#virtual-reality

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wicked oak
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you can actually chase the versions with unreal

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good luck upgrading constantly in unity. Stuff just breaks randomly

glossy agate
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Yeah I use VC cause I have had a hard drive die on me before and lost everything. Now I need it too because I have other people helping on my project

spiral zephyr
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my VC is running on old laptop in closet..cant afford cloud backups :p

wicked oak
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@spiral zephyr mine was running in a raspberry pi

glossy agate
wicked oak
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yes, the 20 dollars raspberry pi

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with a pendrive as hard disc

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a literal pendrive, not an external hdd or anything

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im not going to use a cloud server for my personal data

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and something as important as game data is

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$6.95 user/month includes all software plus up to 5GB cloud storage

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this is not cheap

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at all

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5gb is literally nothing

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you need to pay extra for the 15+ gb version

glossy agate
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Im at 15.2 GB as of last weekend so I got bumped up haha

wicked oak
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what about local

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can i self host it?

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on my home server

glossy agate
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Yeah, just get the not cloud version.

wicked oak
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its still 10 dollars per user per month

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this means 30 dollars per month in my case

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or i can use perforce (free in my case)

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it would be a sub for me, my character artist, and a 3rd "free" slot for when i need to give access to a freelancer or similar

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perforce is free up to 5 users

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so 2 permanent users, and 3 floating users that i create/delete constantly

glossy agate
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Hmm Im on cloud 3 users $25 last month was under 15GB though so next month will be a bit more

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It auto deletes if they dont use it also

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How much space you get free on perforce with cloud?

wicked oak
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no cloud

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infinite space on self hosted

spiral zephyr
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you'd want to replicate that do at least one other physical location in case of fire!

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Weekly uploads to amazon glacier is cheap until you need it back hehe

wicked oak
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the other location is the other users pc

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how much does it cost to grab data back from Gllacier?

glossy agate
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Yeah I feel safer on cloud. And a local backup lives on the other users computer too

wicked oak
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it might be a legit good idea to just throw random projects and assets into there

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my issue with cloud is that i have my critical assets depending on the service of others

spiral zephyr
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glacier retrieval is $0.0025 per GB

glossy agate
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haha shit thats cheap

spiral zephyr
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cheapest if you can upload/download backups in bulk/one piece. If you have billions of individual retrievals or uploads its expensive. So cant use it as VC, but its good for backup.

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$0.004 per GB / month, butthat number varies on region you choose for storage

glossy agate
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Anyway, talking about art in engines, has anyone else tried standout VR yet?

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getting pretty popular. Next big VR MP game

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But its a testament to people really not caring about graphics much in VR if the gameplay is fun.

mighty carbon
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Godot is meh

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and it has no VR support

granite jacinth
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@glossy agate I rememeber looking at this earlier this week

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I mean, every BR game

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is going to get some love tbh

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Until the next best thing comes out

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My favorite VR MP "game" is still Paintttttttttttball in rec room

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hmm t wtf

gilded oyster
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lol do you have a razer keyboard

glossy agate
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Yeah paintball is pretty fun. Needs smooth locomotion still

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Because you can just teleport away from incoming shots

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There was one other BR game but it just fell flat

granite jacinth
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I mean really... so you got rekt in one match and then wrote a neg review.

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But I bet he was having a blast in the other 26 hours

mighty carbon
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that's why I'd rather not release on Steam

glossy agate
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Haha what game is that?

granite jacinth
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That's the BR game

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Standout VR

glossy agate
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Ah yeah. I only have 3-4 hours in it so far. It looks like burning garbage but its pretty addictive

granite jacinth
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SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

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Meh, it's not doing all that great

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Not very sustainable anyway

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But no idea what backend they are using

glossy agate
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8k in a week is pretty good I thought. For VR 10K + users seems to have a living multiplayer

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Its Unity

granite jacinth
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Every update they increase the price

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Interesting lol

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I mean literally almost doubled the price in less than two weeks

glossy agate
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At least thats the methodology Pavlov dev went with. It had a launch sale which is why the price changed

tired tree
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its got one thing going for it

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Lirik is playing it every day on twitch this week

glossy agate
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I got it for free in the closed alpha

granite jacinth
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Who's Lirik?

tired tree
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thats something that not even onward got

granite jacinth
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But it's BR

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Everyone "Loves" BR

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And if you're a VR-lite

tired tree
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#1 vary streamer on twitch, 34k - 40k viewers concurrent

granite jacinth
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Nice

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Yeah, if they can increase those numbers more

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Could be good

tired tree
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basically who most devs would kill to have play their game, even if he doesn't like it

granite jacinth
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SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

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Onward though...those numbers...

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If anyone of us could get those numbers...

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$$$$$$$$$$$$

tired tree
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stand out is new, and BR, and more accessible

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it will dwarf onward i think

glossy agate
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Yeah Dante killed it being first to market. And thats only steam numbers. They are on occulus now too

granite jacinth
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SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

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Raw Data did pretty well in the end as well

glossy agate
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And I think Pavlov made it to 50k now

granite jacinth
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I tried out the Echo game on Rift

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The free one, but that crap was deserted

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It's super hit or miss with Multiplayer these days

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Who's Pavlov?

glossy agate
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Yeah and echo ruined itself being occulus only

wicked oak
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the problem is that multiplayer vr is a coinflip

glossy agate
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Its another MP shooter made in UE4

wicked oak
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there are incredible games that no one plays

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and shit games that get fucktons of players

granite jacinth
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cheap

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looks nice

wicked oak
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thats now lol, when they improved it

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at launch it was all made out of default unreal assets

granite jacinth
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SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

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Doing pretty damn well actually in numbers

glossy agate
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Yeah, dev was saying he like $400 left at launch to get him through the month. Worked out for him

granite jacinth
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Yeah, that's not bad

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The thing about VR though

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Everyone who wanted VR, has it already

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So, once you have your initial numbers

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It'll be a slow steady uphill battle to get more

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players for your games

spiral zephyr
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i have so many friends who is pumped as shit, but waitingh for next gen

granite jacinth
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Right

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Next Gen and price cuts

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That is what everyone should be preparing for right now

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As devs

glossy agate
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I heard last quarter was the first time HMD sales surpased 1M in a quarter

granite jacinth
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Once every household has a VR set

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it's GGWP

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It'll take some time, but it'll get there, just like PCs

spiral zephyr
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I trust it'll be "easy" to port anything i make with unreal now, to next gen

wicked oak
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it will, thats for sure

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epic is making sure that a game made in ue4 instantly runs on all headsets with minor tweaks or even no tweaks

spiral zephyr
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its been really nice, to not have to buy 23408 different headsets

granite jacinth
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We'll see

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If they can get get Magic Leap One

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or whatever it's called

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Supported as soon as it's launched

wicked oak
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did you see all the AR commits?

granite jacinth
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I'll be super impressed

wicked oak
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and integration of AR with VR

tired tree
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screw ML

granite jacinth
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Right

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But that has nothing to do with MLO

wicked oak
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you can be sure that if ML can work with normal render, ue4 will have port day 1

granite jacinth
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The hardware still needs to run with the software

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or rather, the opposite

spiral zephyr
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im sure ML will suck for a good while after release. And they have incentive to make sure unreal devs have it easy, or they're dooooomed

wicked oak
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more like unity, really

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few people with unreal for AR stuffs

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but lots of people with unity

mighty carbon
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that's because UE4 doesn't offer AR with full BP support yet

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(and currently you can only get AR by building from the source)

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and AR sucks anyway (for gaming)

spiral zephyr
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True, have to build from source for ARcore stuffs.

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gaming doesnt interest me, so i feel good about it

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AR i mean

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Googles AR BP template project is a beautifully noob-friendly starting point.

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(was for me anyway)

mighty carbon
spiral zephyr
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I set up virtual audiosources all over my apartment, and walk around with phone around my neck(camera facing forward), and headphones. Its really cool, and beats paying a billion for "smart speakers"

mighty carbon
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only 2 phones are supported :/

spiral zephyr
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Yeah, its stilll just starting to gain momentum

wicked oak
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thats becouse i havent gotten hold of proper AR

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i have tons of shooter mechanics and swordfight combat that would do GREAT in a big space with ar

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and thats something i really want to do

spiral zephyr
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Google maps is getting real serious with the 3d buildings..Cant wait till it all comes together with AR.

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no 1 reason to stick with google for now, for me

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looking forward to hosting virtual festivals around town, without having to ask for permits

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And people can just turn on the "beacon" for my event, and see it on the horizon whereever in the city they are, and find it by just walking to it.

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Also, im gonna spread speakers and other stuff along my path to work. Morning commute is gonna get sweet

mighty carbon
wicked oak
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so, kinda like the camera in the vive?

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i dont see much use for that

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there is a huge desync

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You can purchase a ZED Mini right now from StereoLabs for $449.

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fucking lol

keen flare
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I got a quick one, When I load a game im developing with UE4 I get a single screen, because I have VR disabled by default, (I have an HTC Vive), but when I load the game on a computer without SteamVR I get double screen, does anyone know why?

mighty carbon
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@wicked oak afaik it's stereo AR, like what you'd expect to get with AR glasses. Vive's camera is a pass through cam, 2D

alpine ore
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Hey all, is there a way to record/capture the footage seen by the android or apple camera in UE4

granite jacinth
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@wicked oak that's not bad tho

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If it's easily supported

granite jacinth
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Oh snap

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Blaster on the way

wicked oak
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blaster?

granite jacinth
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Hyper

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Blaster

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Pew pew

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Sadly, as we all know, it'll be a nicher product

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Vive Trackers are getting rekt in reviews

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And justly so

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I like the holiday send off email

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But it's not getting here before Xmas, so they suck

glossy agate
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Let us know how it is. Any games you know of that have built in support for it?

granite jacinth
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Well I get Duck Hunt with it, and Arizona Sunshine I have

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I'll probably grab the other ones that are compatible, just to see if it's worth deving for

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I mean obviously, it won't be to make much money off it ๐Ÿ˜‰

sturdy coral
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So the Rolling Stone article says the magic leap controller is 6dof

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But it has no markers on it, maybe magnetic?

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It says there is hand and finger tracking too, so maybe it is just piggybacking on that

granite jacinth
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@sturdy coral Hand/finger tracking could be MagicTouchish

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whatever that other Magicthing was

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or was it SomethingLeap

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I am so confused nowadays

sturdy coral
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Yeah, I expect that it is

granite jacinth
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so many names interchangeable

sturdy coral
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But I'm wondering about the controller, it may just have a gyro then piggy back on the hand tracking

granite jacinth
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Leap Motion

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damn I was so close

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lol

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The controller is kinda lame imho

sturdy coral
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Pimax has gen 2 of leap motion for $100 extra

granite jacinth
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Pimax needs leap motion, meh

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I still don't have a leap motion

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I find no use for it

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I keep saying I'll get one and dev one little game for it, but never bothered

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That controller..

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At least the "pack" is cool. Basically mobile parts

sturdy coral
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All the stuff looks like the plastic used on a late 90s discman

granite jacinth
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Probably made the One cheaper than Hololens

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By not having it all in the goggles

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Yeah, but these are Dev models anyway

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basically going to be super expensive dev kits

sturdy coral
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Whoever guessed $1000 earlier for the initial price I think is way off

granite jacinth
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I guessed it

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Based on Meta2

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Since they are around the same

sturdy coral
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I think it will be a lot more

granite jacinth
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If they are, they won't gain any traction

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This isn't the time to try to get money

sturdy coral
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Meta2 is just a smartphone screen with a collimator

granite jacinth
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This is the time to flood the market and pick up the profits elsewhere

sturdy coral
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And bad tracking

granite jacinth
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Meta2 is Magic Leap One

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They are really basically the same

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Obviously MLO just had a lot more funding

sturdy coral
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Bad tracking and no room scanning

granite jacinth
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Aye, but Meta2 has been around for years now

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MLO was able to learn from them

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And HoloLens

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So, they are just the new kids on the block with A LOT of money

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Basically, Rift vs Vive

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but in AR worl

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world

sturdy coral
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Meta 2 isn't really much different from that starwars thing

granite jacinth
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I don't know. I was tempted to pick one up (Meta2) when it came out

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But decided against it. AR wasn't much a thing

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Still isn't sadly

sturdy coral
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From the rolling stone article ML has eye tracking

granite jacinth
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Next year though, maybe

sturdy coral
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6 cameras on the outside (some may be it projectors not cameras)

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Variable focus display

granite jacinth
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If MLO doesn't do well, maybe FB or HTC will pick em up

sturdy coral
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Ish

granite jacinth
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And use their tech in 2.0

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I personally like the goggles

sturdy coral
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Field of view still seems too low though

granite jacinth
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Somoen posted something earlier

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$550

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110 FOV

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I mean, I haven't read up on it too much

sturdy coral
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Looks too heavy and is in the worse place for weight distribution

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But it might be ok for some

granite jacinth
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meh ,it just adds some forward weight

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the issue is you are still using the rift/vive displays

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So, not sure how they would really look

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from inside

sage gulch
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plus latency

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so invert the problem

sturdy coral
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Yeah camera things like that need to be integrated

granite jacinth
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aye

sturdy coral
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As the camera lines are scanned out, feed them directly to display with warping in dedicated hardware

granite jacinth
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never understood why Vive has their camera

sturdy coral
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But then you still have to be able to composite with z

sage gulch
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course the camera and vr can be synced and maybe your inner ear is less precise than your eye

granite jacinth
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Like who actually ever uses it

sturdy coral
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And get a z buffer from the cameras (which zed can do but it probably isn't great)

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My original Vive devkit had spaces for two cameras

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Or a camera + it projector

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IR

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That could have been a lot cooler

granite jacinth
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heh

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I'm hoping to snag oen of these suits

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one day

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Won't beat my perception neuron for mocap

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But the rest of the stuff is nice

sage gulch
granite jacinth
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Did someone drug me before watching that video?

sage gulch
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pretty rough cut on the video clip but that's what I'm workin on at the moment @tired tree

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haha

tired tree
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do you really need each of those to be a full pawn?....

granite jacinth
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What's the easiest way to toggle between HMDs in UE4? Rift and Vive on same GPU

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I've been just killing support for the other each time, and resetting, but wondered if there was a faster way of doing this

sturdy coral
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@granite jacinth make a shortcut to pass in -hmd=SteamVR and -hmd=OculusRift

granite jacinth
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Right, but that requires me to restart the project again

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But I guess a littler easier than disabling/enabling plugins

sturdy coral
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oh, I thought by killing support for the other each time you meant disabling the plugin or something

granite jacinth
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Yeah

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Was hoping for a way that didn't require restarting the project

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I was using two different PCs before, just pulled latest from Perforce

sturdy coral
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yeah it does some stuff at module startup and some fallbacks in the preference order of which plugin to load

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I'm not sure it would be possible to change it out at runtime

granite jacinth
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but felt like trying to streamline my process a bit by using the same PC

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So, using that shortcut will force only one of the HMDs even if BOTH plugins are enabled then?

sturdy coral
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you can launch a second editor I guess

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yeah it should

granite jacinth
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Ah, didn't think about that...but hmm I doubt that will look good

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I had both Oculus App and Steam VR running and I could barely see out of my Rift

sturdy coral
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one issue is before 4.17 it will try to load oculus input even if it loads steamvr

granite jacinth
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had some strange occlusion going on

sturdy coral
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and steamvr uses a different version of the oculus sdk

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then things blow up

granite jacinth
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Poof

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Now that would be great for Epic to work on for VR

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An easy way to transition between HMDs

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If that's even possible on their end

sturdy coral
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yeah, there's just not a lot of consumer payoff for that I guess

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would help a bit in dev

granite jacinth
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Right, make dev life great again

alpine torrent
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make mixed reality/ER great again right @granite jacinth

spiral zephyr
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@sage gulch i superduper love the style and colors!

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seems crazy to me, having more than 1 pawn(at a time), would think the "inactives" could be components or actors or something instead. Buuuut what do i know

mighty carbon
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finally

wicked oak
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wasnt it on like 4.15?

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im not using it on DWVR even if i was able to test +30% performance on 4.14-15

mighty carbon
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why not ?

wicked oak
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im scared of it

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AMD support

mighty carbon
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so? buy yourself an AMD GPU and test it

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or ask someone with AMD to test it

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also I am sure majority of VR users are on Nvidia

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or offer 2 builds - one for Nvidia users specifically and one for everyone.

wicked oak
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10% of my users are amd

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i dont want to manage 2 builds

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also the whole ps4 support part

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having to keep several engines at the same time for the project is a huge hassle, and why i havent bothered

eternal inlet
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not sure this has been already shared in here..

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Unreal Engine

Weโ€™re adding a new cvar in 4.19 to control panel resolution for Unreal Engine 4 (UE4) Virtuality Reality (VR) projects and moving away from referencing Screen Percentage. Hereโ€™s what you need to know.

faint gorge
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Greetings, I am trying to publish a VR game in steam. I've gotten my build working and I feel it is ready (at least version 1).
However I'm worried that in order to be in steam I need the steam SDK working on the build. I've followed Rama's tutorial to upgrade the steam sdk to version 1.41 and made the necessary changes to the DefaultEngine.ini and enabled the steam online plugin.

However when I package the game I get the following messages:

UATHelper: Packaging (Windows (64-bit)):   LogOnline: Warning: STEAM: Steam API disabled!```

I worry that it never mentions version 1.41 and tries with version 1.39 anyway. Also, the packaged game runs anyway and I see the binaries for steamworks version 1.41 in the thirdparty folder. But when running, my steam status never changes to playing the game "spacewar" which has AppID 480 (which is the one I'm using to test).

The project at the moment is a blueprint project (since it's the only option for VR projects) and the engine I'm using is the binary one 4.18 (meaning I didn't compile it from source). 

I dont know if this is the expected behavior or if I did something wrong at some point. It is very mystical to me right now. If anyone has experience with this or have words that can ease my soul, please help. 
Best Regards
mighty carbon
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it seems that UE4 already had most of those features a way ahead of Unity

sturdy coral
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I wonder how their dynamic resolution solution compares to 4.19's

wicked oak
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given the state of unity vr...

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wich is the worst clusterfuck of plugin shanenigans i have ever seen

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on unreal you do everything on either "online subsystem" or "HMD interface"

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unity doesnt provide anything other than "tracked camera" as generic HMD

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so you need to implement several completely different VR plugins and haggle them

sturdy coral
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or do it all with steamvr I guess

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(unless you are targetting mobile too)

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(or psvr)

mighty carbon
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has anyone gotten Oculus Go yet ?

sturdy coral
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it was supposed to start going out in december, but is probably NDA'd

wicked oak
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they have arrived

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confirmed NDA-d

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i know people who got some

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like the dev of Dreadhalls

glossy agate
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@faint gorge Are you testing the build through steam, like did you upload the project to a beta branch for testing? Either way, if its working it should say you are playing spacewar

mighty carbon
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@wicked oak so specs are still unknown ?

wicked oak
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seems to be more or less the same specs as current gearvr on a top end phone

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wich exact phone, i have no idea

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+20% pixel ratio due to driver updates

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and some cpu upgrade due to no background bullshit

glossy agate
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@faint gorge Also, it wasn't clear, is your game multiplayer or not? Assuming it is, but if its not you don't need the Steam SDK

faint gorge
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@glossy agate let me clarify, the game is not multiplayer. Also im testing in the editor and the packaged exe in my computer, not through steam yet.

glossy agate
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You don't need any of that for a single player game. You are good to go uploading to steam. For like leaderboards ect you may need some steamworks integration though

mighty carbon
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@wicked oak do you still run your version control solution on Raspberry Pi ?

wicked oak
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no

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i said i got a dedicated "server" machine

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desktop tier

mighty carbon
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what's the downside of running SVN server on Raspberry Pi ?

wicked oak
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slow, needs to run off a pendrive

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mostly that, really

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its better if you run perforce off the SD card

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just get a 64 gb SD card (or 12 gb), and use it for both OS and repo

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i can tell you its the way it works best

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becouse setting up perforce to "wait" a few seconds after OS startup to actually start the server, becouse the USB pendrives havent still loaded, was annoying as fucking hell

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the SD card works like the "C" drive in windows, everything on default will just work

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the advantage of a Pi microserver is that its super portable and generates no heat and costs no electricity

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so you just plug it next to the router, on a wired ethernet connection

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and thats it. Creating a backup is removing the SD card, and copying it

mighty carbon
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I am thinking to get 1Tb HDD

wicked oak
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those wont work so well with a raspi server, as those "pendrive" rules still happen

mighty carbon
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a way faster than SD card

wicked oak
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not really in a pi

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USB performance in raspberry pi is laughable

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meanwhile the SD is kind of the RAM of the Pi

mighty carbon
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it's SVN server, it's always fast enough, no matter what hardware you use ๐Ÿ˜ƒ

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I might use SD to house OS and HDD to house SVN repos

wicked oak
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well if its svn.. you will be fine then

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my recomendation is that you start with the SD only

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wich is by far the easiest to get working

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btw, making it work is easy, but making it run automatic (so it automaticallly restarts if there is OS update and then launches server again) is what is a bit harder

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thankfully, Allar has a great guide

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about setting up perforce on a digital ocean server on ubuntu. Its more or less the same thing to do but on the raspberry

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do you have a static IP?

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you will need a dynamic domain if you do

sturdy coral
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SD cards are super unreliable compared to SSDs or harddrives

mighty carbon
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I don't need static IP for SVN server

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I only need to have port forwarding setup on my router.. I used to run SVN server when I was developing Steel Storm.

wicked oak
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you need static IP for svn if you want someone from outside to connect

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if its for LAN, then of course you dont

mighty carbon
#

eeh, no, it's not "static IP"

#

it's port forwarding..

wicked oak
#

port forwarding is only to connect your external IP to the hardware. Your external IP is still dynamic

#

for LAN you dont need port forwarding at all

mighty carbon
#

Static IP is what your ISP provides and mine is dynamic. Port forwarding though takes care of this.

wicked oak
#

no it does not. How are you going to get someone like me to connect to your SVN server?

#

if you give me your external IP, that IP changes

#

how am i going to find the direction of that server if the direction changes every time you restart the router, or even randomly

#

you could use a dynamic domain. Wich is basically a raspberry daemon that updates "www.motorsepkickassdomain.net" to 43.23.12.654 or whatever, every time it changes

mighty carbon
#

In computer networking, port forwarding or port mapping is an application of network address translation (NAT) that redirects a communication request from one address and port number combination to another while the packets are traversing a netwo...

wicked oak
#

his technique is most commonly used to make services on a host residing on a protected or masqueraded (internal) network available to hosts on the opposite side of the gateway (external network), by remapping the destination IP address and port number of the communication to an internal host.

#

to connect an internal network (LAN) to external internet

#

port forwarding is needed, but you still need to connect to that external IP direction somehow

spiral zephyr
#

Depending on your ISP, getting a static IP might be cheap, but there are many alternatives like dyndns, or more manually, having the thing broadcast its own IP out to some destination you can access

mighty carbon
#

again, I've always had dynamic IP and had SVN server people from outside connected to

wicked oak
#

in my case i bought an static ip

#

maybe you had a dyndns, or you just gave them your IP "on the spot"

#

the problem is that if your IP is dynamic, the server will eventually "disconect" becouse the IP changed, and your external collaborator wont be able to do a thing

mighty carbon
#

I am not at my PC right now, so I can't check what exactly that setting in the router is called. It's definitely not a static IP.

spiral zephyr
#

Dynamic IP we get from ISP sometimes last weeks(or until you restart router/modem), so issues dont become apparent for short uses

wicked oak
#

i needed a static IP for some sony stuff. So i can setup servers easily

#

i just port forward it, and then i give the IP to a collaborator

#

the collaborator just puts the IP as "server" in perforce/whatever, and it connects

mighty carbon
#

anyhow, Raspberry Pi seems like the best deal for SVN hosting (and since it's cheap, I can get UPS in case power goes out).

wicked oak
#

even batteries lol

#

the damn thing uses like 5 watts

#

thats why you run the SVN of the SD card

#

energy use is pretty much non existant

mighty carbon
#

even with HDD it will be 5W / 3A

wicked oak
#

the problem with hdd is that now you need 2 energy sockets, wich is more cables.... and its harder to mantain

#

becouse the raspberry is a small thing that will get moved, HDDs really do not like getting moved

#

also harder to setup the server

#

due to weid linux bullshit

#

i recomend you setup the server on the SD card as a "proof of concept"

#

and eventually just symlink a folder into the HDD when you start running out of space

sturdy coral
#

@mighty carbon your router setting is probably dyndns

#

unless you just gave out a raw ip that only temporarily worked

#

I'd do digital ocean just because it also serves as an offsite backup

#

you'll still want periodic hard copy backups

#

if you do raspberry pi you should copy to google drive or something similar every once in a while

wicked oak
#

digital ocean uses SSD, its ridiculously overkill for a source control server

#

and way too expensive for the space they provide

#

a raspi is 40 dollars including the SD card and other hardware

#

and you keep it for how long you want

mighty carbon
#

Raspberry Pi with all the hardware (perhaps without monitor) is ~ $100 (or a bit less).

#

it's a one-time fee though

#
sage gulch
#

@tired tree I don't really know.. there is only one real 'master' pawn, with it's inherited Character Movement component; the trail of character meshes are just meshes. The other main pawn is the MotionControllerPawn (which as packed in the engine, spawns only the HMD and then again spawns the controllers at launch), which is on the spring arm for the third person camera.. The 'bits' over the 3rd person character could possibly just use a pawn sensing from the main character, since they turn with him, but it doesn't seem a problem that they are independant and having their own sense range is nice, particularly because they are all on springs as well (everything is here). The 'options

#

oops

#

the 'options' that are on the ship are independant pawns as well, and since you can set different formations, they kinda need independant sensing. again, doesn't seem to be a problem.

#

but that video shows 3 environments, and the color cycling level (thanks for the kind words @spiral zephyr ) still hasn't had the problem with duplicated hand meshes offset to current location AND an extra copy stuck at launch. I don't kill the character properly and reset everything yet. But why does this problem only crop up after using a level for days? If I make a new world, it is fine. Then after a while, I get the duplicated hand meshes. Can this be related to a 'persistant' world? Thanks

mighty carbon
#

interesting

sturdy coral
#

@mighty carbon on the face of it that looks like a completely shit patent; it is just using video out on a phone instead of pc

#

hopefully there is more to it

mighty carbon
#

I see

sturdy coral
#

@mighty carbon looked at it. it is as bad as it sounds...

#

just an application for now at least, some of it might get struck down

ember plume
#

Hi there, just starting out with the C++ examples and wanted to get something as rudimentary as motion controllers appearing happening in the First Person example.

Should just be a case of uncommenting the line where the boolean "bUsingMotionControllers" is set to true but every time I launch the VR preview, sure enough I still have the gun mesh attached to the camera and no tracked hands in sight.

#

I managed to coax it do enable the motion controlled hands on an earlier project but didn't know how I did it so wanted to start fresh to figure out what I did right haha

#

I figured maybe my edits weren't getting compiled or something?

#

Okay so shutting unreal and reopening it leads to it compiling properly haha

mighty carbon
#

so, Raspberry Pi server with 375Gb HDD and UPS came up to $266 (and I can use my PC on the same UPS)

#

1Tb HDD is out of stock ๐Ÿ˜ฆ

#

$121 without UPS

mighty carbon
#

finished watching today's stream.. That was pretty boring ๐Ÿ˜ฆ

sturdy coral
#

@mighty carbon what's the point of this vs a second harddrive? both plugged into the same circuit?

mighty carbon
#

?

#

this mini-server can run 24/7 without consuming a lot of power

#

useful for team work and for travels

#

and two independent units are always better than one, for reliability and security reasons

sturdy coral
#

digital ocean is all that and offsite

#

but yeah that is better than a desktop power wise

#

and if you don't have a UPS for your desktop you already needed one anyway

mighty carbon
#

digital ocean is pricey and I bet annual bill is much more than $121 (assuming one has UPS already)

real needle
#

@mighty carbon The streams aren't the same without alex

sage gulch
#

Haven't priced it yet but I imagine a deep cycle battery and inverter is cheaper, although a good ups will trigger shutdown software

#

still you could do that with a $5 arduino..

#

well send a message anyway, dunno if there is OS level support for that

sturdy coral
#

after about 14 straight hours of merging I'm finally on 4.18

sturdy coral
wicked oak
#

damn thats the model i just bought for 400 euros

#

becouse my old one died out of nowhere

mighty carbon
#

@real needle that too, but TimS didn't really say much during the stream. I was hoping they maybe say something about direction UE4 / Marketplace will take in 2018.

#

But the stream was more about "We did good, right? Yeah, let's give ourselves pat on the back"

granite jacinth
#

Hmmm Blaster coming today

mighty carbon
#

so, has anyone tried Windows MR with controllers with UE4?

wicked oak
#

all i heard is that ue4 actually does not support windows MR

#

tlrd, good luck lmao

#

writing your own HMD plugin

tired tree
#

it works through steamVR

mighty carbon
#

so basically working with MR HMD would be no different than with Rift/Vive ?

wicked oak
#

no different than vive

#

but you cant do "actual" MR like that

#

only steam that supports MR

#

for actual MR on the windows store you need to write your own plugin

#

and use the MR branch of the engine

mighty carbon
#

right, but who does that?! No one cares for Windows store ๐Ÿ˜›

#

and one doesn't have to release on Steam when using Steam VR'

tired tree
#

what is "actual" mr anyway?

#

just UWP?

#

if so...screw that

granite jacinth
#

well

#

The only "MR" i know about is Windows

#

WIndows Platform

#

so yeah, probably just UWP

trail shale
#

I've got the resolution up in my 3D widgets and I've lowered the scale of the 3D object so it is the correct size however the text is blurry from just a few feet away....it isn't the same type of lower resolution due to VR, it's something else, can anyone advise?

mighty carbon
#

I meant to type Windows MR HMD

trail shale
#

If it looks that blurry on the spectator screen, trust me it looks MUCH worse on the VR

#

super blurry (the keys are bad but they aren't used it's just a mesh, I'm talking about the actual 3D widget component)

sturdy coral
#

@trail shale did you disable DoF?

#

Looks like keyboard is blurry too so I'm guessing that's it

#

@mighty carbon I've tried windows mr with it with controllers. It is broken in 4.18 though due to same resolution bug affecting rift

glossy agate
#

@muchcharles#2724 when is your game getting released?

mighty carbon
#

@sturdy coral how were controllers tracking and head tracking compare to Rift ?

sturdy coral
#

@glossy agate still a good ways off

#

@mighty carbon head tracking is fine, hands have been a bit shaky but I was on the wrong bluetooth version and the touchpads etc. were shaky too

#

seems better with a 4.0 BT dongle but I haven't had a chance to test them much since I got that

#

the only issue with the head tracking is you need a good bit of light and the only light in the room bright enough at night causes glare on my monitor

#

so I've just gotta get some lamps ๐Ÿ˜›

#

I had to buy the 4.0 BT adapter and a displayport->hdmi2.0 adapter (needed existing HDMI 2.0 for my TV/monitor)

#

but not nearly as much crap to buy as with oculus

#

and most new cmoputers probably won't need anything

#

basically zero setup

tulip surge
#

This might be a shot in the dark but, I play this game called Pavlov VR and we can create custom maps for it. Now I've wanted to do some easter eggs and make it possible to grab objects and play a hand animation upon grabbing an object but can this be done without having access to the controller?

tired tree
#

entirely depends on how they set it up

granite jacinth
#

Hmm

#

No idea why I never thought about this until now

#

But, how do you all handle Vive players from not spawning in the proper place

#

Basically, since they spawn offset from center of playspace

#

And why doesn't Rift do that?

tulip surge
#

I have access to the files @tired tree so I could check the things out if you could elaborate on it like what to look for

tired tree
#

@granite jacinth you sample their current location in roomscale and offset by it

#

also oculus only does that becuase it is bugged, will be fixed in 4.19

granite jacinth
#

damn

tired tree
#

currently rifts recenter the player automatically, ignoring the calibrated room from the SDK

granite jacinth
#

That's been a good bug then

tired tree
#

its bad for all other cases

granite jacinth
#

One I don't want them to fix

#

Alright, so no resetting position and orientation for Vive

tired tree
#

never do that in roomscale

granite jacinth
#

do what?

tired tree
#

resetposandoren

granite jacinth
#

oh yeah

#

you don't want them to center it next to a wall

#

and then BAM

tired tree
#

well its also irreversable

granite jacinth
#

though, would be good for trolls

tired tree
#

currently

sturdy coral
#

@tired tree which situations causes oculus to recenter?

tired tree
#

just sample location in room and offset spawn, have to delay for the API to return a valid location first though

sturdy coral
#

I'm disabling and enabling stereo when taking off the headset and oculus loses the tracking origin

#

when puting it back on

tired tree
#

@sturdy coral supposedly on module load? It was reported multiple times in .17 and .18

#

might be on stereo on

sturdy coral
#

but module load doesn't happen every spawn does it?

#

or is this just initial spawn?

tired tree
#

i saw the commit fixing it in .19

#

dunno, never got to test myself, don't own one, just know it was a confirmed bug and is fixed now, was just reading the reports

#

would have to look at the commit

sturdy coral
#

I'll try and test, don't currently have anything that needs very precise spawn placement but I have in the past

granite jacinth
#

heh

#

Just noticed I never had Chaperone on this character (but I was using Rift for months, so gg)

#

@tired tree Does your plugin automatically add it?

#

If not, I am assuming UE4 is doing it through the sdk

tired tree
#

plugin doesn't, would have to override something that is a PITA

granite jacinth
#

because I know I saw it yesterday

tired tree
#

oh wait, the chaperone?

granite jacinth
#

yes

tired tree
#

thought you mean offset

granite jacinth
#

I only have the least amount of chaperone for VIve, the floor edges

tired tree
#

its default to the SDK

#

whatever you set

granite jacinth
#

No, but you should totally do an Offset function ๐Ÿ˜‰

tired tree
#

the template has spawn offset

#

but it needs a delay

#

because the system isn't fully initialized in packaged builds yet

granite jacinth
#

alright, I'll look at how you did it then, save me some time

tired tree
#

thought if there is a menu system then it works fine

granite jacinth
#

I just need it for the initial spawn

#

for this quick demo

tired tree
#

for some reason "HadValidTrackedTransform" returns true if there isn't a transform yet.....

granite jacinth
#

@tired tree your Master is 4.18 I assume?

tired tree
#

yeah

granite jacinth
#

might as well update

#

k

#

@tired tree what's that little virus called ProjectRenamer?

#

๐Ÿ˜‰

tired tree
#

renames your project for you, includes the source

#

:p

#

you have to actually change a decent amount with code projects, like the _API prefixes

sturdy coral
#

@tired tree that could help with merging shooter game updates.. right now I just keep things named shootergame

#

but with that I could rename it to shootergame and back just during the merges

tired tree
#

yeah, it reads project name from the UProject file, and searches source files and build.cs to rename

#

it was a one hour c# thingy, not perfect, but appears to work fine for my template

sturdy coral
trail shale
#

@sturdy coral I'm having trouble located the Depth of Field ( i thought VR couldn't use it in Unreal?)

sturdy coral
#

@trail shale it is in the post processing volume, but I think you can turn it off project wide too

#

it definitely works in VR

trail shale
#

It's happening outside of post processing volumes in any case

#

I checked project settings for DOF, Depth, field, but couldn't find the option

sturdy coral
#

@trail shale are you sure you don't have a post processing volume with unbound set?

#

@trail shale check the vr template

#
DefaultScalability.ini
21:r.DepthOfFieldQuality=0
30:r.DepthOfFieldQuality=0
39:r.DepthOfFieldQuality=0
48:r.DepthOfFieldQuality=0```
glossy agate
#

@tulip surge you just may want to ask Dave if itโ€™s possible with the mod kit. Probably runs on a state machine and blendspace. It has a lot of hand anims in the game already so for more you would have to make it even bigger

tulip surge
#

I basicly just wanted to use the knife hand animation

glossy agate
#

Or just copy the grande bp in game and erase most of the logic and swap out the mesh if you just want more stuff to pick up.

#

Yeah just copy the knife BP and swap the mesh out if it lets you

tulip surge
#

which is basicly just holding the grip

glossy agate
#

He wrote it in C++ actually so that may not work

tulip surge
#

it has some blueprints with VR Item , VR Controller stuff going on but yeah whenever I try find a parent, I get to a point where its C++
Really strange though I have like a gut feeling it should be possible like basicly when its grabbed, just play an animation I would think but its probably more complicated than that

glossy agate
#

Well it should still be pretty simple, I just don't know what he is exposing for people to mess with or how his grab setup looks.

#

He may just not have it exposed so people can't clone the entire game or something

trail shale
#

@sturdy coral I'm not using the template, I added VR components to an existing project

sturdy coral
#

@trail shale that doesn't mean you can't look at the template for how they have things set up

#

Those lines in DefaultScalability should be how they disabled it

trail shale
#

@sturdy coral the only lines I found there were referencing post processing volumes ... I copied over the scalability settings ini to my config folder in any case as it's probably something I should have done a long time ago

sturdy coral
#

@trail shale what do you mean the lines were referencing post processing volumes? Post processing quality isn't always one to one with the settings on the volumes (though you can disable dof in the volume itself too, but it can be tricky)

trail shale
#

@sturdy coral Ah I see now. I'm an idiot, that was talking about levels of post processing

#

That didn't seem to fix it, I'll check the widget settings and 3D widget actor settings again, maybe the resolution is not high enough in the 3d actor, I remember having the scale it down to like .04 it was so big

glossy agate
#

Anybody try motion blur on a VR camera? Does it make people sick?

sturdy coral
#

@glossy agate you need eye tracking to do it right\

#

you can use it briefly for things like dash teleport, I think that's what raw data does

#

I think it is hardcoded off in the VR plugins, so you may have to do a small source modification to make it toggleable again

glossy agate
#

With like a heartbeat sound going

sturdy coral
#

@glossy agate dof might be a better choice

#

continually update the focus distance to the distance to the body

#

you could make it pulse too

glossy agate
#

Yeah I think you are right. Really good idea on body distance too, thanks

#

And yeah it pulses red per second as you bleed out now

#

Pulses everytime you take damage now actually

sage gulch
#

should be useable for individual object blurring, as used selectively in battlegrounds

#

anyone got a complete controller map for WMR including the trackpad? apparently the stick reads the same as an oculus but the pad needs something else.. is this in 4.18 or what?

glossy agate
#

Was just going for something cinematic like when people are shell shocked in movies where everything has motion blur

sage gulch
#

yeah, I think it could work if brief

glossy agate
#

Well itโ€™s 20 seconds. I donโ€™t get sick in VR though so I wanted to see if an effect like that messes other people up.

#

Testing on myself isnโ€™t usefull

sturdy coral
#

@glossy agate static const auto CVarAllowMotionBlurInVR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("vr.AllowMotionBlurInVR"));

#

that's in engine in 4.18

#

so you don't need any source changes

glossy agate
#

Sweet thanks. Ill have my wife try it and see if she gets sick.

#

Just hard trying to get her to try VR anymore cause I messed her up too many times haha

sage gulch
#

lol

granite jacinth
#

blaster...

#

fail

#

putting up some YT vids in a sec, watch this fail "live"

granite jacinth
sage gulch
#

lol

#

is that your game vic?

glossy agate
#

Haha sights on the VR gun. If they are used, itโ€™s probably used wrong

granite jacinth
#

@sage gulch nah

#

@glossy agate and yeah

#

I hope I mentioned it on the first video

glossy agate
#

Yeah you did

granite jacinth
#

I know I did in my original, but I had to retake it

#

So mad I forgot the mic

glossy agate
#

UX is a problem with that puck and gun haha

granite jacinth
#

yeah

#

It was way too convoluted for me

#

I mean, I guess it could have been way worse

#

But I shouldn't have run into so many issues

#

Should have been a simple and painless setup for $150

#

accessory

glossy agate
#

But you are a dev. At consumer level I think people would give up before they even got a backwards gun

granite jacinth
#

Aye

alpine ore
#

Hey all, i've been using Mordentral's excellent VR plugin for a vive/rift game and got it working fine, however on trying to port the game to GearVr and changing the tracking origin to Eye level, the game player spawns in the floor, I've tweaked and changed things, played with adding offsets to move the camera inside the character when using Eye level with no joy, am I missing something obvious??!

tired tree
#

you need to add an offset to the camera for eye level

#

move the NetSmoother other another scene component that you add as a base upwards

#

eye level will return 0,0,0 position from the last ResetOrientationAndPosition location

#

while the default expects full roomscale camera freedom

#

but you would be better off in general using a normal character then for that as gearvr doesn't have positional tracking at all

#

can avoid some of the overhead

#

can still use the gripping system and other things

alpine ore
#

Awesome, for some reason I didnt try the NetSmoother with an offset, will that a whirl. A lot of the game I've built is referencing this character, could you give me an idea what functions are safe to remove for GearVR inside the simple vive char?

tired tree
#

oh you are using the simple char?

#

that has a lot less overhead

#

you are likely fine to keep that and just not call anything that has to do with the controllers

#

simple char also has its own root seperate from the net smoother, you can move that one upwards

alpine ore
#

@tired tree Many thanks, moving the Netsmoother worked a treat, no idea why I didn't try that earlier. Need to remove the left controller that is still spawning and work on optimizing for mobile now

tired tree
#

gl

granite jacinth
#

Hmm, is there a way to only display stat info in just preview window (so not in vr) ?

tired tree
#

yes, use the new mirror mode Texture + Eye

sturdy coral
raven halo
#

How many years will we have to wait to get a modern renderer in Unreal

#

I want my lightmapper to properly distribute work across threads

#

I want caustics for my glass and my metals, I want progressive renderer, heck I want the damn lighting calculations to work! Up until 4.18 the skylight only bounces once. Itโ€™s crazy!

next fable
#

How many years will we have to wait to have a true FD game...

cosmic shoal
#

FD?

tired tree
#

full dive

sturdy coral
#

since epic has farms of PCs they probably don't feel the pain of rebuilding lighting so much.. moving it to the GPU would help so much

#

I'm eventually going to end up getting a threadripper machine

sage gulch
#

those do look interesting for tasks that avoid any of the intel/nvidia requirements

#

there were nice raytraced engines demoed years ago

rocky nimbus
#

Any way to increase cloud intensity (not opacity, quantity) in the Sky Sphere?

sage gulch
#

increase the humidity setting

#

๐Ÿ˜‹

next fable
#

So, what do people think about FD gaming? Any thoughts of possibility/impossibilty and estimating of when we are going to get such a thing if it is possible?

crystal light
#

FD gaming?

rocky nimbus
next fable
#

Ever heard of Full Dive?

#

@crystal light

crystal light
#

No

#

Wait, the phone app?

#

Vr phone app?

next fable
#

No ._.

#

Ya watch anime?

#

Ever heard of Sword Art Online?

crystal light
#

Yeah

next fable
#

Watched the anime? Sword Art Online

crystal light
#

No, I did play a game bout' it

next fable
#

Know its story?

crystal light
#

No.

#

Lol

next fable
#

lol

#

ok then lemme explain briefly..

crystal light
#

Sure.

#

Tyt

#

One question

#

Do you know a bit about pc specs and stuff

#

Imma build a PC soon, I want to know if this stuff could run unreal

next fable
#

The story is about a boy named Kirigaya Kazuto, it happens in 2022, where mankind managed to invent a device called the NerveGear, basically a helmet, which you could use to enter an immersive experience of VR gaming, basically, transferring your mind, senses, consciouness into a game, put simple, live your life like you are doing right now, but in a game

crystal light
next fable
#

The main character (Kazuto) goes into the game, just to find out that the developer decided to lock everyone in, by removing the possibility to log out of the game

#

And he tells them that the only way to get out is to clear the game

#

But anyway

#

The point is, Full Diving is what Kazuto did.

#

Getting your mind and senses into the game

crystal light
#

That won't be possible, ever

next fable
#

You can touch stuff in game with and smell and talk and everything

crystal light
#

Like for real

#

And if it would

#

We won't live then

next fable
#

Nope, your body in real life keeps functioning, the NerveGear only receives signals sent by your brain

#

So when you think about moving your hand into the game, all the NerveGear does it to prevent the signal from reaching your body parts, and transmitting it into the game instead

#

So you'd move your hand in the game.

#

Thats how it works.

crystal light
#

Bruh

#

I mean

#

WE

#

It'll be possible in like 2k years

next fable
#

Nope

#

._.

crystal light
#

We won't be that old

#

Or we will

next fable
#

Lel

#

They already started development on it years ago

#

Read that ^^

crystal light
#

But eh

#

First

#

Do you know a bit bout pc and specs

next fable
#

Mhm

crystal light
#

Would those specs be able to run unreal

next fable
#

UE4?

#

Hmmmmm

#

It could.

#

But you could try to get a better CPU.

#

With a better CPU, it will definitely be great for everything from gaming to UE4.

#

Read the link I sent about FD :3

wicked oak
#

that is a horrid PC

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the 1060 is a super strong GPU, and its paired with the worst CPU in the market?

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it would be better to go with a 1050ti and a ryzen r3

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ryzen r3 is 100 euros to the 70 that costs that pentium

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but it has 4 cores 8 threads instead of 2 cores 4 threads

crystal light
#

So...

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Could you give me a link to it?

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@wicked oak

wicked oak
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this CPU + mobo instead of those pieces there

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the rest of stuff the same

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to contrast the price you can get a 1050ti instead of a 1060

crystal light
#

Can I keep the same motherboard?

wicked oak
#

no

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motherboard goes with the specific cpu model

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if you change the cpu you need to change the motherboar

crystal light
#

The motherboard costs?

wicked oak
#

100 dollas or so

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but that build, fuckign lol

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spending more money on the 8 gb of ram and the motherboard than on the cpu

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the most important part..

crystal light
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I'm poor ๐Ÿ˜ญ

wicked oak
#

lol all comments say the same

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that the pentium is a horrible idea

crystal light
#

So

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How much will it costs extra?

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Cost*

wicked oak
#

50 dollars or so

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wich you can take back by getting a weaker gpu

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also ffs dont get an SSD

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just get a 2TB hard drive

crystal light
#

I got โ‚ฌ600 to spend

wicked oak
#

what country?

crystal light
#

Netherlands

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And amazon uk

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And from Marktplaats

wicked oak
#

can you frankenstein pieces from other pcs?

crystal light
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And anything in West europe

wicked oak
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case/hard disc/disk drive is the typical pieces to frankenstein out of an older pc

crystal light
#

Well no

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My older pc's are like

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A laptop

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And a all in one pc

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Idk how to open the all in one

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Here's the specs

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Lemme just find them

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Intel(R) HD Graphics 520, Intel(R) Core(TM) i3-6100U CPU @ 2.30GHz, 8.0 GB RAM, Windows 10

wicked oak
#

call a local PC store

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tell them to build the PC for you

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and tell them you want a ryzen r3 1200, a compatible motherboard, an HDD, a 1050ti (or 1060) and go from there

crystal light
#

My local PC store is crap

#

They're bragging about DVD

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They still live in 1999

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Or I can buy the parts myself and let my friend build t

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It*

tulip surge
#

Hey guys, I was hoping anyone here might be able to help me get further, I've been messing with this all weekend :/

So basicly, I'm making a custom map for a VR game (PavlovVR)
In this map I want to add a grabbable (and dropping) lightsaber that later on will do damage and have the swing sound.

I have 2 things , the lightsaber Spawner which is this image

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and the blueprint itself of the lightsaber which makes the lightsaber make sound and gives light upon waking

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Problem is the lightsaber gets way off the hand in 3P and its not replicated for whatever reason I'm missing:

glossy flame
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@KENNITHH#7175 Have you checked where the pivot on the light saber mesh is? Looking at those screens it doesn't show how you're attaching it to a motion controller, not that I can tell. But I'd suggest looking at the pivot on the light saber maybe.

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Or in Blender, pivot = origin

fresh laurel
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I saw that a few days ago

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Still cool

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I also just got a Windows MR headset with motion controllers

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VR Game dev intestifies

glossy flame
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Had to delete that. Just found out it was mentioned a week ago or something...

tulip surge
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Hmm Ill check that out, its basicly a skeletalmesh with one bone skinned to the mesh, I believe grabbable grabs the bone

glossy agate
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Well it should be grabbing a socket on the SK mesh right? There is a checkbox to replicate events. May have just not checked it.

tulip surge
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Yeah socket or bone dont really know exactly what but good to know its actually a socket?, and Ill have to check that, I did check replicate etc in the root of the blueprint but didnt know there are more to check

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Cause my inflatable physics ball does replicate but it lags a bit

tulip surge
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strange, I checked for replicate and its all ticked

sturdy coral
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grr when windows MR idles out it removes the audio device. causes unreal to crash

tulip surge
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Hmm someone told me it might be better to use a static mesh and add a socket to that instead of a skeletalmesh

glossy agate
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Both should work. Probably would be best to copy how it is currently done in the game instead of making a whole new grab system

glossy agate
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Either more people are playing on vacation, or a lot of people just got VR this christmas. Player counts seem high! ๐Ÿ‘ http://vrlfg.net/

granite jacinth
#

hmm

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surprised at the low pop regardless

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My freaking 7 year old somehow managed to spend 4 hours in Rec Room this afternoon

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I had to tap out after 2

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ah, reminds me I need to test Arizona Sunshine Lightblaster

glossy agate
#

Usually top games like onward have 100-150 concurrent. These are the biggest numbers I have seen

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H3VR is really doing good too for being a non bundled "older" game

tired tree
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that site doesn't have VRChat?

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guess thats a hard one though, it allows 2D too

glossy agate
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Yeah I think itโ€™s VR only. Elite dangerous isnโ€™t up either and that has a lot of players

sturdy coral
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rec room's numbers are even bigger once you add in PSVR and oculus home (many of the others are on Oculus home too though)

zinc violet
#

I noticed that TAA has been improved in 4.18

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anyone here tried it on VR?

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I don't see any ghosting with it anymore, although fast moving objects have noticeable aliasing now

sturdy coral
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@zinc violet yeah I've tried it, mainly the new temporal upsampling which is cool

zinc violet
#

how does it work for VR now?

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vs forwards MSAA

wicked oak
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nothing is better than forward MSAA

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unless shiny

trail shale
#

Trying to optimize, can someone recommend a good learning/best practice for the process of Merging Actors (and specifically moving down to a single material)...I haven't found a livestream that went specifically into that other than mentioning you should merge actors...

glossy agate
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@trail shale You talking about the HLOD video right? That's the only way I know how to merge down to a single mat.

trail shale
#

I've seen that but you can also merge actors manually down in the editor and create a new single static mesh that contains all the actors and has a single material

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Obviously you have hardly any functionality left with this new static mesh

glossy agate
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The merge static mesh doesn't merge to 1 material. At least not the last time I used it on 4.15

trail shale
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right click on selected actors and hit "merge select actors"

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unless I'm completely offbase, it gives you an option to pick an LOD level and merge everything to a single material

glossy agate
#

Oh nice, Ill have to check it out.

zinc violet
#

@wicked oak still curious since this is first time I don't see any ghosting on UE4's TAA

wicked oak
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not at main pc, cant test it myself

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but i do use TAA on my current prototype

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and it did look good

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i jsut didnt do checks about the ghosting itself

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thats becouse i decided to do TAA + Forward for PS4

zinc violet
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wish you could do full shadows on forward with ue4

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I guess forward + TAA solves the shadow issue tho

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(MSAA artifacts

wicked oak
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im not going to use shadows so...

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i was thinking on one thing

#

while thinking about how to make the player not lose himself

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i thought i could code my environment meshes to be destructible

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but, like very simple

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just a damaged version and a full version

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when you shoot stuff, it just explodes/breaks, shows an FX, and swaps mesh

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that way if you backtrack you will see the chaos you left

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i would also like decals, but im not sure i have budget to spam decals everywhere

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by having the player leave a trail of destruction, he knows what path is the good one becouse it "isnt" completely destroyed

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and honestly bashing shit in vr feels great

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now, using morph targets would be better

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do you know how expensive morph targets are for static meshes?, i just need a single blend beetween broke/notbroke

granite jacinth
#

@wicked oak How bad is the performance drop?

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If at all

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For a fully destructible vr enviorment

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Morph Targets are not expensive at all

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But they won't be for SM

wicked oak
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well, of course i cant use full destructibles

granite jacinth
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Morph targets are SK

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only

wicked oak
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except in some very, very specific cases

granite jacinth
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AFAIK

wicked oak
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didnt they add morph targets to static meshes?

granite jacinth
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Did they, when?

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Sounds strange, wonder how those work

wicked oak
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i can even add the morph target in a texture

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with houdini shanenigans

granite jacinth
#

what?

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lol

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hmm

wicked oak
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literally just have a texture that is an offset for each vertex

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and just add that offset

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i can also do it parametrically in the shader

granite jacinth
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oh shit man

wicked oak
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like, doing a 3d noise to "beat it"

granite jacinth
#

thanks to this convo, just learned something new though

wicked oak
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and use vertex color to control its strenght

granite jacinth
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You can have Morph Targets on GPU

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instead of CPU

wicked oak
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but arent those running every frame?

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i would like to avoid that

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the CPU only changes when the morph target changes, no?

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that would be a lot faster for me

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and its pretty much an on/off switch

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or if using morph targets, a "hp meter" of beatedness

granite jacinth
#

Aye

wicked oak
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i need to investigate decals more

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for EXPLOSIONS and shit

granite jacinth
#

Meh, decals are strange sometimes

wicked oak
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but im also targetting 90 fps on base ps4

granite jacinth
#

Yea

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You have to cut some sexiness

wicked oak
#

its not like im going to have realistic graphix anyway

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the thing is that i will have "manual" culling

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ue4 culling hasnt worked well for me, so every single actor will actually fully dissapear until i get close

granite jacinth
#

@wicked oak How are you doing that?

wicked oak
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not on every single actor of course, but i developed the system for AI

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its a "dummy" system. Essentially "actor/NPC" LOD

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when a bot gets too far from you, he gets destroyed

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completely

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fully disabled it doesnt exist anymore

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and i create a "dummy"

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wich is not even an actor

granite jacinth
#

that tracks the movement?

wicked oak
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just a struct that has the dummy uobject (holding state) + a FVector of location

granite jacinth
#

ah, not bad

wicked oak
#

i hold all the dummies in a central actor

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wich ticks through them and spawns/updates as needed

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the idea is that the different dummy classes can also "tick", but completely outside of the normal tick system

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and of course, with simpler logic

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the thing i was testing is that the AIs would still pathfind

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but without any physics, any animation, any sight checks, anything, really

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so when you get too far from a bot the bot ceases to exist

granite jacinth
#

If I would have thought about that

wicked oak
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and the only thing left is a ghost

granite jacinth
#

I would have just switched actors

wicked oak
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the idea is that the dummies are much lower overhead than actors

granite jacinth
#

basically a shell of nada, with just tracking essentials

wicked oak
#

like waaaaaay lower overhead

granite jacinth
#

And then when it came back into range, I would swap it back out for the real actors

wicked oak
#

Tick is actually expensive, actors do plenty of stuff

granite jacinth
#

Right, but I like the ezbutton

wicked oak
#

what i might do is to not "delete" the actor

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just fully disable it and then restore it

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im still testing stuff

granite jacinth
#

I would have tried that first, to see if that did anything

wicked oak
#

i know how fucking expensive AIs are in ue4

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so i NEED to have some LOD stuff for them

granite jacinth
#

they are

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Stupid expensive

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I had like 200+ AI characters

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in MegaJam2017

#

After a 300 or so...

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performance tanked hard

wicked oak
#

lol

granite jacinth
#

๐Ÿ˜ƒ

wicked oak
#

10 npcs tank frames in ps4

#

wish i was kidding

zinc violet
#

morph targets on GPU probably only makes sense for things that change every frame

wicked oak
#

im going to ignore the character movement component completely

granite jacinth
#

well

#

Maybe

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I mean, if the CPU is going to be taxes more than GPU anyway

zinc violet
#

and yes, you've always had morph support for static meshes if you use 3dsmax script

granite jacinth
#

Anythign you can offload to GPU

wicked oak
#

create my own with very simplified physics and some "flocking" behaviors or whatever

granite jacinth
#

would be beneficial

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imho anyway

zinc violet
#

but too bad they don't allow regular morphs on static meshes

granite jacinth
#

Yeah