#virtual-reality

1 messages · Page 166 of 1

full junco
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thats the old stuff they talked about there @sturdy coral

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the stuff that also existed in 4.15 etc

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what do you mean with "manually changing the base resolution"?

sturdy coral
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yeah I don't know if the oculus adaptive is wired into the TAA stuff but I assumed so when they mentioned it on the stream

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I don't know if base resolution is the right term

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you basically set your render target resolution with vr.pixeldensity

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and then r.screenpercentage tells it how much of that to render to

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and it will TAA upsample to the vr.pixeldensity amount

full junco
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dont get why "upsample"?

sturdy coral
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they should have called it temporal supersampling or something

full junco
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well I dislike that new system with vr pixeldensity whatever

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I want 100% to be 100% of the available pixels

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but doesnt matter much

sturdy coral
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pixeldensity 1 means the recommended render target size

full junco
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yeah I dont care at all about what "others" recommend

sturdy coral
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due to lens warping, to get 1-1 in the center you need more than 100% of screen pixels

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and other HMDs might have more or less distortion

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so you wouldn't want to worry about what it was relative to screen pixels

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if the relation to screen pixels was different per hmd anyway due to how strongly it warped things

full junco
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but the thing with manually changing the res was that changing the screen percentage causes a buffer resize

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and it will be same now I would think?

sturdy coral
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I don't think so, I think they reworked that underneath

full junco
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the buffer needs to be at some size

sturdy coral
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the buffer size will come from pixeldensity

full junco
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there is still a constant cost associated with having it too big

sturdy coral
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and r.screenpercentage now will tell what percentage of that buffer to render to

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but when the TAA history buffer will now always be vr.pixeldensity

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size

full junco
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so you mean I would set the vr pixeldensity to 1.7 - 2.0 and then just modify the screen percentage?

sturdy coral
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and your rendering to the smaller one will get sparsely sampled into the TAA history buffer

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yeah, set vr pixeldensity to whatever your supported max will be (lower on 4GB cards)

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then you should just drive r.screenpercentage

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but there might be more details on the "right" way to do it to feed into the new dynamic res system

full junco
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I dont believe changing the r.screenpercentage has no constant cost any more

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r.screenpercentage is still the regular way to change stuff for non-vr games?

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so how does that work there?

sturdy coral
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I think there is a difference between VR and non-vr now

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but I can't remember the name of the commands for everything when doing it in non-vr

full junco
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are you fully sure the TAA upsample stuff is used in VR?

sturdy coral
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yeah

full junco
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almost no one even uses TAA in VR

sturdy coral
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I haven't looked at it on a demanding scene, with foliage etc.

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I think their shader doesn't really support going lower than 50% in each dimension

full junco
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50% of what?

sturdy coral
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for vr, r.screenresolution

full junco
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well that would be bad. at the moment my max is 200% SP and it can go down to 70%. so min is less than 50% of max

sturdy coral
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you can still do it, I just don't think the shader will search far enough and you might see some artifacts

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mainly on scrolling textures and stuff

full junco
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can you disable that TAA upsample stuff and do regular upsampling?

sturdy coral
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the old shader only searched a cross pattern of neighboring pixels, the new one expands it to all 8 neighbors and I think if you go much below 50% that won't be enough

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you could probably use some of your old code to resize the viewport when going below 50%; just basically allowing you to change vr.pixeldensity without hitching

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but without getting the benefits of the new stuff when you are in that regime

full junco
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how much better does the TAA upsample actually look like?

sturdy coral
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If nothing is moving you basically can change it without noticing the change

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on a real scene though I don't know. probably for things with lots of specular aliasing and stuff you will notice them sparkling more

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for scrolling textures you will notice more ghosting when something moves in front of them across them

full junco
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well you know my game

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no specular stuff there

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also no moving textures

sturdy coral
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yeah your biggest issue may be foliage

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because the velocity buffer is going to be doing the reprojection of the history stuff

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and it is going to be very low resolution in some situations

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I think velocity already runs at 50% resolution normally , I don't know if they are doing anything special for taa upsample, like always running velocity at a higher res

full junco
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they probably have a reason why they dont want to make dynamic res support VR yet

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something has to look bad if you change the screen percentage too often

tired tree
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they specified that different platforms require different thresholds

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for when to scale, how much, ect

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and they didn't want to release on untested platforms

sturdy coral
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for things like specular aliasing, you are going to be undersampling it by more so they will sparkle more

tired tree
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that was after being specifically asked about VR for it

sturdy coral
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with normal TAA if a pixel's neighbood changes too much beyond what it predicted from history and velocity, it just forces a stronger weighted update of that pixel

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with the new way

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it will have to force an update of the pixel and its neighbors

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it might make for a blocky update around moving things on the silhouette where the velocity stuff is running at too low of a resolution and is mispredicting

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but I think they do some kind of a gaussian thing, so it might just be blurrier

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but that could make like all foliage look blurrier, etc. really thin things like grass that are now too undersampled in the velocity buffer

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without wind or vertex animation it should be better

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@full junco when you reach 50% it also isn't going to perform as well as really running at 50%, because it is going to still be sampling textures at the same mip level as if it were 100%

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so it will use more texture bandwidth

full junco
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hm

mighty carbon
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how is your game doing @full junco ?

full junco
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@mighty carbon quite well I think

mighty carbon
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can retire early ?

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😃

full junco
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not yet 😄

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but thats fine

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I dont expect a crazy amount of people to buy it in the current state

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I just want to have an active community that helps me develop the game further

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and that I have

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so I'm happy 😄

mighty carbon
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cool stuff

glossy agate
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Yeah you got quite a few people in there. Really cool

real needle
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hey guys

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is anyone around here, who went through all that pain in the **s what is packaging a game with the leap motion plugin in UE 4.15 ?

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packaging finishes successfully, but the executable crashes somewhere utilitzing the async loader..

hard bear
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@tired tree Hey Morden, working just to setup a blank 4.18 project with the VR plugin and pretty much all is working except for one thing so far which is trigger/grip on objects. I've migrated over the gun, car, etc objects from the example project over and doesn't seem to jive. The example and my project are both 4.18 so I wouldnt' think too much would be different for it not to work, probably something simple but I was looking at the wiki/thread and didn't see anything yet on why.

tired tree
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@hard bear the template uses a custom trace channel and a gameplay tag table, both need to be transferred if you want it working the same. PM me if you have more questions though to not flood here.

hard bear
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Ah will do! thank you!

quartz bay
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Is there a way to get the launcher to recognize a source build version of the engine?

full junco
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no

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you dont need it in the launcher

candid viper
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The changes with r.ScreenPercentage and vr.PixelDensity make TAAU when used with VR more confusing than it might have been. I'd have preferred vr.PixelDensity of 1 meaning equal to render resolution, then have an api to query the recommended vr.PixelDensity for the hardware. Anyway, potentially the interesting use case for VR is for lower end gpus. Originally, you'd lower the screen percentage so the size of the framebuffer presented to the graphics driver was lower, saving rendering cost. With TAAU, you keep the size of the frambeuffer being presented the same, but you lower r.ScreenPercentage. So the GPU renders the scene at a lower resolution, then the TAAU upsamples that lower resolution render to the higher resolution framebuffer.The TAAU shader cost goes up a bit - say something like 25-50% higher than the original TAA cost. Provided that extra cost is lower than what you gained back by lowering the resolution rendered at, you win back some gpu time, or rather get higher quality for the same gpu cost. There are some useful pictures on this older Intel article on it. https://software.intel.com/en-us/articles/dynamic-resolution-rendering-article Look at figure 5 - that shows how TAAU (a much more basic version than UE4 has) results for upsampling for a render 71% of the final framebuffer size. Now dynamically changing the render resolution, like the Oculus Adapative Pixel denisty (and the version @full junco did for SteamVR) adds some complications - depend on change rate etc, it interacts with the TAAU. That may or may not cause issues - I think for now Epic are being cautious with that side of things.

jaunty shell
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Hey lads, throwing a guess here, do you think two Titan V would work for VRSli, even if the cards use the -similar but not the same as sli- nvlink ?

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We're looking to get a V to considerably boost our workstation and get the smoothest experience possible for our engineering building models without having to optimize the F out of them

pearl tangle
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The titan V doesn't work in SLI at all does it?

jaunty shell
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yeah that's the problem, its using another standard called nvlink

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uh

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nvlink

pearl tangle
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yeah but the titan doesn't support that

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only works on quadro

jaunty shell
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fuck

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oh well

pearl tangle
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hah first article on google

jaunty shell
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yeah I mixed up techs 😂

pearl tangle
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just SLI 1080 TI's on there if you want to go for SLI

jaunty shell
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I have a few problems with going for a sli actually

pearl tangle
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yeah sli is a bitch, not worth the effort

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always causes more headaches than it solves

jaunty shell
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75% of our software has been made to work with single GPUs

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the only one that CAN use sli would be UE4, and it requires building stuff on the VRWorks branch

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but I cant use it, because I'm tied to Datasmith, which will only work on launcher UE4 😦

pearl tangle
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did you do the survey they sent around this morning?

jaunty shell
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not yet

pearl tangle
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didn't realise they were going to go that route, should be interesting though if they are changing around the enterprise license model to focus on that. Since I am an enterprise partner at the moment and we pay a shitload more than what they are indicating that would be at

jaunty shell
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We uuh

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are not declaring anything 😂

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we're not really selling anything with UE4, so I guess we're in the free licencing model

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but yeah, I had a quick look at the survey yesterday and am surprised at how expensive some tools can be

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@pearl tangle I got the greenlight from the boss to get a V earlier this morning, but I'm still not sure about the real gains it will get us compared to a single Xp

pearl tangle
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you can stay in that. I get the enterprise agreement so i have dedicated support etc

jaunty shell
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I mean the benchmarks are showing a nice performance bump

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Oh dedicated support is sweet indeed

pearl tangle
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oh yeah it's a big boost for sure. But over the 1080ti that already has 11gb ram compared to the 16gb in that, the price difference is not really worthwhile. You doing arch viz or something i assume?

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we get access into the UDN as well so ticketed support system and better access to stuff

jaunty shell
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Even heavier, I'm doing building engineering

pearl tangle
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on which side of things?

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using VR in unreal to understand space better or just to illustrate concepts or pulling in more electrical and fire and whatnot?

jaunty shell
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BIM related stuff

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first one

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our company is doing the conception and construction of massive buildings

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this is an example I imported a few days ago

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every part must retain its shape, we can't merge stuff

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that's why I need brute power

pearl tangle
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nice. You tried any of the open street view integration? I was just playing on twinmotion's integration with it today

jaunty shell
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yeah we're using it with TM aswell

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I tried to get the OSM plugin for UE4, but my C++ skill is not enough to improve the one available on git

pearl tangle
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need to just take that part out of there and integrate it as a proper plugin with that exact functionality into unreal and i would be happy. The adding characters and bikes and cars in is nice, but not quite high enough quality. interesting software though

jaunty shell
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for sure

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we use it in production mode for commercial videos

pearl tangle
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the OSM plugin 1 works fine. My only annoyance with them all so far is i can't get the elevation from them, need to try merge that in later. The datasmith integration with cityengine is relatively decent

jaunty shell
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something I've put up recently

pearl tangle
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i feel like thats sitting on the twinmotion site somewhere

jaunty shell
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haha nah :p

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I guess I could send it to them for demonstration purposes

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the workflow for this kind of visual stuff is a bit different, since we can merge assets by material

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this is currently 50% of what I do for work, but we want to bump up the BIM related part (that's where Datasmith and the Titan V are important)

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our models are so complex that performance is very low even on pancake realtime

pearl tangle
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the python scripting stuff will be coming into datasmith by 4.20 i think

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that should let you optimize the import pipeline more to tweak things a bit like disabling shadow casting on different things and whatever you need automatically and run other things straight in the engine

jaunty shell
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the first iteration is already in since 4.19/DS 0.18 I think, just not documented at all

pearl tangle
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yeah its available to switch on i think but not really done anything with the pipeline

jaunty shell
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yeah it sure is going to be a great addition. But then we'll need a python coder 😂

pearl tangle
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a lot of 3D places already have them doing all the other stuff so should be able to start to merge in those kind of functionality to unreal, or at least hopefully those guys start to release their stuff

jaunty shell
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yeah hope so

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another one I found

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using a bit of DF stuff here

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performance is rather nice compared to cascaded shadows

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shame its not completely VR compatible

pearl tangle
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I wrote a blueprint before that would let you convert things over to instances and back on the fly that gave massive performance increases. I think somebody actually released 1 similar on the marketplace too, that might help you out performance wise for VR viewing

jaunty shell
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yup, the HISM tool, I've bought it

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its awesome...

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... when the models are setup to use instances...

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... which is not the case here 😂

pearl tangle
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yeah I created a tool which doesn't require them to be the same 1, so that you can have them at different scales and materials etc and it will still handle it. You just "group" the objects to what you want to put into the instance

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haven't used it in a couple of years though but that was the same thing I was up against, but there were enough things that were similar or based off the same model they just needed slight variations between them. The datasmith python integration should let you do that grouping and conversion on the import I would think

jaunty shell
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indeed, a python script to optimize your scene would be awesome

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maybe an automated ISM/HISM, LOD and HLOD pass in a click

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heck, even a script that would piggyback on datasmith and do the optimization when importing your datasmith asset would be awesome

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I really want to see what they have for us regarding material swapping too

pearl tangle
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yeah thats definitely in there with the python integration part of it, the epic guys were showing me a demo 3-4 months back when they were over here

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both of those

jaunty shell
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shieeee

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I've been trying to get a workflow like this for a full year

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😐

wicked oak
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@jaunty shell doesnt work like that

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ive used plugins to blanket turn everything into instanced meshes, performance tanked

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you need to do it manually on the correct parts

jaunty shell
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that would require way too much time/work :/

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we are looking for a way to get as close as the "one click" solutions you can get in softwares like Enscape or Twinmotion (to some extent)

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but these softwares are merging assets by materials, thus won't allow us to get all the meta data we want when exploring the model in VR

mighty carbon
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consumer edition of StarVR ?

granite jacinth
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Doesn't matter at this point inho

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Vive and Rift have already dominated the PC market

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VR home brand names at this point

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If anyone is going to get a new HMD they will wait for their brand to release a newer version

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Pimax will be in 3rd if they can ever get their issues sorted out

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But let's not forget about that elusive WMR HMDs that come in all shapes and sizes

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And colors

mighty carbon
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but the FOV !

nimble edge
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Does anyone know how to modify the stock VR template so a new "pickup cube" is spawned in your hand when the trigger is pulled? When I spawn it, it ends up on the floor at my feet.

sonic lake
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@nimble edge it drops to the floor because you are not grabbing it, so it is not attached to the motion controller

nimble edge
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@sonic lake It appears on the floor. I was expecting it to show up and then drop, and I'd figure out attaching it later.

sonic lake
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Ok then it is very likely a collision related issue

nimble edge
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Ok, thanks. I'll look in to it tonight when I get a chance. This is all new to me.

tired tree
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@nimble edge you are probably getting the actor/vrrrootcomp transform to spawn it at, get the motion controller transform instead

mighty carbon
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interesting... no commits to the repo for 4.19 today, at all

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I wonder if entire Epic participates in the jam

tired tree
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snow storm

mighty carbon
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o.O

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damn weird weather

granite jacinth
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wtf

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Manus gloves 4x the original price

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Either that, or I don't remember the original price right

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But swear it was $250

nimble edge
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The Dev Kit was $250

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Looks like it went up...

granite jacinth
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hhmm

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Anyone have any issues with their VR game always being in Fullscreen mode in 4.18?

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Using this node in Editor works...not in Packaged though

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Alt-Enter does nothing

glossy agate
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Did you try setting it in settings instead? under the "play" tab or something like that?

granite jacinth
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Yeah, going to see about hardcoding it in config now though

granite jacinth
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hmm damn

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even the hardcode that didn't allow me to switch in editror

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still causes the damn thing to go fullscreen in packaged. boooo

real needle
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@granite jacinth I think its hardcoded to be fullscreen

granite jacinth
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Pretty sure I never had this issue before 4.18

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oh wtf

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since when

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It cause peopel with 4k screens...

glossy agate
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Oh I thought you were trying to get it to be fullscreen haha

granite jacinth
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to well... go 4k res

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I don't want it to be fullscreen

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I want the player to have the choice

real needle
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I've never had the start in fullscreen etc do anything for me since "start in VR" became an option

granite jacinth
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But umm, oh wells, if it can't be done.

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hm

glossy agate
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Cant you set it to a smaller resolution though?

real needle
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You can set res of preview window but I think it acts as "fullscreen" even though it's a windowed window

glossy agate
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If its a perf issue

sturdy coral
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The oculus branch used to have some customizations around setting mirror fullscreen separately

rocky nimbus
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Is there an easy way to pause game when the HMD is taken off? It's mandatory for the Oculus Store now but I can't seem to find a simple solution (it should be)

sturdy coral
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@rocky nimbus you can register a callback for the worn state

rocky nimbus
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@sturdy coral Any references you can send my way? So far I've not found anything native to UE4

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I'll see if anything like that exists when I hop back on in an hour or so

sturdy coral
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Search the HMD module or plugins for "worn", I don't remember if it is exposed to blueprint. You can query the worn state as well as register a callback/delegate

tired tree
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its exposed

rocky nimbus
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@tired tree @sturdy coral Nothing by default, in-BP or in the plugins

sturdy coral
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Look in the plugin code not the plugin list

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It isn't a plugin called worn nor is it in the description of the HMD plugins

rocky nimbus
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What do you mean 'plugin code'?

sturdy coral
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The source folder for the Oculus plugin if you are targeting the Oculus store. It should also be in the common HMD interface though

rocky nimbus
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oh wait,

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I'm seeing the delegates

rocky nimbus
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That's not in BPs by default, it seems. Also, would I need to run this in a loop?

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Shouldn't the delegates I screenshotted work if I set them up to custom events?

sturdy coral
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It shows it in blueprints

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Shows a blueprint node

rocky nimbus
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Strange...

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I'm not seeing it

sturdy coral
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'Put on head' etc may be a synonym for the worn delegate through some blueprint renaming thing

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It also may have changed version to version to different names

rocky nimbus
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I'm using 4.16 as well, it may have been re-named

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Yeah

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'Connected' likely doesn't mean Worn though

sturdy coral
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Probably not

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You may get no initial event when the game starts if it starts with HMD on

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That may just be a SteamVR plugin bug, I can't remember

rocky nimbus
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Should this not work?

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Fail

idle plinth
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Hey Vr people. So im having a problem with editing in Vr mode in unreal engine. The text on the UI is very blurry until im about one feet away from the text or closer. which makes it almost unreadable

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anybody know why this is?

tired tree
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worn wasn't fully exposed / fixed back in 4.16 I don't beleive, think they "fixed" it in 4.17 @sturdy coral @rocky nimbus

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that event either

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wasn't being thrown when it should have been

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exact fix commit date is hazy though

proper osprey
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Hello. I have a question. I have a high end computer (gtx 1080 ti, i7 6700k). How can I make sure my project will run on lower spec computers? Is there a way to simulate various computer specs?

mighty carbon
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so, I hooked up AnyKey node and saw that nothing that Epic's docs have matches actual buttons on Gear VR motion controller.. 😦

glossy agate
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Thought you were done with mobile? Or are you building something for Go when its released?

mighty carbon
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well, if I don't get Go, I'll buy it for sure

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so I'd rather have working template now than later

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plus I designing a house and I think mobile VR is less cumbersome when you want to show it to various people

glossy agate
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Good idea

mighty carbon
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also, as much as I love 6DoF, it's a magnitude more work on design and implementation side when it comes to gameplay

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than for 3DoF

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I hope that Go will sell enough units

wicked oak
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@mighty carbon the dinosaur game i worked on got 4k dollars in sales

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im working on adding controller support

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not having it day 1 was a HUGE mistake

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absolutely huge mistake

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turns out 70% players use controller, so the game lost a lot of good reviews due to the controls being headlock only

mighty carbon
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controller as motion controller or gamepad ?

wicked oak
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the motion controller

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that shit 3DOF one

mighty carbon
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oh wow

wicked oak
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but i just built a prototype

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and damn, it is a huge improvement

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much better than headlook for the aiming XD

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even if its still not completely accurate becouse 3dof

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but it kind of becomes a "mouse pointer"

mighty carbon
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aye

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didn't know that many people got controller

wicked oak
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pretty much every one

granite jacinth
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New gear gets it included ?

wicked oak
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yes

granite jacinth
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Well that's why

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Just saw Olympics ad for it

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Heh, Samsung is funny

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They showcased Gear VR not Odyssey in the ad

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Intel also did a VR ad

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Guess they have some VR cameras placed all over so you can Live view

wicked oak
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im just interested on the full olympics

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i really enjoy martial arts

granite jacinth
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Haven't looked at it yet

wicked oak
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1v1 PvP at the highest level

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taekwondo and judo tend to be great

granite jacinth
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Heh

wicked oak
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pro level taekwondo is serious movie stuff lol

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with the flying kicks

glossy agate
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My buddy texted me yesterday wanting to buy VR after seeing the add. Asking which one to buy for watching the olympics. Think its only mobile VR though

granite jacinth
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I don't usually watch too much of the sports. Opening ceremony

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Usually

wicked oak
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i only really care about the martial arts

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its winter olympics

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no martial arts

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so i give 0 fucks

granite jacinth
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But some of the events this time around are pretty competitive

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When will VR eSport be Olympics event?

wicked oak
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lol

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its e-sports, even if vr

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wich means zero chance

granite jacinth
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You never know

wicked oak
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the main reason is that no e-sport can really "be" in the olympic comitee

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at least right now

granite jacinth
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Times are changing

wicked oak
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in sports, the rules are public

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in games, the rules are controlled tightly by a central organism (game dev)

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this is a huge difference

granite jacinth
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I men. Imagine a VR Battle Royale Olympics event. Definitely could happen.

wicked oak
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becouse olympics are every 4 years, in 4 years how many games can become popular and stop being popular?

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what game do you choose for the olympics

granite jacinth
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Every country competing

wicked oak
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Lol, or Dota

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(for moba)

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or do you play Overwatch, or Counter Strike (for shooter)

granite jacinth
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Hmm yeah. Team sport

wicked oak
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it would be so politized it would 100% be on the game dev that pays mre

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(so LoL and overwatch)

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and it wouldnt have good reputation

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keep the olympics for olympic sports, we already get really cool game tournaments

glossy agate
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haha have Dr Disrespect running the olympic torch up

silk lodge
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hey!! I have to buy a bunch of games that cost $5.00 (not 4.99) - preferably something I could get a written agreement that I can play at free public VR demos- because I just made 8 new accounts that need activating

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do any of you have suggestions for games that are friendly, fun, and easy on first time users?

real needle
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@silk lodge Not where you'd be able to get a commercial license for sure..

silk lodge
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I work with developers to secure licences

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but this time around, I've gotta buy a bunch. I can't be given keys

mighty carbon
#

@silk lodge "I work with developers to secure licences" <- what do you mean ?

silk lodge
#

I mean that I don't just buy games and play them. I make sure it's cool with devs to play them!

mighty carbon
#

oh, I thought you secure licenses for developers.. Like 3-rd party IP licenses

silk lodge
mighty carbon
#

Austin.... I miss living in Austin 😦

silk lodge
#

it's nice! 😃

mighty carbon
#

that why I miss living there 😉

mighty carbon
#

Blender 2.8, all real-time

#

I wonder why UE4 can't render like that

silk lodge
#

it can

mighty carbon
#

eeh, I don't think it can without baking lighting

#

also, UE4 has no real-time GI

tired tree
#

eevee is "realtime"

#

its still re-rendering on viewport shifting

#

its not game engine realtime

#

also I don't see that it supports "realtime" GI, it has the irradiance volumes

#

its still taking longer than a normal frame to render the view

#

wonder why the aliasing is so trashy in that video though....

cosmic shoal
#

Eevee is progressing better than I tought

#

and yeah it does have some artifacts still that are very distracting, aliasing could be eliminated if you just render at twice resolution and scale it down (dunno if eevee suports that tho)

tired tree
#

its amazing for blender for sure

#

should really improve workflows to ue4

mighty carbon
#

any idea why TraceByChannel works differently than TraceByObject in 4.19 ?

#

when I trace by channel, the hit point sticks to the surface, as expected. When I trace by object, there is some kind of padding and hit point is always above the surface :/

#

on top of that non-line traces by object get stuck inside player's character :/

tired tree
#

sounds like one you are using(tracing) complex collision and the other you aren't

mighty carbon
#

nope, all settings are identical :/

#

i'll just stick with tracing by channel then

craggy obsidian
#

Or ask in the forums as it could be a bug?

wicked oak
#

@motorsep#8292 unreal cant becouse unreal needs to run fast

#

blender eevee is all sorts of spectacular overkill

#

becouse even if you have 3 fps is completely fine

#

and honestly if you bake lights properly you can do a lot better than that blender scene

#

that blender scene is such a massive overkill for reflections

#

it literally just renders the whole scene a ton of times, per reflection

#

thats why when he is editing it you ssee stuff popping

#

thats from the scene captures getting rendered

#

i also think that scene does use baked light a bit

cosmic shoal
#

For Unreal arch-viz it's the same way, I use reflection planes everywhere and generally don't care about performance, turn everything to 11, use huge lightmaps etc. I have to turn settings to low when editing the scene just to not go crazy.

wicked oak
#

@main gustn#6226 exactly

#

unreal actually has a good deal more features than blender eevee at the moment

cosmic shoal
#

Yeah, but for people who use Blender it's a huge thing to keep everything under one app. It's convenient enough that it's got me exploring the switch myself.

wicked oak
#

thats the idea

#

eevee + gltf can allow you to author your scene in blender, and export it as a whole to unreal, keeping materials and textures

#

with the materials getting translated automatically

#

also, blender eevee would allow movie stuff better

#

after all, blender is a MOVIE software

dusky moon
#

I absolutely love eevee but I don't know why I still prefer to create materials inside UE . it just feels more safe to me even if that gltf thing is smooth already 😄

wicked oak
#

@dusky moon the idea is that you could preview the mats in blender when sculpting/modelling

#

and just export the model all ready

#

substance also supports gltf

#

so you can export mesh + material setup in 1 file from substance, and not having to setup the mat inside unreal

cosmic shoal
#

I have oly dabbed with Blender so it's all pretty alien to me, and yeah I'm pretty confortable making materials in Unreal also.

wicked oak
#

they are working on having the materials integrated

#

they arent still fully integrated cross render engines

#

so the same PBR material you make for eevee will work the same way in Cycles pathtracer, and if you export it, it will also work in unreal/unity

dusky moon
#

@wicked oak that is certainly awesome! I'm hoping that it's flexible enough workflow for iterations as well.

cosmic shoal
#

substance.. man all the stuff we have to learn (and buy) just to play with the big boys..

wicked oak
#

substance is a godsend

#

so much better than the older way of using photoshop

cosmic shoal
#

I've seen the unreal to substance tutorials, so cool.

wicked oak
#

absolutely massive improvement

dusky moon
#

I just switched to substance from Quixel and my life is better now

#

Anyways, I'm really stuck with fixing Aliasing on MSAA for a texture I made in Substance ... It's a 'Tile concrete wall" and I get massive aliasing on tile edges using MSAA ... any tips ? I lowered the intensity of Normals but it still sucks

#

Also used this "Normal to Roughness" thingie which doesnt seem to help much

mighty carbon
#

^^ so Steam doesn't give a damn about what they are letting on

#

@dusky moon you can't AA on textures with MSAA as MSAA works with actual geometry only

sturdy coral
#

@dusky moon there are two different normal to roughness things I think; one bakes into roughness texture and one is based on screenspace normals

#

For roborecall I think they said they used both

dusky moon
#

@sturdy coral yes, one should be applied inside roughness texture (compositing) and the other is inside the material "Normal curvature to roughness". I used both and didn't help

#

@mighty carbon well does that mean I should forget normal maps as long as I use MSAA ?! didn't know it's that rough

mighty carbon
#

either that, or accept the fact and move on

#

or use another AA method

dusky moon
#

yeah, well as I'm relying on text msaa+forward is a must so I'll compromise normals I guess. thanks

wicked oak
#

getting sent more free hardware from oculus, sweet

real needle
#

@dusky moon What is your supersampling %? I was able to get rid of the aliasing using the texture technique. But I'm running at 150% which is probably helping

dusky moon
#

@real needle I'm at 200 % actually. maybe I should test lower ones though. thanks for reminding

#

speaking of free hardware, is Vive still generous to hand out dev kits for the pro one ?!
@wicked oak Do you know if Oculus ships standalone one yet to devs !?

wicked oak
#

@dusky moon hahahahah

#

you wont get shit from vive/valve

#

valve has NEVER been generous

#

i asked them for a second Vive after actually getting 40k installs on VRMultigames

#

and they took the time to answer the email with "go buy one"

dusky moon
#

oh well, I used to get 1 from Valve last year actually 😄

#

maybe HTC

#

I'm actually looking forward to see unreal dev grants like 2 years ago which were dedicated to VR equipments only

#

good ol times haha

wicked oak
#

oculus is sending me an oculus Go

#

4 weeks till it arrives tho, its going to almost be release XD

#

i wonder if i should try to prepare something for Go

#

but, what?

dusky moon
#

oh thats nice!

#

well one thing that needs to be cleared is its platform

#

is it gonna be oculus store

#

or gear vr store ?

wicked oak
#

ive seen gearvr doesnt really bring much profit

#

the dinosaur game i got hired to port has got 3k dollars

#

and it launched in "Games", and frontpaged for a good while

#

looks like gear people really like their movies and "experiences" more than games

dusky moon
#

Yeah absolutely, in gear 360 stuff can sell real well. but anyways this oculus go thing .. I hope it's not another whole separate branch in terms of dev/shipping because the market is already chunked badly

wicked oak
#

not really, its going to work with the gearvr store

#

it runs gearvr apps

dusky moon
#

Fine, anyways seems like the new feature in 4.19 "Proxy LOD" is super handy for making optimized distant objects. so I guess we won't need to merge actors into one mesh by hand anymore.

wicked oak
#

you could do that before

#

with instalod

#

it doesnt work as well as you would think. Material/texture quality tanks SUPER hard

#

and lightmaps go to shit, so they can artifact a bit

main ether
#

@jaunty shell that looks like the Apple spaceship a bit 😃

jaunty shell
#

@main ether it does look massive in VR, even more when you look at the real WIP building 😃

main ether
#

i bet!

#

i love archviz stuff 😃

jaunty shell
#

yeah its pretty interesting

#

some things can be really challenging though

main ether
#

has anyone done something with climbing in unreal? (in c++ preferably)

tawdry dragon
#

Hey guys, might be missing something really simple here. I have a BP actor with a widget that I want to always try and be infront of wherever you're looking. Im trying to use "Get forward vector" on the VR Camera's rotation, but it doesnt really make the Actor follow my gaze

#

Anyone got a hint to what I can do? 😃

#

nwm me... Im stupid.. Forgot to add the location to my multiplication

pearl tangle
#

@tawdry dragon Why not just attach it to the camera?

tawdry dragon
#

mostly because I dont want it to follow the camera at all times

#

only when it gets out of view

#

its a ingame menu, so moving around all the time when people look at the different parts is not ideal

#

So i have a VInterp function running when it gets out of view, nice and steady 😃

jaunty shell
#

hey everyone, I'm trying to troubleshoot a reccuring problem I have on all my projects with VR enabled

#

Frequently, when starting the VR preview, the whole window freezes

#

I'm using the VR template on the current projects, but I also had this kind of freeze with a custom made template using the VR examples content package

#

anyone had something similar ?

rocky nimbus
#

I'm seeing this error when I open my project

#

My packaged game plays the video file on Oculus but not on Vive

#

The 2 files it's referencing in the MediaPlayer aren't actually in the media player

#

What's happening?

#

(It started when I upgraded the project from 4.16 to 4.18, some kind of cache?)

wicked oak
#

go back, and upgrade to 4.17 as intermediate

#

they did a lot of changes to media stuff, so no wonder stuff broke

#

usually its best to upgrade one version at a time

rocky nimbus
#

@wicked oak I deleted all the media-related assets in the MOVIES folder and re-imported, re-created the media player and the error doesn't show up on launch anymore. Hopefully Vive can see the video in the packaged ver.

gleaming river
#

Hey peeps, If I was wanting to sit in a real chair whilst in VR what would be the way to always know the location of that chair. Should I be using a vive tracker?

jaunty shell
#

@gleaming river yeap, or if you don't need both controllers, you can use one of em instead of a tracker

gleaming river
#

@jaunty shell Thanks, I will give it a go and see what happens :d

jaunty shell
#

feel free to report back 😃

cold siren
#

Hey guys, I'm trying to get a Light Fixture working in VR that has tweakable dimmer. My problem is that stationary lights start overlapping. I dont need the lights to cast dynamic shadows but I want other the properties of stationary lights like changing the intensity and colour. I turned off cast dynamic shadows in the lights, but the stationary lights still have X on them signifying overlapping. When I uncheck "cast Shadows" it works fine, but I now lose the shadows from the light fixture it self. Any one know how I can use the stationary light features but not have them be dynamic?

wicked oak
#

@cold siren bruh

#

thats ridiculous

#

for the love of god dont do that, it will run at 1 fps

#

use a emmisive material

#

and add one light to do the general lighting

cold siren
#

@wicked oak yeah obviously its performing poorly atm

#

my fundamental question was whether the features of stationary lights are all expensive? Dynamic shadows vs changing of intensity? I assumed (could be totally wrong) that the dynamic shadowing is the largest cost while changing intensity and colour have very low cost

#

is there a way I could use the latter 2 features and not the dynamic shadowing of a light? maybe through editing the engine?

wicked oak
#

stationary are very expensive

#

they are the same cost as fully dynamic lights

#

the difference is that their shadows are baked (for static shadows)

#

if you want "free cost" lights, use fully static ones

cold siren
#

ok so you are saying that stationary lights features are all the same cost as a dynamic lights except for parts that it can bake for static meshes

wicked oak
#

yes

cold siren
#

Ok so my best bet would be to change properties ina post process volume im guessing

#

@wicked oak I can't use one singular light for the space with emmisive material because I need these shadows cast by the light fixture itself

jaunty shell
#

how about faking it even more and using a light function ?

#

not that it will simple to translate it to a LF though, that's a lot of lights for a single fixture 😄

cold siren
#

Light Function, I didnt think of that

#

but maybe it could be possible

#

Aren't light functions expensive as well though?

jaunty shell
#

not really, its basically a texture projection

#

it'll be a lot less expensive than using multiple dynamic shadowed light for sure 😉

#

@pearl tangle @hard light @wicked oak Alright so I've made some progress with getting good performance with CAD imported models while keeping a way to get the individual entity Meta data available

#

I've setup the scene to only display the merged version of the model, and keep the "notmerged" model hidden

#

Raycasting is done on the hidden model, aswell as a highlight effect on the raycasted hidden part

#

performance is pretty good so far considering the scene is using dynamic lighting

#

still getting that nasty crash after a few seconds though, I've got no idea on how to debug that 😦

hard light
#

sounds like progress

jaunty shell
#

at least we're not talking about reprojection for each frame now, values are under 11ms 😂

mighty carbon
jaunty shell
#

@mighty carbon flex nvidia branch ?

#

the softbodies in that tweet look quite similar

mighty carbon
#

hmm... I thought UE4 has soft bodies physics out of the box

tired tree
#

you are likely thinking of the faked soft body effect that people were pulling off with distance fields

mighty carbon
#

I wonder if Santa Cruz will cost about the same

#

(assuming specs are comparable)

wicked oak
#

that looks comparable in spec, except oculus is 4 cameras not 2, and has tracked controllers

#

the snapdragon and screen seem fairly comparable

mighty carbon
#

Pico claims controllers are 6DoF too

mighty carbon
#

I have a feeling UE4.19 will be released either tomorrow or on Wednesday

tired tree
#

sure hope not

wicked oak
#

@tired tree why?

#

i expect thursday

#

becouse its the typical release day

tired tree
#

still waiting on some bug fixes

#

fairly major ones

mighty carbon
#

there have been no commits to their repo for several days, and it's not due to bad weather

#

they haven't fixed multiview/direct crash either

full junco
#

my game is at "Very Positive", thats good 😄

#

@mighty carbon I know you disliked some stuff about the steam reviews, the only major issue I see with them is that people below min spec can write negative reviews. apart from that, I'm quite happy

mighty carbon
#

mine is very positive too, but before I became that way it was mixed... But, if you saw the link I posted a few days ago... Steam is a big dump.

#

and Valve isn't even trying to hide it

full junco
#

but you complained about the review system specifically a while ago

mighty carbon
#

yeah

#

just saying on top of that

#

you should release on Home and see if it gets more visibility than on Steam

#

for science 😃

full junco
#

no, thats not a place to release the game in the near future

#

its not made for early access

#

and I only have 25% rift users

mighty carbon
#

there is EA option when you release

mighty carbon
#

oh, just saw Oculus reply to my bug report and sounds like 4.19pre5 is on the table with multiview fix.

#

unless it was merged into p4 somehow

granite jacinth
#

Hmm, anyone have issues with players randomly freezing?

#

Seems like a Memory Leak

#

But this is a full BP project

#

Only thing I can think of is maybe some infitnite loop.

#

But it happens on both Rift and Vive and only started happening in 4.18

#

It doesn't happen to everyone

sharp swan
#

does the world free or just the player?

#

(freeze

#

btw. there is no harm in adding a custom c++ class to convert it to a c++ project and then using the debug symbols in VS to find out the issues. It's my main argument for not making blueprint only projects.

noble crater
#

anyone know if there's a way to get the HMD "eye" in a Material? I want to have a different stochastic seed per eye

#

looks like ScreenPosition could work

sturdy coral
#

@wicked oak @mighty carbon I think that (pico) is the same one you posted a few weeks ago. it was 6dof through using ultrasound if I remember right

#

@mighty carbon I don't think he can release on oculus home, don't you have to be compatible with the oculus min spec?

#

unless you are on gallery apps maybe?

mighty carbon
#

no, you don't have to be

#

and if you submit as EA game and get accepted, I think you end up in EA section of Home, not in the Gallery

#

I can only speak for mobile.. On mobile I would specify min spec platform and it would have to pass. For example, I said S6 is minimum (ignore Note 4) and that's what they would use for passing the bottom line

#

fortunately with multiview my project ran at 60 fps on Note 4 too , so I think they didn't black list Note 4

#

vblanco would be the one to ask about Home release on PC

sturdy coral
#

@mighty carbon hmm yeah Onward seems to be able the spec (recommended 980, not sure min), but is in that early access section

proper osprey
#

Do you guys know the best way to use mirror material in VR? Tried planar reflection, but it hits hard on the system and doesn't work properly with VR. On the Oculus Dreamdeck App there is a scene where they copied the room to the other side of the mirror mesh and it looks great. Is there a way to have a portal like mirror where I can create a copy of the room but making it so that it doesn't show the copy on the other side of the wall? It's for a bathroom in a house and the other side of the wall where the mirror is located is the kitchen.

glossy agate
#

@proper osprey You try scene capture cube? You can make it "reflect" anything. Im guessing you are doing arch viz, thats probably the easiest way

proper osprey
#

yeah I tried it. It doesnt work very well, it streches the reflection, and for some reason the scale is way bigger than the reflected mesh. I guess I will try it again and see what I can do with it

#

thanks!

pearl tangle
#

you have to mess around with the placement of the camera for that and the output resolution of the texture

glossy agate
#

Yeah and make sure it’s using Tex cord so it doesn’t run off the size of the mesh

rocky nimbus
#

@proper osprey As long as you don't see any moving parts in the reflection, a replica of the bathroom might work best performance-wise

#

A capture component doesn't work well in VR as a mirror because you're forcing a mono view through the mirror

jaunty shell
#

planar reflections work rather well with VR @rocky nimbus , but performance wise... that's another thing 😄

rocky nimbus
#

@jaunty shell Oh yeah, I meant just using a 2D capture component and then projecting the camera onto a flat surface

#

Is costly and would look 2D in VR

jaunty shell
#

yeah looks like ass for mirrors

rocky nimbus
#

I had to use it for a sniper scope and even then it looks like ass

jaunty shell
#

😄

#

well you could force the 2D capture to be displayed in one eye only

#

and have two of em

#

but then the frametime would go through the roof

rocky nimbus
#

Yeah, even with just one I had a hard time getting optimal FPS. Low-res, too

#

Basically rendering the scene 3 times or more when you start using 2d captures in VR

mighty carbon
#

has anyone here tried Teamviewer to work on your UE4 project from a lesser powerful device ?

#

(I'd love to work on my project from work, connecting to my home workstation where UE4 is running)

real needle
#

@mighty carbon Yes, using the tools are fine, but playing in editor with wasd + mouse = no

jaunty shell
#

also, scene view doesn't take long key presses @mighty carbon

#

if you want to move using wasd, you have to do multiple key presses to go forward for example

mighty carbon
#

gotcha

#

thanks

jade saffron
#

just came across something: a lot of vr games just come with generic video setting to choose from, mostly only graphic profiles (low, medium, high) and antialiasing level. is there any reason why you wouldn't want users to change more specific settings (e.g. shadow quality)?

mighty carbon
#

I am sure mobile VR market in China will be lucrative with Oculus Go release

mighty carbon
#

cool if someone wants to make Wolf-like game for VR 😉

wicked oak
#

@mighty carbon i would do it, if i had any level design skill whatsoever (wich i dont)

eternal inlet
#

hi guys, im currently troubleshooting something which could be a loose connection with my vive, but which may actually not be the case

#

every time i start my game, it runs fine the first time

#

second time the HMD content is blank

#

if i issue a stat unit cmd, i can see it drops frames insanely

#

like 33ms

#

and if i then run r.screenpercentage 100 followed by 140, most of the time, i end up getting hmd image back

#

anyone know of this?

#

actually it seem to come and go kinda randomly

#

when i don't have anything running, i tend to get these spikes too

#

my cpu is i7 4990 + gtx1080ti

#

and gpu seem to be just ideling

wicked oak
#

could it be GC ?

eternal inlet
#

highly unlikely

#

it's ticking like every second

wicked oak
#

thats exactly what gc does

#

nearly every time its a spike every n seconds its gc

#

profile it?

eternal inlet
#

hmm, wouldn't i see it always then?

wicked oak
#

the profiler can see the spikes

eternal inlet
#

which profiler u mean? the one in ue4?

#

stat startfile thing?

wicked oak
#

yes

eternal inlet
#

ok

#

well, i just found out that if i put down my hmd, it starts with the spiking

#

but if i put it on, and it shows the steamvr home garden, it runs smooth

#

how odd is that?!?

#

never had this issue before... pretty stumped

mighty carbon
glossy agate
#

Maybe a problem with "worn state"?

eternal inlet
#

it does seem like it

#

but why? i don't recall changing anything recently... it just started all of a sudden

mighty carbon
#

I hope Santa Cruz will have 845 inside

granite jacinth
#

@mighty carbon I thought I saw it won't

#

845 is the latest right?

wicked oak
#

maybe it even uses a semicustom chip

#

but something like that snapdragon makes sense

mighty carbon
#

@granite jacinth Go uses 820.. There is no reason for Santa Cruz not to use 845 and beyond - they don't have to fit into $200 budget

eternal inlet
#

profiling didn't show up anything usefull other than 30-33ms stalls

#

so i tried switching on reprojection, and then it went back to normal

#

i've been running without reprojection enabled (any of them) for atleast 2 months now, i wonder what causes this now... 🤔

#

well, almost goes away... it's just much less

#

still does some odd hitches

mighty carbon
mighty carbon
#

I think I'll use it for my projects 😄

glossy agate
#

They came out with the fancy new geo editing tool early last year.

#

has all the extrude, bevel, slice ect. Probably OK for blocking out, but I don't know about using it for a modern looking game

mighty carbon
#

CoD series still use same old BSP levels with decorative meshes

#

the core is blocked out with BSP brushes anyway

#

and TrenchBroom allows such blockout to be done with unprecedented speed

#

it would be nice to have the design flow and tools like that built-in, in UE4

wicked oak
#

@mighty carbon that does look good

#

cant you export it to obj or whatever?

#

there is HammerUE wich can load hammer maps, maybe that could owrk

glossy agate
#

Reminds me of the old "red faction" level editor that came with the game back in like 2001. Was so fun, and it had procedural destruction for all meshes if you wanted

wicked oak
#

@mighty carbon can you use it to do ue4 maps?

#

their BSP CSG stuff would be of use to me

#

for prototype geometry

#

blender and houdini are both kind of crappy with booleanspam, so doing CSG is a lot more annoying for greybox type stuff

mighty carbon
#

@wicked oak you can make Quake map, and then import it to UE4 using HammUer plugin

wicked oak
#

that sounds interesting

#

i should test it

mighty carbon
#

I don't know about OBJ.. Kinda defeats the purpose of brushes

wicked oak
#

ill try that editor, and if i like its workflow ill try hammuer

#

just for greyboxing

sturdy coral
#

@eternal inlet GC shouldn't happen every second so I don't think it is that. many people have reported issues with MSI afterburner causing stalls every second

eternal inlet
#

i ended up reinstalling my entire pc actually

#

it was acting really weird

#

so i suppose those stalls were related to that

sturdy coral
#

if you do have afterburner, people say to make sure to close the monitoring graphs that show GPU temp and stuff while in vr

eternal inlet
#

ok

sturdy coral
#

or every time it polls it it causes a hitch

eternal inlet
#

noted

#

hm i don't even know what afterburner is

sturdy coral
#

it is just an overclocking utility

eternal inlet
#

ah, i don't have that then

sturdy coral
#

they say other apps that monitor gpu temp etc. can do it too

eternal inlet
#

im almost done with re-install now, so it's hopefully gone then

sturdy coral
#

I think GC happens every 60 seconds by default

#

unless you run into memory pressure and it needs to run earlier

eternal inlet
#

yeah, i've seen it run about once every minute too

sturdy coral
#

I never got around to it but it would be nice to have GC happen during click turns and a few other events like that

#

maybe bias it to prefer running when the character or hmd isn't moving much too

eternal inlet
#

that would be nice yes

granite jacinth
#

hmm
Survios
From Raw Data to Sprint Vector

glossy agate
#

You play it yet?

#

I played closed alpha a bit and it was pretty fun. has a bit of a learning curve and needs actual skill to win

eternal inlet
#

what version of visual studio is the "correct" one to use with most recent engine version?

#

i had vs2015 community version before i reinstalled, but would like to install 2017 if that's better?

glossy agate
#

I use 2017 no problem. It should compile any 2015 stuff no problem

#

But Im no expert on VS

real needle
#

@eternal inlet Yeah I didn't have any problems switching to 2017, it still compiles the project as 2015

eternal inlet
#

oki, i'll go with then too then i think

supple lotus
#

Hey everyone! Anyone has ever met the issue, where you have a mesh (character) position and rotation set via the HMD, but in the game they end up at a different spot, compared to the actual HMD position?

In our CharacterBP, the camera component is bound to the HMD, and then the character location/rotation is set based on the camera pos/rot. We are printing the HMD location/rotation, and it shows different values than the actual actor loc/pos. For instance, the HMD says the location is x= 50, y= -90 and z = 0, but the mesh ends up on the x=50, y=-86 z=0. If we move around, we get the movement relative to the wrong mesh location, and not relative to the actual game center. Any ideas?

glossy agate
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Im using the BIK plugin but every other disconnect works fine with diff anim states. With physics though I disconnect and simulate the whole thing, there is a floating crucified mesh flashing. Any idea what Im doing wrong? Have tried a bunch of stuff

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Well one part solved. on detach I needed keep world, so no floating mesh. Now its just a flashing mesh on the ground

granite jacinth
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Who has received a WMR Dev Kit, and do they remember if it came from Vegas?

ripe vault
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Curious if anyone else has had problems with vr preview working in UE4 4.14 or 4.15 with latest oculus version?

sturdy coral
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@glossy agate have you tested the same mesh without bik? make sure the physics asset is good in a simple project

glossy agate
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Didn’t have it before bik or any other game. Hostages have the same phys asset and they work fine

sturdy coral
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@glossy agate shooter game does:

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GetMesh()->SetSimulatePhysics(true);
GetMesh()->WakeAllRigidBodies();
GetMesh()->bBlendPhysics = true;

glossy agate
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Hmm I’ll look at that blend. I simulated from spine up with no flashing, but all the way to root makes it flash

gleaming river
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Hello Everyone, If I model a box that represents a box in real life and I want to walk around the box in both VR and real life, how do I make sure I spawn in the correct location in VR to what I am putting my headset on in the real world?

main ether
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you need to know where the box is in relation to your tracking volume

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if you dont have that, then you can let the user touch the box with the controllers or the hmd to get the location

mighty carbon
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finally managed to get remote desktop working. Now I can do some game dev while at work 😛

humble echo
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i used chrome remote desktop for a while till it fucked the world

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jealous of you all, hopefully getting a vive here soon

mighty carbon
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well, I can't really do actual VR using remote desktop.. Just BP stuff that I can test in PIE

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lol

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Hololens looks better

jaunty shell
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you look a bit like these guys with the magic leap on your head 😂

dusky moon
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Guys, I'm trying to resemble the feeling of a slow-mo in VR. Thinking of adding a delay to my Motion controllers to get this feeling ... just wondering how I can possibly do this with blueprints ?!

shell karma
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you want to slow mo the controllers or the environment ?

mighty carbon
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eeeh, you control your own time.. If you want for your hands in VR to do slo-mo, then move slowly

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otherwise there will be disconnect between your physical movement and the hands you see in VR

shell karma
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even if you'd come up with a way to force slow the controllers that'd be very bad decision, design wise, can't force real person to slow their movements based on slow movement in game

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slow motion feels great with everything around you slowing down, ie actors, enviro etc

dusky moon
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well enviroment wise it's easy to do so

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but I would like to test the slowmo on the controllers

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it's for a research

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so the desync doesnt matter honestly

shell karma
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you'd then have to do it manually every frame then

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I mean controller world transform

dusky moon
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like I should do it on Event Tick using VInterp to ?!

shell karma
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I'm afraid you'd have to dig deeper into MotionControllerComponent

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which is c++ and engine source

dusky moon
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Oh well, sounds scary ... but will try

shell karma
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well basically what I can imagine is that you'd perform some normal/fast movement of your arms and then your hands in VR would slowly follow the route to some extent. Still can't understand why, player would just stand and watch the hands moving

dusky moon
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the thing is ... I want to test how if actually feels in VR. so you can watch the trace of you bodily movements. but it may feel very wrong though

shell karma
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well you could always came up with some sort of movement recording feature, you'd save world transform of a desired component and play it back at some point

dusky moon
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True, it's already possible to record movements with sequencer. hope it was possible to use it on run-time though

shell karma
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not sure about sequencer, but I've seen some time shifting blueprint stuff on the marketplace, it might have something useful for your case

dusky moon
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ah cool, will check .. thanks man!

shell karma
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cheap as hell so might be worth looking into

dusky moon
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Wow seems super cool! even if it didn't work with Motioncontrollers ... already great for actors!

gleaming river
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When you are running steam VR room setup does pointing at the computer screen and pulling the trigger affect the direction in which my HMD will face.

proper osprey
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Hey, how do you guys deal with this? If I change RecastNavMesh setting it breaks teleportation

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I want to have collision on walls because of physics objects

glossy agate
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@proper osprey There is an "agent radius" or something like that you can adjust for more precision

proper osprey
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unfortunaly if I touch it it breaks teleportation. I tried doing it directly on the project settings and it doesnt look good

mighty carbon
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"A latency reduction for late-update has been integrated into this release. This is particularly helpful for Oculus mobile platforms."

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@wicked oak ^^

proper osprey
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Found a fix. I changed runtime generation to dynamic. Though I don`t know yet how bad this is for performance

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Agent radius has a bug that apparently isnt fixed yet

mighty carbon
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report it.. otherwise no one will fix it

glossy agate
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Is the scale of everything super small in your level or something?

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Like one of the rooms isn't even getting any nav mesh

proper osprey
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the scale is right. Im building an apartment using real world scale. I used UBX for wall collision. And the bug has been reported by other users already. Over a year ago. That's how I found out the fixz

mighty carbon
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care to share a link to the fix?

mighty carbon
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@proper osprey ^^

mighty carbon
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oh, that's not a bug

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I use that setup for my open world level

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(with navInvoker component added to player's character)

real needle
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@dusky moon You don't have to dig into motioncontroller component, just move a different component towards the location of motioncontroller etc

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You shouldn't offset the motioncontroller component other than for debug afaik

full junco
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I wonder what DX11 quad buffer stereo rendering is and what effects it has? @tired tree @sturdy coral

tired tree
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Its for CAD

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falls in line with all of the CAD work they have been doing as well

full junco
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what CAD work?

tired tree
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at least tradionally, doubt this is for VR in this case

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3D stereo

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for 3d monitors

full junco
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anyone uses 3d monitors?

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I thought 3d on monitors is dead

tired tree
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I used to for work, in CAD :p

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it was,.....meh, got rid of it eventually

full junco
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ok

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I just tried the temporal upsampling in 4.19 for the first time

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its really way better than I thought

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and crazy expensive 😄

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1.4 ms just for the upsampling

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and its not listed in stat gpu

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(bug)

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when reducing the TAA samples from 8 to 1 it honestly doesn't look much worse, and the TAA upsampling time is down to 0.6 ms

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1 sample looks way worse on a still screenshot, but when you have the headset on your head the minimal movements you make are enough so that the image looks way better

mighty carbon
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why don't you use forward + MSAA @full junco ?

full junco
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because I need SSAO

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and with the new TAA upsampling TAA is way nicer anyways

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screen percentage 40 with the TAA upsampling really looks essentially same like screen percentage 100

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but I also havent yet tested with foliage

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I guess the biggest problem will be something like the sky

mighty carbon
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I see

pearl tangle
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anybody got the samsung odyssey headset?

full junco
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I asked MS for any WMR devkit 3 weeks ago and they have not reponded at all...

pearl tangle
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ah yeah you need to go tothe manufacturer for that. Lenovo will give you some

full junco
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I do?

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I thought that form from MS is the way to go

pearl tangle
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Dell also was giving some out to developers as well i know

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well yeah thats the general entry point to it, but usually not the best or fastest. Lenovo loaned us a bunch of free equipment for some museum exhibit stuff I did and via google I am getting their standalone headset in a few weeks. Just gotta show them some project stuff that will sell hardware for them or get them good PR and they are all over it. Microsoft is big and slow

full junco
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does samsung send out odysseys?

pearl tangle
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Samsung is shit. They are my client and we do millions of $ worth of work for them each year, even do the advertising campaigns for their phones. And they wont even tell us anything about the phone beforehand or send us 1 hah

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can't get anything out of them. I just ordered 5 of them through the microsoft store since they are on sale, have to get them sent to my chicago office and then posted over here though. At least less tax to send to chicago office rather than new york office

full junco
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well its understandable they dont want any info to be leaked..

pearl tangle
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we had to install a secure fingerprinted room with no internet and have a security guard that stands outside to check everybody. Not even allowed to have paper in the room. And this is just for doing stuff that doesn't even show anything about the phone

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the information we have to go on is leaks from internal 1s that are all over the internet anyway and they pretty much just advise us to go and google the stuff since they already know it will have been leaked

full junco
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ok 😄

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well the odyssey doesn't ship to europe

pearl tangle
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nor to singapore

full junco
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I dont get why they limit it that way

pearl tangle
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test markets first, it's an experiment rather than a full product launch

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even Oculus doesn't ship to Singapore yet

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but facebook her is desperate to try and get it. I am in talks with them about doing stuff in china for it at the moment which is rather interesting

full junco
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ok

pearl tangle
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not sure why they don't ship to singapore still. Only took vive about 6 months to start doing it, and now Singapore was the first market where they were doing developer outreach on the vive pro

full junco
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how can I get htc to send me a vive pro? 😄

pearl tangle
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where are you based?

full junco
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germany

pearl tangle
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ok their europe head is based down in Barcelona. I have his business card around here somewhere will try and dig it up later.

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they wont send you 1 for free but they have told me they will sell to me at cost

full junco
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my game looks great, has very positive reviews, they should be willing to send me hardware

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thanks!

pearl tangle
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not the vive pro. They aren't trying to sell that to consumers. It's too expensive. It is their replacement for the business edition version

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hows the sales going for your game anyways?

full junco
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I guess good 😄

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I primarly care about having an active community, and that I have

pearl tangle
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what did you end up calling it?

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ah cyubeVR

full junco
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yeah

mighty carbon
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@pearl tangle got any info about any GearVR products in 2018?

pearl tangle
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@full junco so around 3500-4000 odd sales?

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@mighty carbon I think you should just give up on GearVR hah. Im sure they will probably update it with S9 but dunno. They should try and make it on the A series and J series would be a good idea, the specs are pretty damn similar to the S series anyway

mighty carbon
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they already made it on A

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well, it's not that I am haven't given up on it, I just want to know if it will continue to drag on

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(I wonder if they kill it off when Go is out officially)

pearl tangle
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Go isn't done by Samsung though it's just Oculus on their own. Samsung likes to try and take ownership across the board for things. That's why they keep fucking with android so much and try to push samsung pay instead of android pay, bixby instead of assistant and a range of other garbage software. They are good at hardware but their software is terrible

mighty carbon
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well, with Go no requiring phone and being overall better than Gear VR and at $200, I don't see who will be buying Gear VR

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Bixby... lol.. I hate that assistant .. Dumb is a rock

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it seems like it doesn't even understand English

pearl tangle
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yeah google has had years of figuring stuff out with voice, samsung is starting from scratch. It took google 5 years before it got half decent

sturdy coral
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@full junco they should probably reduce the neighborhiod samples if you are running at 1.0 and increase when running lower, if they don't already. Maybe even entirely use the old shader at 1.0

full junco
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@sturdy coral I have tested foliage with wind now, and that does indeed look quite bad

sturdy coral
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@full junco ah, yeah I thought it probably would. Anything where taa rejects the history is going to look bad probably at really low base resolutions

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If you could make velocity buffer run at full res instead of half it might be better, but then way more expensive when running near target res

full junco
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@sturdy coral I'm not sure if a higher res velocity buffer would really improve it..

sturdy coral
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@full junco how is grass with wind turned off? (Turn off velocity in the material too so it uses depth*camera change)

full junco
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@sturdy coral with wind turned off it looks great

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I'm not testing grass, I'm testing trees

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@sturdy coral also, changing the screen percentage is still doing reallocate for the render targets every time

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it prints LogRenderer: Reallocating scene render targets to support XxY Format 26 NumSamples 1 (Frame:2214). in the log after every SP change

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@tired tree why did you delete what you wrote? 😄

sturdy coral
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It probably doesn't reallocate in 2d when dynamic res management is on, it may require something like your old patch but not as involved

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@full junco There is an r. something setting to change the reallocation policy somewhere, but I think we found it didn't work in vr before on earlier versions

full junco
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in 4.15 there was no way to change any "reallocation policy"

sturdy coral
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@full junco this was what I was thinking of, it was in 4.15

#
    TEXT("r.SceneRenderTargetResizeMethod"),
    0,
    TEXT("Control the scene render target resize method:\n")
    TEXT("(This value is only used in game mode and on windowing platforms.)\n")
    TEXT("0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)\n")
    TEXT("1: Fixed to screen resolution.\n")
    TEXT("2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)"),    
    ECVF_RenderThreadSafe
    );```
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it might have only applied to scene captures or shadows or something

full junco
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ah

sturdy coral
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it does mention screen resolution

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it is still there in 4.18, you could try setting it

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I don't think it helped any with hitches on 4.15 etc. though

full junco
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ok

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@sturdy coral doesnt change anything to set it to 2

sturdy coral
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weird

eternal inlet
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looks super cool @full junco

full junco
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@sturdy coral that might actually be a good idea

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@eternal inlet thanks! 😃

eternal inlet
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anyone with a vive or oculus that would like to participate in some testing of my game, pls DM me

tired tree
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@full junco worded it terribly and realized no-one probably understood what I meant :p

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was heading to bed

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and yeah, 2 on that CVAR is what I was talking about

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if it is going to hit the max res ever, then why not stick with that size render buffer to avoid allocation

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its not really saving memory in the end since its going to require it at some point anyway

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granted, maybe it already works like that normally like MuchCharles is saying

fleet plume
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@eternal inlet what are you using for the floating menu (as seen in the screenshot above)? StereoLayer + UMG?

eternal inlet
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3dwidgets and UMG

fleet plume
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i tried 3d widgets some time ago but something bothered me. it was either that they weren't as sharp as a stereolayer and/or that they were affected by post processing

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can't remember which one

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yours are looking great, so maybe i should give them another try 😃

eternal inlet
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i think they're fine yes

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i run with 140ss, in the video, which is sort of the default for vive

fleet plume
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i probably did something wrong when using them

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also, the waypoint/distance beacons are 3d widgets too?

eternal inlet
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they're actually planes

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placed and scaled according to the target + the HMD looking direction

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so the arrow will place itself at the same distance as the target is

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i have two planes

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one semitransparent ignoring zdepth

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and one solid with occlusion

fleet plume
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thanks for the detailed explanation! just starting out with ue4/vr/c++ so glad for any pointers

jaunty shell
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oh damn @granite jacinth you guys are looking for a tech artist ? 😮

mighty carbon
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hmm.. no github updates, no news, no releases.. Is Epic waiting for GDC to release 4.19?

jaunty shell
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that's in a month 😦

granite jacinth
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@jaunty shell Always looking for quality

jaunty shell
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I'd apply if I wasn't tied to my current job :p

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how many lads do you have in your team so far ?

mighty carbon
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what's the optimal way to go about first person weapons? Would it be better to spawn and attach weapon as BP_Actor on weapon pick-up/switch, or would it be better to just have all the meshes for weapons lined up and attacked inside player's character and hide/show them when needed ?

sturdy coral
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@fleet plume they aren't as sharp (in world UI vs stereo layers); if you are using TAA you can set them to use responsive AA in the material to make them sharper; has to bea translucent material for that and it will make everything behind it aliased, but you can put opacity at 100% to avoid that mostly

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@mighty carbon the "optimal" way for performance is maybe to combine the weapon meshes with the player meshes at runtime but it would make your asset pipeline more difficult

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shooter game uses separate weapon actors for each weapon

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and inside the weapon actor there are multiple meshes, but that is mainly for supporting split screen

fleet plume
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i disabled TAA for now, as i show debug graphs on a CanvasRenderTarget2D and the overdraw (?) made it gross to look at

glossy agate
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@mighty carbon gun logic can get complicated. I just have separate actors for weapons

fleet plume
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does the forward renderer even support TAA?

sturdy coral
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@mighty carbon shooter game has two so it can have first person OnlyOwnerSee, split screen third person OwnerNoSee

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@fleet plume yeah it supports it

glossy agate
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And like Charles said some of the actions on my weapons use relative space so it wouldn’t work inside the pawn

sturdy coral
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I don't know if it supports the responsive AA flag in forward though

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there are various things missing in forward rendering in different places, responsive AA uses a stencil bit somewhere

fleet plume
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i got that right though, that the forward renderer is the preferred renderer for VR?

sturdy coral
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yeah seems to be for most people

glossy agate
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It has better perf and supports msaa so people like it.

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I’m still on deferred though. Will have to re work a ton of materials to support forward so I haven’t done it

sturdy coral
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@fleet plume stereo layers are still going to be a bit clearer in general, the compositor can run at a different resolution and the layers can be rendered after timewarp on some platforms which can avoid timewarp resampling

fleet plume
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though MSAA looks worse than TAA imho

sturdy coral
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I use TAA, it adds blur but it is just more compatible with lots more assets

fleet plume
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i haven't fiddled with any options (there are none in the rendering options?!)

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would super sampling help with reducing aliasing?

sturdy coral
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@fleet plume yeah

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TAA basically super samples, accumulated over multiple frames, but ends up blurring some too for several reasons

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but you can also directly supersample with TAA and MSAA, at much higher cost

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if most of your aliasing is from polygon silhouettes and not shader aliasing a higher MSAA sampling rate is much more efficient than supersampling though

fleet plume
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SS would be r.screenPercentage and MSAA quality r.MSAACount ?

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how does r.PostProcessAAQuality play into that?

sturdy coral
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yeah that's it

mighty carbon
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I see

sturdy coral
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postprocessaaquality doesn't do much, I think it moves TAA into different sample numbers and jitter patterns, but there is no real cost to doing the highest quality gaussian random jitter thing

mighty carbon
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I guess pickup actor would have it's own model (world model, so to speak) and player could have view model. World model would be simplified compare to view model and would be used on 3-rd person player's model (that's if I ever go with multiplayer).

sturdy coral
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it might be something you want to tweak if you are also tweaking the TAA history contribution and stuff. it all probably changes a bit in 4.19 with the new temporal upsampling stuff too

fleet plume
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any recommendations for sensible MSAACount values?
(i wish the console would have inbuilt help :))

sturdy coral
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aaquality might do more on other AA types, FXAA and stuff.

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@fleet plume I think 4 is the highest it will go and I would use that

glossy agate
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Let the player pick if you can

sturdy coral
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MSAA is a good one to change dynamically too

fleet plume
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depending on fps?

sturdy coral
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it is less jarring with msaa to drop from 4 to 2 samples msaa and back than to drop resolution

fleet plume
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ah ok

eternal inlet
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i still have issues with my vive, would like to hear if any of you have suggestions to what else i can try. I've written down some notes

#

Symptoms:

  • when loading any game, the blue loading screen jitter around when i move my head from side to side, like i got really bad FPS
  • when starting up ue4, sometimes it runs with 11ms, but usally subsequent starts of a game, results in 33ms
  • when running 33ms, i can switch to console and as soon as i type in r, it switches back to 11ms
  • when running 33ms, and it doesn't switch to 11ms when i type r, i can switch r.screenpercentage 139 (anything different from what it was) and it will switch to 11ms
  • when the hmd goes idle, it will show a spike in the performance viewer in steamvr every second
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This is what i've tried:

#

Reinstalled PC
Tried with different gfx drivers

  • 390.77
  • 390.65
  • 388.71
    Tried bypassing cable
    Tried different USB ports (several hubs)
    Tried different ue4 versions
    Tried both SteamVR and beta
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...and problem persists in all scenarios

sturdy coral
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@fleet plume taa can smooth over resolution changes really well, but requires a patch to the code; 4.19's taa upsampling stuff will make it even better but res changes with it aren't fully working in VR yet without hitching

fleet plume
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thanks! also looking forward to 4.19 now 😃

glossy agate
#

Anyone else reporting the problem? @eternal inlet I can giv it a try tonight, but I havnt had any problems with your game before

sturdy coral
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@eternal inlet which engine version?

#

oh sorry I see you tried multiple

eternal inlet
#

ah sry, i tried with all recent versions, 4.16, 4.17, 4.18, 4.19preview

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im quite sure it's not hardware related (or not only atleast), since i can touch things in ue4 for example to get it to switch to normal

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but it might be hardware on a lower level, but HTC support said all the system info was looking good

fleet plume
#

could it be focus related? when i am running PIE in VR and the game loses focus, the log gets hammered with compositor warnings

eternal inlet
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don't seem to be focus related no, i can see my controlers move and can interact with stuff

fleet plume
#

also some motherboards have a specific BIOS flashback USB port and somebody on reddit reported problems with the vive when using that port

eternal inlet
#

@glossy agate that would be nice if u could... just note, i also just added in ikinema solver for the sniper, so that might have an effect on performance. Fantasiful reported it was killing FPS for him on oculus atleast