#virtual-reality
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though don't try bleeding a chicken (2nd line in his post) ๐
lol
it might be USB related in some way... i just don't recall changing anything + i did a complete re-install of my PC
wasn't there a rather big update of SteamVR today?
or actually 2 days ago: https://steamcommunity.com/games/250820/announcements/detail/1663387635432946811
2nd comment: "i need a roll back... it cost me 2 day to find out what wrong im on 1080ti and every app stutter and reprojection after this update! roll back please!"
lol damn
thanks @fleet plume im now almost certain that's the cause! Im reading through the comments on that thread, and lots of it seem consistent with what i see
you're welcome ๐
aha, switching to the openvr-inputemulator-temporary branch actually worked! โค
is that a UE4 branch?
didn't find it on github, also that would've meant that UE4 is the problem
is it possible to add custom console commands without editing source code ? (for like, cheat codes and stuff)
that's not as simple as typing "god" to turn on God mode :/
the console isn't there in shipping builds anyway
you'll have to modify code to reenable it I think, or build your own in UMG anyway
then you can call the command god or whatever else
@mighty carbon how were gearvr users supposed to type in the console anyway, bluetooth keyboard?
nah, for PC
I have bluetooth keyboard, so I could technically use it when testing/debugging the game
im using behavior tree to implement boss patterns ATM
my mistake on behavior tree for DWVR is that i kept too much data on controller and BT. This new architecture just reads the relevant values from pawn components
so if i want to make any enemy do melee attacks, i just give him a melee combat component, and some attack animations/data on it. The behavior "melee combat" reads that and performs the attacsk
@fleet plume no it's in Steam, under Library/Tools/SteamVR/Properties/Betas
i was wondering how one would load older releases/branches; guess the password is only mandatory for some of the branches then...
You could just do like alt+g or something to set a bool to false to stop taking damage though
This is VR though. Gotta do cheats through secret gestures like a spell
i literally have a debug panel on the wrist
do you type on it @wicked oak ?
ah, I see
I have an issue:
My shipped(!) game starts in VR, although I don't have a VR Device.
I however want the game to be toggleable between VR and non-VR. how do I do that?
@umbral star You may have the Start in VR option checked in your project settings
it is disabled
You can toggle to / from stereo mode using Enable HMD
Thank you, -nohmd starts the game with a mono screen.
Enable HMD doesn't work though
I read it only works if HMD is connected/available
no, i don't want to emulate. I do not have a VR device right now. But I want to have the possibility to play in VR if I have one.
But that is what Enable HMD does. A sample logic is in the FPS template.
I see. I will look into that. Thanks ๐
that's barebones though
I wonder if it worth getting PS4Pro + PSVR
asfdsadf
this has been frustrating me to no end.... has anyone expereience their HMDs (right now the Vive) has full control of the camera in game, you can see it more
BUT, in the HMD itself, it doesn't load the game
ive only ever seen that in Vive
It's been happening to me lately
Yeah, well, I'm on the Vive now, can't remember if I got it before on the Rift
i think it was some weird ass vive settings or similar
i dont remember ever getting that issue on Rift
except in one case
multiplayer
multiplayer vr is all sorts of fucked
It only JUST started happening, and I haven't messed with any settings. SO I wonder if the SteamVR update did something
due to how the window input gets handled
Hmm
Also, only seems to be an Editor issue
Cause I just checked out Pavlov earlier today
(Also was using it before in Editor, but it's just randomly deciding to not work)
That only happened to me when I was trying to record with shadow play
meh, not trying to record, just test stuff in editor ๐ญ
Why does it have to be so hard ๐
Why can't shit just work right all the time
Especially EXPENSIVE SHIT
What did you think of pavlov weapon handling?
His BR mode is coming out soon, and I guess he has gotten up to 30 players on before getting any lag. Should be pretty fun if it gets a decent loadout inventory system made for a BR gamemode
@glossy agate Meh, I didn't like it
I don't like picking up object with trigger
and then triyng to drop stuff was horrendous
I was fumbling around forever until I found out it was a two-button thing
(accidently)
Yeah, itโs wonky cause sometimes you shoot while trying to frantically grab a gun
And the guns felt floaty.
Yeah, hopefully after integrating this VR Toolkit into the game
I can start working on actual additions
Not refactoring/restructure/redoing shit
The sawed off shotgun reload is sweet though. Where you flick your wrist up to close it
Oh nice, I didn't play it long
I just started it up and stayed in the starting area
Yeah thatโs not long at all haha
I had really hoped Weapon Master would have been a good buy
@granite jacinth you mean mordentrals plugin?
im using it on my new project. a small part of it
he really has great stuff
@wicked oak VRE is his plugin and it's great
I tried to integrate Weapon Master VR BP pack
but that shit was not happening
mostly becouse i was lazy as fuck about implementing a pickup and replication for something like the 6th time
It's too messy and overcomplicated and I would have had to redo 50% of that pack
Waste of my time
Turns out, VR Toolkit is much more simplified in its approach and easier to integrate into a project
C++ "pretty much everything components" way
Yeah i tried VRE a long time ago , too. It was a bit inadequate..
@granite jacinth you mean VRTK for Unity?
I would say something snarky, but I guess I could see how you could have made that mistake, but it still wouldn't make sense since I was talking about integrating something into VRE ๐
And this is UE4

I know , i know
But thats what the Unity project is named ๐ It's now discontinued
Have a link to the UE4 VR Toolkit, or is it "VR Gun ToolKit " ?
@main ether inadequate how?
you talking about Expansion Plugin?
because i'm curious what it was lacking if that is what you meant
generally its more people not understanding something
'Only Tick Pose when Rendered' - does this mean it'll tick when the camera can see the skeletal mesh or when the skeletal mesh is not culled but may not be visible (behind a building, for example)?
@tired tree Sorry to say, i used it for a project almost 2 years ago. I just got back to UE4 and I will give it another spin
yeah it was probably poop 2 years ago
I've been using it pretty consistently for about 1.5 years now
I still am finding new shit everyday about it
It's pretty good once you actually know the inner workings of it
Makes you rethink some of the stuff you've already implemented
He's also always adding new stuff
So, that's my problem, I don't read
๐
Once in awhile he'll make a video
BTW, this is different from the VR template available in new blueprint projects, right?
I think he should do that every few weeks hahahahahh @tired tree ????
But the baby might be getting in the way
its not on marketplace
But yeah, I think there's a lot inside the plugin that's a bit of a mystery because it's not "documented" really well at the moment
OK
yeah i don't think you are talkign about the same thing
I know i'm talking about VR Expansion because i still have the proiect sitting in my projects folder ๐
But I think i also used what has now become the official VR template which was mostly blueprint
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "VRExpansionPlugin",
"Description": "Adds several new VR features & components to UE4",
"Category": "VR",
"CreatedBy": "Joshua (MordenTral) Statzer",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"EnabledByDefault": true,
"CanContainContent": false,
"IsBetaVersion": false,
"Installed": true,
"Modules": [
{
"Name": "VRExpansionPlugin",
"Type": "RunTime",
"LoadingPhase": "Default"
}
]
}
thats not two years :p
about 15 months ๐
you might have used the template that proteus made?
it included the controllers
back then
No idea ... ๐ As i said i will definitely give it another spin
Are there any example projects for it?
Cool
Yes. There is a list of games that use it there too if you have tried any
I'm making a mountaineering game, was kinda preparing to write everything myself but do you think there is something i can leverage in VRE for that?
doesn't matter
Though if theres something i can use to switch between pulling yourself and using your hands
its a directed movement mode
you control it
granted
its less useful in single player
as you can do it a multitude of ways in SP
This will be SP
don't need anything complicated for that
Yeah i know
But ice axes will be mountable to your belt or something
So being able to grab and release them as physical objects will be useful
For example if you grab an axe, hit the wall with it, the object should physically collide with the wall , and depending on impact get mounted
yeah, that is easy, you just have to figure out when to release then though
I implemented a prototype of this in Unity by creating a temporary configurable joint in case of a successful hit, so you dont really release it, after its stuck you are now in movement mode. you can dislodge it by wiggling it ,
@tired tree what base would you recommend me to extend for player and ice axe respectively ?
will probably have a 'ice pick class' that has a collider and deals with the lodging/dislodging
the problem is to decide what to do when one hand's axe is lodged and the other is free, not even sure how that works IRL
Is there a way for a Player Pawn's body mesh to move ahead of the camera, then resync them afterwards?
you'd need the camera to follow the body instead of being a child of it
not sure if that would add latency
So the body would need to be a separate Actor, and the Camera would be the player Pawn?
Or just be a scene component that's not under the Camera?
@neon dove There has been a recent discussion on the forum covering this setup and alternative ones: https://forums.unrealengine.com/development-discussion/vr-ar-development/1427345-3rd-person-motion-tracking
Thank you very much!
Hmm that kinda helps, but maybe this would work as well ?
https://forums.unrealengine.com/development-discussion/animation/122928-skeletal-mesh-mover
Any 1 knows if there's a way to avoid Oculus store to run when I stop VR Preview ?! it's really annoying and sometimes really hits my editor's performance
You mean that it pops-up and its taskbar icon flashes?
no I mean when I pull up headset / when it's still on my head the proximity sensor thinks I'm in VR and it runs Oculus Home in the headset
so I have to completely put off the headset from my head
I trick I have seen is to use the Compatibility settings for the Oculus application to activate Administrator Only mode (Run as Administrator) and with that it will never start automatically. Give it a try.
@sonic lake Ace man! Worked ๐ life is better
Holy shit what a coincidence I've been looking for a solution for this for ages. God bless this discord. Gonna try when I get home.
I can't really count how many times this Discord channel changed my life! Let's go lol
Does anyone here use the VR Expansion plugin?
I am making a flight control stick for a fligth simulator and trying to figure out how to be able to grip it with both hands. When i use a second hand, instead of adding their movement together, it makes the second hand let go
I have a VRGripP1 and VRGripS1 sockets on the mesh
i'll PM you
@umbral star due to an audio bug, you need to use bStartInVR=false and launch with -vr when you want vr, rather than bStartInVR=true and -nohmd to launch 2d
bStartInVR=true with -nohmd == sound only comes out of oculus
Has anyone here experimented with the new temporal upscaling?
@frigid kite yes, read up in the history a bit we discussed it a bit wednesday
Has anyone had much luck finding content on the marketplace that's scaled correctly for VR?
Yes. Pretty much everything I have gotten is spot on, or close to spot on. Noticed stuff like guns come out a little big in VR, so they have to be adjusted
what stuff have you gotten that's spot on? This one is the best I've seen at getting scale correct -https://www.unrealengine.com/marketplace/root-cellar
IMHO, it is not just the scale, but also the topology (e.g. small details), the materials (think of using the Forward Renderer with some of its limitations) and the impact on performance (triangles/polygons count, LOD's, etc.) In my experience, many "traditional" assets will look ok-ish in VR, as long as you don't get too close to them or start interacting with them. Some goes for most foliage/trees/organic objects in general. If they are not specifically designed with VR in mind they will hit your performance right away.
I try to just get the stuff with highest possible detail, no matter how expensive the rendering is
can always reduce its detail later
i try to mantain performance over all the development
so while i create a level ill make sure to never be on bad perf
I wish more stuff on the marketplace would have 4096+ textures
its just very easy to get very close to meshes in VR
but then people complain that the textures are overkill
why would anyone complain? its super easy to limit the texture to a higher mip level if you want less
you can set that for every texture in UE4
so ideally all textures should be 8192 and you then set the value you want there
It depends on the size of the objects in question too. The biggest problem we face is for large stuff. (buildings floors, ceilings) To maintain performance you should plan out your textures so you have a small repeating detail texture that can be seen upclose but since it's repeating it doesn't have to be so big. and a larger one for the over all features. Or other similar tricks, like having two textures and mix them with another to avoid repetitiveness. And lastly to use decals to add details like stains scratches graffity etc. Using those tricks in combination you can avoid using large textures most of the time.
@minor hawk I have like 5 or 6 environment packs and they were all right. Have 4 or 5 weapon packs and just the guns were a little big.
do you think Go will be released right after Ready Player One movie premiere or at GDC ?
Can I insert and editing geometry within the VR mode? I couldn't figure out how to place shapes and the website tutorials seem to mention upcoming features over a year ago.
also is it possible to increase the resolution of the text on the VR menus? most are super blurry
anyone doing AR stuff wit ARKit please have a look here, trying to solve an issue
https://forums.unrealengine.com/development-discussion/vr-ar-development/1430910-arkit-app-not-launching-after-some-time
Hi peeps!
We've found a very interesting bug. When we are playing our level in VR (4 player local coop game), the 4th player joining always is in a wrong position and rotation, while the HMD Position prints the correct values. Here's a tiny pics to describe what's actually happening.
hey Clawsome are you able to work with geometry from within VR in UE4?
As in?
Here's the image of what's happening
If the headsets are not rotated towards the game forward direction, then the 4th connecting player will end up in a wrong location and rotation, even though the HMD tracking gives a correct world pos/rot.
IF all the players face the game forward direction, no such issue happens. And please don't tell me the solution is to tell the players to look in that direction ๐
Rest of the 3 has perfect rot/loc compared to the real world positions
Interesting. Why 4? Or does it happen only from the 4th up?
We only got 4 VR here to test. Always happens to the 4th player
No matter who logs in the latest
hey all
anyone familiar with algorithms for calibrating a VR Camera in game, based on 3+ known points in the scene?
What i need to achieve is to adjust the actual camera height in respect to a predefined camera height (known distances to the points).
This is neccessary due to changing users in a seated experience using the OculusCV1 with 1 tracker.
@supple lotus i mean when in VR mode in the editor can you scale, deform, add, etc geometry?
in the VR editor menu when i click on shapes they don't pop into the space for me or maybe i cant figure out the controls
Sadly no idea, I'm just using VR for the games themselves, not for the editor. I'd need to spend too much time to get used to it ๐
@wary roost In the VR editor you can move, rotate and scale actors. You can also add them from the Browser.
There is a full section in the official documentation. Search for "VR Mode".
@real needle We develop almost exclusively seated experiences but we always use Floor Level as tracking origin. In this way you can swap users but they will always see the world from their respective seated height. Or did I misunderstood what you are trying to achieve?
@sonic lake Hey Marco, Thanks for the reply.
Well, using the floor height isn't an option with the Oculus running with only one sensor, is it?
The scenario will be an application for a trade show, where the users will sit within a real car (sensor inside), and there is supposed to be a quick recalibration of the virtual camera in order to optimize the matching between the physical and the virtual world
where do you still find Rift users with only one sensor ?
he just stated that its for a specific application motorsep....
why not to use 2 sensors ?
Regardless, if its a seated experience, why can't you just zero to initial location and offset camera to where you want the head?
therefore we have default camera locations (centered to the car's seat headrest) to reset the view to. but this doesn't apply to people of different heights
If you want the height
@tired tree Thats what we do, but the offset of different body heights definitely is enough to tamper with the perception
retain roomscale
get the height, and offset to a foot location
its what I do for my "car" seating (alternative...main enforces same head position)
when sitting it will retain their seperate head heights then'
I assume you have a chair setup and want it to feel aproximate
mmm
@real needle Where did you get that you need two sensors for Floor Level tracking?
For a seated experience it should be fine
Otherwise height is approximated without outside information.
@sonic lake I mean while editing maps I can't seem to stretch, extrude, or otherwise create geometry to build a map with while in VR mode. Thats what seems to be missing and i'm hoping its not missing. Being able to create content directly in VR is what i want; not use the pc interface.
How do i place geometry in VR mode if it can be done? I can't find any clear information that it works.
@wary roost Start by going through the official documentation here: https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/index.html Most of what you are asking is explained there. I am under the impression you have not yet discovered the Radial Menu, which is the way to access the functionalities you need.
The Radial menu provides easy access to commonly used functions such as copy, paste, undo, etc., when in VR mode.
thanks though thats the same problem im having
yes it has those functions but not extrude, distort along 1 axis, or place new geometry
so its very difficult to actually build an environment within vr
its more like we can move stuff around at the moment and decorate with meshes
ive been using an app called Anyland that has amazing fully immersive design function but its entirely additive sculpture with set shapes
UE4 is not designed to be a 3D modeling environment, in VR or out of it.
i was hoping unreal engine would have some more advanced features for snapping, adding vertices, etc
no i know that
but for basic world geometry it should be as fun as the old editors were right?
You can block-out a level using BSPs
yes BSPs i forgot what they were called thanks
i used to make BSP levels
i want to make some lower poly BSP environments for a VR game project which i can do fine in desktop mode
its just that modeling something like that in a VR environment is so much better
my worry is that not a lot of developers and designers have really had time to model environments in VR yet
with the right toolset it kicks desktop modeling's ass so hard
im looking into importing OBJ builds from anyland and google blocks
You can import OBJ's into the Browser and then place them in VR as needed. Resize, stretch, scale, snap are all available..
shit im getting excited; hope this works out decently
do obj files retain their colour and possibly shader information?
A VR mesh editor was introduced at GDC 2017 but I have lost track of it. Need to check.
thanks a lot for your time; i appreciate it
It really starts to piss me off this VR mirror everytime I want to record a video of my VR stuff. It's so zoomed in and my hands (controllers) is almost invisible unless you put them infront of your face.
@dusky moon change mirror mode to a scene capture
UE4 VR Plugin, going over new interactibles VR Expansion Plugin: https://bitbucket.org/mordentral/vrexpansionplugin Consider supporting me on Patreon: https:...
can do some fun things with it
@tired tree Hmm I was thinking about it... was just worried about the performance drop but should test how it ruins my fps while recording. seems like the only viable solution
its temporary anyway and you can scale down the render target
yeah right, I loved the Idea of handheld camera though ๐ only if it could have some kind of stabilization to avoid camera shake. would be best
HMmm
How do you get SteamVR to register the damn Windows MR HMDs after downloading the SteamVR for WMR?
I wonder how Epic monetizes with Fortnite
crates
There is a full fortnite game for sale. BR mode just has micro transactions
In BR its just cosmetics you pay for. If you wind you get 1 free item, but I havnt gotten anything else
@sonic lake @wary roost this is the branch from gdc 2017 with geometry editing tools: https://github.com/epicGames/UnrealEngine/tree/dev-geometry
@granite jacinth do you have other headsets plugged in at the same time or just windows mr? it just picks it up for me and auto launches mixed reality portal if it isn't up
@muchcharles#2724 I did, but then I unplugged Vive
I guess Rift was still there, but that plugin is disabled in the project
Meh, I still wish there was an easier way to dev with multiple HMDs on one PC
I just got a HDMI switch, which will help for that one HDMI slot on my 1070ti
And means I can finally get my 3rd monitor back
But, too many damn USB ports
@muchcharles#2724 that github link is a 404 for me ๐ฆ
@wary roost you probably have to be signed in to get it
@wary roost search "ue4 github", it will tell you how to link your accounts to get access to engine source
@tired tree you need to build one of these with that slider tech ๐ https://i.pinimg.com/474x/f1/df/3a/f1df3ae9664280de18349c60476c5a08--best-baby-toys-learning-toys.jpg
@sturdy coral good idea, I can have VR babysit my toddler then
I managed to import a couple of test models as OBJ from Anyland and i'm happy to see they work! problem is the colours are a bit different and the gradient shading and effects like metallic sheen are missing. Any ideas?
objs don't have shading information, so no.. no ideas
ok thanks, for my first project i may just keep it simple then for speed and convenience
while running your game as PIE, is there a flag to check if the game is being run normally or in VR preview?
Via Blueprints: Is Head Mount Display Connected and Is Head Mount Display Enabled
Yes. Check the FPS template and how it handles VR vs non VR.
So the 4th character issue still persists no matter what we try. Anyone got any idea at least where to look? :/
@sonic lake after including "HeadMountedDisplay" as dependency in the build file, UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled() does the trick
it's false when in regular PIE and true when in vr preview PIE
@wary roost Not sure how that materials were defined/exported, but sometimes it is necessary to tweak them in UE4 to match its PBR roughness/metallic workflow.
@supple lotus I am still wondering why 4 and not 2 or 3 or 5. This may give you a hint on where to look.
Anything hardcoded which assumes you have max 3 players and doesn't update properly once the 4th one comes in?
No, it's all dynamic, the systems are built in a way like it could support 50 PCs and VIVEs
And we are wondering about the same thing ๐ If it was the 5th, that would be amazing because we plan 4 players! ๐
But then it will work anyway because you never have 5 players ๐
Did you try to reproduce it on a minimal project?
This may give you the confidence that the problem is within the Engine and not in your code.
Or viceversa of course.
Is it a random 4th player every time or is it the same system?
if its the same system are you sure that the room setup has the same forward direction?
4th random player
that image you posted above looks like a 90 degree rotation on the playspace
Yes, it looks like the orientation is being set wrongly
well you said that the HMD loc is correct
which means that your pawn is rotated then
center of play space = pawn zero
If we set "Reset Orientation (Yaw=0.f)" for the grip buttons, log in, have a wrong position/rotation, THEN physically rotate in the real space towards the forward direction, and press the reset, it replaces and rotates the char back to proper position
However, we cannot figure out what rotation to feed into this system, because the HMD loc and rotation is presented in real world place properly, whlist the actor is in a wrong pos/rot
they spawn in center with 0-0-0 rotation
Yes
I'm saying that a "temporary workaround" is this manual reset call
however that's more than sub-optimal, as we cannot expect players to always push up the HMD and reset themselves if they get in a wrong pos/rot
well its all relative to the room
or if they do it by accident during gameplay.
it's literally a Spawn at 0-0-0 on rot/pos
otherwise they would be offset in the steam homne too
nothing else
Everything else is offsetted/rotated by the engine doing something for the movement/orientation from the HMD
engine literally sets it to relative space rot/loc == api loc/rot
unless you reset
then it adds a permanent offset
It's sadly being screwed up without any manual reset/rotation/locating set
it wouldn't be the engine
if its 4 players
but random
so all work
by themselves
the tracking is clientside
If they face the forward direction when the map travel occurs, it's perfect and nothing is screwed up
But we also cannot expect them not to look around at all until they are instructed
Only one and it's "random" as in the last one to finalize the map travel
can happen to anyone only depends on who becomes the last is how the engine orders the logins
if we init the map instantly, skipping lobby, and log in one by one, it's always the last
if we connect on lobby, and do a map travel, then it's the last finished traveller
and after travel you've checked pawn rot?
0-0-0
as well as for location
so the actor itself spawns in the proper spot, proper rotation
yes
do you use a root component
Yes, but it's not being moved
There is a camera, that is attached to the HMD
and the position of that camera to the HMD position
as well as the rotation of it
just have bfollow ticked right
Camera -> Lock To HMD (True)
aight, manually align a component in relative space to the read HMD location/rot
if that is also offset, then you are getting parent rotation
if it isn't, then the camera is rotating wrong
but that shouldn't happen ever
Yes
if the HMD relative loc is correct, and all rotations are correct
0-0-0 for the root both for loc and rot
there is no reason for it to be offset
you are working with hard values here, not that hard to check that the camera matches the same relative location
Yeah it's taking a time to build, distribute, test
Small update
doing a few tests, 2 of them goes bad now
one by small amount and one by extreme amount
You dont' have bUseControllerRotationYaw enabled on your pawn do you
because that resets the actors rotation
to the control rotation
if the control rotation is changing, it will rotate the pawn AFTER spawn
PlayerControllerTick->CheckControlRotation->RotateActorToFaceControlRotation
You can SetControlRotation to zero though
interesting https://uploadvr.com/facebook-psvr-monterey/
also we might be getting 4.19pre5 before release prior to GDC
Hey guys, I posted in the blueprints channel about getting launch character to work with a VR pawn, which I have managed to do by reparenting the class from Pawn to Character, however this has caused the player height to stop working, and now my camera is stuck in the floor. Can anybody help me with how to fix this? I've attached an image of what I believe is the relevant part of the BP, which I have tried changing to "Eye level" instead of "Floor level" but that doesn't seem to work :/
Change your VR root level, it likely is wrong now
also you will find many issues trying to use the character as is with roomscale
Could you tell me how to change the root level? Also do you have any tips on how to implement a launching mechanic without using Character as a parent class?
literally can just store the direction / velocity you want and decrement it over time with gravityZ * deltatime
don't need to go into air resistance and all of that normally
the basic epic tutorial for VR has a root component for the camera / controllers that they offset in Z
its likely offset wrong now that you are using a character with a capsule
I'm pretty new to this so forgive me, I understand how to get the desired position, what I want is to point at a wall, press the grip button and be pulled/launched in that direction, how would I move the payer towards that location without teleporting them?
@tired tree Thank you, that was it. It did not get turned off in constructor as it should've
@versed kayak Add location on tick modified by delta time, but that is all kind of VR unrelated. You might want to go look up some tutorials
@supple lotus since you are using a flat pawn and not a char, the control rotation isn't replicated anyway directly, might as well just untick that bool all together
Did, and all fixed. Thanks a lot ๐
@tired tree did you get awarded channel moderator role or something ?
he literally just posted that GDC likely means an extended preview
and ?
and you come in here "little birdie told me preview 5 before gdc"
every time they update anything
so ?
fine, you do you
but its meaningless
you already predicted .19 being out twice now
in here
๐
I guess I just want my mobile VR fix already
Oculus is killing Gallery
all Gallery titles are being moved to respective sections of Home
(whatever category you submitted the app under)
@wicked oak ^^
i see
not sure of that, really
even if DWVR is under Gallery
not being in gallery was a mark of quality
consumers know that nongallery games are the highest tier
now everything is mixed, and all the games are mingled together
as the search options are garbage
I wouldn't say that
there were a lot of quality apps in the Gallery
maybe it will be harder to get in now, in general
Gallery had a very arbitrary part
games had to be technically perfect, but also oculus had to like the game subjetively
so, then why have Gallery at all ?
back when it all started, only apps that were hand picked by Oculus (and suited for masses) made it to the store
now it's more like Steam but without flooding, yet
tbh, when it comes to PC you are better off going solo, no Steam, no Home..
no you aren't
even with the spam of games into steam, and the restrictions of home
people don't randomly go around searching for games anymore outside of the major players.
you would have to get one hell of a social presence in order to get a playerbase like that
people like their download and go, refund protection, community integrations
it's arguable, especially for small indies.. You can always build foundation community outside of Steam, then release on Steam when you have non-random users..
even releasing on Steam requires social presence in order to see decent sales
People hate to give out their credit card numbers too, so they hessitate to buy anything ouside their current platforms.
they won't be giving it to you, but to PayPal or Amazon or whatever payment processing service you choose to use
also, having SSL helps boosting confidence
not always, I bought Escape from Takov, and I had to give out my CC details, hated to do that, but I really wanted to play it ๐
(it's really good, and really frustrating too)
I've done this before.. The only thing people wanted is Steam key (even though I offered DRM-free downloads).
@main gustn#6226 humble widget
you buy the stuff from a humble store account
they give 95% to the dev
and support paypal and other things like it
It is better for developers no doubt, (there was no choice for that on Escape from Tarkov tho) I do like Humble store for buying games.
Steam is a bit greedy to be honest
@wicked oak do you know if UE4 imports glTF with anims already ? (multiple anims, like FBX)
it doesnt
only static mesh, and very, very basic
but when it works, it works a LOT better than fbx
4.20 most likely, but GDC will have news on it
ue4 actively supporting GLTF is huge
becouse it means RIP fbx
if ue4 and unity support the format, the format dethrones fbx
do you have that software?
im in need of animations, but honestly making mannequin compatible anims with blender is...
hard
i know how to animate (and i have to animate myself to have the exact gameplay i want)
@mighty carbon
I do, but I haven't touched it since beta was over
also, I have never tested exporting Mannequin compatible skeleton (don't really care for that) - bones orientations might be different from Maya
i mostly want an alternative to blender animation that works with fbx ๐ฆ
without being maya wich is 6k dollars
I like Akeytsu.. It's well designed imo, although it has no constraints or anything fancy - it's aimed for all out hand-crafted animations
It has IK for arms and legs
@mighty carbon exporting and putting into maya is super easy. I did that for my hands, and it saved a lot of time
if i was going to do purely mechanical anims
i would probably try to use houdini
after all it still keeps all its procedural weird shit even for bone animation, so you can create highly overkill rigs if you want to
Blender is good enough for mechanical anims
blender is great at everything
its just fucking FBX
that i dont want to deal with
becouse FBX support in blender is extremelly finnicky
keep in mind blender is an animation software at its core, its meant to do animation, and has lots and lots and lots of focus on that
In my tests with exporting lightwave animations FBX for unreal didn't work either, but Alembic did. I dunno if that is viable in Blender.
@wicked oak if you try Akeytsu, I am sure you will say Blender isn't that awesome ๐
I am not sure how people do archviz in VR - the scale feels off and playing with World to Meters doesn't help :/
Hello, hello . There's a question about VR . I tried develop a VRET(Virtual Reality Exposure Therapy) project. So there should be one player which will wear VR Glasses, and the other one will send some commands such as start scenario, give some sounds etc. . I ve already did this system with WebSocket. But I dont want use 2 computer. and I couldnt add live streaming system for now. Is there anyway to use this system in one pc? Because if unreal project window is not selected, the fps getting worse. I read somewhere about VR Spectator. But someone said same thing about fps.
@plain glade you can do it now with the spectator mode fine, just make sure you reduce the resolution and framerate of the spectator mode for the screen. Or if you aren't using a camera view for the spectator mode then it wont matter you can just put a umg up there
@pearl tangle you mean with 4.18? and if I want what the hmd users see I can do it with render target I guess. Am I right?
you can just toggle between the different camera view and the hmd view straight away. Or just update the position of the camera to the HMD camera and change it to somewhere else if you want
@pearl tangle ty for answer. I will do it with 4.18
@pearl tangle have you done archviz for VR by chance?
Patches of it but nothing major yet
Do you happen to know why scale feels off in VR, even though geometry is built 1:1 scale ?
@pearl tangle ^^
It shouldn't.
Although I haven't done any of that with the rift only with the vive and scale always feels perfect. Have done photogrammetry and tracking things with vive trackers and it matches properly no worries
It shouldn't feel off at all unless you have your IPD calibrated incorrectly
I haven't tested in Rift, but in Gear VR it's off :(
Not sure how it's connected to IPD
I should probably model existing room, just make sure
IPD being off changes your eye perspective, the perceived scaling is off of that
it changes the convergence of them on objects, so you perceive the scale differently
You also have to realize that GearVR is aproximated height
you need to make sure your camera is the right height or that also will throw things off to how you are used to them
I see
What about FOV? Does it play role in creating perception of scale too ?
oshit MWC is next week already
"Another technology innovation is Adreno Foveation, which combines graphics rendering with eye tracking." woah a consumer ready eye tracking on mobile headsets before high end PC ? ๐ฎ
sounds like it
neat
eye tracking, or as I like to call it, Fingerprints 2.0
ooh, it looks like pre5 might have a fix for multiview
@mighty carbon FOV should be unrelated to scale. Don't ever touch FOV in VR.. you have to go out of your way to do it
Even with the right height if you are sitting while the camera is at your standing height it can cause a scale illusion where everything feels a bit off
nah, I don't mess with FOV.. Just wondering about it, since Gear VR has lower FOV than Rift/Vive
@mighty carbon Do the starter content doorframes look off too? You can compare your house models against that.
@glossy agate was it in some project from the Vault ?
Nah, its just the starter content you can add when making the project. Has the doors, frames table and that little statue ect.
nah, I usually create projects without starter content
plus, I made queen size bed and that's what looks off the most
Same, I just know those are scaled correct, so its easy for a fast comparison in case you have any glaring issues
well, measuring in UE4 yields correct dimensions in cm
so there is no way my geometry is off
@mighty carbon mordentral asked but I wasn't sure from your answer
Did you set your ipd in GearVR settings?
If that is off by 5%, scale will be off by 5%
Hi Guys, I took a break from VR stuff for a bit and now I'm thinking of starting a new VR Project. In the past I was using Mitch's VR Lab Template. Would you still recommend that now or is there something else I should use as a starting point?
@sturdy coral Secretly Motorsep is an iguana and its off by a lot
๐ฒ
Also damn you, I ended up buying my son one of those bead slider toys. I forgot how much kids love those.
@sturdy coral there is no way to adjust IPD on Gear VR
@mighty carbon I thought there was software adjustment in one of the setup menus.. guess not
You could find out if they are using 64mm or whatever and then change world to meters by the same ratio as your ipd is to 64mm, but don't leave that in if you are shipping to users
I know you said worldtometers didn't help though, but did it really have no effect?
I set WtoM to be 200 and ended up with tiny model of controller and 1/2 of my original camera height.. But as far as geometry scale, it didn't seem to change the way I expected it to change
@tribal sandtorstep are you finding this on GearVR only?
I have a use case that suggests that scale is off in ue4 as well
with RIFT
scale is off by a very small factor though
@mighty carbon *
I haven't tried this project with Rift (since the goal is to have it on mobile VR)
it's not an issue with project that don't require to match VR scale to reality as close as possible
lol, new Gear VR has 100 deg. FOV
new gearvr?
2017
oh shiet, i thought you might have been referring to the one the ywill announce soon
I mean, with the S9 around the corner I'm assuming there will be a new one?
right?
I don't think they will - S9 is in the same body as S8, so S9 should fit 2017 Gear VR
from what I've read S9 is literally S8, but with new SoC
S9+ has different cameras though
Video game controllers are starting to feel a little 2000 and late. Neurable, a startup gaming company that designs brain-computer interfaces, is currently s...
Sooo, didn't I say last year it would be nice to have IBM Watson integration ? I did, but Unity and not Epic implemented it https://80.lv/articles/ibm-unity-present-ibm-watson-unity-sdk/
๐ฆ
Hey, Im doing an arch viz project in vr and I was wondering if I can reach for better quality (texture, polly count, etc) than usual. Since is a small apartment and it doesn't have a lot of meshes in view at the same time. Thanks!
like using 4k texture for a few objects, increasing lightmap resolution
If you go too hard you might need sublevels if you wanna package to an .exe, to keep that in mind
4.19pre5 no longer crashes with multiview on ๐
Yo
Anyone have the Acer WMR dev kit? And can send me the driver?
I decided to delete all instances of WMR to try to unfuck whatever was going on (wouldn't work in SteamVR mode for games/editor even with the extension)
And....the POS W10 won't register the HMD at all
@granite jacinth are you connected with a displayport adapter?
@sturdy coral nope
HDMI
I killed off both my Vive and Rift from my rig too
Just to make sure those weren't interfering
I just don't understand it, I googled the hell outta it. And there are a few things about it...but the only solution is "plug it into a new USB"
I tried all 20+
Uninstalled Portal, rebooted. Plugged HMD back in.
I just don't get why they can't make stuff that works for everyone the first time :)
Dunno, sent MSFT a ticket and posted on forums.
I will see if I can find a contact over there directly. I mean, every "set-up" video makes it look easy. And for the majority probably will be. Those that didn't have a Vive or Rift (or both) already installed.
But meh. Could be any number of reasons. But definitely wouldn't mind an easy way to start the download again for the initial WMR.
Can't find a way to do it. Make sure that I have all the files needed.
So I'm using this VR Spectator Screen in 4.18 and noticed this annoying bug with RenderTargets :
https://issues.unrealengine.com/issue/UE-51811
Is there any workaround for this ? can't really figure out how to capture proper 1920x1080 without a headache.
@VictorBurgos#7534 I could not get WMR headset to work on my system no matter what I tried, I was in windows insider edition of windows 10. formated and reinstalled windows 10, let it update and it worked first try.
that is concerning. I just bought 5 of the damn things last week hah
looks sturdy ๐ค
What ruined the first one would ruin any vr headset.. Sun got to the lenses and the magnified sun light burned the screens. seen it mentioned on rift and vive
@dusky moon had the same thing happening in 4.19, haven't found a workaround sadly
happens with 4k output aswell
@shell karma yeah it's sad. It's targeted to be fixed on 4.20 and until then we can't use more than 1280x720 for the Rendertarget resolution ... beyond that the Black bar appears
I recorded a video using 1280x720 and the texts look like shit
I know your pain
just saw once more that HI5VR + tracker + Orion demo https://www.youtube.com/watch?v=HjdpJD4MLDc
Combining IKinema Orion motion capture with Noitom Hi5 VR Gloves. The mocap session is being streamed inside UE4, where data from both Orion and the VR Glove...
damn
Hi, is there a way to keep Steam VR from turning on whenever I start up UE4? I know of the developer start on app launch checkbox, but I turned that off and closed Steam VR and it's still doing it...
ok, so someone who moved from valves VR stuff to oculus
that's not how I see it, but okay
"not how you see it"? lol, I just cited a fact from his website
eeh, people move from one company to another
what if he moved from Valve to Sony instead of Oculus.. Would that be different ?
people move from company to company all the time
in fact, if you dont, you are an idiot
of course, dont hop company every year, but every 3-4 years, sure
it would be a different move, because its a different company, but why is that relevant? @mighty carbon
such is the life of a mercenary programmer
i think im going to advertise a PS4 porting help in unreal forums and reddit. What do you think could help?
basically to port indie games to PS4, maybe publish them myself
for a price
sure.. Just make sure to mention you don't sign agreements or NDAs ๐
i dont sign NDAs for free, and every one i would sign will get read by a lawyer
as part of a commercial contract? sure NDA is fine
as long as its not ridiculous
well, what if the contract doesn't pan out ?
you have to sign NDA first, then you see what they ask of you and only then it either becomes a contract or it doesn't
usually i have the NDA as part of the commercial contract itself
and i allways read contracts very well, plus i have a family member who is a lawyer (some uncle)
so i give that to him to review too
and if you aren't willing to sign NDA for something that might or might not come to fruition, how do you expect to secure a contract ?
thats why i wont sign an NDA at the beggining, unless its for a big contract
there is nothing bad about signing NDAs about stuff @mighty carbon
@full junco its becouse he wanted me to sign one and i refused
a while ago
same thing with Zaptruder and his VR stuffs
@full junco I don't argue about that ๐ I have no issues signing them. Vblanco does.
he wanted me to sign an NDA to try his VR demos, and i was like "hell nah"
becouse i take the NDAs very seriously
so i would only sign one as a very serious thing. Like something that actually NEEDs to be NDA-d
I dont take anything seriously ๐ but I read what I sign, and when its not relevant enough I am too lazy to read it
like PS4 documents for example
i read the 50 page PS4 agreement several times
and then sent it to the lawyer
gameplay mechanics need to be NDAed, because if not, nothing stops you from "borrowing" them.. Same goes for lore/story.
@mighty carbon no, thats stupid
everyone is allowed to copy gameplay mechanics or ideas etc
if they had art
but, if you have no concept of what you are to borrow, you got no way to execute it
the important stuff is the implementation, not the idea
but everyone has ideas about stuff
indeed
im very open about actually analizing every game i play
except some ideas are great, some - not so much..
and play every competitor game
or games that might share functionality/features/concept
to see why they work in that game, and if the features would work in mine
for example, im looking at Warframes AI system for wave management and enemy spawns
that's why you simply ripped off Minecraft and made it into a VR game, right @full junco ? ๐
but then, my dungeon generator is more inspired by Diablo 3
and for the combat im taking some clues from skyrim vr
@wicked oak well I didnt
but thats not good, really
just because its voxel doesnt means its related to minecraft in any way
you should alllways investigate every game that might be close to what you have in mind
see what works and what doesnt
and how it relates to your game
yeah, should. I just cant get myself to play games
this is from the hacknplan of the Aquila project i just scrapped
i have a section, at the GDD stuff, where i analyze games that might be relevant
to see what could work and what doesnt
if there is a feature i like, i rip it off directly
and logicallly, take in mind that works badly in another game precisely to avoid doing a similar mistake
I dont do plans
my plans exist to get broken
so, how does one make games if one doesn't play games? Paradox...
i just write stuff that comes to my mind
so a few days later i can go back and read it
@mighty carbon you make games by writing code, not by playing games ๐
but you need to do some "design"
i do it to an overkill degree becouse im not that much of a designer myself
so i approach design from a optimizers/engineer standpoint
my players are the "designers". I just execute
analyzing other people works, taking what i like and would fit, and learning from their mistakes
the issue is that this works well with the features themselves, but with things like level design and art it plain doesnt work
so i hire people to do that for me
well I chose to make a game where I dont need level design or art ๐
I currently have some super weird issue...
when I enable the "OnlineSubsystemSteam" plugin, my game no longer runs in VR when packaged (neither development packaged nor shipping packaged). it just runs as if "Start in VR" would be false. so the console bar is at the bottom of the game window etc
doing "stereo on" does nothing
the game runs as if it would have no clue that VR even exists
anyone has any idea what that could be and how to fix it?
disabling the "OnlineSubsystemSteam" plugin makes it work
I would guess enabling the "OnlineSubsystemSteam plugin somehow breaks the SteamVR plugin
but why?
@sturdy coral @tired tree do you have any ideas?
not my case
ive ran SteamVR and Subsystem steam without an issue
to have multiplayer vr htrough steam with a vive
dunno, only ever saw the reverse, the subsystem breaking when steamVRHomeBeta was enabled
and that was just if it wasn't launched through steam
since home takes the auth there
running "development" config from VS doesnt work, running packaged dev locally doesnt work, and running packaged shipping from steam also doesnt work
always broken when the OnlineSubsystemSteam plugin is enabled
well its default enabled in engine
so literally everyone else is running them side by side
I had it disabled since forever for some reason
but now I need it, so I enabled it and saw this issue
did you update your SteamVR module but leave the steam subsystem one outdated?
the newer steam subsystem allowed for some module changes
they are tied together somewhat
@tired tree oh, thats a freaking good idea...
I did update the SteamVR SDK a long time ago
this is where it fails
yeah, remember back in the day they had to manually load the SteamVR .dll because the steam subsystem was outdated
you don't need to do that anymore
"back in the day" was when?
mmmm, i don't remember the exact switch off, i think i was about to finally remove my dll loading around 4.14
or .15
I'm on 4.15
"Removed OpenVR direct dll bindings due to 1.39 steamSDK update in 4.16."
nope was 4.16
yeah, thats my commit note
i'm actually not sure they themselves ever went back and refactored
but why can that make the OpenVR initialization fail?
oh they did
hm
its failing in the code I screenshotted because VRSystem is nullptr
the VRInitErr variable is "VRInitError_None"
so openvr doesnt give any error
vrsystem is loaded from the dll load in the module
thats the code that should not return a nullptr:
its in openvr.h
or more exactly the VRSystem() call:
I don't feel like that code tells me anything...
what can make that code fail?
if openvr isn't running is usually the only cause
is it that some dll is not correctly loaded? and how can I check if its loaded?
steamvr is running
hm
@tired tree look at this:
I commented out the "return false" so that the code does just continue
since the VRSystem is set again below
and that makes the game run in VR correctly I think...
check that LoadVRModule is successful
the first call directly accesses the vr::
which they didn't used to do
I dont see LoadVRModule anywhere?
and I have breakpoints there that were never triggered
so loading the module always worked
ok
I wonder if anything bad can happen by ignoring that VRSystem is nullptr at first
after that second assignment, its perfectly valid
well the pointer is validated
so it should be fine
the generic interface one that is
but without init, it shouldn't work correctly
weird shit
the EVRInitError enum has a billion errors available
yeah i know, i use it
so when its VRInitError_None I would assume that OpenVR is happy
happily returning a nullptr...
silly talk in this channel sometimes
@tired tree hm, I think it doesn't work in shipping config...
development packaged does work
development shipping does not run in VR
Do you not have your app id setup? Steamsubsystem fails to load in shipping without it unless you are running it from the steam install @full junco
for from desktop you need the app_id.txt
Steamsubsystem failing to load should not cause anything bad for steamvr though? @tired tree
yeah
You going to be generating the worlds on a server then adding the players into it? @full junco
@glossy agate I'm not doing any multiplayer stuff at the moment
game is singleplayer only
Oh. Nevermind. THought it sounded like you were adding in MP
just need steam being loaded for screenshot stuff
@tired tree I've uploaded the shipping build to steam and started from there, also doesn't work
I've just created a shipping build with logging enabled, and that one works...
super weird
it appears to be working fine in shipping builds without logging now too, so most likely it always worked in shipping builds after the "fix" of commenting out the return in that one function and it only didnt rebuilt correctly for the shipping build initially(edited)
that shouldn't be too tough to do actually since it's just using the "finger tracking" from the touch controllers for it all
Does anyone know how to disable Oculus Home temporarily?
@proper osprey kill the service for it
directly on task manager?
@pearl tangle Thanks!
@mighty carbon yep i know. But that doesn't act any differently to taping any other camera to the front. You can see in stereo but it's not doing any hand tracking or anything
I see
@proper osprey I neat trick is to set the OculusClient.exe application to run as admin (properties --> compatibility). In this way, unless you authorize it specifically, the Oculus Home won't start or even show when you wear your Rift.
i'am currently using the RunebergVRPlugin (https://github.com/1runeberg/RunebergVRPlugin) and kind of wonder if the way it's set up the capsule collider being parented to the camera does make sense?
Capsule collider parented to camera in VR pawn
when the camera is rotated, the collider obviously rotates with it, so when you turn your head sideways, the capsule collider also hangs sideways in the air ๐
i guess if i want the collider to keep it's orientation and only adapt to changes in vertical camera position, i'd have to either code that manually or add a separate collider for that?
how is everybody else doing that? e.g. are you applying head rotation decreased by some factor to the rotation of the collider so it at least somewhat ... leans in?
I believe this is by design to handle collisions in room scale VR. Which problems are you experiencing with this approach? Having the collider hang in the air is not necessarily good or bad per. It becomes bad the time it causes issues with your experience or discomfort to your users.
Regarding your question about how others are handling it, some time ago we had a discussion on the Unreal Forum about different options to implement a body with collisions etc. in room scale VR. Here the link to it: https://forums.unrealengine.com/development-discussion/vr-ar-development/1424747-vr-movement-in-real-life-to-in-game
@sonic lake i was using the center of the capsule collider as a target for aiming bullets as well as getting collisions/hits with the ue4 projectile component
if you turned your head sideways, the bullets would obviously target where your shoulders would be
thanks for the link, i'am gonna go read those posts
If you only want the capsule for hit detection and not movement, there is a series of bools to unlock a child component from rotating with its parent, however that doesn't prevent the linear translation any (Z), so you would have to accept that or move it manually.
@tired tree i'am using a 2nd capsule collider for now which i move to a sensible position in relation to the camera/hmd on every tick
should be good enough for prototyping ๐
ARCore is out of beta and is officially ver 1.0
however, Galaxy S6 is not supported... I am out of luck ๐ฆ
damn me too
might be able to find something on xda forums to allow if you are willing to risk bricking your phone :/
my missus has an s8. No way she will let me near it though. It's like a laptop to her. Shes never off it
yep, same story
im getting a S9
if its allright
my iphone 6 is rusty as hell
the damn thing shuts off at 50% battery
battery completely broken
but if i try to change it, a full clean install has to be done
and a full cllean install would kill every book, every song, every app
so if im going to do a clean reinstall, ill prefer to just get a new phone and not use applle ever again
Pluto is creating a new way for humanity to connect from anywhere in the world. Todayโs communication technologies (phone, text, video chat) donโt provide the sense of face-to-face presence and shared understanding that comes from being able ...
It is free.
becouse you have no idea how deep my hatred for apple is lately
Arcore 1.0 available on github: https://github.com/google-ar-unreal/UnrealEngine
Wonder if this could can be added to 4.19
there is a huge chance thats why they are taking that long with 4.19
@wicked oak or get S8, since it's proven and doesn't blow up ๐
I am still with S6 and I can't justify switching to S8/S9 (and since Go was announced I have even less incentive for upgrade)
Yeah 4.19 seems to be taking ages, Epic had a livestream yesterday regarding AR and didnt mention anything about ARCore 1.0
4.20 is when it will be in
This is what I hate about Unreal, Unity ARCore sdk available already, simply download the package and off you go
yeah the livestream last night confirmed it would be at least 4.20 for arkit1.0
@alpine ore nothing stopping you from adding the SDK yourself. I think the main issue for Unreal right now is best practice related. They are getting it just right and I can live with waiting in that case.
Lots of the packages go pretty seamlessly into managed languages already anyway
so easier to port to unity in the first place
Google seem to have built it though for 4.18.3 on github
So it won't have all the integrated AR functionality Epic have been building for 4.19
Just seen that 1.0 includes support for anchoring virtual objects to any textured surface, not just flat, horizontal ones, sweet
well, we'll have it by summer in 4.20 ๐
Bullet Train... I thought they were all robots
Haven't played it in so long.
I definitely remember the end boss being a robot though. Not a school setting, not sure why the hate.
ARCore is something cool to be thinking about also.
I have already done a bunch of prototypes with ARcore in 4.19. Managed to sell in 3 new projects with it off the back of a couple days screwing around. I will be getting beta access to the next 1 to test out the image tracking and vertical tracking too
Also Hololens...
out of respect... omg
There was a Jesse Schell talk where he described bullet train as a mass murder simulator in a train station, and I think epic said in some talks that that was part of why they went all robot for robo recall
@sturdy coral DWVR is PEGI12/ESRB T becouse the enemies are random skeletons and/or cyborgs that dont really look too human
Jesse Schell predictions list:
By end of 2017, media will blame at least one mass shooting on a VR game. "I'm looking at you Bullet Train."
Getting closer. Here is the new loot spawner system. Gives ammo for the guns the player has. https://youtu.be/B07nS4tIJ-E
Can someone advise why the steam VR keeps trying to open up itself every time I hit the system button on the Vive? Extremely annoying and disabling dash/application startup in developer options did not help
Not using Firefox either
Before it would just open the dash, which is all I ever wanted
@
@trail shale What is the dash vs SteamVR? You mean SteamVR home?
why people keep saying 60Hz on Go is going to be horrible compare to 90Hz on desktop VR?
Can anyone riddle me this. Checking the position/rotation or state of the transform at any point of this graph shows an identity transform. Yet it still sort of works, my camera follow the HMD as long as that Orientation pin is connected. It can do without the location (and still tracks location just fine), but disabling orientation fixes the camera to the screen. (executing pin is tick btw)
How come it always says 0,0,0 (and effectively if I store that value it will be Identity ) but somehow SetRelativeTransform still works? It's very late, so am I missing something obvious?
@willow trail a VR camera's transform gets replaced by other code
Depends on some settings in various places
I just called it VRCamera though, it's a regular old cameracomponent, is there such a thing as a VR Camera component?
Anyone successfully setup ikinema for vr?
After compiling my animbp, nothing even happens.
I've got my IK rig setup correctly and my character is calculating the transforms
But even editing the transforms in the animbp manually, nothing changes.
Using a solver works but the ikinema for vr doesn't
And after a restart it's working. ๐คฆ
being able to manually take screenshots in the game and adding them to the steam screenshot library is very nice
without that all vr screenshots are ugly low res stuff, with such a manual screenshot you can take 8K screenshots that look great
@willow trail no, unless you use a plugin, there is nothing like a separate VR camera. It is a regular camera with Lock to HMD turned on. The rest is done when you play/start in VR mode.
what does lock to HMD actually does? I don't see a difference enabling or disabling it
I don't get how this simple graph : https://puu.sh/zvoDw/a3b3425b7e.png
Leads to the camera working properly, but still showing an identity transform on each tick : https://gfycat.com/VibrantWeightyAmurratsnake
I managed to circumvent the issue somehow by using LockHMD (which actually did what you'd expect, but for some reason it doesn't always work properly if I don't start game with headset on).
Is there an upside to using lockHMD instead of setting the camera transform manually on tick? Or is it just a shortcut for people not to get sick while working out their transform compositions?
@willow trail manually on tick means you won't get late updates
Just before the render commands are submitted, they are updated with the latest transform of the HMD on the render thread
If you do it on the game thread in tick they will be stale
gotcha, that's a solid argument against it
It also late updates anything you have attached to the camera
otherwise things attached to it lag behind during headmovements
only sad thing is that the camera transform doesn't update until GetCameraView, so during normal ticks its a frame behind
oh, so if you needed to make, say, a bike simulation where you derive the rider's COM based on hand and head position, you'd be putting that weight one frame behind?
well I suppose I can attach it to the camera and position it how I want in relation to that
@willow trail When the VR camera is locked to the HMD, the relative transform of the camera component respect to its parent (Scene Component) is changed to reflect the position/rotation of the HMD in real space. The parent component stays where it.
If you spawn your pawn is 0,0,0 and only move the HMD around, you will keep getting its original position 0,0,0
@willow trail in that case just sample the TrackedDevicePositionAndOrientation
should likely do that with the motion controllers too unless you set tick PreReq
regardless though, one frame delay is mostly not a problem for game logic
@sonic lake right, now I'm struggling to sort out those transform compositions in my head, I can't for the life of me find a way to reset the HMD position to the bike without going overcomplex
@tired tree well I'm really pushing PhysX to it's limit, one frame delay at good speed still puts it 1m behind, but if TrackedDevice... can help with that it should be all good thanks
yeah sorry I realized that afterwards, if my COM is attached to the camera that's no issue
even then, the world location isn't a frame behind, just the relative portion of it
heh, if new Gear VR will be 6DoF, that's going to be crazy
or it's one of those hype articles
I don't get why they are still only one controller things though
Should have been two-controller minimum by now
@granite jacinth casuals
well, stats show that mobile VR is most used for VR porn, thus one controller only is by design ๐
I am more excited by the mirage solo
mirage solo is going to dissapear on nothingness
no one cares about daydream
becouse its kind of shit
basically cardboard+
there is no content other than shit tier stuff
Kinda what I think about the Oculus Go