#virtual-reality

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wicked oak
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its just an all in one gearvr

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nicer gearvr

cosmic shoal
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Except it has full inside out 6dof head tracking that works better than WMR because it has 4 cameras placed at the edges instead of two in the front, and the controlers seem really nice and are also fully tracked.

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For simiple games, like Job simulator, the experience would be like using it on an wireless Rift

wicked oak
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thats not Go

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thats SantaCruz

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wich is high end all in one with windows MR style (but much, much better) tracking

mighty carbon
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let's wait and see what Samsung has in store, if anything, for new Gear VR

cosmic shoal
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that is correct, I got the go confused with santa cruz

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They are working on their own version of Santa Cruz too.

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not called that, but similar in features.

mighty carbon
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Monterey

pearl tangle
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nothing in store for new gear vr I don't think. S9 is pretty much the same as the S8 anyways

mighty carbon
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hmm.. do you think they will announce something (anything) in the next few days? I was hoping it would be revealed when they revealed S9/S9+, but I guess not

pearl tangle
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im pretty sure they announced that they wont have a 2018 gear vr

mighty carbon
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I see.. I am guessing 2017 version would be the last one in the Gear VR family

pearl tangle
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yeah probably. No real point to upgrade it with another new version, not sure what difference they would put in it

mighty carbon
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they could take on Santa Cruz and offer 6DoF HMD/controllers, but with all that new hardware coming out from everyone and their grandma, they probably don't feel it worth investing money into new mobile VR hardware

pearl tangle
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they definitely wont be doing that with a mobile device. It's way too processor intensive to try and handle that on there. It can only work on the other standalone devices because they don't have all the rest of the OS running on there and the thermals on it are way better since it's not squashed everything into a phone

mighty carbon
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aye, true

granite jacinth
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@pearl tangle what's the lastes/coolest hardware you've tested lately?

pearl tangle
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@granite jacinth been a bit out of touch lately since I have been working on non game/ non VR stuff. Gotten a fair bit into AR at the moment so done some ARcore stuff and starting on converting those to work on the ARkit instead since the tablets are much better for it. Although I would prefer to focus on ARcore since it will have much better realism pretty soon and it's tracking and plane detection is much better

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i played around with the vive pro for a while but they are delayed to get me 1 by another month or so. Got some Samsung Odyssey's turning up this week, and should be getting 1 of the prototype lenovo/google standalones in the next couple of weeks

real needle
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@pearl tangle Def want to hear about the standalones

pearl tangle
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pretty much should just be all the tango hardware thrown into a headset with daydream

jaunty shell
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@mighty carbon ah FFS my newly bought note8 is already VR obsolete (in response to that article about 6dof gearVR) blobfacepalm

fleet plume
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do you think facebook might release/announce santa cruz at facebook's f8 conf? with the oculus ceo announcing the announcement of ... something?

shell karma
fleet plume
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that article is from april last year ๐Ÿ˜ƒ

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though i've been wondering whether they will merge f8 and oculus connect at some point

shell karma
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apparently yeah, well either way there are some news on "something big" vr wise to be shown on this years F8

fleet plume
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my bet is on the release of oculus go and santa cruz

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i'd be heavily surprised if they release/announce e.g. AR glasses

real needle
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Does anyone know how to detect the Type of HMD connected? The GetHMDDeviceName node only tells me SteamVR but I want to switch controller models depending on Vive/Windows MR/Oculus. Can't seem to find anything in c++ either. SteamVR plugin only has private functions as far as I can tell.

sharp swan
real needle
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yeah so that doesn't tell me what actual device is connected

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just that its running steamvr

sharp swan
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well it tells you if its an oculus, steamvr or psvr. Is that not what you are looking for?

real needle
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The steamvr could be a vive but could also be a windows mr headset

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the controllers for these are different so i want to switch the models in my game accordingly

sharp swan
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yeah I see. Have a look at the Get HMDDevice and maybe you can get more info

tired tree
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No

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SteamVR always returns Type SteamVR

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those types do as well

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you can either get the string information from a node or directly query steamVR via their api

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GetVersionString()

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for HMDs returns a ton of information from the SteamVR module

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vr::Prop_ManufacturerName_String, vr::Prop_ModelNumber_String,vr::Prop_TrackingSystemName_String

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but its as a conjoined string, you'll have to break it apart or search through it

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It also won't be enough to differentiate between normal / knuckles controllers eventually

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so safest bet is to manually query: VRSystem->GetStringTrackedDeviceProperty, and check with a controllers device ID, or the HMD and filter by types

sharp swan
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I sense that could be cleaned up and put into a nice little node or two if anyone's interested ๐Ÿ˜ƒ

tired tree
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I already did that

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but it requires linking to openVR

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so it would have to be in a seperate module

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I actually have an entire seperate module of OpenVR functions though that could be referenced

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provides camera, steamkeyboard, deviceproperty, and hmd type functions

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as well as the skybox overrides and some misc things

sharp swan
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awesome

mighty carbon
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4.20 features starting to pop up on the roadmap

wicked oak
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man you hyped me and its only 1 thing

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but then i look at that thing and thats actually a pure gold thing

mighty carbon
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yeah, it's pretty cool

tired tree
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Combined with the extended stepping and debugging for BPs in 4.19, going to save a lot of people a lot of frustration

granite jacinth
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yes it will

mighty carbon
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what BP nodes do I need to look at for rotations/tilts of the motion controllers?

sonic lake
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Just Get World Rotation on the Motion Controller components.

sturdy coral
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@mighty carbon depending on what you are doing you probably want get forward vector, get up vector etc. to avoid euler angle poling issues

sonic lake
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@sturdy coral True. Internally it is all managed through Quaternions anyway, but depending on the logic it may be easier to avoid using Euler angles. On a side node, the definition of FRotator FQuat::Rotator() const in the engine source code is odd and funny at the same time. Especially some of the comments! ๐Ÿ˜„

violet musk
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I have a GearVR setup with a video being played via the media framework in a material that is applied to a sphere. This 360ยฐ video works fine, but just with OpenGL ES3.1. If I switch to OpenGL ES2 the material is blank and I just hear the audio. Is that normal?

mighty carbon
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@muchcharles#2724 I just want to get tilt / rotation from Gear VR controller so that I can use simple gestures for stuff like reload of weapon and whatnot

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@violet musk I have never messed with videos in VR, but no, it doesn't sound normal. You might want to report it as bug to Epic and send it as bug report to Oculus.

violet musk
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@mighty carbon Mhm. I've made an answerhub post, will see if that gives some more insight and then possibly a bug report.

mighty carbon
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AH is technically defunct now. Epic doesn't really pick up bugs from AH after they launched new bug report system

mighty carbon
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@wicked oak have you had a chance to dig more into glTF ? It seems that folks that are making official Blender exporter having issues exporting multiple anims (Actions) into glTF.. Limitations of glTF format or something like that.

wicked oak
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gltf actually supports multiple animation tracks

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this part in the spec pretty much confirms multiple animations

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@mighty carbon just saw your issue

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they do confirm that its a exporter limitation at the moment

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nice of you to provide fbx and blend files, those are very useful

mighty carbon
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I hope they fix it @wicked oak

wicked oak
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the Godot guy did some stuff and did a PR to the spec to clarify

mighty carbon
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Following the conversation on github it seems that they can't fix it or something like that ๐Ÿ˜ฆ

wicked oak
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that yes, the Animations array is meant to be for different, separate, animations

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if i wasnt busy i would try to fix it myself

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after all i do know blender scripting and python and ive worked with file formats

soft beacon
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For MordenTral's VR Expansion plugin, does anyone know how to grab 2 levers by only grabbing a single lever? I am creating an aircraft flight stick. The shaft is a lever and the handle is a lever. They both work indepdendently correctly, but can anyone help me figure out how to make them both move when you're grabbing just the handle? Thank you lots

mighty carbon
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also, rumor has it that Vive Pro will be $800

glossy agate
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@soft beacon does it fall apart or something if you grab it with 2 hands? If setup correctly with 2 socket grips I think it should just work

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If properly constrained

soft beacon
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@glossy agate its 2 seperate levers, so when I grab one the other does not work. If I grab the shaft with one hand and the handle with the other it works perfectly, but that isn't how it should function

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they are attached and moving independently correctly. they move together correctly to, but the shaft needs to be triggered to move and be effected by motion controllers when I grab the handle, that is my goal

glossy agate
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mm I don't know what your BP look like but you could prob use a physics hinge on the shaft like how the doors have it so they follow just the handleand have the base stuck somewhere

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But actually maybe a skeletal mesh would probably work too

soft beacon
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its a blank bp, lever on lever

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I am down to try the door way, but not sure how to contrain the handle to be on the same rotational axis as the shaft lever

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Wish there was a remote grip function, almost like "the force" grab

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Oh wait, I think I see what you mean! DO you have a tutorial for doors that follow hinges?

tired tree
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...there is a remote grip..you literally just call grip

glossy agate
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its in the example project for the plugin

tired tree
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I already told you that in PM

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only thing saying when you can / can't grip something is you, the plugin doesn't handle that on purpose, just call GripObjectByInterface on the handle

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Again though, would have been better off as a dedicated interactible that you hand coded for your function, though I understand your time limits getting in the way

mighty carbon
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I have several hand poses (many, in fact). I need to blend some poses into other poses and back. For example A > C > D > F > C > A. On top of that, there are intermediate poses, for example, A can't just directly blend to C. It has to blend into B first as A > B > C (although A can blend to let's say F without any intermediate poses). How do I do that ?

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some kind of many-ways blending ?

glossy agate
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blendspace wont work?

soft beacon
tired tree
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yes, pass in the levers world transform, you are passing in an empty transform which isn't relative, going to screw everything up

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PM me with more questions though

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not in here

sly elk
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Hey all, trying to work through a problem in my head and would appreciate some feedback. This is the kitcar I licensed for my game: https://i.imgur.com/FCKlK6B.jpg

I'm thinking about a system to allow for some dynamic vertex based AO from the body panels to the chassis tubes as the body panels get removed. The thought is that I could bake vertex color based AO for the tube chassis with each panel individually, put them on separate channels and multiply them together in the shader to get the complete ao. As panels are removed or installed I toggle the input of that channel.

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Thoughts?

wicked oak
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that is very, very hard. But you can do some tricks

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my recomendation, use baked AO

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in a texture

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and just "toggle it" on-off

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depending if its plugged into place or not

glossy agate
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Or use that render target re texturing thing epic showed showed to mask and un mask areas where panels are between an mat instance with AO and one without

wicked oak
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cant use that in VR

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way too expensive

sly elk
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Yeah, i could do it on a texture and then use RBGA channels for each panel

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Or seperate texture files but that is wasteful

fleet plume
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@mighty carbon where did you get that 800$ number? if that's for the headset alone (no lighthouses, no controllers) ... then they've lost their mind

mighty carbon
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on reddit

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I am sure it's the whole thing, not just HMD

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again, it's a rumor.. Could very well be $1000

fleet plume
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i mean at this point it's already really weird that they have neither announced a launch date nor a price

mighty carbon
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although I couldn't find UE4 plugin for it :/

glossy agate
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^What makes that thing special for $1,500? To me it just looks ugly and has no controllers.

violet musk
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They said somewhere its not gonna be cheaper than the Vive at launch

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(the set)

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Somebody know where to find some 3d model of a Gear VR Controller that's not paid? There has to be something official? Haven't found anything yet.

neon dove
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Hello! Does anyone have experience with VRIK ( and perhaps messing with 4.19 preview) ?

sonic lake
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A bit on the first one, not yet on the second one. What are you trying to achieve?

neon dove
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Im trying to get VRIK to work with a teleportation that mimic's VR Chats, where when you press down the thumbpad, the player's avatar/mesh body moves to the place where they want to teleport to

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I have it to the point where I Deactivate VRIK inputs while pressing the thumbpad, but I can't seem to make moving the body to work

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Someone told me to use AI and it just doesn't seem to work for my pawn which has an AI controller

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So Im wondering if its an issue with 4.19 or if it has to do with VRIK

sonic lake
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Did you ask Yuri? He is very responsive

neon dove
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I have not asked onto his support page yet, I was thinking that would be more of a last resort

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Also he stated that 4.19 should be released in a couple days and some things might be fixed

granite jacinth
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Nah

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First Resort

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Why ask some strangers instead of the plugin developer themselves

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Not that he helped me out though ๐Ÿ˜‰

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Had to figure out the solution on my own

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Which was clearly missing from the docs

sly elk
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i haven't been in VR chat much lately. anyone have an oculus go dev kit or know if there has been any info on draw calls, triangle targets, etc...

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im guessing since I can't find anything on google about it that those kinds of numbers aren't known

neon dove
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Well I posted on his support forum and it has to go through moderation queue XD

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I was hoping it wouldn't be too specific to vrik that was my issue

pearl tangle
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@mighty carbon the vive pro as a package with the controllers and lighthouses is replacing the business edition version of the vive and it's going to be priced quite similarly if not exactly the same

jaunty shell
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soo

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1100โ‚ฌ ?

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controllers are roughly sold at 100, lighthouses aswell

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so price might hover between 700 and 800

pearl tangle
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good possibility yeah

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they are not targeting consumers with the vive pro

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hence it being the business edition replacement

jaunty shell
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LH prices must be lower with the 2.0 version though, since there's less parts and all

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yeah

pearl tangle
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yeah maybe, but you are buying in for support stuff as well if you buy it

jaunty shell
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yep true, business has a bunch of perks you don't get with consumer

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like that sweat damage warranty ๐Ÿ˜„

pearl tangle
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hah yeah the current 1 is a rip off

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but i dont quite get the design of the thing. its got really good headphones in there, which make up a big chunk of the cost as well. not overly necessary for enterprise stuff

jaunty shell
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yeah

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most of the stuff we show to our clients has no sounds at all (and you need to direct them a bit when they haven't done any VR before)

real needle
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Anyone else having their HMD on SteamVR stop showing video randomly? Tracking and everything works fine but the screen is black. On latest NVidia drivers.
Requires restart of PC to fix.

pearl tangle
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usually changing the usb port around or pulling the plugs out from the headset itself and plugging them back in may help if something has gotten a bit loose

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also changing around hdmi vs displayport side of things can often fix it

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oh which reminds me @jaunty shell the vive pro only has displayport and there is only a single plug coming out from the headset

jaunty shell
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good riddance

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hdmi sucks ๐Ÿ˜„

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that single cable looks pretty nice

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proprietary though ? Or thunderbolt based maybe ?

pearl tangle
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yeah it cant handle the bandwidth requirements for the new headset anyway so can only work with displayport now at that refreshrate

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dont think so. just the same as the current single cable version i think

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didnt pull it apart to look though

jaunty shell
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dat hello kitty strap tho

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how'd you get a pro btw ?

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or was it a one time test ?

pearl tangle
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yeah was just testing it out. vive came out to show it around. was meant to have 1 now but they have been delayed by a month or so.probably not till april now

jaunty shell
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Vive Pro + New nvidia gpu bundles is what I'm hoping for :p

pearl tangle
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if its a quaddro bundle you are looking for then maybe

jaunty shell
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I'd rather have something like a Titan A + Pro bundle :p

pearl tangle
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titan A?

jaunty shell
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Ampere

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the rumoured name of the new "gaming" architecture

pearl tangle
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ah hadn't seen that.

jaunty shell
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Volta for workstations, Ampere for gaming, and another name I' can't remember for crypto

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well these are just rumours so

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ah Turing for crypto

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Wccftech

NVIDIA is reportedly readying a brand new lineup of GeForce GTX graphics cards based on its upcoming 12nm Ampere graphics architecture for an official debut at this yearโ€™s GTC in late March, a mere month away from today. Ampere has been a frequent subject of leaks and rumors in the past several months. The codename โ€ฆ

real needle
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Oh wow a card I can't afford anymore

pearl tangle
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GDDR6?

real needle
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Are they limiting crypto capabilities on the gaming cards, or just trying to make the mining cards more enticing?

pearl tangle
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amd and nvidia were both working on dedicated mining cards

real needle
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So is intel I think

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Hopefully they help fix the market

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Just...after I sell my 1070 on ebay ๐Ÿ˜‚

jaunty shell
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yeah HBM2 probably ain't for consumers yet

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Volta cards are using HBM2 though

real needle
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Yeah I was sad to see AMD use that

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They were so proud of using HBM2...but do gamers care?

pearl tangle
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yeah its overpriced though

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gddr6 will be much better for crypto mining though

jaunty shell
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@real needle I think they make a separate category for mining to avoid what is currently happening with GPUs prices inflating and being out of stock

real needle
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If mining cards go out of stock, they'll just return to graphics. Hopefully they're mass produced.

pearl tangle
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i dont think they really care about that. I think it's just an extra way to market to people

real needle
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So is it just a card with no output nor sli?

jaunty shell
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something like the Tesla gpus ?

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could be

real needle
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That'd kill re-sell value.

rigid orchid
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The "Get Orientation And Position" blueprint node for HMD should return the position of the HMD compared to the sensors right? The way you have calibrated it in the oculus app...

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For me when I start my game from the editor while sitting it returns around 0 for the Z position, and then -30 when i was going a bit lower, and 60 when standing. So this seemed correct. Then I tried it starting while standing once and once from a lower position. First it seemed ok, but it wasn't exactly the same value as before. Then I tried it again from a standing position, and suddenly standing was -40 instead of 60 which it was before... So seems like very unstable values.

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Bottom line, I can't get the position of the player camera correctly when I don't have stable values to work with and it keeps changing the height of the player depending on starting the game while sitting or standing. How can I get this right? It also doesn't work properly in the VR template project ๐Ÿ˜ฆ

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I tried it in Robo Recall and there it works fine, so it should be possible I guess

real needle
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Can you use 2d widgets in VR? They don't seem to align for me

rigid orchid
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So the problem was not what I mentioned before, but this. The VR template is using this exact same switch, but it is incorrect, the oculus device name is not called Oculus Rift but OculusHMD. So because this was wrong it didn't set a tracking origin and everything was acting weird... Seems to be fine after changing this to OculusHMD

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@real needle They do not align indeed, I have used 3D widgets before to fix this because the project I worked on allowed that, but it is not an ideal solution for everything

real needle
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The plan was to display a warning when you put your head into an object...but you can't use 2d because it doesn't work and you can't see 3d because you're in an object.

tired tree
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Use a stereo layer, they are just textures composited after all of the rendering

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they are specifically for that purpose

real needle
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I've never heard of those till now. Thanks

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Can the stereo layer be a UMG widget instead of texture somehow

tired tree
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manually, yes

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you can pull the texture from a umg widget and send it to the stereo layer with live updates enabled

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mitch has a tutorial for that somewhere, its a little inefficient as it double renders, but it works

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not much use though doing that for head in wall

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can't interact with it unless you skip tracing the level geometry

real needle
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Was going to test it for a scoreboard or a mic status. Something that needs to be blueprint controlled.

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Mic status could use texture. Scoreboard is where my mind was at

mighty carbon
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oh, 4.19 will have ARCore 1.0 after all

quartz bay
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How is an NVIDIA Geforce GTX 1050 below the min spec of a NVIDIA GTX 970?

quaint loom
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Minimum Specs

Graphics Card NVIDIA GTX 1050 Ti / AMD Radeon RX 470 or greater
Alternative Graphics Card NVIDIA GTX 960 4GB / AMD Radeon R9 290 or greater

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they moved the field goal likely

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as did Vive

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@quartz bay

cosmic shoal
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well looking in detail the 970 it not 84% faster, it's just 84% better in their score, it is still way faster.

lime dagger
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I will say surprisingly my 7870 was better than the 1060

quartz bay
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wow, well that's misleading advertising then... I always thought that the minspec was 970+, so any number greater than 970 was sufficient for VR

real needle
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hi guys ๐Ÿ˜ƒ

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im looking for a coder to work on a VR project

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more details feel free to contact with me

quartz bay
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You should post in the looking-for-talent section.

real needle
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Good luck trying to google for "knuckles". Thanks VRChat

pearl tangle
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@real needle they aren't going to be mass producing the knuckles unfortunately

real needle
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Yet!

pearl tangle
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at all

real needle
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Well, Valve never would

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They don't mass produce anything

pearl tangle
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too expensive and too many fragile parts prone to breaking apparently. so theyt have gone back to the drawing board

real needle
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Huh that's more than I knew

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Hence why I was googling about it

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Makes sense why I never got a pair

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They probably never made the batch that I was in line for

pearl tangle
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yeah they pulled the plug on it apparently and are looking at how to make it viable for mass production before they get more out there

real needle
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I still want a pair to test with my slinger locomotion

pearl tangle
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hah yeah i want some too to play robo recall with :p

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but yeah from what I have heard they went through the product development investigation phases with HTC and it came out to be unviable for manufacturing. so hopefully they can figure out a way to make it viable because they seem to be pretty damn good

real needle
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They are!

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A bird whispered something about booth 5 at 3pm during Steam Dev Days...

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Damn that second headline is terrible

pearl tangle
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yeah not entirely sure what the manufacturing issues were but it must have been pretty major. maybe tail end of this year we will start to see some stuff from it. Seems likely htc will be manufacturing them

real needle
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Lets keep our fingers... on the grip buttons for now

pearl tangle
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hah well i haven't picked up my vive in months. maybe when the new stuff comes out i will get back into vr gaming

mighty carbon
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hmm.. Nvidia's online shop is still out of stock

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since mining craze won't go away in the next few years, I'd say PC VR market is going to be a shitty place to be on ๐Ÿ˜ฆ

pearl tangle
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you could turn your cards on to mine as well @mighty carbon and get them to pay for themselves?

mighty carbon
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lol

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nah, I used one of those calculators and I'd get not whole a lot of profit mining all day every day on my 1060

pearl tangle
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you don't base it on the current price tag of the currency

mighty carbon
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and then I would only be mining, not working on VR stuff

pearl tangle
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nah you just setup inactivity scripts in windows so that it mines when you are not doing anything then as soon as you move the mouse it turns off

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I setup 10 machines in the office to be doing that for a couple of months. Works fairly well since they just go at it overnight and on the weekend too uninterrupted

mighty carbon
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what I meant was that not whole a lot of people can afford VR capable GPUs at the current prices

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and that's even if they can find those available

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so market growth is going to be super slow

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I think Oculus Go/ Santa Cruz / PSVR will grow a way faster

pearl tangle
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idno if the gpu price is the bit that stops people getting into desktop VR stuff really. It's a big investment across the board to set it all up, can't really be just 1 component that causes the problem.
Definitely think the standalone VR stuff will be a big boost, but they need to sort out the controller 6DOF stuff for it to really take off

granite jacinth
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hmm

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Wonder how much my 1070ti could mine

pearl tangle
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1070 is the most cost effective miner from an nvidia standpoint

granite jacinth
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then again...I don't want my office room to be a million degrees when I come back to work in the morning

pearl tangle
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it also kills the lifespan of your cards too, thats why if you buy a 2nd hand card now and it's been mining good chance it will die sooner rather than later

granite jacinth
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Damn 2nd floor already goes up 10 degrees when I turn on this PC

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Yeah meh

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I'm not a cryptogeek

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Don't really care for it.

mighty carbon
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I bought my GPU for $266

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now it's $400+

pearl tangle
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well be thankful you don't live in singapore where its constant 27-32 degrees celcius with 90% humidity year round ๐Ÿ˜‰

granite jacinth
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If it makes a bunch of people some money, good on them for taking that risk

mighty carbon
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I'd say GPU prices and shortage is one of the main factors

pearl tangle
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yeah i made $40k in 2 months from crypto end of last year. I have another business partner who invested $200k in Ether at $19, then he sold it at $1400. Made $10mill. Another friend who made over half a mill

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none of them have ever bothered to mine though. 99% of the time it's better to take that money you would invest in the hardware and just buy the currency instead. but if you have a tonne of hardware lying around doing nothing then thats handy

mighty carbon
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heh, my GPU goes for $500+ on Amazon nowadays and $900+ on eBay

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crazy

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1060 6Gb

pearl tangle
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like $450 USD over here on ebay

sturdy coral
#

@pearl tangle did you say HTC was selling vive pro early at cost to devs or something like that?

pearl tangle
#

dunno if they are doing that to everybody. but yeah I was told I can buy some at cost, but it's all been delayed

sturdy coral
#

@pearl tangle how did you think the weight was compared with vive 1 and rift?

pearl tangle
#

its heavier from pure numbers

#

but it's much better distributed. the new strap on there works much better. Although the size adjustment bit is still stupid and not well designed, slips through your fingers too easily like the das version does

sturdy coral
#

it looked like it has friction joints for the tilt like oculus

pearl tangle
#

it also blocks out light a lot more since it fits around the face better, but it means you can't flip it up easily, so for dev testing may be a bit annoying

sturdy coral
#

that was my big disappointment in DAS, it still flops around and relies on the top strap to hold tilt steady

#

yeah for dev testing windows MR has been ideal with the flip up stuff

#

just not great for actual game playing because of the controller tracking limitations

pearl tangle
#

yeah the vive pro seems like the best headset for gamers really. brilliant headphones, comfortable fit for long term usage, vive trackers, the cameras can also do basic hand tracking although they haven't shown that publicly yet

sturdy coral
#

something about OLED must just be heavier in general, cause the samsung odyssey is pretty heavy too

#

I think it is maybe bonded to thicker glass as part of the production than LCD has to be

pearl tangle
#

im waiting for my 5 i ordered to get here. had to send them to the chicago office and the guys have been slow to forward them over

granite jacinth
#

Oh, I got my Odyssey today (and a working Acer)

#

Finally tried out WMR in Editor, was pretty nice

#

Odyssey obviously didn't work though

#

Which I was sad

#

4.19.1 needs to hurry up

pearl tangle
#

@granite jacinth whats the issue with the odyssey vs the acer 1? some bug in 4.19?

granite jacinth
#

@pearl tangle 4.18

#

Something with the display overlapping

#

@sturdy coral actually wrote up a PR somewhere

#

I am like 99% sure they fixed it in 4.19 already

#

I just haven't been on 4.19 yet to test

#

I guess I could pull it down tomorrow though

pearl tangle
#

ah gotcha. i have been on 4.19 for AR stuff but haven't tried any vr

granite jacinth
#

Ah. Yeah, would be cool to do some AR stuff

pearl tangle
#

yeah the newer stuff available in arcore and arkit isn't in there yet though so no vertical detection or object tracking

#

thats coming in quite soon but unreal needs to keep up

glossy agate
#

The newer stuff will let you detect vertical and horizontal at the same time? Thatโ€™s really cool

dusky moon
#

Last week's Livestream was an intro to arcore right ?! can't find the video yet ... I'm getting curious to try it

pearl tangle
#

its on their twitch 1 but didn't get put up to youtube yet @dusky moon

#

it's pretty basic, mostly stuff you should be able to figure out on your own with the 4.19 version pretty quickly

granite jacinth
#

^Sometimes...during VR dev...

pearl tangle
#

i see your IK rig is going very well there...

sonic lake
#

๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚

ivory haven
#

Anyone had problems getting VR template to work recently? In 4.19 created brand new project based on VR template but it doesn't work correctly. HMD position is at arbitrary position, detached from pawn and Motion Controllers do not respond to movement. Buttons do work though.

#

Other VR projects on 4.19 as well as other games and VR Mode works fine so it has to be something related to VR template.

rigid orchid
#

Hi @ivory haven It might be related to a problem I had with the VR template. Check the part where it sets the tracking origin to floor/eye level in the template. For me it was using a switch between Oculus Rift/Steam VR and PS VR. But the name of Oculus Rift was not correct. When I printed the HMD name it was OculusHMD instead of Oculus Rift.

#

So basically check if tracking origin is being set correctly on begin play and is actually executed, maybe that helps ๐Ÿ˜ƒ

ivory haven
#

Thanks for the tip @rigid orchid . The HMD position fixed itself after restarting the editor but still can't get my motion controllers to work. This is really strange. In tick I printed out world location of MotionController and it doesn't change

rigid orchid
#

That is weird indeed if they work fine in other projects and games

#

They are working fine for me in I believe 4.17.2 in the VR template, but I have not tried 4.19

#

Did you try to recalibrate just to be sure?

ivory haven
#

Not yet. Checking if it's going to work on 4.17

trail shale
#

Can anyone offer me a workaround for a spectator screen interface? I know it involves using a Render Target pointed at a 3D widget with some interaction component but it would be really helpful to find more specifics rather than me trying to reinvent the wheel

candid viper
#

@ivory haven IIRC the VR template doesn't set the motion source. That is a change C++ side in 4.19. Rather than using the EControllerHand enum, you now have to set MotionSource. For the left motion controller you want "Left" and the right "Right".

ivory haven
#

you're right!

#

that did the trick

#

well, vrtemplate alread set the motion source as expected but it seems that it changed how ENUMS are converted to NAMES.

#

Right now it's something like ENUMCLASS::VALUE

#

but in vrtemplate it expected to be just VALUE

dusky moon
#

Guys, I just installed 4.19 Preview 5 and tried building the HandheldAR template for my S8. but when I run the app in my phone it shows the splashscreen and then crashes. Am I doing something wrong here ?

pearl tangle
#

@dusky moon have you installed the correct arcore APK on your phone?

dusky moon
#

well I used the Install......Bat file which installs the correct one I guess

pearl tangle
#

thats your app

#

you also need to install arcore to your device, pretty sure its still the older version in 4.19

dusky moon
#

Oh I have Ar Core 1.0 installed in my android

#

got it from google store

jaunty shell
#

oops

#

UE doesn't support 1.0 yet afaik

dusky moon
#

shet!

#

what now

jaunty shell
#

get an older apk ?

pearl tangle
#

yeah you need to install the older 1 from their github

#

has all of that in their documentation

dusky moon
#

oh wow thanks I will but it sounded very depressing lol

pearl tangle
#

you will need to use the google branch of unreal if you want 1.0

dusky moon
#

hope they actually support 1.0 in 4.19 stable

jaunty shell
#

they will

dusky moon
#

cool

pearl tangle
#

don't think so actually

jaunty shell
#

uh ?

dusky moon
#

my god

jaunty shell
#

420 then ?

pearl tangle
#

yeah most likely

#

it doesn't support the 1.5 arkit on 4.19 either im pretty sure so no vertical or image tracking in there yet

dusky moon
#

it's terrible meaning that you basically demand your consumers to download the older ARCore Apk ?!

pearl tangle
#

and that stuff will be in ARcore in the next 2 weeks as well which will be after 4.19 is released

#

no.

#

you just download the google branch of unreal

dusky moon
#

oh got it ๐Ÿ˜„

pearl tangle
#

the 1.0 release of ARcore supports a bunch more devices and has a few other features in there, but it came out after 4.19 went into bug fix mode. same as iOS 11 with the updated arkit

#

but ARcore 1.5 and ARkit 1.5 will have feature parity so they will be in unreal 4.20 most likely

pearl tangle
#

just download it from their github would be the safer bet

dusky moon
#

ah fine

pearl tangle
#

yep definitely dev preview 2 on 4.19 it would appear

dusky moon
#

ok I just installed preview 2 from github. and still get the crash :/

#

restarted the phone

pearl tangle
#

might have to uninstall arcore 1 as well potentially, not sure if they like each other being on there. Have you tried through the launch button rather than doing a package?

dusky moon
#

arcore 1 is already uninstalled but have to try the launch

#

crashed with the launch as well... I guess I'm going to re-create the AR Template and start fresh

#

android dev is a headache

novel roost
#

hii everyone do u have any idea why my VR project lag a lot on android (tested on s8 , s7 ,s6 ) but it works smoothly on IOS (iphone 6s , 7 ) ??

pearl tangle
#

yeah usually something going on there. Need to make sure you have the 24 version ndk installed and have that listed as the minimum version you support

novel roost
#

thx for the replay @pearl tangle yes yes i have set minimum version support to 23 also all sdk are installed from 19 to 27 :/

pearl tangle
#

@novel roost I was saying that to alless sorry

#

in general google cardboard probably will need a lot more optimization on there. If you are running it on gearvr it will probably perform ok

novel roost
#

i will try to look into it more and see if i can optimize more thxxxx

tropic zodiac
#

๐Ÿค” is it possible to just display one eye on the screen for cardboard devices ?

#

With cardboard I can use a better rotation tracking, but I dont really need to stereo view, so I want to switch to a normal 2D View

#

Also: 'vr.bEnableStereo' does change the view to 2D again but also disables the head tracking :c

dusky moon
#

Ok I'm giving up on ARCore now... checked everything (NDK-24 ... started fresh project, etc) but still getting the crash. guess I'm waiting for Final 4.19 to try it again.

alpine ore
#

Under project settings just enabled android, accepted the sdk, made sure min sdk was 24, gave the project a package name and set orientation to portrait

#

Target platform was mobile/tablet and scalable 3d/2d

stable shadow
#

Hello guys, I'm going to buy leap motion for my VIVE, I want to know can i use the existing USB port on HMD for that or that port doesn't have enough bandwidth ?

tropic zodiac
#

@stable shadow we also use a leap motion x vive combination in the lab, afaik you cant use the usb port on the hmd itself. We use a usb extender to extend the long usb cable

stable shadow
#

Ok thanks

tropic zodiac
#

๐Ÿค” so I found out that the cardboard app has one screen that is exactly what I want to reach: https://i.imgur.com/Myd1q2n.jpg
It shows a 2D View of a camera controlled by the rotation of the device.
How could I achieve something like that ?

#

I already can control the camera with device rotation, using googlevr in UE4. But then the camera will be in stereo mode, and I don't need the stereo view.

#

when disabling stereo view, it will also stop the rotation tracking ๐Ÿค”

jaunty shell
#

override it ? ยฏ_(ใƒ„)_/ยฏ

#

like use a different camera with the gyro as rotation

#

and switch to the googlevr camera when you need to go in the cardboard

tropic zodiac
#

yeah if I use the gyro as rotation (from motion state) I can't get the right/left turn smoothly. It will always have a little shaking to it.

jaunty shell
#

argh

tropic zodiac
#

I tried interpolating it, that makes it smooth but makes it lags behind

#

fun fact: in googlevr the left/right turn is smooth ๐Ÿ‘Œ

#

so I wanted to switch to that and just change the mirror mode to single view

mighty carbon
#

ARCore 1.0 is already in 4.19 branch on github

#

@pearl tangle ^^

balmy surge
#

ive got a full bosy rigge character is there anyway to make it my vr full body charactrer

granite jacinth
#

Yes

#

Purchase the IK VR Body plug-in

#

Or do some custom stuff yourself

#

@balmy surge

tropic zodiac
novel roost
tropic zodiac
#

@sudden moat yeah tried that, sadly didnt work :c

#

it does work on my htc vive

#

I was able to disable the distortion and black borders

novel roost
#

yepp i just try it on an s7 didn't work too :/

tropic zodiac
#

Yeah I think it's just for the preview windows for HMD (steam vr display mirror)

novel roost
tropic zodiac
#

๐Ÿค” yeah those are the same commands as in the vr console command wiki post

#

will try to trigger that directly

#

thanks for your help btw ๐Ÿ™

novel roost
#

ohhh sorry wrong link my bad

#

oh yes yes u can i did that too for my project i was having a problem with google vr UI layer and disable it by modifying the plugin source code (cpp)

tropic zodiac
#

oh yeah, will save that as final resolution

#

๐Ÿค” vr.bEnableStereo 0 works for the view, but also disables the hmd tracking

sly elk
#

Hey all- I posted in the jobs board but I'm looking to hire a contract programmer for primarily blueprint work.

glossy agate
#

Saw you latest vid man. Looking really good

sly elk
#

thanks

#

I'm about to hire a core engineer but we are going to need second person to hit some deadlines

glossy agate
#

When you trying to get to alpha?

sly elk
#

Thats a complicated question...

#

Sorry, can't elaborate on that in public until I have a contract signed next week

fleet plume
#

out of curiosity: what are you working on?

sly elk
#

Wrench - Its about working on cars in VR

fleet plume
#

ah nice!

#

seen it on one of the VR blogs

sly elk
#

So I need a VR min spec machine and I need a computer I can take on vacation. Does anyone make a mid tower or smaller VR ready machine? Like I5 + 1060 or something?

wicked oak
#

@sly elk get a 1060 VR laptop

#

will do both things

#

act as minspec, and work for demoing around

sly elk
#

i kind of want to be able to swap in my 1080ti for demo use with high settings

#

but yeah, that is probably the smart move

#

a 1060 laptop is probably the true lowest spec user I have to worry about

fleet plume
#

what about using an eGPU?

wicked oak
#

my new dungeoning game is starting to get shape

#

now that i have full control, you can throw weapons robo recall style, and block/parry/etc well

#

the core combat is now quite fun to play, its really going forward

novel roost
#

heyy does any once know why when i use Forward Shading Renderer in VR and build the project on android the scene is totally dark ?

wicked oak
#

forward render on-off should have no effect on android

#

android does a different thing

#

mobile has its own render code

novel roost
#

ohhh niceee thnx a lot @wicked oak is there is any alternative for it cuz im having a bit of problem my vr project run smoothly on ios but on android it lag :/

granite jacinth
#

When you are testing something out that you've done 100 times easily over and over again with no change...then on the 101th...there is a change...

#

(super rare bug (0.00001%)

jaunty shell
#

Waaaaat da faaaaa

#

He just wanted a little help to get up :(

glossy agate
spring mirage
#

Does anyone @here know how to fix SteamVR supersampling in 4.18?

#

but also i've got people complaining that steamVR supersampling is totally broken. in my tests it literally does nothing

#

i know this is what I get for using the newest version in production but I had very little choice as UMG was borked in 4.17

vocal mist
#

Hey guys, Just released a huge update for our awesome VR game! REFICUL - Rogue-Like Open World VR Survival Horror has just had a huge update! Be sure to check it out on steam! http://store.steampowered.com/app/698110/Reficul/

Designed Exclusively for VR, Reficul is a rogue-like open world survival horror game. With realistic weapon handling, magical relics and a horde of dark spirits. Expect a challenging action-packed, atmospheric apocalyptic survival horror game. ...

Price

$19.99

โ–ถ Play video
sturdy coral
#

@spring mirage I have a pull request that fixes it

spring mirage
rocky nimbus
#

Any PSVR devs here aside from Blanco and I?

sturdy coral
#

@spring mirage yes

spring mirage
#

1 million thanks @sturdy coral

shell orchid
#

hello guys, I'm currently starting in VR - implemented in BP. At the moment, I'm trying to make a drive-able car (like rotate the steering wheel and using the gear shift-thingy [sorry I haven't known how to drive yet so I dont really know how to call it) and I plan to use Motion Controller to play this. Now tbh, I haven't had any clue how to implement it yet, like do i need a whole 3D car model or just need the inside, and do I need the steering wheel is a standable mesh and add to the car's mesh ? Then to the driving part, to turn left,right the car, I need to get the steering wheel rotation then do what? I know reading this you might think:" You lil lazy ass don't even try to think for a second ?" But really I don't have any clue, I just need some main key, then I'll do the research then implement it myself. Thank you for reading and helping !!!

fair hearth
#

I would take a look at epics vehicle templates

sonic lake
#

@shell orchid Have a look at Mordentral's VR Expansion Plugin. In his examples he has a ready made fully driveable car you can learn from.

novel roost
#

Unreal engine crush when I hit play after disabling SimpleHMD , I did remove all use of it but still crushing ?!

pearl tangle
#

@novel roost crushing?

novel roost
#

@pearl tangle Hihi yepp :p when I activated again it works and the scene is played

#

I'm working on the mac version 4.17.2

pearl tangle
#

I assuming you mean crashing, or do you mean something else? Since it's the SimpleHMD are you doing this on mobile or desktop? Pretty sure that simple hmd 1 is only for mobile

novel roost
#

Let me explain a bit more :p it's a long story haha I'm trying to create a vr/non vr game on iOS and Android I have used Google Vr for the job and everything work great on Android but once I have build from iOS and in the non vr mode I get that Google Vr ui layer showing off ! So I decided to make 2 version for ios separately but once I disable the Google Vr and the simpleHMD , i load my main menu and once I click to load the map the game engine crush I have test it also for Android and iOS same thing the menu show but once I click on load scene crush again

pearl tangle
#

crush = crash right? As in the software stops working? I don't know if you are trying to say crushing = something different like the image gets distorted

novel roost
#

Yep like in software crush or application that crush it stop working and show the crush send report yepp

#

It's wired too cuz I have search about it and found nothing that indicates what did happen

main ether
#

@pearl tangle yes of course he means crashing.

#

the same way wired probably means weird

pearl tangle
#

@novel roost run the android debugger while you have it connected and you will be able to trace whats going on with the CRASH

novel roost
#

@pearl tangle oki dokii i will , sorry I can't speak English very well

pearl tangle
#

no worries. Just wasn't sure if you meant something different

novel roost
#

thxx a lot i will post the result once i run the test

dusky moon
#

Ok so Today I hooked up VR Stereo Layer into my VR Pawn ... works nicely... but idk why it shows me a black rectangle right on top of every stereo layer I have ... ?! bug ?

sonic lake
dusky moon
#

@sonic lake not really, I found that the Black Offseted overlays will show up only on "Support Depth" enabled.

#

It's weird bc it shows stereo layers correctly using Tracker Locked but also shows a black rectangle on top of each layer

sonic lake
#

There are a number of issues open regarding Stereo Layers, so I guess they are not yet 100% mature

wicked oak
#

the issue with stereo layers is that they are different on all platforms

#

to fix that, epic now provides a "default" implementation of stereo layers

#

basically it will render the layers on top of everything after the full render is done

#

and if the layer is supported by the driver, it will use that driver

#

psvr has no layers whatsoever...

#

Rift has good support, but not all of the types

#

GearVR has all the types, but it can only handle like 4 max or something

#

and Vive is a disaster all around, has layers but they are broken by default from steam sdk

sonic lake
#

@wicked oak That beats my definition of "not yet 100% mature"

wicked oak
#

epic games tries, its just a shitshow generally

sonic lake
#

I guess I have the advantage to be developing for 1 target platform only (Oculus Rift)

#

Cross-platform stuff definitely takes more time to work properly, also because the SDK's of the platforms themselves are changing continuously

wicked oak
#

no you dont. You need to support Vive (unless you are doing an exclusive)

#

the vr market is already small enough for one dev to just forget about half the users for no reason

sonic lake
#

It's our platform, so we do pretty much what we want with it.

#

But I share your pain.

wicked oak
#

if it isnt a game, i guess it makes sense

#

for a game, just being exclusive "just becouse" is an absolutely huge mistake

sonic lake
#

They are not games, they are experiences for a very special group of users

wicked oak
#

can you show what is it? or is it secret

sonic lake
#

we do VR for elderly people and people with special needs

wicked oak
#

thats very cool

sonic lake
#

thanks! ๐Ÿ˜ƒ

#

We have developed our own platform + launch center

wicked oak
#

ive found that elderly or disabled people really like vr games, specially if they can do things they normally cant

#

fun enough, some elderly and wheelchair people really liked DWVR

sonic lake
#

they absolutely love them exactly for that reason!

wicked oak
#

becouse it was very fun for them to zap around the map and just shotgun a skeleton

sonic lake
#

We don't do shooting stuff, but I imagine it can be fun as well

wicked oak
#

what kind of experiences do you create for them?

sonic lake
#

They all combine mental stimulation with some sort of physical activation

#

We have a hot air balloon ride, a walk in a winter forest, a kind of word game and more

#

Currently experimenting with some new devices and interaction models

#

We have to be careful with the experience dynamics and interaction models. Keep everything simple and avoid them getting confused or, worst, getting VR sickness.

mighty carbon
#

hmm.. UE 4.19 might be one of the most stable releases when it comes out.. I don't recall seeing 6 previews in the past.

spring mirage
#

@mighty carbon i'm really hoping so. I miss 4.16 so bad at this point, there's been insane regressions in 4.17 and 4.18

mighty carbon
#

hmm.. like what?

spring mirage
#

i had to complain loudly on answerhub to even get epic to fix VR preview in 4.18

#

initially it would just crash the editor after 5 min

#

scrollbars in umg were broken in 4.17

#

destructible meshes can't be referenced by characters in a packaged build in 4.18, i have to load them at runtime using a string

#

there's been more but i can't recall off the top of my head

mighty carbon
#

I see

spring mirage
#

oh, in 4.18 oculus/windowsMR is totally broken due to screenpercentage changes, and external supersampling does nothing

mighty carbon
#

I didn't have any issues with VR preview in 4.18

spring mirage
#

it was fixed in 4.18.2

mighty carbon
#

ah, well, then the issue doesn't count ๐Ÿ˜‰

spring mirage
#

but initially they said it wouldn't be fixed until 4.19

#

craziness

#

oculus/WMR is still broken and the pull requests aren't being merged because "it's in 4.19 already"

#

idk

#

point is... i miss stability ๐Ÿ˜›

#

high hopes for 4.19 though

spring mirage
#

@sturdy coral i just added your PR and it actually does not seem to fix the SteamVR supersampling slider. It's possible that I did it wrong but are you sure you didn't miss something? Also what VR plugins do you have enabled? Somebody told me today that enabling the oculus plugin fixes the screenpercentage issue, so I'm thinking that may be a factor in this one too

sturdy coral
#

@spring mirage not sure, I sltested it with changing screen percentage in game which was broken too, not changing the slider externally, so maybe that fails for some reason

spring mirage
#

ohhh i see

#

the plot thickens.

#

I've already added an screenpercentage option to my game, but it's pretty odd that the usual method is broken. Was working in 4.17... wonder if it works in 4.19

spring mirage
#

@sturdy coral just tested 4.19 preview 6... SteamVR supersampling is still broken

#

still works in other steam games i tried (compound) so it's probably not SteamVR being broken

#

on the upside, you PR seems to be way more stable than the other one as it doesn't break everything if screenpercentage has been modified when the game starts. so thanks

#

submitted a bug report, we'll see what happens i guess ยฏ_(ใƒ„)_/ยฏ

charred portal
#

https://1drv.ms/u/s!ArlMtU4-teLahVfyu0dNntZ59HR8 so I finally got dynamic day/night cycles with cube mapping for skylight and worked around a bug in 4.18.3 for AO so shadows didnโ€™t look horrible with a movable light source and skylight. Wish me luck that it doesnโ€™t perform like a turd in VR now. Ran fine before switching from forward rendering to deferred for AO

PNG Image

tired kettle
#

I fucked up my motion controller template. I deleted the box brushes, drag my own room into and now I can't teleport anywhere. Actually, I managed to rebuild the navmesh part (navmshboundsvolume), it intersects with the floor and I get a green area where it should be walkable, but again, the teleporter arc doesnt fire, it' s stuck after 20cm in mid-air (can't find valid teleportation spot I guess). Should the teleportation script work on any navmesh or do you have to setup it in a certain way?

jaunty shell
#

hey lads ! Say, how would you get better performance with deferred without too much quality sacrifices ?

#

the lack of SSAO in forward makes our projects look like crap ๐Ÿ˜„

pearl tangle
#

@jaunty shell you should pull up robo recall and have a look through there. It gives some pretty good examples. They also have a couple of good youtube videos about the process they went through

jaunty shell
#

yeah I've check the stuff they did on robo recall

#

its really good for a gaming workflow

#

but for our CAD workflow it'll require too much work to setup each project ๐Ÿ˜ฆ

wicked oak
#

@LifeForLife๐Ÿค”#1313 you can bake AO with lightmaps, and you can bake AO in the textures for the objects

#

SSAO in Vr is very problematic

jaunty shell
wicked oak
#

it is super expensive and can ghost really hard when moving the head

jaunty shell
#

I'm not sure we'll be able to bake anything ๐Ÿ˜„

wicked oak
#

also it can cause depth discontinuity

jaunty shell
#

as in ?

tired kettle
#

I deactivate baking alltogether and lights with dynamic spots and points, some with shadow, some without, I kinda try to fake gi by adding them to the right spots (from top, from bottom etc)

#

lights = light

#

UE lighting is far smoother than on unity

sonic lake
#

@tired kettle Check your collisions. If the arc stops mid air it has hit something.

tired kettle
#

at first I had only a sphere at the hand, figured out, that happenes if you hit your own hand, but that mid air thing is just attached to your hand it doesnt chang with the angle you hold your hand or anything, the arc looks static. Anyway, setup a new template.... migrating everything meh...

#

on a new vr template project (with starter content), I deactivate static lighting (UE wants to restart afterwards) how comes it needs to compile +3300 shaders? where do they come from?

sonic lake
#

That may very well be the starter content

tired kettle
#

I think you're right

charred portal
#

When designing a dynamic day/night cycle zombie game itโ€™s almost impossible to bake anything @wicked oak. If I get too many performance issues I guess I can go back to forward rendering without AO but this is the best itโ€™s gonna get with a movable skylight and no AO https://1drv.ms/u/s!ArlMtU4-teLahV5zslUlu4iX9j6C

PNG Image

#

If you want a day/night cycle it looks like your VR project will suffer in the looks department. I guess I could remove all direct lights and bake in the skylight AO for the insides of houses but even this will look horrible as the intensity changes from mid day to night time and filtering through assets for baking will double the time of the project

charred portal
#

@fathom slateael#2081 create a new VR tutorial project beside the one your working in. Copy only the working uasset files over to the new one

#

@tired kettle

#

You can also right click and migrate assets but if the are broken then donโ€™t do this

#

Theyโ€ข

mighty carbon
#

@charred portal use lighting scenarios with baked lighting

tired kettle
#

I am learning a lot the hard way right now... went step by step, imported vr basic hands, went by tutorial, now my hands are gone, arghhh.... I am dying

charred portal
#

U can also simply copy the working blueprints

tired kettle
#

but thanks guys, you are awesome

#

really, I appreciate it

charred portal
#

@mighty carbon Iโ€™m not trying to bake as my project has a dynamic sun with dynamic sky cube materials

#

Iโ€™m saying if I did bake it then it would look off

#

Iโ€™m going to have to put StationaryLights in the houses and bake it for that regardless of what the outside light is doing

#

This is still going to look bad

mighty carbon
#

I understand.. But in VR you have to sacrifice and compromise :/

fathom slate
#

hey uno u mentioned me ๐Ÿ˜ƒ

charred portal
#

I typoed sorry but hi ๐Ÿ‘‹

tired kettle
#

anybody tried runebergVR instead of the vr template? can you exchange hands easily?

dusky moon
#

Something I got to point about AO, Of course it does make things look good but keep in mind that in most cases AO is too intense by default. just suggesting ... keep it low and don't get greedy about it. this mentality helps letting go of problematic SSAO ๐Ÿ˜„

tacit quest
#

hey guys, after getting some performance problems in vr, i enabled forward rendering, and now it renders the default brick texture into the right eye, and the left eye renders the scene normally

#

any ideas?

tired tree
#

Let your shaders finish compiling

#

gotta reset the editor and wait for the shaders to compile after that

#

otherwise you get that

tacit quest
#

shaders compiled but i didn't restart afterward, trying it now

#

still doing it

#

any other ideas?

jaunty shell
#

that's a weird behaviour

#

do you have any post process activated ?

#

or are you using a special UE4 branch @tacit quest

charred portal
#

@rustic jackalllesss#9041 I agree that in its current state we simply donโ€™t have a VR friendly solution for dynamic ambient light. Basically we are forced to bake everything we can and restrict our gameplay ideas to what was possible before dynamic worlds. Iโ€™m sure if I had a team of artist that could spend the time baking all of the AO into Lightmass and get creative from an artist standpoint. Currently a single dynamic light source with day night cycles can happen in VR but the ambient lighting has to be faked until DFAO is added to forward rendering

#

@dusky moon

#

Itโ€™s either that or require a titan z for the game ๐Ÿ˜‚

tacit quest
#

@jaunty shell no post process, no branch, just default editor from launcher, i just switched back to deferred

jaunty shell
#

titans zs are obsolete @charred portal, today the young lads all have Titan Vs ! ๐Ÿ˜„

tacit quest
#

trying to optimize where i can, spline meshes are a huge hit for perf for some reason, so i baked those doesn to static meshes, didn't realize i could do that

jaunty shell
#

yeah be ready to merge a lot of your meshes together too ๐Ÿ˜„

charred portal
#

Group? Or merge?

jaunty shell
#

merge

#

VR is very drawcall dependent

#

the less objects you display the better ๐Ÿ˜ƒ

charred portal
#

Huh

#

I thought that materials increased draw calls not geometry

tacit quest
#

i think translucency is our next big perf problem, but i'm not sure how to make good fire without transparency. i tried switching up the default fire to GPU particles and used masked/dithering for the material but it looked like garbage

jaunty shell
#

Both increase drawcalls unless you use instancing @charred portal

#

And yeah translucent stuff is the bane of vr

#

We got a good glass material for archviz but the instruction count is something like 370

tacit quest
#

instanced static meshes is somehting i couldn't get working either, renders fine in one eye, and does some translucent garbage in the other eye

#

^ on a mesh with no translucency

charred portal
#

Instanced static meshโ€™s donโ€™t reduce draw calls

#

If they have a material instance they still use a draw call

#

But instanced materials will not require an additional call

#

So 2 meshes with 2 mats = 4 calls

#

2 meshes with 2 mat instances of a single material = 3 calls (2 for meshes and 1 for parent material)

jaunty shell
#

Yeah there's that

rocky nimbus
#

Quick q

#

I'm playing an idle animation on my hand but this may be preventing me from moving the position of the mesh

#

Whenever I launch, it starts at 0, 0, 0 even though I've moved it in the pawn

#

I'm assuming it's because the animation is at 0, 0, 0 in relative space

#

Is there any way to play the animation but in the position I set the hand in within the pawn?

#

Example: I move the hand mesh and rotate it, launch the game and it starts at 0, 0, 0 both pos and rot

spring mirage
#

@tacit quest are you on oculus?

tacit quest
#

yes

spring mirage
#

@tacit quest had a hunch. are you also using the SteamVR plugin and not using the Oculus plugin?

tacit quest
#

no steamvr

spring mirage
#

hm

#

in any case there's an open issue where screenpercentage gets set wrong on oculus. supposedly it only affects steamVR but what you're describing sounds similar. basically the output to both eyes is too large

#

4.18?

tacit quest
#

ya

spring mirage
#

can you get a mirror of the actual oculus output?

#

idk how to do it without steamvr

#

in any case it might make the issue a bit more obvious

#

Also wanted to mention @tacit quest that I had WAY better performance on a modular VR map using instanced static meshes instead of merged. Basically I just made a BP that adds meshes dynamically on construct, then I've got exposed int's for the size. So I can just place a wall BP and set it to be 3 high and 5 long and it changes instantly and the whole thing is instanced so only 1 draw call per mesh type

#

anecdotal evidence, but it did work better for me

charred portal
#

Yes instances of meshes allow the gpu to memory cache better than non instanced meshes

tacit quest
#

thanks for the info. would have liked to test instanced static meshes, but sadly didn't work in vr, sounds like there's a bug there according to some forum posts

charred portal
#

The modular houses pack Iโ€™m using does bp instances of meshes

#

Really good vr performance

tacit quest
#

i am trying merging meshes/materials now, getting good draw call savings

#

unfortunately our artist is the only one with our target hardware, i've basically stripped him of a day of work just so i can test

charred portal
#

I think my entire map uses 11 parent mats

#

Everything else is instanced

#

Weapons and characters share mat parent

#

Houses use 11

#

Actually 9 cause 2 are foliage

novel roost
pearl tangle
#

@novel roost if you are using gearVR it has been on forward renderer the entire time

novel roost
#

@pearl tangle thx for the replay , no im using cardboard "google vr plugin" for samsung s8 and oneplus 5

pearl tangle
#

ah then im not sure

novel roost
#

@pearl tangle im gonna test it and see if it works :p

raven halo
#

this is happening to us as well

#

anyone else having problems?

mighty carbon
#

well, good news - Go is finally approved by FCC

tired tree
#

@raven halo reddit is up in arms, they signed their dll with a 2018 expiration date and it expired

raven halo
#

yup

#

already figured out that you can work around the problem by changing the date

#

I guess USA will be waking up shortly

full ibex
#

Anybody else had trouble running the arcore-unreal sample project?

#

I can't get it to rebuild the .dll on load

#

This is on 4.18

jaunty shell
#
#

bloody hell

#

not again

#

leap is a billion worth company now I guess

sly elk
#

Anyone have thoughts on pouring and draining fluids like motor oil in VR? Particles would be cheapest and look terrible

wicked oak
#

@sly elk no chance but particles

#

maaaaybe something like nvidia flex

#

but even nvidia flex wont be very realistic

glossy agate
#

Yeah I was about to say Nvidia too

wicked oak
#

if you are reaaaaally clever with your meshes/anims, you can simulate a pouring animation

#

but thats nowhere near a simple effect

glossy agate
#

If it looks good enough maybe you can get a free GPU through that contest

sly elk
#

It doesn't need to be super reactive or have physics on it

#

im imagining a pour arc athat changes based on bottle angle

#

and then has the ability to taper out

wicked oak
#

pour arc can be done with splines

#

taper out can be done with morph targets

sly elk
#

splines and a flip book mesh to get some liquid moving look?

wicked oak
#

in the bottle/thing

glossy agate
#

Yeah and motor oil has a pretty solid looking pour

sly elk
#

if anyone is interested in putting this together for me, can well for it. DM me

#

I have so much on my plate at the moment but this is a priority

#

*can pay well

glossy agate
#

Spawn a procedural mesh maybe and the material can have a tex coord to fake movement

wicked oak
#

i could try to it, but im hella busy until the 15th or so

sly elk
#

So this has been about 6 months in the making but I just signed a deal for all my in game lubricants (motor oil, bearing grease, brake fluid, etc) to be castrol branded. Getting the liquids to look good is something they will appreciate

glossy agate
#

Nice man! COngrats, thats really cool

sly elk
#

Thanks. I should be able to hire someone full time leading up to release so I will be able stick to what im good at and stop doing blueprints

granite jacinth
#

Fuckign Rift

#

Dead

#

GGWP Oculus/Facebook

sly elk
#

Yikes- thats a big issue

wicked oak
#

@mighty carbon includes multires as a official feature

#

so now epic can implement multires as a engine feature when they finish their vulkan implementation (lul)

mighty carbon
#

yeah, right..

#

it's been in development for like ever..

#

and I wouldn't be surprised if they can it like they did with real-time GI

wicked oak
#

they wont

#

they have explicitly said that they want vulkan to be the default driver in Linux

#

and vulkan is also high in demand for mobiles

#

Epic is basically owned by Tencent

#

Tencent does TONS of mobile stuff

#

high end mobile future is vulkan

mighty carbon
#

I see.. Maybe

#

Oculus Go better have Vulkan instead of ES2

wicked oak
#

its basically a overclocked S7

#

S7 supports vulkan

#

the thing is, does oculus support vulkan with gearvr?

#

if gearvr supports it, go will

mighty carbon
#

@wicked oak no, Oculus doesn't support Vulkan for mobile VR (Daydream does). Hopefully Vulkan 1.1 has those required extensions Oculus needed to offer mobile VR support

rocky nimbus
#

When I try to move the position of my hand mesh (under motion controller), only my right hand translates that position to a launched game. Left hand is always at 0, 0, 0 no matter where I move it. When I rotate the left hand controller in place, I can see its root is off to the side a bit as well. Any ideas?

wicked oak
#

@rocky nimbus on PSVR?

rocky nimbus
#

@wicked oak Yes but I'm assuming it's a general issue. It was happening with my right mesh as well but I parented the mesh to a scene component, rotated that and it came out looking right. Left hand mesh doesn't work that way, or the regular way (just rotating mesh)

#

They're both skeletal meshes

wicked oak
#

PSVR has a good deal extra tricks

#

for example, it can only track 2 things + the head

#

that means, that if its trying to track a Aim controller, or a Dualshock, then it wont track the hands

rocky nimbus
#

It does track my hands and my head, I can move both hands around but their positions were way off. I fixed the right hand, left hand keeps defaulting to 0, 0, 0

#

Both rot and pos

#

My dualshock is on but not used in-game

wicked oak
#

disable the dualshock tracking plugin

#

just in case

#

or make sure that its NOT being tracked

rocky nimbus
#

But if it was being tracked, wouldn't it freeze one of my hands in place? Instead it lets me move the hand around but its default rotpos I can't change

wicked oak
#

wtf

rocky nimbus
#

yeh been mind fucking me for days now

#

tweak, package, install, test, fail, delete, tweak, package, install, test, fail

#

takes like 25min just to test

wicked oak
#

@rocky nimbus there are ways to speed it up massively

#

basically you do a "Launch On", and then you can use the debugger in visual studio

#

but its still annoying as fuck

rocky nimbus
#

via project launcher? I ran into some problem failing to connect to the IP, my set-up is kinda weird I'm using a 2nd router with a VPN so I'll need to sort it out later but I'm about to submit for 1st review

#

did you see the Bravo Team reviews? lmfaoo

#

people shat on that game

icy dirge
#

Pardon my french, but Oculus can go eat a bag of dicks

#

I spent 7 hours reinstalling their software and troubleshooting startup

#

I didn't look online because this sort of ridiculous bug would never have even crossed my mind

#

Especially since it worked before I restarted my PC... and there was no update I would suspect of bricking it.

mighty carbon
#

eeh, why didn't you look online in this digital age ?!

icy dirge
#

It would never have occured to me that this is an actual service outage, nothing even remotely hinted at that being a possibility.

#

It's such a stupid scenario were it part of a hacking movie starring Jason Statham I'd call it cheesy.

mighty carbon
#

it's not service outage

#

it's signed DLL with certificate expired

icy dirge
#

I know it's not technically a service outage... but the service is not working ๐Ÿ˜„

mighty carbon
#

๐Ÿ˜ƒ

rocky nimbus
#

@wicked oak Nvm, I had an event tick checking for grip states that was attaching the mesh to the MC's rot/pos on beginplay. Attaching it to a scene component and using that as the master rot/pos for the mesh works. I don't know why VR hands are so whack with MOVE controllers, I have them in different positions and rotations and somehow that translates to 1:1 in-game

granite jacinth
#

Retweet and heart it

#

People deserve goodies

icy dirge
#

I wouldn't touch twitter with a ten foot pole

#

๐Ÿ˜›

mighty carbon
#

@granite jacinth nonsense

#

imagine Valve doing it to your game! ๐Ÿ˜ˆ

granite jacinth
#

Okay...

#

They would only have to ask

#

It's the right thing to do afterall

#

But Valve has Steam, so they can just give me Steam Credits

#

Same for Oculus

mighty carbon
#

lol, this level of entitlement...

#

I don't see why should anyone get anything for free.. Just wait till it's fixed..

granite jacinth
#

You're right. I am entitled to have my Oculus Rift working whenever I want.

#

Especially if it's my only HMD for Development.

#

(it's not, but I'm just giving an easy example to your ignorance)

#

Do you realize how much money people lost today?

#

How many Enterprise side demos and such got rekt but this?

mighty carbon
#

don't care... when your Internet goes out, do you get anything for free? When your game has a bug, do you give something to your users? I didn't think so

granite jacinth
#

Which is the most important side because it makes the most money ๐Ÿ˜ƒ

#

Being facetious there, but seriously. The ignorance is crazy.

mighty carbon
#

no, it's not ignorance.. it's being grown up and level headed..

granite jacinth
#

Man, come on now.

#

This coming from you is a hoot.

mighty carbon
#

things happen.. doesn't mean anything has to give you something for free, just because things happen

granite jacinth
#

Okay

#

ยฏ_(ใƒ„)_/ยฏ

mighty carbon
#

I noticed it's American thing..

#

Americans have the highest level of entitlement on this planet

#

not all, but a lot of

sturdy coral
#

you wouldn't be saying the same thing at all if this happened to vive

mighty carbon
#

not really

sturdy coral
#

when he says they should give out free games I don't think he meant without compensating the devs of them

granite jacinth
#

^

#

Yeah, Oculus can pay for their mistakes

#

And giving Rift owners compensation for their stupidity

mighty carbon
#

We lose Inet at work all the time which = loss of money.. Yet, never heard my boss saying we should be compensated by the ISP

sturdy coral
#

I'm sure they will do some conciliatory stuff like that, some kind of credit or free game

granite jacinth
#

Whoever was in charge of that cert definitely got fired

#

If not, lucky guy or gal

sturdy coral
#

yeah, I had no idea there was even a way to time bomb it like that by messing things up

#

I knew you could for website certs and stuff but not for drivers

#

you lose inet all the time = in most cases you are served by a monopoly company and you don't complain or think of wanting concessions because everyone hates the cable/internet company and doesn't expect anything out of them

#

but for the record comcast refunds the day if you ask any time you have an outage, even if it is for a few minutes ๐Ÿ˜›

granite jacinth
#

Yeah

#

I always complain

#

Same for Electric Bill

#

I mean, $20 on average everytime I call in

#

Worth it imho, they need to know that we don't like it...

#

If they don't know (by us not complaining or requesting compensation) they'll think it's okay.

#

Just like little kids

sturdy coral
#

I guarantee a lot of the people who bought the "business licensed" oculus are raising hell over it

granite jacinth
#

Oh, there were folks that were on that thread/twitters stating so

#

They were in front of investors

#

And tried for an hour to fix it

#

Then found the thread

#

I mean, how freaking embarassing

#

Most of those folks have no clue. They just know the dude(t) in front of them didn't deliver...

sturdy coral
#

damn that would be a worst case scenario

#

or someone with a VR arcade on the brink that isn't going to make their rent if they miss a couple days

mighty carbon
#

@sturdy coral doesn't Comcast have metered traffic ?

#

cuz Spectrum here is unmetered traffic. Maybe that's why they don't refund anything

#

also, expressing dissatisfaction is one thing, demanding free games is another..

granite jacinth
#

You've never heard of the expression: hitting them where it hurts before I suppose

#

Quite the valid tactic in life

mighty carbon
#

yeah and you aren't at war

#

perhaps if such thing happens again, then I think all bets would be off..

#

although I don't understand why it's taking all day to fix certs

sturdy coral
#

@mighty carbon there is a cap at half a terrabyte or something but no metering until you exceed that.

#

honestly expecting some kind of concession out of Oculus is actually a compliment. it would be almost an insult if people assumed they wouldn't do anything to try and make it right

#

the steam controller was supposed to ship with mac support and they got delayed until a while after launch. they gave everyone the full valve collection of games as a concession

full junco
#

@wicked oak no idea why you said that, there is no "multires" stuff in vulkan as far as I'm aware

#

with vulkan 1.1 they added multiview support to the core, so maybe you misunderstood that

dusky moon
#

@granite jacinth In Oculus' case I'm with you and I think they deserve every complain they get already! because what's happening now world wide with oculus is what used to strike me when I first got my Oculus and tried to hook it up. it didn't let me download the driver/store for 2-3 weeks because I'm from Iran and sanctioned.
it was insane and I used dozens of VPNs to workaround but they blocked every known IP sets from vpns as well. It's really a shame how much effort they put behind banning people like me from accessing their stuff.

dusky moon
sonic lake
#

Does it really require a full repair/reinstall?

icy dirge
#

no, it just says that on the installer

#

gave me a near-heart-attack too

sonic lake
#

ok thanks, applying it now

wicked oak
#

@full junco thats exactly what i was talking about

#

vulkan 1.1 has multiview as standard, and multires is built on the multiview extension

mighty carbon
#

So, has anyone already tried Rift patch?

wicked oak
#

it works

mighty carbon
#

Cool, I'll update later today

#

Sounds like people, who used Rift after Feb 1 2018 and got affected, will get $15 store credit.

mighty carbon
#

a lot of MR stuff.. I wonder if they are ramping up for XBX VR support..

#

(if such thing is coming soon anyway)

wicked oak
#

Merging CL 3794238 from Partner-Valve

#

vulkan stuff

#

what

tired tree
#

nice, VR with dedicated server

#

oooooooo, openvr 1.0.12 adds depth support for the compositor texture submission

#

should allow for depth clipped stereo layers

mighty carbon
#

Sounds like 4.20 will have bunch of VR goodies in it.. Too bad Vulkan in UE4 is so behind ๐Ÿ˜ฆ

tired tree
#

4.20 only updated to openvr 1.0.11

#

just noticed that .12 and .13 had some nice additions

#

Epic will have to re-write their input system for OpenVR when they go to 13

dusky moon
#

What's the pros of Vulkan for VR ?! is it really something to be hyped for ? just curious ...

wicked oak
#

@rustic jackalllesss#9041 biggest problem in vr is drawcalls

#

forward renderer vr is LITERALLY 4 times the drawcalls

#

LITERALLY FOUR TIMES

#

vulkan makes drawcalls a lot faster

mighty carbon
#

if only Oculus brought it to Gear VR and Go, and Epic had timely support for it in UE4...

wicked oak
#

@mighty carbon its a purely UI based game

#

literally no 3d

#

just UMG rendering...

mighty carbon
#

:/

dusky moon
#

@wicked oak Neat! have you got any clues about how it handles translucency ?! ๐Ÿ˜›
because mainly my #1 problem is that most of the times

sturdy coral
#

Adapting CL 379023 from Partner-Valve, SteamVR : fix lockup, improve performance , use PostPresentHandoff and SubmitExplicitTimingData APIs

#

I wonder if that fixes the slate/scene capture issue

#

Why?...

Change 3901656 by Zak.Parrish

> Adding 3Lateral's kite boy head to DevVR
#

GDC shenanigans?

mighty carbon
#

do you think 4.19 is going to be released today ?

wicked oak
#

they are waiting for GDC

#

doubt it

mighty carbon
#

but why?! They should bring 4.20 to GDC

wicked oak
#

they release 4.19 right before GDC, like the week befor

#

and then show 4.20 AT gdc

#

alongside the new 4.19 and studio features

mighty carbon
#

I see

#

Hello Windows Insiders! Weโ€™re excited to offer our Fast ring insiders a sneak peek at the latest features coming this spring to Windows Mixed Reality! Our favorite new updates in Insider Preview Build 17115 include: A brand-new environment. In October we mentioned that the Cliff House was the first of many environments youโ€™ll be able โ€ฆ

mighty carbon
#

hmm.. Bunch of Sequencer updates on the roadmap for 4.20

wicked oak
#

no wonder, they are banking so hard in unreal for movies/cinematics

#

Actors that you want to record and the paths their animations/sequences are recorded to can now be saved as profiles that live with the map.

#

oh god fuck yes

#

having it become random animation assets was super annoying and wasteful

#

this is much more useful

#

i tried to use the recording feature for DWVR trailer

#

failed spectacularly

granite jacinth
#

NSFW BTW

#

But it does amaze me how the sex industry is banking on VR

#

Or maybe it's the other way around

glossy agate
#

Well I know what Im asking my mom for christmas this year

granite jacinth
#

VR is banking on VR porn and sex machines :)

mighty carbon
#

bizarre machines.. They needs to compact it and put it into RealDoll ๐Ÿ˜†

granite jacinth
#

But glad Oculus did the right thing with $15 credit

mighty carbon
#

only for those who used Rift after Feb 1st.. I don't think I used it in February

#

I'd rather see Oculus funded DLC for RR ๐Ÿ˜„

#

there isn't much to buy for $15 in the store right now

mighty carbon
wicked oak
#

lol @mighty carbon

#

with trenchbroom is not that much needed

#

hammuer gets much better results

#

tho

#

gltf could store the textures alongside the scene

#

that.. would be pretty damn useful

mighty carbon
#

I can't get a hold of HammUer author @wicked oak

#

I'd rather map in TrenchBroom and export to glTF for painless import into UE4

wicked oak
#

that would indeed be pretty useful

#

a hard thing with trenchbroom is all the multiple textures

#

but gltf supports multiple textures and materials

#

so it can just import the whole thing, as 1 object per material

#

and each material with the texture

mighty carbon
#

well, Trenchbroom is CSG level editor.. So you have to go by the rules of CSG design.

mighty carbon
#

so, I've been brainstorming weapon system for my game and I don't see a reason to have view hands as one model, and weapons as separate models. I figured each model of view weapon would have hands.
Can someone please tell me what's the gain having one model of hands and bunch of weapons vs having hands with each weapon ?
single player game, first person view
(I get the benefit when making true first person view with full body or 3rd person view)

wicked oak
#

@mighty carbon vr or nonvr

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remember you can just do what robo recall does

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you "detach" the hand from the motion controller, and attach it to the gun

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and play a specific animation

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so the hand grabs the gun well

mighty carbon
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it's for VR, but without motion controllers

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with controllers I'd definitely attach weapons

mighty carbon
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anyone?

spring mirage
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well my knee jerk reaction would be that it'd be a pretty big ass pain to manage 12 hand models for all your weapons

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but that's all i've got

mighty carbon
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how?! You are gonna have the same model anyway and different anims for every weapon regardless how you do it

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except that if I export hands with each weapon, I don't have to worry about syncing stuff and other headaches

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from the art perspective it's basically identical either way.. But on the engine side (BP) I don''t see any benefit of having hands separated from weapons

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but, that's just me.. thus I am asking pros here ๐Ÿ˜‰

spring mirage
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what if you need to change the hands?

glossy agate
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Well you would want an anim for changing weapons so you may as well use poses cause a majority of pistols/rifles will have a pretty similar pose.

mighty carbon
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or I could just animate it as it was done in many games before, where hands were part of the view weap model

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@spring mirage I am not talking about using motion controllers.

jaunty shell
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I'm curious, how many shadow cascades are you guys using on your VR projects with dynamic directional light ?

tired tree
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none preferably

granite jacinth
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test

mighty carbon
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Epic brings Fortnite BR to iOS with crossplay between all platforms (except Xbox). No Android love ๐Ÿ˜ฆ

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(meaning whatever UE4 optimizations for mobile will happen, only will happen for iOS most likely)

jaunty shell
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android will come later

mighty carbon
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I see, would be cool

wicked oak
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@mighty carbon its Metal

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its probably only for the latest iphones