#virtual-reality
1 messages Β· Page 153 of 1
It has no effect at all, I still spawn outside of the car from where my chair is relative to the center of the play space
Just as it did before this was executed
#1 SnapTo not keep relative
tried that, no difference
also i would attach the pawn, not the origin
the pawn is attached on beginplay in the levelbp, so you're right Idk why I'm doing that twice
one sec
am I attaching the pawn to the scene component
or to the car itself
the scene component
alright, it's set up now but
I still spawn far off
That in the levelBP
and then
In the pawn BP
let me revert back to add local offset
no change
set up a visualization for the origin location, I don't know what special logic you run anywhere
I printed the HMD position
and it's at 0, 0, 0 even though I'm not in the center of my play space
that's why it isn't offsetting
but why would it be 0?
no, I removed it earlier
but
is it possible it reset it and kept it that way
even though I'm no longer executing it?
this is in-editor
yea
ffs, did I just brick my project
kk 1 sec
remember my whole issue with it was that it was a permanent change while the plugin was running?
editor keeps an instance, it likely retains that
yeah good call, I'm getting the correct numbers on the HMD now but
I don't think the offset is working
Now I spawn directly above the component I attached to
But the HMD isn't in the car, it's way above it
As if I'm standing on the car
@full junco It's gotta be a bug in 4.18, because if I create BP actor with ISMC and add my tree into it, I have LODs working and wind working. If I replace ISMC with HISMC - nothing works (I can see vertices on the trees wobble randomly and LODs don't switch at all).
interestingly enough, LOD switches on grass, but not on trees :/
(when using landscape grass system)
have you looked at Pivot Painter stuff?
its from houdini and 3dsmax, and i think maya
it encodes the pivot on the vertex color, allowing you do to procedural animations by using that data in the material
to make the trees wave with the wind
makes no sense - trees work just fine in UE4, except when used with grass/foliage system
plus I don't have either of those 3D apps
do you use "individual" parameters?
on the material
becouse i think you cant have individual material parameters on instanced meshes
not sure what you mean
@tired tree p.s. problem was the tracking origin was set to floor level, setting it to eye level in a scenario where the HMD's location is overriden like this fixed the problem
@wicked oak I have a static mesh with material that has wind node and the mesh has 3 LODs. If I place it on the level as an actor - all works. If I use it as ISMC - all works. If I use it as HISMC/foliage/grass - it doesn't work properly (no LODs, vertex anim is all wrong)
LODs i can understand, but its weird that HISM lods dont work yet ISMC does
normally its the reverse
and vertex anim wrong is also very weird
maybe its trying to get "object origin", and object origin is the HISM origin
but i havent heard of that happening, really
@uneven moon shouldn't need to do that
but you likely had a vertical offset on Z
because that is how Epic says to do it
would just have to accout for that
@wicked oak the wind material he is using gets object position a few times and uses local coords
is it a bad/wrong thing @tired tree ?
I wonder if I'd be better off using speedtree wind
@mighty carbon @tired tree there is a node for that: it is called speed tree coords
kind of curious how it is breaking for you though, been trying to re-create
Or something like that
only available on foliage
do glowing materials work right in vr, or does the glow look overlaid and 2d?
It looks fine, can be expensive for high quality bloom
@sturdy coral yeah but the nodes I was remembering him showing methey were manually doing it, was a marketplace item I think
Yeah, he probably just needs to change them to the speed tree node
And he needs to verify his existing setup actually works on 4.17 before claiming 4.18 broke it
@tired tree that was ink outline π
wind is just that - full wind node plugged into WPO
after Gear VR project and back and forth with Epic about various issues, I figured I'd save a lot more time by working around issues than producing repro cases and having Epic to shelve it because they don't have a use for that functionality in the internal projects.
I did, as I wanted to get some kind of feedback
sometimes someone already has more info than I do
then ask a question, don't report it as a 4.18 bug
more so if you didn't test on a previous version
I have been trying but can't reproduce the shadowing or wind issue
(was bored on break)
there is a reason they ask for reproduction projects
@mighty carbon ^ reproduce in 4.17 before reporting it as something new
like I said, I did it before and ended up with no-fix or broken fix solutions that dragged on and on..
I'll try LOD issue with 4.16/4.17 since it would be the easiest to create with empty project and built-in tools.
@wicked oak LOD with ISMC works if there is only 1 instance, it can change the LOD for all instances at once in an ISMC, and with 1 instance that gives a correct result
Last month at OC4, we revealed Rift Core 2.0βour biggest Rift update yet. Weβve completely redesigned your Rift experience from the ground up to help you take full advantage of your PC and everything VR has to offer. Soon, youβll be able to get hands-on with the beta release of Dash, Oculus Home, and the updated Oculus app.
@wicked oak have you ever chatted to Ali (DA) on Discord ? I think he is avail right now (but showing as offline) - might want to add him and bring up all those streaming issues you posted about here
@tired tree I think it was offsetting by the wearer's height given the tracking was set to floor level. If I placed the HMD on the floor, it would be 0, 0, 0 and 1-to-1 with the scene component in the car BP. Seems a bit unnecessary to calculate the offset each time based on the player's height from the ground just to counter it because setting the tracking level to Eye Level does that as well
The player never exits the car physically either, the entire level is spent in the vehicle
If there were a transition between the seated position and the standing, then the eye level tracking wouldn't be accurate, yeah
as long as it works, who cares? :p, only said something about resetting since it technically works but also screws everything else up
I wonder when 4.19 p1 is coming
xmas
It would be nice to get it in before xmas
I want to play games on xmas π
I guess maybe Nvidia Ampere SLI could render those in VR at 90 fps
@full junco didn't you need something like this https://forums.unrealengine.com/community/work-in-progress/1392866-runtime-sound-occlusion ?
I don't think so, and I definitely wouldn't want to use any plugin from the marketplace or forums for anything like that
what you mean was probably me talking about steam audio
but thats not just a bunch of linear traces
aye
i tried steam audio and it really didn't feel like i got realistic sound directionality at all. was kinda disappointed :/
did you have it setup with the right attenuation ect? Worked pretty good for me
@deep falcon you tried dynamic or static?
@full junco Hm, I don't know, I tried tweaking a bunch of parameters. Should I maybe go back and play with it more?
Whatever that algorithm is-- HRTF-- does it actually phase-shift sounds in a realistic way or is it just a better way of doing "it's louder in the right ear"?
Also does it matter what headphones I use?
I wonder how many combined rift and vive are out there now? Over a million?
it phase shifts the sound to the closer ear, but but if you apply the materials, like physics materials it should provide accurate bounce ect too.
here is the doc on it. I think it includes the settings for common materials too. https://answers.unrealengine.com/storage/temp/200231-steamaudio_manual_unreal_2.0-beta.3.pdf
@deep falcon got Gear VR by chance ?
I mean, do you own one ?
nah, I was just going to give you a key to my app on Gear VR - it has HRTF sound made with Oculus plugin + FMOD
and if that wouldn't have sounded HRTF enough for you, then I am not sure what kind of positional sound you are looking for π
oh haha
if i had the equipment i'd be very interested in trying it!
Okay, so ... i'm trying to start a vr project. I'm new to this. I want to do a thing where tilting the handset right or left causes an object on screen to move. I think I know how to proceed with making the object move if I can get a blueprint with access to the handset to receive the handset orientation from the "VR pawn". Problem: There is no "VR Pawn" [in the World Outliner]. The "VR Pawn" is something that magically springs into being [in the World Outliner] when I press Play. I think this has something to do with the Game Mode. There's an unreal document about motion controllers here, but it assumes the VR Pawn exists already and you can just blueprint plug into it: https://docs.unrealengine.com/latest/INT/Platforms/VR/UsingTouchControllers/index.html
Showing you how to pick up and drop objects using Motion Controllers.
I'm pretty sure i'm asking a super-newb question here, but how is it i actually connect the pawn to my "game" blueprint class in a blueprint?
it's going to be a paradox though - TPCAST for Rift will be available in China, but Rift isn't available in China. They can't pass FCC in USA, but Rift is available in USA. Sad sad sad...
@deep falcon Yes its in the game mode. The chosen pawn will spawn where your player start is.
So like... I figured out I can go into World Settings and pick "gamemode override", and it lets me make a new game mode there
what i'm not clear on is like... if i make a new game mode it's blank. Is there a way to "fork" the current game mode?
like it just says game mode: none. if i look in the ini file that's supposed to contain the default, it just says "GlobalDefaultGameMode=None".
Yeah you are probably going to want to follow a tutorial first to learn where everything is. They have a bunch on the unreal engine youtube channel. Endless runner tut is good and will show you how most of the major parts work together.
ok
i guess i should. i've been avoiding them becuase they're all like an hour long and spend the first 30 minutes going "and here's how you arrange the builtin parts to make a level" and i'm like arrrgh i wanna replace the builtin parts
@deep falcon to fork a gamemode you can derive from it, either from AGameModeBase or AGameMode
Oh, OK
AGameModeBase is the most basic one, AGameMode derives from it and implements extra stuff
like round logic
it is more shooter/competitive game oriented
Is agamemode the default if everything is set to None?
I can't remember, it might be just for legacy reasons even though AGameModeBase is more generic
Ok
AGameModeBase was added later on in the engine's life
And the default VR behavior, with the teleportation, that's in AGameMode?
I don't think there is any VR specific stuff in there
Hm, ok
you can add a blueprint node to get the current game mode and then print its class or inspect it in the debugger and see what you get by default when things are set to None
This template project somehow seems to know to spawn all this VR related stuff
Oh! That's really helpful
Thanks all and I'll try the endless runner video
@deep falcon there are several things that can set the pawn: a project level override on the gamemode's default pawn, a level override on the game mode's default pawn (when you open a level it is in the world settings tab, which isn't visible by default, it is under the Window menu), custom code in the game mode itself
and then finally the way the vr template does it: they have a placed pawn inside the map and have auto possess player set to player 0
player 0/1/2/3/4 etc. refers to local players (like split screen or shared screen coop)
So I am browsing through my project settings and suddenly realize I do not have stereo instancing on. I have a very unoptimized scene, with too many draw calls, is there a general expected range of performance to expect? I'm getting about 22-25 m/s
11ms
@mighty carbon wait, is the performance literally doubled??? (I mean, stereo makes sense, but still)
oh, I mean, you should aim for 11 ms with instanced stereo on
I haven't even tested my scene without instanced stereo
I know, I'm wondering how much I should expert performance wise
well, turn it on and see what you get
I'm at about 25 m/s average but it is very unoptimized....many static meshes, few merged actors, excessive materials on certain actors/meshes...pretty much everything I can do to win the "most drawcalls in a single frame" award
FML
I finally got my email from Oculus about my hardware req
No go on the Go
Too much demand, OP
At least I'll be getting some more Rifts though
Anyway
Anyone getting their hands on one?
Just wondering the dev workflow for it
@deep falcon steam audio has HRTF, and that makes you hear stuff in the correct location, oculus audio has that too. thats not too special. it sounds awesome, but whats special about steam audio is the audio "bouncing" around corners and stuff, so like GI (lightmass) with light does
Can't find anything official saying that UE4 supports it
@tired tree looks like your plugin is raising some investment dollars from HTC π
https://www.reddit.com/r/Vive/comments/7g70c3/htc_invests_in_26_more_arvr_startups_in_vive_x/ https://venturebeat.com/2017/11/16/cloudgates-virtual-self-turns-vive-trackers-into-full-body-motion-capture-devices/
When game developer CloudGate Studio got its hands on HTC Vive Tracker peripherals earlier this year, it ledΒ to players kicking dinosaursΒ in virtual reality. It was a fun use case, but the company has much bigger plans for this tech. Its Virtual Self plugin enables developers to use one to three Trackers to provide full-body motion-capture in VR. It will be available to demo in CloudGate'sΒ dinosaur survival game Island 359 on December 1, and at a later date, the plugin will launch for Unreal Engine 4, with a Unity version plugin to come.
@trail shale don't measure perf in an editor build
it is much slower
and don't measure in meters per second
that I have no opinion on π
@granite jacinth can't find anything official saying it supports what, Oculus Go?
I think they are shooting for binary compatibility with Gear VR
Aye, Oculus Go
But I don't see how they can be the same
Any compatible Galaxy would rekt whatever Oculus Go is cooking up
People keep saying it's a comparable experience, I just can't see how it would be
I should have double checked when Go was announced for that signups for dev kits...grrr
Oculus Go should be more powerful than any galaxy, since it can run at a higher clock with better cooling right?
I think they've announced which chips are in it
I guess I'll look into the hardware now if it's available
@sturdy coral Don't swap to 4.18 before they fix this issue: https://answers.unrealengine.com/questions/730320/using-the-oculus-rift-with-steamvr-plugin-instead.html
I've reproed in earlier versions and it works just fine
@granite jacinth read it again
Can you do my repro steps in 4.18.1 VB?
I'll try to repro that
Strange if that's the case though, how'd that break and no one noticed until now
Because Oculus and SteamVR usually doesn't cause problems
@real needle thanks, I probably won't move to it until nvidia's branch gets there, but I'll make sure to test that when I do, I do want steamvr support for Oculus
Everything "works"
(I'm using Rift almost exclusively now)
And you turn off Oculus Plugin?
maybe when Oculus releases their overlay API you will be able to have steam all the time in the headset though
@granite jacinth with steamvr in ue4?
Yeah, and SteamVR
if that ends up being the case I might just support OVR only
I have 3x cameras
You turn off steamvr?
But I doubt that matters
(for rifit)
I have three as well
No, I have both on
@granite jacinth the bug is about if you turn off the oculus sdk in UE4
Let me check what you're talking about
Yeah, but why turn it off if it's broken π
I don't want Oculus SDK for several reasons
No I have bugs with the SDK
Ah
I also have the oculus sdk disabled in my game
For things that works just fine on vive
Strange, I've never run into any issues with either SDK
I hate how the two sdks work with eachother
its a new issue in 4.18
And I don't need Oculus for anything
Aye, I'm working on two VR games in 4.18 for clients now
That's why I am like wtf
One for both, one for just rift
I'm having random crash on Play in VR that only happens when playing with the rift, and disabling the Oculus plugin removes that issue but I then have the issue I reported
Also, having to click the preview window with my mouse to get window focus for keyboard input makes me want to scrap the entire sdk
it's extremely frustrating to just open console etc
@real needle if I turn on stereo in gameinstance::init on Oculus I get a crash, I have to wait a few frames instead for some reason (4.16)
only with ovr
k I don't have any crashes w ovr
or wait
OVR you mean OculusVR?
Cuz we have OpenVR
Which is SteamVR in UE
yeah I mean the oculus plugin
if I do oculus via steamvr I don't get that same crash
I've had more grievances using Oculus in editor than SteamVR/Vive
@sturdy coral lol, I wish :p still really curious about them though
magically, LOD works now with procedural foliage
I had my tree 60 meters high and I was scaling it down. I assume foliage was using original size and LOD was also calculated based on that.
Now that my tree is 12 meters high, LOD works as expected
wind issue remains π¦
@mighty carbon see vanishing of milliseconds
At some point late in development, AMDβs MatthΓ€us G. Chajdas was having a look at a build of the game and remarked that we are using way too highly tessellated trees in the aforementioned opening scene. He was right: looking up the asset in the editor had revealed that screen sizes of LODs 1+ were set to ridiculous amounts in the single-digit percentage region. In other words, the lower LODs would practically never kick in.
it became apparent that instanced foliage does not take instance scaling into account when computing the LOD factors
I wish I knew that (per Epic's docs or if someone told me on Discord)
but hey, good to see I came to this conclusion using deductive thinking π
he has code to average scale per cluster
I don't know why epic never merged all the changes they made
that article was/is a godsend
they also did combined frustum culling, which epic is only just now talking about adding
whats the difference to what ue4 is doing now?
I'm awake for 21 hours so can't think too much
it culls per eye now even with instance stereo and takes twice as long
(for frustum culling, not occlusion culling)
it is supposed to cut ~1ms off of some part of the render thread with a big scene
I looked through his github link and never saw the commit for that though, I'm not sure it is there
I think most of the other stuff is though
oh wow, wind works, but the values I have to use....
yeah it does // currently, shared would be off of __/
ok..formatting broke
\ / \ / ----- \ /
there
yeah, and over any significant distance I think they highly overlap
except on pimax, probably not worth it there π
they were talking about porting monoscopic far field to PC and not just mobile anyway
so on the conversion points they would likely be within that anyway
instanced stereo is going to have an overhead on pimax too since there will be lots of objects in one eye that aren't seen by the other
lots more than normal
all that tech should just be scrapped
because vulkan? π
soon all hmd will be high FOV I mean
dispatching the draws should be the same with LMS
I really hope they tie that into their pixel density scalin they are adding in 4.19 eventually
so any tech that only works good if both eyes see roughly the same isn't worth persueing now
would be a lot better than the full screen naive method
everything won't move to high FOV for a while, but I do think it is going to be super compelling
mobile and standalone won't move for a real long time I don't think
I'm a little worried high FOV is going to trigger a lot more motion sickness
but you can always do FOV restriction and be the same as before during movement
btw, on mobile monoscopic doesn't work with multi-view.. So it's either instanced stereo or monoscopic far fields, not both at the same time
@mighty carbon I think you're done, ship it
ha, I probably should.. I'll add IAP and content later
I am wondering why I have to use insanely high values for wind to work with instances :/
try and debug from the simplest cast, just a quad wiggling around
I guess it is hard if you just have a blob from the marketplace
@mighty carbon its because that node graph you linked for your wind to me
uses object radius
that doesn't work the same for isntances
obviously the marketplace creator never fully tested it in instances?
most likely they didn't
I guess I should contact the author
its not appearing, so either unfixed and fell off, or....who knows
or live with separate material instances for procedural foliage
@mighty carbon you probably need the FoliageScaleFactor node
I am not really too savvy in the materials π¦
LSD simulator VR
Had the same issue before where a change in the mesh scale would change the wind effect. Never fixed it though.
I just recently discovered you can cut your rendering requirements IN HALF if you only target the pirate demographic
target the one-eyed colorblind demographic and save even more
@tired tree at 2:05 there is an interesting issue.. I am wondering what would be the best way to make sure there is no reticle on the ground and player can't navigate when arc doesn't "meet" the reticle
btw, performance is decent so far. Mostly 90 fps. Dips to 45 sometimes, but I blame Landscape for that.
@mighty carbon I made a max size landscape and wasn't able to hit performance
Which is a little sad
Hmm strange
never knew these existed: https://www.amazon.com/Oculus-Rift-Earphones-pc/dp/B01LY3WOHF/ref=sr_1_fkmr1_3
How haven't I seen these anywhere, I assume not in trade shows due to the yuckiness of putting that into people's ears...
@granite jacinth nice if you don't like over ears, but they would be annoying to dev with
I want a quick on/off
Those would be nice if you are not sharing with anyone. I use the iPhone ear buds a lot for vive just cause itβs a little more convenient to put on and off
I wish I could snag a pair of ossic x
Yeah those look cool. Wonder what the price is
$400+
Damn haha. Little much for me. And Iβm 50% hearing loss in one ear from the mil so probably a waste on me.
Meh
If I can't get it for cheap (sub 200) or free. I'll just wait for the competition π
Or v2.0
But, getting them is the hard part anyway, they are always low in stock
Anyone here get in the βstand out VRβ alpha? Canβt tell what engine they used but it looks pretty good for a pubg clone. Huge looking map with lots of players
Been trying to get a key but they run out fast
A certain youtuber who uploaded a vid of it says it uses Unity (in the description). Didn't ask how he/she knows.
pretty obvious that it is unity, the gun interactions and models are marketplace there
Damn, I should go the market more often. heh. Just looked at the company who made it. They're French, so Unity was the first that came to mind,.
@rvan You don't need a key to play it. That aforementioned youtuber upped the zip - first game I joined had at least 10 other people in it.
Here:
https://we.tl/qF8FrwHWKU
Default unity shaders/lighting. Not pretty.
Hey, I've started a VR project from scratch a little while ago (used to use the template). Now I've copied the unreal settings from one project to the other be evidently it's not enough, I get weird glitches like some sort of local distortion on the screen (like local tearing, as if there were droplets on the screens), and I can tell some other effects are enabled which weren't (I'm not sure bloom was in for example).
Is there any place where I can see all settings I should enable for VR? crossreferencing with the template is hard when I'm not sure where to look :/
@willow trail not sure if it matters, but is the engine version of the project you started from scratch the same as the engine version of the the project you copied the settings over from?
No I went from 4.17 to 4.18 actually
did they rename VR specific parameters?
I mean I didn't literally copy paste of course, I went through both and added all the options that mattered
they changed plenty of stuff in the VR side
I'd think it's best to use project settings from a vr template of the same engine version as that of your scratch project. You know you could also just reset your scratch one to default first. Then save/export the project settings from a fresh vr template of a 4.18 project. (there're buttons at the top for load/save settings)
@wicked oak @glossy flame Alright thanks, I'll do that then
I'm a newb tho. vblanco knows what's up, so if he says do something different, do that.
I can't seem to export all the settings though
You'd expect "All settings" to export everything, but it only exports the first option (Project / Description)
@willow trail that sounds like asyncronous spacewarp, disable it in the Oculus debug tool and see if your game is running choppy
Doom min spec is apparently a 1070
Pretty nuts since it is also on PSVR right?
they are kind of bullshitting
unless its a heavy drawcall game
probably their "minimum" means 1.5 supersample 90 fps
do they use TAA or MSAA?
well, VR is heading to Walmart: https://www.walmart.com/ideas/gamecenter/virtual-reality-gaming-stay/222211
I know they support TAA, but they might support MSAA too
most likely TAA
works great on the desktop version, so i dont see why they wont reuse it
the doom engine can be put VR to good use like straight out of the box
just add stereo, basically
I bet all their foggy/frosted glass effects look good
@sturdy coral Might be an oculus feature but I don't remembering seeing that before I ported stuff to a new project
oh well
Anyone has an idea on how to export all settings at once?
@willow trail can't you just copy the config folder?
I have but there's ton of stuff that remain problematic
some settings must not be written to the config files?
The saved folder can have some stuff sometimes
I get TAA and HDR after copying the configs from the VR template for some reason
oh ok
anyone here ever had issues with room scale games where collisions on objects you are holding aren't 100% reliable? I have a print screen for debugging right after event begin overlap and about 10% of the time it doesn't trigger
why do you say "with room scale games"?
@sly elk Overlaps aren't any different in VR,
Could be an issue with your settings, or a scale issue
Yeah. Scale maybe. This has been annoying to track down because overlap events will fire correctly, just not 100% of the time
im using 1 uu = 1 cm
I can't find any cvars for collision accuracy. Any advice on what to look at?
Here's a video. I have tested different types of collision geometry, including just a single box for each object and it still happens. What you can't see on the VR preview window is that there is a debug print on every overlap event. When the collision fails its not reporting any overlap. https://www.youtube.com/watch?v=5rREm7YUUpc&feature=youtu.be
also how quickly i move the objects doesn't seem to matter
Overlaps do have bugs in VR, I think only when overlapping an actors own components though
@sly elk Are you able to start with getting every type of actor hit? Make your overlap fire on every single actor availble and see if you can find what it is hitting, as long as your channels are good you might have something you are colliding with that you aren't realizing
If that is the case, you can make an Is equal branch to the name of the object you want to collide with and just ignore everything else
That's the issue I had at least
orrrrrrr....manage collision channels...
I have collision channels managed - single channel between parts, there are no collisions on the motion controllers or any of the motion controller sub objects
if I had unexpected other collisions occuring I would get an event overlap firing
*single custom channel
@sly elk , yeah, @tired tree may do it the right way. But if you want to do it the FUN way, the ZANY way, trust me, I don't know what I'm talking about.
<redacted>@Alecmoody I'm pretty sure that if the parent's got collision disabled it disables the collision of all its children.
@sly elk Might turning on CCD make a difference?
alrighty, I figured out the issue with missing ambient - had to expand lightmass volume and re-bake lighting (even though I have stationary skylight)
you still have to bake with stationary always if you have static meshes set to static
thats what I meant. Non moveable will accept baked lighting
?!
stationary lights provide both for the scene
now that I rebaked lighting, my stationary trees have ambient on them
I am guessing it's the perk of volumetric lightmaps ?
@tired tree so, I pinged tree assets author about the issue with wind. He recorded a video for me showing how to fix it. Guess what he advised - duplicate material, and use the original for standalone meshes (original sway values), and duplicate for instances (much higher sway values which I have to keep adjusting based on how many more instances I add)
stationary provides both baked and dynamic lighting, does it not?
Yeah but the nice AO is baked
unless you are using the distance field thing, which I am not sure how it looks cause I havnt tried it
so if it does dynamic lighting, then stationary objects should receive it, correct?
(they do receive directional lighting and cast dynamic shadows)
yes, just the moveable lighting will show. If you bake, it gets overridden so it has baked and the little "lighting needs to be built" warning goes away
I answered my own question @tired tree , marked it as "accepted". Not sure I need to remove it.
thats fine
@glossy agate my point is if I have stationary lighting and stationary objects, I don't need to be baking anything. However, it seems that if I have to have ambient, I have to bake it.
not ambient occlusions, ambient lighting (not real-time GI either)
note that I never got warning that lighting needs to be baked (when you add static mesh to the level, you get that in red letters)
Hmm, not sure why its not asking for a bake
Because this is how it should look when it hasn't built
right, mine did not look like that
maybe your light settings are off? Like you turned off dynamic shadow or something?
so, more bizarrness - ticked Dynamic Indirect Lighting on my directional light - shadows from the trees showed up again
nah, I didn't do such thing. I checked and double checked
again, that was the issue with procedural foliage instances and (H)ISMCs
standalone actors (like that table on your pic) worked just fine
I did procedural props before but it was completely baked. Maybe on those you have to pick full static or full moveable
it has stationary option
I've had nothing but headache and bizarre behavior of the instances in 4.18.1 π¦
lol, WTF.... I deleted one stationary mesh, added another mesh, switch that one to be stationary - got red warning I have 120 objects that needs lighting to be rebuilt o.O
meh, better play Wolf 2 before I go crazy
I just tried out a few rounds of stand out. Suuuper janky right now but it was lots of fun if you want to try that out. They are giving keys on their discord.
@rvan I played it last night w/o a key. What's the date of the alpha version u needed a key for?
I have a key. Got it today.
I just got the key before I had got home to download your link, but thanks for the hookup.
I just got my hands on an HTC Vive, so I'm fumbling around with Unreal's VR stuff. Looks like I'm in for a lot of trial and error. I also am looking at purchasing a 360 camera, so wondering if that's an option to cut screen into a game and actual VR vid.
not and.. an actual VR vid
@glad shoal Hi. What do you mean by "an option to cut screen into a game an actual VR vid"?
If I use a 360 camera tied under a drone and take an actual 360 video in real space. Could I then insert that 360 into a VR game as a cutscreen
I've never heard of a cutsceen before. Maybe you mean cutscene? If so, yeah you can do that. There are a couple ways to do it I think. If I remember correctly, (in unity at least) I think you just apply the 360 video material to a sphere that's got its normals flipped (or maybe just set the material to double-sided) and then parent the sphere to the player (set it to only inherit the player's location), or better yet make the sphere gigantic so that even if the player moves they won't be able to cut through the screen. hehe.
Cool. Looks like I was kinda right. Check out this thread. That should at least get you started. https://forums.unrealengine.com/unreal-engine/feedback-for-epic/109574-vr-improving-4k-360-video-playback-in-game
yes cutscene, sorry it's late here
np. cutscreen sounds cooler.
lol
Just know that if you do the gigantic sphere, you're going to have to do some stuff about the world the player was in before the cutscene started. Like you might want to hide certain stuff. Depending on the setup I'd imagine it could be more or less of a pain to get the 360 vid to look nice and not clip into shit.
Wow, that' great info. Bookmarked into my VR bookmarks for later. Thanks
No problem!
@anyone Could anyone tell me if this room overview looks normal?
I calibrated it for standing only. And I placed the vive controllers and HMD off to the side of the center position. Was curious if the colors look correct.
@glossy flame are your lighthouses cabled or using wireless ?
wireless
then its not normal π
see the small cones ?
these should be aligned
else your lighthouses wont be able to synchronise
Ah. The cones in the center?
yeah the small cones in the center
Gotcha. Thanks!
o7
A lot!
you can eyeball it by looking up your lighthouses : if you see the other one through the mirror effect of the first one, and you do the same for the other, then its aligned enough !
Sweet trick. Thanks.
the debug from steam vr is too slow to update anyways
Roger that. Shoot, I've followed their setup tutorials numerous times, and all the say is they should be facing each other. Never interpreted it as literally dead on facing each other.
yeah small stuff can make a great difference π
Sorry to keep hitting this. Should this be OK? Or is red a problem? https://imgur.com/a/zY0Eu
should be ok
why do you ask?
is anything not working?
the alignment of the lighthouses really doesn't matter much, they just always work.
Oculus Go devkits starting to appear
seems i didnt get one. but ill do a second request soon-ish
showing the Aquila prototype wich is a LOT more impressive
@glossy flame red is just the color of the bottom lighthouse
you should be good now
got any tracking problem ? check for reflective surfaces such as glass, mirrors
@John Alcatraz & LifeForLife. Thanks for the feedback. Yeah, I'm still getting tracking probs. just wanted to know if this looked good before sending it in for repair. Aside from checking the innards of the lighthouses I looked around at all the steamvr reddits, and stuff but couldn't find much of any info on room overview. Thanks guys!
Not very intuitive that red and green scan area.
thats a view no one really ever looks at
so its not designed to be intuitive I think
what tracking problems to you have? was it that 1 lighthouse thats not working correctly?
Heh, that makes sense. I'm not sure if it's just one. They seem to have the same symptoms. Like as I was trying to align them, they changed colors. Move it a little bit, shutdown steamvr. Relaunch it, check it. Sometimes the previously red one was green and vice versa.
@wicked oak Oculus contacted me and said that due to the high demand for Go, I am not going to get one this year.
they actually anwered to you?
first time i ever see them actually saying no to anyone
normally they dont even say yes
definitely they didnt tell me that they sent them when my oculus devkits arrived
They said no to me when I asked them to give mordentral a cv1 for the good of virtual humanity. Heh.

@glossy flame eh? the colors don't mean anything I think, one is always green and the other one is always red
its just to visually show you the 2 cones
Gotcha. Just kinda strange why they were flipping. It's good to know one red one green is as designed. Woulda made more sense to me if one was always the same color tho, like device 1 is green device 2 red.
I'm gonna try to hook it up to a different pc tomorrow.
it will just randomly pick a color when that thing opens
its only to make it easier to see the 2 cones, the color doesn't matter, so they had no reason to not make it random
Cool. Thanks. Where'd you find that info? Older steamvr reddits, or maybe steam threads when vibe first came out,?
I'm just guessing based on what I know
like I said, I also had a broken lighthouse
and the steamvr software can't know if a lighthouse works or not
you just have to put some cloth over 1 lighthouse and see if tracking works with only the other one
and repeat that for the other one too
Cool ill try that. I assume that's not the same as setting one to a and the other to c...
yeah that doesn't matter
Cool. Thanks. Sorry for bringing this issue to ue4 vr dev. My excuse is that I use the vive for ue4 dev 99% of the time.
new video of my prototype, after i essentially remade all enemies
difficulty is a tiny bit overtuned right now, far too many enemies at once
red enemies burst fire, green enemies get close to you and shotgun in the face (they are also on acid never stop moving), machinegunners stay on a place and spam
I dislike the mix of smooth locomotion and teleport
for the FOV cones
teleport and jumping will have energy, they wont be truly spammable
there is a lighthouse skin in Steam that adds the FOV as actual model elements
so you can load into the room and visually look at the overlap in VR
waaaaaay, more useful
@full junco it actually plays quite well, but the current smooth turning and jumping around can cause nausea for some people. Ill eventually add those FOV blinders, wich seem to work well
people are more acustomed to movement, the locomotion squad is more rabid than ever
look at them REEEEEEEEEEEEEEEEEEEEE-ing on every single skyrim or doomvr video that shows teleport
might be a interesting thing to make a game for the people that do have their "vr legs"
this is going to be PSVR after all, wich is even more rabid about smooth locomotion
i actually have stats on DWVR, lots of people bought it from the smooth locomotion and AIM support
and of course i will have a "just teleport" mode to play the game
probably i will nerf bullet speed by a ton for that mode
how do you know who bought it for smooth locomotion?
becouse i have stats
from google analytics
i get events depending on the config people use
and well, the comments on places
ah
its also a game with huge maps
due to the procedural generation
so teleport constantly will get really, really, really old
at least the teleport+smooth+jumping makes moving around the map a lot more fun
Doom VFR unlocks today at 7pm EST on Steam
@tired tree those lighthouse skin's will help me. thx
A first look at Oculus' standalone VR headset. One of the biggest announcements that came out of Oculus Connect in October was the unveiling of a $199 standalone VR headset. Dubbed Oculus Go, the upcoming headset is basically an all-in-one mobile computer. The days of sliding in your mobile device or plugging into a PC may behind us. And with a price tag of $199, Oculus Go not only cuts the cord, but makes VR more accessible to the masses. There are large swaths of consumers sitting on the sidelines waiting to jump into VR. Theyβre just not ready to
Hi there, Who uses the IKinema plugin here?
I'd need some help. When I put my controller on a table without touching it, my hand (Which is attached to the controller) Still moves when I move my head around. Any chance that somebody using the plugin could help me?
@mighty carbon go is boring
@full junco how can you tell ?
nothing about mobilevr is awesome
it should be better than Gear VR due to lenses and hopefully less drifty controller
you need to see it as a separate platform
of COURSE is not as good as pc vr
but can you bring pc vr with you?
it is impossible and will allways be
mobile vr standalone is the future
where do you want to bring VR, @wicked oak ?
go isn't much better than a gearvr, and gearvr is shitty. go is cheaper than gearvr+phone, but still mobile is not a platform where you can have good VR games
@mighty carbon public transport, carrying it from place to place, be able to lie in a couch lazy as hell to watch a movie
gearvr is not that bad tho
for what it is
public transport is something no one uses in the most of USA
im developing games for it at the moment, is nowhere near that bad
i think
having no cable is awesome
I agree that santa cruz is interesting, but go is lame
true about cable and couch
Go is cheap
will bring many customers
the biggest barrier for VR is the gaming pc
by far
having a box that says VR and "just works" will sell well
I wouldn't advice anyone to buy a go. if someone wants cheap vr, safe some more money and buy a ps4 pro with a psvr
even if its not the absolute highest end
your argument is like "why would you get a 3ds, if its low res"
my issue with Gear VR isn't the hardware.. It's the users with mindset of mobile gamers ($10 is too expensive, anything else is ok if the game has a ton of content; most of them want f2p though)
well mobile games in 2d work
because its not stuff to immerse you, its stuff you do when youre bored
ps4pro + PSVR = PC + Rift
it won't
santacruz seems to work like pc vr, just with lower power
so you could do pc vr experiences, just with low/simple graphics
no cable
enough people already have a good phone, go will be significantly less users than gearvr and daydream
carry anywhere
i doubt it
i see it selling much more than daydream
like at least order of magnitude
we'll see about Go.. I don't have my hopes up. Gear VR userbase numbers were artificially inflated and the mindset is so not gaming friendly.
becouse no one ever has daydream
only the Pixel and i think other phone supports it
and the headset is separate
GearVR was indeed artificially inflated
from the free headset with the phone
go will also be that "360 video" user base
but that isnt bad
it will be the best device to watch 360 video
and to act as a cinema to watch netflix or similar
remember how Daydream was touted to be Gear VR killer and there was so much buzz about it?? Where is it all now?
you have heard about carmack himself saying that. Even with the whole (well no shit its his pet project)
but people that have go won't play much games with it, so its boring for game developers
i do think there will be gamers, but we will see about it
nah
did you know that EVE game is the most sold VR game ever?
for gear
even if its kind of an special case tho
well, Gear VR has a few games that propelled devs to stardom. I don't know if it was purely based on sales or if they were co-funded by oculus
they were
Endspace and Anshar Wars
i personally know people who got sponsored by oculus
god tier tech btw
the insane guys recoded all the shaders in ue4
all of them
literally just running the whole game on opaque-unlit
becouse default shaders are overkill
ill probably end up doing that on my current game
but why?! I don't have performance issues in my app on Gear VR with old S6 phone and I use full lighting (all baked though)
becouse they have a very high end game and they had the tech expertise to do it
by doing that, they have optimized shaders for the exact stuff they need
and literally nothing outside of that
for example they dont even have a postprocess, they do their fog/hdr calculations on the surface material itself
their lightmaps are custom
tbh that's something Oculus/Epic should offer out of the box
lol
exponential fog is as cheap as fog in the materials
HDR on mobile is slow no matter how you do it
unless you do image-based bloom only
what i mean with the hdr stuff is that they do it on the surface shader itself (color correction), so it doesnt need to go trough a single postprocess
not sure if they use bloom at all, i think they do not have a single postprocess in their game
Daedalus will make you Wow at the first sight with beautiful graphics, stunning architecture, texture and dynamics of light in differnet angle. Combined with...
this game
If Go offers better visuals due to wider fov/better lenses and controller isn't drifty, I might make something for it
that's what @raven halo worked on @wicked oak
epic can't offer literally everything out of the box....
i meet with him this afternoon, and other spanish devs
engine already has some bloat issues
and Carmack did critical review on it already
yup
he liked it
so the devs contacted him
and he made oculus put it on the frontpage XD
but you can see it looks quite good
with the metallic shaders and the light and stuff
is anyone planning on getting Doom VFR on Steam ? (people here with Vive and Rift)
i plan to pirate it
and buy it on PS4
i want to play both versions but buying the same game twice is kind of stupid
Can you please let us know if it works with Rift (it would be insta-buy for me)
depends if i can find the torrent for it
heh
I will, if it runs with Rift (I am sure it will run, but the controls.... )
nah, controls of rift vs vive are easy
the issue is the other way
as you need to emulate gestures and stuff
we have no post process for Daedalus, the tonemapper is happening in the material itself. That's how old mobile games used to do it
I did look into adding bloom at the very beginning, but I could not find a way to easily reduce the size of the bloom buffer
I think it could be possible
Oculus Go is as fast as the american S7
fun fact, the american S7 is slower if your game is running on openGL ES 3.1
compared to the international model
so you got your devkit @raven halo ?
nop, not at all
i will try to port my current prototype to the gearvr i have right now, mostly to see how would it go
its rendering at like 1 ms on PC lol
some devs got an email last week saying a dev kit would be sent to them. and some are getting the actual dev kit this week
I can't wait to have some time (and PS4 devkits) and see how Daedalus runs on it π
it will probably run at 200x resolution
nice
so your game probably 120hz + very high res
but wasnt daedalus funded with oculus money? you can just put it on PSVR?
nah, daedalus was done in the 2 months between Oculus seeing Red Matter's prototype and us signing the contract with them
Daedalus is already available on Daydream, we even managed to get it featured!
neat
but as you all know... sales on Daydream are even worse than gearvr if that's possible
π
btw, favourite debugger for gearvr?
im going to need to perform some graphics debugging on it
this might sound crazy
but I have done no debugging for Daedalus at all
the main issue I found anyway was thermals
i mostly just want to run a GPU debugger to see the drawcalls
the issue was never to maintain 60fps
Aquila is stupidly ambitious to put on a phone
ahhh I see
so it aint going to be easy if i want to do it
https://youtu.be/PGywE_csVKU?t=1m13s this game
in our case draw calls are strangly above 50
I would basically count them as I was doing the environments π
wow
that game could be really fun in gearvr
thats why im doing this prototype. The "milestone" for "first playable" ends this weekend
add some awesome graphics like Daedalus and it's a winner π
cool! π
locomotion system looks very promising for gearvr
I guess you use one button to teleport and the other to shoot
im playing it on 1 controller here XD
that's about it, right?
yes
clever
of course, for the PC/PSVR version you will have extra stuff
but a "cut down" gearvr version is something i want to do
as everything will be procedural, i could just tweak the stuff to spawn less enemies or LOD-d enemies on gear
ππ»
once i have it on gearvr, hopefully next week, ill send the prototype to oculus for begging
Does anyone know how to read variables off of a child actor component? https://i.imgur.com/H7BJ1GH.png Each of the stud snapping locations on the hub is a child actor component - I'm doing this to allow wheel studs to snap to multiple locations. The BP_StudSnapLoc objects each have a bool I want to read but I haven't been able to figure out how to get at it. The best I can do is cast to the BP_StudSnapLoc class, which isn't helpful because I want to read each copy of the actor subobject individually.
if I drag in a reference, then get the child actor, I can cast to the blueprint, but that isn't specific to each instance
hmm.. Epic bleeds talent - now they are looking for a PR manager :/
(they used to have one)
Hmm I am doing something similar with my inventory system. I think I was getting the bool ref right off the child actor ref.
I think you can get bp child components by tag
@sly elk that photo is pretty much how it goes
But how do I get the variable for that specific copy of the child class BP?
oh, nevermind, I am getting the specific one based on the initial reference I drag in- I had two copies of the hub and studs in the scene and when I did my debug testing I was printing the variables to the screen. The other hub was also printing the bools and that is what confused me
I'm curious if anyone has an opinion on the way I am doing this. It seems like a flexible solution to me but im open to someone saying this is a dumb way to do it: https://i.imgur.com/nORvRGt.png
maybe you could use components instead of child actors
but it depends a lot on the use case
also components do weird shit dammit epic
if only it worked like unity...
Child Actors do more weird shit than anything else
their initialization order is all screwed
causes tons of random problems
@sly elk if it is a set group of variables, make an interface you can uery with
Components or sockets would be better tbh, but I don't know what you are doing with your snaps
generally snap points wouldn't be an entire actor
more so with how child actors behave
so i get how to handle the sockets for snapping to multiple locations (like we talked about with filtering an array by name) but that doesn't allow for tracking and setting bools for install status for each specific location. If I used a component the same way as I am using the child actor where (each snap location would get a component that held a socket) I think I would have issues with BP communication and making universal parts like fasteners truly universal.
and yeah, i have experienced how weird child actor components can be
i get a lot more unreal crashing
which is part of why I asked because this feels kind of unstable to be in the core mechanics
I realize this quickly turns into a more complicated problem than can easily be discussed in chat. If anyone wants to do some paid consulting and step through this with me in detail let me know.
why would a component be more of an issue than an actor for you?
that is pretty much the perfect role for a scene component
you just have to define your socket types, make the component the socket and either subclass it or have it contain calibration variables
making them "universal" is more up to you correctly taking the time to think ahead of time about how to tag things for acceptance
it's on Steam too
BBC launched its VR division officially
I see what you are saying- use a scene component not a component in the blueprint
Do you have to cast everytime you do that? Cant get the bool ref right off the comp ref? When I get home I will see how mine looks. On a item being socketed it fires an event on the shild actor slot that sets bool. Then every time it gets overlapped it checks the bool on the child actor to see if more can be attached. I have a local bool also that sets attachibility until a removal event is fired.
well that came out hella confusing. Ill try and PM you a screen shot when I get home haha
Yeah, you can't get the bool without jumping through those hoops
@vblanco in Carmack's talk at Connect he says they expect many less sales with Go than Gear and that they won't be putting the marketing dollars into it like Samsung has
yeah
although, it's like me releasing on Gear VR without any PR - no sales at the end of the day
feels like no one besides Carmack believes in mobile VR π
so to keep him on board they let him develop and release his dream project - Oculus Go ... and then move on π
At least the users will mostly be real users who sought it out and not random people that just got it free with their phone
I just got a Gear, I have note 4 and didn't know the newer gears would work with it but it fits ok
People had said you had to dremel the gear to make it fit and stuff but it seemed to fit without that, the lens distortion correction is a little bit wrong though
Yeah exactly. I honestly fell for the numbers of gearvr owners. Thought there would be money to be made there. Turns out most gearvr owners either have it collecting dust or are just watching porn. Lol
so, gotta make pr0n then π
"... with support for id Software's Doom VFR. The game is built for Oculus' Rift headset ... "
lol
has anyone tried Windows MR hands on with a backpack PC ?
Anyone here had any troubles with Trigger events not working with Mixed Reality Headsets running SteamVR?
There is AMA on Oculus forums.. Platform integration has no ETA. Vulkan has no ETA, but Rift support will come before Gear VR / Go support.
@sturdy coral I got a response from epic on my bug report, and they're stating that they don't "actively support the workflow" of not using the Oculus plugin w the rift: https://answers.unrealengine.com/questions/730320/using-the-oculus-rift-with-steamvr-plugin-instead.html
@real needle doh, that sucks
@sturdy coral yeah, its a shitty response
steamvr is supposed to work with all hmds
and it always did in ue4
@sturdy coral would appreciate more comments on the thread
I don't feel like starting a new one, the issue is the same
Since his suggestion was to turn on the oculus plugin
I wrote to Nick Whiting
@sturdy coral yeah, we need to comment there and tell rudy that it has to work
but I'll wait a bit before I comment, it shouldn't look like we just comment there because @real needle asked us to, it looks more convincing if it appears as if we just found the thread ourself π
Doom VFR doesn't work with Rift after all
reportedly it works almost fine with Windows MR headsets
so like it was foretold, Beth locked Rift out
I'll wait couple of days and then get my refund
they will probably do the same with FO4 and Skyrim then
ah burn that sucks. In a couple days maybe someone will write a mod for it to work on rift.
@real needle Rudy's response there is entirely wrong, but I don't think they have much VR experience in the first place from some other times I have reported things that they did not understand. If you clarify well enough I don't see them not progressing with it.
hmmmmm.....curious why the DOOM VFR port uses Rift hand offsets if it locks out rift
almost like they devved on rifts
you think the offset issue is it is using rift sdk offsets?
I was actually able to get through all the splash screens to the loading screen and when the counter reached 96% the game quit
the angle they are talking about is 30-40 degrees of pitch
which is pretty much where you set the rift offset at
dunno, was just wondering
because otherwise...who the hell would playtest on vive that long and accept that angle
yeah, sounds crazy, the whole things sounds pretty bad
apparently the teleport is head look
or at least somehow head relative
they should have just ported all of Doom using the reduced switch assets and done smooth locomotion
@tired tree Is that project renamer C# script you made only to be used with VRExpPlugin projects? Or should any kind of project be ok?
should work with anything
Sweet thanks! I won't hold you to it of course. Was just curious
its quick and dirty, possible it has many edge cases where it fails
Yeah. I vividly remember you saying that. So far as I've used it on VR it's been perfect.
@tired tree you should also comment on what rudy wrote. if @real needle, @sturdy coral , @tired tree and @full junco all tell rudy that he's wrong, he might ctually believe it π
I just got a response from Nick
ah? that was quick
"The thread is somewhat right, in that it's not a case we test actively, and so not surprised it potentially regressed. However, since it works with the Vive still, that's somewhat surprising."
And then he asked me why I'm not using the oculus plugin
eh what? its surprising that steamvr works with the vive?
yeah nick usually never leaves us hanging if there actually is a problem
so hopefully he'll take a look at it when he gets back
they're all telling me to use oculus plugin "as well". But to me it seems dumb to battle two plugins and their code changes instead of using one
yeah
plus there are other issues, users can't use the steam overlay
hopefully steam will eventually tap into the new rift overlay api when it is out
as a dev with limited amount of time, making sure that everything works with 1 sdk is a lot more convenient than making sure that everything works with 2 sdks
I just wanted people to have the option to use either one
even though it is a bit more work
yeah like I answered nick, is that I'm having issues when running OculusSDK that I don't have when using SteamVR
just like if I would release on linux, I would like to use vulkan on both linux and PC
same API would mean there are likely no big differences, apart from gpu driver bugs
@real needle have you tried 4.18 with the newest steamvr beta?
no the steamvr beta (home) breaks testing OnlineSubsystemSteam when playing out of editor
Right click - launch game
Works without SteamVR Home, but if home is installed then it doesn't find any sessions
weird, I need to look out for that
you should test it, just to see if the rendering is broken on rift with the beta too
@sturdy coral Yeah it caused me a lot of headaches before I solved it
a steamvr update could also magically fix the rendering issue with rift
so its definitely worth testing
@full junco yeah I will
Hello, I just wanna know. Is it possible to use Augmented Reality with HTC Vive?
@mighty carbon maybe don't link something without even saying at all what it's about
@mighty carbon @full junco the changelog has more details, they added a hidden area mesh for rift into the beta and it fixed the launch issues
Doom was just closing or crashing if it got no hidden area mesh
@real needle ^ that may be the ue4 issue too but unlikely
I've looked at that code in the past but not on 4.18
@sturdy coral have you played VFR yet ?
I looked into .exe and there are bunch of cvars to adjust controllers (probably weapon angles too)
Oh cool, I'm probably going to wait until it gets some more patches to pick it up
@sturdy coral interesting
@sturdy coral they JUST changed code for the hidden area mesh and oculus
think it was in 4.19
might have been 4.18 though
shit runs together
one of those most recent "VR is dead" articles https://www.economist.com/news/science-and-technology/21731726-unimpressed-consumers-embrace-relevance-augmented-reality-instead-game
why do you even post that here
if you disagree with an article, its best to not give it clicks
clicking on that is supporting it
never thought about it this way :/
archive.org my friend
VR Dizzy is my personal favorite website based around vr...
Is it currently possible to stop processing the HMD tilt/pitch/roll of a second pawn inside a VR game?
Like one player using VR - and the second using non-vr on the same PC.
@marsh ermine I'm guessing you're simulating several clients in editor?
That won't work
But if you want to play on the same computer, you can use the new spectator modes to display an image that isn't the HMD image on the preview monitor
I would wait until epic officially introduce "social play" features (like what exists on PS4) though, since you'll have to hack things quite a bit to get my previous option to work
@sturdy coral @full junco So I've emailed back and forth w nick for a bit and he also stated that using the rift with steamvr is not a priority
So making some noise on the answerhub post is probably our best bet
I did tell him we're a couple of devs wanting that feature but "a couple" isn't a strong argument xD
@real needle hm, so what exactly did he say?
"I can have our QA look to see if they can reproduce this, but to be quite honest, the Oculus-on-Steam path is low priority for us as a whole, so the fix might take quite a while to implement."
hm
well, maybe "quite a while" means "more than 2 days" and instead "1 week"?
not sure what you told him
the problem really is that it always worked perfectly, so people like I just designed their game to never use the oculus sdk
and thats not just something that people can change now
@real needle yeah the actual problem was multiple clients using the same HMD
thanks for your answer - was just a Jam Idea anyway π
@full junco He asked my why I didn't want to use the OculusSDK and I told him that I'm having problems with it that doesn't occur when I'm using steamvr, and there is also some SteamVR related stuff I wan't (grab custom controller meshes, query which device is used etc)
And since oculus plugin gets picked, all of that breaks since it relies on steamVR
no I will tonight
rift is at home
With these settings I am not able to resize or minimize the window, which makes me confused
I think "start in vr" breaks that...
@sturdy coral Awesome!
@mighty carbon Tho I want to see their angle on it, I've mucked with Hololens at work - that abysmal fov and inability to remove light makes it a shitty choice for most game types imo. Until AR can display black (remove light), vr is here to stay.. or am I wrong?
Maybe the new trend in the future will be people painting their walls black
VR is here to stay .. It's just naysayers plant seeds of doubt into the minds of investors
IMO
Them seeds... any1 know of any developments on getting black to display? One stupid idea that just came to mind - make the visor 2-ply. One side's got like a tint material in it that can block light and the other ply projects it. Maybe magic leap's doing something about it, but all their demos are in low light rooms. Is there anyone in here doing AR stuff?
Hololens still can't easily be used in ue4 like it can in unity right?
this google poly thing is neat, but the library is still very small
not to mention weird
guess pulling from tilt brush would do that
that looks like it's from Blocks though
maybe, dunno
do you get access to the entire poly library through the app?
yeah
that's what I thought
bunch of filtering settings
right, and I know you can filter as creator as well
added the thumbnails so i could see what was going on
yeah, that must be blocks, tiltbrush doesn't load mats
do they come in as atlased textures or is it 1 mat per color?
hey guys, has anyone had experience with vive reporting worn state as unknown most of the time, trying to track the worn state, oculus works fine
no, can have full textures
@glossy flame the problem is displaying black at the right focus, the 2-ply thing would have it out of focus
magic leap supposedly had some moire pattern interference thing in a patent to do it but I never heard it explained well
@sturdy coral interesting. Cool thanks for the info. Shit I gotta study more.
Seems Magic Leap is supporting Unity first though. Poly toolkit API came out a day earlier on Unity.
@sturdy coral It was similar to noise cancelling technology at a high level, sounds great but we haven't seen anything like that yet
No transparent materials on poly meshes yet, it seems. Just simple rgb now. Transparency is definitely coming they said. I wonder if they got rigged (skeletal) meshes. Couldn't find any...
Nm, seeing as it only converts objs and blocks models I take it meshes with armatures are out of the picture.
@MordenTral#2571 gltf?
any chance of making it load those gltf from files instead of network?
reading in reddit people want Carmack to do a DoomVR review
Ahoy
wall/box weapon resting (for increased accuracy) should be fairly easy to make from here.
I need some help figuring out how to impliment this in VR . My weapon's position is entirely driven by motion controllers, no animations at all.
I don't have to use the same method used in the video, I just need the same result, a weapon that collides with other colliders.
I tried making my sword have physics, with a physics constraint, but the sword would start to leave the hand and spin in 0 gravity, instead of staying in my hand.
I know if the physics constraint is by itself, the sword collides with geometry fine, without going wacky.
but as soon as i try to attach this to the player's right hand, it stops behaving normal.
there is probably another step I need to do to get it work, but I'm not sure what that is, so any help is appreciated. Been trying to figure this out for weeks
@glossy flame no, it came out at the same time, UE4 just didn't blog about it until last night.
@wicked oak it uses a small MIT licensed GLTF loader and converts to procedural mesh, no reason why you couldn't use it yourself
@warped breach use a physics handle, they aren't perfect, but they are intended for just that sort of use
can a physics handle affect IK?
?
you can run IK off of the location if that is what you mean
I think you might be thinking about that backwards
if you ik to the weapon, yes?
though you should consider ghost hands as well or soemthing
yeah, im gonna need ghosts
I wouldn't want my only representation of my arms to bend away from me
so the handle goes on the weapon BP or character BP?
okay, im going to test that out
btw, you know any info about ghosting stuff off hand?
i can impliment that after i get this working
just fade in a ghost mesh if the hand attached to the weapon gets outside of a set distance from the controller
@tired tree Im having some confusion figuring out how to use this physics handle
im assuming i need to say something that says the weapon must use it
but idk how
I don't see an input like I did for physics constraint, and i cant make it a parent of the mesh