#virtual-reality

1 messages · Page 162 of 1

wicked oak
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if i could msaa ps4, then everything is fixed

tired tree
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in 4.19 i meant

sturdy coral
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if they did it isn't using the temporal upsampling stuff

tired tree
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well no, it wouldn't

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TAA requires special treatment

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MSAA is an upscale in itself, they had to specifically support dynamic res with the TAA history

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i don't beleive that the dynamic res is TAA limited, just that it took a ton of work to get working with TAA

sturdy coral
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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

wicked oak
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ive seen it at work in xenobalde chronicles 2 on the swithc

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it has dynamic res

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works mostly fine

full junco
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I use TAA in my game and it's fine, with a lot of tweaking TAA looks acceptable in VR

tired tree
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yeah I can imagine that TAA probably hides it better

wicked oak
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but it has an UGLY as fucking hell sharpening filter on top

sturdy coral
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on console etc. it isn't so bad

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but in VR you can feel a kind of popping when it happens

wicked oak
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pixels are smaller after all

sturdy coral
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(without taa)

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that sony gdc talk talks about it a bit

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with TAA you can do little adjustments every single frame

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(but apparently not with taa upsampling)

tired tree
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the ideal VR method wouldn't be the entire screen, just dropping sections

full junco
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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.

sturdy coral
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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

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@full junco it just physically doesn't work when I tried

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dynamic res would just make the screens go off center and not even match up with the right HMD projection for some reason

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but manually doing temporal upsampling did work

full junco
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so you mean it was making the view smaller / bigger?

sturdy coral
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yeah I think it messed up some viewport scaling

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it is probably fixable

full junco
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should be fixable by just adjusting the UVs when drawn to the headset, just how I do it with my current resolution scaling

sturdy coral
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the other issue is I think you also need to potentially pass some different GPU perf data into the algorithm

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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

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I just know the frame timing stuff breaks out the compositor separately, etc.

full junco
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steamvr frame timing stuff usually gives you significant more ms, yeah

tired tree
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wonder how they will handle it when they add the spectator viewport to VR

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scaling down both, or just 1, or what

sturdy coral
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@full junco any big vulkan changes in 4.19? when do you think it will be production ready

full junco
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@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

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I think it will be production ready this year

sturdy coral
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@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

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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

tired tree
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the mixed reality setup appears pretty much complete for 4.19 at least

sturdy coral
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unless you could find other GPU work to do on the other frames

tired tree
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though I haven't been able to test

mighty carbon
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I am guessing 4.19 preview is not coming this week

sly elk
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I find myself making little loops like this to avoid tick events. Is there a good reason not to do this?

full junco
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@mighty carbon I am guessing you might be wrong

wicked oak
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@sly elk that fine

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but as long as you dont have them perpetually on

mighty carbon
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@full junco looks like Epic still fixing bugs..

full junco
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epic is always fixing bugs

wicked oak
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a better way is to "register" the object with a temporal ticker

sly elk
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Yep. I always make sure they shut off

full junco
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every programmer is always fixing bugs

wicked oak
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so you register tick, and then unregister

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for your pseudotick

sly elk
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have a blueprint expample?

full junco
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especially a preview is not supposed to be bug free

wicked oak
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you would create a "pseudoticker" blueprint interface

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with a pseudoTick event

sly elk
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Oh cool idea

wicked oak
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then you have some class, somewhere, that holds an array of pseudoticker referenfes and calls pseudotick on them

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this is only interesting if you are sure you disable tick in the blueprint class

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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

solemn night
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has anyone ever tried converting one of the hackable games on epic to a vr or web vr game?

full junco
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"one of the hackable games"?

solemn night
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yeah like the game that you can mod and stuff like that

tired tree
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@mighty carbon its a preview, not a release

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it'll likely be out this week

sturdy coral
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@solemn night I don't think there is any webvr support in UE4 is there?

sly elk
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TAA + VR pixel density set to 2.0 + a subtle post process sharpen material looks so good.

wicked oak
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well, its pd 2.0

sly elk
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Yeah. Super expensive

fringe umbra
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yawns

fringe umbra
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@mighty carbon @tired tree Preview 1 is targeting tomorrow.

wicked oak
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Go my sales data from PSN europe at last

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worse than i expected, a lot worse

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and thats actually gettint in the front page in the store

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PSN europe has one third of the sales of america

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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

gleaming river
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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

sharp swan
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of course. the Widget Interaction Component is meant for just that

gleaming river
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And you just attach that to a hand?

wicked oak
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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

sharp swan
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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?

wicked oak
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vr ik plugins

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or even better, you dont

sharp swan
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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?

shell karma
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guess IKinema has a solid solution for that

sharp swan
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doesn't that require extra trackers tho?

shell karma
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tbh dunno, have seen only brief demos of theirs

sharp swan
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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

tired tree
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Ikinema doesn't

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i think its the guy running his own plugin on the marketplace that requires extra trackers

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or at least it used to

wicked oak
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ikinema is DRM-d to hell

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BIK is closed source plugin so it doesnt even work on custom engine versions

sharp swan
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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

wicked oak
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i think there is another plugin that IS open source for vr ik

tired tree
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I know that Ryan and a couple other users of my plugin use BIK and are happy with it

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but yeah, they don't use custom engine versions

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and the "open source" one is the one sold on the marketplace that at least originally required additional trackers

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I am not sure about how well that one performs

wicked oak
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your plugin has IK stuffs?

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is it fullbody?

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becouse i would surely prefer to grab the concrete code from your plugin and add it to my stuff

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before buying a random plugin

tired tree
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no i don't

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I'm saying I know about them using BIK because they talk about it in my plugin discord

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IK really needs dedicated attention to pull off a plugin for correctly, let the enthusiasts handle that one.

sharp swan
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I dont mind doing that. It seems like a fun conundrum to solve

tired tree
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talking about the bone effectors and new IK solutions

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built in engine versions don't handle rotation limits in bone chains

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really bad for trying to get clean IK in VR

wicked oak
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when i heard of the bik guys using closed source plugin i was like lol hell nah

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they cant sell it on marketplace for that reason

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i mean, literally locked to a specific non source version, and windows onlly? fuck that

tired tree
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isn't it limited because they don't have what they would consider a full release yet?

wicked oak
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looks to me classic "dont steal mah code" thing

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i do not by ANY plugin that has a closed source element

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becouse it wouldnt work on ps4

tired tree
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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

wicked oak
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well, i doubt they will do that without charging me 10 times the cost

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ill wait for them to do it

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becouse you cant sell it on marketplace without the source

mighty carbon
full junco
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@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"

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I never tried it

glossy agate
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@wicked oak you can load BIK in custom engine version. They send two versions one for custom engine, one for launcher engine.

wicked oak
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except its closed source

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so i cant use it anywhere other than win64

full junco
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send him a mail

glossy agate
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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

full junco
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"Source code for the glue plugin between the biksolver library and UE4."

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ah, it says "Available for enterprise customers."

glossy agate
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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

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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

mighty carbon
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@wicked oak sounds like you just don't want to sign yet another NDA and provide your personal info to a 3rd party 😉

wicked oak
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i dont want to deal with bullshit

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and closed source shanenigans ARE bullshit

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and drm too

mighty carbon
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@alpine torrent by chance, have you heard any news about VR for XB1X ?

wicked oak
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installod really pissed me off

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REALLY pissed me off

mighty carbon
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PS4 stuff is technically closed source, since you can't share the code

wicked oak
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i bought it precisely becouse it "just worked"

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no bullshit

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and then they DRMd it to hell

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i do not wany any kind of drm in fucking critical tools

mighty carbon
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InstaLOD are assholes, no argument there

alpine torrent
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@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

mighty carbon
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what does it have to do with XBox One X and VR for XBox One X ?

alpine torrent
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@mighty carbon as they have primary focus on desktop so other platforms get it as well

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the MR IHMDs should support Xbox One X this year I bet

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@mighty carbon the coreOS if it get api from mixed reality the device family can implement it

trail shale
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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...

mighty carbon
sturdy coral
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I need to see how well they handle a UE4 dedicated server

granite jacinth
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Gotta compete with Vultr @sturdy coral

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it's funny because Vultr was beating them all last year

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So I guess this is their way of trying to get back marketshare

mighty carbon
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has anyone checked how big UE4 SVN repo can grow when using it for assets ?

granite jacinth
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?

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Fuck SVn

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Just get Perforce

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But it's practically the same

mighty carbon
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Afaik Perforce isn't free

granite jacinth
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?

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Up to 5 it is

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Anyway

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Which is the same for the droplets now that I think about it 😉

mighty carbon
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oh, didn't know UE4 discord now has that channel

mighty carbon
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perforce isn't that much better than SVN

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(after googling perforce vs svn)

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@sturdy coral do you think 50Gb and 2Tb transfer is plenty of 1 project (assets/BP) ?

sturdy coral
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@mighty carbon do the smallest and add block storage

mighty carbon
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I see.. thanks

sturdy coral
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VRChat now has 1.7million owners

tired tree
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that is a lot of M&K knuckles players

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the power of memes

glossy agate
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I was in there for a bit. Didn't see any knuckes though. Guess I didn't go to the right places

tired tree
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they are everywhere, lots of obviously < 13 year olds screaming with the model now too

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that being said, VRchat does a lot right

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its not all just social word of mouth/youtube luck

glossy agate
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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

SteamSpy - All the data about Steam games

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.

tired tree
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right around the time that PewDiePie and Lirik played it? :p

glossy agate
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I just wanted to see player count before it happened to see what the growth multiple was.

mighty carbon
tired tree
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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.

mighty carbon
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interesting.. no word about any performance improvements from Fortnite

tired tree
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they finally did it

wicked oak
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@mighty carbon that will be on full notes probably

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there is always a few things that arent in the preview release notes

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but man, FINALLY proper voip

granite jacinth
tired tree
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yeah, we knew about those

wicked oak
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the resolution change is gold

granite jacinth
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too bad they still didn't fix replication

wicked oak
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man, fuck screenpercentage

tired tree
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replication isn't "broken", its a per game thing in their minds

wicked oak
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such a pain to manage

granite jacinth
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Aye, I don't mind the pixel density stuff

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BP Debugging is sexy though

sturdy coral
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@glossy agate they were around 300-400 online at a time around Oculus connect, now 14000-17000

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You can roughly extrapolate from that the total owners at the time

glossy agate
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Oh damn haha. How do you see concurrent for it? vrlfg doesnt show it.

granite jacinth
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But if you have something to add, would be nice to hear it

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VRChat

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=

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Do you know the way?

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InstaWin

sturdy coral
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@glossy agate you have to turn off VR-only display

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a huge percentage of their users are just there in 2D

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but vrlfg doesn't break out which is which

glossy agate
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Yeah for sure. Would have to get almost every VR player to get 1.7 mil downloads with VR only.

sturdy coral
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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.

glossy agate
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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.

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VR chat knows da way of da devil

full junco
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@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

mighty carbon
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Doom and FO4 don't even get updates anymore.. Doom (non-VR) was quite niche game too..

sturdy coral
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doom non-vr was niche?

tired tree
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you don't run a single instance on a server though

glossy agate
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$500 a month? Thought you just get charged by the hour for every server instance it scales too.

full junco
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is it by the hour?

glossy agate
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AWS is. Gamelift auto scales

full junco
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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

mighty carbon
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@sturdy coral yep. Look at the sales numbers compare to FO4.

full junco
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game lift is for session based games, not games like mine @glossy agate

sturdy coral
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@mighty carbon games have a power law distribution, doom is definitely not niche, just the big hits like fallout dominate

glossy agate
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Ah yeah, it will be perpetual world always running. Thats like $0.20 per hour

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for one nice instance

sturdy coral
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you can suspend when no players are online

full junco
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you can?

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but 1 player online costs same much as 50 players online, right?

sturdy coral
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you'd always want one up to run the online beacon thing and be able to spool up the others

granite jacinth
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Yeah

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But

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You're still looking at THOUSANDS of $$$$ every month

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That is why most games do not do dedicated servers

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Or if they do, it's only a few

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They let their players run dedi

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Your game...

full junco
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I want people to run their own, but what private person pays hundreds of dollars every month for a server lol

granite jacinth
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I don't know if it's right for that imho

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I think you should scale down your goals a bit

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LAN, session based stuff

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I don't think dedicated servers will help you anyway

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Yeah, dedicated servers are expensive

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But people love doing it

sturdy coral
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I feel like thousands a month could service the entire top 10 of vrlfg (restricted to VR-only games)

glossy agate
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For the number of VR players right now its not bad

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Free tier of photon is enough for most of them. 8K monthly active with 20 connections

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or $95 one time fee for 60 months with 40k monthly active and 100 connections

sturdy coral
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also feels like a couple threadripper boxes in a closet somewhere could service a hundred instances

mighty carbon
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@sturdy coral I mean, doesn't matter. Doom isn't that huge nowadays to help VR HMDs sell more units.

glossy agate
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I think Onward still uses Photon, and Pavlov uses AWS gamelift. Seemed to work out okay. I would rather use dedicated servers too

sturdy coral
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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

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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

mighty carbon
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on top of that Beth released it as-is and never improved it

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I played it a bit, but kinda stopped after a few levels and never got back to it

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(maybe due to clunky controls, maybe it was a way too intense for me as far as motion sickness goes)

sturdy coral
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yes, but I was only talking about you calling the main games niche, not talking about the VR ones at all

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doom vfr is much smaller than 12 hours I think

mighty carbon
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has anyone tried this https://github.com/shanecolb/sphinx-ue4 ? It seems like there is nothing out there for UE4 for speech recognition input

sturdy coral
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I looked into pocketsphinx for phoneme detection at one point but never integrated it

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I'll have to take a look at that

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I was just looking at animating avatar mouths, not doing full speech recognition

mighty carbon
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I see

mighty carbon
granite jacinth
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duh

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like who didn't know that lol

sturdy coral
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I'd say that's not even true

granite jacinth
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what?

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Min spec won't be able to run a Pro

tired tree
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yeah they will

granite jacinth
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Not really anyway

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Yes

tired tree
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downscale

granite jacinth
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I know it says that

sturdy coral
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reasoning: vive is pentile, so 2/3rds of what you render gets downscaled

granite jacinth
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But what I mean is...it's not the same thing

sturdy coral
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if you go to vive pro yiou get extra clarity in those two color channels for zero performance cost

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vive lenses downscale the periphery

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so unless your game is using multires/lms

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automatic extra clarity there for zero rendering cost

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just slight compositor cost for the higher resolution output

granite jacinth
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We'll see on release

sturdy coral
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it will definitely take more rendering power to take full advantage of it, but that's not news

tired tree
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mmm VOIP component has an effects chain as well

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you can tie filters in to the voice

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hnng

sturdy coral
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so you can make a ugandan knuckles voice filter?

tired tree
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ooooooooooh boy, I think they might have just pissed off every BP VR user....

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not only did they replace Hand type with an FName on controllers

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but there are no exposed default values in BP

sturdy coral
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I saw that FName change when I tried to backport their controller model support

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what do you mean by exposed default values?

tired tree
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its not the largest deal

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just gotta re-factor where they check hand type

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just switch on FName is.....meh

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in c++ you can check against hard coded defaults

mighty carbon
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I wonder why would they do it like that 😦

sturdy coral
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there still is no way to have a static variable exposed as a uproperty is there?

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@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

wicked oak
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bruh fname is fucking bullshit

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first time im doing is re-creating the "get hand" thing from a custom enom

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like it was before

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i really do not want to have a bug where i wrote "rigth" instead of "right"

tacit quest
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@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

mighty carbon
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@tacit quest I just really need to be able to say "yes", "no" "maybe so" and use those as input..

tacit quest
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that's definitely doable

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the sample i setup is a scripted linear conversation. just yes/no/maybe you could set your threshholds to be pretty accurate i think

mighty carbon
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aye, cool

tired tree
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I think the main problem going from ENUM to FNAME is that as an enum it felt safe to base checks against it

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so checking hand was done with it

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but now every...single...check has to be refactored

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and replaced

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with likely a utlility function in case of further changes

tired tree
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they have a utility function in c++ that isn't exposed that they use everywhere

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guess i'll just expose a method of using that

sly elk
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Is there a reason why they changed this?

full junco
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@sturdy coral wait, is the vive pro not pentile?

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"Fixes for CPU performance" 😃

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so I expect vulkan to be way faster in 4.19

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also nice defines like #if VULKAN_ENABLE_DESKTOP_HMD_SUPPORT added

sturdy coral
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@full junco it is pentile, but the point is if you are hitting screen res for vive

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or ideal res for vive

full junco
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I wonder if this line is supposed to be like that or accidental: #define VULKAN_ENABLE_STANDARD_VALIDATION 1

tired tree
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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

sturdy coral
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you are getting downsampled in red and blue

tired tree
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it seems kind of backwards....not sure why they did this

sturdy coral
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so going up to vive pro without being able to render at higher res

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you still take advantage of more blue and red

full junco
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ah, yeah, get your point

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you really gave me hope though it wouldnt be pentile

sturdy coral
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yeah, it a much bigger bump if it wasn't

full junco
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yeah

sturdy coral
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@tired tree give feedback on the thread, they may have time to change to something better

full junco
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"// During HMD rendering we get a frame where nothing is rendered into the depth buffer, but CopyToTexture is still called..."

sturdy coral
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I wish they would engage more with everyone

full junco
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so seems epic actually tested VR on vulkan now

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thats very good

tired tree
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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

full junco
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I'm very happy about seeing those very relevant vulkan things merged into 4.19

tired tree
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i'm happy that WindowsVulkanPlatform is part of the commits

full junco
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well that doesn't surprise me, it was always clear that epic cares about Vulkan on windows

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just by knowing Tim Sweeneys opinion on things Microsoft does, it's pretty clear 😄

sturdy coral
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I wonder if you can release a vulkan title on the windows store

full junco
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good question

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no you can't

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Windows store is UWP, UWP also runs at Xbox one

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Xbox one can't do Vulkan

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so UWP can't be Vulkan

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so no Vulkan games on windows store

tired tree
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was curious about if they changed the VR template for 4.19 and if it had any insight for the reasoning

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they store a seperate enum, convert to fname on construction....

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and then that fname is converted back in the backend every time it is referenced

sturdy coral
#

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

tired tree
#

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
#

um.. how do I fix this???

#

what the fuck is happening????

full junco
#

@trail shale I think I saw that issue somewhere

#

maybe on reddit r/vive

real needle
#

@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

trail shale
#

ugh, thanks guys

eternal inlet
#

That Hand Fname change seems super weird 😑

mighty carbon
full junco
#

progress is great

sly elk
#

hopefully the cost comes down

#

most of the users I have seen discussing it say its too expensive

full junco
#

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

granite jacinth
#

@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.

tired tree
#

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....

granite jacinth
#

whatever happened to zaptruder and his thingamabob

#

@clever sky oh he's still on here

#

FREEEDDDDDOOOOMM

pearl tangle
#

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
#

@pearl tangle whhhattt

#

You've been away from teh VR biz lately?

#

😭

sturdy coral
#

@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

copper stag
#

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.

granite jacinth
#

@sturdy coral nice

#

@copper stag Show us your work first

#

So we can point you in the right direction

copper stag
#

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:

pearl tangle
#

@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

granite jacinth
#

@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?

copper stag
#

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.

tired tree
#

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

copper stag
#

are there any tutorials for how to this anywhere?

tired tree
#

with full roomscale? not that I am aware of

#

VRMarco has one for seated, but it wouldn't help any here

copper stag
#

yep, it seems that I have to order the whole project from somewhere! 😄

tired tree
#

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

copper stag
#

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. 😄

tired tree
#

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

copper stag
tired tree
#

yeah, but its a full character conversion

#

unless that is his older physics enabled sphere solution

copper stag
#

oh i see!

tired tree
#

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

copper stag
#

do you think people in the answerhub could give quick and working instructions or something too complex for my skills level?

tired tree
#

answerhub is not a good place for that no

#

its too long for that format

clever sky
#

@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 😛

copper stag
#

yes I am very aware of that zaptruder! 😄

clever sky
#

😄

#

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!

trail shale
#

Is it possible to use 3 Trackers for the Vive?

#

I get conflicted information

copper stag
#

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?

tired tree
#

its not

#

you asked for very basic BP only solutions for a newbie

#

kind of limiting

copper stag
#

k, good to know that. 😃

tired tree
#

I didn't suggest the most obvious pre-exisiting solution because its likely too involved

#

no offense

copper stag
#

yes i know, better to just order the whole project, that will be the most simple solution, thanks for the help!

full junco
#

wtf has steam done? @trail shale @real needle

granite jacinth
#

lmfao

#

you and @trail shale

#

wtf you guys using?

full junco
#

has to be some recent steamvr update breaking it

granite jacinth
#

Because mine doesn't do that

#

lol

full junco
#

my vive also doesnt work correctly any more

granite jacinth
#

good times before launch

#

tomorrow?

full junco
#

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

copper stag
#

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.

full junco
#

I rolled over the vive cables with my chair many times already 😄

#

but I think they are fine

copper stag
#

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!

full junco
#

ok

#

I wonder, does the vive pro come with its own cable?

copper stag
#

it sounds somewhat similar to what i was experiencing and i think you should also contact the support, it might be the same issue. 😃

full junco
#

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 😛

copper stag
#

unless you know how to fix the issue!

full junco
#

well as I said, a restart fixed it

trail shale
#

I have 2 vives....so I was experimenting with using the 3rd controller of one as a poor man's tracker

full junco
#

well, installing the beta + restarting PC + starting steamvr + restarting steamvr

copper stag
#

great, let's hope that worked! 😄

full junco
#

yeah

#

I will likely buy a vive pro soon anyways

#

and I hope it comes with its own cables

trail shale
#

how much are they?

copper stag
#

does it have a release date yet?

full junco
#

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

copper stag
#

awesome, my house will be ready for it!

full junco
#

and no one knows how much they will be @trail shale

#

anything between $349 and $700 I guess

trail shale
#

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

full junco
#

who cares about americans 😄

trail shale
#

The "iPhone" of VR has not been invented yet

full junco
#

I dont want average peoples to use it

#

well, they can use gearvr

trail shale
#

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

full junco
#

PSVR is a great platform for the average gamer

mighty carbon
#

I wonder if they ever add AO to forward renderer

full junco
#

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

granite jacinth
#

Vive Pro $200

full junco
#

thats your guess? 😛

granite jacinth
#

My wish

trail shale
#

He's right

full junco
#

ah

trail shale
#

200 bitcoins

full junco
#

well, till then those might be worthless, who knows 😛

granite jacinth
#

Comes out next month

#

So, I just can't wait

trail shale
#

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?

full junco
#

doesnt have to be next month

granite jacinth
#

Sucks I JUST bought a Deluxe Audio Strap though

full junco
#

not sure why you think next month

granite jacinth
#

I swear I read it next month

#

Or did they just say 1st qtr?

full junco
#

just Q1

granite jacinth
#

hmm

#

oh wells

real needle
#

@full junco The Vive pro has a proprietary connection so it has it's own cable

#

Still 15 feet

eternal inlet
#

@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

trail shale
#

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

stiff fern
#

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 )

upper sedge
#

Hi all,
can any one guide me to get the HTC Vive controller pitch Rotation value Range between -180 to 180.

fringe trail
#

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

lusty lark
#

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?

shell karma
#

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

tired tree
#

@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

shell karma
#

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

tired tree
#

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

mighty carbon
shell karma
#

@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 ?

granite jacinth
#

@shell karma How'd you already get a Vive Pro?

tired tree
#

yeah the changes in 4.19 will

shell karma
#

the company I'm working at has it for a month now

granite jacinth
#

@shell karma which company?

tired tree
#

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

granite jacinth
#

PixelScaling

#

Pixeeeeeellscallllling

tired tree
#

they were defaulting to 140 SP before

shell karma
granite jacinth
#

Never heard of them.

#

But that's cool

#

Anyway, I'm eagerly awaiting my Pro plus 4.19 to become stable

shell karma
granite jacinth
#

Aye. That's good.

sly elk
#

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

tired tree
#

yeah its going to be slow

sly elk
#

just because its so many actors?

tired tree
#

turn off physics collision on all of them once attached

#

so it doesn't have to update the physics thread

sly elk
#

I do turn off physics

#

collisions need to be there for overlap events

tired tree
#

not when moving the entire assembly they don't

sly elk
#

oh I see. Yeah

#

good idea

tired tree
#

are you welding them on attachment?

#

also are they seperate components or seperate actors?

#

you would be better off with seperate components if possible

sly elk
#

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

wicked oak
#

@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

mighty carbon
#

don't you have to do it on tick ?

wicked oak
#

yes

mighty carbon
#

well, tick isn't free

wicked oak
#

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

granite jacinth
#

Yawn

#

Dot

#

When lined up

#

Start distance check

sly elk
#

I use overlaps to get referecnes and start the distance check

wicked oak
#

dont

#

you should avoid overlaps and engine physics as much as possible

#

you cant handle that many dynamic physics objects

sly elk
#

how else do I get references?

wicked oak
#

references for what?

sly elk
#

or know when to get them

#

between all of the parts

wicked oak
#

in your "snap component" or similar

sly elk
#

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

tired tree
#

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

sly elk
#

@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

wicked oak
#

good idea

tired tree
#

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

wicked oak
#

can do that with masked + math in the shader

tired tree
#

yeah

#

and it would be one of the better features

sly elk
#

thanks, i'll look into that

trail shale
#

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

sturdy coral
#

@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)

full junco
#

@real needle @sturdy coral interesting, thanks

granite jacinth
#

hmm

#

Collision On all the time = bad

wicked oak
#

collision is mostly expensive on dynamic objects

#

a static object with collisions is just "there"

#

until a dynamic object crashes with it

neon egret
#

Anyone used the WebBrowser Widget in VR yet?

tired tree
#

its actually a little expensive to switch collision on/off constantly too

neon egret
#

Wondering how to actually input text into selected parts of the Browser

tired tree
#

as it has to re-create the shape on the physics scene

#

@neon egret keyboard

#

virtual one

neon egret
#

Got a Drum Keyboard in place

#

Guess that won't work

tired tree
#

have to pass the input in

neon egret
#

Well yeah, but where

#

I can get the VR Drum Keyboard text in a String

tired tree
#

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

neon egret
#

Yeah, so nothing out of the box for entering input other than with a real keyboard

#

Guess backlog then :D

#

Thanks for the help!

mighty carbon
#

it would be nice if next-gen gaming GPUs were locked to prevent cryptocurrency mining

tired tree
#

lol

#

wut

mighty carbon
#

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

tired tree
#

miners HAVE special hardware

#

that is better than GPUs

#

it doesn't matter, they buy it all up and GPUs are fallback

mighty carbon
#

well, then GPUs need to be made completely useless to them is what I am saying

full junco
#

@tired tree for many cryptocurrencies, GPUs are the best things available

sturdy coral
#

@mighty carbon miners are a short term issue, in the long run increased demand from them should make gpus cheaper for everyone

full junco
#

only for the biggest ones there's custom hardware

sturdy coral
#

the only bad thing would be if dedicated die space started going to mining related stuff that couldn't translate to gaming

tired tree
#

for low difficulty crypto yeah GPUs would be more cost effective

wicked oak
#

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

trail shale
#

@tired tree what do you do for green screen / black or no display on the TPCAST?

tired tree
#

@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

neon egret
#

Yeah, will look into that the next days. Thanks!

tired tree
#

I knew that widget interactors had it for mice, forgot that slate did too

faint gorge
#

anyone experiencing editor crashes after exiting vr preview?

mighty carbon
sturdy coral
#

@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

mighty carbon
#

@sturdy coral have you tried hooking Win MR HMD to a laptop and walk around larger area ?

sturdy coral
#

nope, I don't have a powerful enough one anymore

#

I've heard most laptops won't run at full power anyway off battery

mighty carbon
#

oh

sturdy coral
#

I would like to try that though

#

but I've also heard they limit the play area a lot

mighty carbon
#

hmm.. .that sucks

sturdy coral
#

even though hololens that it is based on can do much more

mighty carbon
#

nice

sly elk
#

I wonder if the demand for crypto results in more gpu development

wicked oak
#

@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

upbeat kestrel
#

if you missed it:

#

update your old released DK1/2 content, win money if you're lucky

full junco
#

@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"

sturdy coral
#

@full junco they must have read this:

#

"Straight up bribe developers to post their games"

full junco
#

"And no, developers don't want coupons or vouchers or Bitcoin, they want cash money $USD"

#

I think devs also take bitcoins 😄

upbeat kestrel
#

hehe

#

I doubt I'll have time to update my old VR experience, but maybe I'll find a free weekend somewhere

sturdy coral
#

apparently WEARVR thinks they will also accept raffle rickets 😛

full junco
#

I joined VR dev with the vive pre, so I have no old stuff 😄

upbeat kestrel
#

I made a thing for the DK2

#

man, thinking back...

#

that was before teleporting was common

granite jacinth
#

@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

full junco
#

the point that you couldnt bribe devs with bitcoins makes the writer appear stupid

#

really no difference in giving someone USD or bitcoins

granite jacinth
#

...

#

I don't take bitcoins

#

Because I don't believe in their value at all

full junco
#

you can sell them then

sturdy coral
#

speaking of bribing:

granite jacinth
#

Doesn't matter

sturdy coral
granite jacinth
#

I won't touch them

#

But yeah Facebook Rift

#

Only $10k

#

Kinda sad

#

BUt better than nada

sturdy coral
#

hmm I'm not sure

#

it says $10K is disqualifier

#

(if you have already received > $10K elsewhere)

granite jacinth
#

Ah

sturdy coral
#

but you also have to have already released a title

granite jacinth
#

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

upbeat kestrel
#

dev grants are no strings attached

sturdy coral
#

I think it might actually be platform sales and not what you raised

upbeat kestrel
#

so they're not for a specific project

#

😉

granite jacinth
#

But I suppose it's a nice alternative

sturdy coral
#

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

frosty pumice
#

💰

sturdy coral
#

just dev hardware which they already give out pretty regularly

full junco
#

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.

sturdy coral
#

and support/advice

granite jacinth
#

hmm

#

Does Steam count as VR Platform?

full junco
#

yes of course

granite jacinth
#

Hmm

#

The wording though

full junco
#

which wording?

granite jacinth
#

All of it

full junco
#

I think its very nice

granite jacinth
#

Nope

full junco
#

it really makes it sound like they want to help individual developers that dont have money

granite jacinth
#

Hmm

full junco
#

(people like me)

#

😄

granite jacinth
#

You know what they say

#

If it looks too good to be true....

sturdy coral
#

they just aren't really committing to anything

#

doesn't specifically say what you get

full junco
#

aimed at providing access, support and savings to qualifying VR developers

sturdy coral
#

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. "

faint gorge
#

@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

granite jacinth
#

I get free stuff from Oculus though

full junco
#

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

granite jacinth
#

So, what savings am I getting

#

Support?

#

Why go through Oculus, when you need to go through Epic first?

sturdy coral
#

it could be cool if they gave out hardware for testing

#

like AMD systems etc.

granite jacinth
#

Oh

#

Dev systems

#

Yeah, but doubtful

wicked oak
#

they sent me 4 devkits

sturdy coral
#

yeah, from the terms I don't really understand what it gives over their existing dev relations

wicked oak
#

honestly im very interested in santacruz

#

for my next project

granite jacinth
#

I haven't gotten a GO

#

😭

#

They said they were out when I applied a week after announcement!

wicked oak
#

i know people who did

#

they say the thing is great

granite jacinth
#

I can't believe I didn't sign up that day

full junco
#

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

sturdy coral
#

I think if you didn't havea gear title you had a pretty low chance of getting a Go

granite jacinth
#

Well..

#

If that's the case

#

That's dumb

wicked oak
#

not only, but to release on oculus store at all

granite jacinth
#

You won't make shit on Oculus Store

sturdy coral
#

but that might change now, as things start spooling up for mass production

wicked oak
#

i made 3k dollars, compared to 8k on steam

full junco
#

@wicked oak yeah good point

wicked oak
#

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

granite jacinth
#

$$$$$$$$$

wicked oak
#

and it actually got frontpaged

granite jacinth
#

Island359?

wicked oak
#

so its fairly low

full junco
#

I guess I could fill out the application form after I release my game on steam, can't hurt

wicked oak
#

no, literally called dinosaur island

granite jacinth
#

lol

#

get rekt

#

Dinos and Zombies man

#

I tell you

#

ez $$$

wicked oak
#

this thing

#

600 sales since launch for now

full junco
#

well only 2,99

wicked oak
#

at 3 dollars is hella cheap

full junco
#

and for gearvr

wicked oak
#

its a decent game

#

with REALLY good graphics for a gearvr title

granite jacinth
#

TBH,m doesn't look bad for GearVR

wicked oak
#

@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

sturdy coral
mighty carbon
#

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

sturdy coral
#

@mighty carbon is go listed?

mighty carbon
#

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

sturdy coral
#

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

glossy agate
#

You making a full body rig?

tired tree
#

making leaning?

sturdy coral
#

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:

weary flame
#

Any of you have ever used the VRworks branch of unreal? Especially I am interested in the vr sli

shell karma
#

I used VRWorks for the other tech, performance wise, not the sli sadly

#

what you need ?

weary flame
#

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

trail shale
#

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)

tired tree
#

Did you actually enable it in console @weary flame

weary flame
#

@tired tree yes I did....do u ever used it? I can't find a person who actually did used it

tired tree
#

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

shell karma
#

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

tired tree
#

enabling all three doesn't matter

#

LMS uses multires already

shell karma
#

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

tired tree
#

i don't

#

i just play with a lot of things

#

rendering is my weakest point

shell karma
#

playing and understanding them are two different thigns tho, not laughing just admiring

sly elk
#

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.

tired tree
#

thats not going to do much

#

if they still have a physics thread presence

sly elk
#

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

#

That should do it, right? Is there anything else that would contribute to moving a large number of objects at once?

trail shale
#

System steam buttons don't work what happen? No input in the game. E, good tracking but no input!

tired tree
#

no

wicked oak
#

@mighty carbon glTF does support animations m8

tired tree
#

you need to switch to no collision on pickup

#

even query only uses a physics body for it

wicked oak
#

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

sly elk
#

With no collision, I won't get trace responses, right?

tired tree
#

do you need trace reponses on an attached object being moved?

#

talking about sub components

sly elk
#

Yeah. Its possible if the player is holding the assembly in one hand and a part in the other

tired tree
#

if you do, you'll likely have to start thinking about a heirarchy where they are no collision if they are down the chain

sly elk
#

yeah

#

I think im going to have to work in that direction for actor merging anyway

mighty carbon
#

@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.

wicked oak
#

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

mighty carbon
#

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.

tired tree
#

its a plugin isn't it?

#

shouldn't need blender devs

wicked oak
#

@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

mighty carbon
#

@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

wicked oak
#

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

tired tree
#

this isn't a random author though

wicked oak
#

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

mighty carbon
#

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.

wicked oak
#

khronos isnt the one to implement that

#

its the vendors

#

khronos is preparing OpenXR for some time this decade XD

mighty carbon
#

lol, no, it's Khronos.. Has nothing to do with vendors at this point.

wicked oak
#

gearvr/go is actually on oculus/qualcomm

#

khronos only shows the opengl3 for mobiles and vulkan

#

and its just an api

#

nothing more, relaly

mighty carbon
#

Daydream uses mobile Vulkan already because they chose a different route for rendering

wicked oak
#

blame oculus

mighty carbon
#

Oculus went another way and they have to have stuff in the API

#

no, I blam Khronos

wicked oak
#

but this is on oculus, not on khronos

#

why?

#

do you know khronos is a comitee of gpu vendors and the like

mighty carbon
#

because they should have already added those required extensions into API

wicked oak
#

they dont control extensions