#virtual-reality

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warped breach
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my previous test with physics handle was C++ and involved a pawn with no limbs, idk how much that changes things

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but i know something about attaching the constraint, breaks it

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and the same thing that was happening with the constraint, appears to be happening with the handle

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which is why im wondering if i plugged the handle in properly, since im now using blueprints, not C++

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but i know i did the constraint properly, cause that worked when it wasnt attached to the character.

tired tree
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is your hand colliding with the held object?

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if so, it shouldn't be

warped breach
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I messed with collision channels and it didnt seem to fix anything. I'm testing constraint again in physics room

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If it doesnt work, then ill try the handle again

mighty carbon
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soo, tried Doom VFR

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looking good, runs well, controls are awkward but usable, locomotion is surprisingly well done as far as motion sickness goes

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a lot of bugs in general though ๐Ÿ˜ฆ

warped breach
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How did they handle locomotion?

mighty carbon
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dash teleport

warped breach
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I just have the touchpad behaving like a joystick on my game, and i dont get motion sickness

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only thing that bothers me a tiny bit, is rotating too fast using the other remote, instead of rotating my head

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but running and walking with a controller, seems cool

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and if i do a fake jog while doing it, kinda feels real

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what is dash teleport?

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oh, i see now

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i need to google what motion sickness actually is, because im not sure ive had it xD

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okay yeah, what i thought

mighty carbon
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lol

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that's too bad, because a lot of people have motion sickness induced by WASD-like locomotion in VR

warped breach
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im just surprised, because i thought moving via controller would be instant illness, and it isnt lol

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really? ๐Ÿ˜ฎ

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i always hear the claim, but never know anyone personally

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id like to meet someone, so i can ask them what part

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if its all movement, or just rotation

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cause spinning around really fast without physically spinning, is kind of icky lol

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I got two systems atm.

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One uses your HMD like mouse-look, so thats how you rotate.. and the WASD is a joystick on the touchpad, but W is always where you're looking, just like normal

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Second is the other remotes touchpad does rotation, but the rotation has to be slow, because fast with that is gross, i dont like it haha

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I'm experimenting with it, but I'm doing my best to avoid teleportation, cause it would ruin my game.

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teleporting is like hacks xD

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Do people still get motion sickness if they play VR while sitting?

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or if there is a smaller FOV?

uneven moon
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Anyone good with profiling here? I can't understand what's happening

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Apparently the animation being updated is causing the fps drop but when I narrow it down by extending the dropdowns, it boils down to something that makes no difference at all performance-wise

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This happens for a bunch of the skeletal meshes in my game that are animated

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I start off at optimal FPS and over time drop 20-30 FPS

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(wave-shooter, enemies spawn in but it's not a lot of them, there's never like more than 5-8 in the world at any given time and only a few rendered at most up close)

wicked oak
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9 ms on character movement

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seems about right

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try to disable Overlap events on EVERYTHING

uneven moon
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I do need overlap events on one trigger volume in particular

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I can disable everything else

wicked oak
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disable overlap in every enemy that moves

uneven moon
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They have a trigger volume to detect the player, though

wicked oak
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if you have the overlap on the character capsule its better

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do not have the overlap on the mesh

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ever

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becouse on each tick, it will check overlap on every capsule of the physics asset

uneven moon
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ah fair enough

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I'll switch up the logic and give that a shot

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Thank you

sturdy coral
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@wicked oak you try a sale or something to capitalize on the Doom discontent ๐Ÿ˜ƒ

wicked oak
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lol

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nah not gonna happen

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but im finishing my Aquila prototype

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i dont think ill put it fully public tho

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pc sales of DWVR are 100% dead, PSVR is where its at

noble crater
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how am I supposed to read the output of stat scenerendering in VR. the text is tiny

fleet veldt
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have the hmd commands gone away in 4.18? i tried hmdpos reset and it's not workign (or am i remembering it wrong?)

noble crater
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sorry to ask again - but any tips on how to get a more readable version of stat scenerendering in VR?

cosmic shoal
noble crater
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@cosmic shoal thanks, will give it a try

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@cosmic shoal doesn't seem to do anything. I'm on 4.18

cosmic shoal
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I haven't tried it, just searching out of curiosity

humble spoke
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Anyone have an opinions on how to handle Spells (specifically for VR, in Blueprint) I guess I could just have an actor BP_BaseSpell and base everything off that, but I don't know. I also have not used the gameplay abilities system before, is that worth looking at for this?

sturdy coral
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@noble crater you can change virtual void GetOrthoProjection in the HMD plugins to move around overlays like that

noble crater
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@sturdy coral thanks

real needle
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@fleet veldt Yeah they changed it

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You now use "EnableHMD" function node

glossy flame
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If I place a ThirdPersonCharacter in the map and stand next to him in VR, I should be just a bit shorter than him right? granted I didn't eff with scaling of anything and VR is working properly. (I'm 5'7'')

plain glade
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Hello, Is there anyway to use htc vive front camera as AR ? or is that make sense?

sly shoal
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Hi, I just realised there's a setting called "Viewport Gets HMDControl" inside the Editor Preferences, which is really awesome, but is there a way to allow controller movement in viewport also?

full junco
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@warped breach I'm easily getting motion sickness from any kind of unnatural movement in VR

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dash teleport is fine

nimble junco
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hey guys i could use some help

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i just updatet my project from to 4.17, i did some custom stuff inside the blueprints for the leapmotion
now everything seems tow ork again, some fixes here and there but unfortunately my leap motion pawn doesnt wokr anymore like id expect it

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as soon as my hands are in tracking range they stick to the outer borders of my view in VR (vive) and i cant move them

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the functionalitys tho still work (i have some debugging stuff to see that, f.e. hands glow when i grab)

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i think that maybe something got updatet inside the leap motion plugin aswell and now my custom blueprints dont work anymore, but i dont have the time to redo all the stuff
so my question probably would be how to quickly bring my changes into the new blueprints OR what to do to my current ones so they work again

wicked oak
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data driven RNG mission generation for my prototype yay

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i only have easyand hard mission types tho XD

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gonna have to add a few more to have variety in that menu

nimble junco
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for anybody interested, the problem i described above was appearing because the update reset the assigned skeletons on the hand meshes
reassigning the correct meshes fixed the error

real needle
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I just realized that Fallout4VR is a completely new game, for $60. I wouldn't mind that unless I was stupid enough to believe it would be available for everyone who already purchased the game, since I bought it during a sale ~6months or so ago

mighty carbon
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is it just me or Doom VFR's lighting looks flat compare to Doom ?

sturdy coral
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@real needle you may be able to refund if you haven't played it, the 2 hour/14day rule is just for automatic refunds

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I think they still have a manual process

amber widget
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Hey guys, do you know why vr play in editor is so slow ? I have a 1060 6gb and I7 6700k ...

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I try to lower the graphics into the editor, the graphics looks bad but fps drop still happear

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appear*

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sometimes there is no issue and the second after it's lagging

granite jacinth
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man

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Had to grab a 1070TI

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Was going to go for a 1080 for VR Recordings, but decided Volta was too close

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I'll save now, and spend the saving in a new rig with Super Sexy Classy Magma Lake and Volta next year

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@real needle Any good?

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I haven't played any AAA VR games yet

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I keep seeing meh/bad reviews all over anyway

glossy flame
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Robo Recall is AAA imho

granite jacinth
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hmmm

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I haven't played it

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But

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Is it worth 10 million?

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Let me know

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Only thing I've played is BulletTime from Epic

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Which...

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I guess is never coming out to see all the goodies like they promised

glossy flame
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You have a vive?

granite jacinth
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I have everything

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Except OSVR

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๐Ÿ˜‰

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But who has one of those anyway?

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Wonder if they died out or dropped prices since Rift drops

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Yeah, looks like it died

glossy flame
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no idea. got RR for free on rift, and messed with the modkit for vive (free too). it was good enough to make me want to start making mods for it if that's indication.

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maybe it's like Oculus GO?

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scratch that - vuzix is PC bound

granite jacinth
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DO you get paid for mods @glossy flame

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?

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Or are you just a hobbyist?

glossy flame
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nah i was just messing around - hobbyist

granite jacinth
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Wish I could have gotten into the mod scene as a kid

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Or something, anything.

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But meh, not doing too bad now

glossy flame
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same here. came in way too late

chilly thicket
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What would be the best way to make a snap to system for placing stuff?

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I guess VR might not be the right channel, but it's a VR game, so ๐Ÿ˜„

real needle
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@granite jacinth You mean Fallout4?

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@chilly thicket We have a pretty active community here and we usually discuss mechanics that are doable in flat games as well

chilly thicket
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Ah, okay.

real needle
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So feel free to ask your questions if they are related to a VR project (although some generic things can be kept to the other channels)

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I'm not a mod or anything, just giving you my temperature of the discussions here

chilly thicket
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Ha ha, thanks.

chilly thicket
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So, rephrased question from earlier:

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What's the best way to have a snap to world build system?

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And, what would be the best way to save all placed stuff and keep it persistant.

glossy flame
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anyone here familiar with the vrexpplugin know if it's OK to use Right/LeftControllerRelativeVel to get the speed the player's moving the controller at? Fsr it's returning 0 on me - even though I removed the one and only call that sets it to 0.

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Btw, it seems that effin lighthouse issue I was having has been cured by an automatic SteamVR update (yesterday there was a .net redistributable that installed when I opened steamvr. The lighthouses no longer seem to lose tracking ...yet.

dusky moon
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Hey, doesn any1 know if it's still not possible to Stereo Capture post processing effects in 4.18 ?!

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I haven't tested it since 4.15

thorny niche
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Has anyone tried to measure performance with Profiler tool on 4.18? Behaves weird to me. With fps drop it increases all the stat numbers like Base pass, that should be constant. So with highest throttling settings at 60 fps Base pass of simple scene takes 5 ms., but with lowest throttling settings at 30 fps same scene takes up to 10 ms. Base pass. When on older versions of the engine numbers like these were constant and the fps drop was logged as Stalls here and there.

finite haven
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how can I detect what's causing "CPU Stall - Wait for Event" for all threads in profiler? everything seems fine, just some occasional drops where all threads are waiting for something

finite haven
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if anyone will ever run into my problem and read it: CPU Stall - Wait for Event makes CPU wait for heavy operations that happened on previous frame or two so it's necessary to profile those ones instead of spike

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so another question: why FViewExtensionPreDrawCommand takes too much time sometimes and what is it?

tired tree
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@glossy flame rel values are now not calculated unless in a movement mode that uses them to save on processing. You can reverse that and run it every tick if you want the lowpass filtered values back all the time

uneven moon
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I'm trying to end an overlap whilst inside a trigger volume

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How can I achieve this?

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(Without actually ending the overlap, but to trigger an Event Overlap)

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I tried to just set all channels inside the BP to 'Ignore'

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Does not work

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End Overlap doesn't trigger

glossy flame
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@tired tree ah shit sorry. Thanks. It's not worth much, but I did look around in the update section (and the whole thread) but couldn't find any hits on "relative". I'm using hmd orient though, and its running after the velocity smoother that uses it I think.

tired tree
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Velocity smoothing is only calculated for running in place and armswing

glossy flame
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That makes sense. Coulda sworn there were gets on the rels getting passed into the smoother so long as the mode is >= teleport which means all modes I think. Ah, is it in code you check for armswing or RIP? I didn't see that check in bp

tired tree
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no, its bp

glossy flame
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Dang sorry. Ill check it out again tomorrow. Thanks a lot.

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I just checked it. That "calculate relative velocities" function, the first func on tick, is passing in the rels to "get smoothed vel of obj" so long as the mode is >= teleport. My char. Is always in hmd orient, never climbing.

tired tree
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pm'd you

sly elk
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I'm working on basic hand tools for my game and have run into a snag. Here is a video showing what it is doing now: https://www.youtube.com/watch?v=sJsHvSa-MsA&feature=youtu.be

I'm using a look at to turn the wrench based on the hand position (a reference for the bolt gets the look at angle to the hand). Then I break the rot and plug it into Z to constrain it. I think the issue is that I'm getting the look at in world space when I want it in local space . My first attempt to fix that was to get the local rotation and add it to the world rotation but that just made everything go nuts. Pic of the BP: https://i.imgur.com/X7sYURr.png

sly elk
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nevermind, fixed it

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lol- struggle with something for an hour, ask for help, then figure it out right after ๐Ÿ˜›

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FWIW the problem as that I am attaching the wrench to the bolt which means it was inheriting a rotation from the bolt. I just had to combine the inverse rotation of the bolt to fix it: https://i.imgur.com/9uTxnYN.png

silk lodge
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@chilly thicket snapping would be doing a modula function. look it up! Saving worlds would be creating your own data struct (s) and sticking it all in an external file. You could look at save games as well

real needle
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@sly elk I think the universe is like: "oh you're asking for help? let me put the solution in your brain"

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Because I do the same thing all the time

sly elk
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Yep. Honestly I think after I ask for help sometimes I get self conscious and I start thinking about the problem in new ways

wicked oak
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rubber duk debugging

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it is a known thing

sly elk
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i googled it. Thats awesome. I'll just talk to my dog

sly elk
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So all the fasteners in my game are modeled with accurate dimensions including thread pitch and I have all of that info in a spreadsheet. I realized I can include thread pitch, major diameter, and bolt length in the fastener object data and then use that to calculate reasonably accurate numbers for clamping load/bolt stretch/bolt torque based on how many degrees past finger tight

trail shale
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Anyone hear if they are doing anything to the spectator screen anytime soon?

trail shale
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@granite jacinth I need to be able to record tactical benchmarks and at some point, fire off events, like an Instructor Control Panel. Right now I'm just planning on doing a simple multiplayer lan to get that functionality (as soon as I, um, figure out how to do multiplayer). However, if I could just use a mouse to interact on the spectator screen, I wouldn't need a separate machine...

granite jacinth
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@trail shale Well, can you?

trail shale
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I tried but I'm probably the wrong guy to ask

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As I'm learning Unreal, everyone tells me that if I am having to do too many workarounds and blueprints that look like a pile of schitzophrenic spaghetti, that I'm probalby going about it the wrong way

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The temp work around I might try again was to just get the mouse position and then make a bunch of booleans that trigger when the mouse is in a certain 2D vector range (aka, hovering over the button) .... when those are true the click event can be fired....

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pretty cumbersome to set up so if you have any suggestions for a better workflow I'm all ears

tired tree
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if you set it up correctly its not cumbersome at all

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its how game menus were made since the beginning and how slate works at its most basic level

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regardless, no new news on the full viewport spectator implementation

trail shale
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Oh hey Morden...while I've got you hear, how do you Expose the Steam VR loading screen for level streaming to make a custom one?

tired tree
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use their api

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its c++, i just exposed it to bp

uneven moon
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If I measure the distance between the Player Camera Manager and a mesh in the world, will it always check the distance between the active HMD and the specified mesh? To then, possess a new pawn and re-calculate the distance between the same two variables, will the cam manager now represent the new active pawn?

real needle
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My VR with my Vive works perfectly in Play In VR, but when I click "dedicated server" nothing tracks.
Anyone know how to do this?

wicked oak
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@real needle no way around it

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editor limitation

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gotta test in standalone game without the editor

real needle
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Can you launch standalone with dedi, or have to launch both

wicked oak
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you launch both

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i had a .bat file around, but not anymore

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that just launched the project 2 times, one for standalone, and 1 for standalone dedicated server

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and then connected the client to the server

real needle
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I've got some shortcuts to launch each type. The bat sounds like a good idea

nimble junco
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hey guys, does somebody know why my landscape is flickering really hard in VR preview?

uneven moon
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@nimble junco Maybe overlapping mesh

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Also, I had a similar problem once and I fixed it by re-doing the landscape and the material(s) so I never did find out why it happened

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My flicker had my landscape go from like a half-opaque blue to regular colour

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Can you show us a screenshot or video of your flickering?

nimble junco
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its nothing overlapping at least
i just tried to make a screenshot but then i noticed that its only inside Vive view

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not in the preview window

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also it looks different now, i disabled tesselation inside the material

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so it has something to do with that

sturdy coral
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@uneven moon player camera manager has a function to get current camera location and rotation

sly elk
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obviously just local Z right there

tired tree
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the pin names are the reverse of what you would expect though, be careful of that

sly elk
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lol, did not know there was a fucntion for that

west pebble
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Hi guys, I'm in a cursed situation. I'm making a vr 360 video tour at work that needs hotspots that actually move along with the video footage. All the video clips are going through intensive post production, so the camera is going to be tracked in syntheyes so that the shots can be stabilized and camera rigs can be painted out and all that. My plan was to apply that tracked motion to a bone that the camera is parented to, while putting the hotspots in-engine right on their real world space (sorting in front of the sphere) so they can be looked at and teleported to (while also playing their appropriate counterpart video clip)

The problem is, I've only ever used UE4 to test materials. I have no idea how to pull this off or where to start.

trail shale
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TPCast just showed up in the mail

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No idea what to expect, we'll see

sly elk
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Finally, I am generating the right numbers for the ratchet mechanism. It took me way too long to realize I could just compare my cumulative rotation number between frames... Now i get a total number of degrees rotated (for non ratcheting wrenches) and a total that increments in each direction for a ratchet tightening or loosening

real needle
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@full junco @sturdy coral I know that epic is working on the SteamVR/Rift issue. Someone over there knew who I was and we have mutual friends apparently xD

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@west pebble Run through the blueprint introduction tutorials, what you want to do is not hard. Line trace from camera -> on trace hit and player input -> teleport and load next scene

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But I'd recommend learning the blueprint GUI and workflow

full junco
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@real needle ah, great, so you think they'll fix the issue relatively soon?

real needle
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@full junco She said she had to stay late to work on it so I hope so ^^

full junco
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ha ๐Ÿ˜„

sturdy coral
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nice, now we need to get back on valve to fix that two hand haptics problem

real needle
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hmm what's that one about

cold siren
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Any one how to get the oculus remote going?

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[OculusRemote.Settings] bRemoteKeysMappedToGamepad=False in defaultengine.ini didnt do it for me ๐Ÿ˜ฆ

barren rose
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Unplug your touch controllers

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Or take out their batteries

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Seriously

cold siren
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Really? Thats the only way?

barren rose
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I hope someone tells me a different way

cold siren
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cant have controllers plus remote working together?

barren rose
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Because atm, its the only way I've found

cold siren
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ok wow that worked

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that is ass backwards though

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thanks @barren rose

barren rose
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Aye

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I spent hours

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HOURS

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And then I found some obscure occulus unity forum post

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Some fool was like 'just unpair your touch controllers'

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...

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I believe intention is if you don't have Touch, you use remote

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Otherwise you at least use right hand Touch

cold siren
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interesting

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i was hopoing to give a client the controllers, but keep the remote with me incase they dont get the hang of the controllers if the learning curve is too steep

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for the 5 minute demos

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so that I can still control the experience

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or at minimum switch their location if they are struggling

full junco
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@sturdy coral @real needle yeah, if the haptics issue is still not fixed, they really should finally work on that

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I havent checked for a few months though

real needle
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aaaah that explains a lot

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@cold siren I used a wireless numpad ๐Ÿ˜ƒ

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To spawn zombies back in the day depending on how well the player was doing

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They're less than 10$ on amazxon

cold siren
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could just get one of those mini keyboards

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i was just hoping to work with the existing and now useless remote lol

real needle
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Yeah that seems odd

full junco
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@real needle you mean also also saw that issue just without knowing it exists? ๐Ÿ˜„

real needle
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YES

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well

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yes

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also, I wish the haptic values could be generic

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I need different ones for touch/vive

trail shale
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Anyone here use a TPcast...I had a question about the router and couldn't find much on google

real needle
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@trail shale I wish

trail shale
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@real needle Don't wish just yet, this thing is buggy as shit

real needle
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Yeah that's why I didn't get one just yet. Figured the tech needs to mature a bit yet

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Also, I don't know if having 60ghz straight to my brain every day is a good idea

trail shale
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I'm only doing it because my business model calls for roomscale and wireless would be great for that...we'll see how reliable this is

real needle
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I've seen good results though

trail shale
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right now I'm in this, "This thing is a piece of shit"

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Software says everythings connected

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I fire up Steam VR

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annnd all my monitors go black

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wtf

trail shale
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annnd it's working now and again I have no idea why

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We still need to find the "Steve Jobs of VR" to get this shit to go mainstream

wicked oak
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@trail shale have you seen how much Oculus is taking from the Apple book?

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The Oculus box is designed in nearly the same way an Apple product box is designed

fresh laurel
full junco
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@fresh laurel nice, but seems to be aimed at mobile vr

sly elk
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haptics and sound next

wicked oak
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looks great @sly elk

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are you going to make those videos public? can get you a following

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people do like to see the dev doing this kind of attention to detail

sly elk
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once I finish off the fasteners I will make a public video

wicked oak
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also dev blog

sly elk
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Yeah. I do more granular stuff on twitter, facebook, and instagram. Then I use my blog for larger posts

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I need to work out how to do a dead zone on the direction changes. Basically the socket needs to ignore a small amount of forward rotation based on how far the back stroke on the ratchet was (with a max of 6 degrees for a 60 tooth ratchet). I also need to set the forward stroke stiffness on the rotation to 0 for that dead zone.

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Also I explained some blueprint to my dog yesterday and it totally stopped me from posting a question ๐Ÿ˜ƒ

wicked oak
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rubber duck debugging, but with a dog

full junco
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@sly elk maybe at some point your dog knows enough to code some blueprints for you

sly elk
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I should totally do this with my 3 year old

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though im not sure having her home and in my office while im working is worth the trade off

humble spoke
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Is there an easy way to take stereo images? not panoramic, my goal is a 2D image that if opened is what you'd see in VR but obviously not moving

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I keep googling it and all I find is panoramic

sturdy coral
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@humble spoke I think you can disable the VR plugins then use "stereo on" on the command line

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and get SBS

tired tree
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@sly elk When does that DLC come out?

sly elk
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Lol. Another version of the game where you just fix 30 year beat up trucks

eternal inlet
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hi guys, any of you good with streaming levels? i have a hard time figuring out if there's some builtin mechanism for managing communication between a persistent level and it's streaming levels. as far as i can see, there's no way in bp (maybe in c++?) to get a list of streaming levels in it. And also i don't see a way to call methods on the persistentlevel's blueprint without storing references on ie. gamemode or gameinstance, which also doesn't seem possible

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something as simple as getting a streaming level's name, is also something i don't see exposed, neither though DisplayName or ObjectName

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closest i've come, is to get the class of the streaming level, then get the name and then remove the _C it adds

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doing event dispatchers also doesn't seem to help me, even though i can fire the events, i don't see an easy way of hooking up to those events, when i can't easily get references to the streaming levels

noble crater
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is anyone else developing on 4.18 + Rift? if so, how is your PIE performance?

mighty carbon
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@noble crater horrible

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that's why I test performance by building standalone shipping builds

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Oculus should offer Go with 845 as premium mobile version

sturdy coral
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@eternal inlet "And also i don't see a way to call methods on the persistentlevel's blueprint without storing references on ie. gamemode or gameinstance, which also doesn't seem possible" they added the ability for sublevels to implement blueprint interfaces a while back

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so you should be able to call methods on it by interface; I don't know the specifics of it though

eternal inlet
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right, for sublevels it's fine

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i may just avoid storing stuff in the persistent level and just use the gameinstance

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a bit more worrying now, is that i had the impression i could serialize an actor in a savegame

sturdy coral
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hmm, the persistent level can implement an interface too

eternal inlet
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and then restore it again from the serialized data

#

yes, but if i can't get a reference to the PL, it's not much use

sturdy coral
#

hmm, yeah I'm not sure how to do it in blueprint by default

#

you could add a getter on the game instance that gives a reference to the current persistent level

eternal inlet
#

hehe, i tried something like that

#

think engine crashed, because it had a variable type in gameinstance it didn't like

noble crater
#

@mighty carbon do you have the nvidia "in-game overlay" running. disabling it just completely fixed my rift+4.18 in editor perf

mighty carbon
#

@noble crater I do! o.O Where do I turn that off ?

noble crater
#

in the geforce experience settings

mighty carbon
#

aye, thanks

uneven moon
#

@wicked oak Did you ever run into this problem when trying to launch on the devkit?

#

It worked fine until yesterday, tried to launch today and I keep getting this

west pebble
#

I'm working on getting a gaze based teleportation thing going on rn where if you stare at a point long enough you go to it. I've sorta hit a wall. this is my first time using blueprints in my life lads
https://puu.sh/yBBu4/c72de8d998.png

uneven moon
#

I'm not sure if you left this out on purpose, but

#

You'll need to connect these two nodes via execution pins

#

Right now your teleport node is only gathering location/rotation data, it isn't actually firing

#

Always make sure that the nodes are connected via their main input and output points

west pebble
#

I was gonna put some sorta time delay there

#

I just blanked on how

uneven moon
#

So even when they're connected, no luck?

#

If you type in 'delay', you can use that node. Unless this is being done inside of a function. Delays aren't allowed inside functions

#

But, that system wouldn't work

#

Because once the line trace hits something, it'll trigger a delay and then a teleport

#

Even if the player looked away

west pebble
#

wew

uneven moon
west pebble
#

will do

#

thanks man

uneven moon
#

Np

granite jacinth
#

@full junco not bad not bad

#

you notice the trend of less and less VR stuff though?

#

Other than XR

#

Almost as if Epic's over it

full junco
#

yeah, definitely noticed that

tired tree
#

Finally on that world locked stereo change, it was very broken in SteamVR

sturdy coral
#

@full junco that multires oculus merge sounds like it's just the mobile thing they talked about at connect 4 (mobile tiled multires)

sly elk
#

anyone know why we never got foviated rendering on desktop?

sturdy coral
#

it's there from nvidia, but requires a branch

#

different shaders

#

nvidia has said they are working on stuff for the future to make it require less engine changes

granite jacinth
#

Just noticed I never did this test

#

I'm about to install this 1070ti, let's see if I am ready yet

glossy flame
#

is there an "easy" way to rotate a VR player character 90ยฐ left/right or 180ยฐ over x (~.25s) time? Snapping 90 or 180 works perfect, but gets crazy when I try to lerp it.

#

nm - looks like set actor rotation VR is what I want.

full junco
#

@granite jacinth wouldn't have thought it would recommend an upgrade for a 980

granite jacinth
#

well that was scary

#

I put in the 1070ti and it wouldn't boot up my other two monitors for a little bit and everything was in like 800x600 on my vertical but sideways.

#

@full junco ya me neither, I am about to see what it says about the 1070ti

full junco
#

well that will be very good of course

granite jacinth
#

2x my poor 980

#

Guess grabbing it at $415 was a good buy

full junco
#

a 1070 ti is "only" 52% faster than a 980

#

@granite jacinth why did you buy a 1070 ti and not a 1080?

granite jacinth
#

@full junco two reasons

#

one, there were no 1080s around $500 price point

#

I was not going to pay the freaking mining tax

#

two, I just needed a quick upgrade before volta

#

I was doing some recordings in VR/1440p

#

and OBS was not having it

#

I mean, it wasn't terrible, but it dropped enough every few seconds a frame or two to be noticeable on replay

#

So worthless for trailer footage

full junco
#

@granite jacinth hm, I thought the 1070 ti would be a card specifically for mining essentially

#

due to it having the slower RAM thats better for mining while the 1080 has the quicker ram thats worse for mining

granite jacinth
#

You would think

#

But every 1080 BF deal was already taken, which only took it back down to the "regular" msrp of $500

#

Every other 1080 during BF/Cyber week was $550+

#

cheapest 1080ti was like $700

#

I was going to go all out, but I was like nah, I'll just wait for volta, grab something good in the mean time

#

And then I was able to snag this for $415 via newegg

full junco
#

yeah, seems the 1070 ti definitely has more attractive prices, weird

granite jacinth
#

no contest

warped breach
#

the 1070 is the better buy

granite jacinth
#

no

full junco
#

would have expected miners to make the 1070 ti have higher prices than the 1080

warped breach
#

if you do the performance to price ratio

granite jacinth
#

1070 is more expensive..

#

than my 1070ti

#

The GPU prices right now are stupid

warped breach
#

1070 vs 1080

#

not TI

granite jacinth
#

ah

warped breach
#

i like my 1080 but

#

i probably would have been fine with a 1070, and could have bought 2 cards instead

full junco
#

well when I bought my 1080 it was cheaper price/performance than a 1070

#

because the 1070 is a better mining card

warped breach
#

or just upgraded sooner

#

get the next series

#

yeah, if you get a nice sale

#

always good to get a really good rewards card or something ๐Ÿ˜›

#

combine them with discounts

#

I really love the new architecture on these cards

#

Nvidia made alot of stuff run so much better

full junco
#

"new"?

warped breach
#

I upgraded from a 580

full junco
#

its old by now

warped breach
#

its still current though

#

10 series

full junco
#

yeah, but pascal is already 1.5 years old now

warped breach
#

DDR4 is old now too ๐Ÿ˜›

#

one of the reasons im not upgrading my motherboard yet

full junco
#

not really that much, since new DDR generations come way slower than new GPU generations

warped breach
#

were probably close to the next gen of things

full junco
#

no

warped breach
#

i really dont like my motherboard

#

Im thinking of buying EVGA next

full junco
#

DDR3 is from 2007, DDR4 from 2014, so DDR5 you can expect in 2021

warped breach
#

what about cpus though?

#

different sockets

full junco
#

the next gen of intel CPUs just came out and is still not really available due to being a paper launch

warped breach
#

are they still all very hot?

full junco
#

yeah, the intel ones are really hot

warped breach
#

ugh

full junco
#

so the next interesting thing is ryzen 2

warped breach
#

my E8500 in 2008 was 65w

#

my current is 88

#

and when im on newegg, most of the upgrades are 120 or more

full junco
#

well, I want CPUs to eat at least 200W

#

why should I be happy with less

warped breach
#

i like cooler running cpus

full junco
#

I like faster CPUs ๐Ÿ˜›

warped breach
#

im in Florida

#

cold in my house is 80 F

#

not the best temps for super hot cpus

full junco
#

you probably have AC

warped breach
#

80 is with my AC on xD

full junco
#

if you need a cool CPU, buy a ryzen 1700, thats 65W TDP

warped breach
#

its like 90-100 outside

granite jacinth
#

DDR6 is coming next year

#

For GPU

warped breach
#

yeah, might have to look into AMD

#

my friend is convinced on it

#

im just skeptical

#

need to do the research

full junco
#

in the past AMD were the power hungry ones, but ryzen is great

warped breach
#

I don't really have any bad experiences with AMD

#

Only had bad experiences with ATI

#

but they are gone now

full junco
#

and current ryzen is on a mobile chip optimized process, thats why it has such great TDP but less clock than intel. ryzen 2 will be on a more high performance optimized process, so might get ~1 Ghz more clock

warped breach
#

its healthy to see some competition with intel

#

I wish them the best

full junco
#

@granite jacinth well GPU RAM is different. there the really good one is HBM2 anyways, not GDDR6

granite jacinth
#

Yeah I want to see HBM2 sooner than later

#

But I doubt we'll see it on consumer level anytime soon

#

That crap is way too expensive

warped breach
#

I think for me, the biggest upgrade I felt, going from 2008 sys hardware to 2014, was SSD

granite jacinth
#

Well mainstream anyway

warped breach
#

You see those super fast SSDs, that read and write at like 3200 mb/s or mbps, whichever one it is, i always forget xD

full junco
#

@granite jacinth HMD2 does already ship at "consumer level". vega is consumer level

warped breach
#

How does these other 10 series cards perform?

#

like the 1050 ti

full junco
#

well thats below VR spec

granite jacinth
#

@full junco you mean 64 and 56

#

?

full junco
#

yeah

granite jacinth
#

I thought that was HBm1

#

not 2

#

didn't know it was 2

full junco
#

its HBM2, thats why vega was so late

granite jacinth
#

Ah, and still not around

#

Because it's expensive to make

full junco
#

yeah

warped breach
#

is 1060 the recommended min?

full junco
#

yeah

warped breach
#

thats not bad

#

pretty cheap card

granite jacinth
warped breach
#

im googling about the next architecture

granite jacinth
#

along with my 1070ti

#

going to use that in replacement of my samsung 850 evo

warped breach
#

I got that m.2 version that reads and writes at insane speeds

#

but my motherboard sucks, so i only get 800 mb/s xD

granite jacinth
#

yeah, I wish they have a 2TB version

#

or even 1TB at reasonable price

warped breach
#

yeah i want to see the price on SSD get cheaper

granite jacinth
#

Ended up getting this and a 1TB 850 Evo

warped breach
#

i dont want to ever go back to HDD

granite jacinth
#

Yeah, I have 6 SSDs plus this M2 now in my rig

#

plus 2 1TB HDDs

warped breach
#

i nearly destroyed my HDD doing video editing for a client

granite jacinth
#

want to get rid off one of the HHD and put this 1TB Evo in

warped breach
#

the new nvidia architecture focuses alot on AI

full junco
#

the AI stuff won't be in the gamer cards

warped breach
#

is there a replacement for PCI-E?

glossy flame
#

what do y'all think of the intel Optane 900p lol It's shaped like a gpu

warped breach
#

this NVLink thing

#

what exactly is it?

sturdy coral
granite jacinth
sturdy coral
#

we're going to see decent mocap in so many games

granite jacinth
#

@full junco you see this?

#

lol

#

Man, I am late today

#

Hmm

warped breach
#

@sturdy coral one day, we wont know simulated from real

granite jacinth
#

I was about to spend $1k for Faceware

#

on iClone

#

And my Realsense

sturdy coral
#

yeah, it is pretty easy to write something like he is showing, the api just gives you an array of blend shape weights over time

warped breach
#

did you ever see that video of simulated Obama speaking?

sturdy coral
#

yeah, the audio synthesis one?

warped breach
sturdy coral
#

or was it video too?

warped breach
#

i think this is it

sturdy coral
#

oh wow, I didn't see that

granite jacinth
#

Well

#

That's not very new though

#

Adobe has this thing

#

Forgot what it's called

warped breach
#

"there is concern that it could be used maliciously"

#

uhm, it will be, alot xD

granite jacinth
#

But basically, after taking a few seconds of your voice

warped breach
#

and then video evidence will no longer be acceptable

#

lol

granite jacinth
#

You can pretty much make it say anything you want with that voice

warped breach
#

oh, thats cool

#

can talk using my fingers

#

:V

#

i must see this

granite jacinth
#

This is actually a bit different

warped breach
#

So its like an automated soundboard maker

granite jacinth
#

Except it uses the speech patterns

#

uploaded

#

to recreate new words/phrases

warped breach
#

Hollywood will use it to resurrect dead actors/actresses

#

Had atleast 2 in Rogue One right?

full junco
#

@granite jacinth ha, didn't know that stuff yet

#

its great ๐Ÿ˜„

granite jacinth
#

Yeah

#

The future...

#

It's going to be crazy

full junco
#

they don't ship that feature yet though?

granite jacinth
#

Nah, I am sure there are a lot of legal issues that have to get around

full junco
#

no, why should there be

granite jacinth
#

?

full junco
#

its same like removing or adding something to images

granite jacinth
#

Serious?

#

lol

full junco
#

adobe doesn't have to care about what people do with it

granite jacinth
#

duh

#

they just want that $$

#

But I am sure they are getting push back

full junco
#

who complained about that pictures can be edited?

warped breach
#

once something gets real enough

#

it takes heavy analysing to detect forgery

#

and you've seen what happens to some people, when they are framed

#

even if it doesnt stick as evidence in the legal system, some people cant take it and kill themselves.

#

the more this stuff improves, the more skeptical people will be of audio and video

#

but that skepticism though is probably a good thing, because faking stuff is nothing new ๐Ÿ˜›

#

but yeah, I don't buy that Adobe is going to be able to do much to protect people from that tech

#

and honestly, if they dont create it, someone else will

#

but hey, I see some potential benefits

#

I could put on my best pirate voice for 20 minutes, and then get several hours of pirate speak

glossy flame
#

lyrebird I think can get the data within a minute

warped breach
#

lol, even better

#

doing that kind of voice, is very rough on my vocal chords

full junco
#

lyrebird does not sound very good

warped breach
#

and actually, if it isnt perfect, slightly robotic, thats kinda cool

glossy flame
#

yeah, it's a bit rough last I checked

warped breach
#

cyborg pirate

full junco
warped breach
#

lol, the first clip i get is The Donald

#

still better at imitating him, than I am

full junco
warped breach
#

LOL

#

this would work well for the Gman

#

cant wait to hear the result of this

#

xD

#

if only it didnt require reading sentences they choose

#

id feed it some Gman ๐Ÿ˜„

#

๐Ÿ˜„

#

๐Ÿ˜„

#

Made it say that for me

#

This thing must require a shit ton of voice recordings to become smooth

#

and I feel like they are gonna steal my voice after haha xD

#

But, that was fun, thanks for sharing that website.

#

@full junco ๐Ÿ‘ ๐Ÿ‘Œ

wicked oak
#

why would i want to have a text to speech with my voice XD

#

but if you train it with morgan freeman...

tired tree
#

no, Gordon Freeman

mighty carbon
#

Is anyone planning on getting Nvidia Titan V ?

wicked oak
#

you would have to be a fucking idiot to get one

#

SLI 1080ti is cheaper and much stronger

#

it barely has more power than a 1080ti for 3 times the price

#

(for gamedev)

#

they are only useful if you will want to do AI stuff with it

#

becouse if you want to do rendering, getting 2 of the older model is a better deal

#

its essentially a toned down Tesla card.

mighty carbon
#

It's Volta arch

wicked oak
#

you will only have use with it if you are going to do half precision, double precision, or AI stuff

#

its volta for computing, not volta for games

#

given it specs, it doesnt seem like its going to be much faster than the 1080ti for games

#

but it would utterly destroy anything else for AI or double float compute

eternal inlet
#

it will be better for bitcoin mining tho ๐Ÿ˜›

wicked oak
#

nope

#

it will be worse XD

#

too expensive to turn a profit, and, again, multiple of the cheaper cards is much better value

#

crypto mining uses integer instructions, this just has lots of floating point stuff

sturdy coral
#

Sounds like it will be better for realtime replacement voice synthesis

eternal inlet
#

i see... i actually thought it was worth it for mining

sly elk
#

I have no interest in $1000+ video cards but all of those cuda cores would speed up scan processing

full junco
#

the titan V will have at most 28% more TFlops than a 1080 ti

#

in FP32

#

so absolutely not worth the price for gaming

wicked oak
#

not even for normal computing

#

as you can just grab 2-3 older titans or 1080tis

#

for the same price

raven halo
#

@mighty carbon do you remember how to force anisotropic filtering x2 on gearvr?

mighty carbon
#

I never knew that :)

raven halo
#

I can't find anything on the web xD

mighty carbon
#

AA is x2 by default, that's all I know

#

tweet at Carmack.. He might know

#

or is it "twit"? ๐Ÿค”

wicked oak
#

looking at the source code will be the fastest

#

there is probably some place where it sets up the correct anisotropic filtering, so just up that

#

as far as i know anisotropic is a scalability setting

raven halo
#

I'm going to check

sly elk
#

I think this is simple but I just don't know what nodes to use. I want to play a sound/get an execution wire every time a string increments by 6. This will be for firing a sound effect and a haptic event every time the back stroke of the wrench passes a virtual tooth. I already have string that records multi turn rotation and string that add up all the back and forward direction rotation. I basically want to take the back stroke rotation string and every time it increase by six, fire off an execution wire

#

The only way I can think to do this feels messy- Get the negative rotation delta between frames and add them to a variable each frame. If variable is > 6 make a branch, do the sound, and then set that delta total back to zero. It seems like this would result in a tolerance stack issue where the amount the delta went past 6 could cause issues with fast motion

wicked oak
#

@sly elk you can just not set the total delta back to zero

#

but to subtract 6

#

that way you wont lose precision when it doesnt fall directly

sly elk
#

thank you

eternal inlet
#

hi guys, anyone that can do a vr bug test for me?

#

Rudy from Epic, can't reproduce it, so im starting to think that it's a local problem, but need to hear from others what they say

sly elk
#

Has anyone dug into haptics for the rift or vive in detail? Im wondering where the upper and lower limits are for frequency and intensity before it totally loses detail or intensity. Basically, what operating range I have to work with in the feedback curve editor

sly elk
#

Also, does anyone know how to get VR preveiw mode to play sound through the system and not the HMD?

sturdy coral
#

@sly elk frequency-wise I've heard something like 5ms for the steamvr api, which would be 200hz

#

@sly elk for sound you may be able to modify FString FOculusRiftPlugin::GetAudioOutputDevice() with an editor check

#

for steamvr you'd need to add a virtual GetAudioOutputDevice override (it relies on steamvr setting the system audio device so it just leaves it unimplemented)

sly elk
#

thanks

sturdy coral
#

@sly elk on the haptics thing I'm not sure how UE4 implements it though, it might not update it every 5ms

#

could be tied to tick rate or something

sly elk
#

I have a pretty decent ratchet haptic event but at some point I want to sit down and just test the min/max bounds of frequency and intensity and take some notes

#

I also need to implement forward and reverse switching on the ratchet

eternal inlet
#

looks very nice

real needle
#

I've added textures as the brush to some UMG buttons, but whenever I hover over them they flicker and show what looks like a cooldown bar on the right side

#

Using widgetinteractioncomponent and 3dwidgets

#

Was just wondering if someone has come across it before, I can't figure out why it's happening

eternal inlet
#

never seen that with any of my widgets

#

try with another simple texture?

real needle
#

yeah it does the same thing

#

so I discovered it's actually triggering "on hovered" every tick

eternal inlet
#

ah

#

strange i don't have that issue then

#

wonder if something you do keep triggering it on and off

real needle
#

but why only that widget..

#

I checked other collision

eternal inlet
#

hmm, maybe there's another widget over it?

real needle
#

same BP with a different WBP works

#

As intended

#

So it's something about applying brushes to buttons

eternal inlet
#

but why just that one?

#

try move it somewher else?

real needle
#

yeah I tried it in a nother level even

eternal inlet
#

i mean in the UMG

real needle
#

so it happens when the buttons are set to auto instead of fill

eternal inlet
#

aha

#

odd

real needle
#

but with fill they don't get the right scale..

eternal inlet
#

can't recall if i have any of those, but good to know

pale burrow
#

asked in blueprint section, but ill mention here: Having a struggle here... in search of help. please @ me in any relative answers. I am looking to have a character climb a cable component in vr and swing on it..... any ideas?

eternal inlet
#

i've only personally done a swing using a fixed point (grapplehook)

#

that approach is easy enough if you have a climbing logic setup already

#

but for climbing an actual cable i think u would need to traverse the cable particles and generate collision bodies to climb on and update on tick

#

@pale burrow

pale burrow
#

yikes

#

that sounds not so fun

eternal inlet
#

i don't think it would be so hard actually

pale burrow
#

would you like to open a pm?

#

and i will later post solution?

eternal inlet
pale burrow
#

oh

#

have never seen that node xD

eternal inlet
#

very handy for ie. custom meshes for cables too

#

not that i've personally tried it, but thought about it

pale burrow
#

the ropes will be fixed to a pirate ship, and id like to swing from ship to ship.

#

this seems useful... how would you handle the swing

eternal inlet
#

use physicsconstraints

#

ah one sec... it's called something else or i can't recall how i did it

#

ah no wait it's right

pale burrow
#

any chance you have a blueprint i can peek at?

eternal inlet
#

hmm, let me see if i can find something

#

it's not done yet, so just a POC really

pale burrow
#

im launching my project up now.... all i was able to do is pick up a ball on the end of the rope and throw it (and it went on for ever)

eternal inlet
#

meh, it's pretty big... too big to show and explain really

#

but i recall i just did a simple test in a 3rd person template project first with two boxes simulating physics tied togheher with a physics constraint

#

and then making a cable between them for the visual effect

#

or rather one box simulating physics ofc

pale burrow
#

so just attach cable component, and attach physics constraint??

eternal inlet
#

and the other box = fixed point

pale burrow
#

thats not so horrible

eternal inlet
#

attach a sphere simulating physics to a physics constraint at the anchor point

#

and yes then make sure the cable component is updated to the sphere and the anchor point

#

then it will look like you're swinging

pale burrow
#

oh, so cable component is irreverent to this whole setup?

eternal inlet
#

yes

#

it's just visual

pale burrow
#

okay. ill give this a go

eternal inlet
#

looking forward to see what you do with it ๐Ÿ˜ƒ

#

once it's working it's good fun

pale burrow
#

ill see what can be done.... i havent really done much work with physics constraints yet

eternal inlet
#

me neither, but a good starting point is to poc in a simple setup first (non-vr)

#

to see how it behaves easierly

pale burrow
#

alrighty

eternal inlet
#

GL mate

pale burrow
#

ooooooooo i feel so sick

#

i just did it in vr and it swung around insanely fast

#

BUT it works

eternal inlet
#

hehe

pale burrow
#

any way to like.... dampen the movement?

eternal inlet
#

yeah

#

dampen the sphere

#

linear damping

pale burrow
#

ah

#

great

#

thank you, i wanted to hold my dinner down

eternal inlet
#

i increase it the closer the distance to avoid the worst

#

yeah, it takes a bit to get right

#

but once it works, it's damn good fun

pale burrow
#

yea, seems like it needs lots of tweaking

#

gravity enabled but no gravity applied?

sly elk
#

are you going to have the player swing through the air in VR?

#

That would make me puke

eternal inlet
#

its actually not that bad

#

im quite prone to motionsickness, and swinging isn't making me sick

#

but i suppose it's different for everybody

pale burrow
#

this project is already far from motion friendly.... only for the true vr stomachs

#

you are on a pirate boat floating around through storms

eternal inlet
#

hehe mine too

#

with the vr stomachs ๐Ÿ˜ƒ

pale burrow
eternal inlet
#

oh wow, looking really nice with the shadows and all

pale burrow
#

Sea Sickness in VR

eternal inlet
#

i may get sick from that hehe i have to admit

#

but looks really amazing man

pale burrow
#

haha, thank you, its a big feature im trying to hold onto for my game. havent gotten forward shading working yet because of my terrain textures, that may prove to help performance lots

#

thanks alot for the thumbs up, ill be posting videos when possible if youd like to have an eye on the project/ get in on some test versions

eternal inlet
#

for sure yes

#

actually because there's the horizon to look at, it might not be so sickness inducing

#

would have to try it

pale burrow
#

add me on discord/steam and ill send you some testers when possible....

#

ill be releasing a comfort mode with a cage as well.... but i find it ruins the immersion

eternal inlet
#

i should do some dev-videos too on my game

pale burrow
#

i try and keep up on it alot... even unedited..... ill be starting a kickstarter at the end of the month, so i think it will help people look back on progress made

#

this project is about 2 months old, with only a month of actual work

eternal inlet
#

nice progress then for sure

#

im 2-3 monts into mine, and there's so much work to do

pale burrow
#

humancatnip on steam, or add me on discord. maybe we can colab on a few things.... im quite good at the art.... not so much game mech

robust spoke
#

Well done to you both ๐Ÿ˜ƒ Keep going

eternal inlet
#

im ok on game mech, shitty at art, i buy all the stuff

pale burrow
#

whoops, wrong link

eternal inlet
#

looking really nice!

#

impressive

pale burrow
#

thank you... i buy some 3d models, but paint them myself, and make simple ones alone

eternal inlet
#

i could use some tips on painting things myself... i have lots of stuff i need to retexture in a good way

pale burrow
#

well just message if you want to collab. i dont mind working for free, just for the exchange of tips on engine tech

eternal inlet
#

just to get them different from the stock marketplace look

robust spoke
#

I like the colour, the last picture kind of reminds me of an ARK survival style graphic but with your own theme

pale burrow
#

thank you, the lighting has been a struggle..... same with terrain texture... no forward render

eternal inlet
#

will do for sure... and i don't mind sharing game mechanic tips, since im doing it on my youtube channel anyway ๐Ÿ˜ƒ

pale burrow
#

ill check it out, drop a link. i may have even seen a few vids.. i dont mind texturing a few things for you either.... if its anything big maybe a credit mention, but honestly just looking for help kicking my game forward.... so much to do

robust spoke
#

The lighting is a big deal for sure man

eternal inlet
pale burrow
#

sorting through AI combat rn as well.... ive added "prediction boxes" that the ai sense when your weapon is near, just need a way of moving their arms to the location

#

running most scenarios at 80-90 fps with world composition and a very very large map (currently 4x4 terrain tiles)

#

a couple pictures, not to spam chat.

eternal inlet
#

what do you use for fullbody ik?

pale burrow
eternal inlet
#

love the two houses ๐Ÿ˜ƒ

pale burrow
#

fullbody ik?

eternal inlet
#

i saw arms on the character

pale burrow
#

and those are a tavern and a blacksmith

#

thats my own idea xD just springer arms attached to wrists

#

kinda stupid but works

eternal inlet
#

ah, coz i used a fullbody solver myself for my game

pale burrow
#

id like to see that

eternal inlet
#

it's a bit of a bitch to work with, but it adds to the immersion i think

pale burrow
#

hmmm

#

i would love to see that in action.

eternal inlet
pale burrow
#

i was thinking of adding kicking in vr

eternal inlet
#

think this video show it

#

actually it doesnt show so well

#

will do a short video where it's more visible

pale burrow
#

very nice work

#

the body is all slumped over xD

eternal inlet
#

hehe yeah

pale burrow
#

i love the doors, i have one in my game but sounds are a nice touch.

eternal inlet
#

thanks

pale burrow
#

looking good

eternal inlet
#

took a while to get right too

pale burrow
#

my doors are a bit buggy, but well im trying to work with climbing and swinging because there will be a stealth aspect in my game for when in military towns (as a pirate) you will have to take rooftops

eternal inlet
#

i got some stealth mechanic too

pale burrow
#

trying to not ripoff assassins creed.... but all i hear from everyone is "add wristblades add wristblades"

#

sp im starting to give in and may put them in for a mission or two

eternal inlet
#

i will add a knife as a melee weapon, and ofc a crowbar ๐Ÿ˜›

pale burrow
#

i have scimitars and rapier (pictureed way above) but havent implemented much for combat against ai yet.

pale burrow
#

@eternal inlet just add on steam or on discord and send some models you would like textured, and id love to help. ill flip through your videos later today but well ill do whatever i can to help you out

#

some tweaking MAY be necessary xD

real needle
#

Hey guys I'm about to upload the first multiplayer patch for The Nest but I could use some ppl to stress test the build (currently vive only...). If you're available during the next hour let me know and I'll hand you the beta password

pale burrow
#

damn, no oculus support?

real needle
#

@pale burrow Everything is prepped for it, and it was working fine until 4.18

#

Then shit hit the virtual fan

pale burrow
#

damn

eternal inlet
#

im about to hit the sack now, otherwise i could

#

it's really late here in denmark

real needle
#

for faen!

pale burrow
#

i sent you a pm just so i have you in my list.... send me a few models you need tweaked @eternal inlet and ill see if i can do one or 2 tonight

eternal inlet
#

hva satan? nordmand?

real needle
#

japp, men jag bor i NA

eternal inlet
#

aha ๐Ÿ˜ƒ

real needle
#

had many tats done in copenhagen

eternal inlet
#

og NA er?

real needle
#

north america xD

eternal inlet
#

ah i see

#

here's a small video before i head out btw

pale burrow
#

THE ARMS! ๐Ÿ˜ฎ

#

wholey crap

eternal inlet
#

yes! it's lovely right?

pale burrow
#

very nice.

#

i like it

#

if you had a nice map you have a finished demo already

#

well, with ai combat

#

send me some models and ill do some for ya, or even map design if needed

eternal inlet
#

the ai is working, but needs a lot of attention

#

they see and hear you, but i made myself invisible for this video

pale burrow
#

love your attention to detail.... bullet holes, body manipulation, glowing interaction items.... i love it

#

looks very very cool

eternal inlet
#

thanks ๐Ÿ˜ƒ

#

and yes, i wanted to get those small details in

#

also a lot of work is done on the sound design, but lots of work to do on that still

#

just did enough to have a good framework to build on

pale burrow
#

yea, seems very good. i have almost no sounds in my game... should probably revisit that

real needle
#

@eternal inlet Did you play around with steam audio yet?

#

I implemented their HRTF but I didn't have time to learn their reverb and occlusion

eternal inlet
#

current map has about 800.000 polys, can handle up to 10ai with a cpu load on my pc of about 7-8ms in packaged

#

in idle it's about 2-3ms

#

no haven't done any steam audio, it's c++ thing right?

#

i use the builtin audio occlusion stuff and reverb volumes

#

not on this map though

real needle
#

@eternal inlet No it's just a different audio solution. The plugin is disabled by default

eternal inlet
#

Hmm i think i enabled it yes, but not sure i use any of the extra features

#

Actually i know i did.. but still not sure what is new

sly elk
pale burrow
#

great tech.... i love those hands

supple coyote
#

anyone dealing with insane SlateUI budding in

#

when I run GPU profiler

#

4.17

#

for some reason, all projects in UE are killing my oculus performance

#

is it the new dash? I reverted. new nvidia driver?

#

anyone experiencing sudden UE performance issue with oculus?

#

hell even without oculus when I hover over my outliner it slows down.. really puzzled what the heck is going on

lime dagger
#

when you run the gpu profiler?

sturdy coral
#

@supple coyote someone suggested disabling the nvidia overlay the other day

#

not sure it was a slate ui thing

supple coyote
#

oh man

#

i literally just did that

#

cause suddenly noticed that was happening when I started UE

#

i saw improvement without VR

#

just restarting editor to see

#

when did that overlay start to happen?

sturdy coral
#

not sure

#

@real needle I finally tried out 4.18 to see if I see that same steamvr issue

supple coyote
#

its unpleasant

sturdy coral
#

turning on the headset mirror shows something of what is going wrong:

supple coyote
#

wow

sturdy coral
supple coyote
#

it was 100% that overlay man

#

went from 24fps to steady 90

sturdy coral
#

the eyes aren't split down the middle

#

@supple coyote yeah ask @mighty carbon about it I think I saw him mention it here

#

I think he said there was a fix on the way maybe

supple coyote
#

โค

wintry escarp
#

anyone recommend an amazon dp to hdmi that works with rift?

sturdy coral
#

that's what I use, a regular adapter didn't work for me

supple coyote
#

I also use the linkbox!

#

its great

fossil stratus
#

anyhow try out the Facebook SDK to try and get something with the Gear VR?>

full junco
#

@supple coyote hey data, how did you disable the overlay?

#

@sturdy coral interesting, weird issue though

#

if you look at it with renderdoc you could easily see where the issue is introduced

supple coyote
#

through Geforce experience @full junco

#

theres a tickbox in there

#

Pro Tip: using decals to fake dynamic shadows

#

Hot

full junco
#

but can I still do stuff like start a recording if the overlay is disabled?

supple coyote
#

Dno

#

I never record

full junco
#

where is that checkbox?

#

ah, guess I found it

#

thanks ๐Ÿ˜„

supple coyote
#

๐Ÿ˜„

wintry escarp
#

shame it doesn't come with the power supply, that's strange

sly elk
#

I need to order a vive soon so I can start looking at button mapping parity

#

seems pretty close to the touch except the grip button isn't analog.

real needle
#

@sly elk yeah the touchpad can be used as a d pad

sly elk
#

Yeah- from looking at it I can use it as 4 buttons and an analog input

sturdy coral
#

hmm, so in 4.16 oculus get worn state was:

{
    FOvrSessionShared::AutoSession OvrSession(Session);
    // If there is no VR Session, initialize the Oculus HMD
    if (!OvrSession)
    {
        InitDevice();
    }
    if (OvrSession && !pCustomPresent->NeedsToKillHmd())
    {
        ovrSessionStatus sessionStatus;
        ovr_GetSessionStatus(OvrSession, &sessionStatus);
        
        // Check if the HMD is worn 
        if (sessionStatus.HmdMounted )
        {
            return EHMDWornState::Worn; // already created and worn

        }
    }
    return EHMDWornState::NotWorn;
}```

but in 4.17 it is:

EHMDWornState::Type FOculusHMD::GetHMDWornState()
{
    ovrpBool userPresent;

    if (ovrp_GetInitialized() && OVRP_SUCCESS(ovrp_GetUserPresent2(&userPresent)) && userPresent)
    {
        return EHMDWornState::Worn;
    }
    else
    {
        return EHMDWornState::NotWorn;
    }
}
#

but turning stereo off makes ovrp_GetInitialized return false

#

so you can't check the worn state if you want to toggle stereo on and off when the user puts on the HMD

#

I don't fully understand how the VR editor handles that issue, it seems to just check GetHMDWornState without initializing the session

#

maybe it just never turns stereo off and so the session is initialized

real needle
#

@sturdy coral hmm that need to be fixed for "social screen" to work

sturdy coral
#

@real needle this fixed it:

#
    {
        if (!ovrp_GetInitialized())
        {
            InitializeSession(CustomPresent->GetRenderAPI());
        }

        ovrpBool userPresent;
        if (ovrp_GetInitialized() && OVRP_SUCCESS(ovrp_GetUserPresent2(&userPresent)) && userPresent)
        {
                return EHMDWornState::Worn;
        }
        else
        {
            return EHMDWornState::NotWorn;
        }
    }```
#

however in 4.16 it was instant when I put on the headset

#

now it takes like 3 seconds

#

well with that I'm finally merged to 4.17, I'll hold off 4.18 until that oculus via steamvr bug is fixed and probably until nvidia merges

sturdy coral
#

oh nice, with that change as long as you are querying the worn state it will keep things initialized and the Oculus controllers still work outside of VR, they didn't work in 2d in 4.16 even if the session was kept initialized

#

maybe caused by the ovr sdk bump

sturdy coral
#

does GEngine->HMDDevice->GetCurrentOrientationAndPosition need a worldtometers conversion? I'm trying to use it for a height calibration thing and want the actual current real world height of the HMD

cold siren
#

can any one help with quick cpu/gpu profiling? Im having a couple trouble spots, but i dont understand the profiler enough to narrow it down

raven halo
#

sorry if this has been discussed before

#

but I just read this in the master branch:

#

Lens matched shading?

#

I thought that was exclusive to nvidia 10xx cards

#

and only available on nvidia's branch of Unreal

wicked oak
#

oh hell yes

#

whats the commit for it? i would like to have a look

#

@raven halo LMS is indeed only on nvidia branch

#

but that only works on nvidia cards

#

Oculus has done their own implmentation of LMS that is cross platform, or so it seems

#

as part of the SDK

#

AMD cards do have support for LMS style stuff, its just that no one ever uses the VR stuff of AMD, becouse you gotta implement it on engines yourself

#

if this is a "generic" implementation, then its a huge deal

#

lol

#

trademarks on the source comments...

#

too bad its a huge multi-commit so not going to be easy to find the code

#

this one is for Pimax

#
          - Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)```
#

well, dammit

#

thats a huge change

#

changing it to a fname is super easy to get wrong

#

and they now have left and right oculus touch 3d models in the engine

#

looking at the code

#

yup, now MultiRes is official

#

there is also some ps4 HDR changes in the commit

#

for some reason

#

this is how they changed the ControllerHand thing

#

this is cluttering the commit...