#virtual-reality

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sturdy coral
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if it is cpu you can try profiling in VS and probably figure it out

full junco
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thats a very good idea, yeah

tired tree
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@sturdy coral yeah, the late update doesn't consider the new world to meters value correctly and repositions them visually as if they were still 100,0f

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they are at the correct location in gamethread

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the late update GETS the correct world to meters though, its justnot applied to the final transform

sturdy coral
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ah that's bad

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do they use late update in the VR editor?

tired tree
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doubt it honestly

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but they do a lot fo custom stuff in there

sturdy coral
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yeah they would have had to have caught it if they did

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cause it changes scale all the time

tired tree
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but late updates would be bad for all of the menu manip and placement

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you would get hitching on release as it sticks back to its actual location

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no real reason to have it on for the editor

lament bay
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well @sturdy coral and anyone else who was wondering... reinstalling 4.18 did indeed fix the issue... so weird. .. Anyway thanks for the help everyone!

sturdy coral
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strange, probably windows malware service or something

mighty carbon
analog topaz
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yo! is it hard to stop the vr hand from going through objects?

wicked oak
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its impossible @analog topaz

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games normally just make your hand ghost or similar

blissful wind
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Anyone who's had some succes with the nVidia VRWorks fork of UE4? I've tried it about half a year ago for 4.15 and also tried it this week for 4.17. However, both LMS and MRS actually heavily decrease the performance instead of increasing it. Only single pass stereo improves performance, albeit by a small margin. Also updated the drivers and tried the forward shader, but to no avail. I'm at a loss, anyone who can help me?

wicked oak
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@blissful wind ive used it

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+30-40% performance improvement

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with multires

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i guess you are on nvidia? this stuff wont work on AMD

blissful wind
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Of course, yeah I'm on a powerful W10 machine with a GTX1080

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My frame timing shoots through the roof after enabling level 1 LMS

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It gets lower with 2 and 3 respectively, but still on 3 the frame timing is slower than baseline

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this is a video of half a year ago with the 4.15 fork, but today at 4.17 I still have the same problem

wicked oak
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that is very weird

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i was able to get massive boosts

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have you tried on fully built game?

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also, are you drawcall or pixel bound?

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this techniques improve pixel bound games massively, but drawcall bound games not that much

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essentially they let you have the same speed, but at higher resolution

analog topaz
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@wicked oak thanks, any idea how to make that ghosting? or what should i be searching for to find the method online ?

wicked oak
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just switch the material when collisions are found

tired tree
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@analog topaz yeah like Blanco said, ghosting is probably preferable, even if you constrain the hand mesh or stop it on contact you will still get dissociated physically and need a ghost hand anyway during the stop, at that point why bother? Best to just ghost in the end.

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though stopping the held object is often good

blissful wind
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I would have to run some performance analyses on what my applicatioin is bound to actually

eternal inlet
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hi guys, is it possible to make such hover menu effect with umg?

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this example is from spacepirate trainer (if someone was wondering)

sturdy coral
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not easily

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there are some shader tricks you can do by packing depth info into different color channels and doing parallax

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@eternal inlet

eternal inlet
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ah ok, so i'll probably better off doing my own stuff then

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i can easily do this with 3 planes animated on top of each other

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but obviously would like to use umg if i could

wintry escarp
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is there a way to cancel out the player height?

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I want player on ground level whether theyre sitting or standing

cosmic shoal
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Make the world huge?

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hmm that would not work in vr, nevermind

noble charm
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That would probably cause motion sickness

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Means that the player moving up and down wouldn't do anything in game

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Disorienting to say the least

cosmic shoal
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yeah, fixing your height, or modifying it is very nauseating. I started to make a monster truck simulator and it was so nauseating I scratched the idea.

fossil stratus
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Hi, Anyone have any idea what to do if this error shows up when you open a project

fresh laurel
raven halo
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As a developer how should one manage different quality settings on windows MR?

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Let the user turn features on or off?

sturdy coral
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@raven halo epic talked a bit about what they did the roborecall talk at connect

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I think they used cpu/gpu benchmarking at startup to bucket you into tiers

wicked oak
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@raven halo you could start by looking at the cpu model/speed and the gpu model/speed and setting defaults

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the benchmark idea is also great, but doesnt that take time?

mighty carbon
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All good things take time

sturdy coral
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I don't think they take too long to run, and I think they only run them once on the first startup (which might not be great if the user upgrades in the future)

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Engine/Source/Runtime/SynthBenchmark/Private/SynthBenchmarkPrivate.cpp has the benchmarks, it is built into the scalability system

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you can also see how to query some GPU details like memory size in there

wicked oak
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wow that is fucking gold @sturdy coral

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im storing that for later

gleaming river
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Hey guys I've been using the vive for design review and only just started to apply materials, the vive seems to have more saturated colours and higher brightness and contrast. Is there a way to preview the vive appearance on my desktop or calibrate my screen in such a way?

stiff nest
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Hey guys
Does anyone know if I run a level in "New Editor Window (PIE)" mode and then switch to a level which invokes the use of VR, if the editor purposely keeps the new level opened running in Windowed mode and blocks the invokement of VR mode in the level?

stiff nest
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I found the answer to my own question. If you run in a windowed mode and then try and invoke VR mode, the editor stops it but if you run in VR mode through the editor, you can then switch between VR and NonVR mode by using console commands in either the terminal or blueprints

echo thorn
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hello people , has anyone tried WebVR??

trail shale
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@eternal inlet Have you messed with the WidgetInteractionComponent? I'm not sure it might have something to do with that

eternal inlet
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oh sry i forgot i posted it here also

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i solved it

trail shale
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what was the answer because I could see myself having that problem

eternal inlet
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i posted it in umg

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just a few mins ago, just scroll up, there's some screenshots

sturdy coral
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@stiff nest if you are using Oculus you will run into a problem with that (camera will be tilted after transitioning). there is an easy fix if you need it (it only happens in editor with Oculus, not in standalone)

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if you are on vive or oculus via steamvr it isn't an issue

stiff nest
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@sturdy coral our in-house programming has created a nice little node which resets hmd's orientation and position. Don't ask me how I aint a coder lol.

tired tree
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? thats a default engine node

full junco
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@gleaming river no, the vive uses OLED and no regular monitor can come close to the image quality of OLED

sturdy coral
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@stiff nest it's a little different of an issue (leaving VR leaves your view tilted).

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if anyone needs it the fix is in bool FOculusRiftHMD::IsHeadTrackingAllowed() const

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change ( GEnableVREditorHacks || EdEngine->bUseVRPreviewForPlayWorld ) to

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(GEnableVREditorHacks || (EdEngine->bUseVRPreviewForPlayWorld && IsStereoEnabled()) )

wintry escarp
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does a flat quad work as a laser in vr, or should I use a tube?

glossy agate
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Probably use a cube instead with emissive mat. Flat quad will just not be seen from certian angles

sturdy coral
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@wintry escarp yeah, the polygon savings probably isn't worth it. A cube with only interior faces may be the way to go, you would see that from everywhere even if you put your head inside of it

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but you may want it all facing out so the end caps face out depending on the look

wintry escarp
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whats the ue4 equivalent of unitys Time.deltatime, for use in functions that don't have a Tick passed to them

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just create a variable and pass the value into in something that does have a tick?

tired tree
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don't think that takes time scale into account though

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while the EvenTickDoes

wintry escarp
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into the I'm doing c++

tired tree
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so you would want to manually apply time scaling if you are usin it

wintry escarp
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bp make no sense

tired tree
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World->GetDeltaSeconds

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but at this point, google would probably be faster fyi....

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Also FApp::GetDeltaTime

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the world version should be adjusted by time dialation

wintry escarp
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thanks

mighty carbon
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sounds like am saving a lot of money by not buying Sp games for VR ๐Ÿ˜ฆ

full junco
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@mighty carbon ?

mighty carbon
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"Really lackluster as a single-player game"

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it just seems like no one can get even close to Lone Echo when it comes to SP

tired tree
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that game wasn't really made for sp?

wintry escarp
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I couldn't get float timer = FApp::GetDeltaTime(); going but FApp::GetDeltaTime works fine

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World->GetDeltaSeconds

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hmmm strange paste bug

mighty carbon
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oh, I was under impression it was Sp game with coop :/

tired tree
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@wintry escarp the world version is likely the one you want anyway

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since it works with time dilation

trail shale
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is there a way to fire an input event that OVERRIDES all other events? I'm not able to get something to worki because of the basemotioncontroller

tired tree
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ConsumeInput tick box

trail shale
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I have that ticked

tired tree
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what base motion controller? it doesn't deal with inputs normally

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yours?

trail shale
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able to do most of what I needed, I just wanted to do a global keypress when a widget is active

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I have the logic hooked up but the button isn't even clearing test mode here

wintry escarp
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but the world one is the one I couldn't get going

tired tree
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@wintry escarp did you have a world instance to work off of?

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@trail shale what is the action binding for those?

trail shale
tired tree
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where are you using those already? In the pawn?

wicked oak
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why dont you use the events directly

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if you are just going to rename them like that?

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the input system is so you bind to things like "Move Forward", or "Jump"

trail shale
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I'm still confused about the inputs in this whole VR setup

wicked oak
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and add multiple keys to that

trail shale
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I know but it doesn't fire period

wicked oak
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you might had that event on other place

trail shale
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in blueprint I tried just using the hardcoded inputs like that are listed there

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doesn't override take care of that?

wicked oak
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higher priority inputs override lower priority

tired tree
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you need to manage the priority yourself, default is the same for all

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so first to receive will consume

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if you even have inputs enabled on your motion controllers in the first place that is

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they are a seperate actor in Epics setup

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pawns auto register input

trail shale
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so just set basemotioncontroller input to 1 to make it go lower in the stack?

tired tree
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higher = more priority

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like blanco said

wintry escarp
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i have UWorld* currentworld; in the .h file and currentworld = GetWorld(); float timer = currentworld->GetDeltaSeconds(); //store deltatime in the .cpp

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ue4 instantly crashes when run even though it compiles

tired tree
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...then you are calling it without a valid world....

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ie: world isn't initialized yet

wintry escarp
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i though the game would create one that getWorld would point to

tired tree
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it will, eventually

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where are you first calling it

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wait..why are you even storing currentworld

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just get it when checking

wintry escarp
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in my player initialisation

tired tree
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why are you getting frame delta seconds in your init.....

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that doesn't even really make sense for like 99% of cases that I can think of

wintry escarp
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the getting the timedelta is in the play movement function

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i get the pointer in the initialisation

tired tree
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then the world isn't init'd yet

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or you transfer out to a different world

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just get it when you need the delta time

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you aren't supposed to store world references, they can go stale

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GetWorld() == nullptr is a valid state

silk lodge
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has anyone been able to build a project that uses vive tracking pucks with unreal 4.18?

tired tree
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what do you mean build? they are just treated as motion controllers now, shouldn't have an issue building a project

wintry escarp
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thanks, moving the currentworld = GetWorld(); to player beginplay fixes it, i will add a note saying it can stale in case bugs show up later

tired tree
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no....

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you didn't listen

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just GET IT when you NEED IT

sturdy coral
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@wintry escarp is this a UPlayer or something else

silk lodge
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@tired tree I've tried to build the project and the tracking pucks are no longer detected. I'll check the motion controller component

tired tree
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what are your input states for the motion controller? the enum for hand is different as of 4.17 I think for pucks

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finally

wintry escarp
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its my player pawn that's parented to various VR axis

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I'm chopping and cganhing various examples to get a ship moving about with touch controller

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changing

sturdy coral
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@wintry escarp do liike mordentral says and get the world each time you get delta seconds ๐Ÿ˜›

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world can change from seamless travel, etc.

tired tree
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if you are doing movement based on delta time it would generally be better to flag "inmovement" and run it in tick

sturdy coral
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even if you don't think you need it

silk lodge
tired tree
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yeah

silk lodge
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ill give that a try

tired tree
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they finally have them fully supported since 4.17, the special enums are for extra devices

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it used to just be treated as a partial motion controller, which wasn't correct at all

silk lodge
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well that's way more convient than the older approach

mighty carbon
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cool ๐Ÿ˜ƒ

mighty carbon
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how can I make my standalone app to run full screen? I'd like to record video when I am in VR, but the app runs windowed :/

mighty carbon
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anyone?

full junco
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r.setres 1920x1080f

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@mighty carbon

mighty carbon
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thanks

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what if my screen is 16:10 ? (1920x1200)

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will it maintain proper aspect ratio with r.setres 1920x1200f ?

full junco
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no, it won't I think

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it will stretch

wintry escarp
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do i need to push a player ship with physics to have collisions work? I'm currently setting position directly and i can go through scenery

wintry escarp
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i'll test it tomorrow, should also allow for a little momentum in moving

sturdy coral
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seems like a turd without a six-dof controller

mighty carbon
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I was just going to ask about that

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835 beats 821 though

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no price yet?

sturdy coral
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I don't think so

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6 dof tracking in the headset will at least help a whole lot with motion sickness relative to the Go

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people are saying it is targeted at china only

trail shale
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I'm trying to check whether an event is firing .... how do I arrange the windows so I can see the event graph while having the VR preview on?

full junco
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@trail shale I thought you are a firefighter, you should be able to see if something fires or not! ๐Ÿ˜›

trail shale
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@full junco One would hope.... it's not the fires you SEE that kill you, it's the ones you don't

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But seriously....how do I setup the debug filter to make a certain BP active while the VR is previwing

full junco
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don't need to, you just have to add a breakpoint there

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then the game will stop when it fires

trail shale
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What if I want to see AS it fires without interrupt?

full junco
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thats a concept that doesn't really apply in programming. you don't watch your code live in real time

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a function can run a million times per second

trail shale
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you know what I mean, the regular way when you can see all the events as they are firing , the data flow if you willl...normally in regular mode it happens naturally

full junco
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yes, but thats something you never really have in regular programming, and its super inefficient/inaccurate to use that for any debugging purposes, so better forget about it

trail shale
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it's great for an amateur trying to learn how everything connects

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the relationships

fresh laurel
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Well that sucks ๐Ÿ˜

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Wait if the target market is china why do they have an english page?

sturdy coral
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@trail shale can you not just drag the windows around?

trail shale
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@sturdy coral I tried, no change, even event tick didn't work

sturdy coral
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@trail shale so you do see the BP window but just the lines aren't highlighting?

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It may just be a limitation, I thought I've seen them activatigpng before while doing VR preview though

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Sometimes you have to select between multiple instances (like between client server or different pawns in the world)

glossy agate
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@trail shale I use sound to debug functions a lot just because itโ€™s easy and quick. Just make it fire sounds at different points till you find where itโ€™s broken

full junco
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interesting way to do it, but I've never used sounds for debugging. much prefer not having to stop the music thats running just for debugging stuff ๐Ÿ˜„

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in c++ I just step through the code, and in BP I use breakpoints and sometimes I fill everything with prints

glossy agate
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Yeah. I just use stuff that really stands out like random gunshot, or glass breaking. Print string was just too hard to see without the additional setup I just never implemented yet

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Mostly for me itโ€™s really specific functions though like when I was working on the inventory system I had to test only in VR

mighty carbon
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So, I was unable to record video using OBS from full screen mirror of my standalone VR build :(

mighty carbon
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How do you folks record your videos ?

shell karma
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I used geforce experiance

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it captures standalone build as an app so records whatever is running

wicked oak
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@mighty carbon I use OBS

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for my own videos

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allways been able to record fullscreen no issue

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and if you use the nvidia encoder, you dont get the highest quality, but you get quite usable files that dont fuck performance while recording

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the purely CPU encoder in OBS is slow as fucking balls, but its very very high quality

mighty carbon
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How do you run your VR game mirror in full screen? @wicked oak

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By default mine runs windowed

wicked oak
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fullscreen commandline..

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or alt + enter

mighty carbon
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What does that cmd line look like? R.setres XxYf ?

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Also, Oculus or Vive?

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Maybe mine doesn't record due to ATW/ASW

tired tree
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in full scree nyou need to game capture

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not window

wicked oak
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no

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"fullscreen"

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thats the command

tired tree
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and ATW/ASW has literally nothing to do with window present

mighty carbon
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Well, if I run it windowed and record display, video gets recorded

wicked oak
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there is also another trick ive done @mighty carbon

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specially good for you

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keep the windowed

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BUT

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remove the bottom bar

mighty carbon
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If I run full screen and record display, only desktop gets recorded

wicked oak
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you can hide the bottom bar

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then you just record windowed

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and then you cut the top off

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given that you have a 1200 vertical screen, you have 120 pixels that need to be cut

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so you can just cut the window title

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some of my DWVR videos were done like that

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once i finally got how to record

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i just recorded windowed and then zoomed in

mighty carbon
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If I record game (specified. Exe) I get only first frame and the rest of the video is frozen

wicked oak
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then record the window

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i allways do that, and it allways works

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as i said you have pixels to cut off from the window anyway

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use the nvidia encoder in OBS

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unless you want to do a final quality trailer

mighty carbon
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I suppose.. it's not going to be 1080p though

wicked oak
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and even in that final quality trailer

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becouse using the CPU encoderwill bottleneck the game

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what professional streamers do is that they have 2 pcs

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and have one pc dedicated exclusively to the encode

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that way the main pc works perfect

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you could do that with a laptop

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@mighty carbon your screen is 1200p

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trailer video will be 1080p

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you cut off 120 pixels

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thats why you can cut off the window header

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when you record video you will record it at 1200 p

tired tree
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you won't get video in record .exe with a full screen app unless you focus the app

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also why not borderless windowed in the first place?

mighty carbon
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I did.. but like I said I had first frame for the entire video.

wicked oak
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that too, borderless

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i just run the command Fullscreen

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and it works for me just fine

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recording the screen btw

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also, as i have 2 screens, i have OBS on the second, and this lets me see if everything is going well

mighty carbon
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Well, I did t want to run windowed in the first place, but I suppose I'll test that today

wicked oak
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i then run the video through editing to cut start/end

wintry escarp
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i thought NVidia shadowplay was supposed to record without crippling games

mighty carbon
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btw, more items popped on 4.19 roadmap.. Nothing too exciting :/

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maybe they are gearing up for pre1 release

wintry escarp
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is there a good example anywhere of the synth thing?

real needle
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Does anyone have a suggestion where I might find good (preferably free) step sounds for my vr experience?

sly elk
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I had the best luck recording with shadowplay at a high resolution

mighty carbon
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how/what did you do to record mirrored VR on PC ?

sly elk
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I recorded my video from a 2560x1440 window on my 4k monitor. For third person cameras I used spectator screens + render target

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so the footage was 4k and I cropped it in premiere

glossy agate
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I need to try shadow play again. It wouldnโ€™t work for VR for me before so I use OBS instead now. Maybe something has changed since last time I tried

mighty carbon
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hmm

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I didn't expect that recording video would turn into clusterf#ck. Gear VR had native capacity to record gameplay videos, so it was never an issue

tired tree
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its really not that hard man....

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I literally just have a single capture input in OBS that I switch out when running from editor each time I record a video

mighty carbon
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I am probably missing something.. Will experiment more tonight

mighty carbon
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if anyone tries it, please let me know if SP is any good

sturdy coral
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I thought you didn't like user reviews ๐Ÿ˜ƒ

wicked oak
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@mighty carbon it is fine solo

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but its a coop game

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playing solo its nowhere near as cool

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its just jump, board something, shoot some bots on mediocre combat, and continue

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on coop some people board, the others defend the ship, other guy does repairs...

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its much cooler

mighty carbon
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meh, I am going to skip it then

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@sturdy coral this wouldn't be user reviews, it would be recommendations ๐Ÿ˜‰

wicked oak
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if you want to shoot some shit, artika 1 is a lot better

tired tree
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honestly

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didn't care about it

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until you said that one guy does repairs

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sounds way more fun that first glance now

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I want startrek (show not vr game) level repairs, pulling out CPU bio cores and putting new plates in and scanning for problem areas

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that would translate wonderfully to VR

wicked oak
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@tired tree its FTL VR

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you play as one of the guys inside the ship

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literally the same flow as FTL

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thats why its better as a group, becouse one guy is the commander and controls the NPCs and similar, and the rest go board the enemy or whatever

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to command npcs you need to go to the bridge, and interact with a panel

tired tree
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nice, that is a good concept to port

wicked oak
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but you can be an npc and do the repairs yourself

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or board yourself

tired tree
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now we need xcom

wicked oak
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if you play solo you either leave the npcs on autopilot, or micromanage from the bridge

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if you yoloboard the enemy ship you wont be able to know shit about whats happening on the ship

mighty carbon
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Unreal Engine

As with any open world game, one of the main challenges is to create a world that doesnโ€™t get boring - both from a gameplay and visual point of view. Today, we want to talk to you about a solution that we created in Unreal Engine 4 that will help us with the latter.

wicked oak
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thats the kind of weird bullshit im trying to do mysellf

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in fact, im working on something very similar to it

full junco
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@wintry escarp all audio questions are taken care of perfectly in #audio

mighty carbon
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@wicked oak doesn't DA do the job ?

wicked oak
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its not the same "level"

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dungeon architect has basically 2 modes

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the "rogelike style" generation

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where it has a grid, and it adds modular meshes

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and the "snap" generation

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where there are a bunch of pre-made modules that get assembled

mighty carbon
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did you not see Ali showing off town generation with DA ?

wicked oak
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yes, but thats town generated from nothing, just with a grid

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in the thing above, they create the roads themselves

mighty carbon
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I see

wicked oak
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and their tool adds buildings around the roads

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making sure there is no buildings inside other

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but you see in the video

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first, they have an autobuilding tool

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and then they lay down the roads, and let the citygen put a lot of autobuildings on the roads

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then they start tweaking stuff

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thats similar to what im trying to do. My goal is to have procedural generation be an augment, but not a generator

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currently im still experimenting and improving my "automap" concept

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where i create a greybox, and then the generator details it

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that way i can have near final graphics on the greybox stage

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and i can iterate really fast

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on the autocity thing, they arent even the first

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Ghost Recon willdlands does automatic towns

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in their own engine

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they even edit the terrain to make the city part more planar

mighty carbon
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I see

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maybe Ali can add similar functionality to DA

wicked oak
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no, its outside of the scope of dungeon architect

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he should make the dungeons a lot more customizable

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make the plugin more useful than something to use for a quick prototype

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next thursday, houdini guys will be on the unreal stream

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they will show the tools they have for game development

mighty carbon
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Houdini isn't cheap

full junco
#

its funny that the microsoft headsets actually work really well outside. so you can walk around outside ansd have like 50x50 meters of play area

#

scroll down a bit, theres a video. its german though

wintry escarp
#

you couldn't really go out with vr here, if you didn't get ran over you'd get mugged

glossy agate
#

There is a park in my neighborhood where we sometime have Larpers. Maybe one day Ill see 50 people with HMD's having an ultimate deathmatch out there

digital marlin
#

Sorry if I'm behind on this regarifng AR Kit but I've been able to successfully do a compile, but it works only once or twice then it throws an error despite me only making light changes to a BP (i.e. translate something differently etc) .

mighty carbon
full junco
#

looks ok, but you dont need to have the stat stuff on the screen all the time, thats ugly when you want to record stuff

mighty carbon
#

thanks.. it's just a test, not for general public

noble charm
#

Does it run at 90 without shadow play

sturdy coral
#

@mighty carbon is it using landscapes or did you go back to a mesh

mighty carbon
#

@sturdy coral landscape

#

@noble charm 90fps, sometimes drops to 45 fps, but then goes up to 90 fps again. People with 1070+ and i5 should have 90fps all the time (although I am just starting, so who knows what I end up with, complexity wise)

uneven phoenix
#

anyone have a link for a tutorial or something on making Hand based VR raytrace interactions?

sly shoal
#

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

#

Asked awhile ago but didn't really get an answer ๐Ÿ˜ƒ

full junco
#

I did give you the correct answer to that

#

I could repeat it, but I don't think that's needed

sly shoal
#

Hmm, @full junco so what you're saying is that my other monitor with the spectator screen will still be running 90fps but will skip 1st and 2nd frame and only capture 3rd frame, resulting in a spike? or am I understanding it wrong?

#

Is there a better way to do something like this then? I just need a static camera to show what's happening, hopefully at around 720p without completely destroying the performance

stiff nest
#

Hi, to get the absolute position of the tracking camera in Unreal I was previously using ovr_GetTrackerPose and then subtracting that from the base position using Settings->BaseOrientation / Settings->BaseOffset.

Since 4.17 the plugin has moved from LibOVR to the condensed OVRPlugin and the functions I was using have now disappeared and I can't see a direct replacement (although I may have missed something obvious!)

What is the best practice way now of getting the true camera position relative to the HMD which would allow a box to be drawn where the tracking camera is in the virtual space as in the OculusRoomTiny CameraVolume example from the SDK.

tired tree
#

@sly shoal just run the capture every frame at a lower res render target

#

John is right, you either accept consistent every frame slow downs, or intermittent every 3rd frame hitches. The former is kind of better.....

sly shoal
#

I tried having the render target output to 1280x720 but that was laggy as hell, but when I put it back to 256x256 it was still laggy in VR

tired tree
#

are you manually capturing or letting it do it itself?

#

I run full 1080p captures and it drags things down, but its not terrible

sly shoal
#

I just created a new actor and set it to be spectator with texture, and then point to a render target as the texture

#

Have not touched much more than that, since I don't know what to change ๐Ÿ˜„

tired tree
#

so you aren't writing to the render texture?

sly shoal
#

All I have done is create a new render target, create a new actor, add a scene capture component 2d and point it to the render target, and then add this to the bp

#

That was all I could find out through the documentation ๐Ÿ˜„

tired tree
#

nah thats it

sly shoal
#

But then what could make my VR experience lag so hard compared to how you experience it?

#

I have a GTX 1060 (3gb) btw

analog topaz
#

hey guys quick question, does Dell VR headset share same motion controllers as oculus ?
cuz my client suddenly said he wanna use Dell VR headset for his scene and i have no idea what should i change to integrate the scene to Dell VR headset ๐Ÿ˜„

mighty carbon
#

that stuff is in 4.19

analog topaz
#

so any idea on how windows mixed reality controlelrs should work on a normal oculus scene ? ( i can't test it )

tired tree
#

All controllers use the same base class now (gearvr used to be seperate)

#

and the MR headsets use steamVR

#

the button mappings will likely be off though

mighty carbon
#

4.18.1 is out

wintry escarp
#

hurrah!

sturdy coral
#

@Mr Manly#9583 it could be CPU or GPU; if you run a separate process and do things over the network you can get gpu parallelism between the two views, and CPU parallelism for their draw call submissions

stiff nest
#

@mighty carbon don't tell my boss that. He only just got us onto 17.2 lol

sturdy coral
#

my approach now is just capture everything into a network replay, then you can run it on its own at 4K 30fps or whatever for recording

mighty carbon
#

lol

sturdy coral
#

if your game isn't networked though, it is too much work ๐Ÿ˜›

wintry escarp
#

wow 4/18.1 looks totally different

#

not really, ive no idea what it chnages

tired tree
#

Fixed! UE-51855 Cannot package project with assets contained in a folder named "Wolf"

#

best fix yet

sturdy coral
#

hah yeah, people were complaining about a wolf asset getting dropped or something

#

wolf was code name for switch

#

so they had an exclusion rule for any assets to avoid breaking nda

tired tree
#

thats....kind of silly

#

I mean, yeah, easy, but they didn't anticipate that screwing over people?

sturdy coral
#

I think it might have been at a higher level

wintry escarp
#

wolf seems very specific

sturdy coral
#

like a rule that applied to ps4, xbone, etc. anything in a console list

wintry escarp
#

ah ok

wicked oak
#

it was Wolf Air and Wolf Sea

#

in ue4

#

it was codename for the switch

tawdry dragon
#

@tired tree regarding the Mixed Reality Headsets, are they already supporting SteamVR?

#

Thought its something they would release later

tired tree
#

people have been using them with it

#

and it was a little buggy

#

but last windows update and SteamVR update resolved the issues

sly shoal
#

@muchcharles#2724 it's for showcasing a room that has some simple interactions, so no networking :D
So what should I do in my case? And is it something that I could find tutorials for? Since I'm probably too noob to figure it out by myself ^^

sturdy coral
#

@tired tree @tawdry dragon they have a page but nothing to download yet http://store.steampowered.com/app/719950/Windows_Mixed_Reality_SteamVR_preview/ , do you have to request a beta code from them or something I guess?

Imagine the thrill of VR combined with a phenomenal sense of presence. Thatโ€™s the magic of Windows Mixed Reality, where you can escape to the most immersive experiences โ€“ touring top travel destinations, getting inside the most exciting game...

Release Date

Coming Soon

โ–ถ Play video
wintry escarp
#

did someone post a fix here a few days ago that fixes ue4 starting with things rotated wrong on rift?

sturdy coral
#

@wintry escarp yeah I did

#

what I posted fixes things being rotated wrong when you disable stereo in the vr preview

wintry escarp
#

does it need the full source version?

tired tree
#

I don't think so? Think people are just on the beta branch of SteamVR, some guys have been playing all the normal SteamVR games with them.

sturdy coral
#

yeah it needs source, it is a small change to the oculus plugin

wintry escarp
#

oh ok

tired tree
#

it used to be closed beta....they said it was open now?

#

dunno, don't own one

sturdy coral
#

@sly shoal not much you can do, you can try running everything at 45hz and just dealing with interleaved reprojection or ASW, but 45hz doesn't divide into any common video frame rates well

#

@sly shoal package and do a shipping build and you will get a lot more CPU headroom

wintry escarp
#

I'm currently developing with fps locked to 45

tired tree
#

huh?

#

as in you are getting limited to 45?

wintry escarp
#

no I locked it to 45, got sick of hearing fans whirring

full junco
#

@sly shoal running a scene capture also has a pretty relevant constant cost, it's just expensive, so it will always be an option that you need to toggle so that those that have a 1080 ti can enable it, others not really

#

spectator screen is useful for recording trailer stuff, but not really for being enabled in a shipped game at the moment

wintry escarp
#

: spectator screen must waste gpu/cpu time

full junco
#

@wintry escarp controllers do look bad on 45, at least with steamvr, not sure if ASW makes that more acceptable

#

@tired tree any idea when valve will release something similar to ASW?

tired tree
#

lol?

#

one guy was working on it

#

no-one heard anything for months now from him

#

who knows if they ever will

sturdy coral
#

valve have been really quiet lately

#

I bet they are working on a 2D PUBG clone like everyone else ๐Ÿ˜›

tired tree
#

no, they are working on their card game

#

:p

sturdy coral
#

with dota numbers going down

tired tree
#

and "3 vr titles"...sure

tawdry dragon
#

@tired tree so you can only get access to the dev version of SteamVR if you get assigned a Dev Kit? ๐Ÿ˜ฆ We're getting our hands on the Dell Visor next week and it would suck not to get a head start on porting our Oculus/Vive apps for it ๐Ÿ˜ฆ

tired tree
#

I don't know currently how the application process works, people have been using bought hmds with it

#

it is supposed to open up now that its stable though

#

I wouldn't worry too much

sturdy coral
#

@tawdry dragon here's some documentation

#

but yeah says it needs a key

tawdry dragon
#

Cool. Inside out tracking really have the chance to fix one of the most frequent complaint from our customers

tired tree
#

setup?

tawdry dragon
#

yep

tired tree
#

for non games, it is truly holy grail level

tawdry dragon
#

Even with training they hate it

tired tree
#

for games....it is...sufficient from what I hear

tawdry dragon
#

Our sales team have a small Pelicase with an oculus rift+touch and a Asus Laptop. They have so much diffulty setting up the system when they visit a client

#

looking forward to just put the microsoft hmd into that case and let them run along

sturdy coral
#

@tawdry dragon you can run lighthouses off of batteries and have a bit easier setup than having to wire it all back to the PC

#

but yeah, inside out that just works is definitely the easiest

tawdry dragon
#

We're not even recommending the Vive atm because the lighthouse stuff is sooo sensitive regarding the environment

sturdy coral
#

ah yeah that's true, if it is on tripods it can suffer vibration from people walking around

tawdry dragon
#

yep. Or when at trade fairs, IR stuff from other boots can really mess it up

#

Had a talk with a friend where somebody had an IR light beside their booth. each time the light turned their direction the tracking messed up and somebody got so sick they nearly threw up ๐Ÿ˜›

tired tree
#

for the rift?

tawdry dragon
#

Vive

tired tree
#

mmmm

sturdy coral
#

kinect can interfere if it has the basestations within its field of view

#

because it is going at 60hz which is some multiple of the sync signal

#

if you use a sync cable it fixes most IR interference issues, but that complicates setup too

tired tree
#

gen2 lighthouses shouldn't really have that issue

tawdry dragon
#

Yeah. In the end our clients really think VR is pretty cool, but they dislike anything related to setup

full junco
#

for gaming lighthouse is still best though, gamers use the same room all the time so no issue to have the setup be limited to 1 room

tawdry dragon
#

yep

tired tree
#

I would get MR just for sit down dev

#

my vive setup is a wall apart from my computer

full junco
#

I am always using the vive sitting down, just have to turn left in my chair

#

1 lighthouse is seeing me there, and that's completely enough

#

I mean, my vive is seeing 1 lighthouse

sturdy coral
#

yeah with the 120fov I'm able to have my desk outside of the play area and still get coverage

tawdry dragon
#

Im pretty excited for the Vive Focus though

#

even if the hardware is not very powerful

glossy agate
#

@tawdry dragon I just got an email saying dev support for windows MR today, along with support for all windows MR customers to play steam games starting today. You should be good to go

tawdry dragon
#

Awesome man

full junco
#

they always said November 15

#

and that is today

glossy agate
#

Yeah, but he thought he could only support windows MR if he got granted a dev kit

sturdy coral
#

there was also supposedly a windows patch today or yesterday that fixed perf issues with it

full junco
#

is there anyone who actually got a windows mr devkit?

tawdry dragon
#

Next week is gonna be cool! New VR headset and a new car! I cant wait ๐Ÿ˜„

sturdy coral
#

pimax has already delayed

glossy agate
#

Let us know ifthe controller pitch is closer to Vive or touch when you try it

sturdy coral
#

sort of, they say the headset will still be january

#

base stations and controllers will be april now, they had told people february I think

full junco
#

well makes sense

#

valve isn't able to deliver high amounts of base stations in February

glossy agate
#

Yeah those delivery dates were pretty aggressive to start I thought

sturdy coral
#

yeah, and all the 2.0 base stations are just totally rebranded stuff with valve as the OEM

full junco
#

do you think they will even rebrand it?

sturdy coral
#

I'm not sure, I think they showed some pimax base station that had their color scheme on it

full junco
#

everyone knows it's valve. it's not like anyone rebrands the steamvr software

sturdy coral
#

but people said it had a sync blinker and was a 1.0

full junco
#

the 1.0 had to be their own because only HTC manufacturers them

#

though Linus tech tips was actually demoed the pimax with 2 vive controllers

sturdy coral
#

LG had their own 1.0 bases I believe

#

but probably just one offs

full junco
#

yeah everyone had their own 1.0

#

LG and pimax too because they don't want to use HTC stuff of course

#

but with the new being manufactured by valve, it's fine to just use that

sturdy coral
#

yeah, should save a lot of duplicated effort

#

same on lenses

#

and microsoft is doing the same too with providing the tracking

full junco
#

yeah

#

and the Microsoft ones will likely be super cheap soon for that reason

#

our best vr journalist here in Germany expects the windows headsets to be at $150 around Chrismas

tired tree
#

half cost by christmas?

#

that seems a little over estimating

full junco
#

yeah they feel super cheap and all use the same stuff from Microsoft, so he thinks they really start way too high now but there isn't much manufacturing cost, so it will very quickly drop

tired tree
#

this christmas is going to be big for VR regardless

#

even now when I am in stores there are always multiple parents asking VR questions in the tech sections of stores

wicked oak
#

@full junco unlike oculus, MR headsets are sold at a profit

wintry escarp
#

rift sales must be through the roof compared to this time last year

wicked oak
#

LG or HP do not get ANY profit other than the margin on the sale

#

Vive has all its viveport stuff, with is a bit, and Oculus has their store, wich is a lot

wintry escarp
#

oculus cant be losing money now, they've had over a year to cost reduce

wicked oak
#

but they have also cut cost in half

#

they can reduce that aggresively due to typical manufacture cost reduction + the fact that they dont care about profit ATM

#

they are going the console model. Control the whole platform and sell at cost or even at loss to grow that platform

tired tree
#

there is a reason they have been so aggressive about keeping SteamVR binaries out of games on their store and trying to get exclusives....

#

though they have been relenting on that as of late

full junco
#

@wicked oak yeah, and the profit they make at the current prices is likely huge

#

especially medion is really known for doing the cheapest stuff possible

#

aldi is always selling medion tech

mighty carbon
full junco
#

ideas no one has seen before, but they surely give you a sense of pride and accomplishment ๐Ÿ˜›

mighty carbon
#

whole new level of monetization ๐Ÿ˜›

full junco
#

I find it great how whole reddit just hates on EA the last few days

tired tree
#

they did before, it just wasn't pitchfork level

#

anyone with half an eye on the gaming market hates EA

glossy agate
#

New idea: pay to win campaign

full junco
#

yeah, EA was the most hated company a long time ago already

#

I just always blamed that john ricatiello guy and thought he's the evil guy

#

but it seems to be whole EA

mighty carbon
#

I actually don't mind pay2win, unless they make it where you are gonna have to end up paying to progress

#

(and I am guessing there is not easy way around that)

full junco
#

I would never even start playing a game that has microtransactions for non cosmetic stuff

#

unless the game is completely free to play

#

and fair to earn everything by regular playing

glossy agate
#

Its just bound to happen once you are publicly traded. Fiduciary duty is to the shareholders instead of the customers at that point. In the US shareholders can technically sue for not maximizing profits if they really wanted to.

mighty carbon
#

yeah, but I don't want to spend 100 hrs (unless it's that good of a game and hours don't come from pure grind)

#

think of it as a club @full junco

#

you pay your enrollment fee (cost of the game) and then you pay your monthly fees (subscription/DLCs/microtransactions)

#

I don't know where you are from, but it seems a wide spread norm in US for people to belong to different clubs. And guess what - they don't mind this system, even though it's all the same bs every time club meets (BBQ, gossip, etc.)

glossy agate
mighty carbon
#

it's a generational shift IMO.. Next gen of gamers won't be crying wolf about IAP

tired tree
#

lol

#

no they won't

#

because hopefully it will be complained about enough now to be reigned in

full junco
#

EA is currently doing that AMA

#

its hard to find their replies without going to their profiles because they are likely downvoted a lot

tired tree
#

is the ama actually about battlefront or is it that other game

full junco
#

its about battlefront

tired tree
#

them trying to keep it on message has got to be hilarious

mighty carbon
#

so, why do you see it as a problem? (again, perhaps the way EA did that was a bad way, but there should be a good way to go about pay2win)

tired tree
#

there is no good way to go about pay 2 win

mighty carbon
#

how so?

tired tree
#

I thought you were all about the art of games?

mighty carbon
#

If I want to buy more powerful weapon to progress faster, let me

glossy agate
#

Would rather pay more for a full game, (I get prices have to go up with general inflation) instead of games trying to trick me into just buying more shit, or even worse, trying to trick me into buying a chance to get what I want

tawdry dragon
#

I mean, the entire collectable card game genre has pay 2 win deep in the mechanics

tired tree
#

motorsep....battlefront is a MULTIPLAYER game....

full junco
mighty carbon
#

oh.. ๐Ÿ˜ฆ I thought it was SP

tired tree
#

it has a very short, very terrible SP campaign, it is primarily MP

mighty carbon
#

(I don't follow EA games as you can imagine ๐Ÿ˜› )

tired tree
#

even in SP, paying to unlock content is widly frowned upon

#

let them just unlock it in that case

#

adding more montary overhead to make up for poor design choices or slow progression is shady as hell

#

when the base game is already $60+

tawdry dragon
#

pay2win has no place in a $60 game

#

but if Battlefront 2 was free off the bat like League of Legends, sure

#

put it in

mighty carbon
#

I mean, imagine Diablo - you need gold to buy stuff. Why not to let people buy gold with real money?

tired tree
#

they tried that

tawdry dragon
#

yeah

tired tree
#

it got shut down

tawdry dragon
#

Real life auction house killed D3

#

so they had to take it out

tired tree
#

I had a nice $500 WD dagger though for a bit :p

#

imagine a game built around finding gear and upgrading it over time

mighty carbon
#

well, I don't want to shop at the auction (if it's like RL auction).. I just want to pay for in-game gold. Like buying credits for arcade machines. Like,$0.50 for so much gold, $1 for even more gold.

tired tree
#

then imagine a world where people with massive amounts of money could just buy the best gear in the game right away and breeze all end game content

#

it happens anyway on 3rd party

#

but built into the game kills all sense of accomplishment

tawdry dragon
#

well, in league

#

I have used real money in order to skip grinding their ingame currency for buying champions

#

so it can work out. I would be pissed though if League of Legends was not free

glossy agate
#

One way that may be alright, is an ingame storefront where its all just player to player trading and company can take a cut. less reason for people to think the developer is adding in extra grind to pry open wallets.

#

I think Wow had stuff like that. Never played it though

tired tree
#

best IAP is POE and Dota2

#

mostly poe

#

dislike the crate method

wicked oak
#

@tired tree dota 2 crates are very fair

#

first of all you can outright buy the stuff from the steam market

#

the mayority of normal skins are sub 3 dollars

#

also, if you do buy crates, you cant get duplicates

tired tree
#

oh I know, its just below POE level

wicked oak
#

i consider dota2 above POE

tired tree
#

meh

wicked oak
#

becouse in POE you look like SHIT unless you pay, and you gotta buy those stash tabs

mighty carbon
wicked oak
#

in dota 2 being 100% free is fine

#

@mighty carbon nope

#

built engine yesterday

mighty carbon
#

upvote it if you did (Epic confirmed they usually fix higher voted bugs)

#

I see

tired tree
#

@mighty carbon why are you even on a source copy of the engine?

mighty carbon
#

I was thinking about Nvidia VRWorks and saw that AH post

#

I am using launcher version currently

tired tree
#

....

mighty carbon
#

btw, Skyrim PSVR is coming this Friday

#

@wicked oak ^^

wicked oak
#

i have it preordereed

#

damn shame i cant play it on the devkit and run the debuggers ๐Ÿ˜ƒ

#

ill give a detailed "tech analysis" once i get it

#

given that im going to do that tech analysis anyway, same as ive done in other games

mighty carbon
#

I can't wait for Dec. 1, when Doom VFR is out.. I hope it works on Rift.

wicked oak
#

by taking care on analyzing other games and noting what works/doesnt work, i can have that in mind for my own projects

#

its kinda why DWVR is that smooth to play, if still ridiculously low budget

#

Doom VFR is another thing ill buy

#

and analyze

#

ill probably get the Ps4 version and pirate it on PC

#

same thing as im going to do with skyrim

#

on PSVR to do a tech analysis, and PC to actually play it

mighty carbon
#

lol, pirate .. shame on you ๐Ÿ˜›

wicked oak
#

im already buying the game at full price

#

the same game in fact

#

in the more expensive way (becouse ps4 is more expensive than pc)

trail shale
#

also says cast fails

#

obviously I'm not getting the reference here but the VR component screws me up because the widget exists in the world but not because of the level blueprint , so do I need to cast to the BP that somehow spawns the dockable widget?

mighty carbon
#

@wicked oak so if you buy PS4 and then you want to buy second PS4, you go ahead and steal it because you already paid once for it ? ๐Ÿ˜‰

wicked oak
#

Games arent bought

#

they are a digital license

#

they arent a physical thing at all

mighty carbon
#

that's besides the point

full junco
#

I agree with vblanco, I wouldn't buy a game twice

#

makes way more sense to pirate it then

#

but I also don't own any consoles, so I never need to have a game twice

mighty carbon
#

o.O

full junco
#

I hope my game gets uploaded quickly to some warez site after its released, is there anything I can do to make that happen more quickly?

mighty carbon
#

well, in that case why don't you let us all here play your game right now ?

full junco
#

because it isn't done?

mighty carbon
#

who cares.. we can provide some useful feedback ๐Ÿ˜‰

full junco
#

well, you are below my minimum specs

wicked oak
#

i would give steam keys to PSVR buyers of DWVR

#

and reverse

#

without any problem

#

on other things, my automap procedural bullshit got a huge boost in quality

#

panel and rock generators got redone, wich means the rocky walls are now much better, and the panelling in the floor doesnt have holes or other weird stuff

mighty carbon
#

looks cool on gifs

glossy agate
#

$130k, and they will be releasing spring 2018. Looks cool, but I don't think either of those targets will be reached if they need that much money to finish it

#

You try the free demo experiment they released?

mighty carbon
#

nah, I am at work

full junco
#

always chatting while at work

mighty carbon
#

๐Ÿ˜ƒ

eternal inlet
#

guys, i come accross a weird behavior... if i change the world to meters in the world settings, my chaperone floor sometimes seem to either raise or sink

#

you've seen that happen before and have an idea what that could be caused by?

#

seem to happen quite consistently if i call pause game

#

so tried not having the game paused initially, but then pausing it after 1 sec, and then unpausing again after 2 sec

#

still my floor screws up....

#

i set the World To Meters value to 200 in the editor

full junco
#

the steam audio implementation in UE4 curently does not support dynamic objects

#

@tired tree

wicked oak
#

i think its due to collision raytracing stuff

#

for the sound boucing around

full junco
#

the valve guy "played around with it" but doesn't ship the functionality currently

mighty carbon
#

too performance taxing ?

full junco
#

I dont know

wicked oak
#

most likely

#

static so it generates some stuff at build time

#

to make the ray bounces for sound better

silk lodge
#

the Nvidia ray traced audio does work with active object movements, but it's a huge cpu hit

wicked oak
#

also becouse you can prebake a lot of audio info

#

for example you can calculate how "open" is a zone, to create reberv

full junco
#

@silk lodge CPU hit? doesnt nvidias stuff run on the GPU?

silk lodge
#

It ran on my 3rd gpu just fine on a 6core system

#

but on a 4 core system with 2x 1080s it lagged hard

storm hare
#

does anyone have a good solution to load streaming levels without performance hitches?

#

as soon as I start to load a streaming level I get the steamvr grey until the loading is finished, kind of defeating the purpose of streaming levels

wicked oak
#

@storm hare ive tried

#

no

#

i tried to use async loader and limit load time, but still not enough

#

you are better making sure your levels load FAST

#

and can async load models/textures all that is possible

storm hare
#

ahh, that's not good news... wondering if this is a problem specific to VR or if the level streaming is just a hard to control section of the engine

wicked oak
#

it is a fucking disaster

#

truly is

#

i just want to load random levels in random places...

#

but nope

#

engine cant

#

(for procedural map generation, doing that is buggy as hell)

storm hare
#

I really don't mind if he would take 2 mins to load the level slowly in the background, I just want him to not impact the game thread

full junco
#

nvidia hasn't even updated VR works audio since 4.15 @silk lodge

wicked oak
#

i tihnk you can limit the time spent by the async loader

#

its on the options, have you tinkered with that

#

i think i did get usable stuff, but it was too much trouble for my needs

storm hare
#

yes, no impact, at least I don't notice any difference

wicked oak
#

and believe me, vr users wont give a fuck about a single load screen half life 2 style

#

UE4 loads SUPER fast

#

like absurd fast

#

i load DWVR levels sub 2 seconds

#

around 5 seconds on ps4

mighty carbon
#

I stream level in the background in my Gear VR app. Turned out to be pretty smooth.

trail shale
tired tree
#

@full junco yeah I saw that, the API supports it but he was talking about having to tie into engine traces to do it correctly

digital marlin
#

ugh anyone using remote build from windows -> Mac?

mighty carbon
#

is there VR on Macs? o.O

#

(and it seems that dev doesn't really rush to support his asset)

tired tree
#

??

#

you would have to apply the vertex offset to the outline as well

#

thats not exactly his fault

mighty carbon
#

well, it's no ones fault. It's just he had to include support for that.

#

I don't want to dig his nodes and whatnot.

#

btw, just tried that War Robots VR game about mechas.. Moving in WASD fashion did not make me sick (I am guessing because there is a cockpit around me). However, the way they made aiming is bizarre - almost puked

#

basically you aim with your head, except that when you stop turning your head, the camera doesn't stop and continues turning slowly decelerating

#

๐Ÿ˜ซ

tired tree
#

he doesn't "add support" for that

#

he doesn't know that you are animating it...you have to add that to it

#

also that mech system sounds stupid...

glossy agate
#

Yeah, so the motion controllers do nothing interactive in the world in the mech game?

#

Just controls locomotion? Seems like a waste of VR. Hopefully it will be fixed for the final game

mighty carbon
#

yeah, head is to aim, left stick is to move, one of the buttons on the left is for rockets, triggers are for miniguns

#

officially that demo doesn't support Touch or wands

#

I am surprised input worked at all

glossy agate
#

True, it was like a port of their mobile game as a test or something

mighty carbon
#

wow, still feeling sick from that damn game

digital marlin
#

reckon skyrim VR will be any good?

mighty carbon
#

not a fan of the game, so don't really care for VR version either

sturdy coral
#

@mighty carbon but if you don't buy any copies that's going to cost them more than @wicked oak only buying one ๐Ÿ˜ƒ

mighty carbon
#

lol

#

I'll buy 2 copies of Doom VFR if it works on Rift

tired tree
#

it will over steamVR

mighty carbon
#

can't they have a check for Vive, and if Vive isn't detected - quit the game ?

full junco
#

yes, they could

tired tree
#

they could

#

but I realllllly doubt they will

full junco
#

and someone would hack it and release a version that works on rift

tired tree
#

rerift

mighty carbon
#

lol

#

so, I managed to get PP ink outlines working in forward and it looks like shit ๐Ÿ˜ฆ

#
  • horrible aliasing
#

going to try deferred + TAA

full junco
#

TAA fixes everything

mighty carbon
#

I just tried FXAA and it wasn't that bad at all

real needle
#

Why doesn't vr.benablestereo true/false work in shipping builds any longer? Or is this just an occurence on my end?

#

I use it to switch between flat pawns and VR, and it has worked well up until 4.18

mighty carbon
#

oh well, PP outlines look bad in VR no matter what I do

#

deferred + TAA isn't that blurry as folks make it out to be, but no use for me anyway

glossy agate
#

Well killing floor incursion was released on steam today. Not getting a good reception though. Anyone play it yet?

eternal inlet
#

if anyone would care to try my repro project and comment on the issue on answerhub, i would very much appreciate

limber rose
#

hi all, @grizzled thunder and I are currently in Paris and will be spending time in London this weekend as well. VR meetup of any kind in Paris/London would be cool ๐Ÿ‘ฝ

eternal inlet
#

@trail shale when u have 4 hands as shown on the screen, try tab to the editor and verify u dont have an extra pawn or or hands that you shouldnt have.. thats all i can think of

trail shale
#

@eternal inlet yeah, that was it... But I don't understand how the game can spawn my actor without having it exist in the level, I know game modes specify that it's just a but weird...

tired tree
#

@mighty carbon you can smooth out outlines....I ran several iterations that looked fine in VR, and a ton of games run outlines for highlighting

eternal inlet
#

i guess if you have a pawn specified in your game mode, it automatically spawns one, and if you also have one in your level, you will end up with two

#

.. or something like that

mighty carbon
#

@tired tree how would you smooth out post process material outline in forward rendering?

eternal inlet
#

its driving me crazy and means that i can't scale the world while the game is paused

tired tree
#

@mighty carbon I wouldn't do a full scene PP in forward rendering currently

#

for outline

#

at least not with MSAA

mighty carbon
#

I see

#

I figured I can just ink characters and items, but leave scenery uninked

#

This way I can keep using that AllPlatformOutline pack

#

At this point seems like a decent compromise

tired tree
#

you can manually add that vertex offset that your tree's were doing due to wind

#

or remove the wind effect all together

#

like I said before, it isn't his fault or duty to provide support for that, because it entirely depends on the asset

mighty carbon
#

@tired tree I tried doing that last night. Kinda sorta worked, but since I am not big on shaders, especially complex ones, I am not sure how to fix it. Hopefully the author can give me a hint.

tired tree
#

you should literally just be able to copy the wind effect to his shader offset

#

from the tree

#

unless he is scaling his mesh in the material, then you would have to add the offsets together.

mighty carbon
#

yes, he is doing a lot of WorldPositionOffset stuff in his shader, so I need to combine it with Wind effects (which is also a bunch of WorldPositionOffset nodes)

#

and I added it, but it's out of sync

dusk vigil
#

@eternal inlet can give it a spin later tonight, but thats like 6 hours from now effectively

eternal inlet
#

@dusk vigil it would mean a lot man, and no worries if it's gonna take some time

#

very much appreciated

dusk vigil
#

shall do so

eternal inlet
#

๐Ÿค—

sturdy coral
#

@mighty carbon yeah you just need to apply the wind offsets before he applies his, and anywhere he queries the original non-offset position, you need to feed him the position after the wind offset instead

#

you may need a bit more, inflating isn't just scaling and depends on the vertex normals

mighty carbon
#

yeah, sounds messy to me ๐Ÿ˜ฆ

#

(because I am not into that stuff)

eternal inlet
#

i did some testing in 4.15, 4.16 and 4.17 and it works better in all those versions

#

like, the floorlevel does not get offset

#

but in 4.18 it gets offset and will stay offset until you restart the editor

dusk vigil
#

by pausing you mean pressing the pause button in editor i guess, since there is no pause gui button?

#

all round I think you could parse the post a bit clearer :

) what is the floor offset changed? down or up? how is it wrong exactly?
) what graphics artifacts should I be expecting to see? I see some blur/sharping in the text

Maybe add a UI button that does the pause ingame?

#

ah now i get it, the test scene does an autopause after 6 secs ok

#

my controller disappears completely during the pause

#

so, for me :
I dont notice a chaperone issue ( on oculus )
My controller disappears completely, but seems to react to buttonpresses
Graphics artifacts most noticeable as text sharpness / unsharpness

#

I seem to have heard a lot of complaints about 4.18 being a bit bodgy

sturdy coral
#

@eternal inlet I'm not sure it is related but there is a bug where if you turn off stereo and then turn it back on, tracking origin will get reset on Oculus

#

(if you had it set to floor, it will go back to hmd)

#

that's on 4.16 though, not sure about later versions

eternal inlet
#

@sturdy coral not sure about anything either, but since it works ok'ish on 4.15-4.17 it does not seem to be related

#

@dusk vigil thx for testing it out, and the floor offset only happen if you change the world to meters

full junco
#

that will be the most popular VR game soon

#

one of my friends just bought a VR headset for this (before the beta was even out)

#

Payday is huuuge

glossy agate
#

Yeah that looks so cool

dusk vigil
#

@eternal inlet I think you should break the problem up into discrete pieces, right now it's a bit of a mash of different things. Report each issue separately and clearly, I mean

#

Mmmm kinda tired of violent games but definitely gonna give PayDay a go, got it for free earlier this year

eternal inlet
#

will definetely get it too

#

the game im making as pretty inspired by it too

dusk vigil
#

@eternal inlet your 1 post now has 3 issues going on, so if I was a developer wanting bug reports, I would send back email to QA to break it up, cypress hill : )

eternal inlet
#

reason i reported things together, is because i think they're related... i realize it's a mush of different things

dusk vigil
#

Have you got any promo stuff ready, website, demo, etcetera?

eternal inlet
#

not besides my channel, but not much to show yet

#

im still working on it... hope to have something rdy to show before christmas

dusk vigil
#

twitter channel? nice tits there

eternal inlet
#

wut?

dusk vigil
#

your twitter channel has only some game posts, most noticeably juggernaut character with huge bazooms

#

from like 2012

#

I just followed you : )

#

Maybe you have another channel for the game itself?

mighty carbon
#

Payday 2 VR doesn't seem to support Touch :/

full junco
#

@mighty carbon because its officially only for vive

mighty carbon
#

so I suppose that's how Doom VFR will be ๐Ÿ˜ฆ

trail shale
#

@full junco oh shit why did you tell me about payday....I have so much work to do

sturdy coral
#

Damn, if Payday, Doom, Fallout, and Skyrim all don't support Rift that will be pretty brutal

#

I see bethesda's reason but not the payday people, though apparently they are tied in with StarVR?

wicked oak
#

so payday 2 doesnt work native touch?

#

i guess it works through typical shitty steamvr "emulation", no?

full junco
#

its not shitty

#

and I don't know about the payday devs motivation, but they might have some partnership with HTC or valve

#

they always talked about it being for vive

#

or they might just prefer to not support a closed platform where their own headset (starVR) won't work with

#

starvr will be steamvr compatible I think, but not targeted at consumers

#

payday vr seems to be really good though

#

friend who played it said its better than he expected, it feels more like a native vr game than a game that was ported to VR

sturdy coral
#

SteamVR integration works well, except for that one haptics bug

#

But yeah payday is disabling support I guess with headset detection

full junco
#

hm, why do you think that?

sturdy coral
#

Well I'm not sure, maybe it is something else, people just said it didn't work with touch

#

I guess it still boots up and let's them look around?

wicked oak
#

it boots up and let you look aroudn

#

controllers arent detected at all

#

OpenVR emulator hack does work

sturdy coral
#

The emulator just presents it as a Vive?

full junco
#

ah, so they really actively try to not make rift work?

sturdy coral
#

Same as the Google Earth workaround?

wicked oak
#

google earth was an actual DRM style check

sturdy coral
#

I wonder if their multiplayer cheat detection will ban for injectors

full junco
#

the google earth multiplayer cheat detection?

mighty carbon
#

geez

#

btw, has anyone watched Houdini stream today ?

eternal inlet
#

@simrak#0804 gotta be someone else u followed.. its not me atleast ๐Ÿค”

dusk vigil
#

basic games with no oculus support tend to be pretty bad, particularly when made with unity : for example guns dont point forwards but down, and buttons dont work. Thats why I like Unreal, the input abstraction layers are considerably more solid.

#

Very sad to hear payday not working nice, will verify for myself soonish

#

I prefer Oculus at home, Vive at work just due to space/setup issues

sturdy coral
#

@eternal inlet seems to use the same profile :)

tired tree
#

the gun facing is a controller orientation thing

sturdy coral
#

I see what he is talking about too, looks like just a mobile game that hijacked your feed

tired tree
#

the "input abstraction" has nothing to do with it, touch and vive have different orientations in UE4 as well

dusk vigil
#

sure, but they are so small and easy to fix. no reason to not support both plats

sturdy coral
#

Yeah you have to use a different pivot to use the same model for Oculus via OpenVR vs Oculus via OVR

dusk vigil
#

one extra day of work...

tired tree
#

i'm just saying that your main complaint there is an issue with both engines

dusk vigil
#

ok, maybe we confuse the issue. but so far as ive seen unity is not as easy to support both as ue

#

will check on that soon, since i will be running a week'long gamedev course with unity, and i havent used it for vr since 2016

tired tree
#

considering the vast majority of VR games are on Unity

#

willing to bet you are incorrect there, or at least didn't use the popular tool sets available from the community

dusk vigil
#

best brush up on it : ) I got the impression that you choose one or the other

#

and have to merge the two yourself, unlike unreal where the abstraction handles input

#

last time i looked, unity you had to have the steam controller code to add input control

#

but yeah, vrtk probably takes care of it, best i check how that is working now

#

i am talking out of the box

tired tree
#

vrtk has a unified input, they don't do anything special

dusk vigil
#

yes sirree bob. but vrtk is not the assumed entry point for any and all devs

#

therefore may i be righteous and say ue4 vr entry is slightly easier

tired tree
#

i'm saying that they don't combine inputs

#

that they use engine defaults

dusk vigil
#

Morden, can we just say so : if somebody devs with unity, and assumes vive, it will work slightly less well than the same situation with ue4 : ue4 demands only some small fixes

#

whereas with unity you will ( without a layer like vrtk ) have to work it out yourself to support rift

#

am I wrong?

tired tree
#

yes I think you are

dusk vigil
#

Will verify next week, good if it is so

tired tree
#

there are entirely different input events for oculus over vive in UE4 as well

#

seperated by two different plugins

#

and unity acordding to its documents treats them as joysticks with agnostic inputs

#

same for oculus api in unity

dusk vigil
#

excellent link, thank you... it was just a week ago that somebody was hacking into the vive controller code, and i did not know to guide them better

tired tree
#

treats it as a joystick

#

hell, considering that valve directly implements OpenVR in Unity, it has a ton more first party support anyway

#

I had to manually implement the api in a plugin for people....

dusk vigil
#

Any other things that come to mind if you had to give people a crash course in VR dev ? My plan currently is to have day 1 of theory and brainstorm, then 4 days of getting hands dirty

#

5 day course

#

My main fear is the limitation on how many devices the place will have, I hope to have 1:4 ratio minimum...

tired tree
#

why are you teaching VR dev?

#

in an engine you haven't touched in a year

dusk vigil
#

I will brush up on it in the next couple of months, no fear of that... but i dont want to plunge them into ue, since that would take more time. course start in January/February

#

It is no problem, a good question is whether to push them into clean environment or with vrtk f.ex

tired tree
#

easy stuff, then vrtk, then if they want more they can implement themselves

#

you won't get anything "impressive" done otherwise, and VRTK if nothing else is an implementation reference

dusk vigil
#

Actually, have been working with a unity prototype made by some other guy, but it was oldschool vive only, he hooked it up direct to vive controller, thats why I was under the impression unity has not got their shit together on the controller abstractions

tired tree
#

you should read the documentation, I don't even use Unity, I just keep up on it because some of the implementation is better than UE4 and is worth porting

dusk vigil
#

I figure I would challenge them to make either a) pong or similar minimal game b) a gui experiment with vrtk c) free project

#

Then run around the class playing mentor

#

rather hands dirty than just a paint by numbers job

mighty carbon
#

I guess everyone is out

odd garnet
#

Any ideas gents?

full junco
#

@mighty carbon I never understood why google sold them

wicked oak
#

its impressive how much skyrim vr gets hit due to no Dpad/joystick

#

gets hit MASSIVELY

#

also bow is completely unusable due to the moves

#

@mighty carbon looks great

#

i love that grass

#

im seeing you are using postprocess effects on the toon, while the terrain (most of the screen) doesnt have toon effects

#

i can send you my toon shader, its very easy to use

#

and that way you dont need a postprocess other than for outline (unless you use mesh outline)

mighty carbon
#

Thanks @wicked oak

#

No post process at all

wicked oak
#

oh, thought it was postprocess

#

probably due to TAA doing weird things on it

mighty carbon
#

No TAA

wicked oak
#

then why its kind of blurry?

mighty carbon
#

Forward + MSAA