#virtual-reality

1 messages · Page 159 of 1

sturdy coral
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hmm, I don't know what would look best there, normally the specular highlight would probably feather out near the shadow

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with a toon version you'd probably want it to squash into a smaller hightlight as it enters shadow

wicked oak
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what i will do is to remove the "base" pbr on it

sturdy coral
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I don't know how you'd achieve that without 2d signed distance fields

wicked oak
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its kind of like it renders the object as usual, and then just adds the toon highlight

sturdy coral
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with baked lighting I think you can get the shadow information for stationary lights as a 2D SDF

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but not useful for characters and moveables

wicked oak
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i cant use unreal engine baked lighting

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at all

fleet veldt
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@sturdy coral that video is fascinating that was 1 year before I was born 😮

wicked oak
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victor be tweakin

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added faloff to the light, i didnt like it being constant

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this light looks good

glossy agate
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That looks cool man. Stylized

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Are your characters modified UE4 Mannequins?

wicked oak
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yup

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this is a test character ive had since ages

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they were made for this prototype

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where i needed an enemy, but had no time to do aynthing

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so i got my character artist to do a reskin of mannequin

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and then i kept it for prototypes, becouse it looks great

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i think this is pretty much final

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sunlight only

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with the muzzle pointlight to simulate shooting

mighty carbon
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well, what's different about it? It could be all done in material

wicked oak
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nope it cant

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materials cant access the actual light information

mighty carbon
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eeh, no, but with a little trick you can make it looks like that

wicked oak
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multiple color lights and everything

mighty carbon
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I do that in my project. Can be used with lit and unlit materials. Looks as good.

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downside is that potentially only works well with directional light and isn't affected by color of the light

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I wish Epic had this in stock UE4

wicked oak
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well, the directional only thing is the one i had before

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its absolutely trivial math

mighty carbon
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it would be nice if someone cleaned it up, made it easy to integrate into UE4 and had support for both deferred and forward, for both lit and unlit scenarios. I'd pay for such asset.

wicked oak
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that is exactly what im doing myself

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right now

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sadly, its a unreal mod

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not a plugin or an asset

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but an engine fork

mighty carbon
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well, that's fine as long as it "complies" with what I posted above.. Sadly a lot of promising forks left unfinished and unsupported.. Reminds me of good ol' open source scene.

wicked oak
mighty carbon
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no AA on ink outlines ?

wicked oak
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GIF is a bitch

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there is TAA

mighty carbon
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oh, so it's not forward ?

wicked oak
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it is

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it looks REALLY good in VR

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but it has a minor eye disconnect

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due to the different normals

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i wonder if i can have it calculate the reflection with the center camera position, instead of with each eye

mighty carbon
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I thought TAA is no good in VR (and creates ghosting)

wicked oak
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TAA is best i can do for PS4

mighty carbon
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what about PC ?

wicked oak
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i dont care about PC

mighty carbon
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lol

wicked oak
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i would sell exclusivity for 5k dollars

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couse thats what i got from DWVR XD

mighty carbon
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did you see how much money PC VR games made in 2017 ?

wicked oak
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its just such a massive difference. And PC is getting swarmed real hard

glossy agate
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@mighty carbon What are you using?

mighty carbon
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?

glossy agate
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Im on deffered with FXAA still

mighty carbon
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forward + MSAA

fleet veldt
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I used to know but can't remember, can someone tell me the name of the noise reduction / smoothing algorithm people use in VR that gives you the "bendy laser pointers"?

glossy agate
fleet veldt
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nice

wicked oak
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This week we'll be diving into Post Processing in UE4. Tom and Sam will go over some basics of post-processing before building a couple small shaders, one for an outline and a toon shader, which will be combined to create a sample cel-shaded look.

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its just a post process

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like the one in the example

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that means that no, its not a good toon shader

mighty carbon
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I know.. Just saying that we've been discussing it here and Epic has training session coming this week about the same subject

fleet veldt
mighty carbon
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I am guessing it accent here is on PP and not on a good cel shading per se.

wicked oak
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thanks @fleet veldt , i had a look a while ago

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but it is more relevant now

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In our next tutorial we will cover creating an outline shader by adding a Geometry Shader to the deferred base pass

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eagerly waiting for the next part 😃

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but geometry shader? duude what

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its so unnecesary

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and overkill to hell

sturdy coral
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@fleet veldt 1€ filter

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@wicked oak that last screenshot looks really good, looks like the light falloff is resulting in some cool looking bloom

wicked oak
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yes

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there is a last thing i want to do

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currently, the reflection vector is the typical Eye to Normal to Light

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but i dont want that, becouse it depends on Eye

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so im moving it to only depend on Normal to Light

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wich is completely view independent

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(the character will have the exact same colors at each exact same location no matter where the camera is)

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but i found a limitation on the forward renderer

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it disallows me from giving it a "shadow" color 😦

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it just defaults to red

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ill look if i can plug it to other pin

sturdy coral
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@wicked oak you could maybe do "center of eyes" to normal to light

wicked oak
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currently the shadow color is from the code i was given, and that code used the subsurface color gbuffer

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but that one isnt not on forward

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@sturdy coral but i dont have such vector

sturdy coral
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so you get no stereo disparity but still get changes when you move your head

wicked oak
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would need much bigger changes

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and i think the other is what i want

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my older shitty toon actually used normal to light vector

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it was view independent

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got it

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my new algorithm is 100% view independent

sturdy coral
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to do between eye you'd need to add an IPD global, there is already eye index

wicked oak
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it looks a lot cleaner

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the shading lines do not warp if you move the head a bit

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wich makes them stereo perfect

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it also looks WAY better in the environment

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becouse that way it doesnt warp

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i was getting really annoyed that the environment did weird shit

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it was SUPER evident in the boxes

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wich dont have perfect normals

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they would warp a lot

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material ball

raven halo
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I really want to know if you can add that stepping to the reflection pass

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I’m curious to see how that would look

wicked oak
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why not? of course its possible

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its just multiplying by "numsteps", then doing Ceil, then dividing by "numsteps"

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but making it reflection is super problematic in VR

raven halo
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Show us!

wicked oak
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it desyncs real hard beetween both eyes

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but i already closed ue4 😦

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shader dev is a bitch, damn recompiles

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but more or less, its changing the "normal to light" vector by the "reflected eye to light" vector

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and everything else stays similar

raven halo
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Ahhh good point, reflections stereo disparity looks good, except when you are doing toon shading I guess

wicked oak
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@raven halo the stereo disparity is quite big, due to the stepping

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but more than anything, everything "warps" when you move

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this looks absolutely horrid in VR

raven halo
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Hah

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Gotcha

wicked oak
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by making it dependant exclusively on light vector, it makes the toon shading stable

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becouse it will only change if you move the object or the light

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of course, the enemies would be running around

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now i need to test if it runs on PS4 (should run fine)

raven halo
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Another thing that could look cool is instead of using the camera vector to calculate the incident ray of the reflection vector, you use the center camera vector, and in order to avoid the terrible look of stepped reflections, you could maybe clamp it so that only the bright parts of the reflections show up. That way your character could reflect static lights around him

wicked oak
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makes sense

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i was also thinking on adding a fresnel, fresnel often looks fairly good

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but that one just added as "rim light"

raven halo
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Man, really makes me want to play around with it

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I see

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Could work

wicked oak
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for mobile its completely different btw

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this is for the deferred render

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sadly, i cant use the mobile renderer in ps4 😦

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shaders fail

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damn shame

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i wanted to use that one becouse its much lower overhead in general

raven halo
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Recently I was trying some fresnel effects in gearvr, and it’s prone to make aliasing more noticeable

wicked oak
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the thing with this one is that its using all the light pipeline

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so overhead is pretty much the same as normal rendering...

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i need to look deep into it to see what can i cut

raven halo
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Yep, that’s very cool

wicked oak
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becouse maybe i can see what Unlit model does

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wich doesnt apply reflections or anything else

raven halo
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Btw, I’m curious. What type of source control do you use? Git?

wicked oak
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perforce

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for the game

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for the editor, sadly nothing

raven halo
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Oh shit

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Didn’t expect none of those answers

wicked oak
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source control its not going to be much use when you need to merge in the ps4 code

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and the engine has tons and tons of random files that become problematic

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so the engine is kept off source control

raven halo
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Not even git?

wicked oak
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but the games are religiously controlled

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lol git

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git chokes

raven halo
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Oh shit

wicked oak
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so many random files from ue4 git just becomes worthless

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i tried

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but beetween the huge PS4 code merge, and all the stuff that gets installed through Setup.bat...

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couldnt get source control to work for the engine

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personally i only do very small code changes to the engine

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i never do big edits

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so often, a //@wintry sparrow_triangles tag is sufficient

raven halo
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Well at least the content could stay the same between engine branches right?

wicked oak
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alongside of commenting the older line

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when i need to switch version, i do a search of all the // @wintry sparrow_triangles edits, and just remake them

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most of my edits are single/double line

raven halo
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I see

wicked oak
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rarely more than 5 lines

wintry sparrow
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lol hello

wicked oak
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@wintry sparrow well sorry XD

wintry sparrow
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😛

sturdy coral
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@raven halo best bet with fresnel aliasing is to stick with blue, red and magenta

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since pentile already downsamples blue and red

wicked oak
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im doing ps4

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its full rgb

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still pixellates

sturdy coral
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yeah but he does gear stuff

wicked oak
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im leaving soon, but tomorrow ill see how do my weapons look with this shader

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and hands

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the older single direction toon shader didnt look good on the hands, it was too flat

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but this one gets lit by environment and ill probably add a light to the player

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make the player shine

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that might look interesting

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one fullscreen overdraw light tho

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light overdraw is a very serious worry for me

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cuz ps4

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i know forward render helps with it, but still

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in this game im using simpler materials than usual, and i have my own custom culling system, so the lights not culling is not a concern

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i need to benchmark this stuff

sturdy coral
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adaptive res in 4.19 should help

wicked oak
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is it confirmed for vr in 4.19?

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they already branched 4.20 in Master

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and didnt develop it much more

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so im not sure if it will come for 419

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but i will just upgrade

sturdy coral
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it didn't work a few weeks ago when I tried it

wicked oak
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also, i wonder how the adaptive res works with forward render

sturdy coral
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but the only thing that doesn't work is the auto scaling, manually scaling up and down works

wicked oak
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becouse adaptive res is good and all, but i need the forward render

sturdy coral
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as long as you are using TAA it should work with forward

wicked oak
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no problem with the auto scaling becouse i can query GPU % on the ps4 easily

real needle
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Could someone explain how this works and how I could do it in my own interface?

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Should I pass the class and then create an object once the interface event is called?

sturdy coral
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@real needle looks like it uses a TSubclassOf

real needle
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It must create the object in between

sturdy coral
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hmm, weird seems they are sort of singletons

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 * functionality.  They should never be stateful.```
real needle
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so it shouldn't be constructed like I'm trying to do?

zinc violet
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@wicked oak I could have sworn they had adaptive resolution on trello

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but I don't see it anymore

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it was initially for one platform tho

glossy agate
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I was just going to use damage type to feed in stuff like explosive, melee, fire, and bullet. They would just be a class in the master of each weapon class. Not sure if thats right though.

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But I think we are going to switch to any damage instead for ease of use, so I can't remember if those have damage classes

real needle
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@glossy agate they do

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As long as you're using the built in interfaces you're fine

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That's not my prob

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I just need to know how it's done so that I can use it for my own interface

glossy agate
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guess we can still use it. Just need it for stuff like fire class damage causing the hit actor to scream ect.

real needle
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yup

glossy agate
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Would be nice if you could set it up like physics materials, and you would just have them in an array you could call from

sturdy coral
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@real needle I don't know, I think you can construct multiple instances of it, but it looks like iti s saying all instances should be the same within a given subclass

real needle
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@sturdy coral I probably have to destroy the object manually as well using that construct node..

glossy agate
trail shale
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I have a gaming laptop and a Main Rig with a 1080TI - I am able to get them working fine via local network, including a packaged build that deploys a VR pawn and a "instructor" pawn on the laptop - getting replication and everything to work was a pain but it does work ----but there's one thing I'm curious about

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I began with zero UE network understanding so I had decided early on to make the Main VR rig the host for the server....but now I am thinking maybe I should use the laptop as most of the "control" needs to come from the laptop - the instructor uses a widget as a control panel to run different scenarios, toggle on effects and events....this would be a lot easier if this was coming from the server

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so my question is - will I lose any performance on my VR player if the laptop is the host - after learning the little i did regarding networking, I wouldn't think there would be any noticable loss, since the rendering is done clientside and there's very little code replicated back and forth...(mainly the movement of two different pawns and that's it)

sturdy coral
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there shouldn't be much impact

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@trail shale

wicked oak
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    if (bIsInstancedStereo)
    {
        // Clip at the center of the screen
        OutClipDistance = dot(Output.Position, EyeClipEdge[EyeIndex]);

        // Scale to the width of a single eye viewport
        Output.Position.x *= 0.5 * ResolvedView.HMDEyePaddingOffset;

        // Shift to the eye viewport
        Output.Position.x += (EyeOffsetScale[EyeIndex] * Output.Position.w) * (1.0f - 0.5 * ResolvedView.HMDEyePaddingOffset);
    } ```
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literally most of the code of instanced stereo

granite jacinth
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op

wicked oak
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i thinking on starting to #ifdef toon_shading stuff to nuke stuff

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remove as much pixel shader as possible

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whhy the fuck do i need fancy light math, for example

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and i want to use a simple ambient color instead of the full skylight cubemap

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becouse the cubemap doesnt look very good

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@upbeat kestrel i can share back my edits

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couse my toon formula is different

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and i plan on doing things like fully removing reflections from it, and having a base ambient color, instead of skylight for indirect light

upbeat kestrel
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@wicked oak I've solved the ambient color via an emissive base in the master material

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and aye, that's what I'm planning to do too, just haven't gotten around to messing with it again 😃

wicked oak
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i dont like how the emmisive base looks

upbeat kestrel
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it currently still uses static lighting and such

wicked oak
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becouse it affects the highlights too

upbeat kestrel
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true

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might just use one of the material pins for shadow color

wicked oak
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you cant

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in forward

upbeat kestrel
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hmm, you sure?

wicked oak
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doesnt seem it uses the subsurface thing

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yes

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i am

upbeat kestrel
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alright

wicked oak
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or maybe its being overrided in other place

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but i cant really use the shadow color

upbeat kestrel
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just use environment intensity in the level perhaps

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needs baking, but works fine as ambient

wicked oak
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in fact, shadow color would be the best for "ambient"

upbeat kestrel
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also affects highlights though

wicked oak
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becouse you could plug the texture but reversed, or other fancy stuff

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uhm, i gotta test that

upbeat kestrel
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it's the standard lightmass ambient light

wicked oak
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do you use source control for this?

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and if so, how?

frosty hull
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i am having issues picking up an actor (ragdoll) using the pickupable interface. @fleet veldt thanks again. you helped me out with the rocket which worked just fine, but the same trick does not seem to work on a ragdoll

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when picking it up, it just "slips" through my hands...

fleet veldt
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Are you grabbing a bone?

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When grabbing a skeletal mesh you need to provide a bone name too @vince

frosty hull
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that might be the issue..

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@fleet veldt Do I have to provide a bone name as "socket name"?

fleet veldt
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@frosty hull Yup 😃 usually to the left of the image above you would have some sort of trace that on the hit breakout would have a bone name

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or for testing you can just type in something you know will be there like "pelvis"

tired tree
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?

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socket name is the socket on the parent to attach to

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/bone

wicked oak
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ive seen that

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and it was a very good idea

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send 50k euros to 20 studios

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the shotgun approach

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much, muuuuch better than sending 2 million to an stablished studio

fleet veldt
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@frosty hull Hey by the way, I don't beleive you can use "AttachToComponent" to manipulate a rag doll. You might need to use a PhysicsHandleComponent instead. Basically anything that has a physics constraint on it has to be manipulated by a physics handle (not 100% sure that's true but pretty sure)

raven halo
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god damn it bethesda

spiral zephyr
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Gonna try and make a trailer for my AR app/game/thing now. Now how the fudge to do that nicely??? To get a nice image, I can capture vid on device, but to show fingers interacting, i need to film the screen IRL..
Dang compromises

spiral zephyr
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Still, glad i have a phone with aux, so it's easy to capture stereo sound(its important in this project). We don't all have that luxury anymore :p

mighty carbon
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who needs wireless VR when you can do that

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😏

wicked oak
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i went, scissors in hand, to see what can i cut from the shaders

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ive cut from 570 instructions to 380

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by #ifdef Toon_Shading everywhere

slow swift
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@wicked oak I don't know the problems that are keeping your engine code out of source control, but are you familliar with .diff files? They are a saved summary of the changes in a diff which can be merged into a new version of engine code. You could diff your edited code base with the released version that it's based on to get a single diff file of all your changes automatically. Then you could use the patch command to merge all of your changes into the new engine version automatically. You'd have to deal with the conflicts by hand, but that's work you'd be doing by hand anyway.

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Generating .diffs and patching them in is pretty straight forward:
https://en.wikipedia.org/wiki/Patch_(Unix)#Usage_examples

The computer tool patch is a Unix program that updates text files according to instructions contained in a separate file, called a patch file. The patch file (also called a patch for short) is a text file that consists of a list of differences an...

wicked oak
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feels good man

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270 instructions on the toon shader

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forward render, its its total cost

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of those, around 70 or so are per-light. But it can be further optimized

mighty carbon
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cool

wicked oak
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height fog support in the shaders

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costs 120 instructions

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on the vertex shader

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120

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out of 200 total

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jesus christ

glossy agate
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You try volumetric fog VR yet?

wicked oak
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lol no

glossy agate
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I tried and it looked like shit. Was seeing if you had better luck haha

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was like textures were stuck to your eye

wicked oak
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lol

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im quite happy with my current results with the toon shader

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cutting lots of unreal bullshit (like fancy specular, cubemap support, AO, etc) has allowed me to cut the performance cost of lighting in my toon shader by a huge amount

glossy agate
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Yeah it looks cool. Point light on shoot was a good idea. More dramatic

wicked oak
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given how cheap lights are now

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i might be able to just spam them

glossy agate
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Yeah, you arent using any shadows anyway and thats where all the cost is

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Is that close to the cost of like an additive emmissive?

wicked oak
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@glossy agate opaque emmisive is the cheapest light model, by far

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this one has 60 instructions on the pixel shader

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(default or just colors plugged into the material, no logic on the material graph)

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my current toon shader has 120 pixel instructions if keeping it to "only a single directional light", and 250 if i allow multiple number of pointlights

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default unreal shader has 600 pixel instructions

glossy agate
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Oh shit thats really good. You will get more room for other stuff, like a shit load of enemies

wicked oak
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its mostly about pixel cost

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number of enemies is CPU cost

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( couse anims/AI/etc)

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my interest is on having more lights

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to have cooler environment and FX

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like the gif example of the enemy shooting, that looks super cool

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now i want the old tonemapper

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the one that didnt white the highlights

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and you could have like, shiny red

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instead of going into orange/washed out

glossy agate
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well the lower rendering cost would still help with rendering more enemies on screen too right?

wicked oak
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nope

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cost of 1 enemy vs 20 would be mostly the same (just higher amount of polygons)

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pixel shader cost is more about the lighitng, to be able to run more lights

glossy agate
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ah ok

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But I was asking about the rendering cause perf got pretty bad fast with it

wicked oak
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went to try to do the thing they did in the stream

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for the outline

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sadly, i cant use normals

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becouse no Gbuffer

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i only have scenedepth

granite jacinth
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Is it just me, or does it just look bad

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@wicked oak Do you like that?

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I mean, I do like cel-shading, but I guess whatever solutions everyone is coming up with doesn't seem like the way I remember cel-shading in bigger AAA games

wicked oak
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i do like this one a lot

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in movement it looks really good

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of course, the current art just sucks

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no algorythm can do better than shitty art

granite jacinth
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lol

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@wicked oak You going to post your solution?

wicked oak
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i have no problem doing that

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its just... how

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this outline is same as the one in the stream, but the toon shader is mine

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and i went to optimize the shit out of it

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by disabling unreal shader features

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this only works for desktop forward

granite jacinth
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Hmm

wicked oak
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ONLY works there

granite jacinth
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Can you package it up as plugin and sell it?

wicked oak
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i havent tested but this breaks in deferred

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nope

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cant add new lighting models in plugin shaders

granite jacinth
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Damn, I thought you could do shader plugins now

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hmm

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really, at all?

wicked oak
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yeh, but only for like postprocess and things like that

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yes

granite jacinth
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that's...limiting

wicked oak
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literally impossible

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shading models are super integrated into the engine itself

granite jacinth
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And there's no way to do a separate plugin for that then?

wicked oak
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shading models are literally a bunch of #ifdefs around the core deferred supershader

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ive been editing all the core shader files of the enigne

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just adding #ifdefs everywhere

granite jacinth
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AH hmm

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Maybe one day I'll venture in to that realm

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I have my hands full on just gameplay stuff 😉

wicked oak
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ive been able to edit the internal shaders for a while

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but it was Jans diff in github (for his implementation), and that unreal shader architecture article what got me started

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now i know the really useful skill of adding new shading models to do whatever the fuck i want with them

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wich can be super useful if do mobile stuff, becouse i might be able to create a "simplified lighting" model that has less and faster stuff than the default mobile shaders (god those are super overkill)

static mountain
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hello

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i have project with gearVR

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when i had pluggin victory plugin the game dont launch

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someone know why ?

granite jacinth
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@static mountain nope, ask rama

static mountain
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himself 😃 ?

granite jacinth
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his plugin?

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@wicked oak was today's stream informative at all though?

wicked oak
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@granite jacinth their simpler version of the edge detect allowed me to improve my own edge detect

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sadly no normals couse forward render, so depth only

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its good enough anyway

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there is a problem with such a postprocess tho

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its defined by pixels

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like, 1 pixel wide

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but what happens if i go and have dynamic resizing?

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wich i would like to have

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now my lines get thinner/fatter depending on the res

granite jacinth
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I wonder what the performance is though for VR

wicked oak
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its fine

granite jacinth
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We have a few PP's going right now

wicked oak
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TAA is 3 times as expensive

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or more

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man, merge them

#

each blendable is a full screen pass, i think

#

overdraw is a bitch

#

so if you can, merge them

granite jacinth
#

Hmm, yeah, I'll let the artists know

wicked oak
#

btw i cant use the profiler

#

i guess due to my changes or something

granite jacinth
#

nah

wicked oak
#

but if i do the typical control alt , it memleaks unreal

#

until it crashes

granite jacinth
#

lol

wicked oak
#

stat gpu works

granite jacinth
#

forward renderer is the issue

#

I remember trying to look at optimzation modes

#

and it being all jacked up also

wicked oak
#

prepass is botched becouse editor shanenigans

#

postprocessing 1.7, of wich 1.5 is TAA

#

basepass 0.6 lol

#

its clear how much faster this shader is in comparaison to default lit

raven halo
#

I want to see how high you can push screenpercentage on the PS4 with this shader 😄

wicked oak
#

im just going to go for native

#

i want to do 90 fps on base after all

#

poor thing already chokes enough

#

i prefer FPS over graphix, specially in this game

#

i was testing the shader, and it looks really good in motion

raven halo
#

nice!

wicked oak
#

now i need artists

#

😦

#

right now its technically solid, and fast, but im going to have serious trouble making use of it

glossy agate
#

Thought you had an artist on your team. Or is it all programmers?

wicked oak
#

a single character artist and me

#

and the character artist only does stuff from time to time

#

so its not fulltime or anything, barely part time

atomic spire
#

can anyone help explain how to use the levers in the VRExpansionPlugin?

#

I can grip GrippableStaticMeshActors just fine, but I can't figure out why I can't use levers

glossy agate
#

You in the sample project?

tired tree
#

@atomic spire from your forums post you are manually gripping the levers instead of GrippingByInterface

#

basically bypassing all of their custom logic

full junco
#

@wicked oak can't you still enable the old tonemapper?

dusky moon
#

Hey guys, I'm planning to capture my VR Experience with stereocapture plugin to prepare a 360 version of the experience. I've been asked to give the costs of the production. What would you charge if you wanted to capture 10 minutes of experience into 360 ?! I have no Idea how much time/effort it can possibly take.

wicked oak
#

after doing some serious benchmarking

#

of this kind

#

the toon shader i have is around 30-50% faster than normal lit

#

pure white unlit: 0.05ms, toon shader: 2.8ms, normal shader 3.6-4.3ms

#

for basepass (forward render)

#

at 1080p btw

sage gulch
#

nice

fleet veldt
#

Hi, is it a known issue that stacking the cubes doesn't really work in the 4.18 VR template or is it just something on my machine? I noticed the odd behavior in my own VR app i had built from scratch so I thought I would see if i saw the same issue in the 4.18 VR template and sure enough it's an issue there as well. I remember from 4.15 or so you could stack those cubes in the VR template pretty reliably but now they just do all kinds of crazy things.

#

(crazy things like simply dropping a cube about an inch above another cube and it will 'pop' off the bottom cube like it was made of flubber. or it will just knock the bottom out of the way unrealistically.)

silk frost
#

hey, how can I rotate a player which moved away from the origin via room scale. If I rotate the actor he does get rotated around the pivot point (his origin). I want to have rotation on his camera point. I don't believe that I have to counter that pivot by adding a Rotate Around Point component and update the pivot and delta rotation each frame. Also teleport itself does not apply rotation, only Set Actor Rotation does influence the rotation of the vr player, but it should, shouldn't it?

#

please u.u

spiral zephyr
#

@fleet veldt Did you try messing with "enable stabilization" in project settings, as well as CCD and stuff? Also hows that framerate?

#

havent booted up vr template in 4.18, so cant doublecheck for you

fleet veldt
#

@main basin hey I did try "enable stabilization" but it caused ue4 to crash (but only after a few drop tests) 😦 I did some "cube drop/stacking testing" testing in both in 4.15 and 4.18 VR templates and there does seem to be a quite a difference (4.15 seems more stable). I notice these physics project settings changes in ue4.18 (4.15 is on the right). I guess this is becoming more of a physics question than VR.

scenic tundra
#

Hello there

#

I have a little problem with vr

#

could somebody tell me how can I walk in real life

#

and the player location should update based on that

#

I mean

#

when I walk in real life

#

only the camera moves

#

not the capsule

#

any idea?

granite jacinth
#

If you're talking about Walk In Place/Run In Place

#

otherwise, no idea what you want

scenic tundra
#

okay so

#

When I walk in my room five feet back for example

granite jacinth
#

If you're talking about room-scale

scenic tundra
#

with the vr hmd on

granite jacinth
#

you should try to stick to real terms here

#

So we can help you out a bit 😉

scenic tundra
#

I am pretty new to vr

granite jacinth
#

So you want to know how to do room-scale?

#

You should read a book or watch some videos

#

And learn the terms

#

Do some research before just diving in

#

But anyway

scenic tundra
#

if room scale means

granite jacinth
#

How about you just Google it?

scenic tundra
#

real life loc to game loc then I will look it up

granite jacinth
#

"VR Room-scale"

#

"VR Run In Place (R.I.P.)"

#

"VR Locomotions"

#
  • UE4 if you want UE4 specfic stuff
#

Once you know what you want, come back

#

But you probably want room-scale

#

Which TBH is just done for you.

#

So not sure what issues you could be having there.

scenic tundra
#

alright

#

so I looked it up

#

it looks like I already knew what it was but didnt know what its name was

#

now

#

the problem is

#

that the capsule collision does not move along with your roomscale location

#

because the camera is not the parent of the capsule collision

#

that means that I need to make the camera parent of the capsule

#

any other option? @granite jacinth

granite jacinth
#

@scenic tundra Well

#

You can just use @tired tree VR Expansion Plugin

#

wait

#

I need to check that actually, pretty sure that actually doesn't

#

That stays in center

#

I had to make a new Capsule

tired tree
#

yes and no

granite jacinth
#

Just for Player stuff

#

Right, if we TP, it recenters

tired tree
#

the physics rep and rendering moves, but the root component can't move from 0,0,0

granite jacinth
#

Aye

#

I remember now

tired tree
#

so movement logic is driven off of the offset

granite jacinth
#

Because I had to come up with a custom solution

#

To trigger Zombies attacking room-scale players moving around

#

And also to trigger Trigger Boxes

#

likewise

tired tree
#

nah, thats handled

#

"now"

#

you started a long time ago

granite jacinth
#

Not in 4.15 it wasn't

#

Aye

tired tree
#

both were

#

though trigger was buggy

#

there is an AI controller override

granite jacinth
#

Hmm, do you have notes on that?

#

I might have to read them and update it if it's more performant

#

Not that the game is running crappy now, but meh

#

@scenic tundra Well, read what he just stated, looks like it's good now on his plugin

tired tree
#

its just a custom AI controller? you use it as the parent, kind of how robo recall had to do it

scenic tundra
#

ok

#

thx

granite jacinth
#

Custom AI controller attached to what exactly?

tired tree
#

re-targets the "look at" location

#

for the AI?

granite jacinth
#

I thought we were talking about the player in roomscale

tired tree
#

and you were complaining about zombie targeting

granite jacinth
#

Ah yeah

#

I just made a HMD locator device

#

Basically the zombies target that (which is attached to the HMD)

#

instead of the VRCharacter itself

wicked oak
#

i do have a similar thing

granite jacinth
#

Yeah, I found that the easiest way for me

wicked oak
#

FVector GetPointOfInterest(AActor * Target)

#

if Target is a vrpawn, get head location

#

if not, just get location

granite jacinth
#

But I'll look into this "AI Controller" that RoboRecall did

#

I guess I need to look at the ModKit again

#

I only glanced at it once

#

And was like wtf...who did these BPs..

wicked oak
#

on my next project im testing a "AI point" component

tired tree
#

they didn't do it the same way

wicked oak
#

mostly so i can "test" AI by making it shoot at a random object that isnt a player

tired tree
#

how blanco is talking about is how i also did it

#

though I overrode a few other things

#

GetPointOfInterest works with the standard AI setups

#

RR's method was just recoding part of the AI....kind of...not optimal

granite jacinth
#

heh

#

Yeah, I mean, I need these zombies to always be attacking the player though, kind of the point

#

They don't have guns 😉

tired tree
#

yeah, just replacing the base AIController with VRAIController works

#

though there are also Detour versions now

#

for crowds

granite jacinth
#

But actually, I need to recheck my logic because they are a bit buggy now

#

Ah, going to look into that then

wicked oak
#

WHERE

#

for that Detour thing

#

becouse damn detour crowds not working too well, i havent been able to get the right

tired tree
#

oh wait, you didn't override targeting? You just added a new function?

#

that shows the functions I overrode

granite jacinth
#

heh

#

Hmm

tired tree
#

there is also a function that is part of characters that is called to for AI focal points that I overrode

glossy agate
#

Victor is your demo released yet? I’ll check it out

trail shale
#

What are the recommendations for customer launchers settings out of the Editor - I can get it deploy/launch but is not in VR mode even though I am using -vr in the command line

glossy agate
#

Do you have the checkbox set for start in VR in project settings?

trail shale
#

hmm let me check.;..

#

well, one client doesn't use VR

#

so i'm only using the Vr command line on the host launcher

granite jacinth
#

@glossy agate Sadly still waiting on Valve for store page. Two things to consider for everyone

#

If you release a Demo version

#

you have to do a separate "store page" and build for it

#

which has its own approval process

#

BUT

#

You can't download the demo unless you have the MAIN store page up..

#

so...

glossy agate
#

Did you check the include c++ redistributables box? Everyone gets kicked back at least once on that haha

granite jacinth
#

Valve has killed off Demo Store Pages

#

But... there are still Demo Hub/Communities

#

But I have a key

#

and you could play it, but don't tell anyone 😉

#

(but i need to upload the newest build)

glossy agate
#

Yeah man PM me and Ill check it out this weekend

sturdy coral
granite jacinth
#

@sturdy coral yeha only in c++

#

but I guess we can just expose it to BP

glossy agate
#

What do you do with it? Human centipede as one mesh?

sturdy coral
#

@glossy agate hah nah

granite jacinth
#

same as sm merge I suppose

sturdy coral
#

you can have a gun become part of your character mesh

granite jacinth
#

just with sk

sturdy coral
#

less draw calls

#

and you can do it at runtime

granite jacinth
#

But it seems to be buggy

#

Enough so to not be exposed

sturdy coral
#

you have to do texture indexing and stuff to make it all work

#

gun would have to use the same material as the character with different texture indexes

glossy agate
#

Ah that’s true. A little savings but they still have all their own anim assets running

sturdy coral
#

it would mainly help in something with customizable characters with a lot of armor pieces and stuff

#

the draw calls get insane with that

glossy agate
#

Yeah that’s what I was thinking. Like skeletal hair mesh

sturdy coral
granite jacinth
#

hmmm

#

3 days

#

CES?

sturdy coral
#

yeah looks like it

tired tree
#

yum

#

interesting that they removed the flaring from the text as well

sturdy coral
#

yeah probably new lenses and higher res screens

granite jacinth
#

hmm

sturdy coral
#

maybe the new lenses that valve is subsidizing

granite jacinth
#

Either Vive 2.0 announcement or HMD upgrade option?

#

Would be nice TBH if we could just have upgrade paths

#

Trackers are what $100 each?

sturdy coral
#

are the current ones glued in? defintiely wouldn't be an easy upgrade

wicked oak
#

but then its 2 packages to build instead of 1

granite jacinth
#

so, HMD upgrade.... maybe $200-$250 ?

#

Nah

wicked oak
#

unless they reuse current wands and trackers

granite jacinth
#

devs would be able to switch on demand

wicked oak
#

then its easy as pie to just offer a "headset only" version

granite jacinth
#

SteamVR1.0 and SteamVR2.0

#

That's how I would do it anyway

#

Right

#

You would use current wands/trackers

#

Until those were out as well

#

And you'd support just the same

sturdy coral
#

yeah, it will probably just be a revision, maybe including knuckles

granite jacinth
#

I mean TBH, this would be way better than having to purchase the whole kit at once

sturdy coral
#

same basic design, new lenses, maybe the displays from the odyssey or low persistence LCD, newer revision tracking sensors

#

I bet it is mainly a response to LG too and LG will announce final stuff at CES

tired tree
#

if only LG would go with a half decent color scheme, not svelte matte black

trail shale
#

Morden, what practice do you recommend for quick back and forth testing of VR / Non VR - I'm experimenting with the IsHeadsetConnected but when the editor starts up with SteamVR, that's always going to be a yes....I'm sure there is a better way

sturdy coral
#

@trail shale you can query the worn status

trail shale
#

perfect that is what I needed, I'll play with that, thank you @sturdy coral

sturdy coral
#

@trail shale by default it doesn't fully read from the proximity sensor on SteamVR and uses movement detection instead

#

you will probably want to lower the movement threshold a bit if you keep the HMD right beside you, by default I think it is half a meter

#

it is configurable

trail shale
#

I have a stand it is resting on

#

I'm going to play with it - it doens't seem to like enums to names and then using a Switch on name.... I guess I'm using a enum == node then

#

hmm

#

It's giving me the default pin, which means the state is neither unworn, nor worn, nor unknown...am I missing something about this enum?

#

it says unknown even though I'm wearing the headset and I'm using it in VR Preview

#

That's based off a direct enum boolean

#

says it's not worn lol...and I'm wearing it

#

wait...isn't that something I need to tick to check ?

sturdy coral
#

if you start steamvr while wearing I think it fails to give the initial worn update

trail shale
#

My problem is I'm trying to switch back and forth and I can never switch back

#

I can switch OUT of VR but not INTO it

sturdy coral
#

I can't remember, I modified all that stuff heavily because lots of things were broken andI wanted the proximity sensor to feed into it

#

are you sure you just aren't moving it far enough (movement threshold I mentioned)

trail shale
#

I'm not even using that enum anymore

#

I'm just using a manual event

#

it fires fine but it doesn't put me back, I just get the steam splash screen loading

sturdy coral
#

the right way is to leave vr enabled and enable/disable stereo

trail shale
#

AH

sturdy coral
#

if you disable vr it will mess things up

trail shale
#

that's what I was missing

sturdy coral
#

and on oculus through oculus plugin there is a bug in 4.18 where if you turn off stereo you can't query the proximty sensor anymore or something like that

#

can't remember exactly but I had to patch that

trail shale
#

that's why I am just doing a manual switch for now

#

is that a node or a console command ?

sturdy coral
#

I think it is vr.bstereo on

#

or something like that

trail shale
#

you are correct in recommending on NOT use the enable HMD node

#

that shit broke steam vr

#

@sturdy coral do I need to do something else other than vr.bstero on? tracking is completely off....i use execute console command vr.bstereo 1 and then spawn in a VR pawn and possess it

wicked oak
#

you CAN do screen normal outlines on forward renderer

#

but itis a HUGE hack

#

and it aliases like mad

wicked oak
#

just depth looks better

trail shale
#

agreed

#

what the perf difference?

wicked oak
#

i was doing a huge hack by using DDX/DDY to "recreate" the normals, based on depth

#

but ddx ddy are not magic, they are dumber than i thought

#

at the end i was just recreating the normals from 2x2 blocks of depth values

granite jacinth
#

Contagion VR: Outbreak: Vive/Rift: Steam Key: VMNFX-05AWE-9WWTY

#

(if someone grabs it, let me know)

sturdy coral
#

@granite jacinth grabbed it

granite jacinth
#

@sturdy coral Sweet, I hope you enjoy. Just a slice of the single player. Much to improve and add upon before Early Access

sturdy coral
#

cool, I'll check it out

granite jacinth
knotty schooner
#

Hey guys, quick question.. I've been trying the VR Editor today, but it seems I cannot see / edit spline components while in VR Editing mode. Is this not possible?

sturdy coral
#

@trail shale I'm not sure what's going wrong, vr.bStereo on/off should work but there might be something else I've changed.

tepid flame
#

i think you have to enable HMD first, then use Stereo

sly elk
#

Hey all- I'm trying to diagram out/pseudo code a whole new system for my parts snapping/assembly mechanics. I'm going to get rid of the socket based system where each part casts to its paren't object and replace it with a system where parts snap to scene components. There are a bunch of reasons to do it this way but the basic goal is that I don't want parts making any direct casts or communication with the parts they attach to, only the scene components where they attach. This makes the system flexible for swapping out different version of assemblies that have differing numbers of parts or configurations. The part I am stuck on figuring out: I need to be able to establish AllowInstall and AllowRemoval rules and that requires knowing the status of parts in the entire assembly. My thought is to have a game object that tracks everything that is installed. Parts can query this third object instead of their receiving part to control their behavior. A few complications that a tripping me up: 1) The game object that tracks status needs to be flexible, not a fixed set of slots/bools. If I swap in something like an aftermarket brake kit, it will have a different number and configuration of components. Essentially this game object needs to be a branched hierarchy where it generates it's structure/slots from the parts as they are assembled. 2) I'm trying to work out the most efficient way to do blueprint communication from many pieces to one object. The trick here is that there could be multiple cars being worked on at a time and it would be good to have the flexibility of having parts be movable between them. Thoughts on how to approach a system like this?

sturdy coral
#

@sly elk are their situations where you might end up attaching a car to a car? 😃 can any piece attach to any other compatible one or does it have to build towards a schematic (with variations on subtrees)

sly elk
#

nope, you can only attach part to compatible scene components

glossy agate
#

@sly elk Those graphics 👌 How did you even UV that engine block? Must have taken a while

sly elk
#

Yeah, uvs were miserable

#

Especially with no edge flow since the low is from scan

#

Basically 3 8 hour days of selecting edges to make islands while fixing topology errors as I find them

glossy agate
#

Damn haha. Results look great though.

sly elk
#

Thanks. If substance painter was better at handling seams I could probably automate more of it

glossy agate
#

Using tri-planar projection doesn't work for you?

#

Then your smart materials should wrap perfect. I love substance painter

wicked oak
#

@sly elk you should get houdini

#

to automate stuff from your pipeline

#

i found its auto UV systems and integrated baking to be quite legit

#

and of course you can do the boolean cuts and other fixing from there

sly elk
#

Nope . Substance doesn't mask on things like curvature correctly on seams

#

On my phone but I'll pull up a example later. I use almost no grunge textures or tiling maps

shrewd shuttle
#

helllo.... is there anyone who knows how to dev for GoogleVR? i need help with the crosshair
pls help
arigato!

dusky moon
#

Guys, I want to reduce the Headset On/off times during my dev. so I want to setup my BP_Pawn in a way that when I'm playing inside the Editor (non-vr) It shows me the user's front view. I just don't know how to get this play state bool inside BP ... any suggestions ?!

#

like is there anyway to get to know if game is running in VR or not ?!

#

nvm, found it ... had to use "Is Headmounted display Enabled"

eternal inlet
#

Hi guys, im on vive only atm, but wanted to make a few changes so my game can also run on oculus. I execute the console command set screenpercetage 100-200 in game to adjust supersampling, but i cant figure out what commands work for oculus. Now i saw this will be unified for 4.19 so i might just wait for that, but was just curious of what people use now. The problem is that with 140, it runs fine in vive, but lags like crap on oculus.

dusky moon
#
eternal inlet
#

Cool thanks man will do that 👍🏼

sly elk
#

I want to create variables / game object structure at runtime. Googling around, json is the way to do this? Here's a high level sketch of how the game status object would work:

wicked oak
#

@sly elk json is a good idea to put data in a file

#

its also very easy to read and write from code

#

ue4 has native support for it (not like ive really tried it yet tho)

#

but thats all on C++

sly elk
#

are there other ways to do this. Basically, is there a way to make variables at runtime with blueprint?

wicked oak
#

what do you mean variables at runtime

sly elk
#

The structure of this game object needs to by dynamic, its not a fixed set of bools/slots

wicked oak
#

just have bools/slots that can be disabled/enabled

sly elk
#

it needs to look at parts that are installed, read from them in some way what scene component/slots they have and populate its own structure based on that

wicked oak
#

oh, you mean you need to know all connections, to get the "final" availible slots?

#

thats graph stuff

sly elk
#

yeah

wicked oak
#

of course you can, but the code is not going to be that easy

sly elk
#

so if you expand that example, two possible upper control arms have a different set of parts

wicked oak
#

that sounds similar to what im doing for my random dungeon generation

sly elk
#

both attach to the same location

wicked oak
#

wich slots different map sections together

#

and makes sures to not add 2 on the same slot and keep stuff and then i do logic on it

#

it can be done in blueprints yes

#

good fucking luck

sly elk
#

lol

#

I handle the don't put two in teh same slot by just checking the bool at the scene component

wicked oak
#

just due to the code complexity and functions and data structures

#

but the idea is that you would have an "abstract" represetntation

sly elk
#

but I need more intricate allow install and allow removal rules that check the status of other parts in the system

wicked oak
#

of the WHOLE machinery

#

think of it as blueprint nodes

#

you have 1 node for each part

#

and the node has the slots to both sides

#

that connect to other nodes

sly elk
#

exactly

wicked oak
#

you then can find what "slots" dont have anything connected

#

to do that, you would need a struct for each node

#

this struct has all the piece data

#

and has an array of connections

#

this connections array is just an array of a connection struct

#

that has a pointer that points to the connected thing, and holds what type of connection it is

sly elk
#

okay, ill do some reading on structs. I haven't used them yet

wicked oak
#

then, from one node you can plug into others

#

so if you want to find what sockets are empty

#

you would go through all the nodes/parts

#

and find what items in the "connections" array of each has no "connection"

#

but, to avoid selecting all the pieces on the floor

#

you start the search from a central piece

#

and search over the pieces connected to that central piece, and then over the pieces connected to those (avoiding loops)

sly elk
#

I also found a json blueprint plugin

#

i try to avoid plugins/third party tools

wicked oak
#

uhm, there is no blueprint

#

is literally inside the engine already

sly elk
#

its a plugin that lets you create json objects/arrays from blueprint

wicked oak
#

i guess it uses the normal unreal code

#

thats kind of shit

#

unreal json can directly serialize ustructs

#

you just send an ustruct and it serializes it properly

sly elk
#

I'm in the process of hiring an engineer so perhaps I will jsut put this off for a month and let them deal with it. Seems like it should be tied into the saving and loading system as well

wicked oak
#

yes, this is definitely work for an engineer

#

C++ code and graph stuff

sly elk
#

yeah

wicked oak
#

how many pieces you have?

sly elk
#

At the moment about 200 unique pieces. Eventually that number will be much larger

#

but not all of them are in use at once, variations and aftermarket alterntive parts

#

A whole car is going to end up around 800-1000 parts

wicked oak
#

damn

#

in your case, you would create this "node" thing when the part is spawned

#

the code for the "node" just looks at the socket settings on the blueprint, and creates an abstracted version

#

to make going from one object to other easier

#

and that way actually fully attaching objects and merging them would be a bit more doable

wicked oak
#

tomorrow

#

at CES

#

lets see becose it can be very promising

#

i hope its not a super high res vive becouse it will make me switch sides real fast (and get a 1080 gpu)

granite jacinth
#

of course it will be

#

I dont think it'll be 4k though, but I would loveit to be

#

More than likely, like others have speculated. It will be Odyssey lenses

#

I just hope grabbing a new HMD won't cost more than $200

#

But more than likely, it'll run aroun $300

#

which sucks for anyone who grabbed a 1.0 version recently

wintry escarp
#

desktop vr should jump to 2560 per eye

granite jacinth
#

meh

#

I rather see foveated

#

eye tracking

wicked oak
#

@granite jacinth we cant even do multires properly

#

and you talking about foveated

#

step by step XD

#

first get motherfucking LMS and/or multires standarized

#

did you know Oculus Go actually has multire inside the actual GPU driver

#

its enabled for EVERY SINGLE GAME

#

all of them

#

automatic multires support

#

they run it at a "conservative" setting

#

wich is still easy as hell 20% perfmance gain

#

but of course that is a different type of GPU

#

mobile GPUs are tiled

#

so essentially they just run some tiles on a lower resolution

#

and it works with 0 overhead

granite jacinth
#

@wicked oak multires?

wicked oak
#

squashes borders and corners, ending up with less resolution on those parts

#

thus saving total pixel count

#

in desktop, we use deferred rendering and shanenigans,so doing this to the pixels messes up the postprocess a bit

#

but in mobile, its a tiled renderer, and fully forward, wich makes this a LOT easier

#

and thats why its now 100% automatic on the driver on the Go gpu

sly elk
#

Yeah, I want a higher res panel and some kind of center vs edge resolution control. Just having more pixel density in the center 20% would be a huge improvement

wicked oak
#

that cant be done in fact

#

in hardware

#

displays need to have constant density

#

for multires, you can try the nvidia branch @sly elk

wicked oak
#

@granite jacinth hows the ps4 port of your game?

#

did you get your devkit?

granite jacinth
#

I have had my devkit for awhile now

#

I was sadly working on getting this demo out for release, so haven't touched ps4 yet

#

Which reminds me I need to send Epic that thing so I can get access or else nothing will ever get done

sly elk
#

Yeah, i just meant in software

wicked oak
#

you will see first hand how fucking terrible the CPU is

#

lol

#

be ready for your project running at 30 fps due to CPU

#

at least mine did

#

until i started really optimizing it

#

did you know

#

that the template teleport arc

#

the one from the vr template when you create an object

#

was using

#

8 miliseconds

#

of CPU time

granite jacinth
#

well

#

I dont doubt it man

#

It's on tick

#

and do line traces

wicked oak
#

not the traces

granite jacinth
#

plus that spline shit

wicked oak
#

its creating the mesh components

#

every frame

granite jacinth
#

yeah

#

It's doing a lot

wicked oak
#

also overlaps are really fucking expensive on skeletal meshes

granite jacinth
#

for Desktop, doesn't really matter

wicked oak
#

becouse they get called per-capsule

granite jacinth
#

Hmm

#

Interesting, I think I knew that, but forgot

wicked oak
#

you should never rely on overlap or hit on your projectiles, but just do traces/sweeps

granite jacinth
#

Aye, I've have so many overlap issues in VR

#

I've gotten a lot sorted out, but still, it's a pain

#

Collisions in general in UE4 just don't behave like you would think they do imho

#

Case in point. Let's say I have an EndOverlap event but it's only set for one channel...

#

all other channel are ignored...

#

how the heck does the damn thing still fire off on non-overlap/block-enabled collision objects

tired tree
#

@wicked oak its not actually doing that anymore, at some point they went in and started re-using spline components

#

though they got dozens of projects off to the wrong start I assume first before fixing it >.<

sturdy coral
#

@wicked oak "that cant be done in fact
in hardware" it sort of is, pincushion distortion of the lenses makes the center of the display viewed through them have higher pixel density than the periphery

wicked oak
#

i meant on the display itself, not lens

sturdy coral
#

yeah I've never seen a display that does it, but you pretty much always view the display through a lens

#

or reflector

#

you could intentionally choose lenses with higher distortion to make the center even denser, but it would probably have more pupil swim

pale heron
#

Hey guys - I've recently purchased a Rift, and for the life of me I cannot get UE4 to display on it

#

Is there something I need to do?

granite jacinth
#

@pale heron ?

#

What exactly do you want to do?

pale heron
#

I managed to get it sorted.

#

It just wouldn't appear on my rift

#

I'd hit the play in vr

granite jacinth
#

Ah

pale heron
#

And it just wouldn't come up on the rift display

#

No idea what caused it, a few restarts and It fixed itself, I think it's something to do with VR process/services or something

granite jacinth
#

well

#

you have to have Oculus App open

#

and working

#

and allow unsomething sources

abstract anvil
#

DM me if interested 🙂

eternal inlet
#

what is the trick to make good looking foliage in VR? it seems FXAA and transparency is insta-kill on performance

primal sky
#

never tried yet tbh!

glossy agate
#

Was just messing with it today. Doesn’t look great

#

Like palm trees and stuff look good but my pine trees look like a blurry mess

sturdy coral
#

I missed the beginning, anything major?

real needle
#

@eternal inlet Turn off instance stereo, try to design levels so that there isn't a lot of overlap on the foliage, and heavily use higher lvl LODS without transparency

sturdy coral
#

kinda scary, looks like it will be expert at dealing with LOD transitions in the real world

granite jacinth
#

CES started?

#

I thought it was Monday

#

fml

#

I missed out on the new NUC

#

VR capable NUC...

#

But, I wonder what the price for that monster will be

sturdy coral
#

no gaming news at the nvidia keynote, seemed to be all deep learning and cars unless there was some gaming stuff at the very beginning

granite jacinth
#

The TV thing

sturdy coral
#

ah yeah, that looks nice

#

hopefully we'll start getting HDR HMDs at some point

granite jacinth
#

I wasn't expecting huge things like GPU from Nvidia at CES

#

I mean they announced Titan already

#

Titan V

#

But a lower cost Titan could have been cool

#

Titan Xp2

sturdy coral
#

well they announced a bunch of data center chips that basically aren't really consumer oriented, the car ones I guess are

granite jacinth
#

or whatever

#

That Intel/AMD deal is looking nice though

#

I have a 1060 Max-Q laptop and it runs VR great

#

SO, if this thing is a little bit faster than that... I can believe VR-capable for sure

#

And if they price it just right, it could be the defacto go-to for new VR setups

#

IF

sturdy coral
#

yeah, I thought you pay a premium for compact like that though

granite jacinth
#

I don't know, last NUCs ran from 300 to 600ish

sturdy coral
#

ah I've never looked at them, so it is a kit?

granite jacinth
#

You still need to pay for Storage and RAM

#

Yeah, basically

#

And OS

#

everything else is included

#

I wanted one for a long time for Perforce server

#

If they can price this around $600 for the higher end model..it's a instawin

#

Still need $100 for windows, $60 for RAM, $100-200 for storage

#

I mean, $1k VR ready PC with a small footprint...

#

But knowing Intel...they will overprice it

eternal inlet
#

@real needle oh nice tips there

sturdy coral
granite jacinth
#

oh wtf

#

Threadripper 2

#

that's all I fucking wanted to know

#

April

#

Hmm

#

I guess I can wait a little for my workstation update

#

damn

#

second half.

#

Well not bad annoucements, nothing to surprising. Just wish the dates were closer.

wicked oak
#

threadripper 2 sounds very, very interesting