#virtual-reality
1 messages ยท Page 148 of 1
or android updates
I always want to have my rom open source anyways
so I really wont care about the rom from the manufacturers
its ok then
arent xiaomi basically made of spare parts of other brands?
but ive seen them with damn impressive specs for the price
dont see why that should be the case
they make great phones for great prices
a desktop vr headset from xiaomi would be awesome
The era of mixed reality will serve as a catalyst for additional innovations in the workplace, helping businesses and their workers complete crucial tasks fa...
how do I make grass roots not to be affected by the wind ? (I assume vertex color, but I'd like to know specifics)
yes, vertex color
so, do I multiply wind node by vertex color and plug it into WPO of the material ?
yes
aye, thanks
also
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...
the landscape grass stuff is horribly slow
dont think you'll become happy with that
one of the most voted issues
there is no other way AFAIK to make grass
well, have no grass
lol, I gotta have grass ๐
also, it looks like 4.19 should have performance fix for landscape and grass
also, I have no shadows cast by grass
and I see that the shadow casting is what causes performance issues with grass
(from the report)
ok
thats really not needed
soon you wear VR suit
meh
none of that is practical
might as well offer exoskeleton to limit movement physically when needed
I wonder when 4.18.1 is coming
@mighty carbon so is that real wind for vr more practical?
I just linked it here.. Doesn't mean I am on board with it
especially that it requires USB port and cable
neuroheadset with fullbody haptic suit is interesting as it able to get body in vr right
(I don't understand why they didn't go with Bluetooth and battery)
not those floating hands
so the realwind fans require USB port
the haptic suit in vr and VR backpack so you could more more freely
@mighty carbon i just use houdini
in houdini, if you have a terrain digital asset
and import it into ue4
it will setup everything automatically
no need to export maps or anything
you create the terrain, and just import the houdini .hda file
the plugin takes care of everything
I don't have Houdini
@mighty carbon I dont get these WHEN IS 4.X.X COMING questions
who cares about when a hotfix is coming, unless you are severly affected by a bug thats fixed in it
houdini indie is cheap.. if you join the jam you can get it for free for the next week ๐
so guys, quick vr question.. when i make movies to upload as work in progres to show my 3 fans ๐ the FOV is super narrow.. is there a way to make it wider for the on screen preview?
what engine version? no, you cant
4.17
I think 4.18 might have improved it a bit, but it will always be narrow
the 16:9 area of 1 eye has a very narrow fov
what would be awsome is if we could do 360 captures while playing to upload to youtube
yeah, but your game would be impssible to play while youre doing that
i know you can do stills, but i want to show gameplay so people can view with a hmd or cardbordythingy
is there a way to record your game play, and then render that out as 360?
like a button that says: hey unreal, record everything I'm doing.. then you load that into that thingy for making cutscenes, and render
you can tell that I know my way around unreal lol
well.. that would rock if you could, but thanks for crushing my dreams ๐
@rigid lion pretty fucking useless to have it free during the jam
there is not enough time to do anything with it XD, houdini is stupid hard to use
i have it, but i doubt i will use it for the jam
i think its for people who know it a bit already
maybe just for some geometry stuff
I use it every day, yes its hard in the beginning, but once you get it, its way easier than other software
currently i spend most of my time fighting against weird shit
bevel, extrude, and booleans are all broken as fuuuuuuuuck
or at least super easy to break
what software?
houdini
everything
no, maya is for people who don't like to go home early, cause it always breaks on a deadline
i have none of those issues on blender lol
just need to export the animations around 8 times until i finally lock the settings down
if you want to learn houdini, look for the floating island tutorials by rohan dhalvi, not sure about the spelling
im already doing some seriously cool stuff with it
Oh rad!
nice dude
rocks are very glitchy becouse they shrink and similar and leave holes
i still dont know how to fix that properly
been trying to get that right
the music is the most horrible thing ive heard
yeah, the mesh FX are great
i tried to use it for smoke
but had issues with transparency
but you just use it solid
so perfect
yeah it doesnt like transparencies
i gues the environment is something like what im doing, no?
yeah
you create a low poly thing and make it glitchy on it
Finally got some time to work on this game again. Mostly worked on the loading base, Vertex animation from Houdini, and post processing. Enjoy
you can see it better here
oh god the tutorial cables XD
still developing it
that level goes on for days, and its all procederal
and nothing looks the same
and it runs on hierarchical instances, so super light
gotta love houdini
you are using it to model the ships?
i find houdini clunky as heeeeeeeeell, compared to blender. So if i need to model anything, i model it on blender
houdini for procedural stuff
and I have never used blender and also never used houdini ๐
im a massive blender fanboy for a reason XD
it has everything i need and does everything i need well
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
zbrush
for me houdini is nr1, blender nr2, maya nr100000000
softimage used to be my nr1, but then AUTODESK
@full junco what do you use?
visual studio
and I have 0 art skills
i make pictures with other pictures, cant write a single line of code
and you use houdini?
thats very uncommon
ive seen most houdini users are basically tech artists
more on the tech side than art side
due to houdini asking you to write code snippets basically constnatly
houdini has vops, they are like blueprints, can bypass most codes with them
there are a few "spells" you need to learn to make magic, but those arn't code.. more like expresions
i prefer to just code it before using the graph logic
becouse ive allways disliked to do math on a graph system
my head doesn't work like that
i find it clunky
i suppose it depends on the person.. i find code clunky
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
@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)
the Pimax 8K X should have 25-26PPD
how usable that PPD is vs being squashed into the periphery is unknown at this point
btw, that's why user reviews should go away: https://www.forbes.com/sites/insertcoin/2017/11/02/metacritic-users-are-love-bombing-assassins-creed-origins-and-hate-bombing-wolfenstein-2/#59bb2b9a4b4c
Metacritic users seem to love Assassin's Creed Origins and hate Wolfenstein 2: The New Colossus, but something fishy is going on.
@mighty carbon https://www.reddit.com/r/Games/comments/4hrdzm/valve_is_changing_the_steam_review_system_to/
they directly addressed review bombing
(but some articles now are saying their solution might make it worse)
@sturdy coral regular pimax 8k has same ppd since display is the same I think? just upscaled.
isnt ppd pixels per degree?
of course, depends on the FOV
lower fov = higher ppd
becouse the same pixels are on less area
@full junco yeah I meant just the max input resolution
you can consider the display pixels for the purposes of screendoor though
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
yeah
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
if they are shit then due to software that might be fixed, hardware will he fine I think
yeah, as long as I can use it with my stuff and it is as lightweight as people have said I'm happy
and it will be late of course
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
oh yeah, I'm sure it will be heavily delayed, every kickstarter I've ever backed has been
they added some extra lens element over the top of the other lenses
and now people say the lenses almost touch their eyeballs and it no longer works well with glasses
I'm not sure, but there are several v3 reviews out there
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)
can anyone help me with a vr issue
It'd be easier to get a response if you stated the issue.
sooo, has anyone worked with landscape materials and grass?
someone school me on kickstarter. Do you have to provide stretch goals in the funding goes over the target?
*if the funding goes over
Seems like a lot of kickstarters fall into a trap where they feature creep way too far based on stretch goals
find out how much it costs to fly small load to space with SpaceX and offer it as a perk ! ๐
if I do a kickstarter the rewards will be things like "I ship you a random car part"
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
any one know how to get "Water Planes" from "learn" working on gear vr?
@sly elk how are you coming along with wrench at the moment, get all your stuff scanned in yet?
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
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
why does it need you to disable room scale?
because you don't necessarily walk around in zero gravity/space
wanting to make it so you have to push and pull on objects to move around
yeah but if you "disable" room scale then thats essentially turning off positional tracking
eh i've found a way to kinda do it, but i get what you mean
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
@vivid cargo that is a bad idea
that's what ADR1FT did, teleporting you back into place anytime you walked too far away, it got terrible reviews
better to go with what lone echo does: have your body follow your head, but still block collisions
that's what i'll do then, thank you
just playing with it a bit and it's really not that terrible how far you can travel in room scale anyways
lone echo just allows both at once
you still end up mostly standing in place
I think ADR1FT even turned off positional tracking in some early demos because their system was so screwy
yeah definitely want to avoid that, that would almost defeat the point
yep definitely what I thought it would be like. Not a good idea. Would be fine if you were doing mobile VR or something
Anyone have thoughts on why "Get MotionController (R) Grip1 Axis" would return zero on Oculus
Am wearing the headset, do have tracking, am in VR preview, Oculus Home is open, grip does work in Oculus Home
might be classified as a different input?
It's the raw axis values though. TriggerAxis also reports zero
Like it's not an Input Axis, it's just the BP nodes to directly poll the values.
Checked my other project where it does work, there's dfinitly nothing in the axis mappings for grip axis
Nothing else is spawned that would be consuming it either.
Huh. Apparently you have to enable input on actors even when polling raw axis values. I didn't think you did.
any one know how to get "Water Planes" from "learn" working on gear vr?
highly unlikely
Try the water from zen garden instead for mobile
Not sure if forward rendering is on mobile but water planes won't work with it unless you change stuff
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
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
thats currently what I see as "high end gpu": https://puu.sh/ydEjt/af33292985.png
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
Slightly confused
I dont like the look of msaa
i rather go without than with msaa
but I'm a noob, so ignore the noise from my face ๐
how the hell do you dislike the look of msaa
all it does is smooth down triangle edges
by calculating more "resolution" per pixel on triangle edges
@rigid lion good luck passing "certification" with Oculus without MSAA
oh.. ok, like i said noob ๐
I'm new to all of this, only have a vive at the moment
thanks for the headsup
With Vive it's possible to release without AA, but I am sure you'll face a lot of angry end-users ๐
@wicked oak what level MSAA do you use?
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?
At the moment I'm casting between the gun and the vrpawn, and thats bad right
should I interface them rather?
becouse input system is a mess
personally, do NOT spread your input
i made that mistake myself
handle all your input on the player controller
or the pawn
in VR, you can use the hand actors
do not handle it anywhere else
well, its not a mess
but it gets messy fast
decide a way to architect your input, and keep it
keep ALL your input only in a few actors
becouse that way you can keep in under control
on VR, what im doing lately
is to handle the input events on the hands
i have a different hand depending on the platform
and the hands give abstracted events to the controller
the controller then handles those events according to game rules and configuration
and finally makes them do stuff by calling back into the hands and the pawn
a good example can be the teleport
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
what i do when the grab button is pressed on oculus, is call a "TeleportEvent(Hand, EventDetails)" into the controller
event details basically is pressed, released, kept, axis, etc
then, the teleport event checks if i can teleport, and what type of teleport i have selected in config
and then, uses the hand "teleport point" to start the arc at that direction and location
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
if TeleportType is dash, then the pawn smoothly interpolates to target
if its Blink, then it sets location directly
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
if the configuration is changed, then the controller logic changes, but not the hand events or the pawn details
i had to rewrite this thing 4 times....
wall of text over 9000
its a hard thing XD
should write a blog post @wicked oak ๐
now that i think, it would be great as a blogpost
many people struggle with it
this is the architecture i settled with after many vr prototypes and having to support literally everything in DWVR
now i have an improvement on it, wich allows you to interact with world objects
but its mostly that + an interaction system based on components
@mighty carbon and performance is how?
performance is the same as without grass
I still need to do some material work, but so far it looks promising
no shadows from the grass of course
@wicked oak I remember you posted RR poly/drawcalls budget.. Where did you get those ? (and what was poly budget for RR?)
oculus talks
link?
oculus youtube channel
they uploaded all the talks in oculus conference
pure gold there
Epic has talked about RR polygon and drawcall budgets in at least two videos on the unreal channel
Jerome Platteaux, Art Director of Robo Recall, discusses the process of evolving the ten-minute demo that was "Bullet Train" into a full game. He talks about...
it gets a little confusing because unreal will report different numbers for triangles and drawcalls depending on what console command you are reading from.
alternatively, load up the RR mod tools and run around with stat RHI on and see what they are doing
also this vid
Announce Post: https://forums.unrealengine.com/showthread.php?141558 Robo Recall is Epic Games' hot new VR title, but how did it get to be so fast and fun? V...
at work, can't watch it really
was it like 1200 drawcalls and 10M polys ?
@wicked oak @sly elk ^^
@mighty carbon 10 million is way too much
more like 1000 draw calls and 1 million triangles
or 2 million
1200 drawcalls and 2 millino
aye, thx
I wonder if 5M tris is too much with 1060...
I guess I am just gonna have to test it..
yes thats too much of course
I am kinda puzzled.. Modern GPUs can crunch polygons with ease, even if they have to render them twice
im loading up RR mod to get you numbers
my experience with my game is that I can have way more than 1.5 million triangles on a 1070
but it might be where they measure for each?
like stat RHI is going to show a much higher number
and primitive calls are much higher than 1200 in robo recall
~3k primitives I think
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
I see, that sounds promising
more polys also mean msaa doing more
with grass and landscape I am at ~1M tris and ~65 drawcalls.
but I still need to add more stuff to ecosystem + characters, hands, weapons
I am working on PC project
yeah, that's what I saw with stat RenderSceneUpdate (or was it stat Engine)
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...
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.
but basically if I had low stats in PIE, it just worked in VR out of the box, generally
actually checking in robo recall that stats are lower than I remember
in stat RHI im seeing peaks of around 1.5-2 million triangles and DrawPrimitive calls of ~1500
that might go up in later levels when there is more action
but my game runs fine on a 1070 with a lot more triangles and an i7
but also my game has very little overhead when it comes to FX, gameplay code...
Anyone ever had a red material built the game and its now greeny/blue colour?
pic?
@full junco by chance, did you see any VR rendering/optimization goodies coming to 4.19 in the master ? (Vulkan for VR maybe?)
you can use vulkan with vr in 4.18
and no, I didn't see anything exiting for 4.19 yet, exactly 0
apart from vulkan improvements
but vulkan in 4.19 will still be slower than dx11, I'm quite sure about that
๐ฆ
I wonder if Epic did all they can for VR and just moving on until some large AAA VR project gets on their radar
well they did rearrange the low level stuff for vr and ar in recent engine versions
but thats mostly just for making it easier to maintain
@wicked oak would TAA instead of MSAA help performance in higher tris scenes ?
does TAA really look a lot blurrier than MSAA ?
depends on your project, usually looks way worse
ouch
someone should invent new AA method for VR to scale better with high polycounts and not be blurry mess ๐
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."
someone posted a sharpened TAA method that looked quite good. It was discussed on here
they use vulkan
and dx12
then its definitely possible
sounds very...freeing
I always knew that dx12 and vulkan allowed for that, but seeing a game using it and just not caring...
their engine is awesome
doom engine doing doom engine things
but 30k seems absurd
and 6 million triangles is just poor LOD-ing
you dont need more than 2 million
if you use more than 2 million, you are wasting performance like an idiot
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
however, I will agree. 30k drawcalls is a lot
at 1080p you have around 2 million pixels
why would you have more triangles than pixels
it basically means you arent using the pixels well or your LODs are over detailed
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
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?
@wicked oak yeah, with more triangles than pixels something isn't really right
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
@tired tree why do you say that they use dx12? I think they exclusively use vulkan, just like in doom
they listed support for both on their slides
they spent a lot of time on optimizing everything perfectly for vulkan, it doesn't make sense for them to spend time on dx12
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
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...
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
does oculus sdk support it?
crytek just has (had) the best guys
well, ID tech has them now
serious tech wizards
and they just develop their needs for their game
star citizen has many of the crytek guys
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
unreal tournament could easily be done with the exact same doom engine, not really much different regarding the game
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
not only
pretty much yes
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...
no, they started before unity announced anything regarding vulkan
ue4 was first with vulkan support
meanwhile, they do have Metal support
tim sweeney is a huge vulkan/khronos fan
i guess apple pays them to implement Metal
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
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
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
@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
but until they have vulkan at where they would actually benefit from that, fortnite BR is already forgotten again
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
you see that with commits like this: https://puu.sh/ye0Sm/1d4390ecd5.png
DR - vk is vulkan
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
well, we don't know if they have already tested all of their games with it ๐
last dev-rendering merge to master was 21 days ago, so there will probably be one soon again
@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
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
(although you'd think with Tencent behind Epic it should be no issue to hire top talent in droves)
@sly elk if deferred maybe 3? (early z depth, base, velocity)
and then more for shadows
and in forward?
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.
I am making a dynamic material instance in the construction script of the base class for all of these object
are you using custom depth for letting things be highlightable?
no
highlighting is just an emissive color value swap (which is what the dynamic material instance is for)
I'm not sure what would cause that many, double my count though if you aren't using instanced stereo
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
@sly elk stat scene should have a more granular breakdown
yeah
it's going to be a fun ride
But good on them
probably full of drama when nothing works right
no doubt
I'm pretty much counting on having to solder something by the end of it
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
the controllers are the most sketchy part of it, I didn't order any of the bundles with them
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
eye tracking they aren't going to make themselves, but I'm not counting on that being any good
Good businesss
I'd be happy if they made something like knuckles for Rift (or better yet for Santa Cruz)
is it normal for a motioninput axis to read every tick?
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"
MS are full of BS though, they show stuff then devs say the real hardware shows you 1/10th of the MS video
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
https://www.youtube.com/watch?v=0Pm-p2vqtl8 my grass (still wip)
the AR pitch for a lot of that stuff is disingenuous. VR would be a better tool for the jo'b
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
What do you think of the rocks? Which one looks better / fits anime style better ?
@mighty carbon grass without shadows looks really boring. it's hard to see that there even is grass
well, anime isn't for everyone
you should try to use some extreme ssao, that would make it look a lot better
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
no, grass has no outlines
mostly characters and machinery does.. the world (especially foliage) usually has no outlines
Scene from Ghost in the Shell Stand Alone Complex S01E02 "Testation". A Multiped Tank goes rouge.
alright, when doing Oculus VR in unreal, how do i get the height of the camera to be right?
@uneven phoenix Set tracking origin (function) to "Floor"
So I did that, but then it hugs the floor
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
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
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:
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
@mighty carbon ...um, are you really only hitting 110fps on your demo scene in 2D? without anything really there yet?
Yeah, recording eats performance
I am going to migrate scene to VR project and start testing in VR
yeah forgot about editor, all of my test projects uncap it on launch
I totally don't like landscapes :(
Mostly because of how materials are non-intuitive
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
UE4 isn't on the slides, but mentioned in the text
does anyone feel the same way?
I think they've probably just been crunching with lots of game releases
Paragon, Roborecall, Fortnite, Fortnite: BR
also they have no obligation to be doing anything on the forums, it's not part of their job
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
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
but a multiplayer shooter is something for "hardcore gamers", are you sure anyone on gearvr actually wants to play such a game?
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
ok
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
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
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)
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
S9 will be 845, S8 is 835, S7 is ... I don't know.. Maybe 821
I actually haven't used Gear VR since I started working / playing with Rift ๐
anyone using c++ know why my oculus motioncontrollers axis only work when I click it down?
s8 is 820
or exynos
s7
input stuff I do in BP. I like c++, but I dont see why I should use it for something like that
I don't understand why though, I'm not asking for a button pressed check and docs don't mention it
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.
Oculus Go has something similar to the S7 in terms of performance
(So Iโve been told by someone at Oculus at OC4)
mobile standalone hmd are supposed to be able to run flat out, no heat throttling unless the design sucks
and less android bullshit running in the background
becouse oculus will disable EVERYTHING in the OS when you are in vr mode
sucks they are going to miss a christmas launch with it
yeah, thats a mayor miss step
oculus go at 200 dollars would be a killer christmas gift
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 ! ๐
Alltough there are many gearVR in the wild, only few of them buy stuff. not an easy market.
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
I keep my fingers crossed for your
you
(since I got my big HMDs I never touched the gear...)
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
I still think there are great games that can be done for Oculus Go, or gear ve with controller
Itโs not just 360 video
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.
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
and I'd like to see you playing DWVR on a train or plane ๐
pc vr is 400 dollar + pc
so 1000 minimumm
to be fair, not dwvr, but aquila then maybe
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.
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
Iโve 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 wonโt 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 โoldโ phones that they own
200$ is a perfect Christmas gift for the kids
It will sell a lot imo
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
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
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
@mighty carbon i still dont see standalone vr headsets gaining much traction without positional and hand tracking in them
me neither
that's why I don't hold my hopes high for Go, but I do for Santa Cruz ๐
hopefully they put 845 SoC or something even better into it
and have 16 Gb of RAM
@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
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
well, games like Lone Echo need 16Gb of RAM.. That's why I'd like to have that much ๐ Or maybe they can make it expandable and ship with whatever they want to ship and people can upgrade later
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
@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
what about the ones I see on the marketplace?
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?
there are VR menus on the marketplace?
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
there is a VR replay thing for spectators I believe
in VR
unless I read it wrong
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
yeah a networked multiplayer game is the "correct" way to do it. Different player pawn for player 1 and player 2
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
soon by like, Nov 27, because that's when I need it done by lol
@trail shale are you doing an event setup or something?
damn 4.18 - Forward + dynamic skylight = crash when trying to paint on Landscape or edit Static Mesh
@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
@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?
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?
I lose the controller now and then yes
interesting locomotion
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
that's risky and clever, but not scammy
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"
and you should have
it is super scammy and risky
but knowing Beth, you would be running at risk of massive lawsuit
With MS it doesn't seem to be the case
also, he is using assets ripped of from the actual game
that is like, actually super illegal
yeah
becouse its not like a mod
its actually extracting the models from the game and using them in his project
that is BLATANTLY illegal
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
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
MS might even acquire the guy (or his prototype) if it amounts to something
unlike the guy from bullets and more does
and pavllov
wich was the one who added actual CS maps into the game?
that's different
they were already selling their game and made it look like it was their own map
then ill probably shamelessly ripoff it too
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.
and it is super dangerous
specially if you have anything to do with profit
even donations are already spectcularly dangerous
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 ?! ๐
it was actually from the demo i showed
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
remember where i went with the "just make it forwardrender"?
instead of postprocess
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
sure, im open with the fact that i take features i like/dislike
at this point it's irrelevant.. What's relevant is that you switched after you saw my stuff.. Coincidence? Maybe or maybe not.
but im not using them publically, to do advertising
that makes no difference whatsoever
literally every single game is built over features of others
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
again, its like if i advertised my game as a doom fangame, and made sure to post it everywhere doom related
but then bait and switch
i have indeed said that DWVR is "doom inspired", but i dont claim its doom, and i dont advertise it as a doom fangame
funny enough then the actual doom vr has pretty much the exact same mechanics
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
and we are not competitors at all
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
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
that locomotion is older than dirt at this point
and rarely used
don't know why he claims it is new or innovative
aside from the Z velocity jump detection, which unless he put a lot of work into will have a lot of edge cases
my friends I am once again running onto the same problem
I am working with oculus and it's getting hard to code with oculus home eating half my cpu
is there any way to stop it?
this guy who is a regular here who made that locomotion demo has a MUCH better system than the one in that halo game
freedom locomotion i think it was called
hell, i have that locomotion system
its not hard to implement....just no-one really wants to use it
lots of players settled on armswing instead
which I don't like, but I can see the appeal over actually jogging
I think if Oculus wants to get Go to be a household name they need to do that good of PR
oculus has nailed it man
have you seen their latest adverts?
VR gaming is here for only $399. Step into virtual reality and discover new worlds with Oculus Rift. Take PC gaming beyond the screen with Rift and the intui...
this shot is pure gold
@wicked oak you call that skyrim psvr trailer a good trailer? lol
its not at oculus level, but its miles ahead of other psvr trailers
i really like how the guy puts the headset and everything freezes around him
and suddnely dragon
its a horrible trailer. its fully rendered (not the game) and doesn't show anything from the actual game
becouse its skyrim
everyone knows skyrim
you dont need to show gameplay of skyrim
you need to sell the "experience" of being IN the game
but you should show how the VR controls work and stuff
no you shouldnt
its skyrim, but VR
all you need to say
be IN the game
everyone knows skyrim
that your windows in your real house start to freeze is just not true, the game can't do that
neither do you create a portal in the middle of your house on the oculus trailer
lol, no one saw those Rift commercials except online dwellers
you need to sell the "feel" and the "experience"
again, everyone knows skyrim
for other psvr games, they have shown gameplay
but everyone knows what skyrim is. They are advertising "inmersion"
thats why his room freezes
and he appears in the world
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 ?!
the feel and experience won't be as shown in the trailer, because graphics are way worse
a trailer shouldn't look better than the game actually looks like
well, yes, But you dont advertise the faults of the game XD
a trailer has to look better than the game
thats the whole point of a trailer
its fine if it shows the best parts of the game
but it shouldnt show stuff that you can never get in the game
the thing is that vr gameplay looks clunky as shit in videos
that just leads to way too high expectations
but thats the point
people work like that
if you are hyped for a game, you will enjoy it
unless its a massive dissapointment
and thats something that its clinically tested
same thing on the other way
if you hear that a game is shit everywhere, when you play the game you will be super critical about it
but if everyone talks of that game as a masterpiece, you will enjoy it more
thats why trailers are flashy as hell
to get people hyped about the game, and to buy it
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
once they bought it its alright, you already got their money
this is PSVR, the casual market
remember that
sony clearly expects to sell a bunch of skyrim + psvr packs
so they are selling the experience of being IN skyrim
psvr users are noobs, so they will get amazed anyway
so, that's what you actually can call shady - false advertising
when ubisoft has a trailer with slightly better graphics than the real game, thats a huuuge shitstorm
so people don't like that
becouse they advertise it as game graphics
this has a huge "NOT GAME GRAPHICS" banner
didn't see that banner
people complain about ubisoft becouse they do "ingame" trailers
like "the game does look like this"
and then it doesnt
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
every single flashy cinematic does say that its not gameplay or something like that
white on white
this is a good trailer: https://www.youtube.com/watch?v=TckqNdrdbgk
Tilt Brush lets you paint in 3D space with virtual reality. Unleash your creativity with three-dimensional brush strokes, stars, light, and even fire. Your r...
it really shows you whats awesome about the game
that skyrim psvr trailer merely tells you the game exists
yes, its a good trailer, but its not a good marketing trailer like the skyrim or oculus trailers are
it does show the game, but it doesnt hype it that much
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"
haha
not many rift guys will buy that
it makes way more sense to use with the vive due to the bigger available room area
btw, I wonder if XB1X will support VR
oh
I should probably register in their dev portal
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
plus devkits are basically free
not really, i think its pretty much the same thing as with ps4
becouse you need to merge their xbox code with your engine source, and recompile engine
and you wont be able to build the game without c++ project
plus you will surely need to do c++ to access some stuff
you can look at it on ShooterGame
shootergame works on ps4, xbox, switch, mobile, and pc
someone made entire PS4 game using BP only... So I doubt I need C++ to get it done..
honestly it depends. I needed to c++ some small edits due to psvr stuff
becouse their psvr support... has some issues
its a little bit dodgy
I see.. Maybe VR support is spotty
just like you would also want to edit some small stuff regarding vr on xbox
since MS joined OpenXR, maybe they'll make sure Ue4 has proper VR support for XB1X
both sony and microsoft dont expect non-programmers to create games for their consoles
@mighty carbon thats only very indirectly related
personally, i think microsoft will do the vr launch for pc as a test
and then make a deal with the better headsets to allow them on xbox
good theory, yeah
yo, is there any solution yet to not look into the absolute darkness while using the content browser with forward rendering enabled?
you shall look into absolute darkness forever!
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?
you won't be able to get any mouse input to those widgets
not a problem
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
funny idea, might work
if the spectator screen allows you to display textures, you should be able to give it the render target from the retainer box
I havent used the original spectator screen though, I only ported the basic functionality from it back to 4.15
WHERE is that render target node, that's what I need
I dont know, but the doc should tell you about it
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.
" container for User Interface element"
XB1X won't do VR anytime soon
it should be able to if the ps4 can
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
@spring pond that's from Oct 9th, since then there have been other articles
but yeah, no support right away
Like, does it have two HDMI out ports? I guess there would be no way to second screen
That reminds me, I should see if i can get my acer headset working agian, it just KO'd on me one day
why do you need 2 HDMI ports? PSVR needs only one
(they can always sell HMD with passthrough splitter)
Google today released a new spatial audio software development kit called โResonance Audioโ, a cross-platform tool based on technology from their existing VR Audio SDK. Resonance Audio aims to make VR and AR development easier across mobile and desktop platforms. Googleโs spatial audio support for VR is well-established, having introduced the technology to the Cardboard โฆ
They already have UE4 branch with that audio
works on Android and Windows
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)
no, we are talking about MR devices that are going to flood the market
Your Acer is one of those ๐
yeah, they are a good balance of performance/cost, but they aren't very exciting either ๐ฆ
Did somebody have manage to record a sequence with htc vive and motion controllers ?
for me motion controllers are missing or appear/disappear and editor freeze... ๐ซ
Hands-On Details: https://uploadvr.com/hands-doom-vfr-psvr-ps-aim-controller-mixed-bag/ For all the best in AR and VR News: http://www.uploadvr.com Follow us...
controls seem to be clunky
they seem to be DWVR controls
they arent that clunky
but that second gun strapped to camera...
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...
Haha, yeah that looks really bad. Is it just more meant to be played with 2 motion controllers?
yes
i guess normally you would have that second gun on your left hadn
but its a case of a laaaaazy as HELL support
i guess they couldnt do what i did
of use 1 weapon but buffed
I noticed it was like that in another gameplay video, but I figured maybe it was just for promo filming. Poor design
Jesus.... that looks.... so strange
What is the default spectator screen mode? I tried al lthe options and they seem "off"
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
The myth busters dude is making some VR shoes. https://www.indiegogo.com/projects/jamie-hyneman-s-virtual-reality-electric-shoes-vr#/
isn't that dude rolling in money? why does he need 50k? lol
Surprised he is the first to be doing it after thinking about it. Way smaller than the omnitrack thing.
Yeah I donโt know. Doesnโt offer the shoes as a reward either. Said you can get the shoes in the next campaign haha
cheap ass
@glossy agate he isn't first to try it: https://www.youtube.com/watch?v=UYE6dqaereU (2006)
These shoes has wheels below which are controlled by a computer on the user's back. By rolling the user back with each step he takes, it simulates walking wi...