#virtual-reality

1 messages Β· Page 163 of 1

wicked oak
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the gpu vendor does

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khronos only controls when a extension becomes "official"

mighty carbon
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so it needs to be come official, so that all vendors implement it the same way for all platforms

wicked oak
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the way it goes is vendor extension -> multiple vendor extension -> "experimental" generic extension -> part of official core stuff

mighty carbon
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this way we won't have the same situation as on PC, where Nvidia has specific to Nvidia GPUs extensions and AMD doesn't

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at this point I don't even care for Gear VR.. I think it will naturally die out in the nearest future. But Go has to have mobile Vulkan.

tired tree
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so......gearvr requires features that aren't specifically part of the vulkan api

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and oculus isworking to make an extension for it with them

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sounds like what blanco has been saying >.<

mighty carbon
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so, if Khronos won't take steps to make it happen, it won't happen

wicked oak
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its not khronos lmao

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its oculus

mighty carbon
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"to make an extension for it with them" sounds like 2 parties

wicked oak
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anyone can create a vendor extension

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without khronos having ANYTHING to do with it

tired tree
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thats like selling a tomato, and someone asked "why doesn't this tomato have a stick stuck into it already, I need that to eat it", "ok, provide the stick and i'll stick it in"

wicked oak
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thats the whole point

tired tree
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damn, i tried to be too creative with that one..

mighty carbon
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🀦

tired tree
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working with kronos means that they are helping oculus

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oculus knows their specific requirements

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and have their hardware

mighty carbon
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what vblanco keeps saying that Khronos has nothing to do with it, yet you are saying they are working with Oculus..

tired tree
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they are helping them yes

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nice of them, I agree

mighty carbon
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which means Khronos is involved

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and thus has everything to do with with those API extensions

tired tree
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why

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its an oculus specific requirement

mighty carbon
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o.O

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yeah

wicked oak
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oculus/qualcom can just do a vendor extension

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with the features they need

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and thats it

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goddamit Nvidia does it

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what do you think multires is?

mighty carbon
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but if it was only up to Oculus, Gear VR would have already had mobile Vulkan

wicked oak
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multires is a specific set of extensions that allow multiviewport

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amd doesnt support them = no multires on amd

tired tree
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they are working on it, they specifically stated that

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maybe its not as easy as you think

wicked oak
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if amd goes and settles on a common "multiview" extension, now both amd and nvidia can do multires

tired tree
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oculus staff said "we are working on it, be patient"

mighty carbon
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oh, maybe it's not easy.. but the point is it's taking forever.. That's what bothers me with glTF too. Maya/MAX is what devs, who bring Epic money, use. So it's more likely that robust fully featured glTF exporter will appear for those first and Blender will lag behind. The only way to make sure Blender is ahead or on par is for Blender devs to make it happen. Not Khronos, not another 3rd party.

tired tree
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vulkan in ue4 itself is also taking forever

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some things....take...time

wicked oak
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those already support gltf i think

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godot supports it, unity supports it, sketchfab supports it

sturdy coral
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multires doesn't use any non-standard extensions

wicked oak
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it does

sturdy coral
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amd supports the same viewport extensions

wicked oak
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it uses nvida viewport extensions

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LMS too

sturdy coral
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multires does use custom hardware stuff

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I don't know in this oculus case, but sometimes when adding an extension I think a vendor will still work with khronos throughout on it to make sure it has a possiblility of eventually becoming standardized

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to make sure they don't make any mistakes that are particularly bad for a certain vendors implementation and could have easily been done a better way that would be performant for all

tired tree
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gtlf having extensions itself is really damned nice

wicked oak
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yup

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ue4 can add a "gltf collision" extension, for example

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or other fancier stuff

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more shader nodes, for example

sturdy coral
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@mighty carbon on "And I doubt Epic will give them any money": epic just hired that blender guy from several of the blender streams who was promoting gltf

wicked oak
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he might be the guy on the plugin

sturdy coral
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yeah, quite possibly, around the same timing

wicked oak
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plugin shows promise

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the fact i can export stuff from blender, and not have to deal with bullshit scale...

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and smooth groups exported well too

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im going to use it for all my static meshes

mighty carbon
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it would be nice if Epic would offer glTF plugin for Blender

sturdy coral
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that would have to be totally separate code from their own importer/exporter due to licensing

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they could cross license but as soon as the take contributions on the blender side those couldn't be integrated back in

mighty carbon
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any plugin/script for Blender has to be under open source license

sturdy coral
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it has to be under GPL specifically, right?

mighty carbon
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I am talking about add-on for Blender to export/import from/into Blender.. The code would have nothing to do with UE4 source code and UE4's glTF plugin's code

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yeah, GPL2.0

sturdy coral
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"nothing to do with UE4 source code and UE4's glTF plugin's code" then it isn't a huge fit for epic to provide really

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they could contribute some to the existing plugin maybe, but I don't see why they would make their own

mighty carbon
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just to make sure Blender users have no issues sending assets back and forth πŸ˜‰

wicked oak
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@mighty carbon there is already a official glTF exporter in blender man

sturdy coral
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@mighty carbon if there is any fundamental reason caused by the standard that GLTF needs a wholly separate "UE4 compatible" GLTF exporter made for blender aside from the normal GLTF exporter, then GLTF would have failed its goals as a format..

mighty carbon
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guys, you aren't getting what I am saying.. either you haven't worked with Blender long enough, or you didn't have to deal with exporting and maintenance of add-ons

mighty carbon
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I've been using Blender since 2005 and it's a f@cking nightmare when it comes to IO add-ons

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they always make small changes to the API and every time new version of Blender was released it broke almost all of the IO add-ons

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so the only way to make sure every new release has 100% working add-on is to have BF to include add-on into official add-on and maintain those.

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alternative would be for add-on author to have patience and dedication, and fix add-on upon release. Those are the shoes Epic could fill πŸ˜ƒ

mighty carbon
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the rumor has it that mobile Vulkan for Go will be the thing in the next few month

mighty carbon
sly elk
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holy shit GPU prices are awful right now

full junco
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isn't the 1070 ti still available for acceptable prices?

mighty carbon
sturdy coral
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ue4 doesn't support importing them yet does it?

wicked oak
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nope

sturdy coral
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I think it is more for using animations across assets with different setups though

wicked oak
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@sturdy coral everyone knows ubisoft is a master at reusing animations πŸ˜ƒ

sly elk
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Where do I find what the different scalability settings for MSAA do? I can't find it in my engine BaseScalability.ini

sturdy coral
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@sly elk which ones, # samples is the only parameter to MSAA, right?

ripe vault
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Is there a good, practical, up-to-date settings/best practices help sheet for Rift for 4.18.2? Other than the info Epic posted?

granite jacinth
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@ripe vault Google

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Trial and Error

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Sweat and Tears

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If you have any specific questions, just ask though.

sturdy coral
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@ripe vault the built in vr template is an ok baseline as far as rendering/post processing settings

ripe vault
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@sturdy coral thx @granite jacinth yeah, that's exactly what I'm doing. just trying not to reinvent the wheel. I had a lot of problems when making daydream version of my app. I figure that might be more resources for rift.

full junco
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I finally made my game public!

granite jacinth
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@full junco 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ— 😻 γŠ—

full junco
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πŸ˜„

glossy agate
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looks like its going pretty well on reddit

full junco
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not sure if you can say that yet πŸ˜„

full junco
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r/vive really seems to like it more than r/oculus

glossy agate
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That’s the one I was looking at

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I’m kinda surprised so many people are having trouble with the name haha. Maybe just because I knew it was voxel ahead of time I got it right away.

full junco
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yeah, also surprises me

granite jacinth
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well not really

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I also don't like the name

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#1 I can't ever remember it

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#2 No clue how to pronounce it (this whole time until someone asked and you replied...)

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#3 it's lowercase start

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#4 You put VR at the end

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Which is also one of the reasons we are redoing our logos because I was like..."VR" sucks

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Just simply Contagion: Outbreak would do it

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oohh

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That guy gave great advice

full junco
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especially the lowercase start is something many people also like

granite jacinth
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like?

full junco
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@real needle tell him you like it

granite jacinth
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lol one person

full junco
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you asked "like", not "give me a list of everyone"

real needle
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I like it!

sturdy coral
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I also originally read it as cy - yube, like cyber

granite jacinth
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Lol

granite jacinth
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Hmm... Didn't know this until now..m

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Not bad....Never heard back from MSFT anyway

sturdy coral
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they've gone below $200 in some sales now

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I think $170 or $150 or something

glossy agate
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That seems like a really good deal. Super affordable. Are the acer ones pretty good? (Besides being real ugly)

sturdy coral
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I think they are all similar, I have the lenovo

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@glossy agate main thing to watch out for is if you have a large or small IPD

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the lens sweet spot is tiny

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if you are 63-65mm or close you are probably ok

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maybe a bit more

glossy agate
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yeah my head is pretty normal size

sturdy coral
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@full junco you are definitely doing really well on reddit, #1 on r/vive and #2 on r/oculus only second to a sort-of-official post that is controversial

full junco
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@sturdy coral ok

tired tree
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The MR headsets are actually pretty good for the price

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better than i expected

sturdy coral
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@full junco "stonebrickstud" sounds like a different kind of twitter account πŸ˜ƒ

full junco
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well, stonebrickstudios was too long πŸ˜›

ripe vault
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Has anyone experienced an issue with rift touch controller zeroing out once you extend to the absolute maximum of either axis?

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the values, that is. the values appear to be zeroing out.

sturdy coral
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@ripe vault can you be a little more descriptive? πŸ˜ƒ

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which values

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what axis

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are you talking about rotation

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or joystick?

ripe vault
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@sturdy coral trying to implement a non-barfing version of some type of thumbstick locomotion using something similar to this tutorial: https://www.youtube.com/watch?v=kGCS4rJYzoM . And my question is very similar to this person's question: https://answers.unrealengine.com/questions/525072/oculus-rift-motion-controller-thumbsticks-report-i.html . When I reach the maximum extension on either the X or Y axis (moving my thumb left/right or up/down) it goes from .99999 or -.9999 right to 0 and then my input stops and my movement stops. I jiggle it a little and then the values return and then I can start moving.

This step-by-step tutorial shows how to implement thumbstick (aka gamepad or joystick) locomotion as an alternative to teleportation in the standard VR templ...

β–Ά Play video
sturdy coral
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@ripe vault hmm, I've never seen that happen, but I do have drift on one of mine when not touching and had to adjust the deadzone

ripe vault
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is the deadzone in the middle?

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or is the deadzone also on the outer rim?

sturdy coral
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yeah, I would just get a slight value at all times even when not touching

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it is in the middle

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there is a setting for it in the input component or somewhere similar

ripe vault
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Well, that's not my problem. My problem is that when I go furthest away from middle I sometimes go from having a value to zero value

sturdy coral
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and one for the outer ring

ripe vault
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seemingly at random

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Ah

sturdy coral
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where you can make a partial movement report as a full one

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but I don't think that would fix things for you

ripe vault
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ok. Thanks anyway

sturdy coral
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@ripe vault ``` /** What the dead zone of the axis is. For control axes such as analog sticks. */
UPROPERTY(EditAnywhere, Category="Input")
float DeadZone;

/** Scaling factor to multiply raw value by. */
UPROPERTY(EditAnywhere, Category="Input")
float Sensitivity;

/** For applying curves to [0..1] axes, e.g. analog sticks */
UPROPERTY(EditAnywhere, Category="Input")
float Exponent;

/** Inverts reported values for this axis */
UPROPERTY(EditAnywhere, Category="Input")
uint8 bInvert:1;```
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that's all you can adjust by default

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@ripe vault I looked at the code a bit, I don't see any difference in how the vive axises are handled than the rift ones:

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                        {
                            const FGamepadKeyNames::Type AxisButton = (HandToUse == EControllerHand::Left) ? FGamepadKeyNames::MotionController_Left_Thumbstick_X : FGamepadKeyNames::MotionController_Right_Thumbstick_X;
                            MessageHandler->OnControllerAnalog(AxisButton, ControllerIndex, VRControllerState.rAxis[TOUCHPAD_AXIS].x);
                            ControllerState.TouchPadXAnalog = VRControllerState.rAxis[TOUCHPAD_AXIS].x;
                        }```
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                            {
                                State.ThumbstickAxes.X = thumbstickValue.x;
                                MessageHandler->OnControllerAnalog(bIsLeft ? FGamepadKeyNames::MotionController_Left_Thumbstick_X : FGamepadKeyNames::Mot
ionController_Right_Thumbstick_X, ControllerPair.UnrealControllerIndex, State.ThumbstickAxes.X);
                            }```
glossy agate
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may be running out of battery on the controller

sturdy coral
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@ripe vault I would try running with -hmd=SteamVR and see if you see the same issue

ripe vault
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k

sturdy coral
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@glossy agate ah yeah good thought

ripe vault
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yeah good point

sturdy coral
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try other store games too and see if you see it, or just look at the controller animation in the oculus overlay to see if the stick jumps back to zero after a time

glossy agate
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anyone get in on the sprint vector beta? Downloading it now to check it out

fleet veldt
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I keep wanting to find a better word/expression for running your game in "not vr" mode. What do you guys use? I've heard people call playing on a monitor vs hmd a "pancake game or pancake mode" just looking for something better. like how do you describe a game that can be played on an hmd or using monitor,keyboard and mouse. but "monitor, keyboard and mouse" seems overly wordy

sturdy coral
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mixed reality

glossy agate
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Sprint vector was pretty fun. bit of a workout but its like mario kart in VR

fleet veldt
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@sturdy coral I think i was poorly describing what i was after. I mean what's a good consice word or phrase for how we used to play computer games that were not VR (like how we played skyrim or the witcher III. games that just use a monitor, keyboard and mouse) most of the things i've heard are too wordy or sound silly. like "pancake game". perhaps "traditional pc game" (again seems overly wordy) maybe standard PC game. i guess non-VR. The specific problem i'm trying to solve is naming functions and properties that support playing my mostly VR game without VR (like how you can play VRChat without VR or motion controllers but using a monitor and mouse). I guess I'll just go with "NonVR" i.e. SetupInputForNonVR(); but was curious if there was already a common term for it other than "pancake" which i don't like.

sturdy coral
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hah no, I was being tongue-in-cheek.. mixed reality is used for too many things

fleet veldt
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ah hehe gotcha πŸ˜ƒ

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yeah isn't that the truth lol

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I like how UE4 source code calls their stuff "XR"

sturdy coral
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I just name stuff with 'VR' or with '2D' to distinguish in code

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even though 2D means other things

fleet veldt
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yeah.. i guess my game is primarily VR, i'm just including ability to use it without VR as well (mostly for testing/debuggin and not having to put the hmd on and off constantly)

sturdy coral
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@fleet veldt I have:

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    EVR_VR_VIEW_VR_CONTROL,
    EVR_2D_VIEW_2D_CONTROL,
#if FAKE_VR_ALLOWED
    EVR_2D_VIEW_VR_CONTROL
#endif
};```
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with FAKE_VR_ALLOWED not turned on in shipping

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probably not the best naming though, because I eventually want 2D view with VR controllers in shipping, but 2D view with mouse and keyboard emulating VR controllers turned off in shipping

fleet veldt
sturdy coral
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yeah that's what I have when doing EVR_2D_VIEW_VR_CONTROL

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EVR_2D_VIEW_2D_CONTROL is more traditional FPS controls and will be in shipping

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(with FPS arms etc.)

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with seamless switch when taking off or putting on the headset

fleet veldt
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Kind of a different topic but I've been wanting to explore having a "body" capsule that is moved both by continuous input (thumbpad/thumbstick) but also moved by where the HMD is within the playspace. However you want to allow the hmd to move somewhat independently from the "body" capsule if it's blocked by a wall. It almost seems like in order to do this you'd need two seperate actors or maybe it could be done by setting the camera's parent scene componet to not have local transform?

sturdy coral
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yeah, you can set bAbsoluteRotation and do some other stuff or not fully attach

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now I do most stuff with the player controller itself but at the moment the camera is on the character

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I now have the controllers on the player controller so that you still have them during respawns and they don't mess things up if you were in the middle of using the menus when you were killed, etc.

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also UE4 has spectators hardcoded to be pawns with a pretty rigid heirarchy and they can't be characters πŸ˜•

fleet veldt
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so with your seperate-actor solution when you move the body capsule via input you move the trackingorigin actor in sync with it, but when you move the body capsule via hmd movement you leave trackingorigin actor in place yeah?

sturdy coral
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yeah

fleet veldt
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that video is really cool, what are you using to capture your real world body?

sturdy coral
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kinect v2

fleet veldt
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wow surprised at how high the resolution is on it

sturdy coral
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yeah I think it might actually be a tiny bit smaller res than v1 but it is much less noisy

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and it has less depth shadows than v1

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and they totally discontinued it 😦

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and discontinued the PC adapter

fleet veldt
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yeah i'm guessing the price is blowing up because of that too 😦 it's $500 new on amazon

sturdy coral
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yeah.. so my support for that is pretty useless, I need to add support for the iphone depth api, but it is really low resolution

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like 128x128 or something, hopefully they can improve it over time. they said it is mostly processing bound

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it can take depth pictures are much higher res

fleet veldt
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hah that video of you "running" around in your customized shootergame is awesome πŸ˜„

real needle
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@sturdy coral Having controllers as part of player controller makes plenty sense...

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Hm wouldn't work networked though

sturdy coral
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yeah, networked I just replicate position and rotation

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and owner-no-see owner-only-see doesn't work right with them, which shooter game uses

sturdy coral
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@full junco now you're #1 on r/oculus too, gg

full junco
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oh nice, thanks!

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why do I see the amount of views on r/oculus but not on r/vive?

sturdy coral
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not sure, it might just be part of the css

granite jacinth
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@full junco count?

full junco
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what?

granite jacinth
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you know

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them discord count

full junco
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ah! 39

granite jacinth
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gj

full junco
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very active

solemn night
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hey guys i need some help, i finished making a VR game but i don't know how to export/build for different platforms. my VR setup is a completely different place and i need to expert it in order to actually play it. do you guys know of anything to help with this

sturdy coral
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@solemn night just click File -> Package Project

mighty carbon
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So, what's new people?

full junco
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@mighty carbon my game is announced! that's new!

mighty carbon
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Oh, cool

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Got a link?

mighty carbon
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Pretty .... Minecraft? πŸ˜‰

full junco
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@mighty carbon look at the trees! look at the trees!

mighty carbon
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I saw.. Pretty. But what are the min hardware requirements ? I am sure it won't run on i3 and 1060

full junco
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look at the store page

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min and recommended spec is listed there

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1060 is fine, i3 is not

wicked oak
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i tested it on my ryzen

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all cores get put at work

mighty carbon
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Damn

wicked oak
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the gpu is fine becouse he implmented dynamic scaling

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so if you are lagging, it lowers res

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and reverse

full junco
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the game will use 128 cores if available πŸ˜„

wicked oak
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its gpu times were ok

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the cpu times were a huge hog

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for all the voxel generation

full junco
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well you last played it before I optimized it a lot

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(CPU stuff)

mighty carbon
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Gotta strike gold with this kind of game - Minecraft is still popular

wicked oak
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meanwhile i wrote this ridiculous wall of text

mighty carbon
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Console dev (PS4/PSVR in particular) is royal pita

wicked oak
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its $$$ with is all i care about

dusky moon
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@wicked oak how does the scale of VR content buyers from PSVR compare to steam ?!

wicked oak
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i say in the doc

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40k dollars from PSVR, 10k dollars from PC

dusky moon
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in what time ?!

wicked oak
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3 months psvr vs 1 year pc

dusky moon
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holy mother of !

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is there already some non gaming VR stuff there as well ?! like story driven stuff ?

wicked oak
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yes

dusky moon
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ok I'm getting enlightened haha

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I'm about to release my documentary vr piece on Steam. checked a similar content to mine in steamspy and it sold only 1000... not sure if steamspy is legit enough but that seems way too low

wicked oak
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it seems about right

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im telling you steam is a disaster

dusky moon
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the only headache would be extra optimization to target PSVR as I optimized it for Vive to run on a 980 GT...

mighty carbon
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I'll wait for XB1X VR

glossy agate
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Was trying to record a test with some Ai, but Vid is super choppy looking. Ran fine in game, but the recording looks shitty. Anyone have a trick? Im on OBS. May just be taxing on the PC or something. Ai is still too dumb so I need to go back and make the patrol on start. https://youtu.be/YoAHtHw18xM

choppy video for some reason

β–Ά Play video
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Im hella mouth breathing in the vid haha

cosmic shoal
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try shadowplay instead of OBS

glossy agate
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Yeah Ill try that. It used to not work for VR for some reason, which is the whole reason I got OBS. I see other people using it now though

ripe vault
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@glossy agate @sturdy coral for future reference: it was a conflict with google vr plugin. I disabled the plugin and deleted the inputs/events related to it. I don't know if it was the plugin or the input/events, or both. but it's working now. Thank you for your suggestions.

sturdy coral
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@ripe vault ah, I'll try and take a look at why it might be doing that

rocky nimbus
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My overlaps aren't firing in a packaged project, but fire when in VR preview in editor

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Any idea why this might happen?

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It was packaged as a shipping build

granite jacinth
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@rocky nimbus a million reasons

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Check logs

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Try in Development and keep em visible

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Actually...I think you can even have em visible in shipping...not sure...I know for sure print strings die.

rocky nimbus
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hmm

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I only found out once I uploaded it to Steam, tests ran fine in preview

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Nothing stands out in the logs

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Only some warnings for missing assets (not being used anyways, just cached probably)

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I set up a weird system that uses a cylinder "laser-pointer" that basically checks for overlaps with text BPs and sets bools to 'Is Selecting A, B, etc." and then using the trigger will fire off certain events depending on which overlap is active

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The text changes colour when the overlap is active but it doesn't happen in the packaged game, clicking during the overlaps does nothing either

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Testing in a dev build

sturdy coral
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@rocky nimbus are your text BPs pulled from editor content maybe?

rocky nimbus
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Not sure what you mean @sturdy coral - I created text renders in my level, created BPs out of them each and then added trigger boxes inside the BPs to act as the overlap detection

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Then in my pawn I have the cylinder that detects the overlaps

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It all works as intended when I do VR Preview in the editor

sturdy coral
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Should be fine then, just editor assets including some fonts I think can get silently dropped in packaged builds

rocky nimbus
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Oh

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I did use a custom font I downloaded and imported

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But it appears in the packaged build fine

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I'm just using standard trigger boxes to detect the overlaps to then change the text colour and allow me to click on the BP to navigate the menu in VR

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I can't wrap my head around why the overlaps and functions work in the editor but not in a packaged build

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I packaged a development build with prints on the overlaps and they don't fire

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All of my collision settings are set up properly (hence it works in-editor VR preview)

stable shadow
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Hello Guys, I've a weird problem with my VIVE, after two time of playing game in editor everything goes black and I've to quit my SteamVR application and run it again, sometimes during this close and start process i got error 119 and I've to close and open SteamVR again.
My VGA driver is updated and also SteamVR has latest update. I own GTX 970

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I tested with 4.17.2 and 4.18.3 and same result

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In older version like 4.13 or even in 4.14 everything was ok

#

I've tested with a clean VR project template and same result

real needle
#

@stable shadow Is everthing still ok in the earlier versions?

#

@rocky nimbus I used to have problems with custom collision channels in packaged builds, and had to use the default presets. But this was a couple of engine versions back

stable shadow
#

what do you mean by is everything ok in earlier versions ?

rocky nimbus
#

@real needle What do you mean custom? Cause I just use 'Overlap all Dynamic', the preset

#

;/

real needle
#

@rocky nimbus Yeah not the same issue then

full junco
#

@stable shadow are you on steamvr beta or regular?

stable shadow
#

@full junco the regular

#

by enabling DirectMode I've better result now!

real needle
#

@stable shadow I'm asking if you can still use the earlier versions of unreal without issues

stable shadow
#

@real needle I don't have the earlier versions anymore to test again, but now after enabling the directmode i could play up two 4 times in editor then i need to restart the engine and steamVR , actually SteamVR restart function not working for me and I've to quit and then start again

real needle
#

@stable shadow reinstall steamvr

#

reinstall your drivers even

stable shadow
#

Yes i did

full junco
#

"stuff goes black" is an issue fixed by the beta

#

so if you have that, use the beta

real needle
#

what he said

stable shadow
#

I've found something new , this is new aftr enabling direct mode, the last time i could use hmd after stop i found this in log :
LogAudio: Warning: Current Audio Device with ID {0.0.0.00000000}.{345c5b87-db3f-4ffc-9641-547958adede1} was removed. Shutting down audio device.

#

@full junco Same results with beta version

sturdy coral
#

@stable shadow removing audio device like that crashes the editor for me

#

It happens with Windows MR anytime the device idles out, crash is a random chance afterwards

#

I haven't had it with Vive but haven't tried lately

sly elk
#

Is there easy way to get the transform for the HMD/camera? I want text objects to look at it

sturdy coral
#

@sly elk the player camera manager class has a get camera proxy component node, and at least in c++ a get location/rotation

#

The proxy node thing works regardless of if you are using an actual camera component or getting a camera view from elsewhere

dusky moon
#

Again I got this annoying perfomance hit on Oculus with 4.18.3 ... when I profile it's 12.5 ms ... but in VR with Oculus , STAT unit shows 42 ms ! my Nvidia driver is 388 and I opted into oculus beta while ago

sly elk
mighty carbon
#

If anyone is interested in asking questions during Oculus AMA with Oculus dev

sly elk
#

BP_SnapPart class are all static mesh actors. I want to get the static mesh component from them to plug into the set collision node. It seems like I should just be able to drag out from the class cast and get the static mesh component.. why can't I? And how do I accomplish this? https://i.imgur.com/4QUR85s.png

tired tree
#

cast to the object, not the class

sly elk
#

ohh, I see. So just cast to BP_Snap Part and that will work with all the child objects

#

duh

#

get all attached actors only returns 1 layer in a hierarchy, right?

ripe vault
#

@sturdy coral when setting up thumbstick locomotion similar to the video below, if I move using the thumbstick axis events, and press the touch controller trigger at the same time, the trigger seems to conflict with the thumbstick axis events. It will actually change the values when printing the thumbstick axis values, and it will actually slide me across the floor unintentionally. Curious if you've ever experienced anything like this? https://youtu.be/kGCS4rJYzoM

This step-by-step tutorial shows how to implement thumbstick (aka gamepad or joystick) locomotion as an alternative to teleportation in the standard VR templ...

β–Ά Play video
#

This can be reproduced using the VR template epic provides.

sturdy coral
#

Nope, haven't run into that one

sly elk
#

Now my framerate doesn't take much of a hit when I wave around 200 parts in an assembly

#

instead of implementing this in the base class im just doing it selectively on root objects that have a lot of parts attach to. This way players can still assemble and disassemble smaller stuff using two hands

ripe vault
#

@sturdy coral okay, Thank you.

sly elk
#

vr.oculus.PixelDensity doesn't seem to work in the level blueprint? I added a delay node with a sound so I could see when it was supposed to trigger. I set it to a reallly low value so it would be obvious but it doesn't have an effect: https://i.imgur.com/dzAAoLm.png

granite jacinth
#

@sly elk Unless Specific Player defaults to 0, could be that it's returning null

#

I always do this stuff in Player Controller anyway

#

But if I do it elsewhere, I get Player Controller

sly elk
#

makes sense. thanks

glossy agate
#

Can't you just leave that all in the players control?

glossy agate
#

First multiplayer test through steam worked! I was in VR and the other person was playing in 2D. Most everything worked like it should.

#

Was just expecting the worst I guess but everything repped right.

ripe vault
#

@glossy agate good job!

rocky nimbus
#

Anyone know why a transparent material might interfere with overlap detection?

#

I still can't detect overlaps on a packaged project, but can in VR preview in editor

glossy agate
#

I have the same problem. It’s intermittent though. I may just redo the inventory snapping system.

#

I don’t think the material has anything to do with it. Seems like overlap events are just not great in VR

rocky nimbus
#

I just made a new pawn and a new button to overlap and it worked in a packaged build

#

This is doing my head in haha

#

The only real difference was one had a dynamic material instance with a transparent and animated opacity and the other had the default texture

#

Both used nothing but a cylinder and a box trigger to detect the overlap

#

I added the default mat to my main pawn and the dynamic instance one to the new pawn to see if they switch

#

If they do, it'd be a strange bug

rocky nimbus
#

I just figured it out and it's definitely a bug of some kind

#

When I check for an Overlap with this actor (the box detecting the overlap), it works in the engine but not packaged.

#

But,

#

When the Box trigger volume is moved and is a child of the root, it detects the overlaps when packaged and in-editor.

#

I don't know why this happens, or what happens to the Box on package when it's a child of the SpriteComponent, but that was the default configuration when I turned the TextRender into a blueprint.

#

Will submit it as a bug

real needle
#

@glossy agate First, it's really hard to quote you since there's many "ryan" here. But what I wanted to say is that you should let me know when you need help testing

glossy agate
#

Awesome man! I’ll pm you here soon, fixing the initial issues we saw real quick

rocky nimbus
#

Anyone else have problems with inputs registering when the HMD is not on your head?

real needle
#

@rocky nimbus Only with the rift and when trying to simulate mouse clicks on 3dwidgets

rocky nimbus
#

@real needle Weird, on the rift in-editor and in packaged games I can only see the preview of the game when the HMD detects someone is wearing it, and I can only move the motion controllers + use the inputs when the HMD is being worn, too. I can fake it by holding the rift at the top with my finger in it but I can't use the MCs or the inputs without it

real needle
#

yup

#

there's a console command to change that

jade saffron
#

Has anyone ever recorder hand animations with sequencer in VR? The Level Sequence plays nice and all, but the animation file doesn't have the actual hand movement animation.

wicked oak
#

@rocky nimbus grats with the release of your new game on steam

mighty carbon
#

finally, some wisdom

mighty carbon
#
#

too bad they still don't offer UE4 support 😦

wicked oak
#

thats like a cheap hololens

#

with the reflection

#

i wonder how well it works

little nacelle
#

Hi there, someone can halp me on post process volume, I use a wrap post process material but it doesn't react well in the VIVE :

wicked oak
#

@little nacelle of course it breaks

#

postprocess need to know about the 2 vr eyes to work on vr

#

that postprocess uses the coords of the screen to warp it, but turns out vr has special needs

little nacelle
#

@wicked oak yeah I guess, but how would be the UV screen of the vive? what's the special needs?

tired tree
#

its split into two sections, one for each eye

wicked oak
#

do not use that thing

#

it would look HORRIBLE in vr

#

even if it worked

tired tree
#

that too

wicked oak
#

you are warping the view of the player, wich then is warped by the lens thing

#

double warp

#

jesus christ no

#

in fact, postprocess is camera stuff, eyes aint a camera, nuke all of them

little nacelle
#

@wicked oak I know, I need to do it for a job though. Testing purposes. So if I just split the UV it should work then?

wicked oak
#

no

#

dont do that thing

#

if you got told, tell the employer/boss that those things will not work in vr

little nacelle
#

It's not this effect especially, it's a radial blur, but I was testing with this one because I already had it from the Marketplace. We've already discussed about the fact that those effect are not best practices in VR, but the effect has to be tested anyaway. So I have to get something that is visible in vr even though it makes the guy throw up 🀒

mighty carbon
glossy agate
#

That could be really cool! Eventually you can just rent computer power and play any game on the cloud without needing an all new VR rig

wicked oak
#

@glossy agate its impossible to do

#

you cant do low latency cloud gaming

#

becouse there is this thing called "speed of light" lol

#

the only way it could work (and ive thought really hard about the problem) is if the cloud render "streams" the next few meters of geometry

#

with the light calculation painted on

#

so the headset can still perform timewarp and similar things, as the fps from server would be unlocked from the headset fps

#

the complexity of such a thing is though the roof

tacit quest
#

ya i'm not sure why people keep hammering that nail, i thought onlive was the definitive i told you so

glossy agate
#

Yeah I tried it with AWS before and it didn't work great haha. Was running UE4 editor on the cloud, on one of the better computers but it lagged hard

#

Low FPS

tacit quest
#

although the crackdown 3 use of cloud computing is pretty awesome

glossy agate
#

If they find a way to make it work realy good eventually though you could potentially have cell phones running extremely heavy software, and huge power for stand alone VR HMDs

wicked oak
#

@tacit quest thats the thing, its literally impossible

#

speed of light is a thing

#

unless you have the server like in the same building

#

and STILL its laggy

#

look at Steam streaming and the like

#

and thats inside the same house

#

and its still laggy

#

i should try to develop a proof of concept of my streaming mesh approach to vr cloud render

#

but its so complex it would take me months

#

i wonder if there are patents for it

glossy agate
#

Would internet speed be the biggest hinderance for now though?

#

Seems like if you had super power internet it would be a smoother experience.

wicked oak
#

no

#

its speed of light

#

cloud gaming is doomed by the actual laws of physics

#

this is how bad it is

#

the thing i talked about for vr would be mostly useful for static experiences

#

if you had to grab stuff with the hand it would have an unveliable amount of lag

#

just think of it

#

player motion -> player update frame -> message sent to server -> server receives it- > server moves object on the next frame->server renders object on the frame after that -> server sends graphical data back to player -> player pc updates the data->player pc displays the data

#

100 ms minimum

#

even if we assume message sent is speed of light

#

or hell, even in LAN

mighty carbon
glossy agate
#

I did run a 2D game on this before. latency was actually not bad. Was a simple arch viz project though, and the only interaction was changing the color of stuff. https://www.x.io/

wicked oak
#

well, for something like that having evne 100 ms ping is not that bad

#

on vr is horrid

#

i stream from my PS4 to PC regularly

#

maybe 50-100 ms ping, becouse LAN (also becouse sony stream being shit)

#

i do not play action games like that

#

its nearly unplayable

mighty carbon
atomic spire
#

looks cool

mighty carbon
#

Could be good for robotic NPC characters in VR

wicked oak
#

congrats

granite jacinth
#

@full junco grats!

#

Only PR we've gotten has been WOM and viral video

full junco
#

whats WOM?

sturdy coral
#

@full junco I think word of mouth

full junco
#

ah!

#

thanks πŸ˜„

wicked oak
#

i gave john my navmesh snap movement code

#

10 lines of code or so, to add smooth movement snapped to navmesh

#

from DWVR

sly elk
#

$220 for a windows headset

wicked oak
#

still not worth it

full junco
#

based on google translate I would say its positive

granite jacinth
#

Yeah WOM = Word Of Mouth

glossy agate
#

@full junco use the translate feature if your on Chrome. It comes out understandable. The comments at the bottom come out funny.

#

They are comparing to a game called "my world" which I guess is a popular Chinese game?

sly elk
#

I like the idea of the windows heatset for a demo setup

#

no need to set up base stations or cameras

full junco
#

@glossy agate I thought that would be a translation of the chinese word for minecraft? πŸ˜„

glossy agate
#

Yeah that could be haha

sly elk
#

If I got one I would want the samsung and that one is still super pricey

glossy agate
#

I heard the MR headsets were better than expected from a few people. I still havn't gotten to try one yet

sly elk
#

For a lot of games the tracking would be a problem. I do a lot of shooting without looking in robo recall

#

but for my game no big deal

glossy agate
#

Even then from what I heard the gyros make up the loss of tracking just enough to work for games like Onward where you have to grab the tablet from behind your head

#

or center back

#

@sly elk You Revive RR or do you have oculus too?

sturdy coral
#

The tracking is a big limitation, I was playing ultrawings with it and any time you look around you lose control of the virtual flight stick and crash

#

And even looking straight forward while flying it would lose your hands because they were too low

#

I still like it for dev because it is lightweight (Samsung one isn't supposed to be as light though)

glossy agate
#

Damn, didn't realize it was that bad right in front of you.

sly elk
#

I just have an oculus right now

#

I need to get a vive

tired tree
#

the HP headset def has tracking issues when out of eye sight, they are still fairly competant headsets though, and being around 200 now they are in a good place.

sly elk
#

Do you have one? have you done a/b comparisons with your own content?

#

im curious now noticeable the resolution jump is

tired tree
#

yeah

#

i have one

#

the resolution suffers from less FOV and the screen format

#

but its not bad

glossy agate
#

does it look better but just with smaller FOV?

granite jacinth
#

Odyssey at $220

tired tree
#

mmm, considering that the fit is kind of weak..hard to say

#

when i press it against my face it looks pretty good

#

you can notice the upgrade in res

#

but the FOV is so limiting that i don't notice when not looking

#

but I haven't tested it on my comp, only my wifes, and I don't think it is good enough for the increased FOV setting to trigger

#

I would assume that the userbase would trend towards worse computers compared to higher end headsets, but their official specs for the cutoff don't seem that bad, so dunno

#

when I finish with 4.19 and connect it to my comp i'll know for sure i guess, I haven't spent much time with it yet, and i spent all of that time playing with the tracking looking for when it breaks down.

sturdy coral
#

@@tired tree try higher pixel density with it too, it defaults to 1.2x linear screen res instead of 1.4X like Vive; I'm not sure if that is because the lenses warp things less so it needs a lower optimal multiplier, or if they cheated and made it low because it is hard to drive that res on most existing setups

#

But yeah, it isn't the biggest jump in the world. for me the biggest visual problem is blur towards the edges of the lenses

tired tree
#

I am most impressed with the headset tracking

#

the controllers are fairly bad though unless perfect conditions

#

when they are decent

#

i'll check supersampling it too yeah

rocky nimbus
#

@wicked oak Thank you!

#

On a side note, does anyone know why launching a packaged game might leave you with just a black screen on the monitor preview?

#

Most people do not encounter this issue, only a very small minority

#

I'm guessing a resolution conflict when the game attempts to launch in full-screen?

#

Here are the commands I run on my very first level (splash screen):

#

I'm not setting it to full-screen manually, or the resolution of the preview

wicked oak
#

holy shit

sly elk
#

The average game on steam is garbage though

#

So many games on there that are just template + $50 spent in an asset store

#

I don't understand why valve made the bar for entry onto steam soo low

#

I'm thinking about making them animated. Flip book seems excessively expensive. A few planes and keyframe animations?

wicked oak
#

@sly elk what about a "3d" version of it?

#

like, you teleport the player into a white sphere, and have a "cinematic" of the pieces assembling, with a outline filter

sly elk
#

Yeah maybe. Would need to see if that was too disruptive.

mighty carbon
#

"Hook up the Rift dynamic res to the new IDynamicResolutionState framework"

#

does it mean dynamic res scaling will work on Rift out of the box when using 4.19 ?

wicked oak
#

@mighty carbon it already worked

#

dynamic res scaling in rift allways worked for a long time

#

it was part of the oculus plugin

#

seems they just hooked it to the general dynamic res stuff

sly elk
#

I have dynamic res turned off and haven't tested it

#

does it work well?

wicked oak
#

its usable

#

but oculus only

#

in my game it was kind of useless

#

im CPU bottlenecked

#

not gpu

#

so it wouldnt work well due to all the drawcalls

#

on more purely pixel compute bound games, it shoulld work better

sly elk
#

for my own testing, I have just been turning up super sampling until im GPU bound.

tired tree
#

turning up res in order to let it auto scale it back down?

#

sounds like a good idea

#

:p

wicked oak
#

just leave it as an option

#

its native in robo recall

#

but in your game @sly elk , it is useless

#

you dont have changing lighting scenarios or things like that

#

and if you are bottlenecked by anything, is by CPU

tired tree
#

def cpu bottlenecked in the end with his, yea

sly elk
#

yeah

tired tree
#

unless you really get merging / instancing working well

sly elk
#

I have dynamic shadows and im so far I haven't needed to drop down to single sample stationary light shadows

#

im targeting a 1070 for best experience with being able to scale to run on min spec

#

single sample shadows will end up being an option people can switch

#

and and then on the bottom settings turning off dynamic shadows completely

wicked oak
#

you shouldnt use shadows

#

shadows need to re-render stuff, wich is drawcalls

#

so, lol please dont

#

you are already drawcall bound from the normal view, dont increase your drawcalls even more

sly elk
#

I'm in deferred, and shadows are a big part of the look. I haven't had framerate issues with a full car worth of parts

tired tree
#

just turn them off for the very small parts

sly elk
#

Yeah. Also I have the scene lighting set up so that there is limited area for direct lighting

mighty carbon
wicked oak
#

interesting

#

china market

mighty carbon
#

Make stuff and publish in China

wicked oak
#

for Go

mighty carbon
#

yep

mighty carbon
#

doesn't looks like there is a dev kit, besides Go

rocky nimbus
#

Turns out using HMD mirror modes in 4.16 causes problems for the Vive

#

Anyone ever get around this in 4.16?

#

Those commands were meant for the Rift primarily (this was apparently fixed in 4.17 but I can't upgrade my project right now)

tired tree
#

its the BP node from the oculus function library that causes that, use the console command

#

and yeah in 4.17 they unified it so all platforms have the same setup for mirroring

mighty carbon
tired tree
#

how the hell is uploadVR that far behind on news

mighty carbon
#

lacking staff probably

#

or busy harassing employees

sturdy coral
#

@rocky nimbus those mirror modes were broken in really messed up ways for a long time

#

I can't remember off hand but you may need to query which hmd it is

#

it is something with "mirror" "mirror mode" or "mirrormode" being broken in one place or the other

#

and once you use the wrong one with steamvr it will put something in your Saved folder that keeps rerunning it and breaking things

rocky nimbus
#

@sturdy coral "hmd mirror mode 4" works for Oculus

#

I do a quick check as well

wicked oak
#

lol thats some slowpoke level shit

rocky nimbus
#

I managed to get the preview to work on the monitor with a Vive but,

#

It's not widescreen. It has the thick black bars on each side (video is in portrait mode)

#

The default stuff.

#

But right now I'm not using any mirror mode commands for the Vives

mighty carbon
#

@wicked oak new PSVR controllers ?

wicked oak
#

its some weird ass sony patent

#

for some force feedback controllers that shift in thickness

#

the patent is about the thickness shift part

#

and its unfeasible, it would be super expensive to build

tired tree
#

@rocky nimbus yeah the steam console command is like windowmirrormode

#

hmdmirrormode was the oculus exclusive one

rocky nimbus
#

@tired tree I keep finding on Google that there's no way to do this for the Vive in 4.16

#

Are you sure that isn't a command for 4.17-18?

#

Only solution I found was to rebuild the engine from source, edited

tired tree
#

of course there was a way

#

the engine source rebuild was to change the viewport

#

so that it rendered better

#

there are still multiple modes available

rocky nimbus
#

That's a relief, do they output 16:9?

#

That's my main concern

#

Single-eye, wide-screen

#

r.setres 1920x1080f was another suggestion, though I don't know if that would work for the Vive

tired tree
#

no

tired tree
#

the viewport fix was specifically to correct for 16:9

#

and was wrong for that matter....

rocky nimbus
#

Yeah it's the aspect ratio I need, I did end up fixing the full-screen and display

tired tree
#

but worked "ok"

rocky nimbus
#

Is the only real solution for good 16:9 to upgrade to 4.17-8?

#

I know they made it work by default for the Vive in 4.17 (I believe)

#

I tried opening up a clone of my project in a 4.18 install but all of my dynamic material instances were deleted in the process, along with the materials themselves. Seems unproductive

sturdy coral
#

You can put in any uv coords you want in source pretty easily

rocky nimbus
#

Is there an easy way to migrate the project to a newer version without losing anything?

tired tree
#

its an all BP project right?

rocky nimbus
#

Yeah

tired tree
#

then yes

sturdy coral
#

I've never seen it delete dynamic mat instances

tired tree
#

make a copy, upgrade

#

if it works, good to go

sturdy coral
#

What does that even mean?

rocky nimbus
#

I launched 4.18.3, clicked to open my project, it asked me how I clicked to open a copy and when it opened, all of my dynamic mat instances were gone and the materials they used. For texts I had fade in/out, etc.

tired tree
#

sounds like he broke references somehow

sturdy coral
#

You mean non dynamic mat instances?

rocky nimbus
#

The materials themselves were actually non-existent

tired tree
#

you aren't using any plugins?

rocky nimbus
#

Only the necessary VR ones

#

But the ones I do use are built-in

#

Was about to have Nathie and CTop make a vid with the game but they couldn't even record (and now it isn't 16:9 so I wouldn't want them to either)

sturdy coral
#

@rocky nimbus are you directly going from 4.16 to 4.18? You should try doing 4.17 inbetween

rocky nimbus
#

Yes

#

Okay, I'll give it a shot rn brb

sturdy coral
#

Go to 4.17, test basic stuff in editor, Look for all warnings and check over the logs, test basic packaged build, and only after all that is good try going to 4.18 and do the same

rocky nimbus
#

The 16:9 should work in 4.17 alone

tired tree
#

ahhhhhhhhhh, ok, 5 bug reports filed

#

maybe i can do something else now

#

4.19 is....rough

sturdy coral
#

Now you can just wonder if anyone even looks at them, given the new bug reporting system..

tired tree
#

i got feedback in the same day over e-mail for the first one I reported about 4.19

#

so i am hopeful

sturdy coral
#

That's good

tired tree
#

I have taken to directly linking to related answerhub posts about them when i can find any, so there is more information

mighty carbon
#

sounds like 4.19 will have 5 previews and then bunch of hot fixes

mighty carbon
#
#

interesting

tired tree
#

you haven't heard of Orbus before?

#

its been talked about for forever now, long before launch

mighty carbon
#

nah, haven't

glossy agate
#

its one of the top played games right now. Seems like it was in development for over 2 years

glossy agate
#

well still in development for EA, But they were having closed alphas back in 2016 I think. Supposed to be really good

mighty carbon
#

any idea why UE4 has Python SDK in it ?

wicked oak
#

lightbaking stuff in blender

#

that object has 3 different materials and is fully unlit

glossy agate
#

is it using a baked AO map from blender? Almost looks like you are using LPV or something to get that color bleed

wicked oak
#

thats the fun part

#

it is a cycles lightmap

#

but its a lightmap

#

look at the texture

#

there is no pure red or pure green section

#

the pure red and green are actually separate materials

#

the lightmap is baked in a way that it blends well with the color of the surface

#

unlike my last tries at doing bakes, wich baked the surface color too

#

this bake does not bake the surface color

#

it only bakes the light

#

better quality version

#

the older one had wrong compression settings

#

the workflow is a fucking pain right now

#

i use houdini to build the level geometry becouse procedural stuff (+ automatic UVs and all of that)

#

then to unreal

#

then to blender

#

then blender calculates lightmap, then export it to unreal, and then assemble the mat there

quartz bay
#

Does anyone know if we can have multiple OBB files for an android APK?

#

Wow, that orbus game looks...terrible.

tired tree
#

its not

granite jacinth
#

Don't worry @mighty carbon

#

I hadn't heard of Orbus either

#

Until maybe a few days ago

#

Or I might have, but dismissed it because it was an MMO

#

Because I get too addicted to MMOs

mighty carbon
#

heh

wicked oak
#

@granite jacinth cries in "just hooked into wow again"

#

they fixed my biggest feed with the game

#

its actually fun for me to level now

granite jacinth
#

Ah, finally some big fish playing the game

wicked oak
#

you linked the wrong video

#

this is the big one

glossy agate
#

Anyone with oculus. Can I use the the Right special (Hamburger) button for anything I want or is it reserved?

wicked oak
#

reserved for oculus home

#

so no

#

i think the left one is free

glossy agate
#

ah ok. I'll try the left

#

I found a forum post on it. You are right, the special button is on the left controller, but they call it "Gamepad Special right" for some reason

#

Holy shit that MERPTV vid has over 1MM views! COngrats

granite jacinth
#

@wicked oak Ah, that's just the viral video πŸ˜ƒ

#

But yeah, that's definitely the big one

#

Over 1 million views, can't beat that

#

@glossy agate thanks

trail shale
#

I'm trying to understand how real player height translates to height in the game (in terms of the player start) How does, sat, a 5 ft person translate to the 64 unit eye height of the VR pawn?

#

My use case is that I have a free module for kids to escape a fire room but I need to make sure they start with their head in the smoke so they are forced to get low (so I have to input their height and move a smoke collision volume to make sure they are colliding with it at their height)

#

Just looking for some direction... I've sized it to a general range but I'd like to be more specific

glossy agate
#

You can probably only do the general height unless you get the standing height at start then spawn smoke particles at that height - some value of z axis

mighty carbon
#

@granite jacinth any plans for releasing the game on Home ? I'd rather get it there than on Steam

granite jacinth
#

@mighty carbon Oculus Store?

#

Hmmm, I don't know, if Oculus gave us some deal maybe

#

The thing about it is

#

I have to freaking update everywhere I put this

#

I don't know why you prefer Oculus Store vs Steam though

#

Usually it's the other way around

#

Also, have to deal with PSVR version

#

But there's some traction coming from that community luckily

tired tree
#

why the hell would you rather get a multiplayer game on home?

granite jacinth
#

We have a nice reddit thread going by way of soem random

mighty carbon
#

oh, it's MP.. I thought it was SP too.

tired tree
#

it is

#

but still?

granite jacinth
#

It's not just MP

#

It's also SP

#

but yeah

#

I don't even want to deal with Oculus MP

#

I don't even know wtf that entails

mighty carbon
#

I like Home better than Steam

granite jacinth
#

I only know (sadly, for better or worse) Steam stuff

mighty carbon
tired tree
#

you like home better than steam pretty much just becasue of the review system from what you have said previously

mighty carbon
#

that's from the dev point of view

#

Game from Home run smoother for me than from Steam.

#

Also just aesthetics of Home appeal to me better

#

if games ran equally fine and smooth, I'd maybe not care as much as I do

tired tree
#

me thinks you may not be using steamVR correctly

mighty carbon
#

o.O

#

is there a special way I should be using it ? I simply run it, pick a game and play it

tired tree
#

which games

#

and have you played the same ones on both platforms?

#

there is def some openVR overhead

#

but most games correctly use the oculus SDK through openVR now

#

home does has more stringent vetting

#

but 90% of your talk about steam has always been that "the review system is too unmoderated so i hate the platform"

mighty carbon
#

like I said, as a developer

#

most of my PC games are on Steam

#

couple are on Origin

tired tree
#

you didn't answer which games you played on both but they performed better on home

#

or are you only talking about home approved games that you only played there?

mighty carbon
#

Not the same games

#

just feels like Steam VR ones perform worse than Oculus ones

#

Lone Echo playes a way smoother than Doom VFR

tired tree
#

....well yeah

#

thats not exactly going to be the fault of the platform in most cases....

mighty carbon
#

and it's a more complex game, with higher fidelity visuals

tired tree
#

and doom was wasn't tested on your hardware

#

and actually doesn't perform that well in general

mighty carbon
#

I see

#

also, I'd rather give money to Oculus than Valve at this point

tired tree
#

there

#

see

#

thats all i wanted, honesty about it

mighty carbon
#

?

#

I still give money to Valve buying non-VR games

tired tree
#

your opinion is fine, just don't like fluff about "game perf"

mighty carbon
#

as a matter of fact I'd love to have Crysis 3 on Steam and not on Origin

#

(since all other Crysis games I have are on Steam)

granite jacinth
#

Hmm, this IndieDBthing is a mystery

#

But, hope we'll get top 100 soon

#

Wasn't there a blog from Epic about IndieDB UE4 games?

real needle
#

@granite jacinth Do you as a dev put up the game there?

granite jacinth
#

@real needle Yea

#

It's not going to get added unless someone does

#

And you should be the one to do it πŸ˜ƒ

real needle
#

Kk, yeah I also discovered The Nest isn't on metacritic either

granite jacinth
#

hmm well, we definitely aren't, but we're demo

real needle
#

I'll do it when we do the "real" release

granite jacinth
#

not worried about that for now

#

aye

full junco
#

@granite jacinth cyubeVR is on metacritic already for some reason though

granite jacinth
#

@full junco wtf

#

lol

#

Not sure how that works tbh

#

hm

glossy agate
#

It auto pulls I think.

granite jacinth
#

oh

#

We're there also

#

That'll be scary

#

lol

glossy agate
#

haha. I was just about to pull yours

granite jacinth
#

@full junco fix up your logo

#

Looks like it's using the icon from community

#

man...not sure how I'd be feeling

#

If that's all the time I had

#

But good luck!

full junco
#

@granite jacinth what counter is that?

granite jacinth
#

@full junco meatcrtiic

full junco
#

@granite jacinth yeah, I meant which game

noble crater
#

anyone know where the motion controller tracking pose corresponds to on the physical vive/rift controllers?

granite jacinth
#

@full junco yours

full junco
#

ah πŸ˜„

sturdy coral
#

@real needle turn on editor content when browsing static meshes and you can find meshes for the controllers

#

Their origin is what it corresponds to, steam vr a bit in front of the trigger, Oculus plugin somewhere around the joystick I think

#

@mighty carbon @tired tree one part of SteamVR perf issues is you get no hidden/visible area mask for rift via steamvr but you do for rift via ovr. it's an easy fix though

#

However @mighty carbon it isn't like you can't use the native oculus plugin on steam..

tired tree
#

thats for ue4 anyway charles

mighty carbon
#

I wonder when preview 2 is coming

tired tree
#

preview 2 has a toooooon of AR commits

wicked oak
#

just benchmarked the "project point to navigation" stuff

#

turns out 400 project point to navigation takes sub 0.2 ms

#

this means that my shitty navmesh movement code could work for literally a THOUSAND npcs without even starting to get slow

#

a bit more than a thousand checks takes beetween 0.5 and 0.8 ms

#

for the navmesh snap movement code i posted from dwvr

mighty carbon
#

@tired tree some kind of unification layer between ARKit and ARCore ? Or just updates for those two ?

#

@wicked oak does it mean that you are smarter than Mieszko? πŸ˜›

wicked oak
#

who is that?

#

no, it just means i can go wild with my AIs on a custom navmesh snapped movement

mighty carbon
#

(if native UE4 navigation is that slower than yours, I wonder WTF did they implement it such a poor performing solution)

wicked oak
#

as i was thinking on using the same "hacky" movement from DWVR (wich slides alongside edges, letting me add dodges and other shit without fear that they will fall off)

#

its mostly the character movement component

#

wich does a loot of sweeps and stuff

#

for my next game i will not use character movement component at all

#

i will have custom pathfinding

mighty carbon
wicked oak
#

easy clickbait

tired tree
#

blanco

#

go profile sweeps

#

they aren't slow

#

that isn't what slows down the character movement component, but you are comparing a single reprojection into a pre calculated boundry to a fully featured dynamic movement system that has substepping and replay. The CMC makes many sweeps a tick often, hell, just the step up check does three on its own.

#

@mighty carbon he IS using the ue4 navigation setup

wicked oak
#

@tired tree yeah pretty much

#

CMC has gotten in the way way too much for my bots in DWVR

#

for the next ill have custom movement, but my players will have normal character movement

#

becouse i want that sweet multiplayer stuff

tired tree
#

not that there isn't a lot that can be thrown out for VR

#

i'm planning of trashing all of the root motion checks eventually

wicked oak
#

a big issue im going to have is replication for the bots

#

im 100% sure if i try to use character movement in the bots, its hardcore complicated replication will be a huge hog

#

for the bots i think ill use some very simplified replication

#

like, only sync the pathfinding, and simulate locally

#

with sync points

tired tree
#

well you don't need replay with the bots, pretty easy to do server down replication for their movement

#

there isn't any client input

wicked oak
#

yup

#

i can sync pathfinding

#

like, replicate each of the paths

#

i would like beetween 10 and 20 combat units concurrently

#

attacks and bullets will be fully client simulated

#

i want the game to be llisten server, so having it be low lag is critical

#

my plan is that bullets will only replicate their creation

#

and each client just simulates it

#

its PvE after all

#

so who cares about client checking

#

i did taht in DWVR and it scaled to ludicrous amounts of bullets with no issue

#

if my bots dont even replicate bullets, but only the fact that they are firing (firing logic done in client), even more bullets can happen

#

just with some serious desync

tired tree
#

as long as one shot kills can't happen they likely won't notice

wicked oak
#

but who cares becouse PvE

#

in my dungeon game, all damage checking was done by the client

#

a player wouldnt be damaged until he damaged himself

tired tree
#

ew

wicked oak
#

this allowed for perfect parrying

#

with 0 ping

#

you could directly block attacks and redirect and other fancy shit

#

hilariously easy to cheat

#

but, PvE

tired tree
#

pray you never have leaderboards :p

wicked oak
#

i probably wont

#

and ps4 lmao

#

good luck hackingit

#

its possible, but its fairly hard

#

compared to pc where its trivial

tired tree
#

you still have client to client sync issues then though

wicked oak
#

if bullets arent fully synced its no issue

tired tree
#

ie: client self determines that he blocked / damaged a foe

wicked oak
#

when there are 50 bullets flying around, if they are slightly desynced, no one cares

tired tree
#

other clients have to klnow this too

wicked oak
#

Warframe doesnt sync that much

tired tree
#

or its going to be terrible

wicked oak
#

players never cared one bit

glossy agate
#

You try using eqs for the bot movement? I have been messing with an ai pack that uses it. Seems pretty good. Rep was easy and they just attack players with the correct tags. But the features experimental in 4.17 still

wicked oak
#

@glossy agate no

#

rep of bots is trivial if you use character movement

#

they "just work"

#

the issue is that i want:

#

1: very direct control with NOTHING getting in the way

#

2: lots of them

#

character movement has got in the way haaaard, in DWVR

#

i wanted to add strafes/dodges/etc and had a lot of trouble

#

ive also benchmarked that 10-15 bots go past the cpu budget in ps4

#

and i want more bots + multiplayer

glossy agate
#

more than 15 bots at 1 time on screen? Yeah thats a lot

wicked oak
#

not in screen, but "in the general area"

#

the map will have hundreds in total

#

but active, actually in combat

#

around 10-20

#

keep in mind not all of my enemies would be just humanoid

#

those are around 6-10, and thats on the higher end. They shoot too much XD

glossy agate
#

Oh. I did one before where the bots were just counted. Like if the number fell below 10 more would spawn. Less on screen, but it gives the impression that there are a ton

wicked oak
#

thats how DWVR works

#

every wave has a max number of enemies (10 max), and when one dies i spawn another

#

but in the next game, i will have big maps

#

that need enemies across them

glossy agate
#

Yeah, and with MP level streaming wont work to nest them in there because it will rep to everyone with one person in that zone

wicked oak
#

i wont do level streaming

#

the level is assembled at startup (dynamic navmesh gets generated)

#

dynamic navmesh takes time, but thats why i will have the "load screen"

#

ill just calculate how much it takes, and loadscreen it

glossy agate
#

Why not trace for ai shots then put a little particle effect on it to save space?

#

unless you have a bullet dodge mechanic

wicked oak
#

none of my AI will use instahit weapons

#

ive tested it, feels bad

#

bullet weapons are much more fun

#

but i still need to create all the enemies and that stuff

#

the issue is that you cant really dodge instant hit weapons

#

and dodging stuff is a lot of fun

#

and lets you take cover well

wanton spindle
#

Does anyone know of a decent tutorial for making physic based doors for VR?

#

specifically one to push open and closed etc

pearl tangle
#

@wanton spindle just use physics constraint is your easiest way. Or you can set it up with an animation and shift it along it's timeline based on the hand location

full junco
#

whats the correct way to add a vignette (limit the FOV) during smooth locomotion?

#

adding a vignette directly in PP means the left/right eye sees different stuff, so thats bad

wanton spindle
#

Does anyone here use the VR Essentials kit that can give me a hand with some stuff?

granite jacinth
#

Sooo...

#

Not sure what I may have done wrong...or if my brain isn't working right...

#

But when I disabled spectator mode....I saw no increase in performance...

#

If I am no longer rendering to that, shouldn't I be seeing some measurable amount?

#

(I have an FPS counter in game and can test different setting and their effects)

sturdy coral
#

@granite jacinth are you hitting 90 both ways?

granite jacinth
#

@sturdy coral nope. 45

sturdy coral
#

@granite jacinth hmm, does the GPU in the steamvr frame timing graph show any difference when you switch it on and off?

#

oh and the spectator scene capture is turned off too? (haven't set up spectator mode )

granite jacinth
#

I'll check on that tomorrow. In bed now.

#

But basically it was disabled

#

The screen "froze" on the last frame

sturdy coral
#

ah ok yeah, that's strange

granite jacinth
#

Then when Reenabled, started up again

#

When it is disabled from the start, it is white

sturdy coral
#

if it is locked at 45 you may just not see the difference, you can maybe get better timings turning off interleaved reproject if it is on and turning on async reproject, or possibly turning all reproject off

granite jacinth
#

I don't know, just feels strange that I wouldn't get any gains for having it disabled.

sturdy coral
#

I haven't measured perf stuff in a while

granite jacinth
#

Aye. I'll dig more into it

#

Just trying to see how much I can optimized for some people with min spec

#

There's only so much we can do really, but I would like to try everything I can for them to have a. Enjoyable experience

sturdy coral
#

ah, is it the mirror view you are talking about, or third person spectator?

granite jacinth
#

Mirror

#

I guess I can also try to give them resolution options.

#

But I figure if they are doing mirror mode, they will want to record it or show it off

sturdy coral
#

yeah, I've heard some people say on reddit they get better perf with the mirror shrunk or window minimized but I've never noticed it

#

I think some unity games were actually rendering a separate view maybe

granite jacinth
#

Also, SteamVR is seeing more performance issues than Oculus SDK.

#

Damn Valve

sturdy coral
#

and I guess it may have an effect on a high enough res monitor

granite jacinth
#

Yeah, I had fullscreen enabled always

#

Some folks had 4k monitors...

#

And ultrawides

sturdy coral
#

yeah

granite jacinth
#

With min spec lol