#virtual-reality

1 messages Β· Page 151 of 1

mighty carbon
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No idea.. compression artifacts?

wicked oak
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could be

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btw @mighty carbon , im testing some things on my toon shaders to give them more depth

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a "cubemap"

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just some very blurry cubemap reflection in the shader

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to give them a bit of extra illumination past the pure toon light

mighty carbon
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Why would you do that?

wicked oak
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becouse toon looks far too flat

mighty carbon
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Got a comparison screenie to show?

wicked oak
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at the moment im abusing the skylight for the cubemap, let me show

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well, nvm. Im doing other things with the shaders and they are half-made

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ill show next progress pic once i got it.

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basically i found "Pure" toon shading to be a bit too flat in my maps

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so im testing more things apart from pure toon shading, like giving itsome lightmaps and other things.

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for enemies i think ill keep them pure toon shading becouse i cant bake light on those

mighty carbon
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I can't really bake lighting on my map

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Too big

wicked oak
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this picture i posted a couple days ago shows the style im experimenting with atm

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of course the materials and the art arent done at all

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ill probably leave this here until i get a concept artist to create a better style that ill then try to do realtime for cheap. Got everything i needed for a prototype now

mighty carbon
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So, what's the difference between standard default lit and special toon with cubemap? (I assume that's what you used on the walls)

wicked oak
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toon + cubemap would be incredibly cheap

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to render

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but im still doing testing with all this stuff. My goal is to not have default shader at all

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nor any light

mighty carbon
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My toon is default lit material

wicked oak
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at all

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i want to have the whole game on Unlit shading model

mighty carbon
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Then you won't have shadows cast onto surfaces

wicked oak
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i know it is perfectly possible , know incredibly high quality games doing that. it would let me do completely custom lighting in the game

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no i wont

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i might do blob shadows

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but you dont want shadows anyway on VR

mighty carbon
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I do

wicked oak
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for static shadows ill need lightbaking, but i cant use unreal default lightbaking

mighty carbon
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I don't like shadowless games

wicked oak
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my map is RNG generated and you cant use unreal lightbakes with that

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good that houdini can bake lights, once i get how the fuck that works ill have my own lightbakes as part of the pipeline for the modules

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for enemies i will do a improved version of the blob shadow i implement in DWVR

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where i have 2 balls attached to the feet of the enemy, and they have a transparent shader that reads scene depth and calculates distance to center

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then adds black

mighty carbon
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Blender bakes lighting too

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if your level is randomly generated in runtime, baked lighting isn't an option no matter the package that will be baking it

tired tree
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yes it is....

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Blender isn't houdini

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Houdini's entire "thing" is generated levels

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also he isn't generating "live", he is generating in editor

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though it likely only generates a texture to add to the material, but he is working off of flat shading, so he can likely get away with it.

wicked oak
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yup, exactly

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my current pipeline is a very low poly collision/guide mesh

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that gets sent into houdini, wich details it and adds effects

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so in the same automated steps i use to generate the final mesh, i could just use the new "auto uv" thing it has, and bake normals/AO/lightbakes all at once

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they showed that baker yesterday

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on the houdini advert

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i mean, stream XD

tired tree
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Basically blanco is trying to get to the point he can push out a level a day :p

wicked oak
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not one

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multiple

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and im not even kidding

tired tree
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pfft, gotta play test em

wicked oak
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true

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but having all this pipeline weird stuff

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means that i can do dramatic changes to the base geo

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easily

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and in less than 5 minutes have it all on the "final" geometry

mighty carbon
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if you generate levels offline (in the Editor) you can bake lighting with Lightmass

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and with new volumentric lightmaps it will look sweet

wicked oak
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basically going from greybox into near final geo automatically

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but i cant @mighty carbon

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dynamic levels are part of the game concept

mighty carbon
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why not? \

tired tree
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why would be anyway if he is working off of singular light directions

wicked oak
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the game concept is a bit like Warframe

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Warframe has different rooms it assembles for a full level

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im doing exactly that

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i do design each room separately and all of that

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but as each of them gets spawned in and moved, you cant use lightmass on it

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funny enough you can in unity

tired tree
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which is why the toon shader works so well

wicked oak
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exactly

tired tree
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you can pre-bake set angles for lights

wicked oak
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or even just code the light in the vertex colors

tired tree
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yeah

mighty carbon
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so you want lighting to be baked into each module and then you can re-arrange them randomly in the Editor and insta-test them ?

tired tree
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like typical voxel AO

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and lighting

wicked oak
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yup

mighty carbon
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I see

wicked oak
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i already have the automatic arrangement thing

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even if i only have a couple modules done

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but the workflow is starting to be very good

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as i can create new modules really, really fast

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and if i do changes to the "base tileset", i can update all the modules with the new graphics quite fast

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for the "final" quality of the game, modules will be more personally made, with more props and more detail

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but for the current testing, having such a workflow is gold, as i can test how the game runs with interesting graphics instead of greybox

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this is an incredibly simple hallway section

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panelling on the floor and rocky style walls

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original geometry

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currently seeing if i can bake that light into textures

mighty carbon
wicked oak
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that for sure

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the lack of joystick is huge

tired tree
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I would buy it on PC....but my play style kills the game, I couldn't even complete it on release on PC

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dont think VR would go any better for me

glossy agate
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Are the menus and stuff easy enough to use in Skyrim VR? Seems like it’s gonna be hard to get right in this and FO4

wicked oak
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@glossy agate same menu as console

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instead of using dpad to navigate (moves dont have dpad) you move the move in the direction you want

glossy agate
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Like setting fav spell hot bottoms work? And you can eat 500 cheese wheels fast?

wicked oak
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yes

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its all the exact same skyrim as usual

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just with motion controls for combat and a VR camera

glossy agate
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Well if we get a PC VR version I’ll have to get it.

tired tree
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we are, its just down the road

wicked oak
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and we are getting fallout soon

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wich is a much better fit

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GUNS > everything in vr

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becouse guns just work perfect

sturdy coral
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I still thing the bow in the lab is one of the best things in vr

alpine torrent
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@sturdy coral not that VR Funhouse?

tired tree
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dunno, fallouts guns look very basic so far...

mighty carbon
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still want to have reloading like this one done in my game πŸ˜ƒ

sturdy coral
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@@alpine torrent The funhouse one had better fire, but the speed and pull back strength variation etc. wasn't tuned as good as the lab to me

mighty carbon
glossy agate
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Yeah the excuse for why it wasn't working sounded a little fishy haha. Especially cause people with revive were having problems with it too

wicked oak
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more testin

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finally managed to bake AO on the rocks

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testing some props that use the fully dynamic toon style

tired tree
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@mighty carbon their official response originally was that it was unintended

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and that they had just never tested with a rift

mighty carbon
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Yeh

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But that was because a lot of gamers got upset

tired tree
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dunno

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its their own engine, not unity or steamVR

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and the HMD loaded, the controller just didn't

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I could see it having issues and not loading the controller hwen it couldn't bind to the correct buttons for play

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its a plausible excuse, still silly to not even try to test on a rift though, since SteamVR supports them

neat karma
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hey dudes

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anyone know of any issues in 4.17 where the engine would return false for IsHeadMountedDisplayConnected() with the Vive?

full junco
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@tired tree @sturdy coral there was a dev-rendering merge to master now, and it looks like Epic added some "dynamic TAA upsampling", seems to be some sort of dynamic resolution stuff that uses TAA to upsample more efficiently...

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there are way more commits about the stuff in that merge

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@wicked oak

wicked oak
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rip in pieces

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btw TAA upsampling with dynamic res sounds AWESOME

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specially for VR

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thats like what doom in the switch has

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it renders at like 500p but does temporal upscaling to 720p

full junco
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though it will need TAA, and most VR games don't use TAA

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so I think its not primarly targeted at VR. also because they say VR plugins are broken, so they never even tested it in VR

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seems to be more targeted at consoles like switch

wicked oak
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most likely

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but you could use it with 150% screen resolution for vr

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specially on higher frames, TAA looks better on more frames

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as the frame differences are smaller

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im targetting 120 fps on PSVR becouse im insane with the next project

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after all i wont have ANY light

full junco
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yeah, that might work

wicked oak
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and btw. Damn shame but dungeon architect snap MAP builder is as broken as usual

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unreal just cant handle levels inside of levels at runtime

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it breaks

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lots of crashes and errors ive tried to debug, and turns out they are problems on the motherfucking task graph general ticking system

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or garbage collector

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ill have to use everything with blueprints

mighty carbon
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Why wouldn't you use BP modules @wicked oak ?

tired tree
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@full junco you sure that dynamic res will require TAA? Its been in the works for awhile and the text on there looks like it is just packaged in with the same pull

full junco
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it might be completely seperate

tired tree
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I haven't looked at the changes yet, but from comments they made previously it was going to just be an engine wide feature

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they were talking about rolling it in specifically for VR

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and I doubt they would require TAA for that

full junco
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they already had the dynamic res stuff for ages now, but only for rift

tired tree
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thye didn't even do that

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this is intended for all games, all renderers I think

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they had it listed as an upcoming feature in a recent talk

full junco
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ah, what talk?

tired tree
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think it was the RR one

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going over perf

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they mentioned wanting to bring dynamic res into the engine fully

full junco
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ah

tired tree
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as a "future goal"

full junco
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do you think it will be better than the rift dynamic res in any significant way?

tired tree
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doubt it would be worse

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likely far better

full junco
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in what way can it be better though?

tired tree
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well..everything can use it

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and it can't break with changes being part of core

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they want it in 2D

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I didn't look into oculus's implementation or their new one

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no idea if they differ

full junco
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well, the existing oculus stuff of course only works in VR since its taking the higher res buffer and scaling that down while sending it to the headset essentialy

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but I use that for a long time now in my game

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so their new stuff will surely be more general, not just VR

tired tree
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mmmm

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it appears pretty robust

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DynamicResolution.cpp

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also: else if (bStereoRendering)

  • {
  •    // Change screen percentage method to raw output when doing dynamic resolution with VR if not using TAA upsample.
    
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yeah, its a totally seperate feature, they just had to make accommodations for the new upsampling.

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I wonder how it will behave with the new spectator screen setup they plan on adding, since this system works in viewport namespace

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"should" allow the spectator screen to dynamically resize seperate from the VR one

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@full junco wtf...how did I miss this? 4.18 added "vr.SteamVR.PixelDensityAdaptive"

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they removed it again in 4.19 when they made the global system

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but its in 4.18

full junco
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oh

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so they actually unified the rift stuff with 4.18 already?

tired tree
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kind of, it lists it as "steamVR's" implementation nvm

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feel bad for the poor guy that had to implement it only to have it removed a month later though

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it might be a direct oculus implementation port dunno

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never looked at that code base

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" // If we've actually changed, we need to disable TAA to avoid artifacting, and then restore it the next frame.
if (FrameSettings.CurrentPixelDensity != AdaptivePixelDensityBuckets[CurrentAdaptiveBucket])"

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and that would explain the TAA changes in 4.19

sturdy coral
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@tired tree @full junco I think the new TAA upsample is they use a higher res history buffer and write to it with the offset from the camera jitter

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so instead of just supersampling at a subpixel level, they get supersampling to a higher res target

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not sure though, but just assuming that because they have some stuff in there for mip biasing

mighty carbon
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When is preview of 4.19 coming?

full junco
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@tired tree disabling TAA for one frame doesn't sound like a good solution though

odd garnet
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I did a thing

odd garnet
tired tree
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@full junco that was what they are doing in 4.18, I meant that they probably implemented the dynamic TAA scaling in 4.19 to handle that better.

wicked oak
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OOB?

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btw video not workin

glossy agate
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out of body. Ill upload again. Looks like it broke trying to strip the music out

tired tree
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ah nice, you are using the OOB camera I set up for a death anim

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thats a cool idea

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generally people decouple into ragdoll

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but I like that concept

glossy agate
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Yeah you bleed out in 20 seconds so you gotta get a heal, or it will rag doll when Im done

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For testing though it just respawns right away cause I unhooked the rag doll bit

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@tired tree not sure if you have any ideas on it but currently the pawn will just face same as HMD while crawling, and movement is still just motion controller relative. Not sure if it would be better to de couple everything and have it control like a top down game when maimed. Problem is players will be moving controllers so that would be hard to figure out

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I also gotta turn off gun viz, and disable any type of input for it while maimed or you can still shoot people haha

odd garnet
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"dead man walking"

tired tree
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@glossy agate don't attach to the parent relative during the crawl

glossy agate
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Its not attached

tired tree
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then it shouldn't face the hmd

glossy agate
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doesnt HMD set the capule rot though?

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When it crawls away, capsule and everything goes with it

tired tree
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capsule yes

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not actor

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if its not attached to the parent relative then its not following the capsule

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ask me in the other discord though

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this is plugin related

glossy agate
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ooooh. I got it NVM.

eternal inlet
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very nice looking @glossy agate

glossy agate
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Thanks man

eternal inlet
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im working on vroptionsmenu now, and made a setting for controlling sfx,music and master volume, so that means i need to make a lookup everytime i spawn a new sound. is it ok to store such things in ie. gameinstance or are there some performance penalty to doing that?

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actually i also need to store references to all ambient, looping sounds and change them, so they update with volume setting changes

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kinda suxx to have to cast everytime, but i suppose i can make som interface to call so all active actors get updated values stored locally instead

uneven moon
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Any1 here doing PSVR?

full junco
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@uneven moon lol, how often do you want to repeat that question? you know theres exactly 1 person here doing PSVR and you know exactly who that is

uneven moon
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Damn

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Was hoping others would've hopped in by now

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FPS cut in half on PSVR rip, I thought the PS4 was more powerful than min-spec VR PCs

full junco
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no, the PS4 pro is still below min-spec VR PCs

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and the regular PS4 is way below

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even the xbox one x is only roughly min-spec VR PC

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so you need to do a lot of optimization to get your game run good on a PSVR, unless you were compeltely draw call limited before on PC

uneven moon
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yeah it was optimized to hit 90 FPS on min-spec PC and even at bare minimum on everything on PSVR it's still hitting like 45 fps and the res is really shit

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gonna have to make some big changes

full junco
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yeah

uneven moon
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How did games like

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London Heist

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Get such good graphics e_e

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Boggled

full junco
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with a lot of optimization probably

sturdy coral
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@uneven moon london heist uses something like multires shading

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they have a newer talk too but it only has slides

real needle
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@sturdy coral You usually know the answer to these things: Any idea why vr.benable stereo false/true doesn't work in a shipping build anymore?

sturdy coral
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@real needle not sure, I'm still on 4.16 atm

wicked oak
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its also Phyre engine

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a very simple engine that is more of a toolset to build your own engine

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pretty sure you can use exactly the renderer you want and simplifiy the graphics

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@uneven moon use forward render

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+30% speed on ps4

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also check the CPU time

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@real needle becouse they changed how this stuff works

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the commands and all of that

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there is a blueprint node "enable stereo", use that

wicked oak
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i was playing FF14

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and found something interesting

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it is a great example of how BAD antialiasing can be

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it is trully horrid

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its using "masked" materials on all of its vegetation

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this means the pixel crawl when running around in any area that has any vegetation is completely insane

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and thats after fxaa applied

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without fxaa its laugable

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just look at this shit lmao

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see all the dots?

uneven moon
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@wicked oak Yeah I'm using the forward render with instanced stereo, but it's definitely hardware limitations considering my PC build which ran at 90 FPS on a min-spec PC. The benchmark on the PS4 GPU scores half of the GTX 970 so running the game at 45 FPS made sense. I got it up to 60 FPS which I think is good for PSVR, am I wrong?

wicked oak
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no you arent

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but it needs to be 60 fps whatever happens

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make sure to enable the TRC errors/warnings on the debug configuration

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in the devkit

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that way if you ever drop below 60 it will show a warning on the screen

uneven moon
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Ah fair enough, thank you.

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@wicked oak I haven't been able to find anything for the PSVR input mappings, how'd you find them? I know trigger is the same, for example. I may just have to experiment with Face Button values to figure it out on my own

glossy agate
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@uneven moon which game are you putting on psvr?

uneven moon
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@glossy agate Wraith and The Perfect Sniper both

real needle
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@vblanco I missed that in the patch notes... Time to read again. Thanks a bunch

wicked oak
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@muchcharles#2724 i got a job offer to be one of the vr programmers for that sony london studio

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but i answered that it was complicated as someone from spain, and they havent replied...

wintry escarp
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you don't wanna move to London, filthy cesspit it is

wicked oak
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its the mercenary life tho. It would have quite good salary

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and it actually wasnt for a "junior" spot, but a bit higher than that. So it would look impressive on resume

wintry escarp
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Β£10,000 a week to live in a cardboard box in london

wicked oak
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im aware of that

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once hearing about final salary, work location, and time needed to be at office, i was going to do research of where i could live and similar

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i wanted to get a job in UK mostly so i can practise my english well, and salaries tend to be way higher than spain

sturdy coral
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@wicked oak is it just complicated because of brexit, or even before?

sturdy coral
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@full junco what do you use to decide if you have a rift or a vive controller when using only steamvr?

tired tree
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Use the OpenVR hardware queries

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@sturdy coral

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thats the section from my openVR plugin pulled out into pastebin so its less confusing

sturdy coral
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@tired tree awesome, thanks. do you use Prop_ManufacturerName_String ?

tired tree
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yeah generallyu

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but you can directly query for model fo the controllers as well

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IE: knuckles or wands

sturdy coral
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ah right

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yeah that's probably going to be important eventually with MS and pimax too

tired tree
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all 1000 series are generic, all steamVR devices have them

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HMD, controllers, trackers, ect

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the rest I prefixed and noted

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the string values are the most useful generally, but there are float, int. int64, matrix, bool ones as well

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don't mind the storing enum values in meta btw :p

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can't actually do the full values in a blueprint enum

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since they only allow bytes

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I was managing a prefix on the number originally but OpenVR balooned in how many enum values it had in the last update

sturdy coral
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@tired tree does UE4 automatically include your LICENSE.txt file when packaging?

tired tree
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nope, I am pretty sure I could force it to

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but I feel like that would be intrusive

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there are many ways to include that

sturdy coral
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yeah, they have some system for doing it

tired tree
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eh?

sturdy coral
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might be tied to ThirdParty directories or something

tired tree
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maybe

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rather give people the choice though

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some like the one folder with all licenses in them

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/ one txt file

full junco
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@sturdy coral well you got your answer already πŸ˜„

sturdy coral
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looks like rift via steamvr maps everything to different keys than rift via ovr?

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shoulder instead of ovr facebutton2, nothing for ovr facebutton1?

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@full junco is there any existing event for button X, button A? didn't see them trigger anything in the debugger

full junco
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@sturdy coral I don't know

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isn't one button there something like that upper button on the vive controller?

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haven't used my rift for a few months

real needle
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Hey all - I've been tearing my hair out on this. My VR mode only works in a compiled build or in "VR Preview".

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If I just run the game via either "Standalone" window or just the default I can't get VR running

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Is this normal?

full junco
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@real needle yes, thats how its supposed to be

real needle
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Damn.

full junco
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why are you "tearing your hair out on that"?

real needle
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So, in the app I'm working on I have a button that enables VR mode.

full junco
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you can enter VR from a standalone game

real needle
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I've got a teleport issue I'm attempting to debug - which I cannot do from a compiled build.

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If I boot in VR Preview I don't get the menu or functionality of the game.

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So, I'm kinda stuck.

full junco
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why do you need the menu to debug a teleport issue?

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if you debug VR stuff, you dont need the "2d stuff"

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if you debug "2d stuff", you dont need vr

real needle
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I make architectural visualization software. The real estate agent clicks an "Activate VR" button to activate the VR experience, or they can click "Activate Desktop" to just walk around with WASD. They press Esc to come back to the main menu.

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We move into and out of VR based on the user experience requirements.

sturdy coral
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@full junco yeah Y and B seemed to be mapped to the shoulder like the upper button on vive, but I didn't see anything for X and A

full junco
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Y,B,X,A? I only see X/Y buttons on my rift controller

sturdy coral
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@full junco left has x/y, right a/b

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or maybe that changed, I have prototype ones

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they also have two system buttons instead of a system anda menu

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but the left system button still works as menu

uneven moon
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Whenever my AI get near me, my FPS drop

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Using 'Stat Unit', the bottleneck is on 'Game'

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Any idea why?

sturdy coral
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you should try the profilers though and see if you can see if ai is where the cpu is going

full junco
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@sturdy coral ah yeah, forgot about that left/right controllers arent both called same

plain glade
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Hi there. Im working on a VR project. I m writing a documentation. I just wonder . Have you met any problem when you develop a VR project?

uneven moon
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@plain glade You'll be re-writing Harry Potter and LOTR with a question like that haha

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Every day is a problem developing VR

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Most of the industry exists on top of carefully disguised nightmares

full junco
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@uneven moon ?

dusk vigil
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Possible Caveat, maybe only works for Oculus?

mighty carbon
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@wintry escarp I used to live in London. It was magical 😊

trail shale
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Is there a way to start the game in one mode (for like setting up and inputting text) and the nshift into VR mode????

tired tree
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look like two posts up...

trail shale
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geez what are the odds

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That does appear to work for Oculus though...

tired tree
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it works for both

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vr.enablestereo

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use that

mighty carbon
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damn, that's a one huge gauntlet

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hmm.. UE4 forums are down for me (trying to load the page and it takes forever)

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anyone else having the same issue ?

sturdy coral
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@mighty carbon yeah they have to shrink that down a lot, it also has a huge air compressor and control box off to the side

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looks like cool tech though

tired tree
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don't think those seem like they would have much resistance

mighty carbon
sturdy coral
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makes sense, skyrim was good even on DK1 with a gamepad in VR

mighty carbon
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I wonder if Gunheart has teleport locomotion like RR

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@glossy agate have you purchased Gunheart ?

glossy agate
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Yeah I have it. Ill have to check the update.

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Game was pretty good. Its pretty simple, but the coop is fun

glossy agate
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@mighty carbon its a mix of teleport and free locomotion

wicked oak
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i did it first lmao

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btw im going to record a video of my latest prototype for the Aquila fps prototype

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finally got worldgen working

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and enemies spawning ahead of you

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looking quite good even if ridiculously rough of course

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specially on those rocky walls, all the characters going through them becouse the collision isnt accurate XD

lime dagger
#

@wicked oak do you have a vive?

wicked oak
#

yes

#

i have literally everything

lime dagger
#

awesome could you do me a solid and run a very quick vive test? I am experiencing an issue where the vive seems to be tracking 100% and setup 100%. Rift also works but for vive the function UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayConnected is returning false on 4.17

wicked oak
#

i cant

lime dagger
#

is there anyway you could?

wicked oak
#

i dont have the vive setup

lime dagger
#

😦

#

same

wicked oak
#

btw, you dont need that function

#

have you tried "get headset"?

lime dagger
#

give not

#

but enablehmd is also returning false

wicked oak
#

is SteamVR on?

lime dagger
#

that should be I've not.

#

yes

wicked oak
#

is the plugin enabled?

#

the steamvr one

lime dagger
#

yeah from what I can tell

#

says steamvr enabled: true

#

in uproject

#

is there anything else to enable?

#

should be it right?

wicked oak
#

the plugin itself

lime dagger
#

right?

#

that's all rift really needed

#

or am I missing something key here?

wicked oak
#

thats pretty much it]

lime dagger
#

yeah... hmmm okay thanks I will keep poking at this.

wicked oak
#

@lime dagger bout the youtube comment

#

it is indeed not for the faint of stomach

#

but for final version ill add blinders and allow blink teleport

#

and smooth rotation is only there due to prototype, i will have snap turning as default

#

given the way it works "run based", you will have a breather beetween runs

lime dagger
#

ah very cool. There are also some interesting ways to counter act that stuff like by breaking the world into "screens" and etc

#

btw when you said instead of isconnected to use getheadset

#

what function specifically is getheadset?

#

GetHMDName?

wicked oak
#

no, GetHMD i think

#

if it returns nullptr then there is no headset

#

gethmdname will return "none" if there is no headset btw

lime dagger
#

ah the OSVR has GetHMD

#

@wicked oak does steam VR require the OSVR?

wicked oak
#

no, thats a different thing

#

just use the get hmd name

#

it will be the easiest

sturdy coral
#

@wicked oak that looks cool. Does your pipeline require that your physics mesh is based on the really simplified geo though? I think I can see some clipping into the detailed geometry of the cave walls

wicked oak
#

@sturdy coral thats exactly how it works

#

at the moment, my pipeline works as this:

#

i create a mesh in blender, setup 2 materials. a Cave material, and a Floor material (for this ones)

#

then i import it into houdini by OBJ

#

then OBJ separates the 2 materials into 2 meshes, and performs 2 different generators on them

#

then it merges it

#

and then it merges it again with the base geometry. But the base geometry becomes the collision geo

#

you can clearly see how the collision mesh is super low poly

#

i might try to perform snapping or similar to make the low res mesh more accurate to the stone

sturdy coral
#

the stone is low poly enough it wouldn't be expensive to use directly would it?

wicked oak
#

its still 30k polys or so

#

i would really, really like to avoid a high res collision mesh

#

specially with all the enemies running around

sturdy coral
#

yeah, that's probably lots of tracing and stuff for AI

#

I haven't done any bot stuff other than just dropping in the shootergame bots to different levels

#

@wicked oak that's a really cool workflow though, you'll be able to generate a ton of variety. are you going to do wave fighting or more mission based stuff?

wicked oak
#

the prototype will have a wave defense mode and a "kill everything mode"

#

on the kill everything, you just go from start to end of the level murdering every enemy

#

on the defense mode, you go from the start of the level into a special zone, defend that zone for a couple waves, and then go to the end

#

another things that can be done is a scort (scort an npc from start to finish), or something like destroying/hacking/whatever several objects in different branches of the map

#

and of course, a direct boss run, of a linear level with a boss at the end

#

after the prototype is done and i have the core mechanics done, ill start the project again and make sure the code is configurable and prepared for multiplatform

sturdy coral
mighty carbon
#

I know Lee

wicked oak
#

i did

#

that is a lot like what i wanted to do

#

just more excessive

#

but that is defintely the style i want

#

not as borderlands-y tho

#

too grungy and excessive

#

a more sleek version of it is what i had in mind

analog topaz
#

guys hwo can i increase resolution for both oculus and dell visor ?

glossy agate
#

Like set screen percentage?

glossy agate
#

@mighty carbon Just looked at their publishing record. Those dudes are just cranking out games. Really impressive

mighty carbon
#

@glossy agate who?

glossy agate
#

That lee guy you mentioned earlier that you knew

mighty carbon
#

yeah, I think he is one guy + contractors

#

he's been around and in business for a while

uneven moon
#

Can anybody tell what's dragging me down here?

#

For some reason the 'AnimGameThreadTime' on the right hand of a pawn that is inactive and invisible is weighing me down

#

This is repeated on several pawns that are all inactive and invisible with no animations playing

mighty carbon
#

too bad it's not in TX 😦

sturdy coral
#

@uneven moon make sure to set Mesh->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered;

uneven moon
#

@sturdy coral I'll try now

uneven moon
#

That did it, cheers

#

#themoreyouknow

sturdy coral
#

@uneven moon just beware that it applies to things that are culled too, not just stuff explicitly invisible

#

so if you have something like footsteps driven from anim events they might not go off when the AI is behind you

real needle
#

So, today I've been debugging why our VR teleport keeps changing the height of the playpen when it executes. I've been through what I thought was the teleport script forwards and backwards - couldn't find anything.

#

Then I finally discover the truth.

#

There was a second teleport function that had been created (it's a legacy project I'm inheriting.)

#

This teleport was directly on the controller rather than being ina more central location.

#

Sure enough, Vector + Vector with +50 on the Z. I wanted to punch something and scream in triumph at the same time. Still feel like an idiot for not finding it sooner though.

graceful junco
real needle
#

Oh, I'm going to go through this part with a blowtorch and a crowbar now I've found it.

#

But yes - thanks πŸ˜„

glossy flame
#

Sorry to barge in. I've got a bit of a problem where it seems my VR player character is smaller than it used to be. I'm using the VRExpPlugin, posted some error logs on the VRExpPlugin thread, but it's looking like it's not related to the plugin itself. Appears to be an issue with my Vive not being calibrated properly somehow. MordenTral said it's lookin like OpenVR's not detecting the HMD properly. I'm on 4.18.1 (upgraded a project from 4.17 to 4.18 then 4.18.1, the game crashed and this issue appeared)

tired tree
#

?? you said that it literally didn't work at all

#

not that it was smaller

#

did you edit the world scale by accident?

glossy flame
#

? If I said that I was totally wrong. Sorry. I meant to say it seemed like my torso was stuck in the ground. No, I haven't ever touched world scale. Is that the set meters to world scale node? I just found out about that yesterday.

#

Basically everything in the world is "almost" twice the size of me. Outside of scaling individual objects in a level, having selected them in the outliner, I've never had the need to muck with world scale before.

#

In an attempt to fix it, I tried parenting everything in the level that has a root component to a 1,1,1 scale dummy object, and then scaled the dummy object. That fixes the scale issue. But I've got some 3d UMG widget locationshard coded in BP and those get messed up when I scale everything in the world. That leads me to believe the prob is with the Player Character.

tired tree
#

its not

#

or at least its likely not

#

unless you screwed over how things are set up

glossy flame
#

the latter is likely...

tired tree
#

you said it was doing it in all games?

glossy flame
#

when i first mentioned it yeah. but after having uninstalled/reinstalled steam/steamvr it's only happening on the 4.17 project I upgraded to 4.18/4.18.1

#

I verified that the 4.18 template shows the right scale.

tired tree
#

and did you check your world scale setting?

glossy flame
#

Where is the world scale setting?

tired tree
#

world settings

glossy flame
#

I'll check it out. Thanks!

#

I looked for it in there yesterday, all I saw was color, so gave up the search.

tired tree
#

its called WorldToMeters

#

i think everyone just ends up calling it world scale out of habit

glossy flame
#

Ah. Shoot thanks. Says it's 100

#

Seeing as the BP node defaults to that, I'd assume it's default.

tired tree
#

thats normal

#

then you must have an offset on a component

glossy flame
#

there's the default x-8 vrcapsule offset on the VRRootref

#

it'd either be an offset on the vrrootreference or the vrreplicated camera that would cause me to look like I've shrunk , no? i can bring the same character into the default template level in it looks like the scale is right. I'm 5'7'' and the handles on the top cabinet doors align with my nose.

#

The replicated camera transform is unchanged 0 on loc/rot, 1 on scale.

tired tree
#

no, a root component, like the net smoother

#

the -8 is in X axis

glossy flame
#

yeah, right. That's got nothing to do with height....sorry

tired tree
#

wait

glossy flame
#

netsmoother is default transform: loc/rot: 0 scale: 1

tired tree
#

same character BP in a different level works?

glossy flame
#

seems like it's ok. i checked out your vids. The work table with the rigid body boxes and gun comes up to my waist and the top cabinet door handles align with my nose

#

I'm guessing you're like 6' maybe?

full junco
#

seems like epic is testing VR stuff on xbox one

sturdy coral
#

That code (late update) has way too many issues

#

I guess the motion delay buffer is for matching up to laggy video, I did that for kinect

#

Since I was networking the game to a spectator instance running Kinect I just used the net delay stuff

#

@glossy flame are you using rift?

#

And are you the guy who was enabling/disabling stereo? (It resets tracking origin on Rift which could cause you to be partly through the floor)

glossy flame
#

@sturdy coral Sorry for the laggy reply. The issue was first found on Vive at work. I deleted intermediate/saved folders and ran it on my rift at home and the player character's scale was still messed up. I'll try to remember that enabling/disabling stereo resets the tracking origin on Rift, though.

#

I don't think I'm the guy who was enabling/disabling stereo. I've never touched those settings before.

#

Is it possible that having an effload of static meshes in the world could cause the HMD to not get detected properly on start? I have 5 - 600 static meshes in one large room. It was all running fine on 4.17.2, and 4.18. But after upgrading to 4.18.1 and adding about 60 movable lights, the game crashed and then this strange issue surfaced.

glossy flame
#

Is it best to use Steam VR beta with UE4?

Edit: nm - this particular issue I'm having (where my character's short, and the lighthouse tracking is fidgety in a specific level) occurs on both beta and regular...

wicked oak
#

so xbox one vr confirmed

#

mostly as expected

#

i should try to contact them

#

to port DWVR to xbox

#

πŸ˜›

#

or my next game

gleaming river
#

Hey, I've got two Quadro P5000's on my machine and was wondering if I can set these up to use SLI in VR

#

I had a quick google and came across VRWorks

mighty carbon
#

@wicked oak when did MS announce VR support for xb1x?

wicked oak
#

some commits on the ue4 github

#

that hint to it

mighty carbon
#

Oh

cold siren
#

Hey guys, any one here successfully able to setup multiplayer for VR?

#

I am trying to get it going but not successfully 😦

proud shard
#

why would a packaged project not get inputs from motion controllers even if they're showing up

cold siren
#

@proud shard I had the same problem, but when I had this problem, I had mgrated my Map to a new project to leave behind the clutter and avoid any packagin problems I was having in the previous project.

proud shard
#

hm noticed that there's a mouse and ui input in the packaged game

#

that could be it

#

evne tho not in-engine

cold siren
#

are you able to run fine in VR preview in engine?

proud shard
#

yeah

cold siren
#

so your pawn is spawning

proud shard
#

yeah

#

and now on tick in level bp set it to game input if it's VR

#

that seemst o do it

cold siren
#

ok how have you setup for possesion of your pawn?

#

seems like your pawn is spawning but not being possesed by your player controller

proud shard
#

It works now.... :p

cold siren
#

haha great!

tired tree
#

@full junco @sturdy coral yeah....not sure i'm going to be a fan of those late update changes if they end up moving the FSceneView into the plugins and passing the late update information in via the late update manager

#

would pretty much lock out most custom logic from it without direct plugin edits

wicked oak
#

oh man, default stereo layers stilll dont have depth

#

in 4.18

tired tree
#

newp

wicked oak
#

it means unsuported layers and psvr layers all dont have depth

#

fuck

#

skyrim vr has depth layers and its why its hud looks good

tired tree
#

@cold siren whats your issue with multiplayer?

#

basics are fairly easy

#

"Adding XR Blueprint library functions for accessing specific device information (tracking, modeling, etc.)." oh good, they also started merging in the modelling stuff in 4.19. About time

cold siren
#

Hey @tired tree

#

I am not sure if I am doing everything correctly

#

I am not a programmer or game developer so my knowledge is limited

#

I went through Cedrics network compendium

#

and got some good information that was lacking in the epic docs

#

So basically this is what I am trying to setup --- > two VR pawns existing in the same world and can see changes made by each other to the world (mainly using this for archivz)

tired tree
#

so you aren't sending the controller and HMD transforms?

#

because that is step #1

#

or you won't see anything

cold siren
#

I cannot get the pawn to replicate?

#

like the FPS charecter?

tired tree
#

the controllers and HMD are moved client side

#

and all replication in engine is Server Down

cold siren
#

OK

tired tree
#

so you need to update the server from the client with RPCs

cold siren
#

that makes sense.

#

so within my pawn bp I have to make RPCS updating the transforms?

tired tree
#

once it is on the server, you can set a variable that is RepNotify and condition Skip_Owner that will set the relative position on clients

cold siren
#

on tick?

tired tree
#

i wouldn't do it every tick

#

but yeah

cold siren
#

if not tick then?

tired tree
#

can do it on tick or timer, but limit the htz

#

you'll want to send FVector_Quantize100 in the RPC and in the repnotify

#

rotators are fine, they compress themselves on netserialize

cold siren
#

Is there any documentation on this? Specially updating the transforms to the server?

tired tree
#

no?

#

look up RPCs

#

think there is still a blueprint template that does this, Proteus's

#

but his isn't very optimized, but if you are LAN anyway, then it doesn't really matter

cold siren
#

I know a little about RPCs, I have been able to setup my door opening season change etc via rpcs

#

I will try to reverse engineer protues in that case

#

thanks, will be back when i fail :p

tired tree
#

so they added model / mesh extraction for the motion controllers natively in 4.19 now and functions for the HMD too. Looks like I can finally throw out all of my temp nodes.

cold siren
#

4.19 preview is out?

wicked oak
#

nope

tired tree
#

they must have been in a hurry to finish support for it since trackers are selling with attachments now

#

@full junco @sturdy coral @wicked oak Removing Oculus call to reset tracking origin on initialization (so we respect the play space that was calibrated in oculus setup) - ensuring parity w/ Vive (fixing regression).

#

good news

full junco
#

@tired tree yeah saw that too

#

they should have done that way earlier

tired tree
#

I think it might be in 4.18.1?

#

dunno, someone said it works for them in 4.18, so they might have thrown it in with the .1 patch

#

this is going to be one hell of an upgrade version....the character changes and VR changes at the same time...ug

wicked oak
#

@tired tree best way to add a label/watermark to the screen?

#

i just want a "pre alpha build X,Y,Z" text in the mirror screen

#

not in the vr device

tired tree
#

use the eye + texture mirror mode

#

wait..you are on older ver

#

should check out where they copy the texture to the screen in the VR plugin, each are seperate sadly

#

like how RR did its ui

#

can add any overlay you want there

wicked oak
#

oh, no im not

#

niiiiiiiiiiiiice

tired tree
#

oh

#

then you are good

#

eye + texture ezpz

wicked oak
#

then perfect

#

does the texture render on top of the view?

#

for now i just want an overlay

tired tree
#

you can set it either way

#

render eye first or texture

wicked oak
#

very nice

#

and for texture i use the classic UMG trick

#

did you find a better way to UMG render to texture than going through a 3d widget?

#

in DWVR i have scale 0.0001 widget on the back of the head of the player

tired tree
#

there is a direct render to texture class

#

for umg

wicked oak
#

and i just plug its texture into the stereo layer

tired tree
#

that is what the world widget uses after all

wicked oak
#

i just wasnt able to get that working well

#

so i do have a widget

#

but you wont see it

#

b ecouse its on the back of the head xD

tired tree
#

I had made a custom widget that did that and output to texture for the mirror mode

wicked oak
#

very nice

tired tree
#

but threw it out when the collision meshes needed to be split for Stereo....

wicked oak
#

so essentially like the 3d widget

#

but without the 3d rendering?

tired tree
#

decided to wait on their viewport changes

#

not like the 3D widget

#

um

#

here easy way

#

there is a widget class that renders to texture, forget the name of it, it is used to set material based postprocesses

#

I overrode that, and rendered that texture to a render target

#

its a pane

#

so any widget that you have the children contained in that pane, you then had a texture you could access for it

wicked oak
#

alright. But seems it will be easiest to continue the hack im doing

tired tree
#

yes

wicked oak
#

just a 3d widget and then lift its texture

tired tree
#

spawning a single component and taking the texture is easier

#

but less fun :p

wicked oak
#

one thing

#

how do you deal with stereo layers crosspawns and crosslevels?

#

as i had all my UI on the Pawn, it meant that respawning had to clean it up and then restore the hud

#

didnt have much luck attaching the UI stuff in controller

tired tree
#

put them in a component, on unregister, remove the stereo layers

#

oh

#

why not on the PC?

wicked oak
#

had issues with the 3d widgets and stereo layers

#

but this was also on DWVR wich is a huge hack

tired tree
#

they should work

wicked oak
#

im getting close to "first prototype" of Aquila. After that im nuking it

#

and start the actual "vertical slice" stage

tired tree
#

stereo layers are API side once made

#

shouldn't remove them unless the plugin resets or uninits

wicked oak
#

so for that next stage i want to make the code "final" and grossly crossplatform from the beggining

#

all the config/platform shit was a disaster on DWVR

#

ill probably do the same architecture i did in DWVR after a couple rewrites

tired tree
#

I like how Epic is removing the GetHMDType node, while their new GetSystemName node is still broken...

wicked oak
#

VRHand has gestures and input, and sends abstracted input events to the controller. Then the controller uses the config to do stuff with it, and finally performs the actions on the Pawn

#

that way i was able to switch the VRHand depending on platform, and have different controls

#

but still keep all the configuration similar

#

for next i might try to subclass Controller depending on platform

#

for some extra changes that might be needed

tired tree
#

?

#

why not subclass pawn

wicked oak
#

becouse i dont want pawn having any input/platform logic

#

pawn will be the body and nothing else

tired tree
#

are you switching pawns during gameplay a lot?

wicked oak
#

yes

#

not a lot, but a bit

#

for example the dead ghost pawn, the "loading screen" pawn, or the main menu pawn

tired tree
#

and what are you handling in controller that is specific?

wicked oak
#

config and input logic

tired tree
#

....

wicked oak
#

mostly config

#

input is on hands

tired tree
#

sounds honestly like it should be on pawn to me

wicked oak
#

the controller calculates differences beetween smooth locomotion or teleport or dash

#

and just updates the pawn accordingly

#

for example for the "teleport" logic, it would be as follows

#

(teleport with an arc)

#

player presses Grab button (oculus)

#

VRHand_Oculus sends a "Teleport Pressed" event to controller

#

controller checks that we are in teleport mode (not smooth), and that teleport is allowed

tired tree
#

sounds like an extra layer for no reason to me

#

when those hands could send to owner

wicked oak
#

then it sends a StartTeleport(Hand) to the pawn. This starts the rendering of the arc

#

when player depresses, hand calls TeleportReleased on controller, and controller checks the state of the teleport arc, and if its valid it calls "TeleportTo(location, teleport type)" on the pawn

#

teleport type being config

#

@tired tree i did exactly that

#

before this overengineered system

#

it had huge issues with configurability

tired tree
#

so does that

wicked oak
#

having all the "config" options on the controller made a logical separation

tired tree
#

if you ever do anything with different movements or abilities per pawn type

wicked oak
#

definitely could.

#

but if i wanted to have different input types on the hands

#

i would need to repeat that code several times

#

becouse each hand works different (platform)

#

and then you have the thing that is dualshock controller or AIM

#

now its not 2 hands, but one

#

4 different "hand" classes

#

thats why hand classes dont do configuration

#

and are completely dumb, just sending input events to the controller

tired tree
#

i'm just saying, if you ever end up with multiple pawn types, that becomes a huge mess

wicked oak
#

i can just switch the controller

#

alongside the pawn

tired tree
#

lol

wicked oak
#

Hands still have the same code that just sends input events

tired tree
#

why not abstract those input events in the hands

#

send to char

wicked oak
#

becouse i will have 4 hand classes (minimum)

tired tree
#

and?

wicked oak
#

i actually did do that

#

it was a huge clusterfuck

tired tree
#

a lot of it is alreayd done anyway with clean bindings

wicked oak
#

thats why now i have the hands be quite dumb

#

the original way i did it, the controller didnt even exist

#

it was just hand to pawn

#

it became a big problem the moment i tried to add configuration, becouse i had to take it in mind on the 2 hands

tired tree
#

w/e, its all preference anyway, and I don't think you are doing anything where that is going to be a mess anyway with your current projects

#

playercontroller > pawn is common

#

I just don't like it for purely generic implementations

wicked oak
#

there is the whole part where pawn can get deleted/respawned and controller keeps its place

tired tree
#

what place? current movement mode? generally on respawn that would be reset anyway

wicked oak
#

some of the stats, mostly

#

and some configuration stuff too

#

well, and probably the most important one

#

my Pawn actor was already fucking huge

#

i wanted to keep all the config code outside of it to have it more split

mighty carbon
gleaming river
#

Are there any good guides for setting up mixed reality in vr?

sturdy coral
#

@wicked oak I do it all on playercontroller, keeps place during respawn and works with characters and pawns (spectators are forced by inheritance to be pawns)

#

I'm now using SetupInputComponent to do all the right bindings for each vr system so I don't have to have ifs and switches after input events everywhere

#

(though you still need some of that if you are synthesizing actions out of gestures and stuff)

wicked oak
#

thats the thing, my different VRHands are completely different

#

due to the differences of the platform

#

having to add AIM support was the hardest

#

all the core dealling with left/right hand when now i just have 1 hand

sturdy coral
#

do you support gamepad too?

#

are sales still doing a lot better there than on steam? they seem to be getting a big bump from skyrim and should get another one from black friday

mighty carbon
#

I wonder if retail XB1X is a dev kit, just like XB1 is

wicked oak
#

yup

#

i do support gamepad

#

@sturdy coral im selling 1500 dollars a week

#

right now

#

total sales are 25.000 dollars

#

vs 8000 in steam

#

once i receive the cash ill have to pay Ue4

sturdy coral
#

nice, you will have to compete with doom soon I guess but I bet you will still get a christmas bump

wicked oak
#

i cant compete with doom

sturdy coral
#

yeah that's gotta be tough, it might drive some spin off traffic though from people looking for more

trail shale
#

I've got MSAA up to 8 but it looks like crap in the game believe me...everything seems like it's moving/flickering...unless I use TXAA which helps (but it is less performant and is blurry)....any advice?

#

well, i probably wasn't on 8, it defaulted it to 1, but I put it to 4 and it looks so bad from far away....trees look like they are artifacting

tired tree
#

@sturdy coral yeah re-binding per platform and PC - pawn is likely the best overall

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and also available to blueprints now I believe, used to be c++ only

sturdy coral
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@trail shale is it flickering along the edges or in the textures?

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(or foliage)

wintry escarp
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use oculus tray set to 2, see if its just a scale issue you cant control

trail shale
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it seems to be edges...like fences do it a bunch...but it is also in trees

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it's difficult to capture the effect because it's a video thing let's see

wintry escarp
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crawling flickering edges

trail shale
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i'm using vive, does that mnatter?

wintry escarp
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I don't know,i guess vive has its own way to increase draw quality

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i have supersampling set to 1.5

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house must be too cold, rift steamed up badly when i put it on

trail shale
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Hmm...I tried uping sample count to even 5 and I didn't see much difference...i think it's an engine thing

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I'm going to use Temporal AA for now but does anyone have some recommend settings for temp aa?

analog topaz
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guys is there away to make things look better in vr? like higher quality or better reoslution ?

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anything to make it sharper maybe

trail shale
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I'm working on that right now @analog topaz .... having similar problems

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I have change the same count AND the temporal aa current frame weight and they don't seem to make a difference

analog topaz
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i wanna give msaa with higher msaa count with forward shading a try

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btw msaa only works with forward shading as the tooltip mentioned

trail shale
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highest count is 4 I believe

analog topaz
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have utreid that yet?

sturdy coral
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@trail shale you should see a difference with temporal aa current frame weight; set it to 1 and everything should be fully aliased

trail shale
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Will try, thank you...

sturdy coral
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you probably need to set it to .01 or something for those fences and increase the sample pattern (I think it may only loop around 8 positions by default)

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I think beyond 8 it just moves around in a guassian distribution

analog topaz
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r.TemporalAACurrentFrameWeight 1 is it set to 1 by default ?

sturdy coral
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I think it is .04 by default

wicked oak
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@sturdy coral i think you could improve VR TAA if you removed the jittering

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becouse the tracking already jitters

sturdy coral
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yeah I've tried that

analog topaz
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how can i remove jitter?

wicked oak
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i wanted to find it but didnt found the jitter code

sturdy coral
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main issue is if you are in a chair with your head still

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what I've looked at next is increasing the jitter when your head is still, lowering it when it is moving

trail shale
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@sturdy coral you can set it specifically for items or you have to change the material parameters

sturdy coral
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it depends how much stuff is close by too though, positional headmovements give you enough variation on near stuff but not on far stuff

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I'm looking forward to seeing the changes they have in master, though they apparently don't work in VR atm

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@trail shale it is for the whole view, can't be set for items

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well that isn't quite true

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for particles you can turn on responsive AA

analog topaz
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in my cast setting the r.TemporalAACurrentFrameWeight 0 is better cuz anythign higher than that jitters alot

sturdy coral
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and it will write to a stencil mask

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and tell it to use less AA behind the particle

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@analog topaz 0 is nonsensical, so it probably just falls back to some other value

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you need to set it to a small fraction to avoid seeing the jitter

analog topaz
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emm even 0.1 jitters πŸ˜„

sturdy coral
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@analog topaz do you mean aliases or jitters?

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try setting it to .8 and you will see the jittre

analog topaz
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aliases

sturdy coral
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jittering is the shifting of the view

analog topaz
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those are wiggly columns in the scene that show weird jittering once i increase temporal aa

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oh no i meant the aliasing

sturdy coral
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yeah, that's like a worse case scene for aa

analog topaz
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i just wonder why screen precentage ain't helpign with resolution quality like desktop scenes

sturdy coral
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@analog topaz I'm not sure, I'm on 4.16 and they have moved some of those commands around

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in later versions

analog topaz
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i had to move from 4.15 to 4.16 to 4.17 to 4.18 to avoid weird bugges thankfully 4.18 was ok till the resolution thing came up :/

trail shale
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hmm

analog topaz
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and indeed ihave another project on 4.16 vr as well, and screen precentage workign fine

sturdy coral
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@analog topaz I think it is vr.pd or vr.screenpercentage instead of r.screenpercentage

trail shale
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So, I have a map with many BP actors and static meshes....is there a general guide or rule of thumb for how much optimization you can get from say, merging those static meshes into a single actor? How does it reduce the draw calls? you only have to worry about materials and not the indivual static meshs, is that how it works? So if you two fences with 4 materials each, alone, that's 5 + 5 for 10 sdraw calls and if merged, you have either 9 drawcalls or as few as 5, if they use the same materials?

Am I understanding this concept correctly?

analog topaz
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vr.screenpercentage not working 4.18
r.screenpercentage works perfectly on 4.16

sturdy coral
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@trail shale one draw call per material per object

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plus depth if you have prepass enabled

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plus velocity if it is movable

trail shale
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but when they merge they merge materials that are the same correct?

sturdy coral
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check and see

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I think normal mesh combine does something slightly different than hierarchical LOD mesh merging

analog topaz
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btw r.screenpercentage changes the resolution of the consol command while typing in it while wearing the vr headset ( oculus ) but it doesn't affect the scene itself, any idea if this is caused by something i did? also it reacts the same on the vr template project

sturdy coral
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@trail shale also all materials will be combined into one for depth and shadows, except for masked materials

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@analog topaz the old oculus command that worked best was hmd pd

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I'm not sure what it is in 4.17 and beyond

glossy agate
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Normal merge wont merge mat (last time I did it), but HLOD system will combine them.

analog topaz
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gonna dig behind that , btw thanks !

tired tree
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it does effect the scene itself....

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its r.screenpercentage

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you just can only change it so much

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weren't you running it at 150 base?

analog topaz
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yes 150 , but wheneve ri go higher or lower only the concol sommand line get affected the scene resolution stays the sa,me

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even if i hit 10, or 300

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emm, that's in play mode tho , should i try in standalone launch ?

trail shale
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wtf 4.18, why is it failing to save the assets???

mighty carbon
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@wicked oak I wonder if XB1X will take regular Windows MR HMD or some special HMD

wicked oak
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mostl likely some whitelisted models

tired tree
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@analog topaz if r.screenpercentage isn't working for oculus in 4.18 then its a regression and should be reported

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as that is supposed to be unified

analog topaz
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ok i will report it

tired tree
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make sure that you put the word "Regression" in there, and say that it worked correctly in older versions :p

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100x more likely to get noticed

analog topaz
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i was planning to do that on answer hub, or should i be doing it somewhere else?

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i reported some bug on answer hub before but i haven't report a regression

tired tree
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answerhub

analog topaz
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cool i will also let u know if i had a work around thanks for the help

tired tree
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I can't test it, don't own the hardware, but they did revert some changes in 4.19 that were made in 4.18 to the oculus plugin

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don't remember what atm

analog topaz
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they're playing dice with our souls ! πŸ˜„

sturdy coral
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maybe the perf hud stuff, motorsep wasn't able to find that in 4.18

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"hmd setint" commands

mighty carbon
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I am wondering if it even works in shipping builds

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(but then it didn't work in PIE either)

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sturdy coral
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I wonder if it uses the same qualcomm reference platform stuff the Vive one uses

mighty carbon
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most likely 845 SoC

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and OLED

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or all new Exynos

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so Oculus vs Samsung.. it will be an interesting battle

trail shale
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anyone know the trick to level streaming in VR? I'm teleporting the actor to a persistant STAGING LEVEL and while they are there, I am loading another level.....but the system hangs (the steam vr thing comes up) .... what can I do about that?

sturdy coral
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@trail shale you can at least change the steamvr skybox to something themed to your game

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Mordentral added support for that to his plugin recently

tired tree
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speaking of that...now that trackers are working correctly and I don't need a custom override

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its time to de-couple those two plugins

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so that the steamVR one can stand alone

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totally forgot

mighty carbon
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@wicked oak have you ever tried building Windows UWP with UE4 ?

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(that would be a requirement for XB1X VR)

wicked oak
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that one is useless

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its strictly a render engine

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fancy render engine

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but only render engine

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no physics no cinematics no AI no PS4

mighty carbon
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it has PS4 support

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but I am talking about enterprise here, not games

wicked oak
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maybe the cinematic/AI/animation tools are more useful

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but i am not sure, ue4 doesnt have support for curved screens and multiscreen and that kind thing

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or 64 bit coordinates

trail shale
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@sturdy coral Maybe I'm doing something wrong....I have a happy little box I put the player in the PERSISTANT level...... when he is there doing his thing, I want to load a streaming level into memory....however whenever I do this, it literally interrupts the VR player's vision...am I using the wrong node?

sturdy coral
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@trail shale I was just giving a way to mitigate it

trail shale
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It seems like there HAS to be a way to make it run more in the background or something

sturdy coral
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look in the project settings screen for the async loading options

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you may get it to work, but I don't think anyone has had a lot of luck

trail shale
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hmm

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Are those BOTH frames....I can spare additional frames because they are going to sit there for like 10 seconds...so if I know that, do I want to make less frames so it doesn't take a total hit? how do I go about that

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wait a second....could the hitching I'm seeing be partly because of the engine trying to figure out the visibiilty of the loading level? (it's got a different sky)...??

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YES, that makes it load instantly (in terms of player being aware)...the only problem is, how do I enable visibility on the level AFTER it is loaded?

sturdy coral
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@trail shale what makes it load instantly?

trail shale
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@sturdy coral when you don't make it visible when you use the load node... Leave make visible unticked

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I just don't know how to make it visible after that point

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Maybe a get all actors and toggle visibility?

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That still might cause some hanging but you could play with how much is toggled

glossy flame
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@tired tree I take back what I said yesterday, where that calibration/player character scale issue only happens on the project I upgraded to 4.18.1.

@anyone I've verified the issue actually still happens on the 4.17.2 version of the project that I'm 100% sure had proper scale (and calibration) before being upgraded.

Something I think I should mention > Before this issue popped up on 4.18.1, I was getting a "Only 1 game instance allowed" SteamVR error every time I shutdown the project. I didn't try to rectify it. Just Dismissed it, checked the project wasn't running (in the taskbar/not task manager) and continued to develop.

About the 4th time after launching the project, the game crashed - likely because I added too many dynamic lights to the scene. Ever since that crash that "only 1 instance error" ceased to appear, and all scale/calibration hell broke loose.

Edit: (Japanese) Windows 7 64bit Enterprise.

sturdy coral
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@trail shale on completed add a getstreaminglevel node, then set 'should be visible' on the result

trail shale
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@sturdy coral THANK YOU

glossy flame
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Could any of these errors/warnings explain why SteamVR/OpenVR wouldn't work correctly on UE4 projects? (By working correctly, I mean the display greys out when looking in certain directions.)

  • LogOnline: Warning: STEAM: Steam API disabled!
  • LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
    LogWindows: File 'aqProf.dll' does not exist
  • LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
    LogWindows: File 'VtuneApi.dll' does not exist
  • LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
    LogWindows: File 'VtuneApi32e.dll' does not exist
glossy flame
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I can shoot a gdrive link to any kind soul willing to take a look.

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This is weird:

odd garnet
glossy flame
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Just so y'all know...I've been hung up on this calibration issue ever since 4.18.1 released. Spent a good 30 hours checking all the bases I could think of. I could list every single thing I've done in detail (which is in fact important), but I'm guessing even fewer people would read it then, kinda like the turnout on answer hub. With that said, aside from formatting C and remaking the project from scratch, any pointers as to where I should take this issue to would be great. I don't want to intrude anymore than I have...

wintry escarp
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no idea, I fixed a project by deleting the binaries folder and letting ue4 remake them all

glossy flame
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Sweet thanks. I haven't tried that.

glossy flame
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Ahh. Didn't work. Let Ue4 rebuild it, tried it, still small. Tried to rebuild it myself, but I'm still small. Thanks a lot, though. I'll remember it as a viable option.

full junco
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@glossy flame do you only see the issue with ue4?

glossy flame
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Ps: I tried the binaries nuke on my home, rift pc.

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@John Alcatraz Yes. Both the post-upgrade version of the project where the issue surfaced (4.18.1), and even the pre-upgrade version of the project where the issue didn't exist (4.17.2). The Lab on steam seems fine.

tired tree
#

yeah

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but you are still getting a warning IN STEAM

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that you are missing steamVR

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never mind that it runs anyway

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did you actually re-install steamVR yet?

glossy flame
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Sorry for the leggy reply. Yes, I installed it again after posting that weird ss.

glossy flame
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The level I put together is my workplace. Before upgrading to 4.18.1 I made sure everything was at the proper scale.

tired tree
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did you try a blank ue4 VR template project

glossy flame
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I tried to migrate that broken level to a blank template project - added inputs manually and that's it. The tracking and scale issues were the same. I didn't try just a blank one though.

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Day after tomorrow I'll stick a desk, set to the same scale as one in the broken project, in a new blank proj. using a default VRCharacter from the vrexpplugin.

glossy flame
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(Sorry, meant to say I migrated it to a blank template proj., not a blank vr proj - heh, wtf is that?? I edited it in italics)

tired tree
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I meant make a normal VR Template

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and test it, without the plugin and without the level

analog topaz
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Is setting vr game resolution to for example 1440 x 1440 will that affect how it looks on hmd ?

wicked oak
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it will be useless @analog topaz

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vr game resolution is defined by other things

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mostly the resolution scale or other settings that can be controlled by commands

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like vr.screenpercentage