#virtual-reality

1 messages · Page 152 of 1

wicked oak
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to do 1440p it would be screenpercentage at 120 or so

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it already renders at that resolution by default

analog topaz
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i have used screenpercentage but the client needs more , and i have no idea what else i can do so i told him i will ask around

tired tree
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needs more

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?

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there is a limit to how much that will effect it

analog topaz
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wants the resolution to be higher

tired tree
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higher than what? for the preview? for the HMD screen?

analog topaz
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yes

tired tree
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you get diminishing returns on the HMD screen

analog topaz
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i used vr.screenpercentage / r.screenperecntage 150%

tired tree
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so he is trying to record gameplay and the preview isn't good enough?

analog topaz
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no he ain't recording anything , he just want it to look better

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although on my side i find it similar to other games on the store

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resolution wise

glossy agate
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He can buy a pimax 8k. That might help. You just cant add pixels to the vive though

tired tree
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there is a limit to how much "better" you can make it look

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screen percentage raises the screens rendering size based on the HMDs native resolution

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150% is HMD res + 50%

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you won't notice much difference past 180%

glossy agate
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Im guessing he wants the screen door effect to be gone

analog topaz
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fps drop after 150% for me 😄

tired tree
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yes it will

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the HMD screen is your limiter anyway

analog topaz
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but i used r.screeen precentage

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nto vr.screen percentage

tired tree
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you can't display more pixels than the HMD has....

analog topaz
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as vr.screenpercentage didn't change it for me on oculus

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4.18 ue4

tired tree
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r.sp is the correct one

analog topaz
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cool

tired tree
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but i'm saying, that there is a limit to how much difference downsampling can make

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you are still in the end limited to how many pixels the HMD screen has

analog topaz
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i can alrdy see the oculus leds that's why i was wondering hwo far i can get if i can already see the screen leds

tired tree
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screen percentage is effectively increasing resolution for the rendering, then it samples it back down to the screens actual size

analog topaz
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ok i will let him know if he didn't like the last build
also one last question if u don't mind
he has both oculus and dell visor, the engine will automaticly adjust to dellvisor right? cuz am only testing on oculus

tired tree
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yes

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using steamVR

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otherwise you have to compile a custom UWP branch of the engne

glossy agate
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I think you just need to explain it to the client, if he thinks its possible to match HMD to a nice monitor. Just wont happen right now, but his Dell will probably look the best right now

analog topaz
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great thanks now i can explain it to him with rock ground

glossy agate
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Show him a movie in VR and have him compare to what a monitor looks like

analog topaz
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thanks alot guys!

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@glossy agate he should be already knowing that 😄

sturdy coral
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@analog topaz try the nvidia branch, you can get better clarity at lower resolution with MRS or LMS

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but it isn't on 4.18 yet

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but yeah there is still a big limit from the screen itself

wicked oak
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do you know if its possible to use SimpleForward and MSAA?

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becouse ive moved my game to Simple Forward given that i will use mobile renderer and custom shaders

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btw, looks good and performs better

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i can push up resolution to 200%

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but TAA becomes like one third of my frame time, so i would prefer to use MSAA wich also looks better

glossy flame
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@tired tree <just woke up> ill try a vr template tomorrow and place a fresh desk set to the scale of the one in the jacked project in there. I'm not hopeful, tho, because my HMD screen flickered to the grey steam room at certain rotations other than default last I did something similar.

glossy agate
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You probably need to reinstall steam VR . Have you tried playing a game to see if it’s just broken?

glossy flame
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Hey, rvan. Yeah, this is after reinstalling steam and steamvr and making sure tracking was good in The Lab. This prob is only with UE4 stuff.

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I was wondering, does HMD calibration data get saved somewhere in a project's folder? Wonder why the issue occurs on rift, too.

tired tree
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its saved on the API side

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not in UE4

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you just have something corrupt

glossy flame
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Thanks for the info!. What would you do? Just remake everything from scratch? Or migrate stuff over piece by piece until the issue pops up? There's prolly no easy way to find the cause yeah?

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Regardless, ill see if vr is still jacked up on a new vr template before trying anything else. Thx a lot for your time, MordenTral.

trail shale
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What is the general outline trick to making the Player's hand / motioncontroller translate physics realistically to say, close a door? Do you just enable physics on the door upon collision or do you use a time-line and get the velocity of the Player's hand and somehow pipe that into alpha? Also Happy Thanksgiving

full junco
glossy flame
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That'll give you a good idea of things to consider in regards to using physics and doors I think.

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Btw, that door actor's got a physics constraint on it.

mighty carbon
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Happy Thanksgiving to US folks

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Not VR, but kinda shows about the state of indie game dev

sly elk
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I want to make it possible to turn the engine over with a wrench on the crank bolt.. anyone have a suggestion for how to handle the timing belt? The only thing I can come up with is to do the belt teeth with displacement and offset uvs for belt movement

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For those that don't know what a timing belt looks like

wicked oak
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@AlecMoody#7918 UV + offset is a typical technique

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there is another technique, but its more complicated. In houdini you can create "mesh" animations

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you could create an animation with a few frames, and loop it at infinity

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UV + offset is probably your best bet. You can control the displacement with vertex colors, and actually have displacement with the mesh

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essentially you tile a height texture, and you have it scrolll

sly elk
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Bringing it in as allembic would probably be expensive. I'll look into that though. My only concern with displacement is the front edge looking stretched

wicked oak
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@sly elk not alembic

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houdini has a vertex animation textures thing

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essentially it stores a texture with the position of each vertex

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and then the material just offsets the vertex to that position

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and scrolls down for each "frame"

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this is what it can do

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its only downside is that the textures for the animations are uncompressed. So be careful with them

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but their runtime cost is very low

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another possibility

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but this one is a bit hacky

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is to store an "offset" on the vertex colors

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then in the shader you move by that offset, in a loop

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the offset would be the vector difference beetween 1 of the things and the next

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that way you "scroll" the geometry

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but only for the teeth, the other part stays static, but maybe with a scrollling texture

wintry escarp
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rift is down to £349 this week

plain glade
sly elk
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I wonder how many pixels per degree the center vision area is

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its only slightly more vertical res than the rift (1440 vs 1200) and if it has more vertical fov then its probably about the same pixel density

full junco
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@plain glade they do the same wrong naming like pimax. it's not 5K. it's 2560 x 1440 per eye

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so just 2x2k

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and not even aimed at consumers

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so no one will buy that if there's the pimax

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@sly elk Pixel per degree it significantly lower than rift I think

wicked oak
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lmao barely better than current MR headsets

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what trash

full junco
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yeah

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the FOV is better than the MR ones

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but compared to the pimax, it's trash

wicked oak
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as allways, FOV is a tradeoff

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more fov = less resolution in the center

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honestly i prefer resolution

full junco
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I absolutely prefer FOV. FOV is the most important thing to improve in VR currently

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people that tested the pimax say it makes a super huge difference to have an almost realistic FOV

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resolution currently will never be close to perfect, that would be 16K or 32K, but FOV can be close to perfect

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it should be possible though to use lenses where the majority of the pixels ends up in the center

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so that a 4K screen looks like 16K in the center and 1K on the edges

wintry escarp
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no stream today?

full junco
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stream for what?

wintry escarp
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ue4

full junco
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well epic doesn't work I guess? some holiday?

wintry escarp
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right, eat dry meat day

glossy agate
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Yeah it’s thanksgiving here in US so everyone is off work.

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Gotta go watch relatives argue about politics and eat loads of food.

wintry escarp
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wait until theyre all argueing then blurt out, "its all lies we're celebrating the start of genocide"

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that will lighten the mood

glossy agate
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Haha. Gonna go steal some land after

full junco
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just thought about, wouldn't it make sense if epic would completely drop Dx11 support after vulkan is on that performance level?

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that would allow epic to completely have the renderer optimized for low level apis, without caring about the old slow stuff like dx11

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or is there any reason why they should keep dx11?

wicked oak
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low end pcs

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thats why unreal actually works with DX10

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my Aquila prototype is starting to actually be lit

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just implemented variable enemy scaling depending on how far you are on the generated level

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plus loots

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improves the prototype quite a bit when now there are multiple different enemies

cold siren
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Hey guys, quick question about multiplayer vr. So I have my project setup such that in the game mode I call spawning and possession of pawn per player controller. I have also set up a pawn similar to the archviz pawn incase the person running the build doesn't have a hmd. I do a check for "is hmd connected" and depending on the resulting Boolean the appropriate pawn is spawned and possessed. Now since I am calling this node on the game mode it returns the server's hmd connection Boolean and spawns both client and listen servers VR pawns.
My question is, should I be running this check in player controller or player state and having the game mode read it from there so that the correct pawn is spawned per login?

wicked oak
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@cold siren multiplayer VR is harder than usual multiplayer

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have you tried to replicate all this stuff with buttons, for example?

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the problem you have is a typical one

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its solved by doing a callback from the client to the server

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essentially, doing a flow like this

cold siren
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Correct

wicked oak
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default pawn is empty, it only has the HMD check

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it calls a server function, that tells what pawn to ACTUALLY spawn

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and then server respawns the player, this time on the correct pawn

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for the server, HMD does not exist

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becouse its a client only thing

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so the only choice is to callback from the client to the server, to "request" to be spawned with a VR pawn

cold siren
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Client to sever, the server can get variables from player controller or player state? Or both?

wicked oak
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no

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the only way client to server is to do a Server replicated function

cold siren
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I intense to use only a listen server and client, not dedicated server

wicked oak
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server to client can be via replicated variablles or Client/multicast functions

cold siren
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Intend*

wicked oak
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doesnt matter

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works the same way

cold siren
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Hence the listen server will essentially always have an hmd connected to it

wicked oak
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listen vs dedicated is mostly becouse dedicated doesnt run graphics and doesnt run a player. but its similar

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grab Exi network compendium, is a great book

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and try to "simulate" some of this stuff without vr

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maybe with button presses or random or whatever

cold siren
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I have it working without vr

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If there no hmd check

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Also read the compendium, thats how I even know this much lol

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I am not a programmer at all, I am an architect :joy

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@wicked oak can you expand on the this?

"for the server, HMD does not exist"

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"it calls a server function, that tells what pawn to ACTUALLY spawn"

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I have also been looking at the proteus template to reverse engineer the setup, which has got me so far

wicked oak
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have a key that calls the server to respawn

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to test

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and then, when you check hmd you call that function

full junco
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@wicked oak "low end PCs"? essentially all PCs support vulkan

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low end usually just means integrated intel gpu

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and Intel supports vulkan on all their relevant cpus I think

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and they also support dx11

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dx10 is needed because of windows Vista I think

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there vulkan also runs

wicked oak
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not really. Vulkan isnt supported by old gpus

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for example nvidia sub 400 gen will not support it

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plenty of DX10 gpus that cant run vulkan but can run ue4

full junco
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who has such a GPU

wicked oak
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also vulkan is hard, ue4 doesnt even support DX12 properly yet

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and yet, it supports DX12 (xbox one) and GNM (Ps4) just fine

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its just PC low level what is a huge issue

full junco
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I said after vulkan is at dx11 performance in ue4

wicked oak
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well DX11 could be dropped, but i dont see it happening really (keeping low end render at dx10 level)

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or hell just opengl it

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btw @full junco . Im running my game on Simple Forward right now

full junco
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OpenGL is the real problem, that can't be dropped because of old phones

wicked oak
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given my toon shaders and stuff, as i have literally 0 dynamic light

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looks good and performs stupidly fast

full junco
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simple forward works with vr?

wicked oak
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yes

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and its fast

full junco
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did it just work out of the box?

wicked oak
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but it has far too many drawbacks, its only really useful if you, like me, have a toon style and dont need lighting

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yes

full junco
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no ssao there I guess

wicked oak
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nope

full junco
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do you know about any shipped ue4 game that uses simple forward?

wicked oak
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my current "red fog" prototype level

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no clue

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i think some games enabled it for the absolute lowest setings

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i think fortnite has it

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for the "all min" spec

full junco
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I meant, shipped vr game

wicked oak
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no idea

full junco
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how much faster is simple forward for you compared to regular forward?

wicked oak
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quite a bit, but i dont have exact metrics

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this view

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its 1.5 ms

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to render

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+0.5 ms due to TAA

full junco
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is it like 100% faster or more like 20%?

wicked oak
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seems to be twice faster

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but it is a very simple scene, keep it in mind

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low drawcalls

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even on the final game ill have low drawcalls

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150 drawcalls nearly a million polys becouse culling be damned

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of course ill implement my own culling for this

full junco
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ok

wicked oak
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but this same view on normal was around 4-5 ms

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its now 2

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of course in such a weird scene, wich isnt final quality, i dont get that much of a boost

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i did try it in DWVR

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but it was glitchy as hell

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so couldnt even test it

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and uuuugly

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due to no normal maps

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and everything on fully rough

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it was faster tho

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i think twice faster

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but the game looked ugly as sin

full junco
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ok

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but normal maps aren't nice in vr I thought?

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they look bad due to the difference on the eyes

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so no normal maps shouldn't be a big issue

wicked oak
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you still need normal maps for detail

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the issue with simpleforward is that it sends you back to 2004

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no roughness, no metallic, no normal maps

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well i tihnk it does have metallic

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but again its fully rough

full junco
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well, I actually don't use roughness, metallic or normal maps in my game, almost all my stuff is fully rough. I definitely need lights and ssao though

wicked oak
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as im going to bypass most shaders with unlit... its good that all those get nuked

full junco
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roughness, metallic and normal maps are not needed at all for good graphics

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my game looks very good without I would say

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you only need PBR if you need realistic lighting

wicked oak
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yeh

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this thing just has a skylight to provide ambient light

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and thats it

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literally no other lighting

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you can see that the enemy pops up in a quite absurd way, but i quite like it that way

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enemies are suuuper easy to see

full junco
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skylight is stupid expensive

wicked oak
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skylight is a cubemap

full junco
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maybe it's rendered differently in simple forward

wicked oak
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depends on the type of skylight

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but skylight is a weird thing, it controls AO, does cubemap, etc

full junco
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but the skylight is a bloated thing that's taking a huge amount of time

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in regular renderer at least

wicked oak
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also the different types of skylight are VERY different

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static vs stationary vs dynamic skylights are completely different things

full junco
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ah, I only ever used the dynamic one

wicked oak
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fully static one doesnt even affect dynamic objects i think, its just for lightbaking, but does some extra things. stationary also bakes AO, and dynamic seems to be mostly a cubemap or DFAO

full junco
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I definitely saw that it takes a huge amount of time so I had reason to not use it any more and instead do my own ambient lighting in the lighting shader directly

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I think skylight was at least 0.5 ms per eye on min spec gpu

gusty mesa
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Oculus Rift is 50$ off on Amazon! Yay! Get your sets quickly 😄

wicked oak
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Well fucking finally DWVR is literally everywhere now

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(released)

wintry escarp
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its $50 off on oculus

gusty mesa
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Right, thats what I meant! 😅 I got my own pair right now from Amazon though 😃 (duo to shipping location not supported from their official website)

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But the Oculus Rift package (which has the Touch + 2 Sensors) is up for 349$ now on the official Oculus website

uneven moon
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If using the Character parent class, should I move my camera to the bottom of the capsule to avoid issues with height?

tired tree
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@uneven moon entirely depends on how you are using the character class....

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and for that matter,why you are using it

glossy flame
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@wicked oak There's a DWVR 30% off on steam that was released in September. Are you talking about a different DWVR?

tired tree
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no, should be his

glossy flame
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Gotcha thx.

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@tired tree Just got back in at work and loaded a brand spanking new VRTemplate. The tracking seems messed up just like in the other projects where looking in certain directions shows the grey steam room. (I created the template after verifying the 4.18.1 Engine install 2 days ago.)

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Didn't import anything into the project just loaded up the motioncontroller map and played.

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SteamVR shows everything as green and ready.

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fwiw, ive never interrupted a firmware update on vive

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Killed the VRTemplate > UE4 launcher > Steam VR. Launched The Lab and have no tracking probs.

glossy flame
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Killed The Lab > SteamVR, created a brand new VRTemplate on 4.17.2 same prob. Basically, bad tracking only in UE4. SteamVR reports no errors and HMD is always dead center of both base stations.

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In both cases the grey out happens within 5 seconds of play, so long as I look in the right direction.

tired tree
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that sounds like a lighthouse not tracking

glossy flame
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When i put the cursor over either of the base station icons on the SteamVR overlay it says its tracking. How might one not track only in UE4? I guess I can try some other, non-steam games

tired tree
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they grey out is lost tracking

glossy flame
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That makes sense. That's what I've always thought.

glossy flame
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Weird. According to Room Overview, one of the lighthouses is red. But in SteamVR overlay it's green, powered and tracking , and the LED on it is solid green. Anyone ever seen that before?

glossy flame
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Ah well. Guess UE4 isn't at fault here. Just coincidence that a lighthouse went bad when UE4 crashed. Thx for the help and Happy Thanksgiving!

full junco
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@glossy flame the steamvr software can't detect when a lighthouse is broken

glossy flame
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Ah cool. I didn't know that.

full junco
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one of mine stopped working many months ago, and the software didn't notice at all, I just saw that tracking with that lighthouse doesn't work any more

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but in my room every lighthouse sees me at any point, so headset was always tracked correctly

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just with controllers I noticed it

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@wicked oak you have released on switch yet? kappa

glossy flame
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Thanks for the info John_Alcatraz.

wicked oak
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@royal anchor_Alcatraz#2916 i would if i could

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and im definitely up for porting it into MR for xbox

sharp swan
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Do people use methods to resize environments based on player height and if so, what methods would they use considering problems that might occur?

neon egret
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Well, I haven't played a ton of different games yet where it would matter, but I know that Diner Duo for example lets you completely resize the kitchen.
And Raw Data used it for UI height

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Well and character model scale I suppose

wicked oak
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a thing you can do is to mess with the scale

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if the world is meant to work with a 1.8 meter player

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and the player is 1.5

sharp swan
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my game requires ducking behind objects but I want to base the objects of being just over waist height. Im tempted to forego anything special in technique and just virtually resize the player but I worry that it wlil reduce immersion if you feel taller than you are in real life. eg. Game is set for 180cm player height but a 5 year old plays it

wicked oak
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then you scale up the pawn, including the camera, to 1.8 meters high

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this makes everything in the world smaller, due to IPD stuff

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so your player is now a gigant on a small-ish world

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this "could" work,but i think its more for MP games that need to have consistent heigth on players

sharp swan
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do you think it's too exreme to resize assets in the environment?

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*extreme

neon egret
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Wait, if you resize the character, so the camera is higher, wouldn't that make the player float if he's only 1.5

wicked oak
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thats why you scale it

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if you scale a camera, the IPD scales with it

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so you just need to parent your normal camera and the hand controllers into an "VR Origin", and scale that one

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bigger camera = more ipd = world is smaller

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given the scaling, everything will still work

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or should

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if it still doesnt, you change the world scale a bit

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but im pretty sure this works

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the 1.5 player would "become" 1.8 meters

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so for him, the world will feel smaller

sharp swan
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that would cause issues with locations being offset though wouldn't they? So if that scale changed, locations would change, so everything would need to account for that right?

wicked oak
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nope

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again, your controllers are parented to that scaled vr origin component

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so if you move your controllers half a meter

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if the vr origin compnent is x2 scale

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then the movement will be 1 meter

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you would give your player ogre hands unless you scale down the hands a bit tho, or use "world scale" on the hands

sharp swan
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I messed with the World To Meters Scale and found a few issues. first time I fell through scenery from my spawnpoint. It also increased the size of the models used for the controllers so they looked chunky

wicked oak
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try what i did, have your vr camera and vr controllers parented to a component

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and scale that one

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im sure it worked well in some tests i did

sharp swan
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they already are I believe. Ill try scaling that and see what happens

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controllers are parented to the camera, the camera is parented to NetSmoother scene component which is attached to a VR root reference component.

finite haven
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what's recommended maximum of meshes and drawcalls per frame for current VR generation?

wintry escarp
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whatever you can get away with on your target gpu

sharp swan
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thats kind of moot. It's more about how long they take to process. If you are loading thousands of new meshes, then the overhead is massive too. If you have complex materials that take up too many milliseconds, it reduces the amount you can get away with. Just keep track of what adds what in terms of rendering time. Profile religiously.

cold siren
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Hey guys any ones knows if I can have two different set of oculus reside in the same space? Will the trackers be able to distinguish between the two set and track them seperately?

full junco
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@cold siren I don't think so

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it's just a bunch of LEDs

cold siren
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True but i thought maybe each hmd has a different constallation to track and pair

full junco
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it is possible (at least in theory) to track multiple vives with just 1 pair of lighthouses

cold siren
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yes vive i have heard is possible

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i already have an oculus rift, and since its on sale again, i was considering getting another one

full junco
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rift tracking technology is lame compared to vive

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it's not even really designed for roomscale

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so making it work with multiple hmds in roomscale will likely never work

cold siren
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3 trackers give me decent room scale

wicked oak
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@cold siren yes

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it works

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you would need multiple cameras tho

cold siren
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you have tried it? @wicked oak

wicked oak
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but ive demoed MY rift at the side of other rifts, and it worked

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the reason is that rift is not a dumb led

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they flicker

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the flickering is synced with the camera, and this allows the camera to track the exact led each white dot is

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this makes it a lot harder to disrupt

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meanwhile while demoing PSVR i had to point the camera to the floor becouse the bright lights confused it...

cold siren
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even the motion controllers?

wicked oak
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yes

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ive had another guy with another oculus on my back, and it didnt get confused

cold siren
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thats awesome to hear

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i guess that means i will be getting another oculus

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@wicked oak when you were back to back did you have a 3rd camera from each of your backs? or just 2 in the front?

wicked oak
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just 2

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allways 2

trail shale
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I haven't messed with using the haptics on the Vive through blueprint? Do i have to necessarily use a force feedback asset or can I just use the set haptics -- that worked but I either got one single pulse or an infinite loop (this is an on overlap event)

full junco
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you can use the "play dynamic force feedback" node

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named something like that

trail shale
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@full junco thanks, i will check that out...didn't come up in google searches

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I know this is blueprint but I feel like this is a very VR specific issue - I'm trying to simulate getting out of a vehicle....this works decently but the player isn't looking at the exact same spot when they get out....is there a way to make it sync up with what they WERE looking at, would I use GetForwardVector of the camera component maybe?

cold siren
#

dont reset orientation?

sturdy coral
#

Yeah, unhook the delta rotation pin

trail shale
#

@cold siren @sturdy coral It's weird...it doesn't seem be facing the same time every time I do it .... this truck is an actor that gets teleported aroudn the map and with it, the player and everything else.... the arrow there is the postioner I am using to move the player out....but I'm only takin the location data like you suggested...but the orientation is still off.....I tried getting the forward vector of the controller mesh and added like 100 to the X value but that put me at 0,0,0 on the map basically

glossy agate
#

About to pick up Payday 2 for 75% off to try the VR. Anyone else here grab it yet?

sturdy coral
#

@glossy agate I grabbed it when it was free and want to try it, but away from my PC for the weekend

full junco
#

@glossy agate a friend basically bought a vive for that game, he says its great. he's a huge payday fan since payday 1 though, so no idea if its great if you never played payday before

#

he's just annoyed by that its a beta where you have to start in the game from 0 again

#

he wants to be able to use all the stuff he unlocked in his 1000 hours he played payday 2

#

interesting review from linus

#

he says "if the controllers are moved beyond the field of view of the front facing cameras, they may glitch out for a second while they recalibrate, and, well, traditional outside in tracking will always be more accurate, especially if you're using 3 or more satellites. So this, combined with the LCD display already disqualifies the headset for gamers and probably high level content creators."

#

disqualifies the headset for gamers is not really what you want to hear about a product that would mostly be used by gamers

sturdy coral
#

They need optional outside in from cameras you can hook to your PC

alpine torrent
#

@sturdy coral well close where it have blind spot is close to the headset so need to figure that point how to track when controllers are closer but in behind and using backpackPC then the pc there could help for location

trail shale
#

Does SteamVR work fine offline? I'm doing a demo at a tech conference Monday and there's no way I'm paying over a thousand bucks for an internet connection

gusty mesa
#

1000$ for a connection? sounds really expensive, can't you get some mobile LTE USB modem or something?

glossy agate
#

It should work. I had it on last weekend when my internet was being upgraded.

#

Just turn the internet off on your computer and try it.

wraith sky
glossy flame
#

In the video of the first link it says "you can see sound", and "forms/shapes vanish". According to the site you can do 4v4 in a 20m x 12m arena. ~30m playtime. ~$34 for 1 person, 1 time. Or ~$42 for 1 person 4 times. (They got other vr things like this too. ) Uses a vive, backpack pc, 3 trackers on the body and 1 handgun. Sounds like there was a hacking objective in there.

wicked oak
#

damn that looks awesome

#

they even have destruction and stuff

humble spoke
#

Does anyone have any experience with Melee (sword and/or sword&shield type deal) in VR? I've done melee weapons offensively, but never for the AI. I'm curious how people go about it. I'm going to experiment with making my AI do a sword swing and if their sword hits the player sword, they switch into a hit anim instead of continuing to play the sword swing. But im not sure how well this will work in-game. Gotta find out I guess!

wicked oak
#

yes

#

but this was hard mode becouse its also multiplayer

alpine torrent
#

very monster like @wicked oak

wicked oak
#

monster like?

alpine torrent
#

the monster energy drink logo looks like in the table

wicked oak
#

ah, for the runes

#

nah not really

#

juust becouse its green

alpine torrent
#

the shape in it and it's green both

sly elk
#

I'm planning to do some crowd funding in 2-3 months. anyone here have an opinion on patreon vs kickstarter? My concern with patreon is that it would be hard to do any hiring on a monthly income that fluctuates. Anyone here used either? I also don't want to do a kickstarter with a bunch of stretch goals and feature creep my game

wintry escarp
#

well patraon is 'as is', there's no need to promise things or meet targets.

wicked oak
#

@sly elk in your case, that had such a great following, you might even succeed with a patreon

#

making a game for gearheads, and you keep updates coming with new parts to swap and new cars

#

but a kickstarter wouldnt be a bad choice at all

#

for the product itself

#

you already have kickass demos that would allow you to create a great kickstarter page

sly elk
#

My plan is to work towards a slice of the game I can release as an early access sort of demo. Probably engine building in detail (measure clearances for bearings, stretch gauge on rod bolts, torque wrenches for other fasteners, make timing the engine part of the assembly process). I worked on the forest a few years ago and it seemed like early access was their only real launch. There was never the same media attention as the game made incremental progress. Ideally, I want my game to get judged/reviewed on its finished state at not as an alpha/beta

#

and then use that demo as a backer reward + a way to get player feedback while in development

wicked oak
#

good idea

#

so essentially kickstarter is early access launch

#

keep in mind one important thing

#

you can "release" in steam

#

but not really release

#

you upload the game to steamworks, and get beta keys

#

and distribute those before launch

#

you give them as backer reward, essentially getting a game key

#

then you just upload patches through steam

#

and you get the forums and everything

#

later, when the game is going to be buyable publically, you go and put the store page live

#

you could do that. Kickstarter the launch, and then maybe get a patreon for constant updates. But people might get mad that it could be too greedy

trail shale
#

am I missing why this happened? It can't be an LOD thing can it, or is it a forward rendering thing?

#

mainly I'm losing the lights and heat shimmer

#

So, when I turn on the modules in the higher LOD's this works but am I missing a connection here, just because my pawn is the same distance doesn't mean my screenspace (that's driving LOD right?) is the same...is that what is happening?

sturdy coral
#

yeah that looks like particle lods

#

it tries to estimate screen pixels covered by the object to choose lod

#

@trail shale try setting the editor viewport to same resolution and FOV of a single eye in vr

trail shale
#

that must be it @sturdy coral

trail shale
#

anyone want to help me troubleshoot my motion controller? the teleport function is colliding with something like, righton top of me

wicked oak
#

new video of my new project

#

showing 3 different "runs" on 3 different weapons

#

the pop in in some cases is due to my own custom rolled culling, wich makes only the room you are and the one next to it visible. Ill add doors later

uneven moon
#

Is there a way to shift the player/camera to the location of the HMD? For example, the player normally stands etc. but in some scenes, they're sitting in a car. In this case, I'd like to allow them to press a button to "re-center" themselves at a pre-defined height inside the car, in a sense. This way they aren't forced to position themselves in the real world (primarily in height)

wicked oak
#

you do stuff with the VR origin

#

when you do a vr game, ALLWAYS have your vr camera and vr controllers parented to a VR Origin component#

#

just a typical scene component

#

becouse then you can move it around as needed, like in this case

tired tree
#

though that screws up the chaparone bounds component that Epic made

#

would have to also be on the origin

#

but yeah, the origin lets you do a lot of fun little things

trail shale
wicked oak
#

@trail shale reminds it of me

#

i launched DWVR in 3 months

#

of wich one of them was fucking around, and i was nearly alone

tired tree
#

You know....I still don't know how much of my code those guys used

#

I should contact them

#

really curious

wicked oak
#

@tired tree probably nothing

#

their games are very simple wave shooters

#

reaaaaaally simple ones

#

its just that they were a launch title

#

so they were the first

tired tree
#

nah

#

island 359 used it

#

they gave me a free copy of the game

#

back when they were adding locomotion and platform riding to it

mighty carbon
#

so much for my open VR world - vertex deformations (wind) don't work on instances, LOD doesn't work with procedural foliage

#

I can have grass/rocks and non-instanced trees, but that's about it 😦

#

actually, wind works with ISMCs (but those aren't what grass/foliage system uses), but I'd have to make custom system for it and distance culling doesn't work with ISMCs 😦

wicked oak
#

hey @mighty carbon , did you see my video? im running on Simple Forward, maybe you can take advantage of that

#

Simple Forward removes metallic, non rough materials, and lights. Its a ultra-low-end renderer.

#

if you are using toon shading you dont need normal lighting anyway

mighty carbon
#

I use lights

#

And shadows

wicked oak
#

nvm then

#

im messing around seeing if i can run this thing on gearvr

#

with the culling, it doesnt go past 100k polys

#

and very low drawcalls

mighty carbon
#

I used GLES 2 in my GVR project and standard lighting - had no performance issues

chilly thicket
#

So, I'm making a vr menu, and I'm trying to use actual meshes for the menu, instead of trying to use UMG or anything.

#

My question is, how do I animate meshes that are part of a pawn?

glossy agate
#

@motorsep#8292 why not just use the foliage system with streaming distance?

wicked oak
#

some art tests for some panels ill use in ramps

#

no textures

#

all vertex colors

#

also no postprocess

sly elk
#

hey, do you guys use stat rhi or stat scenerendering to track your draw calls? Also, can someone clarify exactly a primitive draw call is?

#

*exactly what a

wicked oak
#

@sly elk when one does OpenGl/directX, there are a few things you do to render stuff

#

first, you setup the correct state (material and shader)

#

then you select the mesh

#

and then you call "Render"

mighty carbon
#

@glossy agate what do you mean by "foliage system"?

wicked oak
#

drawcalls is the amount of times the engine calls the render function

#

that render function has to go through the GPU driver and into the gpu to start drawing. and contains the state you setup before

#

unity does batching for static meshes, if they share the exact same material

#

instead of calling Draw several times on the same material, it builds a mix mesh of a bunch at once and renders it in one go

#

unreal doesnt do that

#

unreal just renders each static mesh and each skeletal mesh

sly elk
#

so a primitive call is the total of those?

#

i guess im not following how that description is any different than the working definition of a draw call I have been using for the last 15 years. A mesh actor (with a single material) in my project costs about 2.5x more in primitive calls than mesh draw calls

wicked oak
#

you are vr

#

you are rendering everything twice

sly elk
#

this is just in the editor

wicked oak
#

plus some shadow overhead?

#

editor has overhead for days

sly elk
#

With shadows disabled im at 4 primitive calls for a single actor (one mesh, one material)

#

in editor

#

Should I only check those kinds of numbers in a build?

wicked oak
#

are you doing forward rendering?

#

forward render is another x2 to drawcalls

sly elk
#

im in deferred

wicked oak
#

try instanced stereo

#

your game is drawcall bound, instanced stereo cuts drawcalls in half

#

your game would look at LOT better on forward render

#

with MSAA

#

given your detailed meshes

#

but of course that might go over budget

sly elk
#

i have done a bunch of a/b between the two

#

budget is the main issue

#

i have a lot of parts

wicked oak
#

merging them is possible, but it would be a huge fucking headache

#

specially if their textures are different

#

if their textures are different, you pretty much cant merge

sly elk
#

It would need to be done dynamically

wicked oak
#

if they use the exact same material, it would be possible to merge a bunch of static meshes into a single one

#

dynamically, at runtime

sly elk
#

because I can't predict the configuration of parts

wicked oak
#

you would use the custom mesh render whatever thing

#

essentially you create a new mesh

#

that is mesh A + meshB + meshC

#

repeat how much you want

sly elk
#

yep

wicked oak
#

that wouldnt be hard, but you would need C++

#

to do it and keep playability, i would do it on the "second" ones that get added

#

imagine you have piece A

#

and you add pieceB

#

then you add piece C to piece B

#

now you merge A and B

#

and you add piece D to C, then you merge AB with C

#

that way you will be able to remove the last piece

#

and if the last piece is removed, then you restore the old state when the meshes were separated

#

or easier, you merge all the meshes you cant remove at the moment

sly elk
#

yeah. every mesh has a bool calls AllowRemoval can be used for stuff like that

#

i get the same numbers in the vr preview, they are just a lot harder to read

wicked oak
#

multple material?

sly elk
#

single mat

wicked oak
#

are you doing Z prepass?

sly elk
#

single mesh

#

nope

wicked oak
#

you sure?

#

you check with the GPU debug

#

the one on control-alt-comma

#

any way im leaving now

sly elk
#

hmm

#

stencil lod was forcing early zpass - restarting the editor now

glossy agate
#

Just the regular foliage painter

sly elk
#

I'm estimating the final car to end up around 1000 parts total with about 500 of those being fasteners or small parts I can hide from ~1.5 meters away. Another 100ish parts are engine internals that are easy to hide on a switch based on the assembly state of the engine.

#

Thank @wicked oak - I was still paying for early zpass with the stencil lod dither left on. im now at 2 draw calls per part as expected

mighty carbon
#

@glossy agate not really looking forward painting on 10km^2 terrain

glossy agate
#

Oh yeah haha, didn’t think about that. Probably just have to use procedural.

chilly thicket
#

Okay, so, complex question incoming.

#

I have a 3d widget that's part of my VRPawn, and it has a quick test UMG UI on it.

#

My question is, how do I get input from motion controllers on specific buttons/sliders of the UI?

#

I only see how to test if if the motion controller is overlapping with the whole UI, not specific parts of it.

real needle
#

@chilly thicket You use the WidgetInteraction component on your motioncontroller. It does a trace based on your parameters and you can then interact with the WidgetInteraction referencing the interaction component using "pointer event (something)" mouse down

#

There's a full page on how to do it in the docs

chilly thicket
#

Oh, okay.

#

Can I get a link?

real needle
#

Step by step

#

I'm not at comp just Google UE4 widget interaction component

chilly thicket
#

Ah, okay, found it, thank you.

trail shale
#

I'm having that same issue, I can't seem to get it to work and google has me filtering out trigger volume events for the last few 90 minutes

#

My other inputs work, including keyboard

#

I've checked all around the

#

other blueprints by doing "motion controller" and "trigger" and cannot find duplicate triggers that somehow overwrite it

glossy agate
#

I think you can set priority maybe on the inputs to override what you have in project settings? Haven’t tried it myself, but I thought I saw it in there before

tired tree
#

You can set input priority in the settings for it yea

trail shale
#

It's weird guys, It's like that entire trigger on both controller is broke but they work fine in VR

#

all other motion controlls work, including thumbpad and shoulder buttons

#

This has me and the developer BAFFLED

#

The left trigger events work fine but not the right

#

at the very core, for whatever reason, I cannot get the Unreal Engine to recognize the Trigger Key on my Right Motion Controller

#

This is for VIVE btw

trail shale
#

In the interest of posterity and for future searches, I am an idiot and had a Right trigger event elsewhere that overrode this.

I am sorry.

glossy agate
#

Haha that’s what I figured. You may want to rethink how your logic is running though if you are doing this with a bunch of input based functions. Use an interface if you are going to write this for everything you are going to hold.

trail shale
#

@glossy agate This is the reason I think people are forced to develop better practices. I used an input key in an actor blueprint to test a function, I guess I need to keep all my inputs in one single blueprint and just have a test key that fires a test event that I can call on any BP

rich citrus
#

Hi guys kinda struggling right now, working for a vive app trying To optimize vegetation tried many things. i know there is no secret with opacity mask and culling etc but i feel like im missing something any advice? thanks!

mighty carbon
#

it seems that no one uses open world tools in UE4 for production currently

#

😦

rich citrus
#

yeah i know, but even without using foliage tools i have something like 15 To 30 frames drop with a very little amount of trees

mighty carbon
#

that's due to overdraw

#

VR doesn't like transparency much, especially overdraw, which happens when you have leaves

#

I don't have any transparency, so I have no performance issues with foliage

#

but I have other issues

trail shale
#

Crap, what is the quick way to maximize the VR preview window? I had it setup for the longest time working and something changed and now it's only half the screen

rich citrus
#

yeah that's the idea, wanted to know if someone had other idea, thanks @mighty carbon

trail shale
#

annnnd steam VR decides to solidly fuck me in the ass with a 208 error that restarting and changing usb slots does not fix, literally 40 minutes before the conference opens

#

any tips would be appreciated, I'm scrambling on google

#

and no rhyme or reason why it's fixed

sharp swan
#

dodgy HDMI cable perhaps?

tired tree
#

just unplug and re-plug the HDMI cable...

#

its a display boot order issue normally

#

with windows

sharp swan
#

hey Mordentral. hows the plugin expedition going? Also didn't you have a baby recently?

tired tree
#

yup, baby slowed it down a bit, but other than that all is well

#

what about the plugin?

sharp swan
#

just wondering if you had any new additions planned. Been playing with it this weekend. It's nice

#

and yeah. I have 4 kids. they slow everything down except money flying out of my wallet

tired tree
#

yeah...I have a 100+ item list on a private trello that I don't show people.

#

and an update coming out this week with a ton of new additions and cleanups

#

been talking to your friend that made Reficul, guess he transitioned over to it?

#

sent him some materials this morning to alleviate some confusion.

sharp swan
#

yeah he had some collision issues so he switched out to VREP. Seems to have done the trick

#

Not sure if he's combined it with the VR IK plugin yet or not but he was looking into using that too. I really wanna get my hands on it but I dont wanna scalp a free copy of it from it . It seems worth the money

tired tree
#

dunno, haven't played with outside IK before, only some minor custom stuff, there are a lot of solid options from what users have been telling me though

sharp swan
#

A basic two bones Ik setup might be nice for the plugin. Just to get some arms in

trail shale
#

@tired tree Congrats on the baby, is it your first?. ALso, thank you, i will remember the HDMI cable issue, that makes sense now

tired tree
#

newp, 2nd and last

sharp swan
#

I said it was my last when I had my second. Apparently my penis thought otherwise.

#

My wife was on the pill when we had the third. They don't tell you that about it. It's been discovered to be less than 80% effective now

trail shale
#

I will probably jinx this but I've successfully used "Coitus Interruptus" (It's a real thing, google it) for nearly five years

#

I've got two and that's just enough for me

sharp swan
#

Im just not willing to risk that. I keep enquiring about other entrances but its a no go 😦

deep falcon
#

okay so i just walked in and i'm not sure what this has to do with vr but just fyi, vascectomies are incredibly cheap and low risk

tired tree
#

^^

#

regardless, back on track? - Basic two bone IK can be done with FABRIK for arms.

#

but rather promote good 3rd parties anyway for IK than try to roll my own and support it

mighty carbon
#

lol

#

that's why I like this channel

sharp swan
#

I considered vasectomy but 10% of men who have it end up with a permanent pain. Thats about 9% too much chance for me.

#

back on topic though. do any of you guys develop with vive? If so, do you have a workflow for not having to get up and down every 2 minutes to test things?

deep falcon
#

I hold my vive headset at arm's length in my left hand, hold the vive controller in front of it with my right, and stare at the monitor. My long term plans involve either using the 3DConnexion spacemouse or using UnrealJS and making a system that lets me project "vi" onto a screen in the vr space

tired tree
#

2D pawn

#

I test everything in 2D and put on headset for specific things

#

uses same character based but with locked hand and head positions

deep falcon
#

Note, I've only used Unity with the vive and am in the process of moving to Unreal. Unity's VRTK has a vr simulator but it's not as good as i hoped it would be

tired tree
#

moving to unreal for VR? pretty backwards from most peoples choice.

sharp swan
#

I figured a regular pawn would be the way. I can still use motion controlls without VR preview though?

tired tree
#

I don't use motion controls, I simply have a 2D pawn capable of grabbing and moving and doing everything

#

like I said, specific things HAVE to be tested in VR

#

but the vast majority of iteration I can do at screen

sharp swan
#

yeah im early on in prototype so most of it has to be for now. My back is killing me though :/

deep falcon
#

i have spent the last year trying to get unity to do what i want it to do and failed utterly. i heard about a year ago that unreal was about two years behind unity in terms of vr support. i hear it's "better" now but i'm concerned about whether it will be better enough.

tired tree
#

vives pretty bad for in seat testing unless your comp is in play space

#

then its not a problem at all

sharp swan
#

mine is fortunately

deep falcon
#

@sharp swan this is a silly question but have you considered getting a $30 wheeled rotating stool

tired tree
#

@deep falcon what specifically are you looking for

sharp swan
#

@deep falcon yeah. I currently sit in an armchair at my desk. The arms are perfect for long term mouse usage. I could switch it for the dev period though

wicked oak
#

can confirm 2d "emulator" pawn

#

with mouse and keyboard controls

#

and debug keys for days

deep falcon
#

I got a wireless keyboard with a trackpad on it. I really am quite curious about a workflow with just not leaving VR and using the "desktop" feature of vive or a hacked-in editor. Maybe unrealistic, dunno.

sharp swan
#

I had a play with the VR editor the other day. Can't really say I like it but it's functional 😄

deep falcon
#

I'll be very interested in unreal's vr editor once the geometry brushes are supported.

sharp swan
#

yeah it seemed ok for positioning things and adding a mesh. But I didn't spend too much time with it. Seemed like I was heading backwards in workflow speed

deep falcon
#

@tired tree "I want to make stuff". My concerns with Unreal are that it will not be performant on important target computers (i hear this was a real problem in vr before the forward renderer) or that I won't have access to popular libraries like VRTK or like, idk, steamvr's knuckle sdk, and will spend a lot of time reimplementing basic stuff like grab/drab object. The reason I gave up on Unity was it seemed too rigid in certain ways, and extending it or making it flexible seemed to involve relying on undocumented APIs that are at high risk of changing. Like I made something simple and was like "ok, now i wanna add some multipass rendering to punch it up" and the way to do this turned out to be like well put some handlers on camera objects and hope that both the camera invocation order doesn't change in some future release or that some other object isn't doing something fancy your code accidentally collides with

tired tree
#

wellll.....

#

bad news here

glossy agate
#

I just test mostly seated. Have a player start in front of a little in game work bench where I put stuff for testing. A lot of times the vive is just sitting on my forehead so I can test a lot really fast

#

still a bit of a pain in the ass

tired tree
#

@deep falcon the bad news is that there isn't really a VRTK equivilant generally, there are a lot of small cluttered packages of utility and then my one monolithic plugin, but how Unity is constructed in general makes it a bit easier to pick and place functionality (scripts)

deep falcon
#

but mostly i'm just looking for something that lets me experiment with different things and doesn't get in my way

#

The main thing I used VRTK for was the vr simulator, ie, i could do things either through VRTK or through SteamVR but if i did it through VRTK i knew i could use it with the simulator later without rewriting absolutely everything. It seems like Unreal might have enough abstraction i don't really need that layer (ie the 2d pawn mentioned by others above?)

#

I think the only VRTK utility i really used was the radial menu, which was pretty great. I wanted to set up a thing where i could like point and click at floating interfaces but never got there.

#

@tired tree What's your plugin?

tired tree
#

well, the second pawn would be up to you

#

but I really don't suggest it be used by people new to the engine

deep falcon
#

hm

#

ok, well, if i'm new to the engine (modulo spending a week or two fiddling with non-vr content) is there somewhere you'd recommend i get started if like… say all i want to start is "allow the user to see the controller they're holding, and let me feed position/orientation vectors into a blueprint or something"

#

if i just type "vr" into the documentation search am i good

#

or is there some early hump to get over i should be warned about

glossy agate
#

There is a VR template project you can dig through right in the launcher.

#

Parts of it are kinda wonky, but you can also use the FPS template in VR, but you would have to add your own roomscale support

tired tree
#

yeah just use default template

#

you'll end up implementing everything from the ground up with it, which is why I said there isn't really the ecosystem like Unity has

deep falcon
#

ok

tired tree
#

however i'll note, from what you have been saying you strike me as a Coder...there currently is no c++ VR template in default engine

#

only blueprint

deep falcon
#

you can add c++ to a blueprint project tho right

glossy agate
#

You can, but when you read whats there to learn it will be BP only

deep falcon
#

ok. thanks for the warning. honestly as someone who knows C++ very well my feeling is that it's better to use C++ for as little as possible. when i'm doing my own game engines i try to use c++ as a base and push as much as possible into lua. so "push it into blueprints until something has to be c++" is maybe ok to me.

#

actually i spent the last two weeks trying to get unreal.js working! ^_^; but i think i've decided that's not a good place to jump in.

#

anyway thanks, maybe i'll come back with more questions once i've poked a little ^_^;

glossy agate
#

got some pretty nice sales going in the marketplace today. 👍

tired tree
#

@deep falcon well the very very large upside to BP is that the iteration time is insanely fast

#

and they are fairly simple to port back to code

sturdy coral
#

@trail shale makes sure the HDMI cable is plugged in in the right orientation, one end is marked differently for the headset

sturdy coral
#

@deep falcon once you have converted a project to c++, you can also right click on any blueprint node and see the C++ source behind it, so you can use that in the VR template to see what a C++ one would do

#

if you download the roborecall modkit you can see an example of setting up a 2d pawn that emulates vr, probably similar to what the vr simulator provides in VRTK

#

(can't use code from roborecall in your own project though. but it is a pretty simple setup)

dim pond
#

Currently trying to create a 3D drawing tool. I have started with creating a spline and attaching a ribbon emitter to it, but my frame rate drops significantly. I have also attempted spine mesh generation in realtime, but the results are the same. I was wondering if anyone could point me in the right direction of what I should be doing. From all the games out there I know it's a mesh being extruded along a spline, but I can't find anything on how this can accomplished. Also any information on optimizing the ribbon emitter or mesh for framerate increase would be helpful too.

mighty carbon
#

@deep falcon what VR platform are you aiming to develop for ?

deep falcon
#

@mighty carbon I am currently targeting vive/oculus but long term i would like the option to release on playstation vr

#

i'm only testing on vive right now

mighty carbon
#

in that case you shouldn't really worry much about performance in VR

#

(not more than you would in Unity anyway)

deep falcon
#

on a related point does it matter whether i select "maxium quality" or "scalable" when i create a project?

#

for vr purposes

wintry escarp
#

max

#

unless its mobile vr

deep falcon
#

thanks

trail shale
#

@sturdy coral I ended up getting to to work....the frustrating part is there's no rhyme or reason why it seems to work or not

#

but thank you

trail shale
#

Is there a truck to making the windows 10 VR preview window consistantly full screen.....sometimes hitting windows + UP works, sometimes it doesn't , I can't figure out why

#

Just so anyone who finds this, I finally found it....the TILDE key is your friend, hit it TWICE and you can actually hit the stupid maximize button

little nacelle
trail shale
#

Try searching for "ARSample" at answerhub or UE forums

sturdy coral
#

@trail shale you can also hit shift-f1 to get mouse focus which should let you hit the button

real needle
#

Are anyone successfully using the rift with oculus plugin disabled, steamvr enabled? I see the same image in both eyes, and if I stare at the edge I can a line from rendered pixels and none, so the cameras aren't at the proper eye distance

mighty carbon
#

you have to have Oculus plugin running afaik, always

real needle
#

I was under the impression that steamvr runs oculus runtime natively now

sturdy coral
#

@real needle I am using it

#

what you are probably running into is there is a bug if the oculus input plugin is enabled

real needle
#

no I already checked that

sturdy coral
#

ah ok

real needle
#

In fact, I couldn't even find it in the plugins list

sturdy coral
#

I'm on 4.16 but hopefully will be upgrading to at least 4.17 soon and will see if it all still works

#

@real needle yeah I think they consolidated the input into the oculus plugin at some point so it might not be a separate thing anymore

#

john alcatraz is using rift via steamvr too but he is on 4.15

#

I've got it where you can chose between oculus sdk or steamvr on the commandline and had to fix some stuff to make it work. input thing is the only one I remember off hand

real needle
#

hmm yeah well I didn't have the problems that led me to trying disabling oculus sdk before 4.18(.1?)

#

and I don't need oculus sdk for anything really

mighty carbon
#

so, what did you folks buy from the MP on Cyber Monday ?

tired tree
#

crickets

#

@sturdy coral lol, stop debating returnoftheyellow on reddit man

#

its just a troll account

sturdy coral
#

@mighty carbon I forgot about the sale, did you get anything?

#

I'm about to check it out

#

@tired tree yeah yeah I know 😛

real needle
#

I'm receving this crash: https://pastebin.com/tKwygLhe
Or my head is at the center of the floor after a very long load of the map (usually takes ~1sec)

Same content has no problems on the vive, and running steamvr instead of oculus sdk fixes the height but screws with the displayed images...

mighty carbon
#

@sturdy coral got Prefab tool and Instance tool from Nate

sturdy coral
#

@mighty carbon any good tools on sale outside of UE4? last year had some deals on substance and stuff

mighty carbon
#

bunch of Add-ons and training for Blender

#

Geoglyph for World Machine is on sale

sturdy coral
mighty carbon
#

aye, cool

#

not whole a lot of useful stuff on sale this cyber monday 😦

#

also hardware prices are bizarre - I bought 16Gb of RAM last year for ~$90. It's $140 today, with discount o.O

mighty carbon
glossy agate
#

I grabbed a cool ballistics Fx pack. It’s better than I expected. Also got a pack of grenades and an iron belly weapon attachment pack I haven’t looked at yet.

#

Everything for $95 which is pretty good cause ballistics was $100 when not on sale.

#

@mighty carbon yeah that seems high. Isn’t 8gb around $80 or so usually when not on sale?

#

@sturdy coral I am pretty sure substance is on sale right now if you haven’t got it yet.

sturdy coral
#

damn I didn't think they would stop the sale on eastern time

sharp flame
#

Hi, have a question about performance measuring: Are there any differences measuring with or without a vr set connected?

#

I do run it in vr mode, so I get the double screens, but are there other overheads that just doesnt show up if I run it without the set?

full junco
#

@mighty carbon RAM prices are crazy, yeah

#

at current prices, I wouldn't have bought 48 GB I guess

#

but back when I bought it, it was cheap

#

I paid $167 for 32 GB in 2015

#

and in 2016 I paid $120 for 32 GB again

#

I always bought the cheapest RAM that was available

#

and now the cheapest available seems to be like 3 times the price

fresh laurel
#

They will be coming down in price soon

full junco
#

@fresh laurel why would you think that? the prices are expected to further rise

wicked oak
#

@full junco and i just paid 350 euros for 32 gb of ram

#

medium tier RAM

#

RAM > Ryzen

#

fucking absurd

full junco
#

@wicked oak I excluded VAT from my prices to make it more comparable with what motorsep mentioned

#

your 350 is probably including VAT?

wicked oak
#

yes

#

but its still a fuckload

#

and thats in euros

#

would be 350 dollars if you remove VAT and go 1 euro = 1 dolla

#

still ridiculous

full junco
#

yeah

#

its because there aren't enough manufacturers of such chips, and ram for phones is manufactured there too

wicked oak
#

and one of like the 3 companies got fukushima-d

#

they also build SSDs on the same plants

#

and memory cards

#

Nintendo is also having trouble finding enough cards for the switch memory

#

they are bitting against Apple

#

so there is plenty of stuff this companies would make BEFORE pc ram

full junco
#

yeah, exactly

wicked oak
#

thus , low amounts of ram manufactured. High demand low supply = prices up

wooden moss
#

Hey, im new to VR and i am a college student tasked to make a VR experience as an assignment. I was thinking about making a first person shooter experience with AI targets but i have no idea how to start this task, any suggestions?

sharp swan
#

there are also VR tutorial projects. Both in the launcher and online. The Epic VR project you can create from the template in the launcher should be enough to get you going and it's simple

full junco
#

@wooden moss should it be an "VR experience" or should it be something that actually has gameplay?

#

thats a huge difference

#

if you only need an "experience" then it would be way easier if you wouldn't bother with AI

sturdy coral
#

In release notes they say to report any issues with haptics

#

Maybe you can get them to fix that rift haptics bug under the guise of the beta :P

full junco
#

well, "let us know" how. I never heard anything back from them related to the issue I opened on github

#

they have no good place to let them know about anything

sturdy coral
#

I guess that steam community post that is linked

#

Yeah they don't have any active bug reporting thing where they actually seem to respond

full junco
#

and the comments there sound like "this update broke everything"

uneven moon
#

I'm trying to force the HMD to start off inside the red circle

#

But based on the player's height and location

#

It may be way off

#

So no matter where they are in their play space

#

I want the HMD to automatically spawn them in that spot

#

Is this possible?

#

To force the HMD's starting point?

#

I want it to ignore their real height etc.

trail shale
#

@uneven moon have you played with reset orientation?

uneven moon
#

@trail shale Yeah, I found that right after I asked and it worked out fine

#

It just doesn't let me define the height

#

But it's fine

tired tree
#

@uneven moon it also adds a permanent offset to roomscale positions.....I'd advise against using it unless the entire game is seated

#

there is no blueprint method of reverting to natural pose afterwards

gleaming river
#

Have any of you guys worked with mixed reality in Unreal, I've seen a few outdated plugins and that's about it. Wondering if there are any good guides out there

tired tree
#

well you can play with it right now and do a bunch of custom stuff

#

or wait till 4.19

#

and use the build in mixed reality framework :p

gleaming river
#

Ahh so they are releasing support in 4.19.

full junco
#

@gleaming river you talk about the windows headsets or other stuff?

#

"oudated plugins" doesn't really make sense related to the windows headsets I guess

trail shale
#

@tired tree Regarding the reverting to natural poses, could you get around that by recording various vectors in the world that would be the position of a "natural pose" and then physically move the player there, and reset orientation?

gleaming river
#

@full junco I mean using Vive headset with three controllers, was looking at mixed reality game trailers

full junco
#

@gleaming river you should have mentioned that you talk about that 😄 asking for mixed reality support most people would interpret as asking for support for the windows headsets

#

recently, thats just the most common usage of "mixed reality"

gleaming river
tired tree
#

@trail shale ????? no

#

the reset is based on the current pose frame of the HMD

#

it takes that and considers it zero on the HMD plugin side

#

it has nothing to do with the actor position

trail shale
#

I know but what if you added a transform to actually move the actor at certain points

#

to mimic the natural pose

tired tree
#

nothing to do with actor position

trail shale
#

I know it technically doesn't but there is a pseudo relationship

tired tree
#

with how it currently works, you would literally have to go and sit your HMD down dead center on the floor of the tracked space

#

no there isn't

trail shale
#

let me try context

#

we might be talking about two different things

#

my tech demo has people starting in a fire truck, however, since I"m moving all over the booth, (i might start the game with the headset in my hand and then walk it over to them)

#

so, when I get to them, from their vantage point, they are OUTSIDE of the truck, sitting somewhere else in the world

#

as far as the game goes though, they are still in the truck

#

reorient literally does just that

tired tree
#

yes?

#

but you aren't thinking about it correctly

#

how do you then go back to room scale, correctly

#

without manually adding a reverse offset back to the camera

#

it forces a permanent offset to the tracked space, that only changes if you reset again

#

so that original position is now 0,0,0

#

if in Floor tracking mode

#

and heres the kicker, at least for the SteamVR plugin since this is all implemented manually on Epics end, switching from Eye to Floor tracking DOESN'T RESET THE OFFSET

#

which is likely...a total bug

trail shale
#

that...makes sense

#

could you use the positions of the controllers as an aid? or are the essentially the same class as the HMD when it comes to tracking

tired tree
#

the offset applies to all tracked objects

#

FVector Position = ((FVector(-Pose.M[3][2], Pose.M[3][0], Pose.M[3][1]) - BaseOffset) * WorldToMetersScale);

#

they quite literally just -BaseOffset there

#

when getting a location of a tracked object

#

the node was entirely built around being used for eye level

#

works fine for that

#

its not intended for roomscale

trail shale
#

ah, hence the "need to wait on epic"

#

You think think support will coincide with the wireless headset tracking spreading?

tired tree
#

don't have to wait on anything

#

easy enough to offset your pawns yourself or the VRroot

#

then you don't have to play with tracked settings

#

and it won't screw up the chaperone component either

trail shale
#

I need to read up on that more

uneven moon
#

@tired tree Wait

#

If I re-use the same node to recenter the player on the next level

#

Wouldn't it work?

tired tree
#

no

uneven moon
#

My problem is, the player goes between standing outside and sitting down inside a car. So I transition him into a level that tells him to physically sit down in real life

#

In order to make sure the HMD is in the car

#

I have to re-center

tired tree
#

no you don't

#

attach the pawn to the car, then either offset the pawn or the VRRoot scene component

#

so that their head is positioned correctly

#

when you use ResetOrientationAndPosition (at least with steamvr) your current head position becomes your new feet position

#

and is considered center of actor

uneven moon
#

Ah smart, the VROrigin offset should work

#

Would I just set its world location?

tired tree
#

relative

#

basically can just -camerarelloc

#

so it offsets

#

you would have to handle rotation too

#

but it works

uneven moon
#

It would work, I'm just confused because

#

The pawn and the car are separate BPs

#

So how would I accurately offset the camera in relative space

#

Within the pawn BP

#

To match up with the car's interior

tired tree
#

attach pawn

#

to scene component in car

uneven moon
#

And then would I offset the VROrigin to the eye level I want them to have in relative space, or

tired tree
#

then you just drag that component to where you want the camera to be and face

#

and in the pawn, you offset the origin so that it counters the HMDs rot and pos

#

so actor 0,0,0 is then HMD 0,0,0

#

and it will jsut work for you

uneven moon
#

Once I set up the scene comp in the car's BP to the eye level and rotation I want the HMD to have, how do I offset the origin to counter the HMD's rot and pos?

#

Not sure what you mean by counter

tired tree
#

then you can also keep them within a boundry and run darkening logic when getting too far outside sitting bounds

uneven moon
#

Wouldn't it work if I just cast to the car BP and attached the Origin to the scene component and that's it?

tired tree
#

no

uneven moon
#

darkening logic already in place

tired tree
#

the HMD and controllers are offset from the Origin

uneven moon
#

So the origin is attached to the scene comp in the car BP, and then the Origin itself is offset in the pawn BP itself

#

Not sure how to do this offset, the only thing I've ever done similar to this is rotate the pawn around the HMD using the Origin instead of rotating the play space

tired tree
#

Attach pawn to scene comp -> offset origin so that HMD is at actor 0,0,0

#

same thing as origin rotation really

#

you already have the logic for it

uneven moon
#

so we want the Origin to be at 0, 0, 0 in relative space

tired tree
#

counter rotate by HMD yaw, position at -HMD pos

uneven moon
#

I think I know what you mean, so if the HMD is at 0, 0, 0 in relative space it would be 1-to-1 with the scene component I attached the Origin to and not offset in world space

tired tree
#

and if it is at 100,0,0, the origin needs to be -100,0,0

uneven moon
#

so am I updating this offset every frame?

tired tree
#

when you leave the car you just set the origin back to 0,0,0

#

no

#

that would lock you in place

#

couldn't turn or move

uneven moon
#

if what is at 100, 0, 0?

tired tree
#

the HMD

uneven moon
#

is this still in relative space? because if I manually move the HMD in the pawn BP to 0, 0, 0 shouldn't it be 1-to-1 with the scene component's location when attached?

tired tree
#

just check if they stay inside of a set distance, fade to black within a distance from that limit, and counter the offset if they hit it

uneven moon
#

alright I'll give this a shot brb

mighty carbon
#

uggh, now I have no choice but to roll out my own procedural foliage system 😦 (going to make it for small groups of trees / boulders for performance and sanity reasons)

tired tree
#

@mighty carbon how is he doing the wind for those

#

because I have to tell you...there are plenty of projects with grass and tree wind with landscape tools

mighty carbon
#

I am using wind shader

#

(came with some trees from the marketplace)

#

it works with ISMCs, but not with HISMCs

#

and procedural foliage / grass are HISMCs

#

it seems that simple wind shader works, but complex one (used with those trees I purchases) doesn't work

#

my grass uses simple wind and it works with landscape grass

#

so I assume if I have trees that don't sway and simply have leaves rattling by the simple wind, it would work (but I haven't tested)

#

also, there is no saying where those plenty of projects use complex wind and engine built from source with necessary fixes, or simple wind and launcher version of the engine

tired tree
#

simple wind is a world position offset....

#

it just means that the logic they use for the offset is flawed with instances

#

there is a full wind node too

#

not just simple wind

full junco
#

speedtree wind works fine on HISMCs

#

and speedtree wind is quite complex probably

tired tree
#

and the speedtree wind node can be used with non speedtree assets :p

mighty carbon
#

full wind is what is used afaik

#

I'll see about speed tree node

#

it could be a bug in 4.18, since i didn't see any reports for 4.16 and earlier (and it looks like a lot of people are still on 4.16)

tired tree
#

really doubt it has anything to do with 4.18

full junco
#

might be a bug in 4.18 then. I'm on 4.15

smoky furnace
#

Does anybody know how to tell UE4 not to set location of Oculus HMD?

full junco
#

but if you just use materials without understanding how they work, then you will see issues like that @mighty carbon

#

if you know why every single node in a material is there where it is, you shouldn't see such issues

tired tree
#

@smoky furnace think that is on a list of bugfixes for 4.19

smoky furnace
#

seriously? There is no way to fix it right now?

full junco
#

you can surely edit the source and make it do what you want it to do

tired tree
#

you are talking about the initial location? trying to keep it to calibration facing?

#

or something else

smoky furnace
#

no, I just need the camera to stay at the initial location. Now it is flying around the scene

#

I have another source of head location and I need to use it instead

eternal inlet
#

hi guys, anyone know what the new node looks like and how to get it?

tired tree
#

@smoky furnace you running a custom tracking?

#

bLockToHMD will remove the camera lock to the tracking

#

but it also removes the late update to the scene

smoky furnace
#

@tired tree what is bLockToHMD?

tired tree
#

on the camera component

#

when true, will follow the HMDs location

smoky furnace
#

@tired tree Yes, I have custom tracking that is similiar to OptiTrack

tired tree
#

@eternal inlet HeadMountedDisplay category, its just tracked device position now

#

if you type that prefix in it will be visible, forget the full name

smoky furnace
#

@tired tree Found it. Thank you! However it looks like it won't use rotation also

#

I think I can get rotation from oculus and apply it... will try 😃

eternal inlet
tired tree
#

yes

eternal inlet
#

and device id has to be derived from whatever i set on the respective motioncontrollers?

tired tree
#

no

#

you have to get the device id of the tracked object

eternal inlet
#

hmm ok

tired tree
#

GetTrackedDevices

#

can get by category

eternal inlet
#

this?

tired tree
#

yes

uneven moon
#

@tired tree

#

What am I doing wrong?