#virtual-reality

1 messages Β· Page 161 of 1

granite jacinth
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I've asked for it like a million times

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huge thread on it

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"huge"

full junco
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then a million and one is still fine

granite jacinth
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Would you pay?

full junco
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sure

granite jacinth
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Let's say $20/month

full junco
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absolutely

granite jacinth
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what's the most?

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$50 ?

full junco
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once I have my game released, yes

wicked oak
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i definitely would

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50 might be too extreme for such a service tho

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but the 20 a month? i would definitely pay

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for the answerhub, back when it was on the rocket beta

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where epic people actually looked at it, and it was only serious people and noot ultranoobs

granite jacinth
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Allt he pro devs are gone or leaving man

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Only a few have stayed

full junco
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stayed where?

granite jacinth
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at epic

glossy agate
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But where did they go?

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Not sure what the normal turn is though. I think at google and facebook at the higher end tech positions its like 3 years

full junco
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@granite jacinth have no idea what you talk about, all the important people are still at epic...

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important people are DanielW for example

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or Mieszko

mighty carbon
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well, we don't know who was on the time limited contract and who was integral part of Epic

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I see a lot of folks are no longer with Epic.. Some joined that infamous AR company, some are on their own..

full junco
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again, what important people left epic?

tired tree
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I think the largest problem with the new bug reporting revolves around whether they changed the default "time out" behavior of the bug tracker or not.

glossy agate
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Yeah I think a lot of it is just normal turnover

tired tree
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unless they changed behavior, after a set time bugs are auto labeled as "won't fix"

full junco
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that will still be the case of course

tired tree
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you can't bump it anymore like in AH, would have to resubmit a duplicate in that case

full junco
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and reenter all the information...

glossy agate
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Statistically right now if you change companies every two years you can outpace average wage growth by like 8%

mighty carbon
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@wicked oak any sales numbers for that game you ported to Gear VR ? Any plans for Daydream port ?

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apparently one wouldn't be able to walk around with Mirage Solo 😦

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it's confined to 1.5 meters radius (or diameter) around user

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kinda odd

granite jacinth
mighty carbon
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looking good @granite jacinth

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did you make it ?

glossy agate
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Its fun. I played it.

granite jacinth
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Not alone. I've only been doing the code side.

granite jacinth
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Art side is handled by one dude

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Anims one dude

mighty carbon
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ah

granite jacinth
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Tell you what though

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even if you have one more person working on it

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Does wonders

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But anyway, Anims dude is busy, so that's why I needed some help on that end.

mighty carbon
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you bet

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I miss working with a team

glossy agate
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So much better with a team. Easier to stay motivated when you see other members adding in awesome stuff

mighty carbon
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I wonder how accurate it is... Intel/Nvidia dominate the market based on it

sturdy coral
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hah I could totally see pubg having affected things

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I know two friends who did big upgrades for it

mighty carbon
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I see

sturdy coral
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There is almost no Pimax news or impressions out of CES even though they have a booth

real needle
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what happened to the source contagion thing i heard that was left behind @muchcharles#2724

sly elk
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Im doing some performance testing for a demo and I'm seeing substantially worse perf than the last time I tested. On 4.17 Oculus. Last time was 4.16

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Googled and saw other people reporting issues but no resolution

wicked oak
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have you upgraded oculus itself?

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Dash is a huge resource hog

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for me it makes nearly all games unplayable if they are half complex

sly elk
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no, i avoided dash

sly elk
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ah, i found part of the problem. I still had r.screenpercentage over 100

mighty carbon
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frosty prawn
mighty carbon
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yeah, we did

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still, cool stuff.. I wish Oculus brought something to CES

sturdy coral
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@real needle source contagion?

real needle
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@sturdy coral you know contagion the source game? thats what this vr thing is based off right?

tired tree
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ouch, all pimax impressions so far are pretty terrible

mighty carbon
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did you help Kickstarter'ing it @tired tree ?

tired tree
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noooooooooo

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too shady

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will never invest in something that promises so much at once

wicked oak
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i just know hardware based kickstarters are 99% fails

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and china can NEVER be trusted

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so its like 2 red flags at the same time for such a campaign

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if it ends up being good, then maybe ill get one

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but after people get theirs

hollow mica
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Does anybody knows how to activate VR mode for the mobile platform?

full junco
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in HTCs renderings, the vive pro looks great. in real photos, the blue is super ugly

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I dont get why they didn't make it have the color of their renderings

mighty carbon
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3D printer didn't have right filament ? πŸ˜›

full junco
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even 3d printed stuff you can paint πŸ˜›

granite jacinth
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@real needle Source Contagion has nothing to do with UE4 or VR. But I'll answer your question as diplomatically as I can... πŸ˜ƒ

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First and foremost. I wasn't part of the original team that had the KS, and just got on board back around Sept.

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The old team definitely had their issues. A lot of mismanagement. TBH, it's almost typical for first time studios who "get big" through their Indie game.

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So after a lot of missteps and the lack of talent to further Contagion (Source). They chose a simpler Engine to prototype something new and try to make some money, so they could hire someone who could not only take their new game somewhere, but also jump back into Contagion and fix up some of the mess they had left behind.

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Enter Victor

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They did not want abandon their first game. But they had no choice. They had no programmer capable enough to sort of all the crap that was built up in their source code (over 4 programmer rotations worth)

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They had to get full time jobs to support themselves and their families over the past year and a half.

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Victor will not let them fail.

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This time around. I've been ensuring full transparency as humanly possible anywhere and everywhere, so everyone knows wtf is going on.

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But yeah...

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Next time, just read announcements from Contagion Steam Store Page πŸ˜‰

real needle
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right will do

real needle
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thanks for answering

runic cedar
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Hi i got three warnings in the VR vive, maybe someone know how to fix this, because i cannot compile blueprint actor pawn..

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lol okey)

granite jacinth
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Did that help though?

tired tree
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GetTrackedDevicePositionAndOrientation is I think the node name now

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that deprecated warning is a bit wrong

granite jacinth
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It is

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Beacuse I just looked it up

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So you can spank me

runic cedar
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so it helped but the laser does not come from the controller but from the helmet but it is very cool

tired tree
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have to set the tracked device index

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0 is always HMD

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they do it this way now becasue with trackers and single controller HMDs the total tracked devices varies from 0-12

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this is more scalable than a left/right hand node

runic cedar
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oh thank you)

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@tired tree I wrote in the device id 1 and 2 and it works thank you!

tired tree
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I wouldn't hard code it, should use the GetTrackedDevice node

mighty carbon
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if only Valve implemented ATW/ASW analogy (and as robust as Oculus' one) to Steam VR..

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Gizmodo

When the Oculus Rift and HTC Vive came out in 2016, we entered a new era of virtual reality. No longer would people think of half-assed fever dreams like Lawnmower Man, or ambitious but profound failures like Nintendo’s Virtual Boy anytime VR gets mentioned. Even so, modern VR still hasn’t caught on. It’s awkward, it’s expensive, and most of the games and apps still feel like tech demos. But earlier this week, a new piece of VR tech reminded me why the headsets are much more than gimmicks.

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"even with Vive’s latest advancements, it’s still easy to remain skeptical about the future of VR" - really? some people still doubt VR has bright future?

alpine torrent
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eyes?

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this new vive pro is inside out?

tired tree
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no, its stereo passthrough

mighty carbon
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I wonder if $800 is with knuckles or original wands

sly elk
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anyone know what the deal is with oculus developer portal rejecting any builds that have steamvr dll in them?

wicked oak
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steamvr conflict

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they dont want games that support steamvr on oculus store, becouse it can actually interfere when launching an oculus game

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so they make sure by making you fully remove any steam related dlls

granite jacinth
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Sounds legit to me

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@wicked oak does VIveport do the same?

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I would almost feel like they should

wicked oak
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they give 0 fucks so no

granite jacinth
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Strange

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Β―_(ツ)_/Β―

wicked oak
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yeh, they should indeed do more or less the same thing

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but viveport doesnt review much, i think

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they give 0 fucks, so they wont care even if you are lagging

granite jacinth
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Aye, I doubt they are making a ton of money from Viveport

wicked oak
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btw made dis

granite jacinth
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I don't understand why they did it...other than to try to compete with Oculus App

wicked oak
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trying to model some kind of spaceship door for the game

sly elk
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im submitting an alpha build for them to look at, not somethign for the store. This is a pain in the ass for no reson

granite jacinth
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Looks good @wicked oak

wicked oak
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for them to look at?

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@granite jacinth like the tank before, its procedural. This lets me change the panelling shape from just a few very basic curves

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ive been iterating it for a while

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shittier version

glossy agate
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Viveport doesn't require much at all. They used to require a empty c++ class if it was BP only, but I think they dont even need that anymore. Just have to pick the DRM you want

sly elk
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turns out im not actually using the two dlls it flagged. just deleted them from the build without issues

mighty carbon
wicked oak
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thats a few months old

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its still fuken nice btw

sly elk
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Been using textools for max since it was a thing. Somehow the autodesk implemented versions from a few years ago aren't as good

mighty carbon
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I wish Cycles could bake displacement maps without any hassles

granite jacinth
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INSTAFUCKINGBUY

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$800 seriously...

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If they can do that for tracker 2.0 and knuckles..

sturdy coral
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I'd pick it up if it it is $349

granite jacinth
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@sturdy coral Ya, it's a no-brainer imho

mighty carbon
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$800 is for the full package, for those who still doesn't own Vive

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Btw, Zoid left Valve

glossy agate
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gotta work on the physics asset though. These are really bouncy haha

mighty carbon
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brutal!

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πŸ˜ƒ

remote finch
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I've been experimenting with arcore in Unreal, and it's really cool. Since we only have horizontal surface detection at the moment I prefer the idea of making a game with small characters that people can look down at while they play. I tried just scaling down my assets, but that creates all sorts of issues. I could create all my assets with this smaller scale in mind, but that's not really feasible for me right now. I saw this article for Unity about scaling the camera and the planes up so that the game's world looks smaller because it is farther away.
Source: https://blogs.unity3d.com/2017/11/16/dealing-with-scale-in-ar/
I've been playing around with implementing this, and scaling up the camera does cause the characters to look smaller which is great. What I'm struggling with now is scaling the planes and the google cloud point component. No matter what scale I set it or the root of the actor containing it to, it seems to stay the same. Has anyone else tried anything like this yet?

Unity Technologies Blog

During our talk at Unite Austin 2017, we brought up scaled content and why you would want it. We also discussed why you would not want to scale the content...

glossy agate
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Did you try the world to meters setting in world settings? @remote finch

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I never tried ar so not sure how it works

remote finch
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I haven't tried it yet @glossy agate but I had read that it didn't work for ar, just vr

remote finch
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@glossy agate Changing world to meters actually does work, and it would appear as though that's all I need to change to get it to behave correctly. I've learned a lesson in not attempting the obvious just because the forums said it wasn't supported a month ago...Thank you!

mortal cove
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Ive read that in 4.19 supposedly they will add a scaling feature for AR similar to what currently exists in VR (fingers crosssed).

full junco
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@mighty carbon thanks for posting interesting stuff about the vive pro πŸ˜„

granite jacinth
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mofo Vive Pro

full junco
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349 would be a great price, would definitely buy that

granite jacinth
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ain't coming out with knuckles

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POS

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Wand 2.0

full junco
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@mighty carbon who is "Zoid"?

granite jacinth
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Wand 2.0

full junco
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@granite jacinth says who?

granite jacinth
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Refresh

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Says your mama

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And Uploadtovr and HTC

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and Valve

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and crapton of other people

full junco
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link?

granite jacinth
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😭

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full junco
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also it really doesnt matter for anyone who already has a vive

granite jacinth
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well

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I wanted knuckles this year

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But looks like that's not happening

full junco
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if you already own one, you will buy the vive pro, new lighthouses from valve and knuckles from valve

granite jacinth
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you aren't getting knuckles this year...

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we'll be lucky to get them next year

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Wand 2.0 this year

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boring

full junco
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well but it doesnt matter if HTC sells them or not if you can buy them from valve

granite jacinth
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guess the HMD will do for this year

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I doubt we will

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But maybe, who knows

full junco
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and I fully expect youll be able to buy knuckles this year

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its stupid to expect anything different

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dev kits shipped in mid 2017, they won't wait more than a year after dev kits were ready

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so I say before end of august you'll be able to buy knuckles directly from valve

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and they will probably be quite cheap

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like, less than $120 for 2 controllers

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valve needs every current vive owner to quickly switch to those

mighty carbon
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@full junco not knowing who Zoid is ... is like coming from under the rock or being too young πŸ™€

full junco
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probably both, so who is Zoid?

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its not like I ever followed the names of employees of game developers...

mighty carbon
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I figured you'd google him by now

full junco
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I know sweeney, I know carmack, and maybe 2 other guys (like gabe)

mighty carbon
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the guy who created original Threewave CTF for Quake back in the day and then some.. Also worked for Valve for a long time and was one of the key Dota 2 devs

full junco
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well I don't like quick shooters and I also don't like and never played any MOBA πŸ˜›

mighty carbon
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I don't play MOBAs, but Threewave CTF was the thing back in the days

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the point is that a bunch of key people left Valve recently

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Valve seems more like Steam service center and VR R&D house nowadays..

wicked oak
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lol R&D you say

full junco
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well, primarly definitely steam service center

wicked oak
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lots of people from there got hired by oculus (kind of shady) and others left

full junco
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they have no need for other stuff any more

wicked oak
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Valve is Steam

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and Valve is automation

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they could fire literally everyone in the offices, and just keep steam running for pure profit on no effort

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and would last a few years

mighty carbon
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someone still works on Lighthouse and knuckles at Valve.. So I assume not everyone in the VR field left for Oculus

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and not having knuckles for Vive Pro is a bummer... I can't stand wands after using Touch.

full junco
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have you ever used the vive controllers?

mighty carbon
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yeah, in a showroom in the mall

full junco
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sure touch feels better, but its not a huge difference

mighty carbon
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eeeh, huge difference in ergonomics and how it feels

full junco
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yeah, but something like getting rid of the cable is way more important for immersion than better controllers

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so I'm kinda wondering why valve doesnt work on a wireless solution

mighty carbon
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for me, at this point, it seems that more natural input contributes to presence a lot more than HMD

full junco
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and you used gearvr for a long time...

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with no real controllers

mighty carbon
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that's why I am more hyped for Santa Cruz than for anything else

full junco
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I am still not

mighty carbon
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(I think I will get hyped for Vive Pro if they release knuckles as standalone product)

full junco
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everything that makes VR devs dev for low end hardware is a kinda bad thing

mighty carbon
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how so?

full junco
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it is important that the mainstream meaning of Vr is the 1080 ti experience you get from a vive or rift with good tracking and good graphics. and I know it is not at the moment due to all that cheap cardboard and gearvr stuff, but I wish it would be

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VR needs to be seen as that really good thing

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doesn't matter if no one can afford it, but everyone should wish they could afford it

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essentially just how tesla made the electric vehicle sexy. not with electric vehicles that are "fine" and affordable, but with expensive electric vehicles that only very few can afford but everyone kinda wants to have

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if someone thinks "electric vehicle", they think about tesla now. not about some golf car.

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so if someone thinks about "VR", they should think about vive/rift, not about VR with mobile chips

mighty carbon
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good luck making profit in the market of 1080 Ti owners

full junco
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I dont care about profits

mighty carbon
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a solid product for Santa Cruz will make more money that a product for 1080Ti and Vive Pro simply due to the number of users

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oh well

full junco
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yeah and thats bad

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I dont want that devs have a reason to move away from the really good VR that you find on PC and also console

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I count PSVR on PS4 pro also as good VR

wicked oak
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im very, very very hyped for santa cruz

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fully wireless, no cams, works everywhere with no setup (assuming it chaperones the walls with the 3d sensors)

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@full junco but that you say its pretty much exactly what oculus is doing

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Oculus IS a sexy as fuck product

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just compare the design of everything oculus, vs everything vive

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Oculus is taking a clue from Apple handbook

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they are going the apple way, of making it look good and not going directly with the tech, but with "look at how cool it is, new experiences, blahblahblah"

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Vive is a ugly as fuck headset

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absolutely hideous

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it gives a more "its for tinkerers/enthusiasts" feel

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while oculus tries to go for "mass appeal"

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I predict oculus go selling really well

full junco
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I dont care at all about how it looks from outside. I only care about the experience inside

wicked oak
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IF the product is well marketed

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i know the product is hella solid

full junco
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you didnt get my point

wicked oak
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just need to market it well

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sure, but oculus is still much more ergonomic and has a higher quality screen

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(comparing to vanilla non headstrap vive)

full junco
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but that isn't related to my point

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I want rift/vive/PSVR to succeed, thats all good VR

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I want VR that runs on a TDP of less than 30W to fail as much as possible

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thats bad VR

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for gaming. for movie stuff its fine of course

mighty carbon
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it all comes down to money

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(and ease of use)

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no one says hi-res no-SDE wireless VR is not worthy of working on / using. It's just too damn expensive and will get more expensive (due to GPU/RAM costs rising)

full junco
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GPU cost won't rise, they will come down like they always did

mighty carbon
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in the real world priorities are very different - there are far important things to spend money on than VR / VR-ready PC

full junco
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for that you have PSVR

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and "soon" xbox one x with the windows headsets

mighty carbon
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and if I don't have PS4 ? Then it's the same issue

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when that happens...

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If XB1X gets support for Windows MR HMD, I'll be quite excited

full junco
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microsoft said it will

mighty carbon
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(not that userbase is huge for XB1X)

full junco
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in half a year the userbase of xb1x is quite big already

mighty carbon
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hopefully much bigger than PC VR userbase

wicked oak
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windows MR in xbox is pretty much confirmed

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the question is "when"

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they are ultrasecretive or they arent even giving devs the tools yet

mighty carbon
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I see.. Interesting

full junco
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I wanna preorder a vive pro and I wanna know the price of the htc wireless thing

mighty carbon
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nice

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and this one looks useful too https://trello.com/c/qeZ6H8eJ

It is now possible to configure .pak file signing and encryption fully from the Editor via a single unified settings panel. These features can now be controlled in Project Settings, under the Project section, in the Crypto panel.

From this panel...

Labels

Core

trail shale
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What's the fastest way to check for replication in VR, since I can't get the VR preview to work across Lan with another editor?

glossy agate
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Fastest way is probably to create a proxy pawn that runs in non VR for testing

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Just place hot keys to run all your functions that you want to replicate

trail shale
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a lot of my current events target a specific VR pawn....

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so I should maybe just set that VRpawn's reference to the proxy

glossy agate
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Yeah just make a child pawn that is non VR, then you can play it multiplayer

trail shale
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no difference in using two instances of the editor versus across two computers, as long as you can ping one another?

glossy agate
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Not that I know of. It just creates multiple instances of the game to test across

trail shale
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could I actually test the VR components and then the second instance is the non vr ? in the same editor? or will VR preview not let that happeN?

glossy agate
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I don't know about that. VR multiplayer testing won't work in editor. Thats why you just make 2D pawns and use hot keys to test if they replicate correctly

trail shale
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okay thanks for your help

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How do I make a child of a VR pawn and have it not be VR though?

trail shale
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So, why is 2 player instance local not starting the game...nothing is replicating, both standalone windows have authority

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They are simply not connected to each other

mighty carbon
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@full junco cryptocurrencies are going up again, so I don't see how that helps GPU shortage/pricing.

full junco
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that's a very short term issue

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with new gpus, price per performance is coming down of course

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volta/ampere, Navi etc

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so in 2 years you will get much more performance for the same price like now

trail shale
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crap guys I'm an idiot

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this isn't multiplayer, let me delete all this crap

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that's better

sturdy coral
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@mighty carbon nice, that's over half a tennis court

mighty carbon
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it would be nice if LH 2.0 could have been placed inside rooms and hallways connecting rooms

sturdy coral
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I'd mostly rather have separate tracking universes per room as is supported now

mighty carbon
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so one could map out a house or whatever building/structure inside with LH 2.0 and basically merge physical boundaries with virtual

sturdy coral
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because so many games do stuff based on center of playspace

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but just some tool to switch the center would be enough too

mighty carbon
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has anyone opened Vive's wand to see how much of empty space it has inside ?

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I can totally see myself making it closer to Touch (mostly to make grip button matching Touch), 3D printing it and moving wand's inside into my custom controller πŸ˜ƒ

sturdy coral
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@mighty carbon that proxy LOD/simpligon replacement thing is huge

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I'm glad they are adding that and hope it works well

tired tree
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@mighty carbon that won't work unless you specifically keep the tracking sensors in the same orientation and position

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they form a matrix that is optimized and known to the internals of the wand

glossy agate
mighty carbon
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@tired tree looks like there is stuff in the handle.. I simply wanted to make handle shorter and like a pistol grip, with more accessible grip button.

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everything else would remain the same

sturdy coral
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@mighty carbon might be easier to use a vive tracker in that case

tired tree
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Vive trackers don't track as well as the actual wands for some reason

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but yeah, that would be the obvious solution, they are made for that

granite jacinth
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Trackers are garbage man

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So is this blaster thing I have

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Trackers are garbage man

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Trackers are garbage man

wicked oak
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really?

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how the fuck do they track bad if they are kind of the same thing as the crown in a wand

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and they are 100 fucking dollars

mighty carbon
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well, modifying wand takes some Solidworks work and 3D printing. Making whole new controller with tracker is whole another story.

sturdy coral
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some sensors in the middle of the vive wand are visible from below too, where with the tracker whatever it is mounted to blocks that a bit

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@mighty carbon yeah the hard part would be adding a touchpad to the vive tracker based one, unless you can take one out a steam controller and it hooks up ok without a lot of adapting

mighty carbon
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that's the idea

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use guts of the wand in a new body

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but, with that long pcb board it's not possible

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(not possible to make short pistol grip a la Touch)

sturdy coral
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I wish touch was a tiny bit longer and grippier

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though grippier is easy to fix on your own

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fundamental flaw of the vive wand is the symmetry

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if they make the grip button too easy to grip, then the grip button on the palm side becomes too easy to accidentally press

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and if they make the palm side hard to accidentally press, the grip button becomes harder to use

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if I modded anything it would be replacing the grip button with a clicky key from a mechanical keyboard and covering the palm side so it can't be activated

mighty carbon
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but Touch grip button isn't just on/off button

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and it has some stroke to it, so even if your fist lightly closed, it doesn't count as "completely closed grip"

sturdy coral
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I haven't ever found a use where that mattered, only for social gesturing

mighty carbon
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(or maybe it's on/off, but due to longer stroke there is no issue with accidentally triggering grip)

sturdy coral
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I'd rather have a click so I know exactly when something is released in e.g. a throw

#

that's my only concern with knuckles too

mighty carbon
#

well, you use grip in Robo Recall, Lone Echo and Climb

#

and it comes naturally

sturdy coral
#

you use the grip

#

but you don't use the analog part of it

#

other than for hand animation, for gameplay stuff there is always an activation point

#

from what I have tried

mighty carbon
#

that's what I am wondering - grip just works well due to long stroke of the button or because it's analog

sturdy coral
#

I haven't tried the climb with touch

mighty carbon
#

my hands get tired quickly when playing Climb as you gotta grip controller tightly when climbing πŸ˜ƒ

sturdy coral
#

windows MR has a clicky grip and I like it alright

#

I don't have any real preference for it over oculus's, but the windows MR grip button is definitely better than Vive's

sly elk
#

Rift and Vive had hardware resolution parity where we could basically build for the same min spec. Now we have windows MR with a slight resolution bump, vive pro, ect.. What are peoples thoughts on how VR min specs work when there are devices out there with radically different render target sizes?

#

Giving customers 4 different min specs for each headset seems like a great way to have people misunderstand, get angry, and return the game

glossy agate
#

What would that effect though? maybe screen space LOD's? Only complaint I have heard about windows MR is touch pad not being sensitive enough, and no support for switching to joystick.

wicked oak
#

@sly elk min spec vr is min spec vr

#

also the other headasets are just higher res of the same thing

#

i wonder if unreal engine new "PD" stuff will be native even on things like the vive pro

#

but you just leave a setting for lower res and thats it

#

you can just say

#

min spec, 970 GTX at Rift CV1 native resolution (1200p)

#

games do more or less the same thing, a lot og games say min spec is 30 fps 1080p or something

granite jacinth
#

Aye

#

I mean I just added options for people

#

I am about to push it live tonight

#

They can pick between low.med.high settings

#

and see the FPS result

#

Obviously everyone will have different specs. It's nice to aim for low end min spec

#

But fuck that

#

Just give people options

glossy agate
#

You using engine scalability settings, or just SS values?

granite jacinth
#

No, but I should

#

Well

#

They are just console commands

wicked oak
#

i just had antialiasing mode + screen resolution slider

granite jacinth
#

I'll show you my monstrosity setup in a bit

wicked oak
#

after all DWVR does not have effects, its designed specifically for one spec

#

if you are on a stronger GPU, you are better increasing res

#

i believe that for VR

glossy agate
#

Yeah I am using the slider. Most players have advanced settings anyway and set SS value through that

granite jacinth
#

Has anyone tackled Melee in VR?

glossy agate
#

Yeah, I have some melee mechanics that are kinda important for gameplay

granite jacinth
#

Any solid tips?

#

I put together a proto last night, but it was meh

#

Going to redo it later

wicked oak
#

me

#

let me give you a important tip

#

fake the fuck out of it

glossy agate
#

Mine is set to use velocity. You have to make one long solid swipe to do damage.

wicked oak
#

enemies dont have the same rules as the player

granite jacinth
#

See, I want hit reactions from the zombies though

wicked oak
#

play an anim

granite jacinth
#

So I need to use point damage

glossy agate
#

Physics anim based on bone hit

wicked oak
#

make them stumble

#

back

#

as the animation

granite jacinth
#

@glossy agate aye, that's how the melee weapons are set up

wicked oak
#

if you do that, hitting an enemy will move him back, and you wont be able to keep hitting them superfast

granite jacinth
#

But I tried to "fake melee weapon" hands... and the results were garbage

wicked oak
#

also, if you do a edged weapon, do perpendicular traces

granite jacinth
#

Also, I was tired of killing my walls and mic

wicked oak
#

not linear one on the blade shape

glossy agate
#

like it doesnt match up with controller?

wicked oak
#

one of the best melee combats is the one i developed for my dungeoning prototype

#

but GORN is really fucking good, and Raw Data too

#

Gorn cheats

#

by making the weapons be jelly

granite jacinth
#

I need to see how Gorn does it

wicked oak
#

but raw data does it well

granite jacinth
#

@glossy agate oh, it matches up just fine

#

I might just need to tweak multipliers

#

I don't know, we'll see, but yeah

#

I am going to try to fake as much as I can

wicked oak
#

careful with physics anims

granite jacinth
#

I'll have proc slicing

wicked oak
#

they are highly volatile, getting them right is SUPER hard

#

robo recall does it fairly well, but i think its actually some sort of ik or something? it was done before phys anims existed

#

on my newer game, i use phys anim for hit reaction, and its kind of bouncy as hell

#

problematic

granite jacinth
#

Hmm, maybe I'll look at the RR mod kit again

#

I actually dont' remember ever using melee in that game

#

Not that I played much of it

wicked oak
#

robo recall does it really well

#

its the best implementation, you can punch or whack the bots

glossy agate
#

Yeah I think orbus uses multiplier based on velocity for the damage. You could also multiply the force by velocity to get a bigger reaction

#

In my game they won’t be used much. You get double point for melee executions so it’s more planning to get in close to a maimed player to pull it off

#

Just didn’t want the wrist wiggle kill to happen

tired tree
#

Mmm, Gladius VR has a decent implementation Victor, he has hit reactions and fully simulated weapons. I could get you his contact information if you wanted to talk. Its UE4 + plugin as well.

granite jacinth
#

@tired tree Nice, yeah if you could, I'd appreciate it

#

Not that I foresee a lot of players really going to punch zombies all the time, but it could be a fun diversion..

granite jacinth
#

lol

#

Good

wicked oak
granite jacinth
#

Because that will help us out

#

Move Knuckles

wicked oak
granite jacinth
#

I'm okay with it

#

As long as the tech keep on improving

wicked oak
#

i cant read moonrunes, but this looks like capacitative stuff to me

granite jacinth
#

Looks like a crapton of buttons

wicked oak
#

what the fuck is this

granite jacinth
#

Hopefully it's egronomic

wicked oak
#

it can change shape?

#

lmao what the fuck

granite jacinth
#

nah

#

that's the inside I bet

wicked oak
#

its some kind of weird chain

granite jacinth
#

gears

wicked oak
#

but look at the way tis setup

#

seems itcan grow

#

but nah, this aint move 2.0

tired tree
#

thats is a ring extension

wicked oak
#

too expensive

tired tree
#

they likely won't even use that part, but throwing in overarching concepts gives them leverage

wicked oak
#

all this gear shit costs $$$ sone are total cheapass

#

extended

#

thats actually a cool thing

#

seems to be the main focus of the patent

#

most of the stuff is about this thing

tired tree
#

would require a cloth covering on those zones

#

but I guess if they intend to put one at each zone....

#

that would be a ton of battery usage...

wicked oak
#

its complex as fuck lol

tired tree
#

it "could" be feedback for grip strength too

mighty carbon
#

ha, Magic Leap ordering some stuff we make at work.. Surreal seeing them ordering something that's not related (perhaps even indirectly) to VR/AR.

tired tree
#

you can get tension on the motor from a setup like that

sturdy coral
#

@sly elk just use auto-resolution, it solves everything but screenspace LODs

#

I think the calculations for those used to be based on a normalized 1080p screen, not sure if they still are

worthy ravine
#

Hello! I'm trying to detect which headset is being used on start, and online I've found that I can use "GEngine->HMDDevice->GetHMDDeviceType();" However, it appears that I do not have HMDDevice as a member of of GEngine when I try to implement it

#

Any suggestions?

rich jackal
#

I'm having trouble understanding what the Frequency curve is (vs the Amplitude curve) for Haptic Feedback Effect Curves

#

Specifically in the context of the Touch controller

#

@worthy ravine Are you sure you're #including what you need?

worthy ravine
#

Yup, I've got that included

#

It seems like it's a part of GEngine which requires "#include "Engine.h" but it's not coming up as a member

granite jacinth
#

is that really more efficient than a simple timeline?

glossy agate
#

So what’s up with the zero delay? Supposed to be like a timer by event type of outcome?

granite jacinth
#

@glossy agate 0 delay = one frame

#

Nice if you need to stagger something super close

sly elk
#

yep- I use 0 delay like that pretty often

sturdy coral
#

@worthy ravine the new form is: if (GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType() == EHMDDeviceType::DT_SteamVR)

#

and you may need:

#

#include "IXRTrackingSystem.h"

worthy ravine
#

@sturdy coral thank you!! that's what i was looking for

#

I appreciate it

sturdy coral
#

np

tired tree
#

something to keep in mind with that though is that Oculus ran through SteamVR still returns DT_SteamVR with that code

#

have to query OpenVR itself to tell the difference

worthy ravine
#

So if both plugins are enabled, how can you tell which one it will use?

tired tree
#

if both are enabled it shoudl be running through the oculus one by default

worthy ravine
#

even if a vive is plugged in? sorry if these are dumb questions, i'm a unity developer

tired tree
#

no, not if a vive is plugged in

worthy ravine
#

Ok gotcha. Is there a way to figure out which headset if it comes back as SteamVR? Because that could be a vive, or windows mixed reality headset, or another headset that uses the SteamVR SDK

#

In Unity you can distinguish headsets so if there was a way in Unreal that would be ideal

tired tree
#

yeah, you need to query the OpenVR SDL

#

in unity steam directly supports the integration so its all kind of done for you

#

not so in UE4, going to have to manually call in

worthy ravine
#

gotcha

#

i'm guessing there's some documentation somewhere that will show me which functions i need

tired tree
granite jacinth
#

What's the best way to Capture VR footage/screenshot now?

#

Like if I want to have the best resolution and FOV

#

I'll be using OBS

#

Well on Steam you can just choose the launcher settings also

remote finch
#

I use OBS as well

granite jacinth
#

Yeah, but just curious if anyone knows of a nice little guide or tips

remote finch
#

Are you trying to record for another game or a game you're making?

granite jacinth
#

the latter

#

Have a rift, screenshot bug in 4.18

#

Need another way to do it

remote finch
#

Ah, that sucks. I can't help you there, I have a Vive, but hopefully someone else will know

sturdy coral
#

@worthy ravine you can use this, probably want to do it once in one place and save the results because it is doing string compares:

#
{
  if(GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType() == EHMDDeviceType::DT_SteamVR)
  {
    if (GEngine->XRSystem->GetVersionString().Contains(TEXT("oculus"), ESearchCase::IgnoreCase))
    {
      // oculus via steam, the oculus motion controllers need a transform adjustment to line up with steam versions unless you are using the oculus meshes from the steam render models
                //MotionControllerLSKMesh->RelativeLocation = FVector(-5.0f, 0.77f, -.255f); 
                //MotionControllerLSKMesh->RelativeRotation = FRotator(0.0f, -90.0f, 40.0f);

                //MotionControllerRSKMesh->RelativeLocation = FVector(-5.0f, -0.77f, -.255f);
                //MotionControllerRSKMesh->RelativeRotation = FRotator(0.0f, -90.0f, 40.0f);
    }
    else
    {
      // vive or windows MR or other thing via steam
    }
  }
  else if (GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType() == EHMDDeviceType::DT_OculusRift)
  {
     // oculus via oculus plugin
  }
}```
real needle
#

@granite jacinth I use nvidia shadowplay, and I use one of the letterbox spectator modes...

wicked oak
#

@muchcharles#2724 i think there is a literal enum of the headset type

#

better than testing strings that is easy to get wrong

sturdy coral
#

@wicked oak I don't think so, unless it is in 4.19. There is EHMDDeviceType, but that doesn't distinguish oculus via oculus plugin vs. oculus via steamvr

wicked oak
#

you should be using oculus via steamvr

#

engine automatically launches oculus plugin unless you disabled it

sturdy coral
#

@wicked oak I give both options, but yeah @worthy ravine, it will load the oculus plugin with a higher priority so you will never get oculus via steamvr unless you don't include the oculus plugin or you let the user choose steamvr

#

to select steamvr when the oculus plugin is enabled, you pass -hmd=SteamVR (you can prompt for multiple launch options in steam and it will let the user chose from a menu when launching)

tired tree
#

The strings are incorrect too

#

there is no distinction between GearVR and OculusHMD in the headset type names

#

I had to roll a mix of enums and strings to fix it in 4.18

#

I had planned to throw out my custom HeadsetType node until I saw it was still not correct >.<

#

But yeah "GetVersionString" is new isn't it? I calls to the OpenVR SDK functions, its what they use for the console command

#

think it was opened up in 4.18

#

pretty sure before that it was just in the actual console command function

#

it returns a lot of extra stuff though too

#

const FString Manufacturer = GetFStringTrackedDeviceProperty(VRSystem, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_ManufacturerName_String);
const FString Model = GetFStringTrackedDeviceProperty(VRSystem, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_ModelNumber_String);
const FString Serial = GetFStringTrackedDeviceProperty(VRSystem, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_SerialNumber_String);
const FString DriverId = GetFStringTrackedDeviceProperty(VRSystem, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_TrackingSystemName_String);
const FString DriverVersion = GetFStringTrackedDeviceProperty(VRSystem, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_DriverVersion_String);

#

return FString::Printf(TEXT("%s, Driver: %s, Serial: %s, HMD Device: %s %s, Driver version: %s"),

#

hmmm, no it was still there in 4.16 too

sturdy coral
#

@tired tree yeah, I still don't think it is possible to determine in a stock blueprint project, unless they have added a way to read console command output. And all that complicated string building it does would make it slow compared to just comparing with the constant c string from checking the right property from steamvr

#

but as long as you aren't doing it every tick it is a decent workaround for it not being exposed

tired tree
#

yeah, good thought

#

I never considered it since I exposed the actual functions themselves before that function existed

mighty carbon
#

@raven halo so I am guessing you guys have Oculus Go on hands? πŸ˜ƒ

raven halo
#

m.....mmmmaybe?

mighty carbon
#

so, how is it compare to Gear VR ?

raven halo
#

if I had my hands on the oculus go, I'm sure I would have signed an NDA πŸ˜›

mighty carbon
#

I see

worthy ravine
#

@tired tree which library do I have to include to get access to the GetFStringTrackedDeviceProperty method?

tired tree
#

#if STEAMVR_SUPPORTED_PLATFORM
#include "openvr.h"
#include "ISteamVRPlugin.h"

#endif // STEAMVR_SUPPORTED_PLATFORM

#

openVR

#

will need module in build.cs too

#

if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 ||
(Target.Platform == UnrealTargetPlatform.Linux && Target.Architecture.StartsWith("x86_64")))
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"SteamVR",
"OpenVR",
"SteamVRController"
});
}

granite jacinth
tired tree
#

@worthy ravine sorry was missing STEAMVR_SUPPORTED_PLATFORM def

#

// #TODO: 4.18 check this
#define STEAMVR_SUPPORTED_PLATFORM (PLATFORM_LINUX || (PLATFORM_WINDOWS && WINVER > 0x0502))

#

its private in their source, so I re-define it

worthy ravine
#

@tired tree ahh got it

#

thank you!

wicked oak
#

thoughts?

#

still highly WIP

tired tree
#

that looks good

wicked oak
#

trying to create a lobby map for the game, the robots are there for scale

tired tree
#

aren't the bright reflections a bit much in VR though?

wicked oak
#

no

#

it will be toned down too

glossy agate
#

Looks cool. How many maps are you starting with?

wicked oak
#

this one and a scanvenger cave tileset

#

the cave tileset is done (mostly) but needs to be made prettier

#

for the demo ill pregenerate a bunch of random maps, and whitelist them

#

so the generator doesnt give them garbage, it just selects a random level from the whitelist XD

glossy agate
#

What kind of budget are you using for the new game? Been doing the math on my game and trying to figure out what I need

#

So far its a lot less than I expected to spend

wicked oak
#

@glossy agate 40K DOLLARS

#

total

#

but keep in mind i do not pay myself

#

of that, 35k will be used on freelancers, and 5k on going to demos and shit

#

its... spread thin

#

really thin

#

its a considerable more ambitious project than DWVR

#

well, not really 40k, thats like the absolute maximum. My goall is 15-20k

mighty carbon
#

are you sure you'll be able to return the investment and make as much on top of that ?

glossy agate
#

Cool. Yeah that seems like a reasonable budget for a risky market. I was thinking 10-15 to get to ea, but I’m way lower right now

wicked oak
#

@mighty carbon yes

#

the concept is much superior and has much more appeal than DWVR

#

it should sell FAR more than DWVR

#

im also more experienced now

glossy agate
#

If you land in the top 10% you should easily make that number. That budget is serious so I think you should make it. Noticed you have no slot for marketing budget? Or is that included in the demo budget?

mighty carbon
#

I think out of 40k, 20k should go for PR/Marketing..

granite jacinth
#

I'd appreciate any retweets πŸ˜ƒ

mighty carbon
#

RT'ed

wicked oak
#

@granite jacinth thats actually a pretty fucking good video

#

the "how many oh shit moments you gonna have is 100% brilliant

#

its a really good trailer

granite jacinth
#

You liked my trailer?

#

I did that this morning

#

Thanks

#

Telling you, if I ever fail or quit at programming, I might do PR

wicked oak
#

its probably the best trailer ive seen in this discord

#

i really like it

#

have you already posted it to reddit?

granite jacinth
#

No

#

I need to

#

sigh

#

This isn't even my job lol

#

But...you know...

wicked oak
#

as usual

#

do you really think my job is to be an artist?

#

meanwhile... (scroll up)

granite jacinth
#

Best dev for the job atm I guess

#

Wel...

wicked oak
#

im literally lead artist lead designer lead programmer holy overlord in my project

granite jacinth
#

we actually hired out a PR person...

#

So, that's what I really meant πŸ˜ƒ

wicked oak
#

they are useless a lot of the time

granite jacinth
#

No comment

wicked oak
#

good ones are very useful

#

but finding a good one is hard

#

a PROPER memelord is worth his weight in gold

#

sadly, most PRs arent proper memelords

granite jacinth
#

@wicked oak which subreddits you think?

wicked oak
#

vive/oculus

#

and r/games and r/gaming

#

given the trailer is fairly memey, it could work in r/gaming

granite jacinth
#

ah damn. It's only one subreddit

#

per post

#

omfg

#

Now I think I remember why I don't like reddit

#

vivel.l doesnt do videos lol

#

hnm actually, lots of them dont

#

I guess I'll upload to YT first

#

heh UnrealEngine does

wicked oak
#

for r/gaming you need a gifv

#

no one checks youtube videos there

#

so you would need to make a cropped gifv of part of the trailer

#

and then link the game and trailer in a comment

glossy agate
#

You can just embed the YT vid though on the post right?

wicked oak
#

but it doesnt autoplay

mighty carbon
sturdy coral
#

hah I knew they would be ultrasound when I saw the little mic holes

#

hopefully it is more accurate than the powerglove πŸ˜›

sour halo
#

hello, i tried to make an elevator in a level with my oculus rift and oculus touch, but my character is passing through the elevator like there is no collision, how can i fix it?

glossy agate
#

Does it collide before it starts moving?

sour halo
#

no collision but i can teleport on it

glossy agate
#

If there is never collision you just have to turn that on.

#

Should just work I think. Although, Im not sure how you do an elevator if the teleport is nav mesh dependent. I havnt worked with teleport much. Maybe there is some kind of real time nav mesh generation?

sour halo
#

where do i turn it on?

#

i dont know :/

#

there is collision on it

#

but my character doesnt have any, like when i put him in the air he doesnt fall

glossy agate
#

Have you checked the collision on the capsule for the pawn. Not sure why it doesn't have gravity though

sour halo
#

because if it have gravity when you play on vr you will get sick by falling maybe lol

#

and you cant move, only teleport

#

id like to change that, teleport + move like if you have a xbox controler

gritty remnant
#

im trying to set this up so the player rotates at +/- 45 degree incraments when they tap the right thumbstick... any idea's?
this is what i have so far :/

gritty remnant
gritty remnant
#

there we go... All working how i want it... + set it up so i can let the player tweak the rotation rate

sour halo
#

so does anybody know how to put gravity on the character in the motion controller map?

sturdy coral
#

@sour halo it uses a pawn instead of a character so it doesn't really have gravity and proper collision and stuff unless you implement it yourself. I recommend you use mordentral's template and plugin

sour halo
#

where can i find this?

sturdy coral
#

@sour halo Google mordentral ue4 vr

#

It is also the biggest thread on the VR forum

sour halo
#

ok thanks

tired tree
#

@gritty remnant is that for roomscale or seated?

#

for roomscale that code won't work how you intend

glossy agate
#

You have to get the xy offset from the center space and rotate based on that right? Or it will swing the player around

gritty remnant
#

@tired tree seated (for now)

tired tree
#

k, it will work for seated

#

if you ever go standing you need to accoutn for the HMDs local position

gritty remnant
#

wont i just need to change the "AddLocalRotation" to a "AddLocalRotationAndLocation" then just plug in the Location of the VR_Camera_Root?

tired tree
#

no

#

you'll need to create an offset location

#

easiest way is to rotate the hmds location by the original rotation, and then by the new one, the difference between the two is the additional offset you'll need

#

rotate around axis can do this in BP i believe

sturdy coral
#

yeah:

gritty remnant
#

will look at playing around with that

sturdy coral
#

and rotate it too

#

(the vr root)

gritty remnant
#

i plan on adding in standing play later... but im more interested in working on my core mechanic

glossy agate
#

whats the core mechanic?

gritty remnant
#

Sniper system...

glossy agate
#

FINALLY got my game to build! Plugin im using added a key DRM thing, and decided to require engine install vs project install apperently. Fucking painfull hahha. Works now though

gritty remnant
#

its how im doing the "sniper system" thats should be fun and hopefully different

glossy agate
#

nice. Sounds cool. You working with pro tube or any noob tube setups for compatability?

gritty remnant
#

no... my intention is to build the Bipoded sniper system so you only need 1 hand

#

that way you can adjust the Range and focus of the scope with your other hand

#

and a few other things

glossy agate
#

really cool. so like the real deal where you have bullet drop wind ect and have to dope?

gritty remnant
#

have you watched the "phanom Bullet" story arc from Sword art? (Season 2 part 1)

#

there is a visual Readout it has that shows where the bullets heading that pulses with their heartrate... i sort of want to see if i can set it up so the "VR headset" picks up the players breathing so the calmer they breath the less violent it pulses

#

i'm only playing around so dont see it going anywhere

#

though if it works and people like it, i have a small game idea i might put it in to

mighty carbon
#

I don't know if it's due to Meltdown/Spectre patches on Win 10, but even with GeForce overlay off, I still get 20 fps in the Editor :/

real needle
#

@mighty carbon You're using the rift aren't you? I have the same problem

sturdy coral
#

did you turn off the beta? I don't know if Dash caused any slowdown, but it messed up my mouse

#

so I ended up disabling it

#

I haven't tested with Rift in a while though, there may be a different issue

wicked oak
#

@granite jacinth congrats on contagion, you are frontpaged on Vive with really, REALLY good comments

#

told you posting on r/vive would be good

granite jacinth
#

@wicked oak huh? really?

wicked oak
#

the vive post you put there has great comments

#

very positive

#

btw, the dino game i worked on for gearvr has great reviews

#

people say it has great graphics and runs incredible

#

they also say that only headlocked aim is not good, they want controller support

#

ill probably work on it

#

its got more than 200 sales already (2 days, gallery i think)

#

i went at it with debuggers and lots of crazy shit to try to optimize it a lot

gritty remnant
#

kind of confused how the offset works even though nothing is plugging in to "Angle Deg"

mighty carbon
#

@sturdy coral I don't have Dash installed yet

sturdy coral
#

you have to add the rotation after the offset

#

basically things normally pivot around the vr root, and the player/hmd ends up sweeping out a circle

#

instead this sweeps the VR root around a circle (rotatevectoraroundaxis) and that cancels out the movement that happens later when rotating the VR root

#

if I wrote that code now I'd do it differently directly with transform conversions

gritty remnant
#

@muchcharles#2724 the thing is... what i put there works <.<

#

its meant to be a incrimental or "comfort" rotation

#

actually... it wasnt and thanks for the fix @sturdy coral

sturdy coral
#

np

gritty remnant
sturdy coral
#

@gritty remnant one thing to watch out for is applying it in two steps like I did (offset, then rotation of root) might cause you to trigger overlap volumes you didn't mean to, it would be a bit better to calculate the transform then apply it all at once

gritty remnant
#

im not a coder... but if the mini project goes anywhere i will probs go back over it anyway

#

im just working on the basic stuff at the moment

mighty carbon
#
frank furnace
#

hi people

#

I was wondering, how hard is to track things with oculus?, I mean hacking it somehow to track ir markers in, for example a tablet? And furthermore, how hard would be to make that tablet stream a camera projection of a VR enviroment from that tracking?

mighty carbon
#

man, performance in PIE VR is even worse after Meltdown/Spectre patches to BIOS and GPU drivers update

sturdy coral
#

@frank furnace wouldn't be easy, the camera shutter only lasts a few microseconds and is synced to the LEDs

#

they do have an API for using a third controller as a tracked object now though

frank furnace
#

i'm thinking in that

#

in fact i think the first step is to attach that third controller to a hat and use the monitor as a screen

#

doing head tracking should be accurate and problably easy for thoe who know some stuff,

#

the hard part to me to approach is the 2d projection on the screen

#

but it's doable

#

it might be a great way to make still use the sensor even when you dont have the hmd on

sturdy coral
#

yeah

frank furnace
#

dope, such a coincidence, I was looking post, so you deal with this before?

sturdy coral
#

not other than wanting them to add it

#

there are several people on youtube who have done things like that johnny lee video using vive trackers

#

but I don't know if any were with unreal engine

frank furnace
#

oh, i have to search those videos, Any tags or links?

sturdy coral
#

this is a bit different but close to what you are wanting with a tablet

frank furnace
#

head coupled perspective, awesome, I didn't had that term in my personal dictionary

sturdy coral
frank furnace
#

damn, I bought the wrong hmd, damn,

sturdy coral
#

yeah, Oculus controllers won't even track if the HMD isn't worn

#

@frank furnace ^

frank furnace
#

mmm, I could return them

#

no...

#

well, I hope to find the way of hacking it,

sturdy coral
#

@frank furnace with lighthouse you can even embed sensors into other devices. it costs a bit of money for a kit though:

#

but HTC also sells a standalone tracker that isn't shaped like a controller that you can screw to any tripod mount

frank furnace
#

damn... so much i didn't know

#

the trackers I did know, but I read about the third oculus controller and hope filled me

sour halo
#

is it possible to make the character move in the motion controller map with the left joystick? (and teleport with the right joystick for example)

sturdy coral
#

@sour halo no, it uses a pawn instead of a character so it isn't easy

sour halo
#

what is a pawn?

sturdy coral
#

mordentral's plugin includes both kinds of movement in his template project

#

and you can select between them for each hand

#

@sour halo a pawn is the base class of character. it is an entity that can be possessed and controlled by the player, but it doesn't have a lot of movement or replication logic on its own

#

a character is much more complicated, replicated over the network, and handles lots of different kinds of movement modes (walking, swiming, flying)

sour halo
#

okok

#

too bad

#

is it really complicate?

#

because it can teleport on every surface

#

so there is collision

#

but why cant he move with a joystick?

sturdy coral
#

I just told you

#

as a pawn, you can make him fly with the joystick pretty easily, but that's about it.

sour halo
#

oh how can he fly?

sour halo
#

thanks

sturdy coral
#

you don't need all six-dof for it, you never want to pitch or roll

#

(most likely)

sour halo
#

ok ill see that

frank furnace
#

muchcharles, your awesome, very helpful, I'm diggin all the vive stuff and learnig a lot. Soon I'll have some time to develop some experiment and this info is very helpful

#

do you work in epic?

sturdy coral
#

@frank furnace nah just working on a VR game on my own

frank furnace
#

very active in the community nontheless, thanks for sharing your time

#

what is about your game?, anything published?

rocky nimbus
#

Is this a cascades issue?

#

Not really sure where I messed up

sturdy coral
#

@rocky nimbus looks like you need a bigger shadow bias

rocky nimbus
#

@sturdy coral That did it nicely, thank you

sturdy coral
#

@rocky nimbus you need more bias when the shadowmap resolution is relatively low, hard to tell how high res it is from the screenshot without know how far up from the floor it is

rocky nimbus
#

Very close to the floor. The further I am, the less noticeable the lines are. From a certain distance, about human height, the floor in some places looks as if there are overlapping duplicate meshes. It gives off that effect, but adjusting the shadow bias did solve it and I have perfect shadows everywhere now.

#

@sturdy coral

mighty carbon
#

well, everything that ran at 90 fps is now running at 45. "Thanks" to MS patch for Meltdown and Spectre.. I wish I had a choice to opt out of those πŸ˜’

#

or maybe it's a video driver... rolling back to 388.43 to see if that's the case

sturdy coral
#

@mighty carbon your CPU is too weak anyway though, it is around the oculus min spec

#

the editor takes a lot more processing power, checks aren't compiled out, extra editor related processing goes on, etc.

mighty carbon
#

Well, it worked just fine

#

I mean, my shipping build ran at 90 fps

#

Without Editor running

sturdy coral
#

I wouldn't want to opt out of those patches, there were even browser vulnerabilities from them I believe

#

@mighty carbon what does your shipping build run at now?

#

it goes into asw too?

mighty carbon
#

45 fps all the time

sturdy coral
#

well yeah that's different and that sucks

mighty carbon
#

Used to run at 90 and sometimes drop to 45

sturdy coral
#

I wonder if oculus will be as stringent if it really is due to those patches

#

or if they will have to raise the min spec, since a lot of stuff is already released

#

have you tried robo recall? are you getting reprojection there?

mighty carbon
#

I haven't yet

sturdy coral
#

they disable some features based on CPU benchmarking so it might not happen

mighty carbon
#

Trying older video driver in a bit

sturdy coral
#

but, their benchmarking isn't heavily testing system calls and stuff so I don't know that it would give an accurate reflection of your performance under meltdown/spectre patches

mighty carbon
#

That's why I think Santa Cruz and consoles is the future for mass VR

sturdy coral
#

@mighty carbon because of one security patch? you realize there were patches for ARM too...

mighty carbon
#

I haven't gotten one for my phone

#

Not just that

sturdy coral
#

consoles will potentially need to be patched too, since they have webbrowers etc.

mighty carbon
#

Imagine people got min specs PC and then got this nasty surprise

#

MS already reported Meltdown and Spectre don't affect XB1 family

sturdy coral
#

ah yeah, well they are AMD I guess

#

I thought that was still affected by spectre and not meltdown, but I haven't kept up with it lately

mighty carbon
#

πŸ˜… Seems like it was Nvidia drivers

#

90 fps with 388.43

#

sent a tweet to Nvidia

#

plz RT if you can

#

well, batteries lasted for quite some time in my Touch.. They are quite energy efficient.

real needle
#

Has anyone found a good way to detect when the headset camera is looking through something?
Want to stop players from looking inside meshes (example: making an outline of the mesh you're looking in and disabling sight of everything else so you can't look through walls, but know where the wall is and how to get out

rustic cargo
#

@real needle Best stuff I've seen is where you push your head against the wall, and it pushes you backwards. Hypatia implements it, also there was a demo that did it (Forget the name - Doom style graphics, running around in sewer shooting things)

gritty remnant
#

is there a way to get the Camera's height in the world?

glossy agate
#

Yes. You just get the relative position of the z axis

gritty remnant
#

ah... sounds easy

wicked oak
#

testing main menu for the vr game

#

the blue panels will end up having actual UI stuff instead of being RNG panels

sturdy coral
#

@real needle one way is to make unlit black back faces on everything and make every mesh water tight. You'll still be able to see through some things due to near clip plane though

alpine torrent
#

that have improved a lot @wicked oak

wicked oak
#

full pic

#

im still using the simpler code for the other tables (the blue ones)

#

some weird ass plating, but i left it there for the cool factor

sturdy coral
#

loooks real good

wicked oak
#

i still think it needs more stuff

#

but, what

#

thats why i went and HD-d the panels

#

its getting closer to gettting finished, thats for sure

trail shale
#

What's the trick to grabbing the user's camera for VR and making it look at a location (I know this is to be used extremely sparingly....I just want to nudge them very, very slightly (they are already looking at the object in question....I want to lock their view and zoom in for just 2 seconds and then release

wicked oak
#

you cant

glossy agate
#

I have never seen it pulled off good. Have you tried it?

wicked oak
#

do not EVER do it

#

there are tricks, like using sound

#

to catch the attention

#

and also using lighting

glossy agate
#

Its really jarring and just feels like the game has frozen

wicked oak
#

you could do something like blur everything except the target, too

#

most games just do cinema style tricks with light and dark to do it

trail shale
#

context

#

escape fire simulator for kids, roomscale

#

they are instructed to close that door

#

however, if they touch the knob, I want to get their focus

#

right now I time dialate to freeze everything

wicked oak
#

turns off most of the lights

#

make the door shine

#

also make it CLANG or jingle

trail shale
#

then I make the door material pulse

#

like it's white hot

#

with some vertex stuff

glossy agate
#

yeah just an emissive indicator should be enough

trail shale
#

and a sizzle sound

#

can it be done? I want to play with it

#

they are already looking their

#

*there

#

I'm sensative to VR motion sickness so I'll know if it will affect others and I'll mnimize it

glossy agate
#

it can be done just setting the cam transform probably. Serious same VR tried that with cut scenes. Nearly made me fall over, and I never get VR sick

#

they changed it right away

trail shale
#

I'll treat it like using a hot poker to wave a bug off someone's shoulder

dusky moon
#

@trail shale In your case, to direct user's attention you can also use 3D Motion Graphics... like a 3d Line that traces from user's body and points through the door . if it fits your design though

trail shale
#

that's a thought, thank you

tired tree
#

@royal anchor Alcatraz#2916 @sturdy coral @wicked oak

Damn it

// No VR platforms are officially supporting dynamic resolution with Engine default's dynamic resolution state.
const bool bIsStereo = GEngine->StereoRenderingDevice.IsValid() ? GEngine->StereoRenderingDevice->IsStereoEnabled() : false;
if (bIsStereo)
{
return false;
}
return GRHISupportsDynamicResolution;

wicked oak
#

feels bad man

#

can it be fixed somehow?

#

oculus did have dynamic res

tired tree
#

how they are currently doing it wouldn't work for VR

wicked oak
#

why not?

tired tree
#

I had hoped they would use a seperate method, but I guess not?

wicked oak
#

well, fuck

#

guess im on my own implementing john alcatraz dynamic resolution for psvr

#

the one he uses works on steam, he has a PR somewhere

tired tree
#

i assume it will be added someday...

wicked oak
#

might be able to translate it to PSVR

#

becouse i do need that feature

#

a good deal

mighty carbon
#

I don't know if such devices can be made any cheaper...

sturdy coral
#

@tired tree the actual temporal upscaling does work in VR though, so I wonder what is wrong with their dynamic res?

#

the only thing I did see is that their dynamic res has an 8-frame delay before changing or something like that, because of the way the upsampling filter is dealing with neighbor pixels (each pixel neighbors 8 others)

wicked oak
#

8 frames?

#

wtf

sturdy coral
#

@wicked oak I think it may just be a rate limit and not a delay (no changing more than once every 8 frames)

#

I'd have to look through again

tired tree
#

its so they can sample perf

#

otherwise you can get jumps up and down

#

since they are averaging

sturdy coral
#

nah it was commented in their specifically for something with the upsample filter

#

but they do do a lot of stuff like that too

#

rejecting outliers, etc.

#

preventing oscillation in different ways

tired tree
#

surely they aren't running TAA's history across 8 frames?

sturdy coral
#

TAA even now defaults to something like 4% contribution per frame

#

but there are a lot of filters that will increase the contribution

#

if too many neighbors also changed

wicked oak
#

how does the taa work in vr?

#

have you tested it

sturdy coral
#

the old TAA used a cross hatch thing for that, I think just the pixel above and below and to the sides, this one since it is moving to sample over a broader area than just subpixels has to use a fatter surrounding area

wicked oak
#

any changes?

sturdy coral
#

I haven't tested it again since I last talked about testing it here

#

but it worked in VR

wicked oak
#

but was it any use?

sturdy coral
#

I never tested it on a demanding scene unfortunately

#

it worked in the VR template entry map, which had some text on the walls and stuff

#

but not a lot of motion

#

or really any motion other than your head

wicked oak
#

cost?

#

TAA on ps4 is nearly 1 ms

tired tree
#

don't think you are going to get many players that find TAA acceptable

#

regardless of cost

sturdy coral
#

I posted a profiler thing but I don't remember, it was pretty high

wicked oak
#

game will run at 90 fps on base ps4, so taa will work "better" than at 60 fps

sturdy coral
#

@tired tree if they can run at a higher effective resolution I think they might, and if it makes dynamic resolution less jarring

tired tree
#

I ran TAA at super high upscaling with multires

#

AND i adjusted a ton of its variables, and it was still like having something smearing on the screen

#

UE4s TAA is just very very blurry

wicked oak
#

on DWVR i ran FXAA for perf

#

but honestly i would prefer something better

sturdy coral
#

it still depends scene by scene too, tessellated ground with lots of rocks looks a lot better with TAA than with MSAA

tired tree
#

Sports bar ran a naive sharpening filter for TAA which helped clean it up a bit

sturdy coral
#

and certain things with lots of shader aliasing

wicked oak
#

isnt there a forum postprocess that essentially postprocess TAA with border detection?

#

like, only running TAA blurring on edges

tired tree
#

it is, but it has a few artifacts and the dev hasn't posted since 4.17

sturdy coral
#

a mip bias can help too, but adds perf cost; I think taa upsampling automatically does one because otherwise you can potentially be using mip maps targeting something that is 50% of your real resolution when it dips down

tired tree
#

they implemented dynamic res with MSAA too right?

wicked oak
#

no msaa on ps4

#

for now

#

i havent checked last 4.19 version, but there was something that pointed to it