#virtual-reality

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granite jacinth
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You can't do Morph Targets in UE4

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On Static Meshes

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that's what I was saying

wicked oak
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but i can use houdini magic to encode the morph target in the vertex color

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and just use the vertex color as an offset

zinc violet
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well, you can, if you use the max thing ๐Ÿ˜„

granite jacinth
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in Maya

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you can even do it without a bone

zinc violet
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but you can't use the morphs stored in fbx

granite jacinth
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If that's what you are talking about

zinc violet
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you need to bake the data

granite jacinth
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By "static meshes"

zinc violet
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you can use alembic if you need something without skeletons

wicked oak
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far too overkill

zinc violet
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too bad they don't have special compression for vertex caches on UE4

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CE has that

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they compress it big time

granite jacinth
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@wicked oak you loving Houdini now?

wicked oak
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hell yes

granite jacinth
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After your trial, you going to buy it?

wicked oak
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i model fast stuff in Blender and write cool shit in houdini

granite jacinth
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or sub, whatever it is

wicked oak
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yes

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i already did

granite jacinth
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ah nice

wicked oak
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a while ago

granite jacinth
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I don't know where I am going to go when I get back into Art

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Blender is looking nice

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now

wicked oak
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Blender is definitely top tier now

granite jacinth
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But I might go back to MODO

wicked oak
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it wasnt a few years ago

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but now it is

granite jacinth
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I havent' played with that in awhile

wicked oak
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for games, its 99% of the way of maya/max features

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and better in a good amount of parts, like pure polymodelling

granite jacinth
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Almost

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I am obviously more comfy in Maya

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four years of education in it does that

wicked oak
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if you know your 10 hotkeys or so in blender, you can be stupid fast

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like, pretty much the fastest polymodeller around. But ive heard good things about modo

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definitely a lot faster than maya/max

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even if you do use hotkeys in maya/max

granite jacinth
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I'm trying to think what I want to do with my Motion Capture stuff

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Trying to see if I can do a quick VR game with it

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Sort of like Starseed or whatever it's called

wicked oak
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make a swordfight game

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use mocap to mocap a fuck ton of attacks for the enemy

granite jacinth
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Hah, that's not a bad idea

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Also have access to Faceware now

wicked oak
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and then the AI essentially does a random selection

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making the ai itself parry is the hard thing lol

granite jacinth
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So would like to get some nice voice acting

wicked oak
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i guess you could look where the attack is coming, and then you trigger a parry anim

granite jacinth
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I don't know, I need to do some more research

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Look at what's trending in VR

wicked oak
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PC market has slowed down massively

granite jacinth
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Try to do something "new"

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If I could

wicked oak
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people still want RPGs

granite jacinth
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I'd like to have a 3-month cycle

wicked oak
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look at Orbus VR getting quite big, while its extremelly bare bones

granite jacinth
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Alternate between VR and Non-VR

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But I would need to develop a nice workflow

wicked oak
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an RPG would be a good use of that

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you use mocap for the NPCs, and face animations/etc for when they give you a quest

granite jacinth
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Aye, true

wicked oak
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then you go slap 10 goblins or whatever

granite jacinth
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I was thinking about that last night

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Coop RPG

wicked oak
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there is a game i was thinking about the other day. I was thinking on the timeloops in stories

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and was thinking on how a timeloop game would work

granite jacinth
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I don't know why, but I have been having a blast playing rec room Quest

wicked oak
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a timeloop RPG

granite jacinth
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and a few other Dungeon Crawler Cooop VR games

wicked oak
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like in mayoras mask, you run out of time you die and you reset from day 0

granite jacinth
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timeloop?

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ah

wicked oak
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NPCs all have their own schedule you can "crack" to get them to do stuff

granite jacinth
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RE:Zero it

wicked oak
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pretty much that

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sadly the game would be 100% fucking destroyed if you look at any guide

granite jacinth
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I just wish I could clone myself

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one devoted to art, the other programming ๐Ÿ˜‰

wicked oak
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it would be a fucking disaster if i did that

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now its 2 high level programmers and still 0 art

granite jacinth
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lol

wicked oak
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the way i was thinking about the combat in a timeloop rpg

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is that enemies have very clearly set patterns

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and you combat by countering them

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you would have a journal you can write notes in

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and you keep it through timeloops

granite jacinth
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I don't know. Once this one contract is finished, I'll still have the other long-term one, so I think I'm goign to sub-contract a few things out to get stuff going.

wicked oak
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every time in the game you can pause and write something in there

granite jacinth
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There's no reason why I shouldn't have had released a game this year.

wicked oak
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by finishing a quest or similar, the NPC would give you a piece of information or trinket or whatever that would help you befriend them faster in other timeloops

granite jacinth
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Timeloop system would be crazy complicated

wicked oak
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something like that would have you essentially befriending half of the fucking town to get stuff done

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yes

granite jacinth
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You'd have to really plan it out ahead of time

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It's not something that can just be TDD'd

wicked oak
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thats pretty much the thing

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its SUPER hard to plan

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and SUPER hard to write for

granite jacinth
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right, but you need something

wicked oak
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something like that also needs branching storylines

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and be character driven

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you cant "level up" at all

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so no grinding or anything, essentially just story/mystery/unfolding stuff

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and again, everything would be ruined if you get spoiled or watch a guide

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becouse it would be far too easy to know that Wolf does "howl -> strong attack -> dodge -> low attack"

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technically, is not that hard

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but you need to script the personality and states of each NPC through the few days of the story

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and of course, all the dependencies

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on afternoon of day 2, John Smith dies in the road to his house, becouse he gets mugged by Robert Robber and shanked

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so what do you do if you kill Robert Robber, or convince him to do something else that day

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now John Smith doesnt die on day 2

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keeping this stuff on mind would be a mayor network of nightmare

granite jacinth
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heh, you'd have to break it up into different systems

wicked oak
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of course, you can keep the storylines disconected

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but then its nowhere near as cool

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the fun of something like that is to be at day 3, and hear the rumor "hey, did you hear John Smith was shanked yesterday"

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and then on the next timeloop you see him being shanked

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andthen you try to find a way to avoid it

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i dont think a game like this would need graphics, being so story driven. Pixel art RPG maker style would do good

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in full 3d it could be something spectacular, but too complex

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and then you read a guide and literally metagame the game in around 15 minutes

granite jacinth
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yeah

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That's the problem with the interwebz these days

mighty carbon
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Has anyone played Dishonored 1 and 2 and Deus Ex HR / MD ?

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I'd love to see publishers letting indies use those kind of IPs (with assets) for VR games/experiences

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(for profit share of course)

granite jacinth
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?

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No

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Wouldn't happen anyway. People like their IPs

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And all the money they get from them

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Why "profit share" with some lowbie Indie, when they can get 100%

mighty carbon
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that makes no sense.. They already have assets that will rot on their HDDs

granite jacinth
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ยฏ_(ใƒ„)_/ยฏ

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If you don't think that makes sense, there's no point in discussing this

mighty carbon
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they won't get anything.. those games are one-shot games.. They don't recycle assets.

glossy agate
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I think its more the characters and the name they don't want an indie to ruin.

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You have all the infinity blade assets though if you want to do infinity blade VR haha

sturdy coral
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yep, same reason Disney isn't going to let you make a new mickey mouse story in VR with a profit share

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bethesda is coming close to it with their future paid mod stuff though

mighty carbon
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well, obviously there is a proof of concept

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you guys make it sound they would give access to anyone and allow do anything without any sort of supervision

glossy agate
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No not like that. Just harder. The Insidious VR game was a licensed project that an indie company did.

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So its possible but bigger IPs probably cost a bunch and have a lot of hoops.

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If it wasn't too hard I would be trying to get that sweet sweet Harry Potter license. Would kill it in VR

slow swift
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I'm using a VRStereoWidget from @tired tree 's VRExpansion (4.17) to draw a menu widget (on a Stereo Layer). When I press the menu button, I spawn an actor that has the VRStereoWidget on it. When I exit the menu, I destroy the menu actor. The actor goes away, but the stereo layer stays and follows my pawn around for the rest of the level. Does anyone know how I should be cleaning up the stereo layer?

real needle
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@slow swift Try to set the widget components widget to null?

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Stereo layers are good for some things but I ended up with too many issues between rift/vive to bother using them

slow swift
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@real needle You mean like this?

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That doesn't make it go away

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It seems like the stereo layer is getting disassociated from the widget anyway, since the widget gets destroyed when the actor is destroyed

real needle
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@slow swift yeah, that's what I meant

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I think you're on a version where there's a bool to change it to a regular widget (within the VRStereoWidget). I would just check that and continue, there was always something with stereo layers that was bothersome...

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I never had that issue though

slow swift
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I don't want to use regular widgets, the sterei widgets look SO much better

sturdy coral
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Got my PSVR in today, it is nice

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I like the screen/optics better than any other headset so far I think

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Don't have move controllers yet

granite jacinth
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๐Ÿ˜ญ

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I actually still have my PSVR packed up

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I meant to buy some games

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got busy, oh wells

wicked oak
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about the IP stuff

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depends on the publisher

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there are publishers that if you show them a very neat "fangame", they might let you publish it for a revshare

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Valve and Sega are examples of that

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Square enix also has some kind of indie kickstarter-y thing, so they might be open to that kind of stuff

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for something like that, the best thing would be to develop your fangame

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create a pitch and a verticalslice/prototype

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and contact the publisher

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if they like it, sweet, if they dont, you change name of the project and call it "spiritual succesor" or "based on X"

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publishers that will not ever accept would be EA and Nintendo

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Nintendo will never, ever, recognize a fangame

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look at "another metroid 2 remake". It was a GOLD opportunity for nintendo to deal with the dev and release it as an actual game

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but niope, better DMCA him

echo thorn
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i think its a virtual point index problem ! i have to click on the text box every time i want to type something . anyone knows how this will work?

mighty carbon
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Worth trying with Deus Ex and Darksiders franchises

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I wouldn't bother with a fan-game without ability to re-use existing assets

mighty carbon
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Is real-time AO available with Forward Rendering ?

sturdy coral
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@mighty carbon I don't think so and if so it still needs TAA I'm pretty sure

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it needs normals to work off of, I think @full junco talked with someone about making it work on depth alone

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gran turismo sport for PSVR looks nice but is super limited, only 1v1 computer races in VR and no multiplayer at all

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I understand the limitations of the system and why they probably had to do it, but it is pretty crazy to bundle it with PSVR when its support is so limited

wicked oak
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thats becouse the deal was done before the game was done

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and then they just rolled with it

sturdy coral
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also sucks my g27 doesn't work with ps4 :/

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on PC you can probably still use wheels from 20 years ago

mighty carbon
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did you get PS4 Pro ?

sturdy coral
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nope, still have just the base system

native cedar
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friends

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can you find any reason as per why unreal is not using 100% of the gpu in-engine? Empty level at 45fps with gpu load of around 20%

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same level, in build, gpu load 40% and 90fps. Increasing screen percentage increases gpu load on build with same fps, while in engine gpu load stays the same, fps just go down

granite jacinth
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@native cedar depends

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what hmd?

native cedar
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oculus

granite jacinth
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yeah

native cedar
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honestly I think it's due to some of this laptop bullshit

granite jacinth
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it'll just auto 45

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if you go below 90

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and do that repro thingie

native cedar
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yeah, frame skipping

granite jacinth
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so it doesn't mean you're actually using 100 gpu

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could be cpu side of things

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causing the frame drop

native cedar
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thing is, performance in build is infinitely higher, talking 10x. Empty level on empty project

granite jacinth
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CPU bound rather than GPU

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You just gotta do performance optimizations

native cedar
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cpu time is arund 2ms or lower both on game and draw

granite jacinth
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show

native cedar
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15 ms on an empty level with a 1070

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screen percentage 100

wicked oak
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that "alll opaque" is busted somehow

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how in the hell is it going to be 11 ms

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i have less and i have full complex levels

native cedar
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I think it's an oculus problem

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or my laptop

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I even had to get a freaking powered usb 3.0 hub just to get the sensors working (it was connecting and disconnecting continously)

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also I am suffering hdmi signal noise (red lines and dots)

wicked oak
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it does look like a laptop issue

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damn shame

native cedar
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best part

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bought a mini display port adapter since many had the same issue and solved connecting to an adapted displayport instead of the hdmi

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connecting it crashes the entire os

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and

spiral zephyr
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crashes os..hahaha ๐Ÿ˜ญ Weird proprietary driver?

native cedar
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after an interesting call with customer support they told me they can call the assistance but they will just say everything is working and send it back

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it's nvidia's latest drivers

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I am running out of options and wasting so much time, sorry for ranting in here

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but the strange part is: a build runs perfectly

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with some shadowed cubes and atmospheric fog (super expensive in VR) and screen percentage 200 still runs at 90fps (barely)

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I just really need to work and don't wanna fly back home for the holidays so I am trying to make this thing go but I won't work if I have to iterate slowly like building everytime

spiral zephyr
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engine scalability settings on auto/low?

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just came here, sorry if you already covered this further up

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oh is in game preview

native cedar
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that's a good idea

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will test with engine scalability

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but

spiral zephyr
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thats mostly for in-editor windows iirc

native cedar
spiral zephyr
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light is built etc? stuff is cooked?(cooked might just be for builds idunno)

granite jacinth
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@native cedar yo

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I think this is an editor bug then

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Because I have been having issues

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And might just be Rift focused

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Or Windows Update

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I've been trying to 100% repro this bug

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without success

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Going to refresh my PC this weekend just in case though

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Also bought a few new usb 3.0 PCIe

native cedar
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maybe I can setup my workflow with launching -game with uncooked content

spiral zephyr
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how is it when simulating?

native cedar
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usb hub is a good move

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interesting point arthur

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I will compare with simulation, no fps smoothing

spiral zephyr
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unless you are designing motion controller/vrpawn specific interactions, you can test a lot and iterate with just simulation. I use some custom events/bpstuff that does the things that normally is only triggered in game, that can be turned on/off with a switch. A kind of debug thing.

native cedar
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yeah problem is I am working exactly with VR interaction gameplay programming, it's literally 100% of the work and it's a ton of work, haha

spiral zephyr
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omg oh well

native cedar
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am I not the luckiest man on earth

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I will make it anyway, I aways do! first it did not even work, now I only have a performance problem in-editor, with calm and perseverance everything is possible

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I thank you guys for your support

granite jacinth
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@native cedar are you using any plugins?

native cedar
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only the default ones

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UE 4.18

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but this happens all the same in a source installation

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well... In the end I think I will do with a .bat that runs the map and be at peace for these days

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it works fine

spiral zephyr
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good luck โค

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The fact that its an editor issue and not hardware/laptop issue is some kind of positive, right? hehe

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(probably) editor issue

native cedar
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you haven't seen the REAL issue tho

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this is how I will be developing these days - up to 10 hours per day โค

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forgive my shitty pronunciation, I'm kinda smashed and usually I have to warm up my english

spiral zephyr
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since i run a vive my role should be to tell you oculus suckz and get a vive

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but we are adults so im mostly just sorry i cant help!

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your english is pretty stellar

native cedar
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bro I used to work with vive

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this client has its own custom implementation of unreal and in this project the logic does not work well with vive, the sent me a cv10 and since it's free I am glad to use it

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*I was glad to use it

spiral zephyr
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logic doent work? they require knuckle controllers or something? oh well, free is free

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thought it was all well unified between vr platforms by now

native cedar
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I mean, could be easy to make it work on vive too, it's just some basic camera position stuff

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like in vive my head is at height 0 when with oculus head is at setup height

spiral zephyr
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vive is less portable though, have to mount lighthouses etc

native cedar
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however I do not possess a vive

spiral zephyr
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yea its a small thing

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oh

native cedar
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oculus is well designed in terms of portability I must say

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it'd be cool if it also worked

spiral zephyr
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lol

sage gulch
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it would be cool if a friggen windows update didn't alter draw performance and then impact physics calculations as a result...

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do you have to specifically map ESC and ` in a shipping game? nyuk nyuk nyuk

glossy agate
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Yes you do

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A ton of games never actually add it in though so you have to close through the steam popup menu

tired tree
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@slow swift beleive that in the newer versions I destroy the stereo layers earlier in the stack because that can take some time while waiting on the garbage collector

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are you on an older version?

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also was it never being destroyed? or just waiting to be garbage collected?

slow swift
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@native cedar I didn't follow all the details of your framerate discussion, but do you have the editor minimized when you're taking your numbers? If my editor viewports aren't minimized, my headset fps gets throttled

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@tired tree I'm on 4.17, but I'm not sure when I downloaded the plug-in. It might have been early in 4.17

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How do I check if it's never destroyed vs waiting for garbage collection? As far as I can tell they NEVER go away.

tired tree
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I beleive I changed it in 4.18 though

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here i'll pm you

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I merged the fix back to the 4.17 branch, but will give you a direct link there

sage gulch
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your headset gets throttled? what headset do you have ecnassianer

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I'm pretty sure that windows update screwed up my draw performance, it impacts my image and physics, and I can't roll back the gpu driver from the windows control panel (only update it further apparently, but to no change)

sturdy coral
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@native cedar all you have to do for that head height thing is set the hmd tracking origin node on both to floor. the default is just different between the two for whatever reason

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@sage gulch @slow swift "A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance."

sage gulch
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thanks, I hope that helps this stupid situation

slow swift
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@sturdy coral @sage gulch That's not quite what I meant. If the editor isnt minimized, (and the VR preview has focus) I get much lower framerates than if the editor is minimized. I'm pretty sure this is by design, since until recently (and still by default) the editor minimizes itself when you start VR Previews.

sturdy coral
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Oh yeah, that's just from draw calls of the edited viewport I think

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Editor

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Might be better if you turn off real-time view, not sure

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Could be slate overhead of the editor ui too

slow swift
sturdy coral
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The thing that fixed perfbfor most people with recent complaints

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Was turning off the Nvidia overlay

slow swift
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Eh, I'm fine with it. I get 45 fps with it up, which is enough for testing. I just need to remember to minimize it when I'm looking at perf.

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It drove me nuts when unreal would minimize before

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I do too much in blueprints to deal with that shit. :D

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I just wish the VR preview would release mouse focus when Unreal hits a blueprint break point!

sturdy coral
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my problem is now in windows MR it pulls up the virtual keyboard anytime UE4 wants keyboard focus

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and keyboard focus is also used for gamepad focus for slate stuff

granite jacinth
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Anyone ever have any issues with Touch Controller not wanting to Play Haptics on both controllers? I thought both were working, but maybe I just hadn't hooked it up right.

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I noticed @full junco submitted a report to Oculus

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Something about OpenVR bug

full junco
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@granite jacinth do you use steamvr or the oculus sdk?

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I didn't submit any bug report to oculus, I only entered an issue on the openvr github repo

granite jacinth
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@full junco both

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But, just testing RoboRecall now

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more rift bugs

stable shadow
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Hello Guys, I've weird problem, after two or three times of playing in editor with VR (VIVE) I've to restart my SteamVR app, first time the SteamVR can't find the Headset, Controllers and also base stations so I've to restart the SteamVR application again and run the editor one more time, I've this problem with 4.17.2 and 4.18.2

granite jacinth
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hmm, works in blank vr template tho

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gr

sage gulch
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thanks for the info, yeah I think it was the creators update, to be honest I thought it was installed already but then it did say something about it in edge upon restart just the other day.. what do you guys use to capture footage if not the game dvr? and where do you disable that 'nvidia overlay', I don't see it in the nvidia pref panel.. thank you

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vahid I can't tell you if it is related but it seems that sometimes actors in my maps get duplicated and I'm not sure why, because it doesn't happen consistently, but I have to wonder if it is related to a persistant map setting

stable shadow
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I don't have any warning in my log files about the actors or even the HMD, but it's a very weird problem, I should try to test some other clean project

granite jacinth
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

stable shadow
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๐Ÿ˜€

sturdy coral
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@sage gulch it is in GeForce experience in settings somewhere

sage gulch
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Ah ok. Haven't been on Windows much for quite a while now, thanks.

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hmm, presumably that window should have something in it.. haha

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I knew it was the system and not something I did.. hadn't tested on a different box yet, gotta get another DVI cable around here

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yeah having a dvr running in geforce and system level at the same time can't help things.. I can bring up the overlay but it won't populate anything into the actual app window, I wonder if that is because I updated the gpu drivers from the device manager after the creators update or point release or whatever it was started this whole issue up

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I'm gonna nuke this whole fucking box

native cedar
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@slow swift my editor is indeed minimized. There is something off here, I don't know what it is yet, but I will find it. For now I am testing with a .bat since I reallly need to get to work, thanks for the inquiry!
@sturdy coral good to know! I will definitely use it in the future

glossy agate
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May be a VR issue maybe not, not sure. Anyway on character death The full body IK is disabled and it just does a sim physics for the body mesh. For some reason the mesh just starts flashing visibility while simulating. Anyone else have this happen?

sturdy coral
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@glossy agate you can turn on some stuff to visualize culled objects and see if it is something with that, does your mesh ragdoll have inherit parent bounds on?

glossy agate
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Iโ€™ll try that. Itโ€™s the base actor so no inheritance

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But culling bounds seem like it wouldnโ€™t be the issue cause itโ€™s right at my feet when it drops

sturdy coral
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yeah I can't think of much that would make it flicker

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@glossy agate you might end up needing to set some breakpoints based on ShouldRender() on the mesh component

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possibly GetLastRenderTime() on the actor, though that will be a frame behind before it tells you anything important

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@glossy agate set Mesh->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones; too and see if it makes any difference

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I've had a motion controller stay invisible when that was set to EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered;

glossy agate
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Oh awesome thanks! Iโ€™ll give that a shot

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Probably does need a refresh after detaching from the head and controllers

rocky nimbus
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@glossy agate Check this with your mesh selected under the 'Rendering' tab

zinc rose
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anyone know how to test VR properly with a dedicated server in 4.18? doesnt seem to work out of the box

sage gulch
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not sure what you mean, doesn't that happen on the client? there's a build setting for VR at any rate..

eternal inlet
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where can i find the rift controllers models?

#

meshe(s) i mean

zinc rose
#

@sage gulch when i launch the vr preview with dedicated server checked, I get the map loaded but no hmd or controller control.

#

if I uncheck dedicated server and run, everything works as expected

sage gulch
#

I guess the server doesn't support VR is my guess, I don't know

#

dedicated server means no client

#

the hmd runs on a client right

zinc rose
#

i seem to get the same behavior is i launch 2 players and no dedicated server.. i used to test this way all the time in 4.17.. but 4.18 doesnt seem to work with that method either

fleet veldt
alpine ore
#

Hi all, is there a Steam/Vive equivalent to the Oculus 'Has input focus' node or can anyone point me in the direction as to which node will check if the HMD has been removed by the player on a vive

frosty hull
#

can someone help me out with widget interaction component or motion controller input?

#

i have added a widget interaction component to epics motion controller bp and can hover over buttons of my widget actor, but click / press and release do not work

fleet veldt
#

HI @frosty hull so your'e hearing the sound play? Also is this in multiplayer by chance?

#

@frosty hull Also create a large button and put it on your bpwidget if you dont' have one already and see if the visual state changes when you "hover" the debug pointer line over it

alpine ore
#

Does anyone know how to pause the game if the Vive headset is removed?

#

Or the Vive menu button pressed

primal sky
#

@fleet veldt what's the purpose of the delay node? To stop some weird attachment / spawn issues?

fleet veldt
#

@primal sky I copied that from answerhub some other guy did it but he does have the comment there heh. Apparently "IsLocallyControlled" won't return the value he's looking for until after the game has started up (perhaps the pawns have been created but haven't had time to be possesed?)

primal sky
#

Yep

#

I suspected as much. We ran into a similar issue

#

This was also our solution. Lol

thick plaza
#

i followed all the steps to add motion controller support on the gear vr documentation for ue4 but the motion controller isnt working and only the camera is :/

glossy agate
#

@zinc rose It wont work in VR. Suprised it worked before for you. You have to package and test for VR. Its kinda annoying, but any MP VR testing in editor wont track. You also need a source engine build for dedicated servers.

zinc rose
#

@glossy agate i never tried dedicated testing in PIE for VR.. I tested daily forever using 2 players, one as server one as not in 4.17 though. its a pain still. both screens move with hmd and both hands move but only the one in focus takes the actual inputs. so testing replication was possible. 4.18 isn't having it though. might just scrap the 4.18 then. having to rebuild the server on every edit to test is insanity. and yea Im using a source build.

glossy agate
#

Oh dang. Im on 4.17 but it never worked. Maybe Ill try again here

zinc rose
#

100% works on 4.17 if you do two players one as server. never tried dedicated. you can move the players so they can see each other. than test your replicated functions by watching the other screen and seeing what happens. kinda crazy how theres no reliable way to test vr though and now that I can't even do THAT ^ method in 4.18... makes me want to give up on VR stuff altogether, at least anything MP.

wicked oak
#

VR mp is insanity

#

im doing it for my next game anyway becouse i know how to make it work

#

its still insanity to test

#

the only way to do it is to emulate all your vr actions on keybinds, and not use vr at all

#

then for actual vr you test it with the server on a different pc

#

i use my laptop for this (main pc has vr, laptop runs server)

#

over wifi, to make it more interesting

thick plaza
#

does the gear vr controller setup guide on the ue4 website work for only 4.17 or can it also work for 4.14 because it hasn't worked for me

wicked oak
#

most of the time i actually run the laptop in listen server. That way i just need a normal package to test and not a full rebuild, wich is faster

zinc rose
#

@wicked oak unbelievable.... iguess VR isn't considered a priorirty at epic which sucks because its still very untapped. I know its always been crippled... but i could at least test in the editor the way i mentioned above. I donno what they would have changed between 17 and 18 to break that. but its seriosuly an AWFUL let down.

wicked oak
#

lmao, VR is quite a huge priority

#

you only need to see all the VR related stuff each version

zinc rose
#

i have two VR capable PC's and a vive and an oculus... its just insane to have to re package the game every time you want to test

#

well then correction VR and MP isn't priority

wicked oak
#

and how do you think their errors can be fixed?

zinc rose
#

cant possibly say it is at all if theres no way to actually test it while editing

wicked oak
#

becouse unity cant do VR MP easily in similar ways to UE4

#

you dont neet to build it, btw

#

did you know you can launch the game by right clicking the project file?

#

the launch opens in non-vr mode by default unless you use the "bstartinvr" option

#

just open it 2 times, listen server in one, and VR client in the other

zinc rose
#

yes i know. i have a script that launches it in vr for me

#

i meant if i want to test in dedicated server mode.

#

that method actually only works for me on oculus

#

on vive it closes the first one with a hard shut down before launching the second one

wicked oak
#

what the fuck

zinc rose
#

i only recently moved the oculus to my main work station and discovered i can launch multiple standalones. def cant with vive so the PIE testing was my only listen server option in 417

wicked oak
#

vive gets in the way of standalone, now thats weird as fuck

#

that is definitely a bug

#

you should report it

zinc rose
#

no idea why... i thought that was just "VR" until i tried the oculus on this machine.. (very recently) . i dont like oculus much. relies too heavily on USB and my pc doesnt like that. but for testing. i guess its better

wicked oak
#

4.18 has been... iffy

#

im using it for my newest project, but that one is not MP (yet)

#

MP or not MP depends of Sony sponsoring me a bit or not

#

cant dev MP if i dont have multiple PSVR devkits

zinc rose
#

ive requested from them. a few times.. they keep saying they don't hand'em out ever.

wicked oak
#

several people here have got devkits for free

#

PS USA btw

#

are you on euro?

zinc rose
#

Canada

wicked oak
#

then you should be able to get one, easily

#

im the only guy here that actually bought his devkit

#

becouse euro

zinc rose
#

im a registered partner with full corp and all.. i have a dedicated account rep. and he says go fk yourself when i ask so

wicked oak
#

do you have a cool project/etc?

zinc rose
#

the last time i asked he said "but the prices are cheaper than they used to be"

#

its was cool enough at the time was a year ago and playable almost ready to launch.. now its meh since its older and i've moved on. i havent requested anything since a year ago from them. just sorta let that sit til i make money where i can just buy it

wicked oak
#

a year ago the Pro devkits were recently launched

#

and they really didnt have devkits to give

#

and they also couldnt give PSVR headsets for the same reason

zinc rose
#

they had dev kits for purchase then

#

there were around 6k if i remember correctly

#

so they def had them.. just not to "give"

wicked oak
#

the price you have is wrong by a ridiculous amount

zinc rose
#

nope

#

its not

wicked oak
#

also price is NDA so cant give specific

zinc rose
#

its like down to a third of that now. but then it was up around there

wicked oak
#

a year ago is when i bought mine

#

in that case you missed up big time

zinc rose
#

thats CAD i assume but thats whaat the costs were.. thats why i wasnt geting close to buying it

wicked oak
#

becouse if you did have a near finised project, you could have published in no time

#

and PSVR is cash

zinc rose
#

yeah maybe.. i launched it on steam and that was alright. but i had nothing to test it on for PSVR so I couldn't launch it there and the kit was too much to shell out to hope it would sell more than the cost so meh.

wicked oak
#

what was your game?

#

can you link?

zinc rose
#

am off to bed. ttyl man

primal sky
#

looks pretty good but im afraid you are overpriced as people suggested. at most VR games in early access should be pushing the 7.99-8.99 envelope unless you are a fully fully fleshed out title. I really spend a lot of energy analyzing pricing and marketing and come from a business background so feel free to take my opinion with a grain of salt but.. it does come from experience.

#

technically speaking it looks good.. functional. checks all the boxes

glossy agate
#

@zinc rose What did you use for the fully body IK solution?

trail shale
#

anyone familiar with this error for 4.18.1? - LINK : fatal error LNK1181: cannot open input file 'C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\Win64\UE4-DesktopPlatform.lib'

#

Happens when I try to package

sturdy coral
#

@zinc rose there is a pull request on github somewhere that fixes dedicated servers with vr preview

#

@jaunty geyser there is a HMD worn state delegate you can bind to, and a worn status you can query, but it has several bugs at least on older versions

#

the main one was if you started in VR it never got the initial change to worn on steamvr

#

you also need to do some changes to make it use the proximity sensor on Vive to make transitions faster (otherwise it is based on the headset not moving for a while)

fresh laurel
granite jacinth
#

hmm

sturdy coral
#

has anyone used the SteamVR render model loading stuff built into 4.18?

#

Source/SteamVR/Private/SteamVRAssetManager.cpp

tired tree
#

its unfinished in 4.18

#

its finalized in 4.19

#

and built into the motion controllers

#

as of 4.19 if yuo have a bool enabled, they auto spawn a PMC and generate the model of the controllers

sturdy coral
#

@tired tree ah cool, do they update the transforms of the component pieces yet?

tired tree
#

per button mappings?

#

no'

#

doubt they ever will

#

the motion controllers don't actually poll input

sturdy coral
#

yeah and the triggers/joysticks

zinc rose
#

@sturdy coral any idea how to track that down? cant seem to find any mention of it

sage gulch
#

my project is into a very sad state

#

currently reverting back further than I would like, trying to track down this performance/draw problem.. I reverted win10 and it's not quite as bad, but there are some big problems, it's having some issue with Math libs and sending dumps back to Epic about it...

#

I had added an experimental graphics pack that Epic published, that volumetric shader stuff, ShaderBitsGDC. Awesome looking stuff but I wasn't using anything and it wouldn't build the project, so I removed the folder. It complained about using a Math lib in there, and I left it as the editor suggested, and it would still run. But it still wouldn't build so I deleted it; I was not using anything in that folder! Now the editor is complaining about Math lib problems, it's majorly f-ed up and above my current level =\

#

Does the editor do something stupid and adopt any library you add into the folder as it's default? w.t.f.

#

I was confident enough about how things were going that I launched a KS, and apparently it's dead season and an uphill battle on that, but I still wanted to push a demo and this has eaten days of productivity now, any suggestions? The nvidia overlay and xbox win dvr are both off

#

if I have to undo everything since I added the shader pack, I'm fucked.

#

ShaderBitsGDC puts itself into Plugins

zinc rose
#

@sturdy coral i think i found it for 414.. i made the mods in the source files and rebuilt. looks like its actually working. need to manually join the dedicated server after launching but thats fine. cool -thx

frosty hull
#

@fleet veldt thanks for your answer! i figured it out yesterday. the problem was somehow related to my widget actor who had something like "setinput ui only" in its BP... i removed that and it started to work

#

@fleet veldt hm... is "virtual user index" the index of the hand / motion controller and "pointer index" the index of the finger that is pointing? what is it needed for? why make a difference?

fleet veldt
#

@frosty hull the hand is so you can have left right hand for today's vr controllers (touch/vive). The pointer index might be a thing for future vr controllers where your fingers are actually tracked? not sure. or i guess if for some reason you need/want multiple pointers per motion controller.

frosty hull
#

@fleet veldt that makes sense! thx

#

I just wonder why epic did not include this in their VR starter template

fleet veldt
#

Can someone with an oculus rift connected to your system and running UE4.18.2 do a quick test? Create a new blank (blueprint) ue4 project. Set number of players to 3 and press play. On my machine UE4 locks up for 30 seconds or so. I attached the debugger and seems like it's definetly oculus related just wanted someone else to verify if they have same issue. https://i.imgur.com/xLeHhNH.jpg

wicked oak
#

@fleet veldt huge chance its oculus dash messing it up

alpine ore
#

@sturdy coral Thanks for the response, tried the HMD Worn state but it always seems to return Worn no matter what?? Is there any other mechanism to pause the game if the player presses the Vive controller system button?

sturdy coral
#

@alpine ore it should return not worn after an idle time out. You have to code in proximity sensor support to make it faster

alpine ore
#

@sturdy coral Thanks again, will check again. Do you know if it is possible to check if system button has been pressed, can't seem to locate anything for it, Oculus was so much more straightforward!

sturdy coral
#

@alpine ore there is some around app focus in the steam vr plugin code that I think happens when the system menu is up

alpine ore
#

Cool, will have a plunder, I take it none of this is exposed to blueprints then

sturdy coral
#

@alpine ore I think app focus might be but I'm not sure

eternal inlet
#

any of you guys that experienced that a game you made runs 11ms on vive, but like 30-40ms on Oculus and after profiling it, found that there was something with preanimation pulling like 9-11ms for each character in the scene?

#

so on the vive, i don't see those hits at all, only on oculus

real needle
#

@eternal inlet I had the same framerate problem, but I never tracked it down to preanimation so can't confirm that. I think I disabled/enabled the oculus plugin, something stupid like that

eternal inlet
#

I actually just found the cause

#

Very weird... only happends with oculus.. but that fullbody solver i use, ikinema, was spamming warnings in log for no clear reason

#

So for now, ill just disable when playing on oculus and post a question to ikinema

real needle
#

How easy is it to convert a Radial Menu System from a third person game to a VR Setup?

fleet veldt
#

Anyone know a way to get an event when motion controllers first start tracking? For example if they are on my desk and in power save sleep mode they don't show up in their tracked position until you move them a bit. I would like to run some code when they first wake up and start moving. I guess i could constantly monitor their position every tick and as soon as it wasn't (0,0,0) fire a custom event but i figured there was probably a better way.

wicked oak
#

@eternal inlet there is a cheap ikinema alternative in the marketplace

#

it doesnt have that many feautres, but its open source

#

so you can tweak it or change it if needed

#

ikinema is a black box, nd an expensive one

eternal inlet
#

there is?

wicked oak
#

yes

eternal inlet
#

what's it called?

wicked oak
#

you want full body Ik, no?

#

i dont remember

eternal inlet
#

yeah

wicked oak
#

i saw it a while ago but havent bought it, it sounded very interesting

#

and ill probably try it as i would like fullbody IK on my next game

eternal inlet
#

this is what i find under ik

wicked oak
#

i think its the VR IK body thing

#

they have a "demo"

static mountain
#

hello

#

this sample don t work for me :

#

i use gearVr and motioncontroller
It seem that onlu motion controller face buton 1 work (back button)
i try the saqmple projet
and other dont work facebutton 2,3,4 etc
someone know why .?

sturdy coral
#

@fleet veldt there is a get tracking status call that returns

#
enum class ETrackingStatus : uint8
{
    NotTracked,
    InertialOnly,
    Tracked
};```
#

on all motion controllers

static mountain
#

if someone are interesting, it s not motion controller face buton 1 that witch can be use but Thumbstick up down left and right.

#

Thumbstick only for the center button

glossy agate
#

Doesnโ€™t even work as an axis mapping?

static mountain
#

i don t arrive to put on gamesetting> input

alpine ore
#

Anybody using analytics in a vr game that is on oculus or steam?

granite jacinth
#

Something I've been working on, I can finally spill the beans

#

Interesting how Spectator Mode cuts out some things

warped ice
#

h0t

granite jacinth
#

streaming the first part

full junco
#

@sage gulch did you manage to fix your issue?

sage gulch
#

not really, it seems like it's not as prevalent in a previous build but there's some draw errors further back than I recalled encountering

#

it's been frustrating enough I have taken a day or two off of it basically.. not the best for trying to stay on top of it but I guess two areas I was going to look at are fully removing the ShaderBitsGDC stuff as apparently there is some stuff in the plugins directory, and trying to rebuild yet another test map or turn of persistence, I fear that is a source of trouble

full junco
#

your issue is just the performance?

sage gulch
#

It's hard for me to tell exactly but there are a lot of errors reported, in particular it seems that somehow the ShaderBitGDC stuff is related

full junco
#

what do you mean with "errors reported"?

sage gulch
#

I've ran it with the option to display shader difficulty, but it seems like it's related to certain actors and possible the gpu particles attached to them

full junco
#

if theres an error in the log it should be easy to fix it?

sage gulch
#

it has like hex core dumps and stuff that it emails back to epic.. I'm reloading my last backup

#

well not exactly core dumps, it runs and doesn't exit or anything, but it is taking memory chunks or something and reporting

#

lemme run it

#

so when it loads up, I get a lot of complaints in yellow in the Output log, but nothing that appears to be show stopping. A lot of actors with variables not found, base class probably changed.. not sure how that happened but I can check those actors for excess variables, I often duplicate things and build off from there. No red errors reported though..

full junco
#

yeah thats fine

sage gulch
#

MotionControllerPawnBombyx_C.ReceiveBeginPlay
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.054 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: false [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Core\Private\Math\Matrix.cpp] [Line: 8]
LogOutputDevice: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: UE4Editor-Core.dll!0x000000008A263E36
LogOutputDevice: Error: UE4Editor-Core.dll!0x0000000089FEC2D2

#

and then there is about 50 lines of red errors continuing with UE4Editor-Core.dll!*addresses on and on

#

LogOutputDevice: Error: KERNEL32.DLL!0x00000000D1252774
LogOutputDevice: Error: ntdll.dll!0x00000000D2650D51
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 0.236 s
LogStats: FDebug::EnsureFailed - 0.303 s
LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

#

I don't like it. Pretty sure the computer is unhappy too. ๐Ÿ˜‰

full junco
#

and can't you just look at where that happens and fit it?

sage gulch
#

the location in memory?

full junco
#

no, the code that calls that

#

in MotionControllerPawnBombyx_C.ReceiveBeginPlay

sage gulch
#

wouldn't really know what to look for, but I didn't edit anything there iirc

#

the very first error is LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

#

pretty sure this stuff didn't pop up before I tried deleting that plugin, it doesn't seem like that should be related though

full junco
#

didn't you write the code or BP in MotionControllerPawnBombyx_C.ReceiveBeginPlay?

sage gulch
#

nah it's a duplicate of one of the templates from epic

#

but there are just pages of errors after that, stuff I'm pretty sure was just fine a while back

#

I am in a bit over my head heh

full junco
#

you can just run the game from visual studio

#

then it will show you the callstack and you see where it crashed

sage gulch
#

it doesn't actually crash though

#

but I wasn't aware you can run it from there, thanks

full junco
#

its an ensure

#

so when launched from VS, it will break at that point

sage gulch
#

hmm I see

pale burrow
#

hey, probably a quick answer to this one. Ive packaged my project (dev build) and when i launch the game, i can see the window on my monitor, but in my oculus its just black

sage gulch
#

build settings check use vr

sturdy coral
#

@pale burrow try packaging the standard VR template just to see if it is an issue with your system or with your specific project

#

And yeah try use VR too

pale burrow
#

will try, thx for speedy reply

#

use vr ticked

#

could it be stereo rendering?

#

i mean instanced stereo

cold siren
#

@pale burrow when your game starts is it tracking your headset while the oculus HMD is black?

plain glade
#

Hello, Is it possible add some widget to VR Spectator?

pale burrow
#

@cold siren yes, it is :/

cold siren
#

try opening console and typing "stereo on"

pale burrow
#

tried that, no dice

cold siren
#

there is also a cvar bolean that does the same

#

boolean

#

before build your vr preview would work?

pale burrow
#

yes

#

works fine in editor

#

black screen in package, but i can see it on the monitor fine

cold siren
#

have you tried packagin a blank project with just the VR template?

pale burrow
#

not yet, keep gettign distracted -_-

#

same issue in new proj

#

just packaged the default vr project

sturdy coral
#

@pale burrow you should probably send it to someone to test on a diff machine

#

Are you using the Oculus plugin or Oculus via steamvr plugin?

pale burrow
#

both

echo thorn
pale burrow
#

i have

candid viper
frosty hull
#

I am trying to make the Pickupable Interface work for my actor, but when I try to pick it up, it seems the actor just slips out of my hands...
I can tell the Pickup Event is being fired, but the Actor is not attached to my the Motion Controller. I compared to the Example Cube, but can't figure out where the problem lies.. Maybe it is my Mesh?

pale burrow
#

@candid viper i am using world comp, do i need to do that for each sublevel? or just for persistent?

#

@frosty hull check you didnt change the collisions as they may be trying to push apart

frosty hull
#

collision of motion controller hand mesh and the "rocket"-mesh?

candid viper
#

@pale burrow as part of the persistent level on begin play, load all the sub levels.

trim breach
tired tree
#

@sage gulch which plugin did you delete? That NIL matrix error is from the HMD Matrix having a bad value, if you deleted the oculus plugin and are trying to use SteamVR without setting up the boundries first then it will be throwing that as it has an invalid room layout (IE: none)

#

also some times calibration can become corrupt and require re-init to fix that too

frosty hull
#

@trim breach why not? i've got the same

#

@trim breach keep in mind that when you go oculus you might need a third sensor and also make sure you have sufficient usb ports

scenic tundra
#

@frosty hull On your rocket mesh, do you have physics enabled as default, collision preset set to PhysicsActor and Simulate Generates Hit Events set to true?

#

@frosty hull Can you add a branch after the Attach To node and print a string if the branch returns true?

#

@frosty hull In your VR Pawn blueprint, can you add a breakpoint when the Pickup Actor function is called?

mighty carbon
scenic tundra
#

nice

mighty carbon
#

I think with a bit of extra money one can build desktop VR with Rift/Touch

#

makes no sense to have underpowered standalone VR HMD for the price of top notch desktop VR system :/

scenic tundra
#

@frosty hull Also, a third sensor is only required for 360 degrees turning. If you donโ€™t need to turn 360 degress, I would not recommend throwing a 100 dollars away.

tired tree
#

quoted wrong person

scenic tundra
#

Sorry @tired tree

#

@frosty hull One more thing...Does your rocket mesh have a collision on it? I would recommend auto convex collision.

frosty hull
#

@scenic tundra I will look into this.. just a moment

#

@scenic tundra Simulate Physics is activated on my Static Mesh Component...

#

the function is definitely called

tired kettle
#

Pico Neo is a viable solution for a point-of-sale situation. No tether, no clunky desktop PC, no hassle with windows. If you use it to showcase stuff, or present work to clients, it would be an awesome and cheap solution (no pc). I hope tracking is fine.

mighty carbon
#

Oculus Go would be probably a better choice for that

#

(depends on what you are selling though)

wicked oak
#

i highly doubt "pico neo" will be better than oculus go

#

and oculus go is one third of the price

#

and that thing has absolutely zero change against santa cruz once that happens

mighty carbon
#

I wonder if 4.19 previews will start this week

wicked oak
#

@mighty carbon epic has been on holyday

#

since the 22 or so

#

you can look at github, no commits for 2 weeks

mighty carbon
#

well, in USA today is usually the day when everyone get back to work ๐Ÿ˜‰

tired tree
#

actually he is back to cleaning up 4.19 now

sturdy coral
#

@trim breach ( @frosty hull ) no, Oculus doesn't support OS X, but Vive does

wicked oak
#

not too different from mine

sturdy coral
#

I guess to change outline behavior in the shadows like that would require deferred

wicked oak
#

main difference is the outlines become colored (neat trick)

sturdy coral
#

err forward

wicked oak
#

not really @sturdy coral

#

becouse that thing actually does not have shadows

sturdy coral
#

I see it receiving shadows between the legs

wicked oak
#

it can be done in forward renderer

#

but needs you to "hack" into the shader

sturdy coral
#

yeah, looman's page has some stuff on it

wicked oak
#

with a "custom" node

#

i should test that stuff more, my current toon shaders completely bypass lighting

sturdy coral
granite jacinth
#

hmm

#

What about the shader @upbeat kestrel posted a little while back?

#

But yeah, I am glad there are more and more peeps looking into toon-shaders

#

Definitely need the most optimized and best looking one for VR

wicked oak
#

mine is alright for its incredible simplicity

upbeat kestrel
#

mine is done in deferred

#

in my case it's a custom shading model + outline postprocessing

#

i.e. engine mod

#

it's on github if you want to mess with it

#

not cleaned up or optimized in the slightest yet

#

or documented

#

so

#

buyer beware

wicked oak
#

thats how mine looks ATM

#

on a retextured unrealbot

#

INCREDIBLY simple

#

wow, yours works with scene lights

#

thats fancy

#

how costly is it?

#

becouse i might try to add that to my game if its cheap

upbeat kestrel
#

somewhere between default lit and unlit

#

because I haven't taken out the bits about static lighting yet

wicked oak
#

your example shows how to add a new lighting model, for the toon shading

#

thats all i need, niiiice

upbeat kestrel
#

unrealbot with his usual materials, but the new shading model

wicked oak
#

the outline is a postprocess, no?

upbeat kestrel
#

yeah

#

just sampling the base color gradient

wicked oak
#

ive tried to do the postprocess outlines, but didnt have much luck, really

#

im using mesh outline for the chars, and the environment doesnt have outlines

upbeat kestrel
#

I'm removing most gradients, so pre-PP colors are as flat as possible

#

no reflections, no AO

#

no light falloff ๐Ÿ˜‰

wicked oak
#

i couldnt get outlines that worked well in Vr

#

given the screenspace nature of outlines

upbeat kestrel
#

then just do a 4 or 8 sample cross in PP and check the difference to the center pixel

#

yeah... sorry, no idea how one would do this in VR

wicked oak
#

ill use your branch as starting point

#

at least for the "add shader model" part

#

after that i can edit stuff myself (i know how to shader)

upbeat kestrel
#

one of my youtube videos above has the guide I used linked in its description

#

but that was outdated af

wicked oak
#

sweet, got any linke?

#

nvm, you said "above"

upbeat kestrel
#

yeah ๐Ÿ˜ƒ

#

<-- lazy linker

wicked oak
#

epic says you can add custom shaders in plugins now

#

could that be done in a plugin?

wicked oak
#

it would be a FAR superior way of doing it

mighty carbon
#

the only good way yo have outlines in VR is through shell geometry

upbeat kestrel
#

I don't know, I hope it can be done as a plugin

wicked oak
#

thats what im using in the pic above @mighty carbon

upbeat kestrel
#

but haven't had time to look into it more yet

wicked oak
#

sadly, i dont know how the fuck do plugin shaders work

#

if i knew i could port it myself

upbeat kestrel
#

what with actually trying to find a day or two to relax this holiday ๐Ÿ˜„

#

...he says, working on his game

wicked oak
#

uhm, its on the deferred pipeline

#

i wonder if it will work for forward

#

becouse im using forward for the HUGE gains i get

#

in ps4, we are talking 30-40% improvement on frames

#

due to PS4 being bandwidth starved

upbeat kestrel
#

the shading model works in both

#

but the PP might not?

wicked oak
#

ps4 chews through drawcalls like nothing

upbeat kestrel
#

wait, actually

wicked oak
#

postprocess do work on forward

upbeat kestrel
#

it's just sampling postprocessinput0 so it should

#

yeah if they don't access the gbuffer

#

since forward = no gbuffer

wicked oak
#

you can access depth

upbeat kestrel
#

aye but who is satisfied with just depth? ๐Ÿ˜„

wicked oak
#

i tried to use SimpleForward on ps4 but couldnt ๐Ÿ˜ฆ

#

damn, simpleforward is fucking perfect for this game

#

as it removes all the fancy stuff

upbeat kestrel
#

(for toon outlines, depth alone doesn't usually suffice for good results, I also sample normals there)

wicked oak
#

yeah, the toon outline i was coding was based on the Chameleon one

#

but i started editing it a lot

upbeat kestrel
#

regular forward renderer works fine on PS4 though

wicked oak
#

just using it as a starting point

upbeat kestrel
#

not on XBone however

wicked oak
#

oh, reallly?

#

yeh, forward works great on ps4

alpine torrent
#

really?

#

it's optimized to PS4?

upbeat kestrel
#

yeah fw is not supported on XBone afaik, since XB has no VR there was no need I guess?

#

I'd love it for performance

wicked oak
#

@alpine torrent no msaa

#

but massive gains

#

why do you think DWVR runs at 90 fps on the pro at 150% screen resolution ๐Ÿ˜ƒ

alpine torrent
#

@wicked oak no Microsoft Anti-aliasing?

#

hehe

wicked oak
#

good chance of MSAA on ps4 for forward on 4.19 tho

#

or 4.20

#

last time i looked there were plenty of MSAA references in the commits

#

and i checked the ps4, and yup, msaa confirmed

#

but i dunno if its a full implementation

alpine torrent
#

as Mixed reality headsets age i guess VR support comes to Xbox too

wicked oak
#

@upbeat kestrel would it be possible to force multipass on a normal engine shader?

#

to have mesh outlines

#

render the thing twice, one with inverted normals + just outline color, and the second with the actual mesh

alpine torrent
#

if you have seen that vision from years ago when Xbox one was coming in the horizon

mighty carbon
#

I wonder if it's possible to have g-buffer and forward renderer working together

upbeat kestrel
#

@wicked oak no idea

#

I think you have to go pretty deep into the renderer's guts there

#

or maybe look at how clear coat does it

#

since that can render normals twice

wicked oak
#

i dont think clear coat renders 2 times

#

just calculates light twice

upbeat kestrel
#

true

scenic tundra
#

@frosty hull Sorry for the delay.

upbeat kestrel
#

but the same might be possible in a vertex shader

wicked oak
#

thing is that it needs to drawcall twice

#

first drawcall with the vertex shader that inverts normals and grows,and the pixel shader that is just black

scenic tundra
#

@frosty hull I cannot really see the problem. Could you share the blueprint code of attachement, please?

wicked oak
#

and then the actual toon stuff

upbeat kestrel
#

yeah, my gut says you need to rummage around in the guts of the renderer for that

wicked oak
#

not worth the effort

#

oh, your commit is very self contained and small

#

really, really useful @upbeat kestrel

#

i guess tomorrow ill show my results with it

#

and my performance tests

upbeat kestrel
#

have fun, tag me in your results! I'm curious to see ๐Ÿ˜ƒ

#

but also be aware that this is not at all cleaned up or optimized yet

#

let me send you my notes for usage I made for someone else

#
- Disable inverse square falloff. Lights have no falloff anyway right now
- Low intensity values are good - 1-50 range makes the tone mapper not go crazy
- Crank shadow sharpen filter up to 1
- Play with shadow bias and sharpen filter if you get jagged shadows.

PostProcess settings:
- disable AO and SSR
- Remove all reflection captures
(Reflections are too noisy to look good with outlines - The outline PP material uses scene color to determine where to put lines, so everything pre-PP should be as flat-colored as possible.)
- PP Material: The bias values let you adjust the treshold, i.e. minimum color difference for there to be an outline. Good to reduce outlines in the skybox for example, or allow for gradients.```
#

disregard the bit about the PP material, that's in my test project that's not on github

frosty hull
#

@scenic tundra not sure what attachment.. this?

scenic tundra
#

where is the root component reference?

#

could you take a screenshot where the interface message named Pickup is called?

#

@frosty hull

frosty hull
#

the interface is from vr template

scenic tundra
#

nothing changed?

frosty hull
#

nope

scenic tundra
#

could you take a screenshot of the other parts of the rocket bp screenshot?

frosty hull
scenic tundra
#

oh that would make sense

#

did you try to set the static mesh as the root component of your bp

#

?

#

For now you just have a scene component

frosty hull
#

idk how

#

drag'n drop?

scenic tundra
#

press and hold on the static mesh component

#

and drag it over the scene component

#

on the left side where you can see the components

frosty hull
#

is this correct?

scenic tundra
#

yes

#

now

#

u can delete the shared root component

#

next thing

#

would be to show me where you are setting the root component variable. @frosty hull

frosty hull
#

i just rightclicked in the bp and it was already there

scenic tundra
#

oh

#

well I dont think if it would matter

#

but could you replace the get root component

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with the actual static mesh root

#

right there on the attach to node

frosty hull
#

but is it not the root component now?

scenic tundra
#

yes it is

#

told u I dont think if it would matter

#

also I asked

#

because I was knowing that the get root component is a pure function

#

anyway

#

if you referenced the shared root component anywhere in the blueprint

#

now is the time to replace it

#

if not, you can test the game

frosty hull
#

only used "root component" sometimes

scenic tundra
#

@frosty hull

#

ok stick with it

#

it is good

#

I was just a little confused

#

can you test the game?

frosty hull
#

yes, i'll try

scenic tundra
#

cool let me know if it doesnt work

#

or if it does

#

also did you set up the drop event? @frosty hull

frosty hull
#

@scenic tundra have to look into that. should be able to tell you in a minute or so ๐Ÿ˜‰

scenic tundra
#

ok

#

sure

#

@frosty hull Hit me up when you test the game.

#

also are you trying to achieve a catchable rocket? @frosty hull

frosty hull
#

@scenic tundra it works so nice now

scenic tundra
#

cool

frosty hull
#

@scenic tundra thanks a bunch! ^^

scenic tundra
#

glad I could help ๐Ÿ˜ƒ

frosty hull
#

@scenic tundra no, at least i did not think about it so far. i just wanted to release a rocket from my hands that gets thrusted up and explodes

#

and it works now ๐Ÿ˜ƒ

scenic tundra
#

cool

#

nice idea

#

like the oculus game tutorial

frosty hull
#

yup, i really liked that

scenic tundra
#

oculus first contact or sth like that

#

yea

#

Man I hope they will release the source of that game

#

it d make our job a lot easier

sage gulch
#

thanks for the suggestion @tired tree , I didn't try to delete any oculus or steam plugins but I might try reinstalling.. is there a direct way to delete or reset the calibration?

tired tree
#

just recalibrating does it.

wicked birch
#

Anyone here happen to know why the VR Expansion Template crashes when I boot it up? I built the SLN for the project successfully and made sure to target my 4.18.2 engine

wicked birch
#

rebuilding isn't working either, unfortunately.

#

When I target 4.17 I get a "Cannot target Fname.h"

tired tree
#

that is the editor crashing.....

#

you aren't even in the project yet

#

go to saved / logs and see if it got to logging yet

fleet veldt
#

probably just my machine but all of a sudden just today i'm getting horrible VR performance. like 25 fps on an empty level.

#

just curious if anyone else is having issues (windows or oculus update maybe?)

#

never mind it was geforce overlay had turned back on somehow arg

mighty carbon
#

that's a game changer for VR

#

if only it was a simple plugin

#

exposed to BP

wicked oak
#

compiling toon shading engine edits

#

on 4.18 branch

#

ill see what happens and report

#

more than anything, thanks @upbeat kestrel becouse this is VERY useful as a starting point for all sorts of hacks

#

knowing how the fuck the shader files and material work means now i can do other custom materials, after all you can add all your want

#

like create a custom "low quality" lighting shader, that uses simple phong, for example

#

or a simple model that skips most of unreal bullshit like fog systems or skylight or whatever i want

upbeat kestrel
#

cool ๐Ÿ˜ƒ

granite jacinth
#

@wicked oak you're welcome too wtf

#

I brought him here ;()

#

๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ

upbeat kestrel
#

๐Ÿ˜›

tulip surge
#

What would you do for leaning in VR and make it feel and look natural?

mighty carbon
#

it's obvious @tulip surge , but whether it feels and looks natural is a big question

#

๐Ÿ˜‰

tulip surge
#

yeah kinda obvious but I was wondering what kind of ways people would approach

mighty carbon
#

I meant pr0n ๐Ÿ˜‰

#

Personally I don't really see what I can learn through VR.. Maybe fixing some machinery, but that would be something for workplace. Other than that education stuff for kids is where VR excels IMO. History, basic biology, etc.

tired tree
#

he said leaning...

sturdy coral
#

@wicked oak "or a simple model that skips most of unreal bullshit like fog systems or skylight" I thought that got compiled out and was part of the reason for hundreds of shader permutations

mighty carbon
#

@tired tree that would be continuous education ๐Ÿ˜‰

tired tree
#

LEAN

mighty carbon
#

oh, hah

#

well, that's really odd question.. Can't one physically lean in VR ?

tired tree
#

and there is no "look and feel natural" in VR with three tracking points

#

leaning will be assumptions at that point

sturdy coral
#

there are a few things you can do

#

if the user's head is at the calibrated height, they probably aren't leaning

#

unless they are on their toes and leaning ๐Ÿ˜›

tired tree
#

leaning and crouching though

sturdy coral
#

yeah that's the big one

mighty carbon
#

leaning as looking around the corner ?

sturdy coral
#

if their arms are behind their head, and they are lower than calibrated height, they are probably leaning

#

but not necessarily

mighty carbon
#

or leaning against something? (which is impossible in VR)

tired tree
#

you can't really make assumptions on hand positions to the head during leaning vs crouching as you can do it with both

sturdy coral
#

you can make statistical guesses

tired tree
#

which fail too often

sturdy coral
#

well that

#

that's true of everything though

#

if you guess they aren't leaning that's an assumption too

#

but yeah I haven't seen anyone get it well, and I've tried some systems that use machine learning and stuff

tired tree
#

not sure its worth implementing "leaning" if you can't tell the difference between leaning and walking with your head lowered

#

ML can't perform magic

#

even training them fully around three point they will have many fail cases

sturdy coral
#

if you had a user view the three points with positino and orientation for hands and head

#

I bet they could label leaning vs. not leaning a lot more accurately than you might think

#

we are super tuned in to estimating gait and personality and stuff from very limited data

tired tree
#

only with a central point

#

we don't have a core location at three points

#

it isn't, "head forward from core, hands back"

sturdy coral
#

there are certain constraints like center of gravity

#

if your arms are way in front of behind of your head you must be counter leaning or balancing with one leg off the ground

tired tree
#

thats not true

#

pointing both hands forward is the same pose, but at a different height

#

crouching with both hands out is the same pose, but at the leaning height

#

it doesn't indicate leaning

#

I know the ML guys you are talking about

#

they contacted me months before going public

#

I said I felt they were overestimating what they could do

sturdy coral
#

add in dynamics of walking around in an uncontrived gait and you get a lot better estimates too

#

Foo Show uses machine learning too supposedly, but still looks like ass overall

tired tree
#

its a quick way to get passable pose estimation, and its true that using it across transitions should prove more stable

#

but true "natural" won't hit without at least the 4th tracked point

#

can infer a ton more with a waist tracker, even upper thigh's basic movements should be telling

glossy agate
#

You could guess with a threshold maybe. Like lean if offset from last position is <= x unreal units. Enable walk if the offset exceeds that or locomotion is used. You could set it via HMD height offset too where top and bottom have lower thresholds than center.

sturdy coral
#

I still think machine learning could get a better results than we see now even with just 3; I don't think it would be usable for adding lean controls or anything but more for social

#

not perfect though cause you can occasionally see the forms more than that experiment wanted through shadows when one leg crosses over the other

#

but like in one cause in there there is just a single arm and you can put together something pretty plausible in your head

#

for the whole body

tired tree
#

you can "imagine"

#

for the whole body

#

off of that one arm

#

sure

sturdy coral
#

yeah, but your imagination has a lot of constraints on it from that one arm

tired tree
#

and if its for a VK body

sturdy coral
#

that's with no orientations either

tired tree
#

yeah but if its for YOUR IK

#

thats also 3 points for one arm

sturdy coral
#

I'd imagine the sinosoidal head up and down motion is a lot different if you are walking with a forward lean vs a more vertical crouch

tired tree
#

would assume most use cases for leaning involve mostly static positions

#

around corners, over railings

#

peering over things

#

would be a more common case than trying to walk around leaned

sturdy coral
#

mostly there you just don't want false negatives (on whether leaning or not): walking off a ledge when trying to lean over it

glossy agate
#

Yeah most use cases are like 8-10 inches for it in shooters, and leaning over tables to grab poorly placed objects without getting pushback

sturdy coral
#

you can get by pretty well with thresholding, increase the movement threshold when your head is below calibrated height and more when your arms are behind head

#

that eliminates a lot of false negatives

tired tree
#

most of them yea

wicked oak
#

toon shader is interesting

#

the shader keeps reflectivity if you have low roughness

sturdy coral
#

that looks cool; you might want to modify the reflection captures to run a posterize filter or something

wicked oak
#

there are a couple of things i dont really like, but ill start to edit it a bit myself

#

main thing i dont really like is this effect

#

see the cutoff?

#

thats becouse that part of the material is on shadow

#

i also dont really like how it "falls back" into " normal shader" when its under shadow