbon
#

has anyone tried using modulated shadows ?

eternal inlet
#

no clue what that is

#

but im trying to get AO into baked lightiing, which i can't get to work ๐Ÿ˜ฆ

#

still ๐Ÿ˜›

#

someone suggested that there was a ini setting that wasn't exposed in the ui, i had to enable for AO baking to work

mighty carbon
#

I don't know if it works on desktop

eternal inlet
#

ah, never tried that because i do desktop yes

#

i use capsule shadows though

#

seems straight forward... does it show on the mobile preview?

tired tree
#

still not generating distance fields Jonas?

#

Distance Field AO and shadowing were what I was suggesting to you

sly elk
#

last time I chcked, distance fields were ignored in VR

mighty carbon
#

I am thinking doing the same thing I did in Gear VR project - making mesh terrain and splitting it into chunks, instead of going with Landscape.

#

I am just not sure what I will lose by not using Landscape

tired tree
#

Ah, you are right, DFAO isn't considered in
VR

sly elk
#

yeah, I really wish they supported it. DFAO would be perfect for my game

#

lots of shiny parts in an assembly sitting in shadow

#

its hard to make them not look like they are glowing

tired tree
#

their statement on the bug tracker was "we would like to support it but it is too much effort at this time"

#

understandable back when it was reported, they were doing RR, wish they would get around to it though, they also stated it wasn't a big hurry because "you don't want to use dynamic lights in VR anyway"

sly elk
#

yeah. Which is really narrow minded. Not all vr games have the same requirements

tired tree
#

guess distance field shadows work in VR but was never tested and they hitch like mad? at least from last anyone reported on it

#

doubt it has been changed since then

sly elk
#

I tried them in 4.16 and they just turn off as soon as you enter VR

tired tree
#

oh, so they just disabled them then...

#

ok

sly elk
#

im doing some training content for a client on the side, even more than my game, distance field lighting would be a huge help. Simple art built from cad, can deploy on serious hardware, and the project has very few draw calls/triangles and simple materials

mighty carbon
#

pretty sad Epic isn't even trying hard to push VR boundaries when it comes to rendering

#

playing it safe

sly elk
#

I'll still take unreals forward rendering features over unity any day of the week

mighty carbon
#

btw, if distance fields don't work in VR, does it mean I wouldn't be able to do texture blending using distance fields ?

sly elk
#

Last time I checked, the conclusion I came to was that distance field data is just thrown away

#

but I didn't test that specifically

storm hare
#

is there any way of ejecting while playing in vr?

#

it's hard to analise what's going on when playing in vr if you cannot eject and take a look at the map...

mighty carbon
little nacelle
#

Do you guys always start from the VR template for any new project or you start from a blank project?

willow trail
#

How do you guys handle tables? As in I'd want the player to be able to lean on it but not just walk through it like he's effortlessly gliding over it?

eternal inlet
#

@willow trail personally i allow a short distance of overlap (thik it's like 60cm) and after that, i teleport player back

#

i know some people bias this distance based on height of the hmd, i haven't done that myself tho

trail shale
#

Why can't I move arond in my sublevel? it won't let me teleport like as if I don't have a navmesh bounds but I clearly do

eternal inlet
#

@tired tree sry i was otw home, but no DFAO is not an option

#

@trail shale navmesh is in the persistent level?

boreal walrus
#

Here's the issue-tracker for DF in VR

#

Everybody vote? ๐Ÿ˜›

trail shale
#

yep, I can move aroudn in the persistent level fine @eternal inlet

boreal walrus
#

I personally do actually rely on dynamic lighting

#

So I'd very much appreciate being able to use it

sly elk
eternal inlet
#

i mean, try take your navmesh and place it in your persistent level and you should be able to move in your sublevel

#

(unless i misunderstood what you wanted to do)

#

btw, regarding baked AO, think someone mentioned it, but it does not show up on the visualize AO (will just show white all over), so that's probably for SSAO only

#

but it does actually produce different results

#

@sly elk how many polys did u have there at max?
and is that the spectator cam using a scenerendertarget2d?

#

(that preview you linked)

sly elk
#

yes to spectator cam
mesh triangles, about 500k
as rendered after stereo, dynamic lights, early z pass... a few million

eternal inlet
#

oh nice

#

you seem to have 16bit colors on that movie too.. i've been struggeling with that and the scenerendertarget2d which only seem to produce the right tone of colors if i use LDR

mighty carbon
#

I think the more non-VR titles bring Epic cash, the less they will have incentive to work on VR. Also, the less we will see support for public requests and proposals.

sly elk
#

Yeah. Im working on some non game stuff on the side and its too bad epic has no way to monetize things that aren't games

#

they seem to be putting some resources into that stuff though

trail shale
#

@mighty carbon I agree with you completely. I'm a firefighter and public safety could really USE Epic's involvement. We have really shitty training products and if Epic wanted millions in government contracts, they could EASILY get it....

sly elk
#

epic isn't going to build the content. There are a lot of companies out there that do that kind of thing. The issue with public safety type stuff is it would have to be taxpayer money and that would need to come from the local or state level

trail shale
#

You're right but someone has to have the product first

sly elk
#

Yeah, thats jsut not how any training content works though. There are a bunch of companies that do this kind of work but it start with a client who needs something, then they bid it, get paid a portion up front, build it...

trail shale
#

you're right. Someone needs to make a PLATFORM

sly elk
#

yep

trail shale
#

No one has tried using procedural generation in public safety, building scenarios based on a few inputs...granted, the workload would be collosal to build that but I'm putting together some simple examples to illustrate the point

sly elk
#

There might be grants for some of that stuff

trail shale
#

I'm sure there are but it's hard to do a grant for a technically for profit business, a lot of metrics/requirements You have to satisfy

sly elk
#

Not really. You should look into. Plenty of grants are for private business to use

rain plank
#

Has Anyone tried making their own Virtual desktop inside unreal?

frail portal
#

Rafel: I haven't but with those upcoming 8k headsets, I feel like we're finally getting to a quality level that can replace a standard setup.

#

just need to make them more comfortable/handle weight on the neck

trail shale
#

@frail portal we are getting there but we need more object tracking, if I can see my hands, my mouse/kb, and my beer, that will be a game changer

frail portal
#

I think MS's approach to that is novel Blak

#

they have basically these AR/VR mix headsets, with the camera's on the outside.

#

Could just overlay screens on a streaming 360 video of your actual space

tired tree
#

those headsets use low res black and white cameras for world tracking

#

they are not actually AR

sturdy coral
#

@mighty carbon distance fields work in VR, just not DFAO

crimson tide
#

anyone mess with carboard much?

wintry escarp
#

not recently

little nacelle
#

How do you usually debug your VR games, print string is always off screen

wintry escarp
#

you can print to the console window as well

#

but it IS a hassle they should fix

sturdy coral
#

you can modify GetOrthographicProjection in the steamvr plugin

#

and move it inwards a bit, thats what it uses for projecting the slate widgets which includes debug text

#

@little nacelle I think Mordentral's plugin has an in-world log along with his in-world console

mighty carbon
#

So, I read up on the open world tools in UE4 and it seems that all of them work with meshes, not just the Landscape. I guess I am not losing much going with mesh-based terrain.

sturdy coral
#

triangle count vs draw calls

mighty carbon
#

not really...

#

Landscape that looked worse than my mesh clocked in 1.5M tris and 150 drawcalls. My mesh-based terrain was at 500k tris and 50 drawcalls.

#

(with default directional dynamic light and default dynamic shadows settings)

#

the mesh itself was 96k tris

sturdy coral
#

is your mesh in a regular grid or decimated/simplified?

mighty carbon
#

decimated

#

I made heightmap in World Machine, made 5M tris mesh in Blender with it, decimated it to 96k tris

#

actually it was 10M tris

#

I am just surprised it looked a way more detailed than Landscape made from the same heightmap. With LOD on Landscape it looks like round hills, while mesh terrain retained all nice features and contours

sturdy coral
#

physx performance testing against a mesh that complex may be a lot worse than against a heightfield

mighty carbon
#

how would I check physx performance ?

sturdy coral
#

for a small terrain a decimated one like that will win out on triangles, especially if it is fairly smooth terrain where decimation doesn't take much away, but once you get pretty big with lots of sections it shouldn't

mighty carbon
#

10km^2

sturdy coral
#

10km^ at 10M tris in world machine would only be around 3 meter resolution right?

silk lodge
#

@trail shale what sort of training do you want?

trail shale
#

@silk lodge Something with high frequency and high variability....right now most products there are maybe a few scenarios and these are local based simulators or web training (which sucks)....part of the reason I started into this is because I was lookign for something to train on and couldn't find anything good...too many niche companies that do contracts, there's no real platform to speak of

#

Ugh, I got to fix that default page message

mighty carbon
#

@sturdy coral I am not sure.. I rendered out 4096^2 heightmap, then created landscape, then scale it up to be 10km ^2. Did the same with mesh.

sturdy coral
#

ok yeah that would be 2.5m resolution

#

that will look pretty bad in VR but depends if you are still going for low poly or not

mighty carbon
#

stylized look.. Not photorealistic in any way. Not low poly either.

trail shale
#

@sturdy coral Is there a general guide to estimating draw calls on a static mesh before you put it in a scene? I know lighting and position of camera will obviously affect drawcalls but i'm looking for a better understanding on how materials, vertex/triangles add up to draw call

mighty carbon
frail portal
#

@tired tree are you sure? They keep saying they're "mixed reality" headsets

tired tree
#

yes?

#

they are using that naming convention to stand out

#

maybe some day they will support AR with NEW headsets, but not those...

frail portal
#

Lord, that's so underhanded ๐Ÿ˜ƒ

#

I wonder how many people are going to buy those thinking they're AR

sturdy coral
#

@trail shale I don't know of one. I think it is generally one per material, and a single one for each shadow it shows up in (can be more for for a directional light if it has multiple cascades)

#

there are also more for shadows if it has multiple masked materials or a mixture of masked/unmasked. if all the materials are non-masked it just renders the whole thing solid in one call

#

if it is movable you get more for drawing velocity

trail shale
#

@sturdy coral even if velocity is zero?

#

anyone recommend some well optimized VR assets for houses, like a neighborhood. I want max realism but, obviously, optimized. Also a pony while i'm asking for something

frail portal
#

@trail shale Nothing on the marketplace for that?

glossy agate
#

@trail shale maybe try merging the mesh of the houses if they are in a lot of pieces. Came across a person doing that for mobile in order to make the draw call limit for mobile

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Maybe it will work for you. Also those are poly pixel assets right? Those are just heavy assets to begin with.

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Node mentioned their next game and it sounds similar to mine. Guess I gotta work fast ๐Ÿ˜ฆ

sturdy coral
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@trail shale it probably optimizes it out when vel is zero

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you can test to be sure

glossy agate
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Well all they said was 2 handed weapons and inventory system.

mighty carbon
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how much does it cost to be on UDN ?

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except Steam won't do shit about it because its market share doesn't change from year to year (Itch.io seems to be growing though)

rain plank
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@frail portal I can purchase virtual desktop from steam ,, but. How it can be integrated in ue4 is a problem . Like from media framework video can be played on but to play 360 video in vr inside the editor is a challenge

frail portal
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ah, well, I would recommend making your own.

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not sure how you'd take a compiled application and itegrate that with UE.

crimson tide
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anyone know if its possible to start a google vr build in 2D?

mighty carbon
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no

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not possible afaik

crimson tide
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hmm, then how would one go about making an app that supports both 2d and cardboard