#virtual-reality

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full junco
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I use a chinese phone

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xiaomi is great

wicked oak
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or android updates

full junco
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I always want to have my rom open source anyways

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so I really wont care about the rom from the manufacturers

wicked oak
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its ok then

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arent xiaomi basically made of spare parts of other brands?

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but ive seen them with damn impressive specs for the price

full junco
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dont see why that should be the case

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they make great phones for great prices

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a desktop vr headset from xiaomi would be awesome

alpine torrent
mighty carbon
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how do I make grass roots not to be affected by the wind ? (I assume vertex color, but I'd like to know specifics)

full junco
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yes, vertex color

mighty carbon
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so, do I multiply wind node by vertex color and plug it into WPO of the material ?

full junco
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yes

mighty carbon
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aye, thanks

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also

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I followed these tutorials to texture my landscape https://www.youtube.com/watch?v=6X4BfUrFdEI&list=PLhn8HxtWs4QjH5yhdWjn8JmFsXGqLwulT . Now I need to put grass on top of it, but not quite sure how, since they used non-weighted layers and Epic's docs use weighted layers (and quite different setup to begin with).

In this first video we build a simple terrain in World Machine. Next we use Google Maps to create tiling terrain textures based from satellite imagery. By th...

โ–ถ Play video
full junco
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the landscape grass stuff is horribly slow

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dont think you'll become happy with that

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one of the most voted issues

mighty carbon
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there is no other way AFAIK to make grass

full junco
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well, have no grass

mighty carbon
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lol, I gotta have grass ๐Ÿ˜ƒ

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also, it looks like 4.19 should have performance fix for landscape and grass

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also, I have no shadows cast by grass

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and I see that the shadow casting is what causes performance issues with grass

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(from the report)

full junco
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ok

mighty carbon
full junco
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thats really not needed

alpine torrent
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soon you wear VR suit

mighty carbon
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meh

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none of that is practical

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might as well offer exoskeleton to limit movement physically when needed

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I wonder when 4.18.1 is coming

alpine torrent
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@mighty carbon so is that real wind for vr more practical?

mighty carbon
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I just linked it here.. Doesn't mean I am on board with it

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especially that it requires USB port and cable

alpine torrent
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neuroheadset with fullbody haptic suit is interesting as it able to get body in vr right

mighty carbon
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(I don't understand why they didn't go with Bluetooth and battery)

alpine torrent
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not those floating hands

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so the realwind fans require USB port

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the haptic suit in vr and VR backpack so you could more more freely

wicked oak
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@mighty carbon i just use houdini

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in houdini, if you have a terrain digital asset

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and import it into ue4

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it will setup everything automatically

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no need to export maps or anything

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you create the terrain, and just import the houdini .hda file

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the plugin takes care of everything

mighty carbon
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I don't have Houdini

full junco
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@mighty carbon I dont get these WHEN IS 4.X.X COMING questions

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who cares about when a hotfix is coming, unless you are severly affected by a bug thats fixed in it

rigid lion
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houdini indie is cheap.. if you join the jam you can get it for free for the next week ๐Ÿ˜ƒ

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so guys, quick vr question.. when i make movies to upload as work in progres to show my 3 fans ๐Ÿ˜ƒ the FOV is super narrow.. is there a way to make it wider for the on screen preview?

full junco
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what engine version? no, you cant

rigid lion
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4.17

full junco
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I think 4.18 might have improved it a bit, but it will always be narrow

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the 16:9 area of 1 eye has a very narrow fov

rigid lion
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what would be awsome is if we could do 360 captures while playing to upload to youtube

full junco
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yeah, but your game would be impssible to play while youre doing that

rigid lion
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i know you can do stills, but i want to show gameplay so people can view with a hmd or cardbordythingy

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is there a way to record your game play, and then render that out as 360?

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like a button that says: hey unreal, record everything I'm doing.. then you load that into that thingy for making cutscenes, and render

full junco
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no

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rendering 360 videos alone is already quite hard

rigid lion
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you can tell that I know my way around unreal lol

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well.. that would rock if you could, but thanks for crushing my dreams ๐Ÿ˜ƒ

wicked oak
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@rigid lion pretty fucking useless to have it free during the jam

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there is not enough time to do anything with it XD, houdini is stupid hard to use

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i have it, but i doubt i will use it for the jam

rigid lion
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i think its for people who know it a bit already

wicked oak
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maybe just for some geometry stuff

rigid lion
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I use it every day, yes its hard in the beginning, but once you get it, its way easier than other software

wicked oak
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currently i spend most of my time fighting against weird shit

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bevel, extrude, and booleans are all broken as fuuuuuuuuck

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or at least super easy to break

rigid lion
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what software?

wicked oak
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houdini

rigid lion
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bools are stupid powerfull

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what software did you use b4?

wicked oak
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everything

rigid lion
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me too

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softimage maya max blender

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maya is imho the worst

wicked oak
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maya is just super overkill for games

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its more for high end movie stuff

rigid lion
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no, maya is for people who don't like to go home early, cause it always breaks on a deadline

wicked oak
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i have none of those issues on blender lol

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just need to export the animations around 8 times until i finally lock the settings down

rigid lion
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if you want to learn houdini, look for the floating island tutorials by rohan dhalvi, not sure about the spelling

wicked oak
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im already doing some seriously cool stuff with it

rigid lion
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Oh rad!

wicked oak
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this map is generated automatically

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from a "collision only" geometry

rigid lion
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nice dude

wicked oak
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rocks are very glitchy becouse they shrink and similar and leave holes

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i still dont know how to fix that properly

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been trying to get that right

rigid lion
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mine

wicked oak
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the music is the most horrible thing ive heard

rigid lion
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all houdini

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lol

wicked oak
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yeah, the mesh FX are great

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i tried to use it for smoke

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but had issues with transparency

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but you just use it solid

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so perfect

rigid lion
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yeah it doesnt like transparencies

wicked oak
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i gues the environment is something like what im doing, no?

rigid lion
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yeah

wicked oak
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you create a low poly thing and make it glitchy on it

rigid lion
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you can see it better here

wicked oak
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oh god the tutorial cables XD

rigid lion
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there is a tut?

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Damit!

wicked oak
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very interesting style

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100% commited to the glitchy lowpoly

rigid lion
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still developing it

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that level goes on for days, and its all procederal

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and nothing looks the same

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and it runs on hierarchical instances, so super light

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gotta love houdini

wicked oak
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you are using it to model the ships?

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i find houdini clunky as heeeeeeeeell, compared to blender. So if i need to model anything, i model it on blender

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houdini for procedural stuff

full junco
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and I have never used blender and also never used houdini ๐Ÿ™ƒ

wicked oak
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im a massive blender fanboy for a reason XD

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it has everything i need and does everything i need well

rigid lion
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I drew them in tiltbrush, brought them into houdini, the retopo tool was cool for tracing topology.. then they went to sbrush.. back to houdini for vdb to polyreduce

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zbrush

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for me houdini is nr1, blender nr2, maya nr100000000

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softimage used to be my nr1, but then AUTODESK

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@full junco what do you use?

full junco
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visual studio

rigid lion
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ouch

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I aint smart enough for that shit

full junco
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and I have 0 art skills

rigid lion
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i make pictures with other pictures, cant write a single line of code

wicked oak
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and you use houdini?

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thats very uncommon

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ive seen most houdini users are basically tech artists

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more on the tech side than art side

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due to houdini asking you to write code snippets basically constnatly

rigid lion
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houdini has vops, they are like blueprints, can bypass most codes with them

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there are a few "spells" you need to learn to make magic, but those arn't code.. more like expresions

wicked oak
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i prefer to just code it before using the graph logic

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becouse ive allways disliked to do math on a graph system

rigid lion
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my head doesn't work like that

wicked oak
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i find it clunky

rigid lion
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i suppose it depends on the person.. i find code clunky

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I have dyslexia and add, so reading abstract code is hard for my brain, but looking at graphs of math is friendly to my face

sturdy coral
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@wicked oak pimax is full RGB, someone posted macro shot of the subpixel layout. It should have a higher PPD than Rift (Pimax 2560 / 150 degrees = 17 PPD, Rift: 1080/80 = 13.5 PPD, based on monocular FOV)

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the Pimax 8K X should have 25-26PPD

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how usable that PPD is vs being squashed into the periphery is unknown at this point

mighty carbon
sturdy coral
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they directly addressed review bombing

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(but some articles now are saying their solution might make it worse)

full junco
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@sturdy coral regular pimax 8k has same ppd since display is the same I think? just upscaled.

wicked oak
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isnt ppd pixels per degree?

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of course, depends on the FOV

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lower fov = higher ppd

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becouse the same pixels are on less area

sturdy coral
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@full junco yeah I meant just the max input resolution

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you can consider the display pixels for the purposes of screendoor though

full junco
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even upscaled, if you don't see pixels as much it still looks more like if you need glasses I guess and less like looking at a screen

sturdy coral
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yeah

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I'm still in for the 8K X and the 8K, I'm just going to try to quickly ebay them if they are shit

full junco
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if they are shit then due to software that might be fixed, hardware will he fine I think

sturdy coral
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yeah, as long as I can use it with my stuff and it is as lightweight as people have said I'm happy

full junco
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and it will be late of course

sturdy coral
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the latest lens redesign no longer works well with glasses which sucks, but they say they are going to recombine the two part lenses back into something thinner

full junco
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at least 2 months later than they say now

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what latest lens redesign?

sturdy coral
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oh yeah, I'm sure it will be heavily delayed, every kickstarter I've ever backed has been

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they added some extra lens element over the top of the other lenses

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and now people say the lenses almost touch their eyeballs and it no longer works well with glasses

full junco
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so what did the new lenses improve?

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the image alone doesn't really say much

sturdy coral
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I'm not sure, but there are several v3 reviews out there

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some say distortion is fixed but I think most of that is software (people who played fruit ninja say it is fixed, people who played the blu say it is still there)

sonic mist
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can anyone help me with a vr issue

cosmic shoal
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It'd be easier to get a response if you stated the issue.

mighty carbon
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sooo, has anyone worked with landscape materials and grass?

sly elk
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someone school me on kickstarter. Do you have to provide stretch goals in the funding goes over the target?

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*if the funding goes over

mighty carbon
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no

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but it helps

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(publicity)

sly elk
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Seems like a lot of kickstarters fall into a trap where they feature creep way too far based on stretch goals

mighty carbon
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find out how much it costs to fly small load to space with SpaceX and offer it as a perk ! ๐Ÿ˜„

sly elk
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if I do a kickstarter the rewards will be things like "I ship you a random car part"

tired tree
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3d print small car parts

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that would be easier

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"practice before you play"

sly elk
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lol. Yeah. It would not be hard to just scale down my scans and print stuff. Getting things to fit together and be something you could assemble at small scale would be a trick

nimble scarab
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any one know how to get "Water Planes" from "learn" working on gear vr?

mighty carbon
pearl tangle
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@sly elk how are you coming along with wrench at the moment, get all your stuff scanned in yet?

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anybody tested out much with windows "mixed reality steamVR preview" yet? Just got a beta key into it but wont have time to test anything for ages

vivid cargo
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anyone do zero gravity before in VR? trying to do zero gravity and disable room scale just not sure how that would look for the settings on the pawn

pearl tangle
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why does it need you to disable room scale?

vivid cargo
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because you don't necessarily walk around in zero gravity/space

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wanting to make it so you have to push and pull on objects to move around

pearl tangle
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yeah but if you "disable" room scale then thats essentially turning off positional tracking

vivid cargo
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eh i've found a way to kinda do it, but i get what you mean

pearl tangle
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i would think that you need to have a mixture of both in there, just need to use the gameplay and level design to direct them to move how you want instead of physically moving

sturdy coral
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@vivid cargo that is a bad idea

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that's what ADR1FT did, teleporting you back into place anytime you walked too far away, it got terrible reviews

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better to go with what lone echo does: have your body follow your head, but still block collisions

vivid cargo
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that's what i'll do then, thank you

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just playing with it a bit and it's really not that terrible how far you can travel in room scale anyways

sturdy coral
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lone echo just allows both at once

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you still end up mostly standing in place

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I think ADR1FT even turned off positional tracking in some early demos because their system was so screwy

vivid cargo
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yeah definitely want to avoid that, that would almost defeat the point

pearl tangle
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yep definitely what I thought it would be like. Not a good idea. Would be fine if you were doing mobile VR or something

dawn cipher
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Anyone have thoughts on why "Get MotionController (R) Grip1 Axis" would return zero on Oculus

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Am wearing the headset, do have tracking, am in VR preview, Oculus Home is open, grip does work in Oculus Home

fair hearth
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might be classified as a different input?

dawn cipher
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It's the raw axis values though. TriggerAxis also reports zero

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Like it's not an Input Axis, it's just the BP nodes to directly poll the values.

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Checked my other project where it does work, there's dfinitly nothing in the axis mappings for grip axis

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Nothing else is spawned that would be consuming it either.

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Huh. Apparently you have to enable input on actors even when polling raw axis values. I didn't think you did.

nimble scarab
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any one know how to get "Water Planes" from "learn" working on gear vr?

mighty carbon
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highly unlikely

glossy agate
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Try the water from zen garden instead for mobile

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Not sure if forward rendering is on mobile but water planes won't work with it unless you change stuff

full junco
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I actually didn't forget to add the gtx 1070 ti to the list of high end gpus for my game that have a higher maximum screen percentage. didn't expect I would have to add a new gpu to that list so soon

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I'm wondering if I should even add any amd vega gpu to that list, I have no idea how well those actually work in ue4

gleaming river
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What MSAA settings do you guys use for your VR projects, I was told to enable it and when I searched for MSAA there was 2x 4x etc

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Slightly confused

rigid lion
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I dont like the look of msaa

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i rather go without than with msaa

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but I'm a noob, so ignore the noise from my face ๐Ÿ˜ƒ

wicked oak
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how the hell do you dislike the look of msaa

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all it does is smooth down triangle edges

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by calculating more "resolution" per pixel on triangle edges

mighty carbon
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@rigid lion good luck passing "certification" with Oculus without MSAA

rigid lion
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oh.. ok, like i said noob ๐Ÿ˜ƒ

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I'm new to all of this, only have a vive at the moment

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thanks for the headsup

mighty carbon
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With Vive it's possible to release without AA, but I am sure you'll face a lot of angry end-users ๐Ÿ˜…

gleaming river
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@wicked oak what level MSAA do you use?

wicked oak
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4

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its the sweet spot

rigid lion
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hey guys, so my gun is an actor on its own, not part of the vr pawn.. why does event motionController trigger not work there?

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At the moment I'm casting between the gun and the vrpawn, and thats bad right

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should I interface them rather?

wicked oak
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becouse input system is a mess

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personally, do NOT spread your input

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i made that mistake myself

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handle all your input on the player controller

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or the pawn

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in VR, you can use the hand actors

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do not handle it anywhere else

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well, its not a mess

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but it gets messy fast

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decide a way to architect your input, and keep it

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keep ALL your input only in a few actors

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becouse that way you can keep in under control

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on VR, what im doing lately

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is to handle the input events on the hands

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i have a different hand depending on the platform

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and the hands give abstracted events to the controller

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the controller then handles those events according to game rules and configuration

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and finally makes them do stuff by calling back into the hands and the pawn

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a good example can be the teleport

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teleport uses grab button on oculus, grab button on vive (but at different angle), and R2 on ps4 gamepad/AIM, and Move button on the Moves

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what i do when the grab button is pressed on oculus, is call a "TeleportEvent(Hand, EventDetails)" into the controller

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event details basically is pressed, released, kept, axis, etc

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then, the teleport event checks if i can teleport, and what type of teleport i have selected in config

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and then, uses the hand "teleport point" to start the arc at that direction and location

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when another teleport event appears, a "button released" one, then i check if the teleport is valid (valid location), and if it is, i call the "VRTeleport(TeleportType)" function on the pawn

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if TeleportType is dash, then the pawn smoothly interpolates to target

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if its Blink, then it sets location directly

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if i play on PSMove, then the starter events are triggered on the PSVRHand class, and it callls the TeleportEvent similar to the oculus, and then everything else is the same

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if the configuration is changed, then the controller logic changes, but not the hand events or the pawn details

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i had to rewrite this thing 4 times....

full junco
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wall of text over 9000

wicked oak
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its a hard thing XD

mighty carbon
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should write a blog post @wicked oak ๐Ÿ˜‰

wicked oak
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now that i think, it would be great as a blogpost

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many people struggle with it

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this is the architecture i settled with after many vr prototypes and having to support literally everything in DWVR

mighty carbon
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aye

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@full junco I actually got grass working last night..

wicked oak
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now i have an improvement on it, wich allows you to interact with world objects

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but its mostly that + an interaction system based on components

full junco
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@mighty carbon and performance is how?

mighty carbon
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performance is the same as without grass

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I still need to do some material work, but so far it looks promising

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no shadows from the grass of course

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@wicked oak I remember you posted RR poly/drawcalls budget.. Where did you get those ? (and what was poly budget for RR?)

wicked oak
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oculus talks

mighty carbon
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link?

wicked oak
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oculus youtube channel

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they uploaded all the talks in oculus conference

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pure gold there

sly elk
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Epic has talked about RR polygon and drawcall budgets in at least two videos on the unreal channel

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it gets a little confusing because unreal will report different numbers for triangles and drawcalls depending on what console command you are reading from.

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alternatively, load up the RR mod tools and run around with stat RHI on and see what they are doing

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also this vid

mighty carbon
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at work, can't watch it really

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was it like 1200 drawcalls and 10M polys ?

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@wicked oak @sly elk ^^

full junco
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@mighty carbon 10 million is way too much

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more like 1000 draw calls and 1 million triangles

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or 2 million

wicked oak
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1200 drawcalls and 2 millino

mighty carbon
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aye, thx

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I wonder if 5M tris is too much with 1060...

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I guess I am just gonna have to test it..

full junco
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yes thats too much of course

mighty carbon
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I am kinda puzzled.. Modern GPUs can crunch polygons with ease, even if they have to render them twice

sly elk
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im loading up RR mod to get you numbers

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my experience with my game is that I can have way more than 1.5 million triangles on a 1070

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but it might be where they measure for each?

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like stat RHI is going to show a much higher number

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and primitive calls are much higher than 1200 in robo recall

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~3k primitives I think

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5 million triangles on screen measured in stat rhi (so after paying for stereo, dynamic shadows, early Z pass...) is no issue for me. I think I start to see framerates dipping under 90 at about 9-10 million

mighty carbon
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I see, that sounds promising

wicked oak
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more polys also mean msaa doing more

mighty carbon
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with grass and landscape I am at ~1M tris and ~65 drawcalls.

wicked oak
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then its perfect

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for pc

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1m tris is absurd on mobile

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also, only 65 drawcalls?

mighty carbon
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but I still need to add more stuff to ecosystem + characters, hands, weapons

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I am working on PC project

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yeah, that's what I saw with stat RenderSceneUpdate (or was it stat Engine)

sly elk
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It would be great if epic clarified when they put numbers out where they were measuring. Which console command, if it was in game or just in editor...

mighty carbon
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that's how I did it for my Gear VR project.. I first worked in PIE to get basics down (the look, the stats), then started testing on the device and optimized more.

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but basically if I had low stats in PIE, it just worked in VR out of the box, generally

sly elk
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actually checking in robo recall that stats are lower than I remember

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in stat RHI im seeing peaks of around 1.5-2 million triangles and DrawPrimitive calls of ~1500

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that might go up in later levels when there is more action

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but my game runs fine on a 1070 with a lot more triangles and an i7

mighty carbon
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I am aiming for i3 Skylake and 1060 as minimum specs

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RR runs well for me

sly elk
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but also my game has very little overhead when it comes to FX, gameplay code...

gleaming river
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Anyone ever had a red material built the game and its now greeny/blue colour?

sly elk
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pic?

mighty carbon
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@full junco by chance, did you see any VR rendering/optimization goodies coming to 4.19 in the master ? (Vulkan for VR maybe?)

full junco
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you can use vulkan with vr in 4.18

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and no, I didn't see anything exiting for 4.19 yet, exactly 0

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apart from vulkan improvements

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but vulkan in 4.19 will still be slower than dx11, I'm quite sure about that

mighty carbon
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๐Ÿ˜ฆ

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I wonder if Epic did all they can for VR and just moving on until some large AAA VR project gets on their radar

full junco
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well they did rearrange the low level stuff for vr and ar in recent engine versions

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but thats mostly just for making it easier to maintain

mighty carbon
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@wicked oak would TAA instead of MSAA help performance in higher tris scenes ?

full junco
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yes

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MSAA performance scales with triangles, TAA only scales with pixels

mighty carbon
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does TAA really look a lot blurrier than MSAA ?

full junco
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yes?

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you can just test it yourself

mighty carbon
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can't - at work ๐Ÿ˜›

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what about FXAA ? Even worse than TAA ?

full junco
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depends on your project, usually looks way worse

mighty carbon
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ouch

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someone should invent new AA method for VR to scale better with high polycounts and not be blurry mess ๐Ÿ˜ƒ

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ha, just saw this: "couple Wolfenstein 2 statistics: +30k drawcalls per frame, up to +6 million triangles per frame. That's almost half a billion tris/2 million drawcalls per sec."

sly elk
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someone posted a sharpened TAA method that looked quite good. It was discussed on here

wicked oak
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+30k drawcalls per frame

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not possible in DX11

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if its DX12/consoles maaaaaybe

full junco
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they use vulkan

tired tree
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and dx12

wicked oak
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then its definitely possible

tired tree
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sounds very...freeing

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I always knew that dx12 and vulkan allowed for that, but seeing a game using it and just not caring...

full junco
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their engine is awesome

wicked oak
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doom engine doing doom engine things

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but 30k seems absurd

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and 6 million triangles is just poor LOD-ing

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you dont need more than 2 million

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if you use more than 2 million, you are wasting performance like an idiot

sly elk
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Thats massively over broad and I have worked on plenty of games that render more than that. Probably most mainstream AAA non VR games are well above 2 million per frame

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however, I will agree. 30k drawcalls is a lot

wicked oak
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at 1080p you have around 2 million pixels

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why would you have more triangles than pixels

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it basically means you arent using the pixels well or your LODs are over detailed

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well, there is also the whole thing of the back faces of objects.. but if half the polygons are the other side, then its 1 million frontal polys, or 1 polygon per 2 pixels in screen

analog topaz
#

guys suddenly i am no longer able to teleport outside the building, i have checked collision and nothing is blocking it, but the teleport peview tringle no longer shows that i can teleport outside, any idea why ? ( nav mesh green thing shows that teleporting there is avliable ) where did i mess up any idea?

full junco
#

@wicked oak yeah, with more triangles than pixels something isn't really right

wicked oak
#

6 million is overkill even for 4k screens

#

so they have lots of overdraw or just have their LODs less aggresive than it should, and the game would alias more, due to subpixel triangles everywhere

full junco
#

@tired tree why do you say that they use dx12? I think they exclusively use vulkan, just like in doom

tired tree
#

they listed support for both on their slides

full junco
#

they spent a lot of time on optimizing everything perfectly for vulkan, it doesn't make sense for them to spend time on dx12

tired tree
#

oh looks like they dropped it

#

w/e

#

thats for the better likely

full junco
#

yeah

#

I really don't get why a developer who's just using its engine for a few of their own games can create such a great renderer while Epic, who develop UE4 for tens of thousand of developers and get revenue from all of those, is way slower with stuff

wicked oak
#

becouse epic doesnt need it

#

remember, epic develops for THEIR needs

#

paragon and fortnite dont have that many drawcalls

#

so they dont need DX12 or vulkan at all for their own games

#

on the other hand, on consoles

#

they DO have the low level multithread render backend

#

ive said, many times, that DWVR runs faster cpu wise than on PC

#

on a cpu that is 4 times less powerful than the one i have on the pc

#

im also very unsure of vulkan state for VR right now...

full junco
#

Tiago Sousa, who had worked as the lead R&D graphics engineer of several versions of the CryEngine at Crytek, was hired to lead development of the rendering for idtech 6

wicked oak
#

does oculus sdk support it?

full junco
#

crytek just has (had) the best guys

wicked oak
#

well, ID tech has them now

#

serious tech wizards

#

and they just develop their needs for their game

full junco
#

star citizen has many of the crytek guys

wicked oak
#

they dont need generic support

#

thats why doom was able to run vulkan that soon

#

Doom has like 50 shaders total

#

they did confirm doom has around 100-200 gpu pipelines total

#

on the whole game

#

pipelines are basically shader state + gpu state

#

on unreal, 1 material would equal several pipelines

full junco
#

unreal tournament could easily be done with the exact same doom engine, not really much different regarding the game

wicked oak
#

epic did say that pipeline handling was a huuuuuge headache

#

becouse people create tons of materials constantly in ue4, as its so easy

#

but turns out each of them ends up as several pipelines

#

so you need to manage that

full junco
#

epic is very slow with it still though

#

they have exactly 1 guy working on vulkan

wicked oak
#

they just dont need it internally

#

and only develop for internal games

full junco
#

not only

wicked oak
#

pretty much yes

full junco
#

then they wouldnt do vulkan at all

#

1 guy is more than 0

wicked oak
#

well, they do vulkan becouse unity already supports it too

#

they dont want to fall behind on such critical tech

#

but still, only 1 guy...

full junco
#

no, they started before unity announced anything regarding vulkan

#

ue4 was first with vulkan support

wicked oak
#

meanwhile, they do have Metal support

full junco
#

tim sweeney is a huge vulkan/khronos fan

wicked oak
#

i guess apple pays them to implement Metal

full junco
#

they also only have 1.5 guys working on metal

#

but metal isnt as low level as vulkan

#

so I guess that makes it quicker to implement

wicked oak
#

that too

#

metal is a looooooot easier than vulkan

#

for the little ive seen, its resource system is a bit more like gl or dx, so mostly automatic

#

but you do create the command buffers manually, to create them better and store/cache them if you watn

full junco
#

and yes, I think oculus added support for vulkan in their sdk

#

steamvr has it for a long time now

#

I think in ue4 vr in vulkan only works with steamvr though atm

#

I'm quite optimistic about vulkan relatively quickly getting to performance of dx11 soon

#

but I think from 40% to 100% of dx11 is a lot easier than from dx11 levels to "30k draw calls per frame with no issue"

#

so until ue4 is at that level of vulkan usage, it will be quite a while

sturdy coral
#

@wicked oak they do need vulkan when you look at fortnite: BR and PUBG

#

the smoother they can make that stuff run the better for them

full junco
#

but until they have vulkan at where they would actually benefit from that, fortnite BR is already forgotten again

sturdy coral
#

yeah, it seems like it is a long ways off

#

I haven't tried it with 4.18 yet

full junco
#

4.18 is the first version where kinda all features work well with vulkan

#

so visual parity with dx11

#

also the first version where the editor works completely fine with vulkan

#

and using it for the editor is the most intense thing, so when the editor works well, kinda everything works

#

just performance is bad

#

4.18 is also the first version where profilegpu actually works in vulkan

#

even texture arrays work fine with vulkan

#

and epic is, at least for testing purposes, running vulkan on their games

#

DR - vk is vulkan

sturdy coral
#

that's cool, if they have paragon, fortnite, robo recall, UT, plus all the example projects working without crashing and have all the rendering features they use working that should be a really stable baseline

full junco
#

well, we don't know if they have already tested all of their games with it ๐Ÿ˜„

#

last dev-rendering merge to master was 21 days ago, so there will probably be one soon again

mighty carbon
#

@wicked oak id Tech 6 is now being used for all kind on games inside Beth.. Not just Doom. So it's not quite accurate to say what you say about UE4 vs Id Tech 6

#

it's just Beth has deep pockets and Epic doesn't

sly elk
#

Gut check on some numbers im seeing. How many draw calls would you expect one physics actor with one material to cost in VR?

#

*primative drwa calls

mighty carbon
#

(although you'd think with Tencent behind Epic it should be no issue to hire top talent in droves)

sturdy coral
#

@sly elk if deferred maybe 3? (early z depth, base, velocity)

#

and then more for shadows

sly elk
#

and in forward?

sturdy coral
#

forward wouldn't need velocity

#

unless using forward with TAA

sly elk
#

so im seeing an average of 6.9 per mesh in forward with dynamic shadows off. This is averaged over 100 actors and there is a lot of material sharing. No actor has more than 1 material.

mighty carbon
sly elk
#

I am making a dynamic material instance in the construction script of the base class for all of these object

sturdy coral
#

are you using custom depth for letting things be highlightable?

sly elk
#

no

#

highlighting is just an emissive color value swap (which is what the dynamic material instance is for)

sturdy coral
#

I'm not sure what would cause that many, double my count though if you aren't using instanced stereo

sly elk
#

i have instanced stereo on

#

switching to deferred my count seems to go a lot lower

#

switching to forward, again dynamic shadows off, 3.7 drawcalls per actor average. Which is much more reasonable

#

weird

#

*err switching to deferred

sturdy coral
#

@sly elk stat scene should have a more granular breakdown

sly elk
#

yeah

granite jacinth
#

damn

#

they gave a awy a lot of free shit

#

Maybe I should have bought in ๐Ÿ˜‰

sturdy coral
#

it's going to be a fun ride

granite jacinth
#

But good on them

sturdy coral
#

probably full of drama when nothing works right

granite jacinth
#

no doubt

sturdy coral
#

I'm pretty much counting on having to solder something by the end of it

sly elk
#

4 million sounds like a lot but not when you are developing consumer hardware and suddenly have to add things like eye tracking and knuckles controllers

granite jacinth
#

?

#

$4mil is A LOT

#

it has nothing to do with production costs

sturdy coral
#

the controllers are the most sketchy part of it, I didn't order any of the bundles with them

granite jacinth
#

Now they can get Series A investors

#

And a whole lot of other investment offers

#

ezmode

#

Since now investors know about the demand

#

$$$$$$$

#

Anyway, I am like 999999% sure they are going to be waiting for a buyout offer

sturdy coral
#

eye tracking they aren't going to make themselves, but I'm not counting on that being any good

granite jacinth
#

Good businesss

mighty carbon
#

I'd be happy if they made something like knuckles for Rift (or better yet for Santa Cruz)

wintry escarp
#

is it normal for a motioninput axis to read every tick?

lean agate
#

Anyone having this error with a vive in the basic starter project? "Blueprint Runtime Error: Accessed None trying to read property LeftController from function: 'ExecuteUbergraph_MotionControllerPawn' from node: Branch in graph: EventGraph in object: MotionControllerPawn with description: Accessed None trying to read property LeftController"

wintry escarp
#

MS are full of BS though, they show stuff then devs say the real hardware shows you 1/10th of the MS video

sly elk
#

many of the applications they show as use cases rely on massively advanced machine vision

#

at 2:02 they start showing training content

#

and it requires the software to recognize objects with precision, and do so in all kinds of lighting scenarios

sly elk
#

the AR pitch for a lot of that stuff is disingenuous. VR would be a better tool for the jo'b

vivid cargo
#

anyone have any luck doing some sort of collision based off the camera in VR? seems like i set the pawn's root component to a collision capsule/sphere/whatever, but if i try to attach it to anything else it doesn't use physics

mighty carbon
#

What do you think of the rocks? Which one looks better / fits anime style better ?

full junco
#

@mighty carbon grass without shadows looks really boring. it's hard to see that there even is grass

mighty carbon
#

well, anime isn't for everyone

full junco
#

you should try to use some extreme ssao, that would make it look a lot better

mighty carbon
#

I am sure you are bored watching anime

#

I am guessing you are not familiar with that art style.. There is no SSAO

#

no SSAO, no normal maps, no real-time GI

#

flat colors and ink outlines

full junco
#

ah

#

grass doesn't have outlines though?

mighty carbon
#

no, grass has no outlines

#

mostly characters and machinery does.. the world (especially foliage) usually has no outlines

uneven phoenix
#

alright, when doing Oculus VR in unreal, how do i get the height of the camera to be right?

real needle
#

@uneven phoenix Set tracking origin (function) to "Floor"

uneven phoenix
#

So I did that, but then it hugs the floor

real needle
#

What does?

#

How have you placed your player start?

rigid lion
#

collision maybe?

#

so this is a noob question.. is there an event to drive the positionof motion controlers? at the moment I interface it out to other actors, but I write the interface on the event tick

#

this feels bad

#

how do you guys dio it

uneven phoenix
#

so the camera is even closer to the ground if i set it to floor

#

like if i look down, the gun attached to the camera clips through the floor

#

am i supposed to set an offset?

#

@real needle

fallen wind
#

Hey, I'm using the standard MotionControllerPawn blueprint for a VR project, and I'm trying to change the player scale. Using a SetActorScale3D blueprint I get massive hands that cover up the entire screen, and using SetWorldToMetersScale blueprint does change the scale right-ish, but doesn't actually move my hands with the HMD, so my hands will be floating somewhere near the floor and at a distance of eachother as if I hadn't tried scaling. Setting both also doesn't seem to work. Any ideas what could work?

#

I'm using it with a Vive, this is my blueprint setup:

fallen wind
#

Ah, got it working by taking VROrigin, and pluggin that into the target of set actor scale 3D

#

huh, that's a new one. It works 1 time, but every time since then I've hit play it doesn't work anymore

#

So apparently it's only a visual thing, the controllers behave as if they are in the right place, they're just showing in the wrong place

#

If anyone has any ideas how to fix this, please let me know, I'm using UE4.18

tired tree
#

@mighty carbon ...um, are you really only hitting 110fps on your demo scene in 2D? without anything really there yet?

full junco
#

isn't the editor capped at 120?

#

and recording also eats performance

mighty carbon
#

Yeah, recording eats performance

#

I am going to migrate scene to VR project and start testing in VR

tired tree
#

yeah forgot about editor, all of my test projects uncap it on launch

mighty carbon
#

I totally don't like landscapes :(

#

Mostly because of how materials are non-intuitive

wintry escarp
#

anyone know why my oculus thumbstick axis only reads if the stick is pushed down?

#

c++

#

I have the right axis mapping or it wouldn't work at all

sturdy coral
#

I think they've probably just been crunching with lots of game releases

#

Paragon, Roborecall, Fortnite, Fortnite: BR

pearl tangle
#

also they have no obligation to be doing anything on the forums, it's not part of their job

lament mesa
#

Hi guys I'm having this issue where I can't have the full view in my VR device.

#

I can see that black convex figure in my right screen but my left screen is fine. Why is that happening?

#

In this project, which is a third person template it's working fine, and I do not see any black space in my screens

wicked oak
#

so there are no VR multiplayer shooters on gearvr, or at least popular ones that i could find

#

i have a VR multiplayer shooter prototype, fully working, shelved

#

that i shelved due to too much competition on pc

#

uhmmmm

#

tempts me to just hire a level designer and put that thing on gearvr instantly

full junco
#

but a multiplayer shooter is something for "hardcore gamers", are you sure anyone on gearvr actually wants to play such a game?

wicked oak
#

there arent that many games on gearvr at all

#

i could have that thing published in 2 weeks

#

and there is a huge lack of shooters

#

but i can have a MP shooter with the new game controller, in preparation for oculus go

#

that one can work fine as a weapon as its for pointing. And it has a trackpad for movement

full junco
#

ok

wicked oak
#

ill make a prototype

#

ive already said that i wanted my next game to be for mobile

#

i could do this as a "test" for the market

#

remember my Aquila pvp prototype? that one was pretty fun. But that one had multiple classes with different gameplay styles

#

cant do that on shitty mobile

#

but i can just do an onward/cs ripoff

mighty carbon
#

how many people play on Gear VR though ?

#

I think that's one of the reasons Go will have 821 and not 835 SoC - 821 is more than enough for video playback

#

Standalone Vive will have 835 SoC though

trail shale
#

Can someone point me in the right direction, or give me terms to search, for process to make a widget interactive for a spectator? (widget is invisible to VR user obviously)

wicked oak
#

you sure go will be 821?

#

for comparaison, wich chips do the current highest end gearvr have?

#

wouldnt oculus go have the highest end gearvr chip?

#

it wants to be able to run anything

mighty carbon
#

S9 will be 845, S8 is 835, S7 is ... I don't know.. Maybe 821

mighty carbon
#

I actually haven't used Gear VR since I started working / playing with Rift ๐Ÿ˜ƒ

wintry escarp
#

anyone using c++ know why my oculus motioncontrollers axis only work when I click it down?

#

s8 is 820

#

or exynos

#

s7

full junco
#

input stuff I do in BP. I like c++, but I dont see why I should use it for something like that

wintry escarp
#

I don't understand why though, I'm not asking for a button pressed check and docs don't mention it

glossy agate
#

Anyone know who that one person here was who was working on ARkit? Just got the iPhone 8 plus yesterday and I have a question about building on remote machines.

raven halo
#

Oculus Go has something similar to the S7 in terms of performance

#

(So Iโ€™ve been told by someone at Oculus at OC4)

wintry escarp
#

mobile standalone hmd are supposed to be able to run flat out, no heat throttling unless the design sucks

wicked oak
#

and less android bullshit running in the background

#

becouse oculus will disable EVERYTHING in the OS when you are in vr mode

sturdy coral
#

sucks they are going to miss a christmas launch with it

wicked oak
#

yeah, thats a mayor miss step

#

oculus go at 200 dollars would be a killer christmas gift

mighty carbon
#

I still don't see how Go will be different from Gear VR - it's made for the same crowd - people who watch crappy 360 deg videos and are happy about it.

#

maybe they want Apple users who would like to watch pr0n in mobile VR ! ๐Ÿ˜„

tired kettle
#

Alltough there are many gearVR in the wild, only few of them buy stuff. not an easy market.

wicked oak
#

its all in one

#

that is a MASSIVE boost

#

only a subset of people with a samsung phone get gearvr

#

but cardboard sells like hotcakes

#

it really does

#

that for the 20 to 40 dollar "headsets"

#

that are shit

#

that same demographic, seeing an all in one headset that is incredibly high quality, might buy it

#

i expect it to sell a fuck ton of units

tired kettle
#

I keep my fingers crossed for your

#

you

#

(since I got my big HMDs I never touched the gear...)

mighty carbon
#

well, people don't buy Cardboards for games.. We all know what they buy it for

#

it seems that people who primarily play games buy desktop VR or PSVR

raven halo
#

I still think there are great games that can be done for Oculus Go, or gear ve with controller

#

Itโ€™s not just 360 video

mighty carbon
#

sure, but who is going to play it ?

#

between Rift and Go, I'd certainly choose Rift for gaming

#

hardcore gamers were always the crowed that supported PC gaming. The same true for VR right now. And hardcore gamers don't want to play on mobile platform.

wicked oak
#

you mean like ps4 selling more than 3ds?

#

beetween ps4 and 3ds, why would you play on a 200p screen

#

Go and santa cruz have NO cables

#

and are 100% portable

#

you can use them in a train or in a car

#

or whenever you feel like

#

anywhere

mighty carbon
#

Go != SC

#

SC is basically underpowered desktop VR without cords

#

everything 6DoF

wicked oak
#

and go is everything gearvr is but better

#

for 200 dollar

mighty carbon
#

and I'd like to see you playing DWVR on a train or plane ๐Ÿ˜‰

wicked oak
#

pc vr is 400 dollar + pc

#

so 1000 minimumm

#

to be fair, not dwvr, but aquila then maybe

mighty carbon
#

anyone who ever wrote about using Gear VR on a plane or train used it to watch movies / videos

#

also, in USA most people drive .. So I don't see how not having wires help here. People will use mobile VR at destination point or at home.

raven halo
#

Santa Cruz is closer to Go than PC in terms of specs. They have already talked about that

#

The point is that Go will be the entry to VR for most people

#

Iโ€™ve shown gearvr to friends and family, and I always get the question how much it costs. I then have to explain that you need a high end phone and pay for the glasses

#

Most people wonโ€™t switch there 3 year old phone in order to play VR

#

Samsung and apple have trouble enough coming up with a reason for people to switch phones. People are happy with โ€œoldโ€ phones that they own

#

200$ is a perfect Christmas gift for the kids

#

It will sell a lot imo

mighty carbon
#

depends on who your friends are.. 99% of my surrounding who tried VR like it, but not willing to spend money on Gear VR (even though they have Gear VR compatible phones)

#

I just gotta have to wait and see if anyone will buy Go

#

Without massive PR push it won't be a household name

trail shale
#

Can someone point me in the right direction, or give me terms to search, for process to make a widget interactive for a spectator? (widget is invisible to VR user obviously) I'm not sure about how to handle the mouse movement and creating the widget on the screen without it being visible to the VR player, there must be a tutorial somewhere but I keep checking forums and cannot find it

tired tree
#

thats because there isn't one

#

spectator screen is brand new, and not entirely feature complete

#

its a lot of custom work or hacks to make that work currently

#

at least as fluidly as you are likely wanting

pearl tangle
#

@mighty carbon i still dont see standalone vr headsets gaining much traction without positional and hand tracking in them

mighty carbon
#

me neither

#

that's why I don't hold my hopes high for Go, but I do for Santa Cruz ๐Ÿ˜ƒ

#

hopefully they put 845 SoC or something even better into it

#

and have 16 Gb of RAM

trail shale
#

@tired tree I literally just need to communicate to another blueprint from the widget, some very simple events that mainly change some non-gameplay variables, like a setting a timer for a scenario

#

I don't need to do anything with the camera at all, no movement, no spectator flyaround or anything

#

Literally just let me click a button on a widget without screwing up the VR user's vision

pearl tangle
#

Don't think they would need 16gb ram in them at all, but a dedicated image processing chip is certainly the way to go

#

Just pushes the price up much higher to go for something like hololens which is what everybody is trying to avoid.
The 1s coming out running on the Google Tango tech will be interesting since Google has already gotten the full "Tango on a chip" stuff figured out, they just stepped away from doing that in mobile devices to get better market penetration with ARcore after taking all the learnings from Tango

mighty carbon
#

well, games like Lone Echo need 16Gb of RAM.. That's why I'd like to have that much ๐Ÿ˜ƒ Or maybe they can make it expandable and ship with whatever they want to ship and people can upgrade later

pearl tangle
#

it needs that much ram on a windows machine perhaps, but you have the full OS and everything else running in the background. Standalone headsets will need to operate more like a console and have software optimized for the hardware. as opposed to PC development where people wont bother to optimize and will just throw what they can at it

#

i wonder what they are doing in there that would be smashing so much ram usage though, it's not a crazy complex game or anything that should need to store so many textures or whatever else in memory

tired tree
#

@trail shale yea? and widgets are meant to draw to viewports and take their collision detection and mouse events from them. In VR currently there is only ONE viewport, and it is the one the VR player is using

#

a later spectagtor feature is going to add secondary viewport mode for the seated control

#

its just not in yet

trail shale
#

what about the ones I see on the marketplace?

tired tree
#

I made a work around but it wasn't perfect and will be useless once the new mode is release so i trashed it

#

what ones? the vr menus?

pearl tangle
#

there are VR menus on the marketplace?

trail shale
#

What is the workaround? Spawning it in the world to an actor and then attaching that actor to the viewport but somehow not having it visible to player 0, but visible to player 1, and then have multiplayer where the spectator is your 2nd player

tired tree
#

...

#

there normally is ONLY player 0

trail shale
#

there is a VR replay thing for spectators I believe

tired tree
#

in VR

trail shale
#

unless I read it wrong

tired tree
#

when you add a player 2 they don't even get a viewport unless you enable split screen

#

which doesn't work with stereo

#

"currently" its slated to be added

#

you could pass mouse events in to a proxy menu that you draw to texture and overlay to the spectator screen

#

if you really want to

#

or you could control it from an outside instance with ue4s socket plugin

#

w/e

#

lots of options

#

just not the one you want

pearl tangle
#

yeah a networked multiplayer game is the "correct" way to do it. Different player pawn for player 1 and player 2

tired tree
#

meh, you can use manual canvas huds

#

he is saying the HotSeat doesn't need to see them on screen

#

this will all be easier soon though

trail shale
#

soon by like, Nov 27, because that's when I need it done by lol

pearl tangle
#

@trail shale are you doing an event setup or something?

mighty carbon
#

damn 4.18 - Forward + dynamic skylight = crash when trying to paint on Landscape or edit Static Mesh

trail shale
#

@pearl tangle It's a huge simulation conference, I'm a one man team who is really a firefighter/paramedic more than a developer, but I stumbled my way far enough to make a passable training platform

pearl tangle
#

@trail shale So what are you looking to have happen on the monitor anyway? Do you need a second person to interact with it during gameplay or are you just looking for them to be able to select the scenario and start it for the person in VR?

little nacelle
#

Hi guys, somethimes If I turn off the controller while I'm in the Editor, then turn them on, The Engine doesn't recognize the inputs anymore. It still tracks the controllers but inputs don't work. Do you guys have the same problem?

wintry escarp
#

I lose the controller now and then yes

mighty carbon
#

interesting locomotion

wicked oak
#

been seen

#

and that guy is scammy as fuck

#

he is doing it becouse later he will change the name to be not-halo

#

and thus, use the halo name to get people interested on the prototypes

#

but then change to his original game

mighty carbon
#

that's risky and clever, but not scammy

wicked oak
#

and i have better mechanics on prototypes

#

it is scammy

#

its like if, for dwvr, i advertised it as Doom VR fan game

#

and then at last week i went like "oh sorry cant put doom vr becouse i would get lawsuited, the game is now DWVR"

mighty carbon
#

and you should have

wicked oak
#

it is super scammy and risky

mighty carbon
#

but knowing Beth, you would be running at risk of massive lawsuit

#

With MS it doesn't seem to be the case

wicked oak
#

also, he is using assets ripped of from the actual game

#

that is like, actually super illegal

mighty carbon
#

yeah

wicked oak
#

becouse its not like a mod

#

its actually extracting the models from the game and using them in his project

#

that is BLATANTLY illegal

mighty carbon
#

whatever it takes

#

as if Apple didn't get where they are now by not ripping off the best stuff that was invented by other companies and people

wicked oak
#

and im going to look into create a shameless CS ripoff for gearvr

#

but i am not going to call it counter strike

#

and use stolen models

mighty carbon
#

MS might even acquire the guy (or his prototype) if it amounts to something

wicked oak
#

unlike the guy from bullets and more does

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and pavllov

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wich was the one who added actual CS maps into the game?

mighty carbon
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that's different

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they were already selling their game and made it look like it was their own map

wicked oak
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then ill probably shamelessly ripoff it too

mighty carbon
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That Halo thing isn't his game.. It's a tribute to Halo.

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Free

wicked oak
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and he is using it as an advert for his game

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thats why its shady

mighty carbon
#

there were a ton of non-VR games like that - people would either use original models, or make their own looking exactly like the original models. Most projects got C&D, but some were allowed.

wicked oak
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and it is super dangerous

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specially if you have anything to do with profit

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even donations are already spectcularly dangerous

mighty carbon
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dude, you were going for a specific, non-cartoon looking art style in your prototype.. As soon as I showed my robot with anime shader and inks, you switch to the same art style (but not as good looking).. Is that not shady ?! ๐Ÿ˜ƒ

wicked oak
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it was actually from the demo i showed

mighty carbon
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and you have no problems using others ideas in your own projects.. So, let's not go there with what's shady and what's not

wicked oak
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remember where i went with the "just make it forwardrender"?

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instead of postprocess

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after implementing that toon shader as an unlit material (not postprocess) i found that hey, it actually can look good and uses no power whatsoever

#

so decided to go with that

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sure, im open with the fact that i take features i like/dislike

mighty carbon
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at this point it's irrelevant.. What's relevant is that you switched after you saw my stuff.. Coincidence? Maybe or maybe not.

wicked oak
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but im not using them publically, to do advertising

mighty carbon
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that makes no difference whatsoever

wicked oak
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literally every single game is built over features of others

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but using the halo name (in that case) its "stealing" from the halo brand, and halo fans, to advertise your own product. Misleading those fans

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again, its like if i advertised my game as a doom fangame, and made sure to post it everywhere doom related

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but then bait and switch

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i have indeed said that DWVR is "doom inspired", but i dont claim its doom, and i dont advertise it as a doom fangame

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funny enough then the actual doom vr has pretty much the exact same mechanics

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also @mighty carbon there is no need to get salty about the toon style. In fact i will probably make the materials i code public, or as a plugin

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and we are not competitors at all

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the main reason i decided for toon style for the next project is to not have to do textures. And to have incredibly simple materials that would work fine on pure dynamic light in mobile

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i wanted to do toon for a good while, you can just look at the chat when you started talking about toon style, where i expressed i wanted to do stuff about it and i was already experimenting

tired tree
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that locomotion is older than dirt at this point

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and rarely used

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don't know why he claims it is new or innovative

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aside from the Z velocity jump detection, which unless he put a lot of work into will have a lot of edge cases

native cedar
#

my friends I am once again running onto the same problem

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I am working with oculus and it's getting hard to code with oculus home eating half my cpu

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is there any way to stop it?

wicked oak
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this guy who is a regular here who made that locomotion demo has a MUCH better system than the one in that halo game

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freedom locomotion i think it was called

tired tree
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hell, i have that locomotion system

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its not hard to implement....just no-one really wants to use it

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lots of players settled on armswing instead

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which I don't like, but I can see the appeal over actually jogging

mighty carbon
wicked oak
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that is a REALLY fucking good trailer

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its basic, but its hype as fucking hell

mighty carbon
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I think if Oculus wants to get Go to be a household name they need to do that good of PR

wicked oak
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oculus has nailed it man

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have you seen their latest adverts?

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this shot is pure gold

full junco
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@wicked oak you call that skyrim psvr trailer a good trailer? lol

wicked oak
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its not at oculus level, but its miles ahead of other psvr trailers

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i really like how the guy puts the headset and everything freezes around him

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and suddnely dragon

full junco
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its a horrible trailer. its fully rendered (not the game) and doesn't show anything from the actual game

wicked oak
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becouse its skyrim

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everyone knows skyrim

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you dont need to show gameplay of skyrim

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you need to sell the "experience" of being IN the game

full junco
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but you should show how the VR controls work and stuff

wicked oak
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no you shouldnt

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its skyrim, but VR

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all you need to say

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be IN the game

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everyone knows skyrim

full junco
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that your windows in your real house start to freeze is just not true, the game can't do that

wicked oak
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neither do you create a portal in the middle of your house on the oculus trailer

mighty carbon
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lol, no one saw those Rift commercials except online dwellers

wicked oak
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you need to sell the "feel" and the "experience"

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again, everyone knows skyrim

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for other psvr games, they have shown gameplay

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but everyone knows what skyrim is. They are advertising "inmersion"

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thats why his room freezes

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and he appears in the world

mighty carbon
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I don't see Rift in Walmart or Target, I don't see massive banners hanging off prominent buildings or Superbowl commercials.. What's the point of bad ass commercials if no one sees them ?!

full junco
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the feel and experience won't be as shown in the trailer, because graphics are way worse

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a trailer shouldn't look better than the game actually looks like

wicked oak
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well, yes, But you dont advertise the faults of the game XD

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a trailer has to look better than the game

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thats the whole point of a trailer

full junco
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its fine if it shows the best parts of the game

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but it shouldnt show stuff that you can never get in the game

wicked oak
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the thing is that vr gameplay looks clunky as shit in videos

full junco
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that just leads to way too high expectations

wicked oak
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but thats the point

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people work like that

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if you are hyped for a game, you will enjoy it

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unless its a massive dissapointment

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and thats something that its clinically tested

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same thing on the other way

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if you hear that a game is shit everywhere, when you play the game you will be super critical about it

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but if everyone talks of that game as a masterpiece, you will enjoy it more

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thats why trailers are flashy as hell

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to get people hyped about the game, and to buy it

full junco
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when I expect something to be 120% good and its only 118% good, then I'm disappointed and would give a bad review. if I expect it to be 80% good and its actually 90% good, then I'm happy and give a good review

wicked oak
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once they bought it its alright, you already got their money

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this is PSVR, the casual market

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remember that

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sony clearly expects to sell a bunch of skyrim + psvr packs

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so they are selling the experience of being IN skyrim

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psvr users are noobs, so they will get amazed anyway

mighty carbon
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so, that's what you actually can call shady - false advertising

full junco
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when ubisoft has a trailer with slightly better graphics than the real game, thats a huuuge shitstorm

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so people don't like that

wicked oak
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becouse they advertise it as game graphics

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this has a huge "NOT GAME GRAPHICS" banner

full junco
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didn't see that banner

wicked oak
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people complain about ubisoft becouse they do "ingame" trailers

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like "the game does look like this"

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and then it doesnt

full junco
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I did see that second ne, motion controller not required etc. I didnt see the "not actual gameplay" one. they designed it so that you dont notice it

wicked oak
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every single flashy cinematic does say that its not gameplay or something like that

full junco
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white on white

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it really shows you whats awesome about the game

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that skyrim psvr trailer merely tells you the game exists

wicked oak
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yes, its a good trailer, but its not a good marketing trailer like the skyrim or oculus trailers are

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it does show the game, but it doesnt hype it that much

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again, literally everyone knows skyrim. The ad is meant to show "hey, skyrim vr exists, and you can follow your dream of being IN skyrim"

wicked oak
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ยฃ349.99 GBP.

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costs more than the actual headset

full junco
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haha

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not many rift guys will buy that

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it makes way more sense to use with the vive due to the bigger available room area

mighty carbon
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btw, I wonder if XB1X will support VR

full junco
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yes it will

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microsoft said that

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nothing to wonder about

mighty carbon
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oh

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I should probably register in their dev portal

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I've heard UE4 works with XB1 pretty much out of the box, unlike with PS4 where one has to do a lot of C++ coding

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plus devkits are basically free

wicked oak
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not really, i think its pretty much the same thing as with ps4

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becouse you need to merge their xbox code with your engine source, and recompile engine

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and you wont be able to build the game without c++ project

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plus you will surely need to do c++ to access some stuff

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you can look at it on ShooterGame

full junco
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yeah, no reason why stuff should be that different from ps4

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console is console

wicked oak
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shootergame works on ps4, xbox, switch, mobile, and pc

mighty carbon
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someone made entire PS4 game using BP only... So I doubt I need C++ to get it done..

wicked oak
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honestly it depends. I needed to c++ some small edits due to psvr stuff

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becouse their psvr support... has some issues

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its a little bit dodgy

mighty carbon
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I see.. Maybe VR support is spotty

full junco
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just like you would also want to edit some small stuff regarding vr on xbox

mighty carbon
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since MS joined OpenXR, maybe they'll make sure Ue4 has proper VR support for XB1X

full junco
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both sony and microsoft dont expect non-programmers to create games for their consoles

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@mighty carbon thats only very indirectly related

wicked oak
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personally, i think microsoft will do the vr launch for pc as a test

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and then make a deal with the better headsets to allow them on xbox

full junco
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good theory, yeah

covert drift
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yo, is there any solution yet to not look into the absolute darkness while using the content browser with forward rendering enabled?

full junco
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you shall look into absolute darkness forever!

trail shale
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I'm trying to use a retainer box (which supposedly renders to a texture) as a means of making a spectator screen (this way I can just make widgets instead of textures externally) ....how do I get there from here?

full junco
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you won't be able to get any mouse input to those widgets

trail shale
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not a problem

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I should be able to just use getpos from the mouse cursor and have each button have a specific vector range of mouse cursor and it fires OnClick...but I can't get it to display

full junco
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funny idea, might work

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if the spectator screen allows you to display textures, you should be able to give it the render target from the retainer box

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I havent used the original spectator screen though, I only ported the basic functionality from it back to 4.15

trail shale
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WHERE is that render target node, that's what I need

full junco
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I dont know, but the doc should tell you about it

trail shale
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Although the Texture can serve as a render target (which you can write to from a SceneCaptureComponent2D), or a container for User Interface elements, it's important to note that SceneCapture can be computationally expensive.

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" container for User Interface element"

mighty carbon
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Broadcom wants to buy Qualcomm

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not sure if it's a good thing

spring pond
#

XB1X won't do VR anytime soon

wintry escarp
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it should be able to if the ps4 can

spring pond
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Not saying it can't, as the hardware should be enough, but they just aren't adding the SDK support until at least next year

sturdy coral
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@spring pond that's from Oct 9th, since then there have been other articles

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but yeah, no support right away

spring pond
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Like, does it have two HDMI out ports? I guess there would be no way to second screen

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That reminds me, I should see if i can get my acer headset working agian, it just KO'd on me one day

mighty carbon
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why do you need 2 HDMI ports? PSVR needs only one

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(they can always sell HMD with passthrough splitter)

#
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They already have UE4 branch with that audio

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works on Android and Windows

spring pond
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I guess MS would have to release their own headset or special one. I thought you guys were talking about just using an oculus or a vive (oculus would need USB ports like crazy as well)

mighty carbon
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no, we are talking about MR devices that are going to flood the market

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Your Acer is one of those ๐Ÿ˜‰

spring pond
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yeah, they are a good balance of performance/cost, but they aren't very exciting either ๐Ÿ˜ฆ

real needle
#

Did somebody have manage to record a sequence with htc vive and motion controllers ?

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for me motion controllers are missing or appear/disappear and editor freeze... ๐Ÿ˜ซ

wicked oak
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they seem to be DWVR controls

#

they arent that clunky

#

but that second gun strapped to camera...

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goddamit thats so fucking ugly

#

for dwvr i just buff the guns and have 1 gun instead of 2

#

but i guess doom couldnt do that

#

gun strapped to face is terrible...

glossy agate
#

Haha, yeah that looks really bad. Is it just more meant to be played with 2 motion controllers?

wicked oak
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yes

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i guess normally you would have that second gun on your left hadn

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but its a case of a laaaaazy as HELL support

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i guess they couldnt do what i did

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of use 1 weapon but buffed

glossy agate
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I noticed it was like that in another gameplay video, but I figured maybe it was just for promo filming. Poor design

raven halo
#

Jesus.... that looks.... so strange

trail shale
#

What is the default spectator screen mode? I tried al lthe options and they seem "off"

vivid cargo
#

can anyone explain to me how haptic feedback works? i'm trying to get a looping haptic feedback but it's delayed off the start

glossy agate
vivid cargo
#

isn't that dude rolling in money? why does he need 50k? lol

glossy agate
#

Surprised he is the first to be doing it after thinking about it. Way smaller than the omnitrack thing.

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Yeah I donโ€™t know. Doesnโ€™t offer the shoes as a reward either. Said you can get the shoes in the next campaign haha

vivid cargo
#

cheap ass

sturdy coral