#virtual-reality
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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
my VC is running on old laptop in closet..cant afford cloud backups :p
@spiral zephyr mine was running in a raspberry pi
Have you looked at Plastic? Super cheap for what you get https://www.plasticscm.com/plasticscm-cloud-edition/pricing.html
yes, the 20 dollars raspberry pi
with a pendrive as hard disc
a literal pendrive, not an external hdd or anything
im not going to use a cloud server for my personal data
and something as important as game data is
$6.95 user/month includes all software plus up to 5GB cloud storage
this is not cheap
at all
5gb is literally nothing
you need to pay extra for the 15+ gb version
Im at 15.2 GB as of last weekend so I got bumped up haha
Yeah, just get the not cloud version.
its still 10 dollars per user per month
this means 30 dollars per month in my case
or i can use perforce (free in my case)
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
perforce is free up to 5 users
so 2 permanent users, and 3 floating users that i create/delete constantly
Hmm Im on cloud 3 users $25 last month was under 15GB though so next month will be a bit more
It auto deletes if they dont use it also
How much space you get free on perforce with cloud?
you'd want to replicate that do at least one other physical location in case of fire!
Weekly uploads to amazon glacier is cheap until you need it back hehe
the other location is the other users pc
how much does it cost to grab data back from Gllacier?
Yeah I feel safer on cloud. And a local backup lives on the other users computer too
it might be a legit good idea to just throw random projects and assets into there
my issue with cloud is that i have my critical assets depending on the service of others
glacier retrieval is $0.0025 per GB
haha shit thats cheap
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.
$0.004 per GB / month, butthat number varies on region you choose for storage
Anyway, talking about art in engines, has anyone else tried standout VR yet?
getting pretty popular. Next big VR MP game
But its a testament to people really not caring about graphics much in VR if the gameplay is fun.
@glossy agate I rememeber looking at this earlier this week
I mean, every BR game
is going to get some love tbh
Until the next best thing comes out
My favorite VR MP "game" is still Paintttttttttttball in rec room
hmm t wtf
lol do you have a razer keyboard
Yeah paintball is pretty fun. Needs smooth locomotion still
Because you can just teleport away from incoming shots
There was one other BR game but it just fell flat
Took 27 hours for this tool to write a "negative" review... like wtf https://gyazo.com/787ec1be47c2af1fc83a91fe7fe9fe8c
I mean really... so you got rekt in one match and then wrote a neg review.
But I bet he was having a blast in the other 26 hours
that's why I'd rather not release on Steam
Haha what game is that?
That's the BR game
Standout VR
Stand Out is the ultimate fight for your life. You will be parachuted on a wide island and you will have to explore your surroundings to find weapons and equipment to fight for your survival. Use vehicles to move faster and keep an eye on the dea...
$24.99
346
Ah yeah. I only have 3-4 hours in it so far. It looks like burning garbage but its pretty addictive
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.
Meh, it's not doing all that great
Not very sustainable anyway
But no idea what backend they are using
8k in a week is pretty good I thought. For VR 10K + users seems to have a living multiplayer
Its Unity
Every update they increase the price
Interesting lol
I mean literally almost doubled the price in less than two weeks
At least thats the methodology Pavlov dev went with. It had a launch sale which is why the price changed
I got it for free in the closed alpha
Who's Lirik?
thats something that not even onward got
#1 vary streamer on twitch, 34k - 40k viewers concurrent
basically who most devs would kill to have play their game, even if he doesn't like it
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.
Onward though...those numbers...
If anyone of us could get those numbers...
$$$$$$$$$$$$
Yeah Dante killed it being first to market. And thats only steam numbers. They are on occulus now too
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.
Raw Data did pretty well in the end as well
And I think Pavlov made it to 50k now
I tried out the Echo game on Rift
The free one, but that crap was deserted
It's super hit or miss with Multiplayer these days
Who's Pavlov?
Yeah and echo ruined itself being occulus only
the problem is that multiplayer vr is a coinflip
Its another MP shooter made in UE4
there are incredible games that no one plays
and shit games that get fucktons of players
Pavlov is a multiplayer shooter for the HTC Vive. FeaturesDedicated ServersCompetitive Search And Destroy game modeCasual fast-paced game modesBotsMatchmakingOffline/Practice modeVoice ChatTouchpad and OOB locomotionOOB LocomotionOOB stands for "...
$9.99
931
cheap
looks nice
thats now lol, when they improved it
at launch it was all made out of default unreal assets
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.
Doing pretty damn well actually in numbers
Yeah, dev was saying he like $400 left at launch to get him through the month. Worked out for him
Yeah, that's not bad
The thing about VR though
Everyone who wanted VR, has it already
So, once you have your initial numbers
It'll be a slow steady uphill battle to get more
players for your games
i have so many friends who is pumped as shit, but waitingh for next gen
Right
Next Gen and price cuts
That is what everyone should be preparing for right now
As devs
I heard last quarter was the first time HMD sales surpased 1M in a quarter
Once every household has a VR set
it's GGWP
It'll take some time, but it'll get there, just like PCs
I trust it'll be "easy" to port anything i make with unreal now, to next gen
it will, thats for sure
epic is making sure that a game made in ue4 instantly runs on all headsets with minor tweaks or even no tweaks
its been really nice, to not have to buy 23408 different headsets
We'll see
If they can get get Magic Leap One
or whatever it's called
Supported as soon as it's launched
did you see all the AR commits?
I'll be super impressed
and integration of AR with VR
screw ML
you can be sure that if ML can work with normal render, ue4 will have port day 1
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
more like unity, really
few people with unreal for AR stuffs
but lots of people with unity
that's because UE4 doesn't offer AR with full BP support yet
(and currently you can only get AR by building from the source)
and AR sucks anyway (for gaming)
True, have to build from source for ARcore stuffs.
gaming doesnt interest me, so i feel good about it
AR i mean
Googles AR BP template project is a beautifully noob-friendly starting point.
(was for me anyway)
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"
only 2 phones are supported :/
Yeah, its stilll just starting to gain momentum
thats becouse i havent gotten hold of proper AR
i have tons of shooter mechanics and swordfight combat that would do GREAT in a big space with ar
and thats something i really want to do
Google maps is getting real serious with the 3d buildings..Cant wait till it all comes together with AR.
no 1 reason to stick with google for now, for me
looking forward to hosting virtual festivals around town, without having to ask for permits
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.
Also, im gonna spread speakers and other stuff along my path to work. Morning commute is gonna get sweet
so, kinda like the camera in the vive?
i dont see much use for that
there is a huge desync
You can purchase a ZED Mini right now from StereoLabs for $449.
fucking lol
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?
@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
Hey all, is there a way to record/capture the footage seen by the android or apple camera in UE4
blaster?
Hyper
Blaster
Pew pew
Hyper Blaster with VIVE Tracker
Sadly, as we all know, it'll be a nicher product
Vive Trackers are getting rekt in reviews
And justly so
I like the holiday send off email
But it's not getting here before Xmas, so they suck
Let us know how it is. Any games you know of that have built in support for it?
Well I get Duck Hunt with it, and Arizona Sunshine I have
I'll probably grab the other ones that are compatible, just to see if it's worth deving for
I mean obviously, it won't be to make much money off it ๐
So the Rolling Stone article says the magic leap controller is 6dof
But it has no markers on it, maybe magnetic?
It says there is hand and finger tracking too, so maybe it is just piggybacking on that
@sturdy coral Hand/finger tracking could be MagicTouchish
whatever that other Magicthing was
or was it SomethingLeap
I am so confused nowadays
Yeah, I expect that it is
so many names interchangeable
But I'm wondering about the controller, it may just have a gyro then piggy back on the hand tracking
Pimax has gen 2 of leap motion for $100 extra
Pimax needs leap motion, meh
I still don't have a leap motion
I find no use for it
I keep saying I'll get one and dev one little game for it, but never bothered
That controller..
At least the "pack" is cool. Basically mobile parts
All the stuff looks like the plastic used on a late 90s discman
Probably made the One cheaper than Hololens
By not having it all in the goggles
Yeah, but these are Dev models anyway
basically going to be super expensive dev kits
Whoever guessed $1000 earlier for the initial price I think is way off
I think it will be a lot more
If they are, they won't gain any traction
This isn't the time to try to get money
Meta2 is just a smartphone screen with a collimator
This is the time to flood the market and pick up the profits elsewhere
And bad tracking
Meta2 is Magic Leap One
They are really basically the same
Obviously MLO just had a lot more funding
Bad tracking and no room scanning
Aye, but Meta2 has been around for years now
MLO was able to learn from them
And HoloLens
So, they are just the new kids on the block with A LOT of money
Basically, Rift vs Vive
but in AR worl
world
Meta 2 isn't really much different from that starwars thing
I don't know. I was tempted to pick one up (Meta2) when it came out
But decided against it. AR wasn't much a thing
Still isn't sadly
From the rolling stone article ML has eye tracking
Next year though, maybe
6 cameras on the outside (some may be it projectors not cameras)
Variable focus display
If MLO doesn't do well, maybe FB or HTC will pick em up
Ish
Field of view still seems too low though
Somoen posted something earlier
$550
110 FOV
I mean, I haven't read up on it too much
Looks too heavy and is in the worse place for weight distribution
But it might be ok for some
meh ,it just adds some forward weight
the issue is you are still using the rift/vive displays
So, not sure how they would really look
from inside
Yeah camera things like that need to be integrated
aye
As the camera lines are scanned out, feed them directly to display with warping in dedicated hardware
never understood why Vive has their camera
But then you still have to be able to composite with z
course the camera and vr can be synced and maybe your inner ear is less precise than your eye
Like who actually ever uses it
And get a z buffer from the cameras (which zed can do but it probably isn't great)
My original Vive devkit had spaces for two cameras
Or a camera + it projector
IR
That could have been a lot cooler
heh
I'm hoping to snag oen of these suits
one day
Won't beat my perception neuron for mocap
But the rest of the stuff is nice
VR Bullet-Joy with Unprecedented Freedom of Movement! Get the free demo and link to the Kickstarter on http://www.bombyxgame.net
Did someone drug me before watching that video?
pretty rough cut on the video clip but that's what I'm workin on at the moment @tired tree
haha
do you really need each of those to be a full pawn?....
What's the easiest way to toggle between HMDs in UE4? Rift and Vive on same GPU
I've been just killing support for the other each time, and resetting, but wondered if there was a faster way of doing this
@granite jacinth make a shortcut to pass in -hmd=SteamVR and -hmd=OculusRift
Right, but that requires me to restart the project again
But I guess a littler easier than disabling/enabling plugins
oh, I thought by killing support for the other each time you meant disabling the plugin or something
Yeah
Was hoping for a way that didn't require restarting the project
I was using two different PCs before, just pulled latest from Perforce
yeah it does some stuff at module startup and some fallbacks in the preference order of which plugin to load
I'm not sure it would be possible to change it out at runtime
but felt like trying to streamline my process a bit by using the same PC
So, using that shortcut will force only one of the HMDs even if BOTH plugins are enabled then?
Ah, didn't think about that...but hmm I doubt that will look good
I had both Oculus App and Steam VR running and I could barely see out of my Rift
one issue is before 4.17 it will try to load oculus input even if it loads steamvr
had some strange occlusion going on
Poof
Now that would be great for Epic to work on for VR
An easy way to transition between HMDs
If that's even possible on their end
yeah, there's just not a lot of consumer payoff for that I guess
would help a bit in dev
Right, make dev life great again
make mixed reality/ER great again right @granite jacinth
@sage gulch i superduper love the style and colors!
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
wasnt it on like 4.15?
im not using it on DWVR even if i was able to test +30% performance on 4.14-15
why not ?
so? buy yourself an AMD GPU and test it
or ask someone with AMD to test it
also I am sure majority of VR users are on Nvidia
or offer 2 builds - one for Nvidia users specifically and one for everyone.
10% of my users are amd
i dont want to manage 2 builds
also the whole ps4 support part
having to keep several engines at the same time for the project is a huge hassle, and why i havent bothered
not sure this has been already shared in here..
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
back to Unity vs UE4 subject: https://80.lv/articles/unity-2017-3-is-here/
it seems that UE4 already had most of those features a way ahead of Unity
I wonder how their dynamic resolution solution compares to 4.19's
given the state of unity vr...
wich is the worst clusterfuck of plugin shanenigans i have ever seen
on unreal you do everything on either "online subsystem" or "HMD interface"
unity doesnt provide anything other than "tracked camera" as generic HMD
so you need to implement several completely different VR plugins and haggle them
or do it all with steamvr I guess
(unless you are targetting mobile too)
(or psvr)
has anyone gotten Oculus Go yet ?
it was supposed to start going out in december, but is probably NDA'd
they have arrived
confirmed NDA-d
i know people who got some
like the dev of Dreadhalls
@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
@wicked oak so specs are still unknown ?
seems to be more or less the same specs as current gearvr on a top end phone
wich exact phone, i have no idea
+20% pixel ratio due to driver updates
and some cpu upgrade due to no background bullshit
@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
@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.
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
@wicked oak do you still run your version control solution on Raspberry Pi ?
what's the downside of running SVN server on Raspberry Pi ?
slow, needs to run off a pendrive
mostly that, really
its better if you run perforce off the SD card
just get a 64 gb SD card (or 12 gb), and use it for both OS and repo
i can tell you its the way it works best
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
the SD card works like the "C" drive in windows, everything on default will just work
the advantage of a Pi microserver is that its super portable and generates no heat and costs no electricity
so you just plug it next to the router, on a wired ethernet connection
and thats it. Creating a backup is removing the SD card, and copying it
I am thinking to get 1Tb HDD
those wont work so well with a raspi server, as those "pendrive" rules still happen
a way faster than SD card
not really in a pi
USB performance in raspberry pi is laughable
meanwhile the SD is kind of the RAM of the Pi
it's SVN server, it's always fast enough, no matter what hardware you use ๐
I might use SD to house OS and HDD to house SVN repos
well if its svn.. you will be fine then
my recomendation is that you start with the SD only
wich is by far the easiest to get working
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
thankfully, Allar has a great guide
about setting up perforce on a digital ocean server on ubuntu. Its more or less the same thing to do but on the raspberry
do you have a static IP?
you will need a dynamic domain if you do
SD cards are super unreliable compared to SSDs or harddrives
I don't need static IP for SVN server
I only need to have port forwarding setup on my router.. I used to run SVN server when I was developing Steel Storm.
you need static IP for svn if you want someone from outside to connect
if its for LAN, then of course you dont
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
Static IP is what your ISP provides and mine is dynamic. Port forwarding though takes care of this.
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
so then i just load the server as motorsepkickassdomain.net:<SVNPORT>
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...
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
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
again, I've always had dynamic IP and had SVN server people from outside connected to
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
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.
Dynamic IP we get from ISP sometimes last weeks(or until you restart router/modem), so issues dont become apparent for short uses
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
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).
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
even with HDD it will be 5W / 3A
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
@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
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
Raspberry Pi with all the hardware (perhaps without monitor) is ~ $100 (or a bit less).
it's a one-time fee though
A patent published today but filed in 2016 shows an Oculus concept for a convertible head-mounted display that can be powered by either a PC or phone.
The patent application 20170364144 from Oculus is listed as invented by Yury Anatolievicย Petrov. It covers a head-mounted display said to receive โvideo input from a stationary computer in a first mode of operation and from a mobile computer in a second mode of operation, and to display images corresponding to the video input.โ
Images in the patent application show a variety of potential arrangements including a phone snapped into place behind your head and connected to the head-mounted display with a wire.
The patent coming from Oculus shows an intriguing arrangement for display and processing of a virtual world. Magic Leap this week showed a head-mounted display powered by a processing unit you keep in your pocket. Current VR headsets are typically wired to a nearby PC or console or use a phone as the display. In 2017, the latter option is more accessible but limited in many ways. Oculus is developing a pair of standalones that keep everything in the headset needed to render, track movement and display a virtual world, but is there a benefit to this approach as well? Could a future phone plug into a headset and do more by turning off its display to power VR glasses? How would battery life work in a situation like that?
A patent is obviously not an indication of any future functionality, but it is a notable idea as the worldโs biggest tech companies try to figure out how to build the greatest level of immersion into untethered VR and AR headsets.
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@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
interesting
@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
I see
@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
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
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 ๐ฆ
$121 without UPS
finished watching today's stream.. That was pretty boring ๐ฆ
@mighty carbon what's the point of this vs a second harddrive? both plugged into the same circuit?
?
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
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
digital ocean is pricey and I bet annual bill is much more than $121 (assuming one has UPS already)
@mighty carbon The streams aren't the same without 
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
after about 14 straight hours of merging I'm finally on 4.18
damn thats the model i just bought for 400 euros
becouse my old one died out of nowhere
@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"
Hmmm Blaster coming today
so, has anyone tried Windows MR with controllers with UE4?
all i heard is that ue4 actually does not support windows MR
tlrd, good luck lmao
writing your own HMD plugin
it works through steamVR
so basically working with MR HMD would be no different than with Rift/Vive ?
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
right, but who does that?! No one cares for Windows store ๐
and one doesn't have to release on Steam when using Steam VR'
well
The only "MR" i know about is Windows
WIndows Platform
so yeah, probably just UWP
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?
I meant to type Windows MR HMD
Here :
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)
@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
@muchcharles#2724 when is your game getting released?
@sturdy coral how were controllers tracking and head tracking compare to Rift ?
@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 ๐
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
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?
entirely depends on how they set it up
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?
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
@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
damn
currently rifts recenter the player automatically, ignoring the calibrated room from the SDK
That's been a good bug then
its bad for all other cases
One I don't want them to fix
Alright, so no resetting position and orientation for Vive
never do that in roomscale
do what?
resetposandoren
well its also irreversable
though, would be good for trolls
currently
@tired tree which situations causes oculus to recenter?
just sample location in room and offset spawn, have to delay for the API to return a valid location first though
I'm disabling and enabling stereo when taking off the headset and oculus loses the tracking origin
when puting it back on
@sturdy coral supposedly on module load? It was reported multiple times in .17 and .18
might be on stereo on
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
I'll try and test, don't currently have anything that needs very precise spawn placement but I have in the past
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
plugin doesn't, would have to override something that is a PITA
because I know I saw it yesterday
oh wait, the chaperone?
yes
thought you mean offset
I only have the least amount of chaperone for VIve, the floor edges
No, but you should totally do an Offset function ๐
the template has spawn offset
but it needs a delay
because the system isn't fully initialized in packaged builds yet
alright, I'll look at how you did it then, save me some time
thought if there is a menu system then it works fine
for some reason "HadValidTrackedTransform" returns true if there isn't a transform yet.....
@tired tree your Master is 4.18 I assume?
yeah
might as well update
k
@tired tree what's that little virus called ProjectRenamer?
๐
renames your project for you, includes the source
:p
you have to actually change a decent amount with code projects, like the _API prefixes
@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
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
AMD Open-Source Driver For Vulkan "AMDVLK" Is Now Available: https://www.phoronix.com/scan.php?page=article&item=amdvlk-radeon-vulkan&num=1
@sturdy coral I'm having trouble located the Depth of Field ( i thought VR couldn't use it in Unreal?)
@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
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
@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```
@tulip surge you just may want to ask Dave if itโs 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
I basicly just wanted to use the knife hand animation
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
which is basicly just holding the grip
He wrote it in C++ actually so that may not work
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
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
@sturdy coral I'm not using the template, I added VR components to an existing project
@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
@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
@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)
@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
Anybody try motion blur on a VR camera? Does it make people sick?
@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
Hmm, nevermind I guess. Was gonna desaturate and make it blurry for my OOB cam when you are maimed in my game https://youtu.be/1C3z2bwWuzc
With like a heartbeat sound going
@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
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
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?
Was just going for something cinematic like when people are shell shocked in movies where everything has motion blur
yeah, I think it could work if brief
Well itโs 20 seconds. I donโt get sick in VR though so I wanted to see if an effect like that messes other people up.
Testing on myself isnโt usefull
@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
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
lol
Ok.. @Hyperkin #HyperBlaster with #ViveTracker Unboxing then #DuckSeason #VR attempt..Spoiler Alert, either both are fail, or end user fail. You decide! https://t.co/ugrRohV5xM via @YouTube @htcvive @Steam_Support @StressLevelZero #virtualreality #gamedev #indiedev #Videogame
Haha sights on the VR gun. If they are used, itโs probably used wrong
@sage gulch nah
@glossy agate and yeah
I hope I mentioned it on the first video
Yeah you did
UX is a problem with that puck and gun haha
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
But you are a dev. At consumer level I think people would give up before they even got a backwards gun
Aye
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??!
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
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?
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
@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
gl
Hmm, is there a way to only display stat info in just preview window (so not in vr) ?
yes, use the new mirror mode Texture + Eye
Pre-alpha version of the GPU accelerated Progressive Lightmapper. We built a pure path tracing based algorithm on top of Radeon Rays for baking lightmaps in ...
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. Itโs crazy!
How many years will we have to wait to have a true FD game...
FD?
full dive
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
those do look interesting for tasks that avoid any of the intel/nvidia requirements
there were nice raytraced engines demoed years ago
Any way to increase cloud intensity (not opacity, quantity) in the Sky Sphere?
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?
FD gaming?
Yeah
Watched the anime? Sword Art Online
No, I did play a game bout' it
Know its story?
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
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
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
That won't be possible, ever
You can touch stuff in game with and smell and talk and everything
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.
Lel
They already started development on it years ago
Read that ^^
Mhm
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
that is a horrid PC
the 1060 is a super strong GPU, and its paired with the worst CPU in the market?
it would be better to go with a 1050ti and a ryzen r3
ryzen r3 is 100 euros to the 70 that costs that pentium
but it has 4 cores 8 threads instead of 2 cores 4 threads
this CPU + mobo instead of those pieces there
the rest of stuff the same
to contrast the price you can get a 1050ti instead of a 1060
Can I keep the same motherboard?
no
motherboard goes with the specific cpu model
if you change the cpu you need to change the motherboar
The motherboard costs?
100 dollas or so
but that build, fuckign lol
spending more money on the 8 gb of ram and the motherboard than on the cpu
the most important part..
I'm poor ๐ญ
50 dollars or so
wich you can take back by getting a weaker gpu
also ffs dont get an SSD
just get a 2TB hard drive
I got โฌ600 to spend
what country?
can you frankenstein pieces from other pcs?
And anything in West europe
case/hard disc/disk drive is the typical pieces to frankenstein out of an older pc
Well no
My older pc's are like
A laptop
And a all in one pc
Idk how to open the all in one
Here's the specs
Lemme just find them
Intel(R) HD Graphics 520, Intel(R) Core(TM) i3-6100U CPU @ 2.30GHz, 8.0 GB RAM, Windows 10
call a local PC store
tell them to build the PC for you
and tell them you want a ryzen r3 1200, a compatible motherboard, an HDD, a 1050ti (or 1060) and go from there
My local PC store is crap
They're bragging about DVD
They still live in 1999
Or I can buy the parts myself and let my friend build t
It*
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
and the blueprint itself of the lightsaber which makes the lightsaber make sound and gives light upon waking
Problem is the lightsaber gets way off the hand in 3P and its not replicated for whatever reason I'm missing:
@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.
Or in Blender, pivot = origin
I saw that a few days ago
Still cool
I also just got a Windows MR headset with motion controllers
VR Game dev intestifies
Had to delete that. Just found out it was mentioned a week ago or something...
Hmm Ill check that out, its basicly a skeletalmesh with one bone skinned to the mesh, I believe grabbable grabs the bone
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.
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
Cause my inflatable physics ball does replicate but it lags a bit
strange, I checked for replicate and its all ticked
grr when windows MR idles out it removes the audio device. causes unreal to crash
Hmm someone told me it might be better to use a static mesh and add a socket to that instead of a skeletalmesh
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
Either more people are playing on vacation, or a lot of people just got VR this christmas. Player counts seem high! ๐ http://vrlfg.net/
hmm
surprised at the low pop regardless
My freaking 7 year old somehow managed to spend 4 hours in Rec Room this afternoon
I had to tap out after 2
ah, reminds me I need to test Arizona Sunshine Lightblaster
Usually top games like onward have 100-150 concurrent. These are the biggest numbers I have seen
H3VR is really doing good too for being a non bundled "older" game
Yeah I think itโs VR only. Elite dangerous isnโt up either and that has a lot of players
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)
I noticed that TAA has been improved in 4.18
anyone here tried it on VR?
I don't see any ghosting with it anymore, although fast moving objects have noticeable aliasing now
@zinc violet yeah I've tried it, mainly the new temporal upsampling which is cool
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...
@trail shale You talking about the HLOD video right? That's the only way I know how to merge down to a single mat.
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
Obviously you have hardly any functionality left with this new static mesh
The merge static mesh doesn't merge to 1 material. At least not the last time I used it on 4.15
right click on selected actors and hit "merge select actors"
unless I'm completely offbase, it gives you an option to pick an LOD level and merge everything to a single material
Oh nice, Ill have to check it out.
@wicked oak still curious since this is first time I don't see any ghosting on UE4's TAA
not at main pc, cant test it myself
but i do use TAA on my current prototype
and it did look good
i jsut didnt do checks about the ghosting itself
thats becouse i decided to do TAA + Forward for PS4
wish you could do full shadows on forward with ue4
I guess forward + TAA solves the shadow issue tho
(MSAA artifacts
im not going to use shadows so...
i was thinking on one thing
while thinking about how to make the player not lose himself
i thought i could code my environment meshes to be destructible
but, like very simple
just a damaged version and a full version
when you shoot stuff, it just explodes/breaks, shows an FX, and swaps mesh
that way if you backtrack you will see the chaos you left
i would also like decals, but im not sure i have budget to spam decals everywhere
by having the player leave a trail of destruction, he knows what path is the good one becouse it "isnt" completely destroyed
and honestly bashing shit in vr feels great
now, using morph targets would be better
do you know how expensive morph targets are for static meshes?, i just need a single blend beetween broke/notbroke
@wicked oak How bad is the performance drop?
If at all
For a fully destructible vr enviorment
Morph Targets are not expensive at all
But they won't be for SM
well, of course i cant use full destructibles
except in some very, very specific cases
AFAIK
didnt they add morph targets to static meshes?
literally just have a texture that is an offset for each vertex
and just add that offset
i can also do it parametrically in the shader
oh shit man
like, doing a 3d noise to "beat it"
thanks to this convo, just learned something new though
User guide for the editing modes available in the Animation Editor.
and use vertex color to control its strenght
but arent those running every frame?
i would like to avoid that
the CPU only changes when the morph target changes, no?
that would be a lot faster for me
and its pretty much an on/off switch
or if using morph targets, a "hp meter" of beatedness
Aye
Meh, decals are strange sometimes
but im also targetting 90 fps on base ps4
its not like im going to have realistic graphix anyway
the thing is that i will have "manual" culling
ue4 culling hasnt worked well for me, so every single actor will actually fully dissapear until i get close
@wicked oak How are you doing that?
not on every single actor of course, but i developed the system for AI
its a "dummy" system. Essentially "actor/NPC" LOD
when a bot gets too far from you, he gets destroyed
completely
fully disabled it doesnt exist anymore
and i create a "dummy"
wich is not even an actor
that tracks the movement?
just a struct that has the dummy uobject (holding state) + a FVector of location
ah, not bad
i hold all the dummies in a central actor
wich ticks through them and spawns/updates as needed
the idea is that the different dummy classes can also "tick", but completely outside of the normal tick system
and of course, with simpler logic
the thing i was testing is that the AIs would still pathfind
but without any physics, any animation, any sight checks, anything, really
so when you get too far from a bot the bot ceases to exist
If I would have thought about that
and the only thing left is a ghost
I would have just switched actors
the idea is that the dummies are much lower overhead than actors
basically a shell of nada, with just tracking essentials
like waaaaaay lower overhead
And then when it came back into range, I would swap it back out for the real actors
Tick is actually expensive, actors do plenty of stuff
Right, but I like the ezbutton
what i might do is to not "delete" the actor
just fully disable it and then restore it
im still testing stuff
I would have tried that first, to see if that did anything
i know how fucking expensive AIs are in ue4
so i NEED to have some LOD stuff for them
they are
Stupid expensive
I had like 200+ AI characters
in MegaJam2017
After a 300 or so...
performance tanked hard
lol
๐
morph targets on GPU probably only makes sense for things that change every frame
im going to ignore the character movement component completely
and yes, you've always had morph support for static meshes if you use 3dsmax script
Anythign you can offload to GPU
create my own with very simplified physics and some "flocking" behaviors or whatever
but too bad they don't allow regular morphs on static meshes
Yeah