#virtual-reality

1 messages · Page 164 of 1

granite jacinth
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I have 1440p, so I figured I would see a lot of these issues, but don't. I set res of mirror to 1080p

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No real gains

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Disabled mirror. No real gains.

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But it could just be in editor engine issue.

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I will need to build and test it tomorrow

sturdy coral
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still need to work in shoulder extension and I'm just using a blend between blendspaces for crouching, need to add IK tracing on the feet for that to work properly because at 50% blend the feet will go through the floor

granite jacinth
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Ohh nice

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Lone Echo has the procedural anims right?

sturdy coral
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yeah, it shows your full body in first person at all times too

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I don't know if I'm going to go for that or just hands or just arms yet in first person

granite jacinth
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Hmm

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If you were gonna do it

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You should do arms and hands

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For that full immersion

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Body is sort of easy

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Legs..meh

sturdy coral
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yeah, just leg desync can feel bad

granite jacinth
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I don't know how much I actually look down in VR

sturdy coral
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you step forward with your left leg while in VR its with your right

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etc.

granite jacinth
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Depends on the type of game I guess

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Well...most people don't even use freaking roomscale...pisses me off

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Sort of anyway

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They have this great tech they cna exploit

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But choose to stand up and just do Free Move like any other FPS

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And demand snap turning ;)

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Which I don't mind. But meh... How is the tech going to really evolve if people are so hesitant.

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I just got my bHaptics haptics suit today

sturdy coral
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ah cool, I don't think I've seen that one until looking it up just now

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I'd like a combo lighthouse mocap/haptics suit

granite jacinth
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Oh

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It's called Telsasuit

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Which...I would love to get..

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But who knows... KS price was$1200...so retail might be $2k

sturdy coral
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hmm speaking of kickstarter, pimax just sent an update

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sounds like they aren't making too many changes vs what they showed at CES =/:

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What we improved for V5:

Added LEDs to improve brightness 
Lenses changed 
Mass production - Production testing software and tools read; New material to cover sensor; Mockup lens - lens tooling v1.0; Headset tooling
Goals for M1:

Fine-tuning 
Debugging 
Change the medium number of IPD 
Optimize ergonomics```
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M1 is the "close to mass production" build

wanton spindle
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but, while I get the hand to dissaper and come back fine, I can't figure out how to make the flashlight show up in the hand, nothing shows up

real needle
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@wanton spindle You're snapping to the VROrigin

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When you should snap to the controller

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Why are you destroying the right controller?

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I'm assuming that's the MotionController component

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Did you start out from the VRTemplate?

real needle
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@sturdy coral That looks real nice! Do you mind linking the echo arena slide/talk?

sturdy coral
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that looks good, that's with foot trackers?

real needle
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yeah I'm using three pucks, 2 controllers and hmd

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all of the "glitches" are from light house bleed

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there are way too many lighthouses at my office

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it works great, but it can't be used for consumers since they need an iKinema Orion license to run the mocap tool

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aaaand their iKinema Runtime indie license (which is different from Orion) is hard locked to NOT WORK if you have more than three tracked devices connected 😦

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And the price for the full license is many thousands of dollars!

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so I'm reverting to either using BIK or writing my own

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@sturdy coral thanks for the link

sturdy coral
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damn, yeah I kind of want to try BIK, just kind of worried that it doesn't have source

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I don't ever want to get stuck without being able to upgrade engine versions etc.

tired tree
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@granite jacinth mirror window should have minimal overhead in std settings, it is just displaying what is already being rendered to the screen

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which is exactly why they have to crop around the view masking

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not saying its free, its not, but it shouldn't make or break perf

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@full junco your game is based around teleport, you are adding smooth as an option for people that want it

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I wouldn't worry too much about FOV limiting for the people that turn it on

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they won't be the ones getting sick anyway

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if anything, they will request that it be off by default

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also in my experience a stable visual cue is more effective than fov limiting anyway

full junco
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@tired tree yeah, I decided to not add FOV limiting stuff now, at least not before launch

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what do you mean with "stable visual cue"?

tired tree
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think holodeck floor during a program

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grid lines or some sort of platform or surrounding

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FOV option is good to have in the end, but you are on what? one day left?

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and the primary users of smooth loco won't use it

full junco
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1 day and 8 hours, yeah 😄

wicked oak
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just have smooth loco off by default

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most of your players wont use it

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you can use the analytics to see if they play on smooth or teleport

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you will say not that many play on smooth

tired tree
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not so sure about that blanco....

wicked oak
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(and im making a game where smooth loco is on by default as its important for gameplay)

tired tree
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its not vocal minority anymore

full junco
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@wicked oak I have not yet added smooth loco to the analytics stuff... not yet sure how I want to track that? I guess with smooth loco I definitely have to accumulate the units travalled and then send it like once every 10 seconds or so, right?

wicked oak
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thats why im making an action game built around movement

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@full junco when a player closes the game, send an event of what movement he has selected

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or when a player starts the game

full junco
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you cant select anything in my game

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you always have both

wicked oak
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oh

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in that case, i dont know

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you can count teleport distance vs smooth distance

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wich would work

full junco
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thats what I said, yeah

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just that with smooth loco I would need to manually acculuate the distance

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with teleport I can just send an event for every teleport

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I can't send an event for every smooth loco movement

wicked oak
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store teleport distance and smooth distance, and every 10 seconds send a event

full junco
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I'm fine with 1 event per teleport, I will keep that

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and only do the event for smooth loco every 10 seconds then

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ok, added it

alpine torrent
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@sturdy coral what you like the Mixed reality home and have steam vr in it?

granite jacinth
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@full junco @wicked oak what are you using for analytics?

full junco
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@granite jacinth google

granite jacinth
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@full junco custom logic or plugin?

full junco
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plugin from marketplace

granite jacinth
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Which one?

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I was going to just use GameSparks for that. But maybe this one is easier.

full junco
mighty carbon
wicked oak
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its very easy to use @granite jacinth

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the plugin is literally 1 file

granite jacinth
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Ha

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Well I guess I am sold.

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GS' analytics isn't bad either but takes work.

mighty carbon
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I have gameDNA's analytics, but still not sure how to use it properly

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no tutorials, no examples and the author is too busy to explain how to work it

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so I only use it as a general tracker (as if it was a website and not a game)

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that's one thing about Marketplace - a lot of folks provide sorry ass customer support

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good product, but poor support (because support isn't just about fixing bugs and updating to new releases)

granite jacinth
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Hmm

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I mean... I've never had any issues with asking questions

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Specifically to GameDNA

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Who is on this server.

full junco
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@mighty carbon marketplace guys should not need to offer you such customer support

mighty carbon
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eehh?!

granite jacinth
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It might take more than 5 minutes to get his attention though...

mighty carbon
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it's common sense - good customer service - happy customer

granite jacinth
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That's not true sadly

mighty carbon
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it's true for any other business.. how is it not true for UE4 Marketplace ?!

granite jacinth
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There is a minimum needed though from MP sellers.

full junco
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@mighty carbon that google analytics plugin is so extremely simple to use when you only use BP, there are (almost) no good questions you can ask that developer

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when used from C++ its a bit more annoying

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I did ask them 1 question regarding C++ stuff and they did respond within 10 minutes or so

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so their support is good

mighty carbon
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Record Google Event node.. How does it even work?! What does it connect to in your Google Analytics account ?

full junco
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there is a PDF with 10 pages or so explaining you what to do to set it up

mighty carbon
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I am looking at it right now

alpine torrent
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in code seems very hard to set up google analytics

mighty carbon
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there is not a single word of how BP side works with Google Analytics dashboard

granite jacinth
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@full junco is that plugin align with the SDK they provide?

mighty carbon
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what parameters I have to create on the GA side and stuff like that

granite jacinth
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So if I wanted to dive deeper, it's a 1:1 with it?

full junco
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@mighty carbon you dont have to create any special things on the GA side

mighty carbon
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so you just plug in values into those nodes and GA automatically figures it out ?

granite jacinth
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I really want the firebase one.

full junco
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@granite jacinth what sdk?

granite jacinth
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But not at $200

full junco
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@mighty carbon yes

mighty carbon
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o.O

full junco
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you put values in there and then you see the values popping up in your GA account

mighty carbon
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what about Google Social Interaction node? Not applicable on PC ?

full junco
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I have no idea about that

mighty carbon
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so what GA BP nodes do you use @full junco ?

full junco
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@mighty carbon only the 1 event node

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but most of the stuff I do from c++

mighty carbon
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aye, thanks

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that's the one thing that needs to be in the docs for GA plugin - no need to mess with GA dashboard besides creating account

wicked oak
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@mighty carbon the idea is that you send events to google

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events can have a category, a label, and a value (float)

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for example, in johns case, lets say he wants to calculate the distance travelled

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category = PlayerStats, Action = Teleport, Label = "Distance", Value = (distance travelled)

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then from google analytics he sees events and can see the total of all the Teleport events with Distance label

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and get the total stat

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or the average stat

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for example, i have a player killed event

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category = PlayerStates, Action = PlayerDead, Label = "enemy who killed me", Value = "damage done"

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and if i look at the PlayerDead action, i can see what enemies and what average damage

mighty carbon
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my thing was "How do I created those categories and labers in the GA dashboard?!" The author couldn't simply tell me "just send that stuff using BP nodes and GA dashboard will automatically have all that data created and sorted out".

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now that I know I don't need to do anything in the dashboard, it makes whole a lot more sense

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now I wonder what BP nodes work with PC projects (I assume Social Interactions are for Android games only, but there are other nodes too)

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alright, 4.19p2 is out

mighty carbon
wicked oak
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@mighty carbon you just need the "send event" node

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the rest is not needed

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in the dashboard i think you can setup stuff to have the metrics easy to reach or to customize it

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but they just pop out when the event is received

mighty carbon
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aye, sweet

tired tree
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anyone at their desk with an HMD and want to help me bug confirm with Epic? I'm not with an HMD and I want to ensure they fix that controller late update issue.

mighty carbon
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😦

sturdy coral
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@tired tree I should be able to test

tired tree
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@sturdy coral just need to know if in 4.18.3 the motion controllers are still incorrectly positioned with Late Updates on and WorldToMeters off of default (like 200)

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wouldn't mind a 4.19 test either, didn't have time last night to check on latest

sturdy coral
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@tired tree do they just kind of jitter as if the late update is at the wrong scale, or does everything go at the wrong scale?

tired tree
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they visually appear at the wrong position

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because the locaiton returned is still scaled to defualt 100 on the render thread

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ie: if you are two times taller due to worldtometers, the controllers are at your knees

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game thread works correctly, so with late update off they are correct

sturdy coral
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ah ok, does it show up in the vr editor or do they turn off low latency there?

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I'm pulling in 4.18.3

tired tree
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it shows up in preview yeah\

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didn't know if .3 fixed it

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didn't want to waste their time

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what hardware you testing with btw?

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i just realized that worldtometers is sent to each plugin and it may be breaking on a specific one

sturdy coral
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ah, will be testing with windows MR

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don't have the others hooked up right now

tired tree
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thats still through steam

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i was having vive issues

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should occur with it too

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bet its this though: return TrackingFrame.bPoseIsValid[vr::k_unTrackedDeviceIndex_Hmd] ? TrackingFrame.WorldToMetersScale : 100.0f;

sturdy coral
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@tired tree yeah it seems broken in 4.18.3

tired tree
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ok, i'll just make a note that it may be OpenVR exclusive if they are on Rift

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because they couldn't reproduce

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thanks man

sturdy coral
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something felt off even with low latency update off on the controllers, like the head movement was scaled wrong

wicked oak
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@mighty carbon they aint wrong

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PSVR gives many times the sales of PC vr

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unless you release a SMASH HIT like raw data or similar stuff

tired tree
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the head movement also samples late

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its possible it has issues as well

sturdy coral
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yeah. with low latency on the controllers they are at a wrong origin, but something seems a bit off overall with the hmd and controllers with it turned off on them

tired tree
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strange that they tied WorldToMeters in so much now but still have it hardcoded everywhere

sturdy coral
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I wish they just did it by scaling the camera component

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and controllers (or just scale the VR root and have them inherit scale). I guess in some cases you don't have an explicit camera component

tired tree
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scaling camera doesn't change view matrix

sturdy coral
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yeah but it could change ipd and relative position scale

tired tree
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yeah

glossy agate
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Can you do that? Is the IPD settings exposed in engine to adjust real time?

sturdy coral
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worldtometers scale does it

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changes ipd and scales the relative positioning of the hmd etc.

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apparently my viewport fix for windows mr on 4.18 doesn't work with the vr editor

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it works in vr preview, but when you open the vr editor mode it doesn't for some reason

tired tree
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MR is fixed in 4.19 anywa

sturdy coral
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yeah, I'm not even going to look into why it isn't working in 4.18 on that

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I rarely use the VR editor anyway

granite jacinth
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I need that release 😃

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So people stop bugging me about all these "WMR" bugs

mighty carbon
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cute

sturdy coral
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Fixed! UE-53901 Arm Servers fail to build due to GetVulkanInstanceExtensionsRequired override error

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hmm I wonder if anyone is running servers on ARM and if that saves lots of money

sturdy coral
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@alpine torrent couldn't understand the question completely

wicked oak
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@sturdy coral maybe epic themselves?

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arm servers are also mobile listen servers

sturdy coral
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maybe so

mighty carbon
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well, if you can run UE4 on linux, you can probably run dedicated server on an ARM Linux machine

wanton spindle
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Can someone give me a hand with this? I'm trying to edit this blueprint so I can have a flashlight spawn and attach to the players hand but I can't get it to work

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I would set it to the motion controller but I can't reference it because it only spawns in when the level starts.

glossy agate
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You are not attaching to any parent. Also if you have the flashlight all game, just put it in there to begin with where you want it, then you can just toggle visibility.

wanton spindle
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I don't know what to attach it to.

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I can't get a reference for the hands so that's where my issue is

sturdy coral
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@wanton spindle store references to the motion controllers after you spawn them, then use the references when it is time to attach the flashlight

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oh you already do, left controller and right controller

wanton spindle
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yeah

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But I try to connect it and it says its not compatible

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BP Motion Controller object reference is not compatible with Scene Component Object Reference

sturdy coral
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@wanton spindle BP Motion Controller is an actor, you have to get the scene component from it (open BP Motion Controller and look at the different scene component names to chose the right one)

wanton spindle
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I got it, thanks a ton for the help @sturdy coral, been stumped on this since yestarday

tired tree
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@sturdy coral you use any stereo layers?

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last steamvr update nuked them for me

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even epics components don't work anymore

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got a few complaints about it too

sturdy coral
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nope, not using any atm

tired tree
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thought it was my stereolayerwidget that broke

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but its across 4.17-18-19,. so likely on steamvrs end

glossy agate
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@sturdy coral Does your IK solve for all the spine and elbow effectors ect? If you wind up making a game ready product I would be interested.

sturdy coral
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@glossy agate not yet, but I'm planning on trying for as much of that as possible. I want to bias the IK joint targets to be within the range of motion of the wrists and stuff and just add more constraints in general

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I don't know how I'm going to handle prone and stuff yet, I don't have any animations for it but might make some basic ones

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prone will have to be more of a state change it seems like, can't just blend from crouch to prone in any realistic way

glossy agate
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I have one. Yeah its all state change. Currently I have HMD height check like 1/10 second to see if its low enough to change state

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Goes with the capsule resize

glossy agate
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I can send it to you if you want. It’s just a mixamo anim, so you will have to retarget unless you are already using that skeleton

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Either way. Super easy to make your own even in engine cause the head and hands don’t need anything done

rocky nimbus
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Is there an easy way to have a line trace hit an object, then hit an object behind that object?

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One shot, two kills for example

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I can't figure out how to detect the line trace hit whilst allowing it to pass through, I feel like there should be an easy native setting for this kind of behaviour

trail shale
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For the Vive, Is there a trick for calibrating your VR pawn to make the floor just like the floor in real life (similiar to the way the Steam Room Setup has you callibrate the floor) ?

rocky nimbus
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@trail shale You mean like this?

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If you hit play and your pawn is inside the floor, it's because it doesn't have a tracking origin and you're simply looking through the camera in its default pos/loc at beginplay.

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So if that is what you mean, do what I've done above inside your pawn.

trail shale
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AH....

rocky nimbus
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But, this is in 4.16

trail shale
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Here is my issue...I was toggling VR off and on

rocky nimbus
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The HMD names are different after 4.16

trail shale
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So I am switching OUT of the VR pawn

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I'm in 4.18

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not just that, I am teleporting the VR pawn

rocky nimbus
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The SteamVR one should still be SteamVR (would double check) but Oculus is now OculusHMD

trail shale
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so essentially I need to use this floor setting right after I teleport the pawn?

rocky nimbus
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No,

trail shale
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Reset orientation doesn't seem to do the trick

rocky nimbus
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Use this floor setting at beginplay. And then, when you teleport your pawn, make sure that you teleport it to floor level. That way it'll still compensate for your player's height given that we initially set the tracking origin to floor

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So if you move your pawn to your teleport destination in-editor, make sure to place it on the floor before grabbing the coordinates

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If you notice when you first drop a pawn into the level, half of the camera is inside the floor and the other half above

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That is the height it should teleport to

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So the BP I showed you would then raise it up to your height

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But you only have to run it once (at beginplay)

trail shale
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hmmm...here i'll paste a picture

rocky nimbus
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Also, resetting the orientation is not always a good idea because it basically shifts your play-space and you'll run into problems later as there is no way to revert it in-game

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Sure, show me

trail shale
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and I am simply getting the transform from it and teleporting the VR pawn to that transform

rocky nimbus
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What happens that isn't what you want exactly?

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VS what you expect to happen

trail shale
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Probably should have explained use case

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This is for children to learn how to survive in a fire

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so I start them in the room....you can't see it but there is a collision box right at head height

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and that triggers a post-processing material swap to cloud their vision, along with some smoke emitters

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However, when I did demos, some kids would end up in the floor,

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Others were too high and couldn't pick up objects on the floor because their controller would hit the REAL floor first

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Things I tried :

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  1. Making sure they had headset on their height before hitting BeginPlay
rocky nimbus
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Is there a specific reason for the elongated collision capsule?

trail shale
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  1. Ending play and Restarting between players
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You know now that you mentioned that, I just threw that in there

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I should use a target poin shouldn't I

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and just teleport to location

rocky nimbus
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That capsule could very easily add an offset to a player's height, I've run into that problem before

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Here, do this:

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Set up your pawn like this

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The VROrigin is just a blank scene component, it'll act as the root and a reference for later if needed

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Then,

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Inside the pawn, on Event BeginPlay

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Do that.

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And then drag that pawn into your level and leave it inside the floor where it lands

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Go into VR Preview and it should, by default always give the player their true height

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You won't even need to restart this between children, it'll always be from their height and perspective.

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When you add collision capsules inside VR pawns, they can screw up the spawn by adding an offset to the height if callibrated to the floor (on beginplay, the capsule will force the pawn above the floor and THEN it'll callibrate based on that initial offset)

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I'm sure there's a way to do this with the capsules as well but I can't recall the exact settings required

trail shale
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lol it will be tricky to test this

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I'm remoting in so I can't exactly touch the headset

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let me pull up my pawn though

rocky nimbus
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Sure

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This set-up will work in itself unless it somehow conflicts the purpose of your application or some core mechanic you have

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If you're teleporting between two locations, the initial pawn location would look like it does on the left

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And the teleport destination would look like it is on the right, except what we did earlier would still give you the correct height so long as the pawn's "location" is the floor

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If I want to teleport on top of that cube, the teleport destination would still be the floor.

trail shale
rocky nimbus
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That looks fine, but move the VROrigin up and make it the root

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That makes it a usable variable and point of reference

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(If ever needed)

trail shale
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Gotta check with the pawn's author

rocky nimbus
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Np

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Reason I say that is because I don't think the default scene root is usable in BPs (I may be wrong)

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Nvm, it is

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You can just re-name it to VROrigin and use that instead

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I was thinking of inherited variables

trail shale
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ah thanks

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This is what he is doing in the VR pawn

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granted this is an older version I still need to update

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Yeah, it is always floor level...I'm even checking the tracking origin enum across various poinst

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So I should change that one Capsule as my target and use a target point and just put the target point directly on the floor

mighty carbon
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do you guys think Oculus Go will sell better than Gear VR ?

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from my personal perspective I can see how it can be an attractive VR platform. For example, I can't buy second VR ready PC (thanks to GPU and RAM prices), I can't really justify buying PS4Pro + PSVR, but I certainly can get Go (or two).

trail shale
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Depends on if it releases alongside Ready Player One's overall viewing

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That movie is going to kick VR into mainstream, particularly for the mobile VR

mighty carbon
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I hope so

trail shale
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They already have the phones

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They are already used to paying for microtransacations and their stupid Click Games

mighty carbon
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well, Gear VR units were mostly collecting dust since many people got them as part of the bundle with S7

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on top of that mobile users are fucking greedy with expectations through the roof

trail shale
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It didn't help that my gear vr would overheat the phone and quit at 10 minutes

mighty carbon
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😦 Mine was ok for almost entire battery run and I was on S6

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IMO it was a good intro to VR for me, but it was so inconvenient to use

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So I am hoping Go will be better in every way and since it's a standalone device I hope people who are truly interested and invested in VR will buy it

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dusky moon
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Any1 knows what "Resolve Scene Color" is referring to in GPU profile ?! It's taking 1.6 ms in my project ...

sly elk
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I think that is part of deferred shading

sly elk
shell karma
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you've got a type there mate, reccomended double c insteadof double m ;p

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typo*

sly elk
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lol thanks. I havent done any copy editing yet

shell karma
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sure thing, just cought my eye ;p

sly elk
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I need to start a big word doc to write everything in so that I have a better place to do editing. I'm going to end up writing a whole shop manual

shell karma
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wise idea

sly elk
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so oculus just forced me to update

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anyone else have this happen ?

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anyone know if oculus is planning to force win10?

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*dash, not win10

mighty carbon
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yeah

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Dash will be the thing soon

sly elk
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I have read a lot of dash win7 issues

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there is even a notice that it might not work well without win10

mighty carbon
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Dash is made with UE4, so...

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get Windows 10 ?

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I got Win 10 quite late and I never had any issues with it.. So when people online complain about it, I don't quite get it.. Maybe a few years ago Win 10 wasn't a good OS out of the box, but now it's fine.

sly elk
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yeah, I just don't want to deal with wiping my OS drive

sturdy coral
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@mighty carbon Dash is made with UE4? are you sure?

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that would be way overkill and not a good fit

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the home 2.0 environment is, but I don't think Dash is

mighty carbon
#

perhaps

#

(maybe even most likely 😃 )

sturdy coral
#

there are a couple custom animation nodes there that aren't in engine that do things like leg IK with more anatomical constraints

#

could possibly adapt some of that for arms

#

a lot of the the stuff in those slides/presentation looks very similar to the ubisoft IK rig stuff, at least for the foot matching stuff

glossy agate
#

Nice. Seems like arms and head were not too hard to figure out but legs, I could never get working myself. You need control through the whole chain to hips. I would get either feet sinking in the floor or head sinking through the body

#

Could never get knees to adapt

sturdy coral
#

yeah, with the crouch blend I'm using feet sink through floor and will need an ik fixup, it is because blending the pelvis root is sort of blending as mostly a translation, but the legs are all blending angles. a 50% blend between a straight leg and a bent one won't result in a leg that is exactly 50% of the hip to foot distance, but at 50% blend hips will be exactly 50% lowered

tired tree
#

@sturdy coral it was announced that dash was ue4 I beleive

sturdy coral
#

@tired tree damn that seems like overkill; I guess they are using it mainly for slate UI then?

tired tree
#

i guess......better options for that too

#

might be because they knew th eengine?

#

they made a custom forward renderer for it after all

sturdy coral
#

yeah, and they have a deal with epic that probably included a lot of licensing

#

that 5% royalty waiver thing for devs

#

but dash doesn't use almost any actual scene rendering, it's all just stereo layers and stuff so it seems like it would be almost all slate. except maybe for the environment it puts you in if the game doesn't have seamless support

tired tree
#

i know, but experience with a platform > custom platform in many cases

sturdy coral
#

carmack has complained about that and how they can do so much of a better job with custom stuff, but he is on the more resource constrained side I guess with mobile.

#

it really doesn't feel like he is the actual CTO though in a lot of ways

#

@tired tree hmm some stuff says dash is built in ReactVR

#

I don't think they would need slate for UI then with that

tired tree
#

maybe they were misquoted?

#

pretty sure it was in an article on announcement

sturdy coral
#

yeah, it might have just been conflated because dash is a part of home 2.0 I guess

#

I'm not sure, I haven't used it in a while, the first time I tried it broke my desktop and I had to reboot

tired tree
#

yeah maybe they just assumed since home is ue4

wicked oak
#

@sturdy coral looks like they just let carmack do random tech stuff around there XD

tired tree
#

he is the main character from this seasons Black Mirror first ep

#

without the brutal torture ofc

mighty carbon
#

lol

#

Carmack is cool - he replies to me on Twitter 😛

lime dagger
#

I don't twitter much or anything but I do dislike carmack's followers. People who simply just think he is the end all be all of video games or shooters and anyone thinking he could never possibly be wrong on anything. Specially complex stuff like vertex arrays.

#

In fact I am kind of upset that 1 tweet about vertex arrays from carmark prompted opengl to actually write a full benchmark on vertex arrays.

mighty carbon
#

Carmack is All-powerful Shambler

#

can he be wrong? I am sure he can.. But can he be fundamentally wrong? 😉

lime dagger
#

I mean he said story doesn't matter in games.

mighty carbon
#

he's been saying that since Quake 3, something I strongly disagree with

#

but, he isn't a game designer.. He doesn't get it

#

so when it comes to game design, I pretty much ignore him

lime dagger
#

yeah thats the major issue is that a lot of information people gather from him is outside of his technical programming realm

mighty carbon
glossy agate
#

does go come with 2 controllers?

mighty carbon
#

1

#

it's like Gear VR with Rift optics and more power than S7 phone

wicked oak
#

and also rift seal for the screen, so dust wont get in (like the desktop rift)

glossy agate
#

ah ok. hopefully santa cruz has 2 controllers then

wicked oak
#

similar ergonomics to desktop rift too

mighty carbon
#

Santa Cruz is a way off

#

we'll be lucky to see dev kits shipping at the end of 2018 and maaaaybe release in 2019

#

and I doubt it will be cheap

glossy agate
#

I would be interested in making something for Go, but Im not really interested in making single controller experiences.

mighty carbon
#

I have an idea I want to test

#

one controller will be fun

#

(not as fun as Touch of course)

#

you can make a mecha game with gamepad controls

glossy agate
#

oh it has gamepad support instead if you want it?

#

I guess an RTS game would be pretty fun on it with one controller if it has all the roomscale support ect

mighty carbon
#

yeah, you can have 3DoF motion controller, standard bluetooth gamepad, or both at the same time (if UE4 supports that)

wicked oak
#

@glossy agate its 3dof

#

its basically gear vr

#

means it does not have positional tracking on the head

glossy agate
#

hmmm. Thats less exciting to me haha

#

I think Ill try the Dell WMR instead.

sturdy coral
#

@glossy agate it will support two paired controllers, but almost no users will have it

mighty carbon
#

the point here is that people most likely to spend $199 to jump start their VR adventure, rather than buying WMR HMD and finding out it doesn't run with their laptop

#

Carmack said it won't

#

only one 3DoF controller will be supported

sturdy coral
#

7:23

#

whoa epic is closing down paragon.. maybe when that livestream hinted at some advanced animation from it coming to the engine.. maybe they will do something like the infinity blade release and just release everything?

tired tree
#

@mighty carbon WMR has a decently low HW requirement

granite jacinth
#

@sturdy coral Yeah, Paragon got rekt

#

We didn't need another MOBA anyway

tired tree
#

they are closing down paragon to focus on fortnite...lol

#

the game that went through like 6 identities

granite jacinth
#

Yeah Fornite BR is the new rage

#

Make that $$$$$

tired tree
#

weird world

sturdy coral
#

yeah, I can see why they would do that

#

tons of BR competition is coming

granite jacinth
#

¯_(ツ)_/¯

tired tree
#

as an avid dota lover, paragon never did it for me

sturdy coral
#

and they are going to want to dump resources into it

granite jacinth
#

It WOULD be nice to see Paragon Assets on MP

tired tree
#

seems like a great choice

granite jacinth
#

Especially how they handled Multiplayer

#

I mean, that's probably going to be something a lot of folks are going to want to get their hands on

sturdy coral
#

yeah, see a full use of the ability system

granite jacinth
#

Right

#

There's so much in there

sturdy coral
#

and the optimizations for having lots of pathing grunts and stuff

tired tree
#

a lot of the engines improvements for multiplayer came from paragon

sturdy coral
#

yeah lots of replay system stuff from it too

#

and early sequencer recording stuff

tired tree
#

well then, lets convince them that Fortnite needs to use only dynamic lighting

sturdy coral
#

I thought it did

#

since almost everything is destructible

tired tree
#

they did the distance fields for it

sturdy coral
#

those are still dynamic though, I think they do a full time of day cycle too

#

I don't know if any interior or cave areas or something are baked though

tired tree
#

mmm

glossy agate
#

Yeah the cycle is dynamic. It doesn’t really have any caves though. Just that one bridge underpass.

sturdy coral
#

there are some basement areas and stuff I think, but I don't know if they fully punch through the landscape and everything can be fully broken up to lead to the outside from above on those so I don't think there is any baking there

mighty carbon
#

@tired tree I missed a window of opportunity to buy one at $199 when they were on sale not too long ago, but as I recall it wouldn't work on my wife's laptop with i5 and Intel GPU

glossy agate
#

Yeah, I’m pretty sure those a punched. You can break the whole house above.

tired tree
#

@mighty carbon they are still like 230

glossy agate
#

I must have played 200-300 rounds of that shit and I’ve still only won once haha

mighty carbon
#

Intel 620 is the GPU my laptop has

sturdy coral
#

I wonder if at GDC they will announce something about either assets or some code from paragon

mighty carbon
#

err, no that's not it.. Skylake is 600 I think

tired tree
#

scroll down

#

literrally the very baee minimum spec for the HP as listed

#

intel integrated 620

#

and an i5

mighty carbon
#

it's not 620.. 620 is 7th gen.. My laptop has 6th gen CPU

#

it's 530 or something like that

sturdy coral
#

ah, well I guess that changed then, he said it was working in that other video but just that he wouldn't recommend it

#

it would be nice for FPS though, one for wand movement, one for gun aim

mighty carbon
#

that's what I was thinking

sturdy coral
#

you'd want a laser sight type thing on the guns

mighty carbon
#

where does Epic say they are shutting down Paragon ?

sturdy coral
mighty carbon
#

I see.. I'd love to play with those assets in VR 😄

#

damn, I wonder how many people will demand full refund

alpine torrent
#

early access game what i love to play

wicked oak
#

a source code release of that would be GLORY

#

all that lotsa npc goodnes

#

and multiplayer stuff

#

and FX

#

and ability system

alpine torrent
#

the minion goodness

#

the movement was in thursday of those minion characters

wicked oak
#

r/paragon is so sad

glossy agate
#

haha yeah it is.

sturdy coral
#

@full junco it's released now?

full junco
#

YES!

sturdy coral
#

congrats man

tired tree
#

@full junco grats and GL

#

now go get drunk and turn off net until you wake up

full junco
#

haha

wicked oak
#

how is the traffic @full junco

full junco
#

no idea, i'm watching a streamer...

granite jacinth
#

Love seeing the game in top 30 every day

wicked oak
#

have you seen r/psvr @granite jacinth ?

#

you have a serious following

#

from that demo wich is been a huge success (and Contagion wich has its own fans to spread the word)

granite jacinth
#

@wicked oak Yeah man, they are blowing it up everyday

#

It's nice, but...so much work still for PC 😭

#

I told them that I would get them a demo if Sony okays it.

#

Which would be good practice anyway on my part

glossy agate
#

Was a PSVR port planned from the beginning?

wicked oak
#

@granite jacinth demos can actually cost money

#

becouse sony makes you pay for the download bandwidth

#

so yeah, ask them for the details

#

and you port that demo to PSVR

#

wich will probably go ballistic

#

but demos in PSVR aint easy

#

at all

#

you still need to pass full review

#

and even get ESRB (but ESRB is easy, its PEGI what is hard)

glossy agate
#

When is the full release supposed to happen anyway?

granite jacinth
#

@glossy agate PSVR port was always the plan

#

Which is how I got my Dev Kit

fresh laurel
#

@granite jacinth Any plans to support windows MR headsets?

granite jacinth
#

When 4.19.1 comes out sure

fresh laurel
#

ok awesome

#

Does that have MR headset support?

granite jacinth
#

?

#

It just fixes the bug

fresh laurel
#

4.19

#

ah ok

granite jacinth
#

4.18 has a bug for WMR

fresh laurel
#

Ah my bad

#

Did not know about that

#

What is the bug?

granite jacinth
#

So have to wait for 4.19 release, plus hotfix before I even think about upgrading

#

¯_(ツ)_/¯

#

I don't have WMR

fresh laurel
#

ok

#

Cuz I have a windows MR headset

granite jacinth
#

Just know that it's broke with all the bugs reports, and someone linked me the 4.19 fix

fresh laurel
#

ok

#

Can you link me to that?

wanton spindle
#

Does anyone have knowledge of the VR Essentials kit and can give me a hand? (again)

#

trying to figure some stuff out and having some difficulties haha

ripe vault
#

has anyone done the udacity training program for unreal vr? Is it worth the $?

mighty carbon
sturdy coral
#

@granite jacinth I have a pull request for 4.18 I think I sent you to fix the windows mr bug in 4.18

primal sky
#

@fresh laurel I use my wmr headset now in 4.18. what's the issue you get?

sturdy coral
#

@primal sky which headset? I had issues with lenovo explorer

fresh laurel
#

@primal sky Was more curious than anything really

mighty carbon
#

I am wondering how is Gear VR controller is handled in 4.18

#

I ported my 4.16 project to 4.18, but getting bunch of errors as API changed

#

ha, to my surprise there are official docs for UE4 about the subject o.O

primal sky
#

@sturdy coral Oddysey. I had to start up steam once or twice and have steamVR running

#

and then start editor.. but once I did that it seemed reliable.

#

i did get one or two crashes a couple weeks ago.. but it restarted fine

sturdy coral
#

@primal sky I'm not sure, but it might not be an issue with Odyssey

#

it only happens when the aspect ratio is different from the Vive's

#

or in the rift's case via steamvr when the recommended render target aspect ratio is different than the native screen resolution

full junco
#

@mighty carbon yeah someone posted it there

wraith sky
wicked oak
#

i prototyped such a thing

real needle
#

I've been at it trying to get editor performance back to what it used to. On several machines, I see the same problem: Blueprint graph extremely slow, VR preview on rift never hitting 90 fps. I see the same problems on an i7/1080 and my lower spec machines. I've turned off nvidia overlay, gamebar etc

wicked oak
#

but mine didnt have the directional hits

#

only just blowing up balls without direction, so was worse

fluid chasm
#

Iam trying to bind same grab button in HTC vive to open doors and grab things...... Is it possible???

#

When iam opening door with grab key... Iam not able to hold things.. And vice versa

wicked oak
#

@full junco pretty good reviews in steam

#

and 17 reviews? thats a good amount of sales day1

#

very nice start

#

you were able to push through the ladder into top seller list

#

top in "new and trending"

#

thats a good amount better than my DWVR release, congrats

real needle
#

Hey guys. Is someone here experienced with multiple Vive Trackers and attaching the Player to an other actor to move the Player and the Trackers around

granite jacinth
#

@wicked oak aye, going to be a great year for UE4 VR games.

wicked oak
#

@granite jacinth why do you think so?

#

i see PC vr regressing

#

mostly due to steam being shit

#

and unity is gitting gud real fast

#

the "scriptable render pipelines" and "ECS" features are killer for VR (coming next version)

primal sky
#

The revenue certainly isn't regressing

#

So that's #1

#

If you think the VR market is going to contract you are crazy time

#

Hehe

mighty carbon
#

@primal sky what makes you say that revenue isn't regressing ?

#

unless it's a big hit, devs aren't making money on Steam (or even Oculus Home for that matter)

#

I just posted a link to an article about Xing devs and poor sales

wicked oak
#

@Irontaxi#1648 you sure about that?

#

all i see is incredible games getting less sales

#

than near launch

tired tree
#

@mighty carbon and Xing made one day of PR on release and then fell off the map. It is also a puzzle game, not entirely sure what they expected

mighty carbon
#

well, I don't know what they expected... Looks like high value production game. I am guessing people don't want to play puzzles in VR 😃

tired tree
#

straight puzzle games don't sell up to other genre's anyway

#

and its a 2D / VR puzzle game so the VR specific mechanics aren't crazy

#

it wasn't built purely around VR, it was converted on top of it

#

it didn't receive 2D sales really either

mighty carbon
#

I see

primal sky
#

Just look at the volumes.

#

VR is making money. But yes you are right.. the overall potential is lower so a failure is more critical

#

A game that might "fail" with 500k in reg PC games might only make 50k in VR

#

And indeed be a failure as that's not sustainable.

#

But the top VR titles (amongst them some small Indies)

#

Are doing fine.

#

You could support a 4-5 man team off the revenue

#

Not a studio (maybe a few of them)

rocky nimbus
#

Any reason why my packaged build has no audio on HTC Vive but does on Oculus?

full junco
#

@wicked oak yeah, the lists there are region based though

#

in germany I see my game in #1 on new and trending and also #1 on top sellers

#

germans seem to like it 😄

wicked oak
#

how are the stats @full junco ?

#

now that you have analytics, you should see average session, amount of players connected, and all that stuff

mighty carbon
#

hmm launcher showing me offline.. anyone else having same issue ? (red dot next to the login name instead of usual green)

full junco
#

@wicked oak yeah its really nice to have google analytics now, 19 people are playing the game

wicked oak
#

how are the teleport/block stats?

glossy agate
#

Not VR related but has anyone had trouble trying to migrate assets from a 4.18 project to 4.17? My folders show all the assets but they wont show up in editor. Only a couple show. These are just static meshes ect, real simple stuff.

mighty carbon
#

hmm.. followed Epic's docs for motion controller for Gear VR and it's not working :/

glossy agate
#

Isn’t gear broken in 4.18?

mighty carbon
#

dunno

#

I managed to deploy, but can't get controller to work

#

man, if working with Go will be the same kind of fuckery as working with Gear VR, screw Oculus Go... 😦

glossy agate
#

Is gear using the Oculus plugin too?

mighty carbon
#

yeah

#

got it working, but now I have 2 controllers rendering o.O

#

bizarre

#

or rather, it's like one but if stereo rendering was off and it would show up as 2 controllers

glossy agate
#

2 controller support confirmed

sturdy coral
#

Cloudgine Limited is a British video game developer based in Edinburgh, Scotland. The company was founded in May 2012 by Dave Jones, best known as the co-creator of the Grand Theft Auto and Crackdown video game series, Maurizio Sciglio and Marco ...

#

I didn't realize Toybox used Cloudgine

proper osprey
#

Hey Im building an realistic apartment for a vr application. I want to know if it´s possible to create a collision mesh of the walls just for the nav mesh. My walls are in several pieces so I can light map it. I also built a more simple shapes for the places I want it to block teleportation. Because Im always changing something and exporting it to UE I want to build these collision shapes and not associate it to any mesh (e.g: SM_wall01, SM_wall02... UBX_walls, UBX_floor). Is it possible to just create a separated mesh for the whole wall collision ?

mighty carbon
mighty carbon
#

lol, 4.19p2 just froze when building for Gear VR... Maybe it's a sign to stick with Rift? 😛

primal sky
#

steamspy is updating units already.

#

@wicked oak

granite jacinth
#

Too bad they don't do the same thing for demos

mighty carbon
#

soo, UE 4.19p2 crashes on Gear VR 😦

granite jacinth
#

/shrug not a surprise

#

It's preview

mighty carbon
#

well, it's p2.. I hope it's fixed in the release (I reported it)

#

4.18.3 has some weird issue with motion controller and 4.19p2 crashes (I wanted to see if it has issue with the controller too) 😦

trail shale
#

Is there any trick to using a local multiplayer two instance setup for VR that would let you use the 2nd player as a menu/admin interface? every time you click on that screen it grabs focus away from the VR player which starts blocking play

sturdy coral
#

@trail shale which engine version?

trail shale
#

4.18.2

#

err 4.18.3

#

I'm not sure what makes the VR player block, if it is a Steam VR thing or an Unreal thing

#

I suspect it is Unreal because there are certain games that don't necessarily have a spectator screen

sturdy coral
#

did you turn off VR on the second instance?

trail shale
#

it's not in 3d mode if that i what you are asking

sturdy coral
#

launch with -nohmd

trail shale
#

this was an intial test but I start it in VR preview

#

but disable steroscopic and switch to a non-vr pawn

sturdy coral
#

I'm not 100% it will work but try that, outside of VR preview

#

preview instances have some gamepad management and rerouting code that could possibly be interfering

trail shale
#

ah

#

this is far too deep of a subject for me to tackle tonight but I will look into that

#

I need a fast way to check for replication, which I can just use non-vr pawns

#

but ultimately I will need to control the VR player's experience via an in game menu on the 2nd player

sturdy coral
#

@trail shale there are some talks on the mcclaren demo epic did at GDC or something a year or two back

#

they talk about how they made an ipad interface for it for someone out of VR to control it

trail shale
#

I'm using the Unreal Web Server

sturdy coral
#

I think the ipad interface was still using slate and UE4

trail shale
#

oh

#

right now I use HTML handles to call events

#

it's handy but very cumbersome to work with

sturdy coral
#

but it didn't communicate over standard multiplayer, it used a different message bus thing

trail shale
#

this creates a local web server which you can access from any device on teh same wifi

#

just connect to the computerls ip/port

#

then you click on buttons which trigger events in unreal

#

But the way I'm doing it is very hacky...you either have to manually edit an html file to reference the correct buttons with the right function

#

or you can make it more modularly by literally creating the html file by saving a series of strings in the proper order...not diffcult just hacky

#

but it does work

sturdy coral
#

yeah

#

I can see that getting cumbersome

#

but that is a pretty good approach

trail shale
#

but boy, it would really be fucking useful if EPIC would just hardcode a spectator screen widget

#

(it was pretty awesome to pull out my phone and say, "watch this" on a tech demo"

#

like, that would take them all but a few hours, if that

sturdy coral
#

yeah, unity has been a lot more flexible with multiple viewports and UIs in different places

#

fantastic contraption had a whole UI on the mirror window where you could tweak spectator things etc. back at vive launch

trail shale
#

literally it is just changing the way mouse focus triggers VR

#

it's probably a few lines of code

#

or maybe it's the way windows focuces on windows

real needle
trail shale
#

Care to elaborate @real needle? this does look a bit like sorcery

wicked oak
#

testing some blender bakes

#

(thats unlit texture, just the bake)

#

texture XD

#

lightmap uv pack in blender, every triangle separated

#

becouse unreal engine doesnt let me do the bake there >:/

mighty carbon
#

eww, bad UV mapping

real needle
#

@trail shale I haven't done it, just read it and saved it for a sunny day :)

trail shale
#

I don't even know what it means

sturdy coral
#

@trail shale it is a network message bus that that mcclaren demo used for iPad control

#

it is used for a few other things in engine, usually editor stuff that runs over the network like distributed lightmass builds (I think)

real needle
#

@trail shale look at the McLaren demo stream on twitch they explain it there

mighty carbon
wicked oak
#

yes

#

it changes the way your roughness mipmaps work i think

sharp swan
#

mind blown Just watching the "Realistic physics objects in VR" tutorial and found out I can drop a reference onto an old reference to replace it. I wonder how many man hours i've lost by dropping the reference next to old one on the graph and rehooking it up to the node. 😮

mighty carbon
sharp swan
#

#hyped

#

I did some work with realsense and leap motion a couple of years ago. It's never made sense to me that they released VR without that capability

cosmic shoal
#

I can just dream of a future where we'll have wireless headsets (or onboard processing) with full body tracking (including fingers and eyes) and higher quality optics/displays. My guess 5 years from now, and still, people will use it mostly for trolling others in VRchat or similar.

mighty carbon
#

nothing new for UE4

#

😦

#

does Steam Audio offer the same goodies for both desktop and mobile platforms ?

mighty carbon
#
glossy agate
#

Oh hey, Doom has smooth loco now. I may check it out. Do you have dual gun support too without the one gun just being stuck to the screen like a 2d game?

granite jacinth
#

oh...

#

lol

#

this dude, the whole video is funny

#

sad, because he had trouble with the controls, but funny still

glossy agate
#

Dudes screams are hilarious

shell karma
supple coyote
#

hey gang

#

does anyone know how the Get VR Focus State node work?

#

what does it measure?

#

i'd like to use it, but would like to know what cues it to see if it'll work with my purposes

mighty carbon
#

@glossy agate I don't think you can dual wield weapons in Doom VFR, but weapons aren't stuck on the screen.

trail shale
#

This has stumped me for too long...WHY is this cube not visible on my VR pawn? It's set to Visible and it is NOT hidden in game.... the camera is it's parent

glossy agate
#

is it owner no see?

trail shale
#

nope

#

super weird

#

any other ideas?

#

I even set a variable to the location of both the cube and the actor it's attached to and they are more or less the same...off by 100-200 units

sturdy coral
#

@supple coyote I believe it just tells you if the game is in focus in VR, or if instead the Steam Overlay (or other overlay apps) are

#

I think the engine will automatically disable motion controller button events when it is out of focus, but you might use it to do your own logic like disabling gesture based controls etc. because controller motions are still processed

tired tree
#

or running IK off of a specific position instead of the HMD on the floor or desk :p

sturdy coral
#

for that I'm using proximity sensor and falling back to activity level if there isn't one (windows MR)

#

that sends some kind of delegate too different from focus

tired tree
#

windows MR runs the steam VR timeout too correct?

sturdy coral
#

the "worn" stuff

#

yeah it does a timeout

tired tree
#

or are you testing on the windows branch

sturdy coral
#

it has a proximity sensor but they haven't exposed it yet

#

on steamvr

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I haven't tried any of the windows branch

glossy agate
#

Do the WMR controllers have the same pitch ect as one of the other 2 or do you need a third special controller setup now?

tired tree
#

its kind of between

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thankfully, they all use the same controller

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what I don't like about them is that in steamVR app menu maps to steam menu on one hand, and app menu on the other

glossy agate
#

Kinda sucks but it could be worse I guess

tired tree
#

also it is hilariously easy to hit the windows menu on them

sturdy coral
#

they haven't shipped a sample model I don't think so it is kind of hard to align them in editor with preview meshes etc.

tired tree
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which defocus's steamVR

sturdy coral
#

you can use mordentral's plugin to see them in vr and compare though

tired tree
#

steamVR models have the correct pivot

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they are stored in the directory too

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can export to ue4

sturdy coral
#

yeah I mean to just align them if there are any changes on hand placement you want for them vs vive

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not sure it is really needed

tired tree
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I added controller profiles to my plugin yesterday

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like inputsettings, but on a per profile basis

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figure its going to be needed around knuckles time

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include a transform offset for specific controllers too

sturdy coral
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oh cool

glossy agate
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Yeah, Im wondering if I should just ignore the touch socket settings and just have a default value in the profile for oculus users for the pitch adjustment.

sturdy coral
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I have just kind of hacked in for each one in setupinputcomponent and not a real systemic thing

glossy agate
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right now we are manually adjusting every weapon

tired tree
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figure then the dev can pick whatever they want to base their work on touch/wands, handle the snap points for that, and then provide offsets to match all of the other controllers up to it

sturdy coral
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for testing "fake" vr with mouse and keyboard I add to the input stack with a hotkey a bunch of keyboard controls and stuff and then pop it when done

tired tree
#

then per controller specific axis/action rebindings

sturdy coral
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and then compile that out when shipping

glossy agate
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I was able to get most of my functionality to work across vive and touch except I need an input for like joystick forward+click on the stick to have it the same as Vive

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Plus its for a function that users are used to in other shooters

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Dont know how

tired tree
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people don't like click on the thumbstick

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better to use captouch + forward

sturdy coral
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yeah just do flicks of the stick if possible

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they added that in in 4.18 I think, they were missing the events before

glossy agate
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cap touch is always on when going forward though isnt it?

tired tree
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yeah when the thumb is down

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thats what you wanted right? otherwise they will have to hold down the stick on the clock position

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which gets harder the farther from zero it gets

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click

glossy agate
#

So I need like forward for walk forward and then add click to change into sprint. Onward, pavlov, and I think BAM have it so its just what people are used to

sturdy coral
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you can probably get by with just MotionController_Right_Thumbstick_Up etc.

glossy agate
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also for snap turn vs strafe I need it

sturdy coral
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they didn't have those events in the past but they finally added them

tired tree
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mm, well the button down has been mapped for forever

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its the cap that is new

sturdy coral
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click to toggle sprint is ok

tired tree
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toggle yeah, hold? no

sturdy coral
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yeah

tired tree
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even if others are doing it, its bad form for thumbsticks

sturdy coral
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you definitely don't want to click constantly

glossy agate
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Yeah toggle would work for it. Snap turn especially cause its just a click

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Or it could just be an option, and Ill drop strafing for snap turn users

tired tree
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generally people drop strafe for snap turn yeah

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they provide - snap turn - strafe - smooth turn options

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and the player picks one

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granted strafing is probably needed more for someone forced to use snap turn

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since they likely don't have a large 360 setup

glossy agate
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Yep, thats the plan. Thats why Im real excited about the new mapping feature

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Makes it so much easier to setup

tired tree
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but you can place the turn on the other hand

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it doesn't depend on controller orientation

sturdy coral
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yeah I do turn on the right hand

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strafe on left

glossy agate
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Yeah but other hand holds make drop, fire mode, slide forward functionality.

sturdy coral
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yeah may not be possible with a lot of other controls

tired tree
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double clikc is also a potential

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would just have to delay a couple of frames on strafe

sturdy coral
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all mine are movement focused like jumping and stuff

glossy agate
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OH actually I think I have 2 of those items mapped to X,Y so slide forward could be up, then snap turn for dom hand

sturdy coral
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and I am going to allow diagonals so you can click turn while still holding jump/jetpack

tired tree
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prob don't want side areas control an aspect of movement if they also do interactions

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hit it by mistake when fumbling around trying to reload ect

glossy agate
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Well I think I have like x drops mag, then when you put in another one you can release slide with off hand, or push stick forward with dom hand to pop slide. you think people would accidentally snap turn doing that?

cosmic shoal
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I use snap turning only when I'm doing stuff sitting down. using slide locomotion and snap turning simultanously is very disorienting

glossy agate
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@sturdy coral Whats the new game? Jet pack like titanfall? Would be super cool. Especially with wall running or something

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But players with 2 sensors dont realy have a choice

sturdy coral
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@cosmic shoal the cord is a problem with rift, will probably want snap turning regardless of sitting/standing (plus two-camera front facing people)

cosmic shoal
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I see

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I only had Vive and WMR

sturdy coral
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yeah.. I need a good extension for my WMR.. it isn't long enough at all right now

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@glossy agate still unannounced 😛

cosmic shoal
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it's fine with mine (lenovo) reaches every corner without an extenison, but my play area is not that big. A bit under 2m x 2m

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it does get shorter if it's tangled

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or twisted

glossy agate
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Same with mine. Was hoping to have a trailer by now to announce it but it always takes longer than expected haha

sly elk
#

rinterpto and vinterpto need to be called on a timer or tick, right? Like if I call it in an execution graph that only fires once I won't get my nice movement over multiple frames.

glossy agate
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yep

sturdy coral
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right, and you usually need a variable with the prev result

glossy agate
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goes to delta time if I remember right

sturdy coral
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ah yeah, seems like there is some case where you need it but can't remember

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I think it was for IK stuff if the result was used in anim graph and kind of ephemeral

iron talon
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for open vr expansion plugin, is there a tag to make only a specific object climable? if not how would i go about doing it x.X sorry for the noobish question x.X

glossy agate
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Ignore the VR trace channel on any SM you dont want to climb

iron talon
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would i set that up in an override -> can object be climbed?

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going through a video and see hes messing with that section

glossy agate
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No just open a mesh, go to collission settings and click ignore VR trace channel

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Although a better way is going to project setting, and defaulting that channel to ignore, then you would only blck it for anythingn you want to climb

iron talon
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hhm... trying that now, just set vr tracechannel to ignore

tired tree
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there is a function

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IsObjectClimbable / CanObjectBeClimbed (forget which I named it)

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override it and filter it however you want

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return true or false

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the trace channel also works, but is less overall control depending on what you are doing

#

also what video? my Q&A?

iron talon
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yea, 47min one

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x.X

tired tree
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ah. lol

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i need to do another one of those

iron talon
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either way its a learning experience so i dont mind

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for some reason i understand materials, just not blueprints that well >.<

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and thank you both for that tidbit of info lol x.X

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that was easier than i thought it would be x.X thanks again

mighty carbon
#

So, MS is rumored to buy EA and Valve this year

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I wonder if it's a good or bad thing for VR and non-VR, and I wonder what Tim Sweeney will do

mighty carbon
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quartz bay
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Does anyone have any experience using the windows mixed reality HMD with UE4?

tired tree
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@mighty carbon very different things are "attempt to buy" and "buy"

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valve is a private company

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who has turned down buyouts before (EA)

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anything is possible, but its highly unlikely

quartz bay
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There's no way Valve would sell out to MS. Gabe Newell was a former microsoft employee and didn't like the way they ran the company, so he started his own.

sturdy coral
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@quartz bay I've used it via steamvr, it requires a patch on 4.18

quartz bay
#

I just downloaded a github repo which looks like its a source build of the engine with UWP support added in. What's the SteamVR patch you're talking about?

sturdy coral
quartz bay
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so, if I modify these three source files in the 4.18.2 release, with the selected changes, then WMR should work with SteamVR?

pearl tangle
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the UWP branch has been around for a long time, nobody did much effort to make that work well with hololens or anything though unfortunately. I have tried to use it before to build an application on my surface hub without any success

real needle
#

Is it possible to render a shadow but no the primitive the shadow is drawn on?

sharp swan
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maybe with a custom depth trick. Setting pixel depth on the object might retain the shadow as it's post processed

mighty carbon
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does anyone know how to get in touch with Valve ? Most of the contact e-mails I've used not too long ago now bounce

willow trail
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Anyone struggling with performance in VR preview? Shipped version is very smooth, capped at 90fps on my Oculus, but in VR preview I get 45 fps at most, which makes it really hard to test anything. Can't realistically recompile a shipped version everytime I make a minute change, especially at this early stage of development :/

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This happens on a mostly empty scene too

sharp swan
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do you minimize the editor when playing?

willow trail
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makes no difference in my end :/

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and I don't minimize the editor when trying launch version either

wicked oak
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@willow trail its a common thing

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try to lower graphics settings

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editor overhead is huge

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but more than editor, is development build vs release build

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release build has lots of optimziations done in the C++ code

willow trail
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the thing that I don't understand is that my GPU's usage sit at a comfortable 30-35% when previewing (GTX 1070), and my CPU usage is at about 70% (unreal using about 25%)

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I mean if anything the CPU will bottleneck it, I suppose windows might just not report utilization as accurately as I'd expect

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I don't generally touch engine's graphics settings, would that just be the Engine Scalability dropdown menu?

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That seems to have no impact either

glossy agate
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Try turning off GeForce overlay. Also if it’s a windows update causing it, if you google around there is a patch you can install that will fix it.

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Happened to a lot of people recently

wicked oak
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thats pretty much it @willow trail

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editor costs CPU by the tons

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and not being optimized cpu code

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GPU perf should be around the same as release

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but CPU perf is a difference

willow trail
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issue isn't exactly new, but I was doing some pretty heavy CPU maths so I just put it off until I needed to optimize it, turns out this wasn't an issue at all. It didn't happen at the very beginning (I believe, or at least I didn't get the massive interpolation artifacts I get now), disable geforce experience overlay didn't have an effect either

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but shouldn't that CPU cost be the same if I launch the shipping version with the editor behind it?

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I mean I'm fine putting it down to the preview version not having access to the same optimization, but that really makes it hard to debug stuff

tired tree
#

shipping removes a ton of stat recordings and checks and ensures

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blueprint math if that is what it is is also way more expensive than native if you are making a ton of calls to single nodes

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the custom expression node is there specifically for that

willow trail
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all the math I'm talking about is done in C++, but it is pretty crazy unoptimized stuff, going multiples times over every vertex of multiple objects on tick, building tetrahedron, doing volumetric calculation and stuff, but I just remove every object instant that would use that code, and the perfs are the same

tired tree
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sounds pretty badly thought out if you are iterating verts on tick....

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run a profile of the editor preview, its likely the slate graph killing you

willow trail
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I'm trying to use low poly models, but I couldn't think of a better way to simulate liquids in a container while remaining volumetrically consistant

tired tree
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and also run it from the world view, not from a blueprint graph

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ever since 4.17 or so running preview with a blueprintgraph up tanks perf

willow trail
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ah, that's good to know

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yup, welp running from a BP divides the framerate in 2 yet again

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so that'll same me some headaches already thanks

wicked oak
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well no shit m8

tired tree
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you can run water offsets in the shader and pass in a map

wicked oak
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when you are in dev mode, it doesnt turn on the full optimizations

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only the basic ones

tired tree
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instead of manually moving vertex's....

wicked oak
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thats why you see a dramatic difference

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in shipping it probably vectorizes stuff, rearranges loops, that kind of thing

tired tree
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not really

willow trail
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no I'm not moving vertex, I'm simply reading their position and building sorted list to find out where the liquid's surface would be for any given volume and normal

wicked oak
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doesnt development build only do minimal optimization?

tired tree
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it just removes the fact that every tick and lots of operations are logged and checked

wicked oak
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becouse you can still debug it

tired tree
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shipping build will be more perf on compiler side anywya, but thats not the big hit

wicked oak
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shipping uses -o2

rocky nimbus
#

Anyone have exp with Steam achievements?

tired tree
#

yeah, but the difference there isn't going to be half his fps blanco

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being cpu limited

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@willow trail you are simulating shapes? reading their vert locations? building a sorted list, and doing this on tick? How many objects?

willow trail
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Depends, the objects will generally have less than 100 verts (~50 on average), objects sleep when inert, so I wouldn't expect more than a couple objects going through the process on tick at any given time

tired tree
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are they spheres?

willow trail
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I'm fine with sorting a list or two of less than a hundred vectors on tick, but it's all the mesh slicing that was scaring me

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nah, they're basically... insides of bottles

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or glasses

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that sort of stuff

tired tree
#

oh, just doing the water level

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thought you were trying to do actual sim

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there are a bunch of tricks to do that without slicing

willow trail
#

if you mean vertex displacement in shader, that wouldn't work

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I like to think I mostly thought the problem through, every implementation I could see online had the same shortcomings

tired tree
#

no, i meant volumetric material

willow trail
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what is that

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I love the sound of it

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I couldn't do something like varying opacity depending on the depth of the liquid with that sort of stuff could I?

tired tree
#

yes

willow trail
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well consider my interest critically peaked, couldn't be googling faster

mighty carbon
#
willow trail
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@tired tree gotta say I can't find much material on it, before I get too excited, does that work OK with VR?

tired tree
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it should

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hell all of unity's liquid setups use volumetric shaders for VR

willow trail
#

huuuh

#

is there a default implementation of that thing? is it basically raymarching and voxels?

#

or like aabb raycasting or smth

#

as far as the depth and opacity thing, I know I could render the back of the liquid in a custom zdepth buffer and just use that depth to determine opacity, but that would be very problematic when two bottles are one in front of the other, and I don't think I have a custom Z buffer to spare :/

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also I'm using a lot of transparency already

tired tree
#

shouldn't need voxels or raymarching

willow trail
#

very easy to find myself in a situation where there are 10 or more layers of transparent materials to render. Just a single full bottle has 3 since I need to render the inside of the bottle

tired tree
#

should be able to test against planes

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the raymarching is for simulated 3d Textures

#

you are likely using colored liquid and shouldn't need that

willow trail
#

could be cool since this is a game about mixing exotic liquids, turbity and stuff could look amazing, but I'd settle for a nice uniform liquid anyway

#

you mentioned a plane, not sure I got what you mean, would that work for an arbitrary convex piece of geometry?

tired tree
#

using a plane for the cutoff point

mighty carbon
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what about procedural mesh ?