#virtual-reality

1 messages ยท Page 149 of 1

glossy agate
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Super throw back haha. Wonder if that dude has made any good progress.

sturdy coral
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I think that was all the same group, some uni in japan

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they had a lot of really cool prototypes:

mighty carbon
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how can I see fps counter or any other stat outputs in VR ?

sturdy coral
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@mighty carbon for oculus on 4.16 "hmd setintย PerfHudModeย 3"

mighty carbon
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and on 4.18 ?

sturdy coral
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I don't know it might have changed with the vr. commands

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@mighty carbon search the Oculus plugin .cpp files for setint

mighty carbon
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Interesting thing is happening, visually.. The outer edges on the view inside HMD tear when I turn head, while the entire view doesn't even stutter

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trying to build static lighting, but my grass doesn't receive static shadows ๐Ÿ˜ฆ

sturdy coral
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@mighty carbon you can also pull up perf hud through the oculus debug tool; it is a pain to toggle it in game without a console command though

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outer edges tearing sounds like possibly asyncronous space warp

mighty carbon
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hmm.. I was hoping that one directional light and only a handful or shadows shouldn't kill performance in VR

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(maybe it's just in PIE ?)

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do I need to do something special to build standalone that runs in VR automatically ?

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(I am using VRExpansion plugin/template)

sturdy coral
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there is a checkbox in project settings

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to turn on VR by default

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@mighty carbon

mighty carbon
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Run in VR ?

sturdy coral
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yes

mighty carbon
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err, Start in VR..

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Aye, thanks

mighty carbon
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well, that HMD cmd isn't working

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not recognized

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I used stat unit and fps and ... it was sad

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~35 fps with not too detailed landscape, heavily LODed grass and all static lighting

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still playing in PIE

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surprisingly it didn't feel like that.. felt like 90 fps

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looks like grass transparency is the fps killer

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getting 45 fps stable with opaque grass

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~75 fps without grass

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I think landscape is a performance hog

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I'll do some tests with mesh based terrain and see what's up

plain glade
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Hi. Do you have any suggestion for VR laptop as developer? When I tried my laptop with 1050 GPU I got some problem. I think I need 1060 or above graphic cards.

cosmic shoal
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1070 minimum

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1060 does VR but you'll stress it easily.

wintry escarp
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grass is known to be broken now, last I heard

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its why kite demo runs like crap on newer ue4

plain glade
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@cosmic shoal do you use UE4 ? with editor mode ?

cosmic shoal
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In the tradeshow it was running an exe, but it does run UE with editor mode. You do have to mind your scene and post complexity

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Linus tech did a review of gaming laptops, and in the end he said (and I agree) that you are better off with a powerful desktop and a cheaper laptop combo.

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But for tradeshows or VR on the go, they work fine.

mighty carbon
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@wintry escarp grass runs at 120 fps for me in non-VR

full junco
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but non-vr is irrelevant for a vr game

mighty carbon
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Just saying that it runs fine in non-VR as opposite to what others say

full junco
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your grass is definitely not kite demo quality

raven bone
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Dann, Linus? Pfft

cosmic shoal
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they are fun ๐Ÿ˜ƒ

wintry escarp
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kite demo wouldn't run at all for me last time I tried

full junco
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why is there no way to actually let the steamvr compositor handle all the controller rendering so that the game doesn't have to care about late update stuff as long as only the controllers and no other meshes attached to them are rendered?

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controllers could be rendered with constant 500 fps then and it would always feel great

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@tired tree @sturdy coral

sturdy coral
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You'd have to integrate with the depth buffer

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Which could have aliasing if using taa and the controllers intersected with scene depth

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And it wouldn't work with translucency in front of the controller

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Neither may be a huge issue in practice

full junco
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the scene depth intersection wouldn't need to be perfect, it would be fine if the controller would be always at least 30% visible

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you don't often have translucent stuff between your eye and a controller

sturdy coral
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Potentially a HUD or helmet or something

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But that could be handled through the compositor too

full junco
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and only very few games have something like that

sturdy coral
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Well think about a game with spells

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Particle effects from hand

full junco
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yeah if its too bad those games would just disable that stuff then

sturdy coral
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I think steam VR has the option to show the compositor controllers, I'm not sure though it may only be triggered with the menu

full junco
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you could also send steamvr a mesh to render instead of the controller, so you could give steamvr a weapon mesh or something like that

sturdy coral
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But I don't think they integrate with depth at all

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Mordentral will know

mighty carbon
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transparency is fps murderer. I made grass opaque and fps went up

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however, it was 45 fps with some jumps to ~70+ fps (I am sure it's ASW). It felt smooth though, but I am sure there would be no room for more stuff on the screen

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So I disabled grass entirely and I still couldn't get up to 90 fps with bare, simple and aggressively LODed landscape

sturdy coral
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@full junco most or maybe all stuff in the steam vr overlay uses the public OpenVR apis so I think it is possible, just don't know the call

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But yeah prob no depth integration except with other compositor objects

full junco
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some depth interaction would be needed for it to be usable

sturdy coral
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Lighting would look off if you used it for any random game object, plus no or disparate shader support

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I wish there was some simple shader support for overlays, I'd like to do a parallax shader on an overlay for a scope

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Then be able to run the game at lower res when the scope is up but still keep the scope sharp since it would be in the compositor

full junco
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the compositor needs to become a bit more powerful, yeah

sturdy coral
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@mighty carbon you need to find if you have a cpu or gpu bottleneck

mighty carbon
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how ?

sturdy coral
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Turn off asw in the debug tool

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And either lower your screen res

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And see if it fixes

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Or use the perf HUD from the debug tool

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perf HUD 3 breaks out cpu and gpu

sly shoal
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Hey, quick question. Is it possible to add UI to a VR Spectator screen? I've set it to use a render target so that's what makes me worried it's not possible

sturdy coral
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No but apparently it will be in soon

sly shoal
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That's kinda a letdown ๐Ÿ˜ฆ

sturdy coral
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I think in 4.19

mighty carbon
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@sturdy coral that hmd cmd doesn't exist in 4.18 apparently

sturdy coral
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@mighty carbon use the debug tool

full junco
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@sly shoal talk to @trail shale about it, he wants to do the same

sturdy coral
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Does the same thing

mighty carbon
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ok, I'll try debug tool.. My point is that I need for the game to run comfortably on my system as it would be min. specs.

full junco
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its annoying that PGO breaks the packaging from the editor, only works when build is started from visual studio

sturdy coral
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@mighty carbon editor builds don't count when trying to see if it will work with min specs

mighty carbon
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oh

trail shale
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@sly shoal So, I'm halfway there....I CAN get the interaction from a mouseclick so you can click on a button....the problem is the buttons aren't...visible....the problem is you need to a texture as buttons which means you'd have to manually create every single menu you'd want as a single texture

mighty carbon
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@sturdy coral so how do I properly test VR project? Build shipping build, close UE4 and run the game standalone ?

sturdy coral
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Yeah for performance testing

full junco
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yes

mighty carbon
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I see.. Alright, thanks

sly shoal
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@trail shale Sounds like finding a fix (before epic comes out with one) is going to be hella complicated and tedious ๐Ÿ˜ฎ

trail shale
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no, it's possible and not TOO bad

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I'm not very familiar with Scene Capture components but I think there might be a way to have some capture component of a Widget sitting off in space somewhere and make that a texture, then you'd coordinate your mouse movement (which I've done) to make the Events for your widget happen

sly shoal
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Possible, sure, but elegant, no way ๐Ÿ˜„

trail shale
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I just don't know how to use 2D render very well

sturdy coral
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If you don't have a short term deadline I'd wait on epic to do it

trail shale
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Nov 27, ITSEC in Orlando

sly shoal
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What about just a 3d widget floating in front of your render target?

trail shale
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That's what I mean

sly shoal
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@trail shale Hmm I'll be finishing up soon for tonight but I'll tackle this again tomorrow, I'll make sure to tell you if I get something working ๐Ÿ˜ƒ

trail shale
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Awesome, I will do the same

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Here is the UGLY blueprint for the mouse to work....it seems MousePlatform let's you get it...the only issue is that this will be different on each screen, (not a problem as I am doing a local demo and control the hardware) you could probably come up with some offset that let's people put in their screen resolution and aligns the coordinates

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Also , don't forget to make an input for the Left Mouse Click event

mighty carbon
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just found out that ink outlines pack I am using doesn't account for sharp edges and they don't have solution for that issue (yet). So I am f#cked unless the other guy makes his PP ink outlines work well in forward (or I'd have to go with deferred).

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sadness all around

sturdy coral
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fairly cheap to do facial mocap now

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it has a pretty easy interface too, just a bunch of blend space weights

sharp swan
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anyone got a suggestion for a decent FPS shooter template for Vive?

trail shale
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I'm possessing an empty pawn upon play (to test for NON-VR mode) but I can't move...what simple thing am I forgetting?

sturdy coral
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@sharp swan what is the scope of what you are making?

sharp swan
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just a standing shooter experience really

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I can add anything else, just wanna save some time

sturdy coral
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ah ok

sharp swan
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its prototype stage so it doesnt need to be production quality

sturdy coral
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if you are making something as expansive as shootergame, I suggest basing it on shootergame, but not for something prototype

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mordentral's stuff is good, his last update had two handed gun smoothing stuff

sharp swan
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yeah I planned on getting his plugin on the go. I could always just write it from scratch but im in a rush

mighty carbon
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please upvote

full junco
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@sturdy coral is shootergame really still relevant? that's sooooo old now

sturdy coral
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they update it with every release, has switch support etc.

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but yeah some of it is based on some outdated stuff

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I wouldn't base it on it if the game wasn't multiplayer

full junco
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why would you ever base a VR game on that, even if it's multiplayer?

sturdy coral
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I'm pretty sure raw data is based on it

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I think I saw some shootergame loading screen stuff

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shootergame has tons of stuff and gets updated for you from epic every release

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it is just a good stable tested baseline, replay support just works etc.

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all the console platform certification stuff is handled for you if you ever release on PSVR or if MS adds VR support, though I'm sure there is some VR specific platform requirements stuff you'd have to do

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but all their matchmaking, handling controllers that lose batteries, achievements, blah blah blah, it gives you a baseline for a lot of stuff

full junco
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ok

trail shale
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@sharp swan Have you played with the Showdown Project?

sturdy coral
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if you need to package your assets on the same bluray layer it gives you an example of that too ๐Ÿ˜ƒ

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makes everything complicated I'm not always sure it is worth it

sharp swan
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@trail shale nope. why is it for VR?

trail shale
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yep

sharp swan
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Oh wait I remember it now. I did install it and have a look through the editor with it. I didn't do anything other than look tho

trail shale
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also the Robo Recall is there too

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I am pretty certain they used 2 separate hand controllers instead of inverting one of them

mighty carbon
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If push comes to shove, I'll just go back to my snowy/desert environments where I don't need to have a ton of grass.

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then I can use mesh-terrain and manually paint foliage

full junco
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@mighty carbon there won't be grass support for static meshes, the grass is based on the heightmap, so its designed to only ever work with landscapes

mighty carbon
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no it isnt' based on heightmap

full junco
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why do you say that? I don't think you looked at the code?

mighty carbon
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I don't know how you do it, but for me it's a HISMCs scattered over the landscape using image mask

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I don't see where you have heightmap playing role there

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it's entirely possible to do exactly the same with any mesh

full junco
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because the heightmap defines the height of where the grass is spawned?

mighty carbon
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in fact I did it already using importance sampling

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and you can't trace down, get a hit and spawn instance there for meshes ?

full junco
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that would be very expensive

mighty carbon
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(and I am oversimplifying this)

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then use heightmap on the mesh

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it would be like Z-mask

full junco
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most static meshes you can never represent as a heightmap

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static meshes can be "3d"

mighty carbon
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impose limitations

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we aren't talking about fur

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we are talking about grass on terrain without overhangs

full junco
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no reason to support grass only on static meshes that can be represented as a heightmap

mighty carbon
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except it's made of triangles

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there is - performance

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full junco
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the grass already has horrible performance for many many engine versions now and epic absolutely doesnt care

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the kite demo stuff is all abandoned

mighty carbon
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don't they have grass in Fortnite ?

full junco
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I dont know, not much I think

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also fortnite is fine running at 30 fps

mighty carbon
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well, then it's not the grass issue

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masked grass runs for me at 120 fps in non-VR

full junco
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without dynamic shadows

mighty carbon
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masked - 30 fps (ASW) in VR, opaque - 45 fps (ASW)

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ofc

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UE4 and dynamic shadows don't mix

full junco
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fortnite also has dynamic shadows

mighty carbon
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I didn't need them, so I didn't even bother testing with grass shadows

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I had AO on though

full junco
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SSAO I guess you mean

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fortnite also uses DFAO

mighty carbon
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well, whatever AO is in the Rendering project settings

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(one is just AO, one is Ao for static lighting)

full junco
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DFAO is in the skylight settings

mighty carbon
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nah, i didn't use that

wicked oak
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masked shouldnt have too bad performance

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unles you are using alpha to coverage

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wich i dont know how its setup in unreal

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basically masked is the same goddamn thing as opaque, but with the option of not rendering pixels

mighty carbon
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viewmode shadercomplexity was showing masked grass as white

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@wicked oak ^^

full junco
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a pixel behind a masked pixel can't just be discarded, so it is more expensive

wicked oak
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it can

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masked does write to depth buffer

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translucent doesnt

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masked runs on the exact same code as opaque, but with holes due to masking

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you can even see that it renders to all the GBuffers

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and it renders alongside opaque geo

mighty carbon
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it still renders those invisible pixels

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what Gbuffer in forward render?

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@wicked oak RyanB chimed in there in 2014

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that still stands true

wicked oak
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@mighty carbon forward does a depth prepass

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opaque gets rendered there

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i guess it does calculate for the mask

sturdy coral
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masked materials will get ~70% faster soon

mighty carbon
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how ?

sturdy coral
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as I understand it they will write once in the early z pass and then use sort of inverse early z reject in the base pass so they don't have to read the alpha a second time there

mighty carbon
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is it coming in 4.19 ?

sturdy coral
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I think so

mighty carbon
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sounds like 4.19 might turn out to be my favorite release ๐Ÿ˜›

eternal inlet
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hi, have anyone tried use sequencer to record hmd and hands movement?

sturdy coral
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@eternal inlet no but have you read the answer hub post on it?

eternal inlet
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the one that elisabeth posted?

eternal inlet
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ah that one, yes i just thought it was "fixed"

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so we didn't have to use intermediate boxes

sturdy coral
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it may be, that one is pretty old

eternal inlet
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but actually i tried recording movement of some boxes i was throwing around in the scene from the default template, and they don't get recorded either

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so i was thinking maybe i do something wrong...

sturdy coral
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can you get it working outside of vr?

eternal inlet
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i haven't tried... will do some tests in non-vr

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i have a feeling i missing a step somewhere

mighty carbon
full junco
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@sturdy coral hm? where did you read anything about that masked materials will be faster in 4.19?

supple lotus
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Hey there!

Anyone knows the solution to this damn issue we are facing? A level is put together, being tested in HTC Vive, and only for the left eye, the objects and walls keep flickering/disappearing rapdily.

mighty carbon
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damn Oculus - launched debug tool - broke USB drivers

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also VRExpansion plugin's console doesn't work in Shipping builds ๐Ÿ˜ฆ

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ha, my landscape with opaque grass runs at 90 fps, 11.xx ms

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in the standalone shipping build

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going to see about masked grass and then dynamic lighting

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nope, masked grass is a no-go

tired tree
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@mighty carbon there is no console in shipping

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it uses the actual game console

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so that all normal logs work

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you can package to Development to keep console and debugging tools

mighty carbon
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I see, same deal as on Gear VR then

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@tired tree do you happen to know what causes these lines after building static lighting ?

supple lotus
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Also Little extra added: The problem does not exist when playing in simple FPS in editor, only in VR and it looks like it's happening when there is a translucent object visible on the scene. Hope someone can help out

mighty carbon
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it's funny how there are no V2 headsets from the leading VR companies on the horizon with 4k - 8k screens and wider FOV, even though it supposedly make a massive difference

pearl tangle
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@mighty carbon They are barely selling any of their current generation 1s and clearly price is a huge factor in people's decision to get into VR so I definitely dont see any of them coming out with another more expensive desktop based headset for consumers probably until 2019 sometime

mighty carbon
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aye

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@tired tree so, stationary Skylight and dynamic Directional light with landscape runs at 90 fps here.. But occasionally, without any reason fps dips to 45. Then suddenly goes back to 90 fps.

pearl tangle
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thats because if you go below 90 it will go to 45. So even 89 frames will push you down to 45

mighty carbon
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yeah, but nothing changes in the scene

pearl tangle
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are you moving your head or have anything else running in the scene?

mighty carbon
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I move across the terrain

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I can stop in the spot fps dipped, just wait a few sec, look around, and fps goes back up

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and then continue moving

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I guess I can stick with static lighting if I will get no dips when testing.. But these lines just kill it ๐Ÿ˜ฆ

pearl tangle
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do a bit of profiling and see what gave you the spike. You are running on a 1060 or something though right?

mighty carbon
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yeah, 1060 6Gb and i3-6100

sturdy coral
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@mighty carbon turn off asw when performance testing

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I don't know why you are getting lines, see if they line up with the component boundaries

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Post a screenshot of lightmap density view down close near a line too

mighty carbon
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why turn off ASW @sturdy coral ?

sturdy coral
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Because when you miss frame rate with it it limits frame rate to 45

mighty carbon
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well, I am sure there is a reason for it to lock into 45 fps - it feels butter smooth

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(synced to the screen frequency maybe?)

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I don't know if that's simply because it's GTA brand and loyal gamers, or despite the fact that people are vocally against IAP, they still spend money on it

sturdy coral
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Some good ideas in there, I like the hand thickness slider

pearl tangle
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I wonder why they went with grab animations over doing some traces and dynamic animations. does look pretty cool though

sly shoal
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I'm looking at the documentation for the VR Spectator Screen, and at the bottom they mention that "it's recommended to limit the Spectator Screen output to 30 fps"
How do you do something like that? I can't seem to google myself to an answer ๐Ÿ˜ฆ

full junco
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@sturdy coral you saw that I asked where you read about the masked stuff? ๐Ÿ˜„

full junco
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I am reading through all the dev rendering commits and I didn't see anything like that

analog topaz
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hey guys. what if i want the 3dwidget to close when ever i click outside it?

full junco
analog topaz
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ok

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ty didn't know there is a chat for umg ๐Ÿ˜„

mighty carbon
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Cute little fix :)

mighty carbon
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How come I don't get static shadows from stationary lights?

full junco
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if I would be a stationary light I would tell you

mighty carbon
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Ha :)

gleaming river
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Hey, Does anyone know why I am getting reflections from a HDR?

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I have forward rendering enabled

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skylight is stationary

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I suppose my real question is should a skylight with a HDR cast reflections

sly shoal
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Hey guys! I'm looking at the documentation for the VR Spectator Screen, and at the bottom they mention that "it's recommended to limit the Spectator Screen output to 30 fps"... I'm just wondering.. how do you do something like that?
My spectator screen is a scene capture 2D so the drop in performance is very noticable in VR

full junco
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its a stupid suggestion because its not possible to do that in a good way

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even if youre capturing every 3rd frame, you get a spike every 3rd frame which is really in no way better than constant slower fps

rigid lion
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hey guys I'm getting 90 fps and my gpu profile is sitting at around 8ms.. is this good or bad?

full junco
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good

rigid lion
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thanks

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als post processing.. do i color grade, or tone map.. which one is cheapest?

uneven moon
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I'm seeing a weird distortion that follows right behind moving objects when in VR

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I saw it once before and fixed it because I caused it on the spot but I can't remember why it's happening

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Something to do with the exponential fog, I think

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Is there a setting that comes to mind?

sturdy coral
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@uneven moon are you using temporal aa?

uneven moon
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Yes

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@sturdy coral

sturdy coral
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that naturally tends to add some noise to moving objects because the velocity buffer runs at half resolution. Could also be from ASW if you are using a Rift.

wicked oak
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@uneven moon even if you are running TAA, use the forward renderer in ps4

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its a goddamn shame that MSAA doesnt work there, but forward is still 30% faster, at least in my game

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ps4 crunches drawcalls like nothing, so doubling your drawcalls isnt as much of an issue as with pc

uneven moon
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I assumed that Thumbstick Left as an action mapping would fire off once when the analog stick was pulled left

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Yaw Input can't target my capsule (with the camera and everything else under it) so it rotates my play space which is really weird if I'm not in the center of it

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Welp

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I saw someone else ask about this a while ago, as well

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Can't remember the solution

sturdy coral
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you need special logic to rotate either around the camera or rotate around your best estimate of where the player's feet are

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search answerhub for rotating one component around another or around a location

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there is a BP node for it that does most of the work

uneven moon
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Can this be done using an Axis mapping instead of an Action?

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(for Analog sticks VS the Vive where it would be an action mapping)

sturdy coral
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yes

uneven moon
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Tried a few different methods, they all rotate my play space and not the capsule

sturdy coral
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which methods did you try? you have to rotate the VR root around your capsule

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which isn't just a rotation

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@uneven moon

uneven moon
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This looks like it would work as an action mapping @sturdy coral because both solutions rely on snap rotation

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I'm assuming it wouldn't provide a smooth rotation? Or is it still being called every frame while the thumbstick is in use?

sturdy coral
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a continuous rotation is no different

uneven moon
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With the right adjustments, ofc

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Yeah

sturdy coral
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just call it every time

uneven moon
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Alright, I'll give it a shot

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Oh,

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It wouldn't do it on its own?

sturdy coral
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it is still a discrete change

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do it on the axis event and it happens every frame

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as long as the axis has input

spring pond
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Anyone know in 4.18 if you can do the equivalent of "Start in AR mode" in blueprints. Like i have a menu map that isn't using the AR stuff, then when they make a menu selection depending on the selection it kicks off AR mode?

uneven moon
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How do I set the VR Origin?

wintry tiger
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I'm new to Unreal and I'm building an AR app (yeehaw)...does anyone know how to set up a workflow so you can play your level on desktop without having to build to your phone every time? Maybe you have a level with a table or something in it and you can test ARKit hits on that as a surface. That would be ideal.

sturdy coral
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@uneven moon attach camera and hands to a scene component attached to the capsule, that scene component is VR origin

mighty carbon
full junco
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thats soon

full junco
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I like that even more than the review that tested did

cosmic shoal
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A client wants to buy my Vive (I am renting it to him with content I made for him and he wants to keep it) I dunno what to buy now.. another vive? a rift? nah too first gen.. A Windows "mixed" reality headset? The Samsung looks interesting but they say it's heavy and a bit unconfortable, I'm leaning towards a Lenovo. Any thoughs?

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I guess I could wait for the next gen.. like the primax or what ever comes up.

glossy agate
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One of the MR headsets would be a downgrade from the main 2 first gens though. Have you tried one yet?

cosmic shoal
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No, but spent a few hours reading reviews and watching vids about them. The screens and resolutions are nicer, it's also nice not to rely on outside tracking. But they do say tracking is not there yet, and if you move your arms out of view they stop tracking.

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lenses are better too.

glossy agate
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Im gonna swing by the best buy here this weekend if they have a demo set up for it to see how it works.

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I thought there was no "official" windows MR support in UE4 yet too, but it will probably just work through steam

cosmic shoal
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yeah it already does, with steamvr beta

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I've managed to use steamVR with my Iphone and cardboard to look around Unreal editor in vr mode.. so windowsMR shouldn't be a problem ๐Ÿ˜ƒ

wintry tiger
sturdy coral
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@cosmic shoal I'd wait on black friday and get whatever has the best sale

cosmic shoal
#

I will miss the Vive.. but they are overpriced in comparison.

full junco
#

I friend recently decided to buy a vr headset, and he was able to test both vive and rift here since I have both. I thought he would prefer to buy a rift due to the significantly cheaper price, but he decided to buy a vive

#

so that showed me that the vive is still pretty competitive even at a higher price than the rift

mighty carbon
#

meh

#

you coerced him into buying Vive, it's as simple as that

#

๐Ÿ˜›

full junco
#

@mighty carbon no, absolutely not. I was more like "you could buy a rift now, its pretty cheap"

mighty carbon
#

well, depends how you said it and what body language you had when you said that ๐Ÿ˜‰

#

j/k

#

good for him

#

so, I have an issue understanding how teleportation works using navmesh

#

I'd do tracing, so would Mitch - his books teaches tracing for teleportation

#

but to my understanding there is no tracing involved in VRExpansion plugin/template nor in Epic's VR template

#

I don't know... Looks like there are traces, but gee, why so complicated ๐Ÿ˜ฆ

pearl tangle
#

how else are you going to do it if there is no form of tracing?

mighty carbon
#

no idea.. I might have misunderstood some replies I got

eternal inlet
uneven moon
#

I set my VR pawn's parent to 'Character' so that I could use the movement component but now it's added inherited components, a capsule that's causing me to be much taller in-game than I really am

#

Any ideas?

dusk vigil
#

Do you need the second capsule at all now? Or make it height 0?

tired tree
#

@mighty carbon there is still tracing, it just checks for a valid navigation mesh to ensure that you "can" teleport there

#

and clamps the location onto the mesh

mighty carbon
#

Yeah, I figured it out. It was pretty self explanatory (I guess I didn't quite understand how it works with navmesh)

full junco
#

raja is leaving amd and going to intel, so in 4 years we might have 3 companies that produce high end gpus. good for vr

raven bone
#

Intel GPUs

noble charm
#

@uneven moon use the root capsule and delete the one you added

raven bone
#

Interesting

stiff nest
#

Hey there.
Does anyone know how to enable VR at the start of a level and disable VR at the end of a level? I tried using the console command -vr and also stereo on at "Event Begin Play" but had no luck.

mighty carbon
#

4.19 features began popping up on the roadmap

#

nothing VR related yet

raven halo
#

Link!

jaunty shell
tired tree
#

none of the interesting things are on it yet

#

but they are already in the master branch

wicked oak
#

@tired tree wich interesting things

#

any news on vulkan?

tired tree
#

mostly the movement system changes and fortnite merges

#

haven't checked last day or so for the rendering commit that is bound to happen

jaunty shell
#

@tired tree man, I wish Epic would push forward HISM stuff a bit more

#

it seems they started to write a doc on it recently, but there's so little informations

#

isn't HLOD just LODS from HISM though ?

wicked oak
#

nowhere even close to the same thing

#

HISM are just instanced meshes, but a smarter version

#

essentially they are instanced meshes with frustrum culling and LODs

#

normal instanced meshes cant LOD (separately) nor they can use frustrum culling

#

HLOD is actor level lods, they turn several different actors into 1 bigger one

#

so instead of having your house with all the modular pieces, at some distance it just turns into a house, only 1 mesh for all of it

jaunty shell
#

oooh

raven halo
#

I guess a new texture is generated for the HLOD right?

steady spruce
#

Hi, anyone had any issues with skyboxes and VR? After updating to UE4.18 the skybox disappears but only in a specific headset. We have two oculus rift and in one it shows the skybox as expected, the other one doesn't show at all. If I open the same project in version 4.17 though the one that's not working actually works ๐Ÿ˜•

jaunty shell
#

@wicked oak thanks for explaining, this actually sounds pretty awesome

wicked oak
#

@raven halo yes

#

also new lightmaps

#

it can bloat your lightmaps really, really really hard

#

in dwvr it triplicated the game HDD use

#

TRIPLICATED

raven halo
#

Wtf

full junco
#

@tired tree I havent yet seen anything awesome in master added for 4.19. I didnt look for movement system changes since I don't care about those due to VR, but I saw no relevant fortnite merges

#

and yeah, soon there should be a dev rendering merge again

#

why do you think that it will happen within a day or so though? epic is often slow, they can also take a week

tired tree
#

they already merged in the fortnite movement / character changes

#

and networking efficiency changes

full junco
#

which isn't that awesome unless you actually have 100 players simultaniously in a game

tired tree
#

its awesome for VR?

#

you are at baseline doubling outbound traffic in VR

#

due to tracked objects

#

any net gain on efficiency is good

full junco
#

was networking actually slow enough to be any issue for a few tracked objects with <20 players?

tired tree
#

yes?

#

20 players with 3 tracked objects, even at 30htz is still near to 3x the per player cost

full junco
#

the tracking data for 20 players is still only a few bytes though and nothing compared to the VOIP for 20 players, so why is it relevant?

tired tree
#

because it is, any extra overhead is relevant

#

i'm not playing with small numbers for my stuff, I want support for as large a base as possible

#

I already did most of what epic did in the character months ago

#

and its roughly 12 bytes per send at full compression per object btw

#

that adds up

full junco
#

well I haven't ever done any networking in VR, so I have no clue about the specifics, but 12 bytes * 90 * 20 * 3 still looks like nothing to me

tired tree
#

the character movement is 25 bytes on base chars standing still, 49 at full movement in the engine

#

epic saved 7 BITS per RPC by moving them into the character instead of the movement component

#

every gain is good

full junco
#

sure every improvement is good, but the improvements epic did still don't make a major difference to most games

#

so its really not as awesome as some rendering optimizations that give everyone a 10% increase in performance

tired tree
#

its a global network efficiency improvement in the engine, and the IntPacked change is huge as well because everything defaults to replicating as an INT unless specifically supported, so the CPU overhead is less

paper rock
tired tree
#

i'd rather the networking guys work on network improvements AT ALL than not, and its important to me and anyone else working with multiplayer

#

its not slowing down rendering improvements

full junco
#

yes, of course they should work on that. just saying it isn't really that awesome since most people won't even notice the difference due to their games not actually being big enough in terms of replicated stuff

#

for people that specifically want to make use of more capacity it certainly is very awesome

tired tree
#

VOIP in VR with the already high overhead is annoying considering the bandwidth limits you have to set to get it to work at all

#

new voip compression and handling in 4.18

#

and new multiplayer improvmenets in 4.19

mighty carbon
tired tree
#

makes that all much easier

full junco
#

@tired tree why bandwidth limits?

tired tree
#

because at default engine settings VOIP saturates the clients bandwidth limits

#

and doesn't work

#

voip data is counted towards total overall client outbound traffic

full junco
#

I have never used VOIP, but how can a 320 kbits stream saturate bandwidth limits?

tired tree
#

because the engine defaults to 10kbs max rate out

#

and in steam..its compression is terrible

#

it works better in NULL subsystem

full junco
#

ah that stupid limit, I remember how annoying I found that when I did multiplayer stuff

#

why is epic even doing that limit

tired tree
#

which explains them re-doing the voip compression

#

its a safe limiter so that clients won't get saturated

#

but the value is pretty oldschool

full junco
#

UE4 shouldn't use less bandwidth than netflix

tired tree
#

TBH, I stopped worrying about bandwidth limits a lot when I saw Battlefield and Destiny 2's numbers....

full junco
#

whats theirs?

tired tree
#

look at the ue4 games compared to the rest

#

and also their TickHtz

full junco
#

I don't even see why bandwidth is really that relevant, everyone now has at least ~10 mbits internet conenction, so why shouldn't a game use that much

mighty carbon
#

id Software has never had good networking architecture ๐Ÿ˜ฆ

full junco
#

destiny is weird, why do they upload more than they download

#

and fortnite and pubg are really modest with bandwidth, yeah

tired tree
#

iuts not the download

#

its the upload

#

its generally less consistant, far smaller, and more throttled

full junco
#

yes

tired tree
#

more so with say Sat connections

full junco
#

but you also should need to upload way less (only your own data) than you download (all the 100 other players)

tired tree
#

but its also for servers

#

I actually don't understand how Destiny even hits that number at 40htz

full junco
#

destiny is only 4vs4 and takes 140+120, yeah

tired tree
#

been some players that straight up can't play it due to bandwidth limits

full junco
#

but it shwos that theres really no issue with just using a lot of bandwidth, unless destiny had any problem with that

#

if they would exclude a financially relevant amount of people from playing the game due to bandwidth, they would reduce it

tired tree
#

like I said, I worried less after that chart

#

but still, no reason to NOT optimize, so I do

full junco
#

optimizing is fun

tired tree
#

obviously UE4 was hitting a break point at 100 players in the largest tier servers

full junco
#

I like optimizing existing stuff much more than adding new stuff for some reason ๐Ÿ˜„

tired tree
#

both PUBG and Fornite had issues originally, though how much of PUBG is their fault is up in the air

full junco
#

but why do you think the dev rendering merge to master will happen like in a day?

#

I don't see any pattern to them, sometimes they are 10 days apart, sometimes 50

#

last one was 27 days ago so it is likely that in the next week one is coming, but you seem to be more sure that its happening even quicker

tired tree
#

i meant soon

#

not a day

#

I said that I haven't checked in the last day or so

#

not that I expected it to happen in a day

full junco
#

well, that you found it relevant to say you haven't check in the last day means you think its not that unlikely that it actually happened in the last day

#

I actually don't expect there to be anything unusually awesome in there though

tired tree
#

nope, just that I didn't know if it happened yet or not

#

been away

full junco
#

I'm mostly interested in seeing how much vulkan stuff rolando got done

tired tree
#

I really wish Vulkan was 100%

full junco
#

I really wish I could design my game around "draw calls don't matter". would be so much cleaner if I could just use 10000 draw calls

#

so I'm really waiting for them to enable multithreaded rendering for vulkan

tired tree
#

isn't that...kind of the point of vulkan?

full junco
#

yes

#

but it is still really hard to get to that point with vulkan I think

#

way harder than just getting vulkan to run at dx11 performance

#

so I'm not sure when UE4 will be at the point where they make so good use of vulkan that I can easily use 10000 draw calls

#

might also be that ue4 will never be at that point because they need such a major rewrite of their renderer that they will just call it ue5

#

thats 288000 draw calls per frame with 90 fps

#

though that can't really be used as any value with practical relevancy

#

their dx11 value would be 26000 draw calls per frame

#

so if 1000 is a realistic value to go for with dx11 currently, then 11000 would be a realistic value for vulkan according to that benchmark

wicked oak
#

@full junco cpu bottleneck

#

vs gpu bottleneck

full junco
#

with a 1080 ti you're also on a cpu bottleneck with vulkan though i think @wicked oak

#

the difference between draw calls on a 1060 and a 1080 ti doesn't equal the performance difference of the gpus

#

so on a 1060 you're just slightly below cpu bottleneck without vulkan

#

@wicked oak you should run a test on ps4 to see how many draw calls ue4 can do currently there. just spawn 10000 individual boxes and see if performance is same like with 10000 instances in a ISMC

#

I think ps4 also isn't that good with draw calls, it will slow down after 2000 or so I guess

wicked oak
#

@full junco im running 2000

#

on dwvr

#

1000 per eye

#

well, i need to check the exact number, but its a fuck ton

full junco
#

do a test with 10000 boxes

wicked oak
#

forward render too, wich means double the drawcalsl

full junco
#

with your 2000 real draw calls you can't really see how much time is spent on overhead because some of your 2000 draw calls are quite heavy due to being real meshes

wicked oak
#

the thing is that ps4 renderer in ue4 is HELLA optimized

full junco
#

so you really need a lot of draw calls of something extremely cheap to render

wicked oak
#

not only ps4 has a vulkan style low level api

#

it also has fully multithreaded rendering

full junco
#

it does not, quite sure. you are talking too good about it

#

do that test with 10000 boxes

wicked oak
#

then how comes DWVR runs well on ps4

#

except for resolution

#

while PC is cpu bound

full junco
#

do that test with 10000 boxes and tell me the results

wicked oak
#

ill do it later to check. But in PC, DWVR is 100% cpu bound

#

and thats on a strong I7

#

wich is 4 times more powerful than the ps4 cpu

#

i know its cpu bound becouse lowering resolution doesnt really improve the frames

full junco
#

gpu and cpu memory is shared on ps4, that alone eliminates all the time spent on PC to send buffers to the gpu I think.

wicked oak
#

you dont send buffers for meshes

#

its 100% pure drawcalls

#

my game has very very simple materials

#

basically no lights at all

#

and everything its static mesh

#

and due to LODs, i have the triangles under control

full junco
#

the thing is, if ue4 would have a "fully multithreaded" renderer then it would be way easier for them to make vulkan and dx12 use that one efficiently . but currently they really only have a very basic system with the render thread and rhi threads that still has too much work on the render thread for anything where you would want to have 10000 draw calls

wicked oak
#

but it does

#

and thats something ive confirmed

#

logically i cant show the pictures of the profiler

#

but in ps4 you have a very in-depth debugging toolset

#

one of them is a profiler with all the cores/threads/etc

#

one of my maps (the one with the cathedral) is special

#

becouse if you look at the cathedral it has a fuck ton of drawcalls

#

and if you look the opposite way its like 1/4th

#

you can see the ps4 cpu, ALL the cores, going from like 30% to 90%

#

just by turning 180

full junco
#

and if they are at 90% with just 2000 draw calls there's no way you can get 10000 smoothly

#

to get something like the 26 million draw calls per second like 3d mark does with vulkan on a gtx 1060, ue4 needs to be very different, and your 2000 draw calls per frame should really only cause 5% cpu usage

#

so the stuff in the next dev-rendering merge will be pretty much 4.19 because nothing new will be added between now and 4.19

mighty carbon
#

I think you've been bugging him too much about Vulkan, so he decided to slack off a bit ๐Ÿ˜‰

wicked oak
#

john doesnt get much of a boost with vulkan

#

but me? oh god

#

if the vulkan implementation used multithread and was half as good as ps4 stuff, my game would suddenly have god tier performance

full junco
#

just to make it clear, I would hugely benefit from vulkan

supple lotus
#

Popping again, maybe someone can help:

We are developing a small scene for VR (HTC Vive) and there is a strange bug happening. If there is a translucent object visible in the scene, all the objects/walls/etc start flickering for the left eye. We've literally never encountered anything like this before. Anyone has an idea?

glossy agate
#

Is instanced stereo on?

mighty carbon
#

do you think we'll see 4.19 preview before Christmas ?

full junco
#

yes, of course

#

2-4 weeks I guess

rapid silo
#

Hi Ryan, I work with Clawsome on this project

#

i tried with and without instanced stereo, and it produced different results but either way it keeps flickering. Interestingly a lot more in packaged version. I just found out, that flicker happens in editor as well, but i have to look up almost 90 degrees in order to experience the flickering on walls.

#

Is it possible that is has to do something with transparent umg widgets?

glossy agate
#

Hmmm. Are you using forward rendering also?

rapid silo
#

yes

#

with fxaa

#

but tried msaa as well

glossy agate
#

ok. I had trouble with translucent mats on forward before so I thought I would ask

rapid silo
#

it is really frustrating and it seems nothing has effect on it

#

although packaged version seems to be a lot worse

glossy agate
#

Yeah I havn't really heard of that problem before besides bounding boxes being messed up so they were getting randomly culled. Odd that its only left eye though

rapid silo
#

i tried extending bounding boxes, did not make any difference

#

i managed to reproduce the issue in editor, when looking straight up, now it is messing up for both eyes but with different flicker frequency

silent heron
#

Hello, I've just started fiddling around with an HTC Vive

#

We used the VR project template, but when we use the VR preview, it renders out in mono

#

I've looked in the project and editor settings, but I've only seen the stereo instance setting ticked off

#

Activating it doesnt resolve the issue either

#

Neither does running the command "stereo on"

#

Has anybody else had this issue? Thanks

spring pond
#

are you seeing steamVR start up when you start unreal?

silent heron
#

Yes I am

#

However, it shows the "Not Ready" red message

#

And below, the "not responsive UE4Editor.exe" message

#

Playing with the motion controllers does trigger the hands though

#

And the rotation input from the headset also works

spring pond
#

Sorry to be asking about basics, are you clicking "preview in vr" to start?

#

i have had some times where the oculus will come up in a mono window with a black imagine in the headset, but usually a close and re-run fixes it

silent heron
#

Yes, I'm playing in VR

rapid silo
#

I had weird results with using post process volume. Do you have one of this in your scene?

silent heron
#

Hm no

#

Im using now the blank project

#

Ive read about using commands

#

Hmd mirror mode 0

#

Through 4

#

It appears to work, for a while

#

Then it crashes

mighty carbon
glossy agate
#

First 2 were really fun to play with friends

#

Looks like they gave the enemies a bit nicer textures too

mighty carbon
#

it's SSam 3 - new engine and everything..

#

I am just saying that video makes it look sooo boring

glossy agate
#

Yeah that trailer is pretty weak haha. At least show one of the bosses or something

#

Now Iโ€™m not sure if I should get ss3 or assasins creed this weekend

mighty carbon
#

Wolf2 ?

glossy agate
#

Already beat it

mighty carbon
#

ah

glossy agate
#

I just rent ps4 games and beat them in a day then return. Gotta try all the new ones

mighty carbon
#

heh

glossy agate
#

Played shadow of war, cod ww2, South Park also so far. Almost through the fall releases now. Ac, and battlefront left I think?

#

And evil within 2 was pretty fun

mighty carbon
#

Doom 2016 was released on Switch o.O

scenic tundra
#

Hey guys!

#

Any advice on what plugin to use for Full Body IK in VR?

glossy agate
#

I use BIK, its alright.

scenic tundra
#

Can you send me a link? @glossy agate

scenic tundra
#

Thanks

#

But, where did you buy it?

glossy agate
#

you gotta email them for pricing, but its just slightly cheaper than Ikinema

scenic tundra
#

It is a WIP.

#

Okay

#

Thanks

glossy agate
#

For sure, it has support up the 4.18

full junco
#

development of that plugin is so slooooow

#

as IK for AI, not for the player

glossy agate
#

Yeah thatโ€™s the problem with it. Have to wait weeks after engine version release before getting the latest version

#

I just got 4.18 version yesterday so plan on waiting a bit

full junco
#

and he didn't reply to my question about more-than-4-legged characters and performance

white fern
#

Anyone have insight into why the UE4 VR template keeps the MotionController actors separate from the Camera in the PlayerPawn? What issues are introduced by rolling them into a single pawn?

full junco
#

its just better to keep things modular

#

applies to all programming usually

#

controllers share functionality, so it makes makes sense to create an actor for that and then use the actor multiple times

white fern
#

Right, but isn't that the purpose of UMotionControllerComponent?

tired tree
#

they had a ton of teleport components attached t othem

mighty carbon
tired tree
#

for my case I broke those out to an actor and left the controllers in the character

white fern
#

Since the HMD and the controllers are BOTH controlled by the player (and therefore the player controller) wouldn't it make more sense for them to all be in the pawn? I guess it could boil down to preferences. I just want to know if there are problems attaching the motion controllers to a main pawn

tired tree
#

but I roll my logic in the controllers themselves

#

so its still somewhat modular

full junco
#

I keep all the input stuff in one place (the character), but I do have actors for my controllers that manage the controllers in the world

white fern
#

@tired tree Yea, I guess you're right, for the VR template in BP. I'm trying to workup my own VR template in C++, just hoping to avoid any problems if there were any critical issues with putting motion controller components on the pawn.

tired tree
#

my setup is c++, my controllers handle the gripping themselves

#

they still act like the actors epic used basically, but as actor components

#

I did leave the teleport setup as its own actor jsut because of all of the extra components they had in it

#

messy to have that in the pawn, and mostly fine on its own

white fern
#

I guess I can try it and see... Yeah, the template itself I found rather messy. All the teleportation inside the pawn can be cumbersome, but I guess if you don't need it the thought is you'll just rip it out

#

I just didn't know if there was an important reason for the way the MotionControllers are separated or if it was just an arbitrary decision.

tired tree
#

you can use the same pawn for gearVR or no controller HMDs

#

only spawn as many motion controllers as is needed

#

but that can be done anyway

white fern
#

Didn't you say that you kept your motion controllers in the Character?

full junco
#

not everything epic is doing always makes perfect sense too

tired tree
#

I do a lot of multiplayer stuff and having the motion controller directly in the character allows for some shortcuts and less overhead

white fern
#

Right, that makes a ton more sense for replication. I get that. I'd argue it makes more sense in general too. But I guess Sam, Wes and whoever made the template had different ideas. Alright. Thanks for the input @tired tree and @full junco

tired tree
#

I mean, if you look at RR, their pawn is bloated enough as it is

#

and they had to tie the controller hand actors and pawn together in multiple places

#

its give and take, no clear choice really

#

depends on what you are doing

tacit kernel
#

in my projects, I have them seperated, but mainly for when both controllers do the same thing, eg, both are guns

#

if one needs to do something different than the other, I put it in my controller/pawn BP

#

saves you from having to do the same code twice

tired tree
#

...?

#

you are doing your guns as motion controller component actors?

tacit kernel
#

..maybe it was just the attachment portion?

tired tree
#

I hope so....

tacit kernel
#

I think the one project, you could choose the weapon from the thumbpad, and it attached the gun to the controller. But both controllers handled things the same way

full junco
tired tree
#

oh god, paragon changes

full junco
#

it has some of everything

tired tree
#

gonna be a ll widgets and reflections and ability system

full junco
#

also some rendering stuff

#

a lot of niagara

tired tree
#

oh thats nice at least

full junco
pearl tangle
#

just caught up with some of the Epic guys last night. Niagara is still a fair ways off it seems

tired tree
#

sigh.....these uber merges get real old

pearl tangle
#

well they are much smaller merges on their perforce compared to the public git so they just package them up once it's tested a bit more usually

full junco
#

@tired tree and this paragon merge is exceptionally ugly (the description formatting)

tired tree
#

yeah looks like its auto generated

full junco
#

writing code for good branch prediction ๐Ÿ˜„

white fern
#

Even still @tacit kernel if you creat a custom MotionControllerComponent and put the functionality in there do you need to duplicate code/bp?

#

Can't you just put all the identical stuff in the MCComponent and then do individual tweaks in the pawn/character?

tacit kernel
#

oh, I dont make a component. Just a motion controller Actor, with the mesh and MotionController component. And collision spheres for interaction

mighty carbon
#

@pearl tangle do you happen to know if they have more VR related goodies coming in 4.19 - 4.20 ? (rendering features / performance optimization)

pearl tangle
mighty carbon
#

native virtual texturing solution in UE4 ? (I know of Granite, but that's nothing new)

fresh laurel
#

@mighty carbon - It is on the roadmap but I do not know when it is coming

mighty carbon
#

yeah, saw that on Trello

#

I am sure @pearl tangle just hinting on something but can't really spill the beans (which is understandable)

pearl tangle
#

yeah nothing particularly different from whats up on their trello roadmap

#

maybe vulkan when it comes along but don't think thats until the tail end of next year that you will be using it for desktop vr

mighty carbon
#

๐Ÿ˜ฆ

#

so as expected, VR is pretty much on the backburner for Epic

pearl tangle
#

what changes do you need?

mighty carbon
#

not 100% sure at this moment, but existing stuff needs to be optimized for VR (landscapes, foliage/grass, volumetrics, distance field stuff, dynamic shadows, etc.)

#

lights/shadows culling too

tired tree
#

..........

#

based on what

#

do you specifically think those need VR specific optimization

#

aside from distance fields not working with it yet

mighty carbon
#

well, yeah, shadows are super slow

#

lights culling is bizarre (distance based instead of occlusion based)

tired tree
#

....

#

you are parrotting common engine complaints

#

not VR specific things

mighty carbon
#

I haven't tested shadows outside of VR

glossy agate
#

Well they just came out with volumetric lighmass, Thats pretty good

#

Oh yeah, whoever was checking out BIK. They added 6 point solver thing now so if you have trackers for waist and feet you can probably record out some basic animations or something. I think ikinema already has that too

mighty carbon
#

now supports SteamVR

#

I assume that means UE4 is supported now

uneven phoenix
#

anyone know how to recplicate the wavy line pointer from Unreal VR mode?

white fern
#

For a VR Controller in C++, should I put my MotionControllerComponents on the Player Controller or the Player Pawn? Any thoughts?

stiff nest
#

Hey there.
Does anyone know how to enable VR at the start of a level and disable VR at the end of a level? I tried using the console command -vr and also stereo on at "Event Begin Play" but had no luck.

#

Also tried the "Enable HMD" node along with the console command to enable VR headset and got nothing.

little nacelle
#

Hello, play in Standalone mode doesn't work with VR?

scenic tundra
#

@glossy agate Does the BIK supports Unreal Engine 4.16.3 and multiplayer? Also, for implementing VR, you just parent the effectors to one motion ctrl and another?

tired tree
#

@scenic tundra IK doesn't really need to support multiplayer

#

as long as what you are tracking is replicated correctly it is done client side

scenic tundra
#

Okay, thanks!

mighty carbon
#

so I tried trees last night - no go. Same issue - masked materials. Going to have to go abstract route like I did with grass (tested, performance was good).

full junco
#

well I do use a lot of trees with masked materials

#

@pearl tangle not sure about your "end of next year" guess for vulkan. is that based on anything or just a guess? as far as I see, epic did work on features and ignored performance until after 4.18, and now they are working on performance and getting it to a dx11 level of performance shouldn't be that hard, that should happen in 4.19 or 4.20

#

and from that time on, it makes sense to use vulkan for a game and not dx11

mighty carbon
#

well, you are on i7 and 1080, aren't you ?

full junco
#

yes I am

wicked oak
#

well, if its only dx11 level, then its not worth it

#

becouse dx11 is better supported

#

less bugs

full junco
#

no

wicked oak
#

i will switch 100% once performance is slightly better than dx11

full junco
#

dx11 is dependent on drivers a lot more

wicked oak
#

but vulkan drivers are super new

full junco
#

but they are super light

#

a vulkan driver can't do that much wrong

tired tree
#

screw dx11, moment it is equal vulkan all the way

full junco
#

@tired tree exactly ๐Ÿ˜„

#

with vulkan a huge amount of what was done in driver before is now handled by UE4, that also means its automatically more reproducible between different gpus

tired tree
#

I will love the day when GPU patches aren't specifically geared around fixing GAME SPECIFIC bugs

#

"improved GAMENAME performance by 10%", by adding a new route to the driver for that specific game...ok

#

its such a mess, its rediculous

full junco
#

I think the performance increases in drivers are mostly done by nvidia and amd optimizing the games shaders for their architecture. not really with new drivers code

tired tree
#

nah, they bake in specific branches too

#

in the shaders yea

full junco
#

it's unfair because the AAA titles get free more performance that indie titles can't really get

tired tree
#

its also stupid

#

more control to the engine side of things can bring a lot more consistency in the end

#

at least then it is more likely to be a UE4 implementation bug

full junco
#

yes

wicked oak
#

Epic was 100% on top of mantle/dx12/vulkan

#

engine devs love it

#

becouse finally they dont need to go around the damn driver

full junco
#

epic never cared about dx12

tired tree
#

well, tbh, there is very little reason TO care about it assuming vulkan is up to snuff

#

you get vulkan running correctly and you cover all platforms

full junco
#

yeah dx12 is dead on PC

#

dx12 is still needed for Xbox though

tired tree
#

you get DX12 running...and you still have to do vulkan

#

ah, yeah...xbox..

#

the dead console with the dead api

full junco
#

why dead console?

tired tree
#

its far below playstation at this point

#

lost this gen hard

full junco
#

well now with the one x it might change

#

and the one x is the only console where vr really makes sense

tired tree
#

well they'll have to hit VR then, because as far as games they lost hard on exlusives

#

they moved 1/2 the consoles as playstation and PS got VR first

full junco
#

but it's far from dead and engine devs have to support it just like Playstation

#

I wish ps4 and Xbox would just switch to vulkan

#

they could do vulkan with some of their own extensions for specific console stuff

tired tree
#

not going to happen for xbox ever and playstation not this gen

#

microsoft built a brand on DX being the "best api" and pushed it hard

#

little too hard...

full junco
#

too hard?

#

why too hard? after dx11 they would never have done anything again if there wouldn't have been amd introducing mantle

#

Microsoft was happy with crappy dx11 to exist forever on desktop

tired tree
#

I meant pushing dx9 and the like

#

too hard

#

trying to bully out openGL from market

#

never been happy about how they handled things back in the day

full junco
#

ah

#

well, was there ever a time where opengl was better than directx?

tired tree
#

it was better in late dx9

#

but dx was de-facto

#

doesn't matter too much, just wish they let it ride instead of trying to initially hurt its perf in windows and file extension lawsuits and buy exclusives

full junco
#

yeah

#

but now they treat vulkan quite well

wicked oak
#

opengl was allways better until DX8-9

#

mostly 9

#

for 9, directx got shaders first

#

while opengl was unsure/badly leaded

#

so basically, for DX9 microsoft actually improved over GL, and then used that to go waaaay ahead of GL

#

microsoft DX is a dictatorship. With nvidia and ATI as consultors

#

so they get shit done fast

#

opengl is a comitte of very different people, so by the time they reach consensus it takes a while

#

features get added as extensions in GL,, and if they are cool they eventually become part of "official" GL

tired tree
#

yeah they had to play catch up at 9

wicked oak
#

they have done vulkan much faster than i expected

#

given their track record

tired tree
#

they have more industry support now

wicked oak
#

i guess throwning off all those CAD supporters helped

tired tree
#

that helps

full junco
#

@wicked oak only reason why they have done vulkan so quickly is that it is essentially just AMD mantle

mighty carbon
#

looks promising

full junco
#

seems like a great choice for stylized games, yeah

sturdy coral
#

@tired tree I think destiny only looks so bad on that bandwidth comparison because it was the only one that was peer to peer and was probably looking at what they call the physics host

tired tree
#

does it matter? thats still on the clients end

#

end user

sturdy coral
#

yeah, I'm just saying engine wise

#

I think part of UE4's low default bandwidth limits is to accommodate peer to peer setups (client rates much lower than listen server rate if I remember)

tired tree
#

?

sturdy coral
#

but they are probably somewhat of a holdover from xbox 360 mandates, I think the host had to serve everyone on a really slow upload speed to get certified

tired tree
#

ue4 isn't p2p

sturdy coral
#

I mean client-hosted

tired tree
#

thats still listen servers

#

did you mean dedicated?

sturdy coral
#

no, I mean the listen server user has higher limits than all the connected clients

tired tree
#

meh, this is client upload rate that is throttling

#

server has seperate total bandwidth limits

sturdy coral
#

yeah, but I think the client limit is so low

#

because they are assuming a listen server by default

tired tree
#

probably

sturdy coral
#

and the listen server on consumer internet could get overwhelmed by all the clients

#

but the limits are still probably pretty out of date at this point

tired tree
#

very out of date

#

when it can't even keep up with default voip settings

#

and even just the base 3rd person template run in multiplayer hits near the cap....

sturdy coral
#

ISPs used to give really shit tier upload speeds even if you had fast download, but so much has changed since xbox 360 era

tired tree
#

granted it scales, but still

sturdy coral
#

with people uploading to facebook and youtube and stuff and demanding faster

full junco
#

but is increasing the limit in ue4 just changing a variable or is it harder?

sturdy coral
#

it is several sections of the ini

tired tree
#

changing 10 variables

#

in ini

full junco
#

so can I change it to 100 mbits or will ue4 have issues with that?

tired tree
#

I dislike how many basically throw huge numbers into them

#

best to profile and set sane limits

#

they are there for a reason, network saturation still happens

sturdy coral
#

yeah it is a pain that voice can't be separated out

#

for me I stream kinect depth info too so have to jack up the limits

tired tree
#

I saw someone that said "oh it works now with these numbers" as the accepted answer on answerhub....of 800000 limit

sturdy coral
#

but that ends up making other stuff with property replication less throttled

#

you can probably dynamically change it at runtime but I haven't tried yet, so many confusing variables

full junco
#

800000 bytes or kbytes?

tired tree
#

beleive that it is bytes per second

full junco
#

not per frame?

tired tree
#

no

full junco
#

800 kBytes per second is just 0.8 MB/s which is a 7000 kbits connection. so pretty fine

#

if thats for both upload and download

tired tree
#

he had it as upload only

#

it was client max

full junco
#

ah, well 7 MBits upload is a bit too much to assume

tired tree
#

technically its both

#

its shared

#

think he had to increase due to RPCing to the server every tick though, so the overhead was upload

sturdy coral
#

if you have a listen server on consumer internet that means he requires 25MB/s download for a 32 person game

tired tree
#

consistant

#

not listed

full junco
#

well, 32 people on a listenn server is not ideal I think

sturdy coral
#

yeah, and stuff changes frequently, if someone starts streaming netflix while you are hosting

#

yeah, not much stuff does that anymore, most use dedicated beyond like 8-10 players

tired tree
#

like I said though, I'm not as worried about limits anymore

#

but still, setting numbers 80x the default limit and not profiling is silly

#

why ever allow it to hit that if you can get away with 2x with your game

full junco
#

how does a too high value hurt though?

#

if stuff gets dropped by ue4, isnt that same bad as if the connection is really saturated?

sturdy coral
#

it makes property replication and some other throttled things happen more frequently

tired tree
#

normally it spreads it out over time

#

to accomodate the limit

sturdy coral
#

it might mess with reliable RPCs some too if they use the limits instead of having dynamic windows like TCP and stuff

tired tree
#

which is why that new console command for adpative net update frequency hit everyone hard when it became auto enabled

full junco
#

I wish I would work on multiplayer stuff, want to add it to my game so much. but first only singleplayer

tired tree
#

its fuuuuuuuun

#

just saying

#

used to get my kicks out of low level memory optimizations, now I just cut bits out of networked structs

full junco
#

๐Ÿ˜„

#

I made the FVector constructor constexpr and that made me happy kappa

tired tree
#

didn't that get merged?

full junco
#

I'm still on 4.15

tired tree
#

ew, one version shy of the most stable one

full junco
#

why most stable one

tired tree
#

4.16 was the most stable for me

full junco
#

that greatly depends on what you're actually using of the engine I think

tired tree
#

never had an issue with it

#

think it was a general bug fix version too

full junco
#

I will update at some point, I just have like 100 commits made to the engine that will give me a billion merge conflicts, and there wasn't anything in newer versions yet that I really needed and couldn't just port back myself

#

so my UE4 version is perfectly stable for me

sturdy coral
#

I'd like to modify the server code to be able to tick at 30hz, but still send motioncontroller/HMD updates at 90hz

full junco
#

never getting any crashes

sturdy coral
#

30 gives a little bit of a stop motion feel

tired tree
#

you run smoothing?

#

I rep controllers and hmd at 30 by default now with smoothing, though its configurable

sturdy coral
#

no, I guess I could do that too

tired tree
#

yeah just a naive last update to new lerp

#

it still hitches if you miss an update, but better than storing more history or projecting out for something that complex movement wise

#

and you can't tell the difference in normal operation

#

plus far less bandwidth as an upside

wicked oak
#

i also lerp transforms

#

looks great

#

easy as fuck to implement

sturdy coral
#

@white fern I keep my motion controller components on the player controller now, but not many do it that way. There is some buggy stuff with OwnerNoSee/OwnerOnlySee you have to work around.

wicked oak
#

i have them in the pawn

#

allways had

#

but putting them in the player controller seems interesting. Why?

#

i have them in the pawn becouse the pawn is the physical representation of a player

sturdy coral
#

for me it was to simplify respawning stuff

wicked oak
#

and my Hands are attached to the motion controller directly

sturdy coral
#

like if you have a menu open when you die

white fern
#

@sturdy coral Thanks, for the input. I knew I had read something about that on the AnswerHub when I was looking

wicked oak
#

but that would still be the pawn

white fern
#

Just so I know, what workarounds have you done for OwnerNoSee/OwnerOnlySee?

#

@sturdy coral

#

Just delete/setHidden at runtime?

sturdy coral
#

@white fern I never got it fixed so I'm just managing visibility manually; the main issue is the player controllers live on the server too

white fern
#

Ahhh.

sturdy coral
#

so with OwnerOnlySee not working, the server player will still see it

#

not an issue with dedicated servers though

#

you can just hide the whole player controller actor on the server too

white fern
#

I guess it's not a huge problem if other players don't have avatars, but a huge problem if you want any kind of more substantial representation for other players.

#

Thanks for the info.

sturdy coral
#

@white fern also playercontroller has bHiddenEd set on it by default, you have to turn that off. took me forever to find that

white fern
#

Yea, same is true for camera's and the like correct? That can only be changed in C++ right?

sturdy coral
#

other little issues too, returning from ejecting into debug camera will rehide the player controller

#

probably only in C++ yeah

white fern
#

know if any of these issues are on the roadmap?

sturdy coral
#

I don't think so

white fern
#

Alright. Mind if I save this convo for later? Could be useful down the road.

sturdy coral
#

sure

white fern
#

@sturdy coral Thanks man, just screen capped it. Maybe that info will help in the future.

sturdy coral
#

if you do them as separate actors instead of components you can save yourself from all the visibility issues

white fern
#

Right, but of course then you have to manage the replication for each of them

#

Not too bad, but it's a tradeoff

lament bay
#

Hey everyone - I just started seeing some super weird warping in Oculus and 4.18- whenever I move my head around things seem to warble and ripple- it kind of looks like when its really hot and you see the heat waves rising off the road, or like what your hand looks like on LSD or psilocybin- interestingly, when I package and build, this effect no longer appears- I've only been able to repro it in the editor. Has anyone else into thiss issue or know what may be causing it?

#

Just tested with a fresh VR template project too and the effect is still there, so it doesn't look like it's something specific to my app

full junco
#

like what your hand looks like on LSD or psilocybin lol. do you expect most people here to have any idea how that looks like? ๐Ÿ˜›

glossy agate
#

I partied hard in high school. Post a vid and Ill see if its similar looking haha

lament bay
#

hahah honestly yes ๐Ÿ˜ƒ In my experience the sacred medicine and VR communities overlap quite a bit!

#

I wish I could post a vid... the issue is it's happening in the HMD but not on the monitor

sturdy coral
#

@lament bay sounds like async spacewarp kicking in

#

packaged probably runs at higher framerate and doesn't have it

#

doesn't show on monitor because that is a mirror of what the game sends to the compositor, and ASW only happens once it is in the compositor

lament bay
#

that makes sense- thanks so muchcharles!

sturdy coral
#

@lament bay np, you can turn it off with the oculus debug tool when testing perf (it is under Oculus\Support\oculus-diagnostics wherever you installed)

lament bay
#

sweet

#

oh yeah- I turned it off and judder is reaily apparent, although no warblies- so looks like it is indeed ASW... so weird that all of the sudden my perf would be lower even with default project, I can't really think of what has changed in my system that would lead to the drop, but I'll meditate on it. Thanks again!

lament bay
#

So it looks like the issue is 4.18 specific for those interested- when I run on 4.17 it runs at 90. Interesting

sturdy coral
#

@tired tree the late update issue you mentioned in your last vid only happens if you adjust world to meters scale, right?

uneven moon
#

Anyone with PS4 engine access here?

full junco
#

the same guy as always. you should know by now ๐Ÿ˜„

lament bay
#

Ok this is super weird- now any vr project I run either in 4.17 or 4.18 in editor runs at < 10 fps- sometimes even 1 fps (including VR Template)... I am pretty baffled.. if anyone has any ideas I would be highly grateful

#

Packaged exe's still run at 90 fps consistently. It's like the editor is degrading in front of my eyes without having changed any settings

full junco
#

restart your pc?

lament bay
#

Yeah I've restarted multiple times and did a diagnostic scan and updated to latest graphics driver

full junco
#

well strange

#

did you do anything before that started?

#

its a pretty big difference if suddenly the editor only runs between 1-10 fps

#

so you have to know what you did that caused that to happen? @lament bay

mighty carbon
#

my project runs like shit in PIE (30fps) VR preview.. But when I package it, it runs 90fps.

ebon scaffold
#

I noticed Robo Recall has some blueprints with replication, was their intentions for it to be coop or use dedicated servers before, or any benefit from replication in a singleplayer game for VR?

mighty carbon
#

wtf

full junco
#

@mighty carbon you dont like satire?

lament bay
#

@full junco I wish... I didn't install anything or change any system settings since last night, so pretty baffled

#

May try deleting all the engines and reinstalling

full junco
#

that shouldn't change anything, but I guess you have no better choice

sturdy coral
#

@lament bay see if it is gpu or cpu first