#virtual-reality
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embargo leak people
Vive Pro
more res
nearly twice more res
and official wireless adaptors by Vive for normal Vive and Vive pro
Nearly twice res might even be possible for most PCs atm
But only for the top end I guess. No idea if my 1080 can do that
Wireless Adaptors are nice though. Will invest into that as deving with the cable is so annoying
multires is still a thing tho
and more res = less pixelation with the distortion
at more res it will look better even if the game res is the same
Yeah true, but what hardware can do that atm?
a lot of people already run supersampling at 2
gtx 1070+ type gpus
depends on game and settings
raw data has multires
so you can use it on aggresive mode
and save 40% of the pixels
Well, that doesn't improve the pixels you see in your HMD
I mean, if you pay attention you can see the pixels of your screens
edges are blurred a bit by lenses anyway
i wonder what is the screendor effect of that new vive
vive did have pretty obvious screendor
also, vive ffs come with the headstrap
becouse the default headstrap is the worst of all vr headsets
all of them
(modern ones)
Hm idk. Fallout 4 was something I waited on and the graphics aren't that good after all.
Higher screen res won't fix that
But let's see what comes
Dishonored 2 renders full res image at the center of the screen and drops res as it goes from the center to the edge. Hardly noticeable, but gives massive performance boost. And that's not even VR game. Beats me why they can't do that for VR.
(no need to do eye tracking for this)
@mighty carbon thats multires
its on the nvidia branch
works great
sadly its nvidia only, and on a nvidia only branch
that's what I am saying... how hard is it to make it work for everything on any GPU :/
So Vive leak finally huh
so CES starts tomorrow, but Vive 2 might be unveiled today
Oculus won't have any upgrade for CV1 ๐ฆ
Not knucnles or trackers
oh
Damn my typing sucks today
But who knows, we'll see in the official annoucement today
Vive Pro will be the nonmenclature
If that leak is true
Daaaamn that's a nice res bump
More than odyssey
And doesn't totally devalue my Pimax :)
I wonder if it will be more expensive than original Vive
@sturdy coral Yeah, but what's the price ? )
Evolution of the deluxe audio strap
I'm hoping for a Vive 1 decrease
I hope that means a better version and isn't just a Google translate phrasing
and Vive Pro slip into that spot
But more than likely not...
Probably going to carry a premium with that Pro nomenclature
Deluxe audio strap needs to have the ability to lock the pitch angle of the display
Yeah probably a premium, what was the cheapest odyssey sold for? Like $350 during that brief huge sale?
I don't think it will be any less than that for an upgrade version without lighthouse/controllers, even though that included tracking and controllers
Oh really it was $350?
Damn, I missed that
Nah.. I think "Vive 2.0" will happen when the last piece of the puzzle is completed. So either the trackers or knuckles
It'll most likely be this headset (or even perhaps a newer version of it), trackers and knuckles
I mean, that would practically be a brand new model
Maybe the cables stay the same
Unless they offer wireless out of the door
Meh, still high priced for half the experience
But I haven't tried it, I am just talking out of my butt
Or if they do a business angle at first, maybe >$1000 :P but people would be pissed
I think a consumer ver will possibly be near $1000 with controllers and base stations and then lots of sales and stuff pretty quickly. That way they get the early adopter money
$899-999 is my guess unless LG ends up announcing something very similar for a lot cheaper
If Pimax had actually shipped in Jan and hit 90hz the landscape would be different :P
yeah
But Pimax messed up
And now Valve has a chance to gain some ground
Vive 2.0 with new hmd, trackers and knucles can't be $1000
It would just mess up the flow
i would go back to my DK2 if it came with knuckles
If they don't do $600 or less in V2.0 man...I don't know
Odyssey was never cheaper than $429 (or 459)... Even on sale.
I don't think it is a real v2 enticing people to upgrade yet
I feel like they would have changed all the styling if so, it is more like an iPhone S version
hmm.. 4.19p1 should be coming in the second half of January :/
why the face? that is after next week
๐
very interested on seeing what ended up making the cut
please dynamic res
but im not sure about it, the last commits about dynamic res say that its for planar only, no vr
dynamic res would work incredibly well with my next game
its not up for VR yet
the temporal upscaling works in VR it just isn't doing the automatic changing part for whatever reason
seems like you could pretty easily wire up the oculus code and the steamvr resolution bucket code that shipped in 4.18 in a kind of broken state to it
they do have something like a 8 frame delay before changing resolutions though which might make the auto res a good bit less responsive (I think it something about hitting each neighboring pixel)
well LG apparently didn't announce any VR stuff in their keynote. probably nothing until GDC or later
@sturdy coral i can literally access GPU % from ps4 code
and oculus literally has an SDK call for it
so does steamvr
oculus has a call that just tells it exactly what auto res to use
as a percentage of the previous frame or something I think
I can't imagine them shipping 4.19 without including support for it with HMDs, but it is possible it doesn't look that great in a more complicated scene
I've only tested it in a very plain area in the VR template
in my game i will have quiet sections and more flashy sections
dynamic res would be a HUGE win
quiet sections get supersampling, for better quality when roaming around or in menus (more readable)
and when explosions are happening and other shit, then the game lowers res to not lag
the res thing is critical on PSVR, where the gpu is not really that strong, and ill use dynamic light a bit (with the toon shaders and other stuff)
anyone managed to get tranparent/masked textures working in spectator screen?
@noble crater what do they do, not show up at all? or are you using dither temporal AA?
@sturdy coral they show up, but without any transparency. I'm not using dither temporal AA
My Documentary VR project is finally on Viveport. check it out guys:
https://www.viveport.com/apps/c410a756-e6c9-4e45-a087-0b44fcc1244d
With DeathTolls Experience, up-and-coming virtual reality artist Ali Eslami is seeking to resensitize the general public to the reality behind the abstract statistics on the hundreds of thousands of deaths in the Middle East.
When news media bombard us with facts and figures every day, they gradually lose their emotional urgency. Eventually, our brains automatically filter out this dry โdata reality,โ even though it is crying out for our attention. The war in Syria is a good example. Eslami takes this psychological effect as the starting point for an investigation of how virtual reality can not only restore empathy, but also provide a context to news reports in which the numbers of victims can be counted but not comprehended.
On the basis of a virtual journey through the history of European bloodbaths, an ocean filled with body bags containing recently drowned Syrian refugees, and casualties of the Syrian civil war, DeathTolls Experience immerses us in the meaning of these figures, opening up an emotional perspective on this suffering and terror.
CREDITS
Made by Ali Eslami
Music by Nima Pourkarimi (Umchunga)
With Support from AgeOfWonderland: Bigdata, Bigdada?! 2016
Powered by Unreal Engine
woah looks interresting
I always forget why my Slate UI acts up
son of a gun
@sturdy coral I remember we spoke about Slate UI and performance before
Slate using tons of ms for no reason
do you remember what conclusion we came to?
(not using widgets or anything)
Oh actually I remember it was nvidia's overlay thing
ive turned that off tho
only thing I can think of is windows just updated
About 4 months ago there was a sharpened TAA solution we were talking about on here. Does anyone know what happened to that?
you have to compile the engine for it
and seeing as how he never made a 4.18 version, you'd have to port it if you wanted 4.18
unofficial livestream of the htc announcements:
For all the best in AR and VR News: http://www.uploadvr.com Follow us for up-to-the-minute updates: ๐ Facebook: https://www.facebook.com/uploadvr/ ๐ฆ Twitter:...
super shit quality
new strap looks nice!
looks like stereo cameras!
I wish the dual front cameras would move when you adjusted IPD, but I guess that would make them hard to calibrate for machine vision applications
it would make passthrough a lot better though
heh, they are going to offer their own wireless adapter.. Looks definitely better than TPCast
if they had knuckles, I'd be thinking of getting Vive Pro
@mighty carbon did you hear what he said the wireless frequency it runs on was? I couldn't hear
nah, I can't hear - at work
I'm wondering if it is like TPCast or something using a lot more compression at lower frequency
I just read excerpts from the link @zinc violet posted
hmm it says the HMD-only version is available this quarter, that's good
very tempting..
the strap design is partly new but actually doesn't look as good as I first thought =/
I want them to offer something closer to windows MR and PSVR style
did they mention anything about the weight ?! seems like it's about to get heavier :/
dual microphones.....niiice
second used to cancel out noise
also dual cam ... doesn't seem like very useful or is it ?
curious about the "later in the year new controllers package", can only assume they are knuckles form factor
dual cam is very useful
dual cam for AR?
can do SLAM tracking or AR, at the very least better matrix mode
hmm
They mention price?
That wireless adapter...
lol
Looks so funny
But I was right
You can do HMD-only upgrade
by the way, it just felt good ... been a while since haven't heard of any progress and the VR tech was getting depressing ...
hmm.. .no word about higher res HMD screen in Vive
Did they mention anything about tracking system ?! can we finally setup two vive stations next to each other ?!
whats the final word on this HZB madness
everyones always saying HZB HZB HZB. what's the DEAL with HZB?
? @mighty carbon they specifically quoted new resolution
saw another live stream.. The Vive Pro has a 2,800 x 1,600 display, 615 PPI.
@tired tree what it is?
โ2880x1600 total resolution (615dpi)
oh, okay so the rumor was true
its got new lens's
no idea, likely valves
HZB?
what about the HMD?
I guess I'll google and read ๐
I am surprised Oculus isn't on CES 2018
I am guessing if Vive Pro will be priced as Pro-segment, then most likely enterprise segment will be buying it
aside from connect talk
Well, I was hoping they would show final Go at CES
Hi guys I am doing a test with a small terrain in VR, I have a new project VR BP example, with forward shading on.
I have added exponential heightfog and its making me have like 50% re-projection ratio, I have looked at the docs and found it says the shadow scalability effects this, but trying lower settings seams to show same result.
I am mainly prop artist so sorry if this is really dumb question.
@fair comet did you prematurely do forward rendering?
I dont know what you mean sorry?
Cos I want msaa
The docs say there is issues with atmospheric fog and MSAA but Height fog has a setting that is enabled by default when forward shading is enabled.
Not sure about those big robot arms for headphones on the new Vive. At least the cameras looks actually useful now.
Would be nice to just have a button on the hmd to turn on a pass through cam. So you can find your drink easier, or type.
Oh, so I need help from my fellow VR superstars... anyone else running into an issue that when you hit Play In VR, the damn Editor takes focus and pops up in front of the VR preview? Which means I lose focus in the game. I am not entirely too sure when it started happening, somewhat recently.
Just wondering if it's something on my end or known UE4 bug.
That happens to me occasionally
not often enough to be a problem for me tho personally
like once every 20 times maybe?
not sure the cause
how often is it happening to you?
Ah, mine is happening almost everytime I launch now
Trying to debug it...but no clue
hapens since 4.18 for me
personally i just make sure to click in the vr window to be sure
its a very minor annoyance
that new vive looks nice
ask valve for some
their video is nice: https://www.youtube.com/watch?v=DPMJDXmYwiY
Vive Pro is a new HMD upgrade from Vive, built for the VR enthusiast and enterprise user who wants the best display and audio for their VR experiences. Music...
that way you can get ignored (like all of us if we ask)
That happens when you have lots of money
ask valve for what?
yeah, because devs can just old the old one
you dont need the new one for any devving
Well if devs have the old kits
you can just get HMD upgrade
I mean, if you want games in the newer res
we need to playtest
But I know, their logic is different
yeah I'll probably end up buying the new one
unless its like $600 standalone
yeah that would be acceptable
But who knows
but I kinda expect it to be higher
even the current vive hmd alone is like 300-400 dollar I think? so the new one would be more
Yeah, if they somehow give us both cheaper than my estimates...fml
Hmm, I don't know about that
Trackers are like $150 each
Controls are $130
well the vive pro will be retail
without HMD
yeah
So, they are just selling the HMD alone though
They can't logically do too much of a price premium
they can
most profit from vive pro will come from the hmd alone I think
because its mostly the same people that already bought a vive that want to have the new one now
Aye, I mean I don't disagree
I just...man, if VR tech doesn't come down in price, I don't know what will happen with VR
If they really want this shit everywhere, in every household, they need to get a little crazy, take some risks
High Takes Company
BUt anyway
They know VOlta is coming out
So hopefully those suckers can easily handle it
the new vive might use the exact same panel from samsung like odyssey
a review of the new vive says the audio quality is better than the one from the deluxe audio strap
but it doesn't feel much different than old vive and deluxe audio strap
So basically, color, new headphones and lenses from Samsung
I dont' see how they could justify a huge price premium
But meh
did they actually say new lenses?
How do you get a higher res without new lenses?
you can just use the same lenses?
no...
What happens when you try to do a higher res on a regular monitor?
you dont have lenses on a regular monitor
The point of this higher res is hopefully to reduce screendoor
which means they need new lenses
no? lol
What
current lenses + new display = more res and less screendor
lol
yeah I was too
Then I realized I was using the wrong thing
But anyway
no, they didn't say anything about new lenses
But if they don't that's stupid
I would hope they also improved the lenses, at least a bit
But, not a huge deal breaker
I really wish I could have tried out Pimax 4k
or 8k
Then I could be more informed
the new vive is also lighter it seems
btw, the fact that HTC wants to keep selling the old vive through all of 2018 means they really want to make the new one an expensive special thing
"HTC said that the Vive Pro would be available later this quarter as an upgrade kit for existing Vive owners. The new headset would also be available as a full kit, presumably with updated base stations, later this year."
so until the vive pro is "really" out for new people it will take a long time (summer)
makes sense they won't ship it with old base stations
yeah to make it possible to sell it standalone
Aye
So if it is in bundle, I would hope it's because base station 2.0 and knuckles are coming out
BTW, anyone else use the Vive trackers? with or without the gun? Super lame
lol, this "review" from a german website (a shitty one) about the new vive:
Our editor Robert Berg was able to have a quick look at the Vive Pro. His conclusion: "The Vive Pro is the consequent further development of the Vive. Colours and contrast have increased significantly, plus the gigantic resolution, which even surpasses that of the Galaxy S8. Too bad: The field of view has not widened significantly and the Vive is still clumsy and heavy on the head.
so you have someone at CES testing it, and then thats all you write in your article...
that the resolution "even surpasses that of the Galaxy S8" is such a stupid comparison
the "Colours and contrast have increased significantly" is interesting though
unless they mean colour and contrast of the new HMD shell...
@full junco yeah but what magazie was he writing for?
like what type of mag
Yes, they means the blue and black colors lol
But you could be onto something. If the color accuracy is improved
@granite jacinth that German magazine is the computer section of the worst tabloid we have in Germany
I found a really good review of the vive pro:
another one:
The HTC Vive arguably offers one of the most superior virtual reality (VR) experiences currently available to consumers. The head-mounted display (HMD) pioneered roomscale tracking at a time when seated VR was the given norm. Now, Vive are looking to deliver a higher quality experience for those who demand it. The Vive Pro, revealed today [โฆ]
thats when?
I expect it to be significantly earlier
Early birthday gift it is
I mean, I don't mind paying the premium at this point. I was on the fence with Pimax since it was unknown brand
But I'll definitely drop some money on official stuff
"official"
But, Pimax has shaken things up
WHich is why I think this happened with Vive
If it wasn't for the Pimax, I have a suspicious feeling that this wouldn't have happened so soon
so all current vive accessories price + vive pro hmd has to be significantly higher than the current vive bundle price, otherwise no one would buy the current gen vive.
and also the deluxe audio strap alone is already quite expensive
so the vive pro will definitely be more than current vive hmd + deluxe audio strap
yeah
Big possibiity
Especially Rift now basically tied on Steam Hardware Results with Vive
If Valve/HTC want to really take market share, they have to do something
HTC does not care about marketshare
valve does
but I think valve doesn't care about HTC
what I do wonder about is why HTC already announced that thing now...
every day the pro isn't on the market but people know it comes, regular vive sales will be hurt like hell
so sounds like the weight isn't improved much?
why?
that german article
the Vive is still clumsy and heavy on the head.
it sounded like it was improved decently, and that is WITH build in ears
ah ok
they also compared the resolution to a galaxy s8...
supposed to be lighter than the v1 with additional hardware
like the look of the headband, the aftermarket one is great and that one looks better
with stereo cameras we should be able to have our hands arms and bodies in game using disparity mapping
that will make a big difference
even if you don't use it for gameplay
I bet they don't have the software ready yet
if I would be HTC, I would wait with announcing the pro until the day I can ship it out
its because they are probably just passthrough on launch
yeah probably just a straight passthrough, which wouldn't be able to integrate into a game world
they do mention something about improved chaperone
they are very close together
yeah, may not be usable for inside out tracking, etc.
but even close together should be fine for pulling in your arms and bodies
iphone even before the X can do it with narrower spacing
but it isn't super accurate
I think close together doesnt mean anything regarding inside out tracking. 1 camera is enough for inside out tracking @tired tree
close together just means less FOV
I hope now we can release Oculus Go apps for Chinese market easily
I think they just push mobile harder than desktop
oculus cares about mass adoption
valve doesn't
oculus is fine with lower quality VR for the masses, valve wants to keep focus at high end gaming VR I think
and oculus might also think its too hard to compete against valve due to steam
I think Oculus is probably taking a loss on hardware
maybe not at this point, but probably when they first did the $300 sale this summer
yeah
if you could look at the steamvr graph on manufacturer profit I'm sure HTC would be way up there
yeah
HTC made a shit ton of money due to all the hate on oculus
they could sell at a higher price and more
and due to better tracking etc
hopefully they will keep trying to maintain being the high end headset
and the time where roomscale was only vive
I don't think they are going to compete with windows MR on the low end any time soon
and when is that stupid LG headset actually coming? that takes forever
if oculus is going for mass adoption they have a funny way of showing it. the USB style sensors are pretty crappy unless you have teh stars align properly on your particular motherboard and usb channels. and the cables are short and not compatible with many extensions.. the tracking when it does work is unforgiving... i can put my vive setup on either of my pcs.. one signfinicantly lower spec than the other and get good performance on both. have had bad experience with oculus in general
yeah I don't know, LG didn't mention it at their press conference today
@zinc rose yeah they dont care about mass adoption with their PC headset (rift). I meant the mobile ones
@zinc rose agreed on USB.. Oculus should have had integrated processing in the cameras to track the LEDs and made them wireless
Oculus also fragmented things into front facing for some customers, full roomscale for others
though PSVR was already going to do that for a lot of titles
i can sit like 6 feet outside of my vive play area and the tracking is still almost perfect.... i can't be outside the oculus sensor by a foot without it bugging out. its rough for testing.
didn't mean it for tracking
yeah, for devving I always use vive
only use rift when I need to test if it works on rift
my high end workstation cant run the oculus at all.. the usbs dont work.. i did buy an extended usb pce card and it does work on that. but.. kind sucks to have to do that
same, and then they are like that usb card you bought that we recommended? you'll need another for more cameras or a different one
yeah i put my vive on the lwoer end pc to test multiplayer since the vive works well there.. but the oculus is meh on both.. surprising its better but not good on the lower end pc. i guess the onboard usb is just better suited somehow
the place Oculus is a bit better in dev is having space warp
im not sure if it wa srecommended here. i found it recommended on reddit site
if your game can't run full 90hz in an editor build
i have three sensors with it. and they seem to work alright when standing in the centre.. tho it complains one isnt connected right. it still works ok
until they let you remove that health and safety warning it was borderline unusable for dev
is there any way to disable the head sensor in the headset? without using ductape and patience?
yeah there is a way now
in the debug tool
that was added around the time of the health and safety disable I think
i need to look into that.
4.18 seems to let the controllers work when the headset is off too
sort of, not with full tracking
HTC Marketing... on par with Intel
im using the oculus for main testing for the last few months.. i figured "if it works in oculus decently I dont really need to worry about performance in vive"
But seriously, does anyone know of a workaround for VR preview losing focus to the editor (since it pops up in front and takes focus) on the Rift? I need to test Vive later.
But, sort of becoming lame
@granite jacinth there is a call to set all focus to viewport in a couple places you can change
The HTC Vive Pro has a higher-resolution displays than the previous model and built-in headphones. HTC has increased the resolution of the dual-OLED displays...
It's just strange because I've never had this problem until maybe a week ago
at this point I am more interested in Santa Cruz (if it's powerful enough and costs around what Rift costs)..
I wish they would get rid of the over-head strap that fucks everyone's hair up
I don't like the blue, look like all the plastic doesn't quite match
@sturdy coral LOL.. for real! when waiting for my gf to get ready to go out and im all done up.. ill hit play and start testing and wreck my hair
i guess its to support the weight...
yeah, windows MR/PSVR just handles it a lot better I think
I guess with the wireles stuff they still need something up top to mount that to
it really looks black and not blue
does anyone know how the go model works? like its pc-less right.. do you stream games via wifi or something?
same as Gear VR
the plastic that adjusts in and out for glasses and has the facial padding looks black and some of the other padding black, and the rest kind of bluish like it doesn't all fit together
just no need to have phone
santa cruz won't be a big seller I don't think unless they can hit a really low price point
no, it's not a phone ๐
or add PC compatibility to it
all that mobile stuff is soooo boooooring
vive pro excites me way more
and pimax too
anything that "pushes the boundaries". not stuff that goes back in tech just to get cheaper/easier to use
@full junco you wouldn't be excited for Vive 1.0 at $200 mark?
not in 3 years
if it would come out now, yes
or no
it it would have come out half a year ago, then yes
rofl
official video from HTC: https://www.youtube.com/watch?v=fsMWAQcPzM8
A recap of the VIVE press conference during CES 2018 on January 8th 2018 in Las Vegas.
No one's mentioned it
from their conference
PSVR looks so much nicer, though some of that is from full RGB
Yeah, I need to start using my PSVR actually
haven't touched it or the devkit yet
I am a slacker
I got the aim and some move controllers finally, charging the aim up now and I'm going to try out farpoint
otherwise I haven't tried anything but GT sport and the mini game thing
another nice hands on: https://www.youtube.com/watch?v=1GZi1qa2yN0
Virtual realityโs second generation edges ever closer. We saw Oculusโs new Santa Cruz prototype this past October, and today HTC countered with its own plans...
why that looks closer to Rift?
it doesn't?
Totally looks like a Vive with two eyes
Oh
You must mean the integratedheadphones
and yes, that's because Vive was late to the party and copied
with their deluxe
(which I have and it's pretty awesome)
they should have gone for some steampunk design.. otherwise it looks pretty bizarre o.O
Pretty small headset
@full junco ah yeah that was one of the better videos, he goes into the optics a bit
it says VR cover ๐ so it might just be for the show
Hope pro has color options. Need it to coordinate with my chair and computer.
So I can not look at any of it while using it
Vive = blue/black
if I keep hearing reports it is lightweight I might grab it
Guess Iโll get the protector kit so it matches
it does look like it is rigidly attached to the strap and kind of clutches in place tilt-wise like the rift
the DAS it just freely pitches up and down and you have to use the top strap to kind of lock it in place which isn't great
at least DAS with the Vive Pre adapter kit is like that
Is the FPS template alright to develop enviroments for VR if I want to quickly prototype enviroments without putting headset on
@still frost you should probably use the post processing and scalability settings from the VR template
ripple took off
Yeah. Crypto mining
well not ripple itself, but when one jumps, everyone tries to get on the next "big" thing
and Eth took off lately too
Can't believe this craze still
Just want it to implode on itself
Lots of good GPUs being wasted
can't mine ripple
I am surprised prices skyrocketed again - everything except ripple wend down
also 1080 is a bad investment vs 1070... yet 1080s are out of stock on NewEgg :/
all of AMDs are out of stock
wtf
I'd say MS needs to have XB1X support Windows MR and then we wouldn't have to worry about GPUs
I've been waiting on RAM prices to drop before upgrading to ryzen or threadripper
I don't want to upgrade and then not even be able to open kite demo ๐
yeah, RAM prices are bizarre
my 16Gb were $89, now it costs $190
(wanted to upgrade to 32Gb of RAM)
@sturdy coral I wouldn't wait for RAM
I read there were shortages again
If anything they will be going up in price soon
went up ~$10 in a few weeks
I think consumer VR market is going to be stagnant if people can't buy GPUs
Why is ram having shortages though? Maybe when crypto crashes used gpus will be everywhere for cheap
I wonder if this would work for VR https://www.newegg.com/Product/Product.aspx?Item=N82E16814125913 (using Rift or Windows MR HMDs)
perhaps future is with mobile / standalone VR if PC hardware will keep getting more expensive
Googled around and I guess mobile is whatโs causing the ram shortage making the price go up
@granite jacinth hmm, interesting, I actually didn't notice that gpus are out of stock again
but ethereum alone is up 40% the last 7 days, so it makes sense
The CES 2018 Vive Pro looks like a solid upgrade over the original virtual reality headset thanks to a higher resolution, a balanced headstrap and built-in h...
daaaaamn
my current vive system is already struggling with some recent games, wonder what will happen with vive pro... prolly gonna have to roll with 1080 ti for sure now
lol, do you know what that means?
they are just making sure a third party's program still works by giving him a beta to fix it off of
the real news is the total control re-mapping they are implementing, which is why they had to do that to begin with
meaning now I can remap Doom VFR controls to match Touch better ?
not "now" but soon yes
i wouldn't move to that beta yet, likely buggy
you could have anyway with the OpenVR-InputEmulator btw
cool
is there any answer to the HZB mipmaps performance loss?
digging through answerhub and not seeing anything conclusive
@Slapunas#0583 what gpu you got now?
@kindred island
@full junco yeah, I was looking around because I needed to check what an equivalent to a 1070 was on AMD's side I think
Which looks to be something in between a Vega 56 and 64
which there's nothing now
1070 is vega 56
but the vega GPUs were never really available
nvidia released the 1070 ti because the 1070 was below a vega 56
the 580 is the main mining card
man, i need a new gpu, but i know the 2000 series might come soon-ish
but seeing nvidia saying fucking NOTHINg
i guess its still a while
nvidia is now in intel-mode
Not GPU
Nvidia can wait
They have no competition to Volta yet
They want GPU prices to soar
And then they'll drop all old shit at higher prices retail
then Volta out at a super premo
They aren't stupid
they said it
When?
a few months ago or so
nvidia biggest competitor its itself
And Volta Consumer will be in Spring
but honestly, they are making SO MUCH MONEY of AI stuff
that gaming doesnt even matter that much for them now
thats why they have released several different models of AI/calcs chips, while we are still under the 10x0 gen
its Heise that somehow got that information, its the main professional IT site in germany
seems we wont still get anything new for a while
Well some gaming is cause the price hike too. The Chinese gaming market is growing a ton. Some of the vendors said they are sending a lot that way.
yeah get a 1070 ti or a 1080
Just bad luck with crypto, ai, and China all wanting extra GPUs right now
nvidia is not that popular with crypto
the ones that make MASSIVE money from crypto is AMD
nvidia makes absolute BANK on AI/simulation
becouse nvidia has Cuda, wich is superior
and nvidia offers tons of free high quality libraries
that they use for building blocks in AI or simulation
AMD does not make massive money from it, because AMD can't produce enough GPUs
Nvidia does make more money with the crypto stuff, because they actually manage to scale supply better
@wicked oak I scored a 1070ti for $415 USD on Newegg
I was obviously worth. At the time 1080s I could find were $550+
I mean, I really wanted a 1080, but then again...I was hoping something new was coming soon
I just needed an upgrade from my old ass 980
Which I still have
given that this days i give few fucks about pc games, keeping the 970 is not needed
the thinking here is this - if you can't buy a new GPU, what makes you think end-users can?! This is what I am aiming at lower end hardware to make sure people can play on 1050Ti as shortage of GPUs will only get worse with time
@mighty carbon becouse im doing ps4 anyway, so i give zero fucks about the PC
at least until game is finished and i want to get it running on pc
at wich point, the game runs on ps4
so its going to run on everyone
then keep using your 970?
probably need more RAM and better CPU in this case
36 gb + ryzen
and SSD
then I don't know what you are doing.. I don't have whole a lot of issues with my 1060 and 16Gb of RAM and i3
just general vr games starting to run slow
and if im going to get higher res headsets like that vive pro...
I thought you don't care for PC VR ๐
I hope XB1X will get VR soon.. If this ongoing GPU/RAM shortage will persist, then console/mobile VR will grow much much bigger than PC VR market.
(and I am not willing to develop for PSVR simply because it's too expensive and too pain in the ass)
even if you dont want to release on PC, as a VR enthusiast you really want to have the latest awesome hardware if possible ๐ @mighty carbon
especially if you have controllers and lighthouses already and you can buy just the new HMD
that always was one of the main reasons why vive was superior to rift. vive is a whole ecosystem
can mix lighthouses, controllers and HMD from different companies
@granite jacinth in germany I dont notice a GPU shortage again yet, 1070 and 1080 are available at normal prices
Hello guys , I need some help on this topic :
https://answers.unrealengine.com/questions/744415/vive-not-working-after-a-few-minutes.html
any idea if UE4 is getting something for Oculus Go ?
well, what exactly "everything GearVR related" is coming in 4.19 ?
why are you asking about hardware that isn't out yet?
probably to make sure that his game will be fine
dont worry @mighty carbon , Go is 100% backwards compatible
yeah its on the same API
and if your game runs on gearvr already, it will run, but better, on Go
Anyone get a Go dev kit?
they made changes in....4.17? (might have been 4.18) consolidating the GearVR into the generic OculusHMD module. @mighty carbon if you remember the controller became a motion controller instead of a seperate object
that was likely all for the platform unification
and likely handled most of what GO would require
I see
I am just wondering if mobile Vulkan or ES 3.1 for VR will be realized in 4.19 or 4.20
otherwise we are stuck with ES2.0 for mobile VR
@granite jacinth they said I can get it after the privileged devs get it
@tired tree stuff like HISMCs and foliage were not optimized for mobile VR. GPU particles were super slow too.
don't exactly know what you expect there....
not dropping fps to 20+ when using HISMCs
btw, speaking of UE4 performance optimization - ran MGS: Revengeance and Raji on my laptop (i5, Intel GPU, 8Gb RAM). The former ran blazing fast, the latter was a slideshow :/
(maybe not UE4's fault entirely, but how the game demo was built)
@mighty carbon mobiles fucking hate meshes
hism or ism or just normal ones
its absolutely critical you make as few drawcalls as possible, and they dont reallly have instancing support in the damn chip
every time you do drawcalls on mobile, it bins the triangles to the different tiles of the screen, this of course takes time
hmm.. you'd think after so many generations and presence of 3D games on mobile for a long while they would make better mobile GPUs..
ism/hism suppose to decrease drawcalls unless they work differently than basic batching
its much bettter for isometric/top down, as that has easy culling
mobile gpus dont even support culling
but it doesnt matter @mighty carbon , becouse all the overhead of sending stuff to tiles is still a fucking pain
@sturdy coral so should I import the fps blueprint into the VR template
how is it different sending batched triangles vs unbatched triangles ?
it's the same effort
batching is done on CPU anyway
at the end you send the same triangles to GPU
so having HISMs and one solid mesh should yield the same performance
Getting heavy lag all of a sudden, never seen this in the profiler before anyone know what's happening?
This section is taking 10ms and everything below it is 3ms or under, so this must be it
@mighty carbon have you tried if there is difference?
between an actor merge version of the mesh, as 1 mesh, and the instanced one
I did and that's why I said I would like for Epic to optimize HISMCs
once you batch triangles, it should be exactly the same on GPU side as processing one single mesh
and since batching happens on CPU, it has nothing to do with GPU architecture
HISMCs supports LODs as well
and culling
how?!
they even STATE that it is more expensive
even ISMCs run slower than single mesh
20fps expensive? doubtful
try it
sorry, meant that as it shouldn't be 20 fps expensive
I tried it and that's why I gave up on using ISMCs anf HISMCs
aye
I would even settle for ISMCs simply because it's easier to build levels and for per instance culling
Would be nice if Ramas plugin became native, where you can just convert static meshes to instances.
sexy
6DoF
enticing
I wonder if "under $400" means $349 or $399
I wonder if cameras are for tracking only or if it can also do AR
I might even go for this one instead of Go due to full tracking
3dof control though right?
not entirely sure how much I like that bug form
lots of problems have been pinned down with multiple users going back and forth with staff over the problem
answerhub is pretty terrible for bug reports, but that aspect of it was at least great.
anyone know how to get DrawDebugString working in VR? the positions are all wrong
@sturdy coral 6DoF HMD and 3DoF controller
since it uses 835 SoC, I wonder how much quality and performance they managed to squeeze out of the SoC
might give a good idea of what Santa Cruz can accomplish, unless Oculus went with inferior SoC on it too :/
I can see Mirage Solo being used in business (walking around virtual architecture and looking under the virtual bed, etc.) where you don't really need 6DoF controllers.
@granite jacinth @mighty carbon lol, that bug submission thing is horrible. how can you like that?
AH is WAY WAY WAY better
this method is just epic trying to save money on AH staff
This will help produce higher quality reports
with this method you can't even talk to epic any more about bugs...
and you cant see what bugs other people submitted
sure
hundreds of times I searched for a bug and found some report on AH already
if you follow the directions
and have videos/gif/repro steps
I mean...
Not really hard
I like the change
Forces people to actually do something extra
usually you are way too lazy to create full repro steps and videos whatever stuff. with that I would not report bugs any more
ยฏ_(ใ)_/ยฏ
and I reported a shit ton of bugs on the AH
I used to
Then stopped
After I was not getting any responses
I have been getting more and more lately though
Aye
But they need to focus
Half the time they were going back and forth with people
And they were too dumb to do what Epic asked
So now, if they don't, it goes into the trash can
how does this help them focus? if anything minor bugs get focused now and large ones like that blueprint wiping bug get ignored
Dude
you won't get full reports for very hard to duplicate bugs
you don't think they know about that?
Of course they do, they just aren't going to touch it until they can verify it won't break every project out there
@full junco I didn't say I like it, I simply posted links
Although, it is going to have to freaking happen
?
they literally got no reproductions on the blueprint bug for a year and a half
it took dozens of developers submitting logs to track down
I would pay $200 for a marketplace plugin that makes all the debug functions work in VR
?
Pay me 200 right now to show you how to do it yourself?
What are you talking about exactly @noble crater
DrawDebugString
but I have generally had problems with debug functions in VR - although some got fixed in 4.18
Hm, never used that one before
DrawDebugString is in the wrong place, I think the canvas projection is wrong
What's it for? Sounds fishy... draws strings instead of lines?
Tool that enables analyzing realtime gameplay data at runtime.
I want to display stats about all my RuntimeMeshComponents
that uses lots of debug strings
vertex count, section count etc
at least int he example image
Ahhhhhhhh
its in the normal upper left, they don't adjust the debug drawing, they specifically went in to the graphs and offset in VR now
you are free to draw debug info to a texture and render to a plane
I use text renders in game
@tired tree I wrote a comment on that thread describing how much I dislike it... could you comment and agree with me please? ๐ https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form
@tired tree drawing text into textures and positioning it in screenspace sounds like a lot of work? I've used TextRender but not sure how it works or how to send/position lots of small bits of text into one texture
I like dedicated bug reports, just wish it still had public access / communication forums besides seeing it on the bug tracker when accepted.
def feels like a step backwards
plus not being able to say "hey this isn't actually a fix"
@noble crater Not really, drawing to texture is pretty easy and you can apply that texture to any plane, or send to a Stereo Layer Component
@sturdy coral yeah please also comment there and tell epic about how bad it is...
its FAR more visible
also i kind of liked how people that were waiting for a fix would bump answerhub bug reports multiple times requiring them to close the issue again
the debug draw ghosting in VR I submitted got bumped 8 times before they finally comitted the fix
two entire engine versions with it listed as "accepted"
yeah please lets make epic see how bad it is...
they need enough negative feedback I guess
nah
You guys...need to calm down
And think please
You're going in there with pitchforks
But AH was NOT the best place for Bug Reporting
It was the ONLY place
github was the best place
I don't care if it is answerhub or not, I just don't want it to be fire and forget
I would be better with this if answerhub wasn't going to be ENTIRELY IGNORED from here on out for bug reports
I can agree with y'all on the fire and forget
as they have pretty much stated
But let's be real here
Most Bug Reporting is the same
Even Crash Report does it
And no ones complains about it
But shit gets fixed from Crash Reporter all the time
the AH was a great place for bug reports, because it enabled collaboration from many people on bug reports
a lot of shit
The fact we could use AH was nice, actually surprised they didn't have it on forums also
crash reporter brings really good data
(they might have in beta, can't rem)
literally tells you the line where you nullpointer-d
what if someone already has a fix for your bug in a pull request?
it used to get mentioned on answerhub and you would have a fix
victor...we are specifically talking about hard problems that can't be defined by one, or the original finder
๐
there is no outlet for working it out enough to provide a detailed breakdown to epic anymore
I'm not saying you all don't have really good points here
I am just being the devil's advocate and looking at it with fresh eyes
considering that no-one here was literally freaking out, doubt that role is really required
the concept is good, throwing out what worked from the current system at the same time without a replacement is bad
@sturdy coral @tired tree you both made great points here, so please also mention all of those on the forums...
nah, should submit a bug report with "multi user debugging no longer works - REGRESSION"
hah
this is actually just epic further splitting the community between those on UDN and those that aren't there
bug reports on answerhub were UDN-lite. and now they killed that
they were
Bug report on AH were scrub level shit
answerhub is the same software like UDN
You'd even be lucky to get any looks
Aye, but they have no choice but to respond to you
can't you just be quiet about this or please join the shitstorm? thanks ๐
This way...the bug report team has no choice but to LOOK at all of them in the queue
They are probably even told how many they need to get through in a day
quota bitches
Not enough by the end of the week, dump
Which is actually bad ๐
They might trash can more in that case.
So let's hope no quota
on the answerhub epic also guaranteed you to look at your bug report
...
it was UDN-lite
No...they didn't
just with more time
wtf dude
You can clearly read it
on AH
Community-led
(but yeah, before it said something a bit different)
epic said something like "if we haven't responded to your bug report on the AH within 3 days, please bump it" etc
the other sections are community led
bug reports were not
well sort of true
But you are still wrong that every report was looked at
I mean, I know from experience
yeah, blame epic for that
ow they dont even claim to guarantee you to answer your bug report
they should have just used good ol' Bugzilla ๐
no, the AH was great
nah
web based is way better than integrated anywhere
I don't get how you really thought it was so good
next thing is to close-source engine
because I reported hundreds of bugs and got an answer from epic on every single one? @granite jacinth
you clearly didnt report enough critical bugs
and when TimS leaves, you know Epic is in trouble
yeah, direction epic is going is bad
interesting
@wicked oak how is your port to Gear VR going ? (that contract job)
yeah
@mighty carbon its done
but we are getting sent into Gallery unless something happens
wich is weird, becouse its passed all tech review with flying colors
it has super good graphics and 100% perfect performance
and the android version has very good reviews
this game
i made sure to make it work on cardboard and daydream too, this version was made by myself
reviews are very good for the people where the game actually runs
lots of people install it on shitty phones and complain it doesnt work
as its a very high end game tested on high end phones
the app can get out of Gallery if it becomes popular in the Oculus Home
good luck tho, no one buys gallery games
other than that you have to be a big name or be sponsored by Oculus to land into the store .. That's what I gathered
Norman3d team was sent into gallery
and their game had god tier tech and graphics, and it was sponsored by oculus
@tired tree will you comment in that thread?
still gallery-d
not getting thrown into gallry is weird...
like, we dont know the requirements, and even top tier bug free games get thrown there
then I don't know :/
that's why I like desktop VR more - I can release outside any store
@granite jacinth and you should comment there and tell them you want UDN-lite...
its easy, just get a full license ๐
to be fair, udn lite paid...
like, with those 20 dollar license
@full junco they know I want it