#virtual-reality
1 messages · Page 162 of 1
in 4.19 i meant
if they did it isn't using the temporal upsampling stuff
well no, it wouldn't
TAA requires special treatment
MSAA is an upscale in itself, they had to specifically support dynamic res with the TAA history
i don't beleive that the dynamic res is TAA limited, just that it took a ton of work to get working with TAA
one issue with dynamic res without TAA is you don't want to adjust it too frequently, because users can "feel" it happen a lot more strongly
ive seen it at work in xenobalde chronicles 2 on the swithc
it has dynamic res
works mostly fine
I use TAA in my game and it's fine, with a lot of tweaking TAA looks acceptable in VR
yeah I can imagine that TAA probably hides it better
but it has an UGLY as fucking hell sharpening filter on top
on console etc. it isn't so bad
but in VR you can feel a kind of popping when it happens
pixels are smaller after all
(without taa)
that sony gdc talk talks about it a bit
with TAA you can do little adjustments every single frame
(but apparently not with taa upsampling)
the ideal VR method wouldn't be the entire screen, just dropping sections
so someone really needs to try how the dynamic resolution in 4.19 looks in VR. even if epic says it doesn't work, after you try it out, you probably know why they say it doesn't work.
with taa upsampling that's how it is, each frame is very sparse and you keep a lot more history from prev frames in the in-between areas for each of your low res pixels; up to 100% of prev history
@full junco it just physically doesn't work when I tried
dynamic res would just make the screens go off center and not even match up with the right HMD projection for some reason
but manually doing temporal upsampling did work
so you mean it was making the view smaller / bigger?
should be fixable by just adjusting the UVs when drawn to the headset, just how I do it with my current resolution scaling
the other issue is I think you also need to potentially pass some different GPU perf data into the algorithm
from the steamvr frame timing stuff instead of from however the dynamic res is querying it; I haven't looked at it though, they might be getting equivalent numbers
I just know the frame timing stuff breaks out the compositor separately, etc.
steamvr frame timing stuff usually gives you significant more ms, yeah
wonder how they will handle it when they add the spectator viewport to VR
scaling down both, or just 1, or what
@full junco any big vulkan changes in 4.19? when do you think it will be production ready
@sturdy coral I have not seen much Vulkan stuff recently on github, so I don't really think 4.19 has too many changes compared to 4.18
I think it will be production ready this year
@tired tree I'm not sure about dynamic res with it, but temporal upscaling should be a big boon to the spectator viewport if it can use it. higher hz update of it will now essentially be able to increase its effective resolution
before you had to either update the spectator view at 90hz and throw away some frames since the display runs at a lower rate, or just update it 2/3 or 1/3 frames and still have to budget for it in the remaining frames since only your worst case matters
the mixed reality setup appears pretty much complete for 4.19 at least
unless you could find other GPU work to do on the other frames
though I haven't been able to test
I am guessing 4.19 preview is not coming this week
I find myself making little loops like this to avoid tick events. Is there a good reason not to do this?
@mighty carbon I am guessing you might be wrong
@full junco looks like Epic still fixing bugs..
epic is always fixing bugs
a better way is to "register" the object with a temporal ticker
Yep. I always make sure they shut off
every programmer is always fixing bugs
have a blueprint expample?
especially a preview is not supposed to be bug free
Oh cool idea
then you have some class, somewhere, that holds an array of pseudoticker referenfes and calls pseudotick on them
this is only interesting if you are sure you disable tick in the blueprint class
becouse Tick will still be called and the object will still be registered in the engine tickers if you have the little "can ever tick" checkbox enabled
has anyone ever tried converting one of the hackable games on epic to a vr or web vr game?
"one of the hackable games"?
yeah like the game that you can mod and stuff like that
@solemn night I don't think there is any webvr support in UE4 is there?
TAA + VR pixel density set to 2.0 + a subtle post process sharpen material looks so good.
well, its pd 2.0
Yeah. Super expensive
yawns
@mighty carbon @tired tree Preview 1 is targeting tomorrow.
Go my sales data from PSN europe at last
worse than i expected, a lot worse
and thats actually gettint in the front page in the store
PSN europe has one third of the sales of america
it was enough to pay off pegi and get profit, but it was a lower amount of sales than i expected, i was expecting twice that
Hey, is it possible to have a 3d widget attached to an actor work with VR controllers so when my hand hits the button it triggers an event
of course. the Widget Interaction Component is meant for just that
And you just attach that to a hand?
now the thing is, do europeans have WAY less PSVR in general, do they care a lot about the lenguage? (becouse i launched english only), or do they just not care about vr shooters
my biggest sales are germany and UK, both together are more than the rest of europe
What are the best current options for adding a body to a roomscale VR experience? Manually moving the mesh to follow the HMD location/rotation? Attaching it to a scene comp? VR IK plugins? Mordentral's?
you dont like the idea of having a body to look at when you look down or having IK arms? Considering I saw your tutorial on VR IK I would say you learned something?
guess IKinema has a solid solution for that
doesn't that require extra trackers tho?
tbh dunno, have seen only brief demos of theirs
I recall looking at it and there being a 3 tracker requirement but it might have been something else. I was looking at a few solutions at the time
Ikinema doesn't
i think its the guy running his own plugin on the marketplace that requires extra trackers
or at least it used to
ikinema is DRM-d to hell
BIK is closed source plugin so it doesnt even work on custom engine versions
Im tempted to get it but money is an issue for me atm. So I learned how to do IK myself but I could use more info
i think there is another plugin that IS open source for vr ik
I know that Ryan and a couple other users of my plugin use BIK and are happy with it
but yeah, they don't use custom engine versions
and the "open source" one is the one sold on the marketplace that at least originally required additional trackers
I am not sure about how well that one performs
your plugin has IK stuffs?
is it fullbody?
becouse i would surely prefer to grab the concrete code from your plugin and add it to my stuff
before buying a random plugin
no i don't
I'm saying I know about them using BIK because they talk about it in my plugin discord
IK really needs dedicated attention to pull off a plugin for correctly, let the enthusiasts handle that one.
I dont mind doing that. It seems like a fun conundrum to solve
talking about the bone effectors and new IK solutions
built in engine versions don't handle rotation limits in bone chains
really bad for trying to get clean IK in VR
when i heard of the bik guys using closed source plugin i was like lol hell nah
they cant sell it on marketplace for that reason
i mean, literally locked to a specific non source version, and windows onlly? fuck that
isn't it limited because they don't have what they would consider a full release yet?
looks to me classic "dont steal mah code" thing
i do not by ANY plugin that has a closed source element
becouse it wouldnt work on ps4
dunno, I would at least give them the benefit of the doubt, you should try contacting them about an NDA copy with source since they handle sales directly
well, i doubt they will do that without charging me 10 times the cost
ill wait for them to do it
becouse you cant sell it on marketplace without the source
@wicked oak you should contact the BIK guy. I think I asked him multiple times about if it works on custom engine versions and he always said something like "of course it should work there, if not send me a mail"
I never tried it
@wicked oak https://puu.sh/z2RZw/07f481e826.png
@wicked oak you can load BIK in custom engine version. They send two versions one for custom engine, one for launcher engine.
send him a mail
Yes as far as I know it’s win only. Is anyone using full body IK on ps4? Seems harder cause it’s seated usually
@wicked oak he also has "Integration source code" listed as "done" on the roadmap: https://trello.com/c/Fyu7m2qZ/33-integration-source-code
Source code for the glue plugin between the biksolver library and UE4.
Elegantt data. What's this?
[](Elegantt_data:dont_delete{"ignored":false,"autoPlanned":false,"ownerId":false,"dependencies...
1
Done, v0.7
"Source code for the glue plugin between the biksolver library and UE4."
ah, it says "Available for enterprise customers."
But yeah BIK drm is about as bad as ikinema now. Works good, but getting it to work was a bitch. The open one on MP doesn’t require additional trackers though. I have a copy but haven’t tested it yet
I’m still waiting on them to send server libs. I asked like 3-4 weeks ago so I can swap to custom engine version with dedicated servers. Still no response so it may not be done yet
@wicked oak sounds like you just don't want to sign yet another NDA and provide your personal info to a 3rd party 😉
i dont want to deal with bullshit
and closed source shanenigans ARE bullshit
and drm too
@alpine torrent by chance, have you heard any news about VR for XB1X ?
PS4 stuff is technically closed source, since you can't share the code
i bought it precisely becouse it "just worked"
no bullshit
and then they DRMd it to hell
i do not wany any kind of drm in fucking critical tools
InstaLOD are assholes, no argument there
@mighty carbon not yet but this year there should be news as andromeda OS what is windows 10 core OS should be in better state as even new mobile devices come
what does it have to do with XBox One X and VR for XBox One X ?
@mighty carbon as they have primary focus on desktop so other platforms get it as well
the MR IHMDs should support Xbox One X this year I bet
@mighty carbon the coreOS if it get api from mixed reality the device family can implement it
my particle emitter (smoke) seems to be attached to my VR camera so the entire 'body' of the particle moves. where the player looks...I know this has somethign to do with the forward facing the camera part of the emitter but I'm not sure how to fix it...
digital ocean bumped up their ram and disk space a bit: https://www.digitalocean.com/pricing/
I need to see how well they handle a UE4 dedicated server
Gotta compete with Vultr @sturdy coral
it's funny because Vultr was beating them all last year
So I guess this is their way of trying to get back marketshare
has anyone checked how big UE4 SVN repo can grow when using it for assets ?
Afaik Perforce isn't free
?
Up to 5 it is
Anyway
go ask in #source-control
this is #virtual-reality
Which is the same for the droplets now that I think about it 😉
oh, didn't know UE4 discord now has that channel
perforce isn't that much better than SVN
(after googling perforce vs svn)
@sturdy coral do you think 50Gb and 2Tb transfer is plenty of 1 project (assets/BP) ?
@mighty carbon do the smallest and add block storage
I see.. thanks
btw, if anyone is making WW2 VR game, https://www.assetstore.unity3d.com/en/#!/content/106992
VRChat now has 1.7million owners
I was in there for a bit. Didn't see any knuckes though. Guess I didn't go to the right places
they are everywhere, lots of obviously < 13 year olds screaming with the model now too
that being said, VRchat does a lot right
its not all just social word of mouth/youtube luck
Wish I could look back further. Devs said they really blew up just before christmas, but the chart only goes back to the 24th http://steamspy.com/app/438100
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
right around the time that PewDiePie and Lirik played it? :p
I just wanted to see player count before it happened to see what the growth multiple was.
Improvements to UE4’s native VOIP implementation. Spatialization, Distance Attenuation, Reverb, and custom effects for a player's voice can now be controlled using the UVoipTalker scene component.
interesting.. no word about any performance improvements from Fortnite
they finally did it
@mighty carbon that will be on full notes probably
there is always a few things that arent in the preview release notes
but man, FINALLY proper voip
yeah, we knew about those
the resolution change is gold
too bad they still didn't fix replication
man, fuck screenpercentage
replication isn't "broken", its a per game thing in their minds
such a pain to manage
@glossy agate they were around 300-400 online at a time around Oculus connect, now 14000-17000
You can roughly extrapolate from that the total owners at the time
Oh damn haha. How do you see concurrent for it? vrlfg doesnt show it.
Forgot about this: https://www.reddit.com/r/Games/comments/7q8nee/for_those_with_vr_headsets_what_would_you_like_to/
But if you have something to add, would be nice to hear it
VRChat
=
Do you know the way?
InstaWin
@glossy agate you have to turn off VR-only display
a huge percentage of their users are just there in 2D
but vrlfg doesn't break out which is which
Yeah for sure. Would have to get almost every VR player to get 1.7 mil downloads with VR only.
they are definitely a gateway to VR for a lot of people though and are the first VR thing to go truely viral on twitch etc.
For sure. Hopefully it leads to bunch more HMD sales. Everyone thought it would be Doom or FO4 making it go viral, but it just turned out to be Ugandan knuckes.
VR chat knows da way of da devil
@sturdy coral @granite jacinth I wish game servers would be cheaper. no idea how my game in multiplayer should work if every server costs me or anyone who hosts it 500$ per month lol
Doom and FO4 don't even get updates anymore.. Doom (non-VR) was quite niche game too..
doom non-vr was niche?
you don't run a single instance on a server though
$500 a month? Thought you just get charged by the hour for every server instance it scales too.
is it by the hour?
AWS is. Gamelift auto scales
the problem is you can assume always at least 1 player is on the server for me, but I also has to handle way more
@sturdy coral yep. Look at the sales numbers compare to FO4.
game lift is for session based games, not games like mine @glossy agate
@mighty carbon games have a power law distribution, doom is definitely not niche, just the big hits like fallout dominate
Ah yeah, it will be perpetual world always running. Thats like $0.20 per hour
for one nice instance
you can suspend when no players are online
you'd always want one up to run the online beacon thing and be able to spool up the others
Yeah
But
You're still looking at THOUSANDS of $$$$ every month
That is why most games do not do dedicated servers
Or if they do, it's only a few
They let their players run dedi
Your game...
I want people to run their own, but what private person pays hundreds of dollars every month for a server lol
I don't know if it's right for that imho
I think you should scale down your goals a bit
LAN, session based stuff
I don't think dedicated servers will help you anyway
Yeah, dedicated servers are expensive
But people love doing it
I feel like thousands a month could service the entire top 10 of vrlfg (restricted to VR-only games)
For the number of VR players right now its not bad
Free tier of photon is enough for most of them. 8K monthly active with 20 connections
or $95 one time fee for 60 months with 40k monthly active and 100 connections
also feels like a couple threadripper boxes in a closet somewhere could service a hundred instances
@sturdy coral I mean, doesn't matter. Doom isn't that huge nowadays to help VR HMDs sell more units.
I think Onward still uses Photon, and Pavlov uses AWS gamelift. Seemed to work out okay. I would rather use dedicated servers too
I'm just saying niche isn't the right word for Doom just because it isn't up there with fallout 4; fallout 4 is niche by the same percentage compared to GTA V as doom is to fallout 4
agreed it has less staying power, the doom campaign is like 12 hours or maybe less compared to an unbelievable amount of content in FO4
on top of that Beth released it as-is and never improved it
I played it a bit, but kinda stopped after a few levels and never got back to it
(maybe due to clunky controls, maybe it was a way too intense for me as far as motion sickness goes)
yes, but I was only talking about you calling the main games niche, not talking about the VR ones at all
doom vfr is much smaller than 12 hours I think
has anyone tried this https://github.com/shanecolb/sphinx-ue4 ? It seems like there is nothing out there for UE4 for speech recognition input
I looked into pocketsphinx for phoneme detection at one point but never integrated it
I'll have to take a look at that
I was just looking at animating avatar mouths, not doing full speech recognition
I see
I'd say that's not even true
yeah they will
downscale
I know it says that
reasoning: vive is pentile, so 2/3rds of what you render gets downscaled
But what I mean is...it's not the same thing
if you go to vive pro yiou get extra clarity in those two color channels for zero performance cost
vive lenses downscale the periphery
so unless your game is using multires/lms
automatic extra clarity there for zero rendering cost
just slight compositor cost for the higher resolution output
We'll see on release
it will definitely take more rendering power to take full advantage of it, but that's not news
mmm VOIP component has an effects chain as well
you can tie filters in to the voice
hnng
so you can make a ugandan knuckles voice filter?
ooooooooooh boy, I think they might have just pissed off every BP VR user....
not only did they replace Hand type with an FName on controllers
but there are no exposed default values in BP
I saw that FName change when I tried to backport their controller model support
what do you mean by exposed default values?
its not the largest deal
just gotta re-factor where they check hand type
just switch on FName is.....meh
in c++ you can check against hard coded defaults
I wonder why would they do it like that 😦
there still is no way to have a static variable exposed as a uproperty is there?
@mighty carbon because of too many different types I guess, not just hands but cameras, feet, etc. and I guess they wanted the plugins to be flexible to add other things
bruh fname is fucking bullshit
first time im doing is re-creating the "get hand" thing from a custom enom
like it was before
i really do not want to have a bug where i wrote "rigth" instead of "right"
@mighty carbon i implemented the sphinx plugin, it works ok. would take some knowledge to really tweak it to work well. that plugin is mainly good for phrase detection, not really dictation
@tacit quest I just really need to be able to say "yes", "no" "maybe so" and use those as input..
that's definitely doable
the sample i setup is a scripted linear conversation. just yes/no/maybe you could set your threshholds to be pretty accurate i think
aye, cool
I think the main problem going from ENUM to FNAME is that as an enum it felt safe to base checks against it
so checking hand was done with it
but now every...single...check has to be refactored
and replaced
with likely a utlility function in case of further changes
they have a utility function in c++ that isn't exposed that they use everywhere
guess i'll just expose a method of using that
Is there a reason why they changed this?
@sturdy coral wait, is the vive pro not pentile?
also, huge vulkan commit going into 4.19: https://github.com/EpicGames/UnrealEngine/commit/d665b78bbd44fca0c0ff091b0cd2e24613bd68da
"Fixes for CPU performance" 😃
so I expect vulkan to be way faster in 4.19
also nice defines like #if VULKAN_ENABLE_DESKTOP_HMD_SUPPORT added
@full junco it is pentile, but the point is if you are hitting screen res for vive
or ideal res for vive
I wonder if this line is supposed to be like that or accidental: #define VULKAN_ENABLE_STANDARD_VALIDATION 1
Not entirely sure why they changed it, might be because they switched it over to a UPROPERTY setter / getter so it is concievable that they anticipate child classes overriding the available options? Because currently it filled the uproperty with the EControllerHand enum anyway (converts to fnames for each enum), and then converts back to the EControllerHand enum everywhere
you are getting downsampled in red and blue
it seems kind of backwards....not sure why they did this
so going up to vive pro without being able to render at higher res
you still take advantage of more blue and red
yeah, it a much bigger bump if it wasn't
@tired tree give feedback on the thread, they may have time to change to something better
"// During HMD rendering we get a frame where nothing is rendered into the depth buffer, but CopyToTexture is still called..."
I wish they would engage more with everyone
dunno, they have to have a reason for it? I can't find a comment in the source or commit that would explain it though
I'm very happy about seeing those very relevant vulkan things merged into 4.19
i'm happy that WindowsVulkanPlatform is part of the commits
well that doesn't surprise me, it was always clear that epic cares about Vulkan on windows
just by knowing Tim Sweeneys opinion on things Microsoft does, it's pretty clear 😄
I wonder if you can release a vulkan title on the windows store
good question
no you can't
Windows store is UWP, UWP also runs at Xbox one
Xbox one can't do Vulkan
so UWP can't be Vulkan
so no Vulkan games on windows store
was curious about if they changed the VR template for 4.19 and if it had any insight for the reasoning
they store a seperate enum, convert to fname on construction....
and then that fname is converted back in the backend every time it is referenced
They should provide that enum in the source, have a known set of standard names as an enum
But still have an "unknown" value and allow freeform names
Or something
Still take everything by name, but have a standard enum people can reference
I assume that is the eventual intention
currently their c++ function returns true/false if it could find the name in the Enum
however that function isn't BP exposed
@trail shale I've had it happen to me as well, if unpairing the controllers doesn't work there's an option in SteamVR to remove all USB devices, or similar. It will remove all of the connected controllers/hmds/etc
ugh, thanks guys
That Hand Fname change seems super weird 😑
http://www.pcgamer.com/tpcast-20-wireless-adapter-brings-1ms-latency-and-support-for-8k-vr-headsets/
progress is great
hopefully the cost comes down
most of the users I have seen discussing it say its too expensive
yeah it is
but its not too bad
if you really benefit from wireless, you have a big room
if you have a big room just for VR, you have money
if you have money, you can buy stuff thats expensive
@sturdy coral You liking your Odyssey?
Heard you are having issues with screens overlapping or something
Just got a player on my Discord stating the same thing...I was like...well I don't have one, so can't really test/support it.
whewwwwwwww, so there is a VR only editor crash that results in an infinite garbage collector loop.
this is the roughest P1 i've worked with yet
can't get anything done in VR at all....
whatever happened to zaptruder and his thingamabob
@clever sky oh he's still on here
FREEEDDDDDOOOOMM
apparently the weight distribution from that version with the battery on top is rather annoying on TPcast
I have 1 of their earlier version 1s, but I have only used it a couple of times. Haven't picked up a VR headset at home in months
@granite jacinth yeah, 4.18 has that problem. I've got a pull request for it here:
I have the lenovo, not the odyssey, but it should fix for both (and it fixes things for oculus via steamvr)
4.19 fixes it too
How can I create collisions for the walls and objects that would prevent my head in VR to go through the walls and objects and that would prevent me from looking through them? Anyone here who can show this with blueprints?
I'm still a complete beginner with blueprints. I tried to create them but they didn't work.
@sturdy coral nice
@copper stag Show us your work first
So we can point you in the right direction
K, just a moment...
It's actually been a while since I created this and I was following some tutorial that I don't even remember where I found it but here are the blueprints:
@granite jacinth yeah just busy with a shitload of other projects. Doing some mechanical engineering stuff and non VR games but then just have not had time to actually play games at home either
@copper stag Ask runeberg
It's his plugin 😃
I bother the hell outta @tired tree when it comes to his plugin
@split steeple maybe here?
oh yes now i remember, i can find him in youtube.
are you sure there's no experts here who could give the instructions for the blueprints straight from memory?
because it would great to have that collision without the bounce and it seems that this blueprint includes also that.
you would have to do some traces
his plugin uses TeleportTo on tick, not sweeps or actual SetLocation calls
the only limter is if there is a valid navmesh
it also doesn't account for HMD movement
basically you would need to extend his logic for what you want
are there any tutorials for how to this anywhere?
with full roomscale? not that I am aware of
VRMarco has one for seated, but it wouldn't help any here
yep, it seems that I have to order the whole project from somewhere! 😄
think @eternal inlet has some youtube videos of a blueprint setup for character control
but thats likely over what you want
there are pre-made solutions as well, but again, you said you are just starting out
yes, with blueprints i'm still a beginner and almost always when I try to create something more complex than a trigger for an animation it usually doesn't work. 😄
think he has some blueprint only tutorials for a character setup there
but it would likely be easier to just do some tracing with runebergs for a simple setup
oh, actually it seems that he has tutorials relating to this: https://www.youtube.com/watch?v=BFIzlTcZ5Gw
NOTE: THIS DOES NOT HANDLE THE SAME MOVEMENT AS THE CHARACTER COMPONENT, I WILL TRY POST A FOLLOW UP VIDEO ON THAT. In this video i implement a CameraCollisi...
yeah, but its a full character conversion
unless that is his older physics enabled sphere solution
oh i see!
which he said had issues
there are a few somewhat simple ways of using characters in BPs in VR
they generally have issues, but they are probably workable
do you think people in the answerhub could give quick and working instructions or something too complex for my skills level?
@granite jacinth Still around. @copper stag Unfortunately, what seems basic initially can sometimes be kinda complex. And sometimes something that seems complex can actually be quite easy.
Environmental response to roomscale is just one of those things that go in the former category 😛
yes I am very aware of that zaptruder! 😄
😄
But basically the approach boils down to using a secondary child actor/collider and then shifting the main actor around in response to collisions from the child actor.
If you don't want to rewrite all the other functionality that unreal provides its character classes out of the box.
And then capturing failure cases for when that basic rule of thumb doesn't work!
I think I have some ideas how it could created but i still think it would fail without a tutorial. :/
*could be created
I think I will just have to order the whole project from Fiverr or from some other service if there's something else that you can recommend! 😄
but i'm just interested to know is this something that's too complex even for most developers to do?
k, good to know that. 😃
I didn't suggest the most obvious pre-exisiting solution because its likely too involved
no offense
yes i know, better to just order the whole project, that will be the most simple solution, thanks for the help!
has to be some recent steamvr update breaking it
my vive also doesnt work correctly any more
no
when I restart it I see the screen for a few seconds and then it gets black
I guess I just need to restart the PC, but there really seems to be weird bugs in that most recent steamvr version
wish I could downgrade
"SteamVR BETA update for 1/17/18: Fixed issue with the screens on the Vive going to sleep even though the user was wearing the headset."
guess I should use the beta for now
installed beta, restarted pc, now headset works and controller dont work lol
restarted steamvr, now everything works
i think i had the same problem a couple of months ago and i actually contacted the vive support for help and they told me that the cables were defective.
I rolled over the vive cables with my chair many times already 😄
but I think they are fine
my problem was that the screen went completely black every once in a while and suddenly came back. and after a while it didn't work at all and then i contacted the support and they told me that i had to order a new cable and the issue was fixed!
it sounds somewhat similar to what i was experiencing and i think you should also contact the support, it might be the same issue. 😃
no
why should I contact the support
even if I had a hardware issue, now that you told me its the cable I would just buy a cable, dont need their support to tell me that again 😛
unless you know how to fix the issue!
well as I said, a restart fixed it
I have 2 vives....so I was experimenting with using the 3rd controller of one as a poor man's tracker
well, installing the beta + restarting PC + starting steamvr + restarting steamvr
great, let's hope that worked! 😄
yeah
I will likely buy a vive pro soon anyways
and I hope it comes with its own cables
how much are they?
does it have a release date yet?
I still have the vive pre with the original 3-in-1 cable
new vives have lighter cables
release date is Q1
so in 2 months or so
or 1 month
or today
awesome, my house will be ready for it!
and no one knows how much they will be @trail shale
anything between $349 and $700 I guess
lol
VR won't be mainstream in American until Americans can eat, drink, and shit while doing VR
that sounds like a joke but it's my firm believe - it's too clunky and cumbersome to deal with for average people
who cares about americans 😄
The "iPhone" of VR has not been invented yet
I don't know
I used to be fully for VR and everything
but I'm worreid about our "escapes"
if we have too many, we've left the world and stopped growing
PSVR is a great platform for the average gamer
I wonder if they ever add AO to forward renderer
I do too
you have to know though that if you want to use it without TAA, it would make the AO noticeable more expensive
probably 2-3 times more expensive than AO is normally
Vive Pro $200
thats your guess? 😛
My wish
He's right
ah
200 bitcoins
well, till then those might be worthless, who knows 😛
Hey, if a level stream hangs for like 4 seconds in editor, does that mean packaged, it's probably going to need 4 seconds to load, so I structure my controls around that?
doesnt have to be next month
Sucks I JUST bought a Deluxe Audio Strap though
not sure why you think next month
just Q1
@full junco The Vive pro has a proprietary connection so it has it's own cable
Still 15 feet
@tired tree yes my old tutorial on a vrcharacter on yt is sadly the one with a physicscapsule
I made the conversion to use a character capsule after though, based on excact same principles, and for me that does seem to work just fine
so I finally converted this gigantic map to 23 smaller maps but when I go to play now, my hand controllers are not visible, even though I have the controls? any idea why? I'm using the VR integrator pack and I though his VR pawn spawned your motion controllers based on the enum you choose in class defaults
This is why I ask questions - I think I realize there must be a problem with my blueprint because I hide the meshes when it's not in use so obviously my toggle VR function is missing something
Hey, many devs had performance issues in VR after 4.18. I think I found the solution ( I had that issues too ). All performance issues are gone after I set my monitor scale ( win ) to 100% instead of recommended scale....) Try it when you have still perf. issues after switching version. Also discovered that line tracing was not working properly too ( in editor, on monitor set to other than 100% scaling )
Hi all,
can any one guide me to get the HTC Vive controller pitch Rotation value Range between -180 to 180.
Hey everyone,
Has anyone tried changing the default FOV of VR camera. I am using HTC Vive and am unable to change it.
@upper sedge i have already tried it. but that doesn't change the VR FOV. How did you do it? Changed the FOV in character camera? Doesn't seem to work for me
Hey! I am trying to create some solution on pausing the game when the headset (vive) is not worn.
And there is a node "Get HMDWorn State" it seems it work, but how consistent tho?
Has anybody used this function?
been playing with vive pro, not sure why so much hype about it, headphones are great, still think that oculus is designed better, useabilty wise, resolution upgrade depends on the game you're running and we've noticed that performance drops is noticeable compared to stock vive, although depends on the game as well
Clamp Angle
@shell karma you are comparing varying resolution downscaling settings.......it has a higher res display so downscaling is going to be more of a perf hit, it shouldn't require as much though
the headset itself isn't dropping perf
I personally tested just one of our apps with the same rig, with pro it dropped frames slightly
and as a someone who's looking for such thins this is noticeable then for someone playing casually etc that would be an issue
wouldn't*
however I'm still thinking pro is overhyped ;p
and did you adjust resolution?
because the HMD isn't causing frame drops on its own
its a natively higher res, if you are still running at 140 base screen percentage than you are scaling a higher res screen
games are going to have to account for it, or players are going to have to lower supersampling in steamvr
does anyone know if this feature is in 4.19 https://twitter.com/ShaderBits/status/953843295947542528 ?
Really excited for my Tree Impostors to be used in the new BattleRoyale map going live tomorrow! And started work with @EpicJurre to make them a built in LOD feature! Example transition from Single mesh LOD swamp to actual Swamp @FortniteGame Will post a few more gifs. https://t.co/QHOWnuM54W
374
@tired tree yeah the builds I've been testing were with sp above 100
does change to sp in 4.19 will have something to do with it ?
@shell karma How'd you already get a Vive Pro?
yeah the changes in 4.19 will
the company I'm working at has it for a month now
@shell karma which company?
you don't change SP anymore, you leave it at 100 and the pixelscaling is changed instead up/down from 1
so by default all HMDS will be native res
they were defaulting to 140 SP before
@granite jacinth https://immersion.pl/
Never heard of them.
But that's cool
Anyway, I'm eagerly awaiting my Pro plus 4.19 to become stable
@granite jacinth been developing this one with HTC's partnership so I assume the company is in good terms with HTC https://youtu.be/Wy38k9mmEmk
The Unabomber VR experience, tells the story of how the FBI tracked down and captured the man responsible for 16 bombings over the course of two decades. The...
Aye. That's good.
I have noticed that when I have a completed assembly and I pick it up and move it, I get a huge framerate drop .It seems to be related to how fast the object is moved. I haven't put a bunch of effort into tracking down the problem because for the most parts, people won't be holding complete assemblies in their hands. Anyone have thoughts on why it is slow? Figure ~200 actors attached to a root object with no physics. Grabbing the root object moves all of them
yeah its going to be slow
just because its so many actors?
turn off physics collision on all of them once attached
so it doesn't have to update the physics thread
not when moving the entire assembly they don't
are you welding them on attachment?
also are they seperate components or seperate actors?
you would be better off with seperate components if possible
Right now I have weld simulated bodies checked
But its just one checkbox in the parent class
so I just switched up my collisions settings to query only on event pickup, and attachement. Event drop sets both query and physics
actually, I probably only need to set it on pickup and drop
@sly elk unreal engine checks all the overlaps when you move something
so if you havent turned off all overlaps and all physics, when you move something it will do a fuck ton of checks
its the main reason that overlaps should be used carefully
and honestly, you do not need overlaps
you can do distance checks
beetween socket at socket
if distance beetween the two is less than 3 cm, then you snap it
no physics
no cost
don't you have to do it on tick ?
yes
well, tick isn't free
but there are only a few possible snap points
so it would only do 1 x number of snap points checks
meanwhile the physics is allways active on every tick, and its ticking through EVERYTHING attached
and doing much more complicated calculations
I use overlaps to get referecnes and start the distance check
dont
you should avoid overlaps and engine physics as much as possible
you cant handle that many dynamic physics objects
how else do I get references?
references for what?
in your "snap component" or similar
I haven't had any performance issues with 1000+ parts. They only have physics enabled when they are removed, not in assembly
Also setting the collision mode to query only except when dropping a part fixed the issue with moving assemblies
its not super costly until it moves
even my 3d button keyboard drops like 10+fps when dragging the thing around unless you turn off physics updates during it
@wicked oak my parts can't assume the places they attach are present in the scene at any given time
also they attach to multiple places on different actors
so I use collision events to do a sphere trace and check for what is nearby. Once that process starts I do distance checks on a loop. I don't do any of this in tick.
In general, assemblies don't get moved around. Sometimes like 5-10 parts will be pre assembled and carried, but the big assemblies liek whole engines or the whole car are things the player won't be allowed to carry around
good idea
Alec
for those assemblies that don't move
for small things hidden in where they can't be reached without removing something else, like screws below a head cover
you might want to consider converting to instances until they can be interacted with again
since sticking a head inside of the thing is still possible, culling won't always save you
specially since that is a feature you were showing off, looking at the interior by clipping
i'll also mention that a tool to bisect the rendering of the complete engine would be fantastic
visibility mask
can do that with masked + math in the shader
thanks, i'll look into that
Can so,meone please advise, you can use lighthouse trackers from a different vive right? you just might have to repair them?
sorry, i mean base stations
@royal anchor Alcatraz#2916 yeah vive pro comes with a new link box and cable even on the standalone version (I think because it requires displayport now)
@sly elk in the roborecall talk at oculus connect this year they talk about accidentally having either physics or collision on on some of the blimps way up in the air, and they were made up of a bunch of welded parts
they found it was taking up a huge part of their frame time because it moved around
@trail shale the only limitation is lighthouse 2.0 base stations won't work with 1.0 trackers
(but 2.0 trackers will work with 1.0 base stations)
@real needle @sturdy coral interesting, thanks
collision is mostly expensive on dynamic objects
a static object with collisions is just "there"
until a dynamic object crashes with it
Anyone used the WebBrowser Widget in VR yet?
its actually a little expensive to switch collision on/off constantly too
Wondering how to actually input text into selected parts of the Browser
as it has to re-create the shape on the physics scene
@neon egret keyboard
virtual one
have to pass the input in
likely here: void SWebBrowserView::BindInputMethodSystem(ITextInputMethodSystem* TextInputMethodSystem)
with a custom ITextInputMethodSystem
at that point, it might be easier to just re-create
or inject keypresses
Yeah, so nothing out of the box for entering input other than with a real keyboard
Guess backlog then :D
Thanks for the help!
it would be nice if next-gen gaming GPUs were locked to prevent cryptocurrency mining
they should make a special edition for miners.. This way VR enthusiasts and gamers don't have to struggle with crazy prices and out of stock items
miners HAVE special hardware
that is better than GPUs
it doesn't matter, they buy it all up and GPUs are fallback
well, then GPUs need to be made completely useless to them is what I am saying
@tired tree for many cryptocurrencies, GPUs are the best things available
@mighty carbon miners are a short term issue, in the long run increased demand from them should make gpus cheaper for everyone
only for the biggest ones there's custom hardware
the only bad thing would be if dedicated die space started going to mining related stuff that couldn't translate to gaming
for low difficulty crypto yeah GPUs would be more cost effective
it depends on the algo
some of them cant even be mined
some of them are memory intensive
while others are compute
memory intensive ones cant be easily put in an ASIC
while "pure math" ones (like bitcoins) are trivial to put in an ASIC
@tired tree what do you do for green screen / black or no display on the TPCAST?
@neon egret Sorry, I actually forgot that they have routing functions for slate
void FVREditorActionCallbacks::SimulateCharacterEntry(const FString InChar)
{
for (int32 CharIndex = 0; CharIndex < InChar.Len(); CharIndex++)
{
TCHAR CharKey = InChar[CharIndex];
const bool bRepeat = false;
FCharacterEvent CharacterEvent(CharKey, FModifierKeysState(), 0, bRepeat);
FSlateApplication::Get().ProcessKeyCharEvent(CharacterEvent);
}
}
and the VR editor even uses them
Yeah, will look into that the next days. Thanks!
I knew that widget interactors had it for mice, forgot that slate did too
anyone experiencing editor crashes after exiting vr preview?
@faint gorge which headset?
I get a lot of crashes with windows MR, appears to be from the audio device going away when the headset isn't in use
@sturdy coral have you tried hooking Win MR HMD to a laptop and walk around larger area ?
nope, I don't have a powerful enough one anymore
I've heard most laptops won't run at full power anyway off battery
oh
hmm.. .that sucks
even though hololens that it is based on can do much more
nice
I wonder if the demand for crypto results in more gpu development
@sly elk not crypto
but other compute markets
nvidia right now is focused almost directly to AI research
and computer vision
both of those use gpu calcs by a lot
if you missed it:
update your old released DK1/2 content, win money if you're lucky
@upbeat kestrel I wanted to ask "is that sponsored by oculus or whats their interest" but then I read it to the end and noticed its just them promoting their own "virtual reality app store"
@full junco they must have read this:
"Straight up bribe developers to post their games"
"And no, developers don't want coupons or vouchers or Bitcoin, they want cash money $USD"
I think devs also take bitcoins 😄
hehe
I doubt I'll have time to update my old VR experience, but maybe I'll find a free weekend somewhere
apparently WEARVR thinks they will also accept raffle rickets 😛
I joined VR dev with the vive pre, so I have no old stuff 😄
I made a thing for the DK2
man, thinking back...
that was before teleporting was common
@sturdy coral I read that
Not much is new though
The only ones who are going to overthrow Steam/Valve at this point are themselves
the point that you couldnt bribe devs with bitcoins makes the writer appear stupid
really no difference in giving someone USD or bitcoins
you can sell them then
speaking of bribing:
Doesn't matter
I won't touch them
But yeah Facebook Rift
Only $10k
Kinda sad
BUt better than nada
hmm I'm not sure
it says $10K is disqualifier
(if you have already received > $10K elsewhere)
Ah
but you also have to have already released a title
I might have misread
But, that's stupid
Does EPic Dev Grant count?
They didn't list it 😉
I don't see why that would matter
dev grants are no strings attached
I think it might actually be platform sales and not what you raised
But I suppose it's a nice alternative
doesn't seem like a bad option if you released something that didn't do too well, but it actually doesn't say there is any money involved
💰
just dev hardware which they already give out pretty regularly
You are eligible to participate if you: (a) have a valid email address; (b) are at least the age of majority in your jurisdiction of residence; (c) have never yourself or through a VR project received funding from a platform (e.g., without limitation, Oculus, Google, Microsoft, Valve, Steam, HTC), venture capital, or crowdsourcing over USD$10,000.00; (d) as of the date of application, must have published an app on the Oculus Store or another virtual reality platform; (e) have an Oculus developer account; and (f) if you are participating in connection with your VR work within an organization, that organization must be privately held. Limit of one (1) application per person and up to two (2) per organization. Each of up to two (2) developers working on VR projects within the same organization may apply to the program, however, no developer’s application will be accepted if they work with more than one (1) other developer on VR projects within an organization.
and support/advice
yes of course
which wording?
All of it
I think its very nice
Nope
it really makes it sound like they want to help individual developers that dont have money
Hmm
they just aren't really committing to anything
doesn't specifically say what you get
aimed at providing access, support and savings to qualifying VR developers
but it also doesn't say you give up anything, though there could be additional hidden terms:
"Select benefits may have additional eligibility requirements, as stated on the program site or upon disbursement, and receipt or use of any benefit is subject to agreeing to additional terms in the form provided by Oculus by the required deadline. "
@sturdy coral an HTC vive, i decided to migrate to a clean project and now its not crashing anymore. reduced my project size from 11GB to 440MB
I get free stuff from Oculus though
We know there is no shortage of inspired ideas and creative minds breaking ground in VR. Creativity isn't the barrier. Resources shouldn't be either
So, what savings am I getting
Support?
Why go through Oculus, when you need to go through Epic first?
they sent me 4 devkits
yeah, from the terms I don't really understand what it gives over their existing dev relations
I haven't gotten a GO
😭
They said they were out when I applied a week after announcement!
I can't believe I didn't sign up that day
to me it sounds like they just want to gather interesting devs, give them money and stuff and force them to release on oculus store only
I think if you didn't havea gear title you had a pretty low chance of getting a Go
not only, but to release on oculus store at all
You won't make shit on Oculus Store
but that might change now, as things start spooling up for mass production
i made 3k dollars, compared to 8k on steam
@wicked oak yeah good point
still 3k more tho
cant complain
but im looking at this dinosaur island game
600 sales
on this last few days
but its not on gallery
$$$$$$$$$
and it actually got frontpaged
Island359?
so its fairly low
I guess I could fill out the application form after I release my game on steam, can't hurt
no, literally called dinosaur island
this thing
600 sales since launch for now
well only 2,99
at 3 dollars is hella cheap
and for gearvr
TBH,m doesn't look bad for GearVR
@granite jacinth PS2 era trickery
@granite jacinth i didnt do the assets of course
but i did tweak shaders and made sure everything worked well
with the drawcalls and everything, even setting rendering order manually for somethings lmao
the dinos are actually fully unlit
they just have a sweet color texture
no illumination
same with the environment
the whole game doesnt have a single light
and a few "shadow" effects are actually shader trickery
@trail shale seen this? https://uploadvr.com/japanese-university-uses-building-scale-vr-disaster-training/
so, started the application - besides agreement it looks exactly the same as the one they used when applying for hardware.
Santa Cruz isn't listed yet and they need working prototype of your project
meh, I'll wait
oh and no Gear VR is offered
@mighty carbon is go listed?
Rift + Touch and Go
Saw a post on Twitter that pissed off Jason Rubin - a speculative article that Fb moving away from hardware into software only business by making Spaces cross platform
anyone have ideas on what would be a good way to get a measure of how much the head and hands rotated around a common point in x and y between two frames?
basically if the head and hands all rotate around a common point I want to bias my character body to rotate along with them more strongly, where if head rotation changes but hands stay the same or move counter to it or orthogonal I want to bias it less
You making a full body rig?
making leaning?
yeah, not legs and stuff, just using a crouch blend for that
leaning wise it just has some thresholding
and more leeway when leaning forward than side to side
and less thresholding when standing tall
main problem is the crouch animation I have has the shoulders tilted a lot from the hips and the head way off center, I need a more neutral one
right now I'm just trying to improve my facing direction stuff, I'm looking at the lone echo gdc stuff for some:
Any of you have ever used the VRworks branch of unreal? Especially I am interested in the vr sli
I used VRWorks for the other tech, performance wise, not the sli sadly
what you need ?
It seems that it doesn't give me any benefit. I don't expect a 200%
Improvement but at least a 30%
Ofc not the 0% I am (not) having
I'm. At a tradeshow today and it would be awesome if my TPCast would work... I'm having green screen artifacts or it's just completely black.... What is causing that? Steve VR appears fine and it appears to be tracking my movement when it works (I can't see anything otherwise)
Did you actually enable it in console @weary flame
@tired tree yes I did....do u ever used it? I can't find a person who actually did used it
thats because there is very little use for it
even in their VR playground they use the secondary card for physics
it also won't help with cpu limited
if you are draw call capped
haven't heard of anybody gaining performance with it either
graphics wise
the only use I can suggest would be lens matched shading, single pass stereo and multires shading
yeah I meant feature wise as far as vrworks is concerned
would use the branch only for the fetures above if needed
and @tired tree don't you get tired of knowing that much ? :p
playing and understanding them are two different thigns tho, not laughing just admiring
Circling back on the collision discussion. I realized I can turn off generate overlap events for 80% of my parts on install and just turn it back on when picked up. Pickup uses a trace and because I do a sphere trace on collision, I only need overlap events be be triggered on nearby parts, not necessarily the receiving part.
So on install all objects have Set Simulate Physics switched off. All the small parts will get generate overlap events turned off.
and collision is set to query only on pickup and only switch back to query and physics when a part is dropped
like this: https://i.imgur.com/7uwIUh6.png
That should do it, right? Is there anything else that would contribute to moving a large number of objects at once?
System steam buttons don't work what happen? No input in the game. E, good tracking but no input!
no
@mighty carbon glTF does support animations m8
you need to switch to no collision on pickup
even query only uses a physics body for it
they are in an engine friendly format, with bone hierarchy + animations in the binary file, and all the bone weights
blender exporter doesnt seem to support anims tho
yet
With no collision, I won't get trace responses, right?
do you need trace reponses on an attached object being moved?
talking about sub components
Yeah. Its possible if the player is holding the assembly in one hand and a part in the other
if you do, you'll likely have to start thinking about a heirarchy where they are no collision if they are down the chain
@wicked oak well, since Blender glTF exporter isn't that new, I have a feeling anims/skel will not be supported until Blender Foundation/Institute get a grant for it. And I doubt Epic will give them any money.
blender glTF exporter is made by khronos
to serve as a "reference" exporter
it seems it should support anims, but im not sure if im using it right
blender fundation is mad with FBX, and so is literally everyone that uses blender
glTF can handidly destroy FBX monopoly
and substitute it
becouse its a better format AND its also "open", so no licenses and free
that's besides the point
the point is that as with FBX, you are at mercy of Blender devs.. If they don't implement robust support for glTF and maintain it as part of Blender, no one else will.
@mighty carbon you seem to forget
that blender fbx is reverse engineered
becouse fbx cant be used in blender
not the official sdk
glTF is a very easy format
its designed to be trivial to load and store
i mean i can even do it myself
its currently a lot better than FBX for static meshes
and its experimental
@tired tree the history shows that only officially maintained plugins for Blender live long and happy life, and work for us, game dev artists 😃 Anything that is created by 3rd party usually breaks with every update-release of Blender, and the authors get fed up at one point and stop maintaining their plugins
if epic adds glTF export, yo would be able to load a ue4 asset into blender and render it in cycles with zero setup
in current 2.79
gltf is important enough to be mantained dont worry
this isn't a random author though
its khronos
on the blender plugin
the ue4 plugin is official
and given how much better than fbx it can be, im sure it will get finished
they want support with render engines for movies and stuff
well, Khronos hasn't implemented mobile VR extensions Gear VR / Go require to run mobile Vulkan.. It's been more than a year. I don't have that much faith in them when it comes to Blender plugin.
khronos isnt the one to implement that
its the vendors
khronos is preparing OpenXR for some time this decade XD
lol, no, it's Khronos.. Has nothing to do with vendors at this point.
gearvr/go is actually on oculus/qualcomm
khronos only shows the opengl3 for mobiles and vulkan
and its just an api
nothing more, relaly
Daydream uses mobile Vulkan already because they chose a different route for rendering
blame oculus
but this is on oculus, not on khronos
why?
do you know khronos is a comitee of gpu vendors and the like
because they should have already added those required extensions into API
they dont control extensions