#virtual-reality

1 messages Β· Page 147 of 1

crimson tide
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would hate to have to make 2 seperate builds/skus

mighty carbon
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2 separate apps

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no one wants to run VR app outside of HMD

leaden jackal
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I would disagree. It's a lot harder for me to get away with playing a game on my phone during a meeting if I dont have to wear an HMD ;P

crimson tide
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ya, to easily switch between 2d and vr in a single app would be extremely convenient

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I'd be pissed if I had to buy a 2nd version of the app if I wanted another mode

mighty carbon
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if it was, both Google and Oculus would have already implemented this feature

sturdy coral
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are you sure it isn't possible with cardboard?

mighty carbon
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well, why don't you package two apps into one?

crimson tide
sturdy coral
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gear has a separate mode the OS goes into and stuff but I thought cardboard just did it all with a standard app

mighty carbon
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Has anyone tried "Octilinear rendering" in Oculus SDK 1.19 ?

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(I am guessing it's not in UE4 just yet)

sturdy coral
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I don't know exactly what it is but I think it is just lens matched shading

tired tree
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it is

sturdy coral
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I'm not sure what they did in the SDK, they probably just provide the layout to apps now

tired tree
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its just for NVIDIA hardware too

sturdy coral
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so that future HMDs with different geometries will work

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I'm pretty sure the nvidia branch hardcoded it before, so a future HMD could break it

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oculus also made changes recently to support canted displays

mighty carbon
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They don't say it's a part of UE4 integration, so I am wondering..

sturdy coral
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it can't be part of the stock ue4 integration

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because that doesn't support LMS

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but it might get picked up into nvidia's branch

tired tree
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@sturdy coral they specifically say that it "implements LMS"

frail portal
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2 more months and my VR controller is out!

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hell ya. 3 years of work

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dances

mighty carbon
tired tree
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@frail portal Vr controller?

frail portal
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I made the first prototype with parts from bed Bath and beyond πŸ˜„ hahahhaah

eternal inlet
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hi, anyone know what the 4.18 equivalent to this looks like? It says i should use MotionController Component, but not sure which nodes return Position/Rotation?

sturdy coral
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@tired tree @mighty carbon what it may be doing is

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normally the last step in lens match shading is reprojecting to a flat projection and doing some upscaling

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then handing it off to the compositor

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so now instead maybe you just hand off that buffer that hasn't been stretched back out yet

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and the compositor does the scaling in a more efficient way

frail portal
sturdy coral
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but I don't think an api call could just add LMS to your engine, it takes a lot of shader changes and stuff

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they may also render in the stereo layers and chaperone and stuff with LMS before reprojecting/upscaling that buffer

tired tree
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why would they bother to even add something like that then? it wouldn't make sense unless it implements it FOR you

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the page on it is very sparse...

sturdy coral
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yeah

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it does show guardian being rendered inside the unreprojected buffer on that page

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but that might just be because an artist just cropped an image to roughly show what was going on and didn't mean to imply that

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that could save some bandwidth though to go from small LMS buffer directly to the screen with a lens warp that is aware of it, instead of getting upscaled to a flat projection with 2-4x as many pixels as the screen and then get downscaled again in the lens warp

wicked oak
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keep in mind one thing tho. Nvidia does modify shaders of big profile games

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i would definitely see them doing Game Ready drivers for robo recall, artika one, or raw data, that add LMS

mighty carbon
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@wicked oak did you see Dungeon Architect level streaming for Snap builder ?

wicked oak
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yes, the last implementation was horrid

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i dont know if the guy remade it

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i remember it was so bad the guy just completely scrapped it

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it had no redeeming qualities, it was completely useless

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Hey everyone, the snap builder went through some major improvements. You can design your snap modules in level files (as opposed to blueprints)

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YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

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ok gonna have a look at it

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becouse if it works im 100% stealing that

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It also supports level streaming. The level streaming logic is based on the dungeon graph's room connection, rather than a simple distance based check. You can load rooms up to a certain depth from where you are standing. In the video I have the depth set to 1, so rooms directly connected to the current room are shown  ```
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this is pure gold

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man, ali akbar surely delivers

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im glad i paid the money for his plugin even if i dont use it right now

granite jacinth
wicked oak
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even if i probably wont use his direct implementation (not featured enough) i will read that code and see how it does it, to use it with my needs

sturdy coral
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@wicked oak raw data at least already uses the nvidia branch

eternal inlet
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anyone happen to know why it's not possible to change "Self shadow only" ?

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on ie. a static mesh

trail shale
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@eternal inlet I just threw a sphere down...the only thing I could think is that maybe you turned off cast shadows? that made the self shadow button unclickable

eternal inlet
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sry i meant i can't find a node to change it in runtime

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i can read the value of it though

trail shale
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I see that too...maybe play with the bInsetShadows thing ?

eternal inlet
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i'll have a look at it tmr i think

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gonna call it for tonight, but thx for checking it out

trail shale
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it does prompt the question (which I don't know) what is the difference between self shadow and inset shadows

eternal inlet
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hmm, maybe inset shadows are what i was looking for in the first place

uneven moon
sturdy coral
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@trail shale I'm pretty sure inset shadows do like a small frustum around the object and render in any intersecting scene stuff into a shadow map and apply it to the object, then do the same for the object and apply it to any scene stuff behind it

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so a movable object outside of the cascades can get shadows from the scene, and the movable object can cast dynamic shadows onto the scene

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if you are using stationary lighting it should get blended in with the baked shadows without double shadowing

wintry escarp
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you can use the rift with c++ cant you, it doesn't need to use bp ?

sturdy coral
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yeah you can use c++

granite jacinth
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@uneven moon lol

full junco
trail shale
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Just doublechecking, my FPS count is 45 FPS and won't go higher...that's because Steam VR messes with some of the unreal's diagnostic stuff right?

full junco
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no, thats because you seem to be running into reprojection, so you will only get more than 45 if you have more than 90

trail shale
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wait. so I am either above 90 frames or magically down to 45 and under?

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that sucks but i think it makes sense

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it seems much smoother at least

full junco
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with interleaved reprojection, there is nothing between 45 and 90, yeah

trail shale
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the lighting finished building I mean

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so what should I do?

full junco
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make sure you are above 90

trail shale
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Gee, that's it?

full junco
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thats why VR is harder than non-vr πŸ˜„

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but you should also be able to use async reprojection, so you should try to find out why that doesn't work

trail shale
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fuck this, can't I get two gpu's one for each eye

full junco
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I think ue4 does not support that

trail shale
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i need to build an actual exe but last time there was a filename issue...how can I do a package check like I do a map check?

full junco
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if theres an error on packaging, it tells you what the error is

trail shale
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yeah but I don't want to package for 3 hours to find out what the error is

full junco
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you have to

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and usually packaging should be pretty quick

trail shale
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super basic question - does it package ALL of the assets I have in all my content folders, or just the ones referenced/used?

full junco
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all referenced ones I think, but I'm also not fully sure about that

trail shale
full junco
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well the setting is further below there I think

trail shale
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And probably last question, where do I change my AA to use MSAA

full junco
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project settings

trail shale
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and I want async reprojection on right?

full junco
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yes

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if you are capped at 45, it uses the interleaved one though

trail shale
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hm

full junco
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so try to disable that

trail shale
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how?

sturdy coral
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@trail shale it is in the same settings menu you posted, but under performance

trail shale
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How can I determine the TRUE frame rate since it doesn't show me between 45 - 90?

full junco
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MSAA is more expensive than all other AA

trail shale
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wat

full junco
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so it won't make it run better

trail shale
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why does it...um, run better

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seriously, I'm a gamer (non console)...the frame right is higher, trust me

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that's why I want to measure true frame rate

full junco
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it was 45 before and 45 now, so how is it higher?

trail shale
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you told me it would cap because of Steam VR

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all I can tell you is, my eyes can notice a smoother game

full junco
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no, 45 is always 45

sturdy coral
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looks like he might have an msaa level of zero

trail shale
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but why can't i see 46, or 47?

full junco
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because steam forces ue4 to spend the rest of the time idling

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so that you will only have 45 unless you have 90

trail shale
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well WTF Steam

sturdy coral
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if you turn off interleaved and leave on async I think you can get 46 or 47

full junco
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that's how interleaved reprojection works

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with async reprojection you should have values between 45 and 90

trail shale
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and where are the MSAA settings besides the scalability settings

sturdy coral
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type r.MSAACount

trail shale
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annnnd I reload and must compile 5,000 shaders

sturdy coral
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and see what the current value is

trail shale
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4

sturdy coral
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oh you didn't reload when it told you to? did you switch to the forward renderer at the same time?

trail shale
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guess not

sturdy coral
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you were probably just testing the performance difference of no AA at all

full junco
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MSAA isn't good with a lot of foliage, it's very expensive

sturdy coral
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that might have turned off velocity rendering and helped your performance

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along with TAA having a cost

trail shale
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I think @sturdy coral has it, it looked like it was soooo jaggy

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but I'm getting there, hopefully I can demo this at the fire station before the end of Nov

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@sturdy coral how do I get the right AA on?

sturdy coral
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that's too vague

trail shale
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you said I had it on when it wasn't on

sturdy coral
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I said you needed to restart after turning on forward rendering and msaa

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and that by not restarting, it might have just turned off all AA

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now that you have restarted it shouldn't be an issue

trail shale
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okay, but how do I set the different LEVELS of the AA, from FXAA, MSAA, and TAA....other than console

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btw, i'm getting there @full junco , it shows framerate hovering around 75, sometimes hitting 85

sturdy coral
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that's something google will tell you right away

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r.msaacount 4 for four sample msaa

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I don't know other than console

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you can set startup commands though in config files

trail shale
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check...lst thing and them i am going to bed...why is my culling volume not appear to be working...here are settings

full junco
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@trail shale so what did you do to get more than 45 fps now?

trail shale
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when i disabled asynchonis

sturdy coral
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lists some limitations

trail shale
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check, i'm getting there, this one world volume actually helped ALOT

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I'm getting 11 m/s and the areas I'm not I have a decent idea on what to do

sturdy coral
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the pimax kickstarter is getting close to$3million which will add an eye tracking module stretch goal.. who knows how well that will work, they haven't demoed eye tracking at all

trail shale
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talked to one dev who used the fove and said it was 'interesting" took some getting used to

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@sturdy coral for some reason it doesn't cull blueprint actors, like prefab building BPs?

sturdy coral
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weird, are they created in the construction script?

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that answerhub says they need mobility static too

trail shale
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that's the problem

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i was going to fix those houses anyway to merged actors

full junco
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I'm really wondering why steam is using interleaved reprojection by default and only after you disabled it, it used async reprojection.

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it should use async reprojection all the time since it's superior

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@sturdy coral you have any idea why it doesn't?

trail shale
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it always said it was using async reprojection

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back in business baby!

sturdy coral
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@full junco I don't know why either, I think just because they still don't have AMD support for it

full junco
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but steam can easily see what gpu you use

sturdy coral
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yeah

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I don't know why they don't chose the default based on which gpu you have or fall back to it

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so I'm not sure that's the real reason

full junco
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is steam always using interleaved reprojection unless you disable it?

trail shale
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dunno but you guys are my heroes

sturdy coral
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I'm not exactly sure what happens when both are enabled

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I used to know, but I've forgotten

full junco
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by default both are enabled, and it should be intelligent enough to pick the better one if possible

sturdy coral
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yeah and it should know that if the user is using oculus, ignore the setting

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I think it does now, but at one point I think it didn't

mighty carbon
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@trail shale so how did you solve culling issue?

trail shale
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Threw down Culling Volume the size of the entire level, set size to cull to like 999999 and distance to 5000

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Improvement skyrocketed

mighty carbon
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Aye, cool

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Why didn't you use culling distance settings?

tired tree
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I would add a few different layers to that

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for different sizes

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you have some large objects and 5000 pop in will be way more noticable with those than the small bushes and things

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@full junco doesn't it default to async now?

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I thought it only didn't at the start because it was a new feature

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haven't turned it off since it came out, don't know what its like now

full junco
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@tired tree well at least for @trail shale it didn't, it used interleaved until he manually turned that off

alpine torrent
trail shale
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@tired tree You're right, I plan too, but I was amazed at the overall improvement without losing much ...look at the after

mighty carbon
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@tired tree by layers do you mean several volumes with different settings?

trail shale
silk lodge
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fove was ok, the eye tracking was about 80% there, it's lack of positional tracking was a bother

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anybody else here back the pimax?

tired tree
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@trail shale yeah, thats why I told you to place a culling volume

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@mighty carbon you can set different cut off points for differen sizes

tawny urchin
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I've read lots of people saying you're not supposed to use post process materials in VR for performance reasons, but I haven't noted any drops in performance with my tests, is this more of a general subjective rule or is there more to it?

sturdy coral
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@silk lodge I backed the 8K X and the 8K, but it is starting to sound more and more sketchy with them never demoing at 90hz

real needle
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@tawny urchin All "performance rules" are subjective. There isn't a ridiculous cost to having a post process volume in your level, it's what you do with it. Mainly, I stay away from auto exposure and such because it's an unnatural effect (our eyes does it themselves). Better to find a good mid between your bright areas and your dark.

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What effects are you interested in?

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@sturdy coral I read one of the answers on reddit and it all sounded like ControlVR to me... demo units that can do it, but production will likely take years or not at all

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I sure hope I'm wrong though

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I got screwed by ControlVR and I'll never do a hardware kickstarter again, unless I personally know them

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I need to read up on their "brain warp" and what that does

tawny urchin
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@real needle thanks for the thorough answer! I'm using a post process mat for cel shading with lens flare and bloom and it looks nice and performs decently, just wanted to make sure it wasn't breaking some rule that would mess me up down the line.

silk lodge
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@sturdy coral I just went in for 8kx. I figure there will be a keep your 8k for $500 program if I want it. Also, I think they're just having issues with their dp chip, I think they were previously running in 90hz over dual hdmi, but that's just speculation.

granite jacinth
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@silk lodge hmm you got one too huh

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Everyone's all up in arms about it now with all the press release

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After it beat Rift KS

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I'm still unshaken about it. I'll wait and see.

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There will be plenty of others on the market and the prices will come down significantly

silk lodge
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yeah, I wish peole would just learn to have fun and enjoy it instead of deviding up into little angry armies

sturdy coral
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@granite jacinth yeah, now that acer invested $5million in StarVR I think we will see many options for wide FOV before too long

granite jacinth
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Yup, should be good for consumers

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It's good Pimax made so much $$$

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Others see the potential and $$$ as well

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So this might have actually accelerated a few timelines

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We'll see if v2 of Vive (which AFAIK hasn't been announced/details) will try to up the ante.

silk lodge
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I don't think vive2 would announce before xmas. I think both facebook and oculus are trying to be really quiet about 2nd gen, because facebook could drop tons of cash and beat htc (maybe) but they don't want to go first again and get wrecked by htc adding something great like smell

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also, nobody wants to announce v2 before xmas

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that'd kill things

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also v2 will need more gpu power or really good optimization, so that it's gonna raise the bar

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and finally you've gotta wonder if both companies or either company will go for a 2nd gen high end system

glossy agate
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Hope both go for eye tracking and foviated rendering on really nice screens to raise the graphics bar without needing new GPUs. Stand alone will be great with that too.

silk lodge
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even going multires can add a lot of clarity without much cost

glossy agate
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Hopefully moors law makes it happen

silk lodge
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the one thing I'm on the fence about is the leap motion sensor

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is it worth $100? Would it be better than current gen? Would it be good enough to do cool stuff?

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would it work for single client work?

glossy agate
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Personally I think I prefer controller input or at least holding something tangible. Leap motion would be cool for enterprise but I think for now it's going to end up like that Xbox camera they just stopped producing.

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Put it in the lighthouses and use it for full body tracking would be awesome though.

sturdy coral
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@silk lodge adding screen resolution doesn't require much more GPU power because you can just upscale, it only needs more to meet the peak resolution.

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current render targets are heavily downscaled (though non-uniformly), so adding resolution to the screen can give you a quality increase for free

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though it makes the compositor's job a little heavier

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(most of the quality gain would be at the periphery though, because that is the most heavily downscaled area)

tired kettle
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dunno, for me the hacky look of a VR + leap setup turns me off. I can imagine b2b especially large corp want a polished product to show their customers (not a taped and wired bar on a HMD). VR + Leap is something for experiments, imho to be prepared for better tech. for hackathons. for internal tests.

wintry escarp
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i don't think we will see vive2 or rift2 until well into 2018

mighty carbon
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Gen2 isn't happening until Nvidia releases new arch (which has to be significantly more performant than Pascal)

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I think gen1 still has a long way to go.

wintry escarp
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then gen1 will get a price slash and be the entry model

mighty carbon
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but, who would wants gen1 if gen2 will be mind blowing ?

raven bone
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HTC vive or Oculus Rift? I'm thinking of buying a vive

wintry escarp
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new gen will cost more and need better gpus

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rift is cheaper than vive

mighty carbon
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@raven bone what do you plan to use it for ? (games, enterprise; home or going to clients)

raven bone
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Games & home

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Maybe in a decade I'll have clients and be good at ue4

mighty carbon
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Rift then

wicked oak
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oculus no doubt

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unless you plan to have a huge space (rift struggles on huge spaces)

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but for home use, probably not going to be a problem

halcyon island
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anyone have an issue where a texture shows up in engine and in first person game mode but not in vr?

urban shell
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can anyone verify if 4.18 steamVR is fullscreen in the binary version now? or do we still need to update source?

mighty carbon
tribal plinth
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^ same

mighty carbon
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I wonder if layered materials work in forward renderer

tribal plinth
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has like a windwalker or windwaker idk what game it is feel

sturdy coral
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looks like the witness/journey/rime

mighty carbon
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Íslenska tâlvuleikjafyrirtækið CCP ætlar að setja þróun sýndarveruleikaleikja Ñ hilluna næstu 2-3 Ñrin, loka starfstâð sinni í Atlanta og selja starfstâðina í Newcastle. Í heild munu breytingar fyrirtækisins hafa Ñhrif Ñ um 100 starfsmenn fyrirtækisins af rúmlega 370, þar af um 30 hér Ñ landi.

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sounds like VR no more

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(I wonder if it's because VR is still unsustainable for a large company of if they know something we do not)

wintry escarp
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who knows what it says, its in one of those devil languages

mighty carbon
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Google knows everything

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here is English language article

silk lodge
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@urban shell you can set spectator screen options, just add a node and type in spectator

sly elk
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windows mixed reality headsets are shipping now, right?

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anyone have one yet?

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I have read some statements that makes me think steam VR through unreal will work with them?

sturdy coral
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@mighty carbon on the CCP thing, having 100 people or more on VR is too many for a studio at this stage

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I think even epic only had 10-20 working on robo recall at a time, and that is with heavy platform holder support

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CCP probably lost platform holder support or possibly didn't meet targets for them (bet it is winding down in general at this point unless Microsoft is funding people)

raven halo
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And Epic got payed 10 million for it as well

wicked oak
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wich is overkill

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but it was money to dev ue4 for vr

raven halo
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100 people working on VR? That’s an AAA sized dev team. We are definitely not there yet

sturdy coral
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yeah that money probably included the forward renderer work which might have gone beyond that team

quiet badger
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anyone know a good way to network quadruped characters for an online multiplayer game? I need to add vr support too as per what my client wants

sturdy coral
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probably no different than biped, just uses a fatter capsule

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unless you get into giant quadrupeds that you need to pass over certain smaller objects and stuff

native cedar
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For how valve does things vive 2 will most likely be 8k and/or full wireless, with low latency and better tracking (yes, even better!). I don't know if they'll try to make it lighter and more ergonomic, but they probably will.
I think wireless would be a big selling point for a new headset; was playing lone echo arena and I'd really enjoy being able to turn around as much as I want

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tbh I doubt they will even go 8k at this point; I don't see any innovation in better resolution, only higher hardware requirements

tired tree
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Vive isn't valve....

dawn cipher
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Does anyone have a solution for 2D UIs while in VR preview mode that can be interacted with using the mouse?

noble charm
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I've used the spectator screen to render a widget but that had no interaction.

dawn cipher
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@noble charm yeah that's my issue is I need clicking and the like... Might investigate using a Widget that the Spectator Screen views and then use wiget interaction components that match up with the cursor as it's displayed...

tired tree
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@dawn cipher unless it is pressing I wouldn't bother yet

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Epic is adding a new spectator screen eventually that is a full Player viewport rendered instead of a texture

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its already list in the code and wiki

dawn cipher
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@tired tree As usual with clients, it's pressing πŸ˜ƒ

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I also need a File Open dialog 😦

tired tree
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Mmm, I had a proto for rendering widgets to the texture but keeping their collision set up on the viewport

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the problem was that VR mode splits the collision zone in two

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and I wasn't going to re-create half the system when epic is changing it soon anyway

sturdy coral
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@tired tree what do you mean it is already listed in the code? it is there a todo comment or something?

tired tree
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its a final spectator mode in the enum

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commented out

sturdy coral
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ah cool

tired tree
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and their wiki lists it too

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the one they just re-did

sturdy coral
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I wish they would do a much more flexible viewport system in general

tired tree
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well, you can do a ton with it in source

sturdy coral
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yeah, the editor does a lot

tired tree
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and, a lot with overrides

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its just that VR mode ties into so much that its a PITA to work around in some cases

sturdy coral
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I've heard multi monitor is a lot harder than it should be due to it, but it was a really old answerhub post

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definitely says it is doable with some source hacking, just isn't officially supported

mighty carbon
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my mesh based terrain doesn't cast shadows :/

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any idea why would that be happening ?

trail shale
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Is there a simple way to check in blueprint to see if a VR headset/mode is connected and if not, then spawn a different pawn?

trail shale
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There are like 20 different widget videos for VR....anyone recommend one?

granite jacinth
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@trail shale Those types of questions aren't very good around here

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Just pick one that you can follow along at your own pace

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Start with the official docs

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Man, I need to get back to YT tutorials after this book

quiet badger
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yes there is a way. I have several blueprints that check for headset type. If it's not detected then spawn the default pawn I guess

tired kettle
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@sly elk I have a Dell Visor. The unity setup is already strange (2017.2 special build and manually added UWP module) and then you dont even see the handcontrollers show up and the convergence is off. Didnt even tried with UE, read that theres an old 4.14 on github for UWP, adn tim sweney doesnt liking uwp so he avoided it for the mainbranch. Windows MR hardware is 3 month too ealry out. Software and development environments are not even ready yet.

gleaming river
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Does anyone have a cheat seat of settings for optimised performance in VR?

rigid lion
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I don't and you probably know this, but profileGPU is your friend.. sorry if I'm stating the obvious, but I only found this 1 week ago ._.

#

on that topic.. Does anyone know what HZB SetupMips 512x512 is, and how do i disable whatever is calling it?

tired kettle
#

@gleaming river If its for a certain system (b2b) use maximum gpu with max cpu. If you target free market with loads of configurations.... what @rigid lion said.

willow trail
#

I'm setting a few poses for my hands, is there anyway to show a prop in the animation sequence editor so I can position the fingers properly on the item that I'll want to grip?

rigid lion
#

are you using fbx hands?

#

cause this is a painfull workaround, but I did it in the past.. you merge the prop with th hands outside in maya or houdini or whatever... then you pose.. then you delet and reimport

#

but i hope someone else has a better answer

willow trail
#

@rigid lion Nah I'm actually just using the default robot hands right now

#

I'd drop the pose in my scene and align it with the item so I could at least see the changes there, but for some reason they're not taking

eternal inlet
#

ok so people that have had spectator cam working in HDR, pls explain to me how they did it... according to Rudy, it doesn't work

rigid lion
#

try setting the rotations in a normal pawn BP with the prop merged in.. I remember when I was messing around with the kinect, there was a way to set bone rotation in a normal pb.. maybe it was part of the kinect plugin though

wicked oak
#

robo recall perf budgets

mighty carbon
#

Has anyone here worked with Importance Texture Sample in BP?

eternal inlet
#

@wicked oak is that screenshot from their official slides?

wicked oak
#

yes

eternal inlet
#

huh... i just (robo) recall them looking different

tired tree
#

Jonas....again...HDR exponent is 2.2-2.4, which is why the gamma adjustment brings the colors back into relative range

#

there is a reason people are using 2.2 generally there

eternal inlet
#

and yes i know.... but as i've also said tons of times... it doesn't work or have any effect for me

#

i've tried with gammas up to 10 with no visual change

#

i will post an example project to show what i mean later when i get home, then some bright head may be so kind to fix it and post it back, so i can see how i should have done it in the first place

wicked oak
#

thats from the oculus connect stuff

gleaming river
#

@tired kettle thanks

rigid lion
#

I want to set up floating dust particles for a vr enviroment. anyone know of a good tutorial on this.. kinda like the hell scene in virtual rickality

trail shale
#

Is there a trick to getting the Robo Recall project to work in the Vive? Wanted to play with their optimizations firsthand

trail shale
#

@mighty carbon I have the project version the Epic released

mighty carbon
#

Mod kit ? (for RR)

trail shale
#

yes

mighty carbon
#

then modify it to run on Vive

#

it's all BP-based for the most part

rigid lion
#

there was a mod available for vive... i tested it some time ago

tired tree
#

@mighty carbon they don't have the steamVR plugin in the mod kit at all

#

you have to force it in

#

its not the standard engine

frigid kite
#

I'm trying to package a VR project for regular desktop use - switched out the pawns, disabled "start in VR", nothing VR related is active

#

but the build always runs in stereo on the monitor

#

vr.bEnableStereo 0 and vr.bEnableHMD 0 don't change anything, they always say they're enabled, even after restarting

#

Not running with -vr

mighty carbon
#

@tired tree oh yeah, I forgot it came with own engine build :/

full junco
#

@frigid kite weird

tired tree
#

@frigid kite are you running with -emulatestereo?

frigid kite
#

no command line args at all

tired tree
#

deleted saved files then

#

might have a command stuck on

#

it happens

full junco
#

saved files? you mean config files I guess

tired tree
#

no, saved

#

saved/config

frigid kite
#

The problem persists 😦

full junco
#

the config stuff is in config, not in saved/config

tired tree
#

saved keeps editor configs

#

it can get stale

#

like PIE

#

stuff

full junco
#

he said his issue is in packaged though

tired tree
#

oops

#

yeah you are right

#

though i've had to delete that anyway

#

for packaged games too

#

used to pull resolution from there on packaging

#

if you just overwrite the folder the original saved folder persists

#

can have old last settings in it

full junco
#

deleting the saved folder is not really hurting you though, while the config folder has stuff inside that you usually don't want to delete

#

you can delete all folders, just content and config have to stay and you don't really notice that you deleted anything

tired tree
#

in the project side

#

in the packaged side the saved stores the configs, but its still safe to delete them

frigid kite
#

I've already deleted the entire packaged build, done a full rebuild, still stereo

full junco
#

on shipping packaged, the saved folder is in appdata, so there you usually never delete anything

frigid kite
#

Deleted /Saved, still stereo

#

Deleting /Config in its entirety keeps the build from starting it seems

full junco
#

yeah too much important stuff in there

frigid kite
#

It also keeps launching SteamVR, even though the Vive is not connected

wintry escarp
#

disabled all vr plugins

full junco
#

disabling the vr plugins isnt a solution I think

frigid kite
#

that's a pain though, then all BP's which inherit from it are invalid

#

(even though they are not used in this specific build)

full junco
#

it would error on any vr node that youre using, so thats bad

tired tree
#

that stereo is the -emulatestereo view...it has to be stuck on somehow

#

assuming you aren't actually calling EnableHMD and its using the SimpleHMD class that is

frigid kite
#

I've never used that myself though, didn't know it existed

full junco
#

do you maybe have some extra software running?

#

that for some reason tries to enable stereo on random apps?

frigid kite
#

I'm using your plugin Morden, but not in this build, the PC spawns a regular pawn

#

I do not

mighty carbon
#

Texture based importance sampling in BP is killing me 😦

full junco
#

but you're not dead yet?

tired tree
#

Yeah the plugin doesn't have anything to do with turning on stereo

frigid kite
#

Thought so

mighty carbon
#

@full junco I don't want to be, thus I am wondering if anyone worked with that yet

full junco
#

@mighty carbon I didnt

frigid kite
#

Gone through the config files, there's no relevant mention of "stereo" or "vr" anywhere in either /Engine or /<Game>

#

I also disabled instanced stereo out of desperation, but to no avail

full junco
#

what engine version?

frigid kite
#

17

#

Interestingly, vr.bEnableStereo & HMD are also both enabled in PIE (mono), and also can't be turned off

trail shale
#

Is there any additional blueprint node you have to use to keep the player's orientation facing a certain way after you transform their location?

sly elk
#

if all you are doing is changing their position transform their rotation/orientation shouldn't change

trail shale
#

how would I add an offset to adjust their rotation after the fact? just use a rotator and then set rotation on the actor with the player controller as target?

sly elk
#

What are you using it for? Having a hard time following

#

teleportation?

trail shale
#

here's something I'm confused about....the positioner has to be THERE in the back for them to end up in the seat by that laptop....WHY?

#

@sly elk I want them to always be facing the front of the truck, so I'd have to make some sort of rotator relative to the truck's point..... right now they teleport and are facing behind themselves or facing the driver

#

This is actually more of a blueprint question than a VR issue, I'll move the question there

tired tree
#

@trail shale no its kind of a VR question

trail shale
#

yeah, the location thing is throwing me off

tired tree
#

you have to rotate the actor around the HMD as a pivot and place it relative to the seat

#

in roomscale the vr camera is offset from the actors root position

trail shale
#

What I don't understand is, that component is obviously a child of the Firetruck blueprint, so it's location should be relative to it

#

AH

tired tree
#

ie: actor is at world 100,100,100, HMD is at world 150,150,180

trail shale
#

so there's the 50 units that I'm probably off?

tired tree
#

no

#

its however far you walked in the real world

#

from the center of your playspace

trail shale
#

shit that's what I was afraid of

tired tree
#

its not hard to account for

trail shale
#

I need a way for it to always be consistent

tired tree
#

get HMD position

#

and when in the seat, move the vr root back an forth to keep them within a boundry on the seat

trail shale
#

when you say Vr root?

tired tree
#

the scene component that the default epic setup has you place in the actor

#

that you attach your camera to

trail shale
#

the motioncontroller BP?

tired tree
#

no....the pawn

trail shale
#

glitch with my outliner....I can't find the stuff but I know it's there, i'm playing and teleporting around but not finding them

tired tree
#

the PAWN

trail shale
#

restarted because pawn didn't come up with anything

#

couldn't find locomotion either

tired tree
#

its auto spawned, remember? you are using two different ones

#

have to go into your content area, not outliner

trail shale
#

how is it autospawned?

#

I remember placing it in scene but can't fidn it

#

anyway i'm in the BP

#

that one correct?

tired tree
#

yes

trail shale
#

So I literally move that VRorigin ?

tired tree
#

or the actor itself

#

its up to you

#

but either will effect the world location

trail shale
#

Right now I have just interaction between the level blueprint and the firetruck, I'd prefer to keep it simple and leave pawn BP's untouched till I have a good foundation

tired tree
#

take that player position in the firetruck

trail shale
tired tree
#

subtract the HMD relative position

#

you'll have to account for the pawn rotation as well

trail shale
#

how do I make that node come up?

tired tree
#

but that is the basics of it

trail shale
#

I don't find anything in HMD

tired tree
#

HeadMountedDisplay

trail shale
#

get orientation and position?

tired tree
#

yes

trail shale
#

it is still random it seems

tired tree
#

what? no

#

you have to rotate the pawn using the HMD's location as a pivot

trail shale
#

wouldn't that rotation go into the teleport?

tired tree
#

yes, but you are rotating by the difference between the HMDs relative rotation and the firetrucks rotation

#

the hmd isn't at 0,0,0 of the pawn, so when you rotate the pawn you MOVE the hmd

#

the HMD is at the end of a stick the length of its distance from the center of the play space, rotate that stick and the end changes position

trail shale
#

hmm

#

that makes sense it's just the "synxtax" of how to compensate for that

#

I just want the HMD to face the front of the truck

tired tree
#

search in this discord for pivot rotate

#

i've explained it like 4 times now I think

#

or google

trail shale
#

Sorry, I appreciate you trying to hold my hand, I'm lookign for that search on google

tired tree
#

you can reset position as well yes

#

I haven't checked reset pos/orient in a while because it was consistently broken for vive for a long time.

trail shale
#

Do I use a pivot node to do it the non-broken way?

tired tree
#

if it works for you, just reset orientation

trail shale
#

lol, it doesn't

#

and the weird thing is, I can find no pattern

#

each scenario is a different rotation it seems

#

position seems "okay" but I won't be able to confirm until I figure out rotation

#

So I have these invisible actors that are tagged with the scenario number and when that scenario comes up, the transform data of those invisible trucks is used to teleport the real fire truck there

#

I have to tell you though, I don't understand the difference between setactortransform and teleport, I think teleport keeps physics but I'm not sure

#

so every firetruck is going ot be facing a different location

#

but that shouldn't matter if I am getting a relative rotation from the positioner

#

ugh, there is still inconsistency

nocturne sky
#

Hi, I recently moved to 4.18 to test the new features. And now I can't deploy to the Gear VR. anyone had a similar problem?

#

is a copy from a 4.17 test project that I had previously running, and I copied the OSIG file in the 4.18 forlder already. Everything else seems to be the same humm

alpine torrent
#
WonderHowTo

One of the most highly-cited drawbacks to the HoloLens is its limited field of view (FOV), but now it appears that Microsoft has solved that problem. Based on patents filed in April with the World Intellectual Property Organization and discovered via MSPoweruser, the method involves splitting an image and projecting the two separate components then combining them. The inventors, Microsoft optical engineers Tuomas Vallius and Jani Tervo, were able to achieve at least 70 degrees FOV, even if the individual components were only able to support 35 degrees (or the FOV of the current HoloLens

mighty carbon
#

old news

#

I wonder if Hololens 2 is coming any time soon

sturdy coral
#

@frigid kite run with -nohmd

#

then you can keep the plugins and not mess up your blueprint nodes. you can run the editor that way too

#

if it still launches oculus with -nohmd, you might need this patch (OculusInput plugin created an ovr session even if you did -nohmd):

#

I'm on 4.16 though, at some point I think they have unified the oculus input and oculus hmd plugins, so you may not need that anymore

alpine torrent
#

@mighty carbon think UWP support in UE4 could it be sooner than Hololens2?

mighty carbon
#

well, there is a branch maintained by MS.. I don't know how current it is, but it exists.

#

I don't believe Epic will add official UWP support into UE4 unless there is a massive financial incentive

alpine torrent
#

@mighty carbon well for mixed reality headsets

mighty carbon
#

which have as much money as VR - not enough for a company size of Epic

granite jacinth
#

we are xr

clear lance
#

Xtreme reality?

noble charm
#

Xtreeeeeme

forest plover
#

extra reality?

alpine torrent
#

Extreme Rough Level

neat karma
#

extended reality

#

it's the general term for VR, AR, and the like

glossy agate
#

Did you guys just coin that, or is it and actual term? Havn't heard that one before

#

Its got a wiki page. Its legit https://en.wikipedia.org/wiki/Extended_reality

Extended reality (XR) is a term referring to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. It includes representative forms such as augmented reality (AR), augmented virt...

clear lance
#

it is a term

#

^^

alpine torrent
#

Mixed reality the better than Extended Reality

balmy creek
#

The industry is moving towards XR as an umbrella term for alternate reality stuff. Epic is using it as of 4.18.

#

We're discussing it, though. It's still pretty new, and while I like to think this is a forward-thinking community, we might be shutting out some developers by not just calling it #vr-ar.

#

If you have thoughts on this, please chime in over in #server-feedback. Would be appreciated. πŸ‘

neat karma
#

Mixed Reality doesn't cover full VR though

#

XR is the general term

#

we are trying it out. Lets get past the "eww it's new" phase and see if there are still issues with it

sly elk
#

Just pretend the X is a stand in for whatever letter you want it to be

tired tree
mighty carbon
#

xXxR

trail shale
#

Everytime I start up my map my teleport function puts the player facing a different spot and location in the truck, it keeps getting moved, I walked away for halloween with the kids came back and it doesn't work

#

This makes NO sense

#

Why is the position so OFF?

granite jacinth
#

@mighty carbon Yo, so explain what that does and why you are doing it please?

trail shale
#

This was working FINE earlier today. The only thing that has changed is SteamVR went to sleep and then restarted.....now my position and rotation are completly messed up (though they appear to be consistent) .... how is roomscale messing with my stuff???

#

Now I'm like, outside and in front of the truck

granite jacinth
#

@trail shale try 1st screen again, you are blocking important info

trail shale
#

I took that screenshot when I had it working perfectly.

#

And it looks that way now

#

Yeah my position is offset like in the picture of the truck

#

I feel like the position of the headset (which hasn't changed that much distance) but somehow SteamVR is messing something up

granite jacinth
#

How are you recentering the player?

trail shale
#

the center seems to be consistent

#

in fact, I believe if I were to move my positioner up above to that yellow box, it would work

#

But I REALLY believe that if I shut down Unreal and come back in an hour, or shut down steam vr, it will change

tired tree
#

....

#

we just talked about this earlier

trail shale
#

Well dude it was working earlier

tired tree
#

you are still just setting to your seat position

#

it depends on where you are standing

trail shale
#

I am still at my desk

#

the headset maybe has moved a few inches

#

but I would have had to walk across the ROOM to move the distance that occurs in the game

#

I remember when I fixed it, Ihad no idea why it worked, which is usually a bad sign

tired tree
#

was it after you recentered

granite jacinth
#

?

#

Why would you even gamble on anyone sitting perfectly where you want them to be sitting

tired tree
#

because you are not offsetting at all by your room position in that graph....

granite jacinth
#

^

#

But you don't know anything about VR @tired tree

#

So let's not take any of your advice ever

trail shale
#

easy guys, we are all the same team here, Team Blakestr

tired tree
#

yeah, you need to go back to what I suggested before and accoutn for the HMD location

mighty carbon
#

@granite jacinth I am working with mesh-based terrain and it doesn't support procedural grass. So I am implementing my own procedural ecosystem, so to speak, using importance sampling to define where foliage goes and how dense it should be

trail shale
#

@mighty carbon what about grass nodes?

tired tree
#

motorsep...you are spawning normal static meshes though aren't you...

#

not instances?

mighty carbon
#

instances

tired tree
#

ah

mighty carbon
#

histances rather (HISMCs)

#

πŸ˜‰

tired tree
#

and you tried the foliage instanced mesh tool?

#

because it can paint on static meshes...

mighty carbon
#

I wouldn't want to hand paint 10km^2 terrain

tired tree
#

you are doing a static mhes 10km terrain?

#

......

granite jacinth
#

@mighty carbon How are you defining it?

mighty carbon
#

I'd use procedural foliage tool, but it deals with volumes (which I don't think I can spawn in runtime)

#

@tired tree why not ?

#

@granite jacinth defining what?

granite jacinth
#

Is this supposed to be voxel?

#

Well, how are you making sure that grass goes where you want

#

Or dirt

#

or trees

#

etc

mighty carbon
#

using masks (RGBA8 textures) and Texture-based Importance Sampling that was added in 4.17 to UE4

granite jacinth
#

Right, that's not what I am asking

#

Well, sort of, but what are you using to make sure it goes where you want

mighty carbon
#

o.O

#

I just said what I use

tired tree
#

you are just tiling foliage?

granite jacinth
#

Just because you regurgetate new terms you just learned doesn't really help πŸ˜‰

mighty carbon
#

I sample texture, get pixels with certain luminosity, get coordinates, scale it up and use it to place instance

granite jacinth
#

SO you sample teh textures

mighty carbon
#

yeh

granite jacinth
#

So, luminosity

#

so brightness

#

So, blacks vs whites?

#

we're talking about a greyscale

mighty carbon
#

it has luminosity, RGB and A options. Not sure what the difference is, yet

granite jacinth
#

0-1

#

So, you have these "set" values already for what you want to place down

mighty carbon
#

I would think so, but input higher than 1 is allowed

granite jacinth
#

Hmm

tired tree
#

you are doing this because I assume you were saying that the landscapes are slow two days ago

granite jacinth
#

I don't see how, if the range is 0-1

tired tree
#

did you actually experiment with landscape LODing and streaming?

mighty carbon
#

yeah, landscape is not only bizarelly slow, but also very restrictive :/

tired tree
#

.....

#

do what you want i guess

mighty carbon
#

I literally have to have like ~300 components in order to utilize my heightmap

#

and that yields a crap load of drawcalls

granite jacinth
#

I'm so confused

#

I just noticed this was xr too

#

Are you doing this for a VR project?

mighty carbon
#

yep

granite jacinth
#

....

mighty carbon
#

VR

tired tree
#

the landscape is supposed to be seperated into tiles

#

thats the whole point of it

mighty carbon
#

yes, but each tile is a drawcall

#

so my heightmap generates ~300 tiles

tired tree
#

and that is why you stream, LOD and distance cull them...

mighty carbon
#

LOD has nothing to do with drawcalls

tired tree
#

oh ffs

#

i'm done

mighty carbon
#

there is no distance cull for Landscape

#

only LOD

#

which has no effect on drawcalls - already tested

#

@tired tree try it yourself first πŸ˜‰

trail shale
#

motorsep, how SURE are you about the distance cull for Landscape? Have you done a freezerendering and flown up to verify?

tired tree
#

@mighty carbon I HAVE

trail shale
#

@granite jacinth asshole drove down a bikepath, killed like 8 people

mighty carbon
#

it's funny, because I ran stat cmds and Landscape was a way, way worse than mesh

#

~3M tris, ~300 drawcalls (with no material) with LOD, with occlusions

tired tree
#

naive tests with no settings

#

yeah sure

trail shale
#

Okay it is working again, I reset Steam VR and it is working....so I don't know why...but in any case, it wouldn't be helpful for me to record these relative transform coordinates of this positioner and assign them to the default value of a variable in my main BP, because the node gets them anyway right? I'm just trying to prevent this shit from breaking again

tired tree
#

tiles get occlusion culled behind other tiles

#

unless you are running a flat salt flats you shouldn't be getting them all

#

they also downscale lods at distance

#

smoothly

mighty carbon
#

aye dude.. You assuming I just slapped default landscape and complaining about results here

#

which I didn't do

tired tree
#

you can also change how many components you want,....

mighty carbon
#

you can not

#

it clips the landscape

#

When you paint it with brush in UE4, you sure can have whatever you want

#

when you use a heightmap (4k x 4k) you can not do much

tired tree
#

importing heightmaps has "number of components / sections / section size right on it...

#

when creating it

mighty carbon
#

look, I can upload height map and you can try it

#

if I don't use Fit to Data button, it comes out cropped

#

if I use Fit to Data, it comes out the way I untended for it to come out, but with performance cost. And I can't change number of components

tired tree
#

you have to tweak the components / sections to fit the heightmap size...

pearl tangle
#

Did you consider splitting up the height map and doing multiple landscapes as well if you prefer that?

tired tree
#

fit to data does it automatically

#

I mean..do what you want, but a 10kmx10km static mesh landscape....

mighty carbon
#

@pearl tangle no, didn't know about that.. Wouldn't I have issues aligning pieces ?

#

@tired tree I am not quite understanding why making 10km^2 mesh terrain is a questionable endeavor ?

#

it still have LOD, it's a way less polys with good visuals, a way less drawcalls

tired tree
#

multiple landscapes out of a single tiled height map is part of the workflow

mighty carbon
#

the only problem is procedural foliage

tired tree
#

is it a single static mesh or several

mighty carbon
#

several

pearl tangle
#

the landscape component is designed in a way so that it can chunk the landscape and do LOD's in distinct areas. If you do a single static mesh you cant get that to happen

mighty carbon
#

well, right now it's a single mesh (I need to get other stuff working first), but I already have Blender tools to auto split and auto generate seamless LODs for chunked terrains

pearl tangle
#

putting pieces of landscape together is a normal workflow

#

Yeah you can do it manually like that. The landscape tool in Unreal is just designed to do it for you

mighty carbon
#

(I made chunked mesh terrain for Gear VR project)

tired tree
#

and work with the foliage tools too, so you don't have to auto generate tiled instances

#

which unless you add noise to, will not have the best results

mighty carbon
#

so, how do do tiled heightmap Landscape? I did see anything about that in Epic's docs

tired tree
#

look at end for tiled

#

prob another page

#

somewhere else with more detail

mighty carbon
#

oh, shoot, I can't cut my heightmap - GIMP doesn't support 16bit images 😦

#

btw, I am sure you are aware that world composition only works in singleplayer

tired tree
#

do it without

mighty carbon
#

also, new volumetric lightmaps don't support level streaming

trail shale
#

@mighty carbon that can't be for that long though right?

mighty carbon
#

no idea..

trail shale
#

With all these new channels, where does a question on rendering/optimization go?

mighty carbon
#

#graphics

trail shale
#

take a look bro, dey changed

mighty carbon
#

heh, indeed

trail shale
#

that's where I used to ask

mighty carbon
#

visual-fx?

#

art?

trail shale
#

dunno, but can someone HERE tell me this , if you are occlusion culling something, if a single vertex of a static mesh is visible, will the game render the ENTIRE static mesh, or just the visible vertex and adjoining faces?

tired tree
#

its not based on verts

#

its based on bounds of the object

trail shale
#

I see that with the "show bounds" in the static mesh window

glossy agate
#

Why not just use world comp? If you are just dropping masks on it for foliage gen it should work. Pretty sure it works with auto landscape on the marketplace.

granite jacinth
#

wait what

#

World Comp is only single player?

tired tree
#

it works fine with dedicated servers

#

deds keep all of the tiles loaded

granite jacinth
#

Yeah, I know it's being used in MP games

tired tree
#

its world origin shifting that is single player only currently

granite jacinth
#

So I was confused by his statement

glossy agate
#

I think just the only issue is it replicates to all players if one person is streaming it like streaming levels do?

#

I'm not sure though

tired tree
#

clients only load the tiles that are relevant to them

#

haven't tested that part

#

but it claims it

mighty carbon
#

so, how can one reliably play on large levels without origin shifting ?

#

there is a reason Fortnite uses smaller maps

trail shale
#

How would I take the relative transform data of a component and convert it to world transform data (consistent with it's parent)
I want to be able to use it instead of a positioner and just teleport the player to that location relative to the truckThat transform data works however it is relative to the parent obviously.

This shit BREAKS everytime I exit unreal
It throws me way off in an inconsistent way, this time I didn't even leave my desk
I figure if maybe I use raw coordinates I can start finding the pattern of what it is actually doing...

tired tree
#

...fortnite is a BR

#

pubg is also ue4

mighty carbon
#

hmm... apparently I can't just slice heightmap to make it tiled :/

sturdy coral
#

kite demo doesn't use world origin shifting either, you only need it for truely massive levels

#

fortnite BR's size is probably because they don't have vehicles, not because that is as big as they can go without world origin shifting

mighty carbon
#

well, I can't get tiled heightmap, therefore I can't really have tiled Landscape

#

I also doubt tiled landscape will help with drawcalls

sturdy coral
#

kitedemo uses multiple landscapes and world composition, I think it loads in a whole proxy mesh as each level streams out

mighty carbon
#

also it needs Titan X to run at 30 fps

sturdy coral
#

that's not necessarily why, and it may need even higher without that technique

#

it is doing realtime landscape GI and stuff

mighty carbon
#

I am trying to rescale heightmap and see if that generates less components

glossy agate
#

Was about to say kite demo had extreme everything.

sturdy coral
#

there is an in-engine rescale tool

#

to do less components

mighty carbon
#

also just noticed LOD (for each instance) doesn't quite work in HISMC :/ Culling distance doesn't work either

#

what's rescale tool ?

trail shale
#

Is the VR widget hovering still broke? In July I heard they were having issues

sturdy coral
#

@mighty carbon under manage select change component size

mighty carbon
#

yeah and that clips my landscape (and I lose perimeter)

#

the only way I can fully import my heightmap is by clicking Fit Data button.

granite jacinth
#

@mighty carbon what's your game on steam called?

mighty carbon
#

Steel Storm

#

oldie πŸ˜ƒ

granite jacinth
#

aye

fresh laurel
#

Vive standalone is coming

#

Hold on to your Butts

trail shale
#

WIDGETS: Is there a trick to getting one to spawn attached to one of the Vive's hands? It's easy enough to spawn it and make it work....if you want TWO of them.... the tricky part is the way the VR template constructs the left hand by mirror the right's mesh....

mighty carbon
#

managed to get more or so decent look (without normal map yet) for Landscape with 81 component (scaled down heightmap to 1024 from 4k)

#

still get 150 drawcalls and 1M+ tris, but it might be ok.. Will do more testing tomorrow

#

apparently HISMCs and ISMCs are f#cked when it comes to LOD for individual instances :/

pearl tangle
#

@mighty carbon what is the bitdepth of your heightmap anyway?

#

and also why can't you just slice up your heightmap image in photoshop into 4 sections that are 1024 and put 4 landscapes?

neon egret
#

@trail shale well give them a common parent

#

A scenecomponent. And only mirror the mesh

#

The widget should stay unaffected

gleaming river
#

What would be the best way to switch between two baked maps?

mighty carbon
#

@pearl tangle 16bit and because border pixels of each tile have to be shared between tiles, whatever that means.

mighty carbon
#

Does anyone know how to have global normal map on the Landscape, in addition to local ones (per material)?

terse depot
trail shale
#

@terse depot sent you a message

#

@neon egret If the BP_motioncontroller automatically makes a 2nd hand, how could I avoid mirrior the widget along with it? I want it attached to the left hands movement

neon egret
#

Well you motioncontroller has a hand mesh

#

Just put a scenecomp as parent

#

And out the widget on that instead of the mesh

tired tree
#

motion controller itself is a scene component anyway

mighty carbon
trail shale
#

I was in the wrong BP @neon egret should have been in motioncontroller pawn, not the BP

#

it works and it's only on the left hand

#

It's there but it is WAY off. I'm going to play with adding rotation but does anyone have any TIPS to make this easier to do?

uneven moon
#

are movable spotlights performance heavy if they cast zero shadows?

trail shale
#

test and see....turn off "cast shadows" and do the gpu profiler

mighty carbon
#

seems like all these channel renaming threw off a lot of people

#

😦

cosmic shoal
#

I think most channels could be merged with their parent, like all content creation in one channel instead of 9. If it gets too crowded have a Content Creation 2. I dunno, it's quite a hassle to look through all of them if you are just browsing on what has been said lately.

#

Discord is too much like IRC, it should include things like threads and ability to hide channels. My ideal Discord would also let me see all my favorite channels from different "servers" in one screen.

mighty carbon
#

it was working fine IMO, but now half of the channels are empty :/

#

@tired tree Do you happen to know how to mix several normal maps on the Landscape ?

sharp swan
granite jacinth
#

xr is no more

mighty carbon
#

nope

tired tree
#

XR was better,,,

alpine torrent
#

would you think having #vr #ar channnels?

mighty carbon
#

nope

#

I think #xr was fine

alpine torrent
#

i was like that that #xr is

glossy agate
#

There is only like 1 or 2 ar only people here so that channel would probably be dead for a while if separate.

tired tree
#

also with the XR layer in engine now, a lot of the base structure is the same

mighty carbon
#

December is around the corner.. I just hope it runs on Rift.

glossy agate
#

I think it may be Vive exclusive because of the Zenimax lawsuit. Someone will probably find a way to port it though like a reverse revive

mighty carbon
#

money doesn't smell, so why lock it to Vive? (yeah, I know, lawsuit and all, but money talks)

tired tree
#

@glossy agate if it uses steamVR, its not locked

glossy agate
#

Well not locked, but won't the controller pitch and inputs be wonky?

tired tree
#

inputs aren't that bad

#

pitch is a little more of an issue, but its like 40 degrees different on guns

glossy agate
#

Yeah. I don't know what the inputs are yet, so not sure if anything would be prohibitive.

wintry escarp
#

hasn't the rift now outsold the vive?

granite jacinth
#

Does it matter?

#

πŸ’° πŸ’° πŸ’° πŸ’° πŸ’° πŸ’° πŸ’°

trail shale
granite jacinth
#

@trail shale you're welcome

#

l2 learn basics imho

#

You are asking a lot of newb questions for every little thing

#

Take a step back and watch some beginner tutorials

trail shale
#

The VR thing throws me off

#

I'm not sure how clamping can work when you are using snap to target

#

And I don't know if it's possible to just snap a particular axis to the target

#

can I somehow break up that rotation enum rule ?

mighty carbon
#

Is Simplygon free for UE4 ?

sturdy coral
#

free until you make a certain amount

#

2% on anything over $25,000 per quarter

#

which works out to 3% of your remainder after you've payed Steam and Epic

sly elk
#

unreal's LOD system is separate from simplygon, right?

#

I was under the impression that unreal's generated lods used simplygon but im guessing that isn

#

isn't correct

mighty carbon
#

@sturdy coral so Epic doesn't collect the fee and we have to separately pay to Simplygon? :/ Kinda inconvenient - too many places to pay to.

#

@sly elk It doesn't support skeletal meshes and isn't quite as nice as InstaLOD or Simplygon

sly elk
#

ah okay

mighty carbon
#

(especially when it comes to baking atlases)

sly elk
#

2% seems kind of nuts for a lod tool.

mighty carbon
#

maybe

#

they can do that since there is no alternative

wintry escarp
#

I thought ue4 does lod

mighty carbon
#

it does, but ... read above

#

no Rift support.. wtf

tired kettle
#

Oculus is doing exclusives all day long and now you complain if a single thing is for the vive...?

trail shale
#

Also, remember who released their motion tracking patents to the entire market? It wasn't oculus....

sturdy coral
#

plus it is coming to dealerships in partnership with Nissan, Oculus didn't even have a headset you could license for business use until less than a month ago

#

Vive has focused on that for a long time

trail shale
#

I'm porting the vive controller over into Unreal, it was easy enough but does someone have a link for a workthrough to get all the controls to animate? I know there are objects I can import but rather than reinvent the wheel, I'd rather just copy someone who knows what they are doing

sturdy coral
#

I don't know if there is an example anywhere. Importing all the pieces in is in mordentral's plugin, for animating them I think there is a json thing it provides all the rotation origins

#

Oculus has an animated controller you can use in their branch

trail shale
#

It's not a deal breaker, I really just wanted the trigger to move, I can use material instances for the other controls

wicked oak
#

fucking lol

#

compare DoomVR to DWVR

#

basically the exact same gameplay

#

just better done XD

granite jacinth
#

So if I said DoomVR sucks

#

does that mean yours sucks more? πŸ˜‰

wicked oak
#

yes

mighty carbon
#

lol

#

@tired kettle at least people can use Revive to play Oculus games (and I assume that fixes input)

trail shale
#

Why is it importing to such a low res?

tired tree
#

@sturdy coral Epic is actually adding VR model loading as a generic interfaced plugin module

#

its not finished yet, and isn't blueprint accessible at all

#

but they started it with the XR refactoring

#

assume ti will be finished and bluieprintable soon

mighty carbon
sturdy coral
#

@trail shale open the texture in UE4 and post a screenshot of that instead of the photoshop one

#

and restart first to make sure it isn't just a texture streaming bug

#

@mighty carbon that's really good MS is joining OpenXR

#

openxr isn't going to magically open up platforms though

#

Less work for engine integrations, but the stores can still be restricted and stuff. It does sound like Oculus is planning to open up the 360 headset more than gearvr though, and will allow outside apps

mighty carbon
granite jacinth
#

well

#

that makes sense, given their new headsets

trail shale
#

@sturdy coral It was a texture streaming bug, THANKS

sturdy coral
#

np, it is pretty common when adding assets

mighty carbon
#

got landscape figured out πŸ˜…

#

about on par with mesh based terrain as far as stats go

sturdy coral
#

what is different

#

from when you tried before

#

@mighty carbon

mighty carbon
#

@sturdy coral re-sized heightmap (which allowed for less components, while fitting data) and actual material with fitted global normal map

glossy agate
#

Didn't realize you could do global normal. Is the difference pretty noticeable with compared with without it?

#

Didn't think you would notice it up close.

mighty carbon
#

It's for far away effect, not for close up πŸ˜‰

#

I am not sure if I am going to use normal maps for close up effect

#

With anime shading landscape doesn't look too good, so having detailed normal maps might make it look out of place with normal lighting/shading

mighty carbon
#

lol, modern gamers are never happy

full junco
#

I dont like it when people make it sound like dynamic lighting isn't something thats needed in VR games

mighty carbon
#

that's because a lot of people still don't think much of VR

#

especially when people like Carmack stuck on mobile and recommend going unlit materials

full junco
#

well, there is a huge difference between mobile VR and desktop VR

#

and I always said that mobile VR hurts desktop VR because people that see mobile VR associate that with VR then

#

and its better to not see VR at all than see shitty VR and think VR is shitty

frigid kite
#

Agreed!

mighty carbon
#

yeah, but it's Carmack.. It just seems like he doesn't care for desktop VR at all. He hasn't even tried Pimax v2 or Windows MR (and I suspect he hasn't tried Vive either)

full junco
#

lol, he has surely tried the vive

#

especially when the rift didn't yet had touch controller

mighty carbon
#

just saying.. he was asked on Twitter if he tried Pimax and he said no..

#

you'd think one of leading VR CTOs would be willing to test competitors right away

full junco
#

because for trying the pimax you have to be somewhere where those chinese guys are demoing it, its not like you can just order one and get one

#

and carmack doesn't have time to chase chinese startups to try their products

mighty carbon
#

oh, I thought they already sent out prototypes to some folks

full junco
#

I don't know of anyone who ever got one

#

and at the moment the pimax is really still only existing on paper

#

no one knows if it will ever be a real product that you can buy

#

there are enough kickstarter things that just failed

mighty carbon
#

what about all of those reviews that say Pimax is mind blowing and most immersive VR HMD out there (supposedly people already tried it somehow) ?

full junco
#

it all depends on what reviewer you ask

#

I trust tested most and the tested guy said that if you had a buy a VR headset, he would still buy a vive or rift over the pimax currently

#

I didn't see any reviewer who really said the pimax would be mind blowing in any way

#

sure, more immersive is easy due to more FOV

mighty carbon
#

aye

wicked oak
#

but having that high of a fov is a tradeoff

#

you NEED multires tech to allow that thing to run properly

#

and then it lowers resolution in the center

#

i would prefer if what they say of a "less fov but more res" version will be done

#

instead of 200 fov, maybe 150? but more res at the center

full junco
#

150 would be a bit boring though... thats not much more than 110

#

better just render multiple viewports to get a nice resolution in the center too

wicked oak
#

thats what multires does

#

just accelerated properly in the gpu

full junco
#

you said that with multires it would lower res in the center

wicked oak
#

nono

#

lower res due to high fov

#

multires works by rendering multiple viewports

#

such that edges are low resolution, and the center is high resolution

#

different lenses could have more res at the center, but less FOV

#

i would prefer that

#

by a lot

#

im ok with the current FOV

#

would prefer a bit more, but i care much more about resolution

full junco
#

but why less FOV and more res at the center?

#

better high fov and also more res at the center

#

don't get why you want to reduce the fov

wicked oak
#

there is a finite number of pixels

full junco
#

well, 2*4K is really a lot

wicked oak
#

if you have 4k pixels with 200 fov, the density is MUCH less than having 4k pixels at 100 fov

#

its not when you have such high fov

#

basically at the center is barely more resolution than a current rift/vive

full junco
#

sure? I dont really believe that

wicked oak
#

yup

#

even if you just do the simplest math

full junco
#

keep in mind all the reviewers of the pimax saw something like upscaled 2K rendered on it, nowhere near the 2*4K

wicked oak
#

if you had the 2k vertical screens for 100 fov, you would have considerable resolution at the center

#

pimax screens are 4k x 2k

#

rift is 1.4k x 1.2k i think

full junco
#

don't say 4k x 2k

wicked oak
#

just due to the screen being more rectangular you would have a lot more horizontal fov

#

so if you had comparable vertical fov with the rift

full junco
#

4k should be 3840 x 2160

wicked oak
#

it goes from 1.2k to 2k pixels vertically

#

almost 4 times the pixels (in 2 dimensions)

fluid pelican
#

Does anyone know how the classes are set up in the ue4.17 vr template? I know the bp interface connects different objects to the vr player character. I’m trying to cast from the MotionControllerPawn to my gun bp so that I can shoot after I pick it up but nothing happens when I pull the trigger when I cast to the attached actor (which is the gun)

full junco
#

also keep in mind pimax is rgb vs rift/vive pentile, so there you get another 33% more subpixels

wicked oak
#

you sure its rgb?

#

did they confirm that?

full junco
#

its LCD, you ever saw a pentile LCD?

wicked oak
#

i dont know

full junco
#

I think pentile LCD dont exist

#

and I think I read they confirmed its rgb

#

actually, 3 is 50% more than 2, so pimax has 50% more subpixels due to rgb vs pentile

wicked oak
#

personally i do not have high hopes for the pimax

#

so i did not back it.

#

but im looking at it to see what happens when it releases

full junco
#

I also don't. its a technical concept, not really more

wicked oak
#

i will get one if its as good as they claim

#

but only then

#

its probably it will be plagued by issues

#

becouse chinese devs

#

you shouldnt EVER trust chinese developers

full junco
#

I think they have no clue about software, yeah

wicked oak
#

you can look at it from the mobile phone market

#

chinese phones are cheaper, and can have pretty good hardware

#

but forget about support

#

or guarantees

full junco
#

who cares about support