#virtual-reality

1 messages Ā· Page 169 of 1

wicked oak
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latest iphones have the high-end metal backend

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and have quite good perf

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plus its something like 3 devices to support

mighty carbon
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835 and 845 SoC is as good

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I don't know what FBR will be like on mobile, but maybe even 820 SoC would do (Galaxy S7)

wicked oak
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being the big map it is, drawcall overhead can be a reason

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Vulkan edition would be possible

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im 100% sure it will use Metal on IOS

mighty carbon
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"Apex Construct, the debut VR title from Fast Travel Games, is surprisingly nowhere to be found in either chart."

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😦

wicked oak
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well, neither was mine

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Apex construct is only really a bit higher budget than DWVR, its made from a lot of asset packs and has pretty simple stuff

mighty carbon
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that's irrelevant

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if gameplay is satisfying, whether a game made of assets packs or not, it would be in the charts because people would play it. I guess motion controllers are not popular on PSVR.

wicked oak
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@mighty carbon they are popular

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i have stats

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but the thing is that its not a good marketed game

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its coming more or less out of nowhere

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other games are much higher budget

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or are just charming, like moss

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people love the cuteness of the moss mouse

fleet plume
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moss was popping up on my feed left and right

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quite the buzz around it

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to add an anecdotal datapoint šŸ˜„

granite jacinth
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what's up with moss?

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And f* uploadvr

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because supposedly they don't do press releases on demos

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/spit

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But anyway, definitely have a lot of support from the PSVR community

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I think the demo will make people go a bit crazy when I get it on there

mighty carbon
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hmm.. I didn't really know about Apex Construct until it was released.. But I wonder if PSVR market is getting saturated already that releasing a game without much marketing will result in low sales.

wicked oak
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@mighty carbon not gettign saturated

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look at the amount of games releasing a week

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still sub 5

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compare it to steam dozens

quiet badger
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i have the weirdest bug with the engine right now

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PIE shows 70-80 fps

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vr preview 30-50 fps

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if I toggle stat unit the performance jumps to 80-90 fps

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wtf

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i filed it here

mighty carbon
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that's normal..

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try disabling Nvidia compositor using GeForce experience (it used to help me, but now it doesn't have any effect)

quiet badger
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i'm not running geforce experience

mighty carbon
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that doesn't mean overlay is off

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afaik

quiet badger
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whats it called in the task manager

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I don't see it

sonic lake
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@quiet badger are you on Oculus?

quiet badger
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Vive

lyric spoke
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Any of you found problems when packaging your game for VR? I just tested a packaged build today, to find that the headset tracking and everything works... but the display in the headset is not on, and the framerate / tracking is very stuttery... it is like it does not recognize the oculus as a display, however, tracking works, and from various debugs I can see it is getting information from the HMD itself

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I also checked the vr.EnableHMD and vr.EnableStereo commands (or whatever they changed it to since) and both were enabled

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We successfully packaged and played a build on the same engine some time ago, so I'm confused as to why it is happening

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I am currently running through revisions and packaging them to see if I can narrow down when it happened

rocky nimbus
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@lyric spoke What version of UE4 and have you upgraded at any point during the project?

quiet badger
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@lyric spoke did you do a switch for oculus specific? Oculus and vive do things different like how they find the floor. Dunno if it would also do something for the hmd display itself

sonic lake
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@lyric spoke A packaged experience doesn't start automatically in VR unless you check the Start in VR option in the Project Settings or use the -VR command line switch. As an alternative, you can use EnableHMD with Stereo checked on your Begin Play event.

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@quiet badger If you do not explicitly set your Tracking Origin, Oculus uses Eye Level while Vive uses Floor Level.

quiet badger
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I probably shouldn't have assumed he had start in VR enabled

sonic lake
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@quiet badger Regarding your performance issue, I have had problems with other applications tapping into the DirectX pipeline. NVidia's screencast (in-game overlay) does that and I keep it disabled. Some default Asus utilities also gave me problems and I had to uninstall them. In same cases CPU/GPU overclocking can also cause stuttering issues. Last but not least, some of the latest NVidia drivers are known to cause stuttering issues with VR (especially with the Oculus but could apply to the Vive as well). Many had to roll-back the drivers. I am currently on version 384.94 which is very stable and performant.

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If you are using 4.17 you should upgrade to 4.18. 4.17 had tons of performance issues/frequent quirks with VR.

quiet badger
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I'm on 4.18 and actually had way better performance on 4.17. across the board I was at 8-9 Ms until ai started spawning densely. Still gotta optimize ai and multithread etc

fluid chasm
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How to make a door that interact with motion controllers... Like if I hold motion control and open the door it should open..

sonic lake
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@quiet badger Looks like we are all having slightly different experiences depending on the combination of engine version, VR hardware, development PC etc. Not easy to pin point where the problems actually are.

fluid chasm
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OK tqsm @sonic lake

fleet plume
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does anybody know a VR game with a floating HUD which lerp's into place instead of being locked to the player's headset?

wicked oak
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robo recall

fleet plume
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cool, thanks

dusky moon
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So Any1 else have this problem with Oculus+UE 4.18 ... after some VR previews in the editor suddenly I get massive performance hit and Oculus screen goes black, then after a while it transforms my pawn to Floor Level ... when this happens, it stays this way until I restart my pc ! whats happenin ?

sturdy coral
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@dusky moon I believe I've seen the plugin lose the tracking origin floor setting when disabling and reenabling the headset

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It wouldn't stay that way til a reboot though, I just call set tracking origin again

dusky moon
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@sturdy coral It's not only the tracking... but the overall performance gets ruined as well. I'm updating to nvidia 391 now hope it fixes it

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also randomely when I VR Preview, the headset doesn't show anything while it still tracks (according to the Mirror screen)

lyric spoke
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@rocky nimbus @quiet badger @sonic lake So after way too long of trying everything I could think of, enabling Start in VR in options, reinstalling oculus drivers (I thought it could have been a messed up install from that whole debacle from the other day) AND moving backwards through commits... I found an infuriatingly simple solution

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I simply added a 1 second delay before enabling HMD, and it worked

sturdy coral
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@lyric spoke I had to do something similar a while back, otherwise got a crash if enabling stereo on first tick with oculus

lyric spoke
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@sturdy coral Fun stuff, am I right?

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I'm also having another very annoying bug, where the first time I load up the editor and play in VR preview, and get "killed" I restart the level to the last checkpoint

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Which loads almost instantly, and all is great

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but once I manually exit the preview, then relaunch it, whenever I restart the level after death it takes a full 20 - 30 seconds showing the oculus timer in the headset for most of the time

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Which is making balancing really annoying

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Also, something that may be related, so once I respawn after restarting the level and waiting

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I respawn at floor level, so it looks like the oculus eye height does not take effect

sonic lake
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@lyric spoke did you take a look at the Oculus log file through the Oculus Debug Tool? Any hint of tracking issues in it? Maybe a stupid question, did you freshly calibrate your system?

sturdy coral
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@lyric spoke every time I enable stereo I set the tracking origin to floor again, because the oculus plugin was wiping it out. that might be related with your enable stereo delay

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but my stuff turns stereo on and off any time you put on or take off the headset

lyric spoke
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@sonic lake I did go through and re-calibrate it this morning, what is the Oculus Debug Tool though?

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@sturdy coral I might try playing around with that. For me stereo is turned on all the time, even if I take off my headset - I think?

sturdy coral
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@lyric spoke yeah, I'm tracking worn state events to turn it on and off

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But if you are setting floor origin before enabling stereo that might be your problem, might have started after you added the delay

sonic lake
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Useful also to turn on/off the performance HUDs, bypass the proximity sensor, view the low level log files.

rocky nimbus
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@lyric spoke Are you running any other nodes before Enable HMD? On beginplay in the level blueprint, I possess the pawn and inside the pawn, on beginplay, Enable HMD is very close to the start of beginplay so maybe on your end there's a conflict somewhere

eternal inlet
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am i the only one that has strange jittering in editor with Vive? especially(but not exclusively) if it's a bit close to dropping frames, it will jump my view up and down like really fast, but not happening in packaged game.

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hmm, nevermind... i was opted into a wrong beta in steamvr lol šŸ˜‘

full junco
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if that thing actually works, which it likely will, that means 2-3 ms less time spent on render thread

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so thats super nice

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4.19 + the recent dev-vr merge seems to be a great engine version to be on, so I guess that's what I'll update to whenever I update

eternal inlet
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im also just waiting for it to come out of preview 😃 so much usefull stuff seems to be in 4.19

wicked oak
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im literally working on preview

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btw, there is a bug that crashes the editor in load

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if you have renderdoc and some specific settings

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i was messing with config stuff until the engine crashed on load

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then had to revert

full junco
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you couldnt just fix the crash?

eternal inlet
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this might be a long shot, but was wondering if any of u have experienced a sort of similar bug: if i attach a staticmeshcomponent(A) to a childactor's staticmeshcomponent(B), then later detach it again, and clear the childactor class, the staticmeshcomponent(A) seem to loose it's physics body or something

wicked oak
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internal shader errors?

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on some random part of the engine render core, with threading involved?

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nope

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i just reverted the config and thats it

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and this time didnt try to use renderdoc

fluid chasm
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Hii.. I have a 3ds max model with vray materials.. I need to get the model into 4.18...

What I have done is exported the file as datasmith from 3ds max.. Then imported into 4.19. Then migrated from 4.19 to 4.18

But iam not able to get the model.. The imported folder is showing empty..

Any other way??

glossy agate
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You cannot go back a version like that, only forward

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And data smith only works through 4.19

sturdy coral
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@eternal inlet I've had so many issues with child actor I have ended up completely avoiding it

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but I don't think I've seen that one

eternal inlet
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yeah, it's a strange one... i have a feeling im missing something obvious somewhere else

wintry escarp
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does datasmith try to convert the materials?

trail shale
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what's the trick to stopping unreal engine from stealing VR focus; I'm working on some non-vr assets but I have some friends who want to try some Steam VR games

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other than just turning Steam VR off on the editor settings?

sturdy coral
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@trail shale launch with -nohmd

trail shale
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THAT"S what it was...thank you

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@sturdy coral Is my project settings overwritting that? I'm just adding that command line to the shortcut to the editor and opening up my project from there

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Ah, that last bit did it, (tried making a shortcut of my non-vr project but I'm guessing that doesn't accept command lines)

glossy agate
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Anyone have ideas on creating ā€œvolumetricā€ looking smoke that will actually perform decent in VR?

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It for smoke grenades so single sprites don’t really work because it has to lower viz within a whole spherical area

wicked oak
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@glossy agate get fukd

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i tried and failed pretty hard

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you can see how, while actually 3d and volumetric, it has some weird rendering issues

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i think you can do some stuff, fog style, if you abuse the stencil buffer

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and then draw the clouds as a postprocess

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but thats not easy

glossy agate
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Yeah haha. That may be overkill for me. Unless I’m trying to lag other players out of the match.

wicked oak
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if your cloud is "fully opaque"

glossy agate
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That’s Houdini right?

wicked oak
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there is a trick you might be able to do

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do a sphere

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and do a "fog" material inside the sphere

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there is also another thing, if you do EXCLUSIVELY spheres

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you can actually do volumetric formulas

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wich could be a nice trick

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but if you have 2 sphers overlapping weird shit will happen...

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yeah its houdini @glossy agate

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its a vertex anim smoke effect

glossy agate
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Was thinking of doing just a bunch of cross hatch sprites like how you would make a bush, but some other games do that and it doesn’t look great

wicked oak
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yup, it doesnt look very good

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have you tried if actual volumetrics coulld work?

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talking about actual 3d texture volumetric clouds

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a low res one might even work

glossy agate
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Maybe a tessellated fog sphere like you said and just run it with a particle and a mask with offset so it looks kinda bubbly

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Like how they did the explosion plumes in the VR example project from epic with the big robot shooting stuff.

wicked oak
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those are opaque

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completely opaque

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for other things like the rockets, they use dithering + TAA

glossy agate
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Yeah, I could make it translucent though. Then that gets back to the problem of wanting it to run decent though haha

wicked oak
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no you cant, translucent will look flat

glossy agate
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Man ideally I would use the new volumetric fog, but I’m not sure if I could make that into a shape

wicked oak
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and another huuuuuuuuuuuge issue with translucent, is that triangles might render on top of other triangles

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no, but you could try a box with a volumetric texture inside

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they have shown some of that in unreal

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its expensive, but i dont know how expensive that would be

glossy agate
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Oh yeah, they have an example of that I think we can download. Could just give that a check I guess

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I guess worst case I can just make it same as my Molotov fire and spawn 4-5 copies of the particle with x,y location offsets

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But that’s a bit pricey too. For gameplay though as long as players can hide a hostage in smoke for a rescue it will work

sturdy coral
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You need dynamic res

pearl tangle
jaunty shell
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compact setup, nice !

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wait the computer is inside aswell ?

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@pearl tangle

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looks like a brix

pearl tangle
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nah zotak 1070.

jaunty shell
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just the GPU ?

pearl tangle
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no its a zotak zbox 1070

jaunty shell
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aah

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oh man these mini pcs are getting more and more powerful

pearl tangle
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yeah have been using those mini PC 1s for all the VR stuff since they came out like October 2016

jaunty shell
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if they'd pack more punch we might have gone that route instead of a fat laptop

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how do you like these MR hmds btw @pearl tangle ?

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only had a try once in a supermarket, couldn't test the tracking as much as I'd want

pearl tangle
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I have a 1070 laptop and also had the water cooled asus laptop too back when it was the only portable thing that could run VR. Now these 1070 boxes do enough, it's worth losing a little bit of power to gain the portability

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I have only played around with it for about half an hour so far but it seems to do the job pretty decently. Seems like you can't disable the damn windows button on the controllers though and that then takes you back into the stupid home thing where it's then very hard to get back into the application so running the events with this is going to be a problem

jaunty shell
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yeah quite a few times people are like "uuh what is that big window doing here ?" and you try to remember if you ever put a window in your demo šŸ˜„

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where its only the steamvr ui popping because they clicked all the buttons when you are telling them to press the BIG RUGGY BUTTON AT THE CENTER OF THE CONTROLLER

pearl tangle
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yeah steam vr you can block. You jsut turn on arcade mode in the settings and it stops that button from working

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on the windows 1's there doesn't seem to be a way to turn it off. And also pressing it again doesn't take you back to the application. A little popup window on the screen for steam vr appears in their home thing and then it gets placed randomly around the room so you then have to try and point at it and click on it to go back to the app

jaunty shell
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uuh

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wasn't aware of the arcade mode disabling the home button

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thanks for the tip !

pearl tangle
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yeah just go into the settings then developer and it's in there

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there is even a playlist 1 so that you can get it to go through a loop of different games over set times and stuff too which is really handy for demos

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with 1s like the lab you can even deep link straight into a specific level in there as well

jaunty shell
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yeah that's how I discovered the arcade mode, during a demo on a vive booth using arcade mode to manage the length and content

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very interesting post

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the part about teleportation and how people who never used vr use it made me chuckle

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and cringe at the same time, since that's exactly what a lot of people do

jaunty shell
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anyone here uses the ProteusVR template ?

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We want to transform our single user experiences to multi user and I don't want to go too deep into networking since I wont have much time to work on it

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the idea of having avatars and compatibility with all devices is quite interesting

gleaming river
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Hey I've got on overlap event of a button that is using a flip flop to do different things, from what I can tell it someones fires multiple times on one overlap. Is there a way to stop it from overlapping multiple times, I was thinking set a bool on begin overlap and then reset that bool on end overlap so you cant press more than once does that make any sense?

sonic lake
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@gleaming river It should not, but if it does you can use a DoOnce node after each flipflop output and from it 1) drive what you want to happen on begin overlap and end overlap 2) drive the reset pin of the other DoOnce. In this way only one Begin Overlap event can execute, followed by an End Overlap, which then re-enables the Begin Overlap and so on.

alpine torrent
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haptix inc have someshort of vr glove for vive

mighty carbon
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@wicked oak ^^

jaunty shell
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18 Mpixel 4.3-in. 1443-ppi 120-Hz OLED oh my rub2

wicked oak
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my new VR game looking šŸ”„

mighty carbon
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I don't know... The motion is vomit inducing :/

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Got headache just from watching video 😦

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it seems like I lost any resistance to motion sickness I gained a while back

wicked oak
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being first person, of course

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the 3rd person view shows the gameplay better

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its a LOT of fun

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but nowhere near easy

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and needs better feedback, like more particle effects on hit

wicked oak
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its a damn shame everything here is working from random animations

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if only i had a proper animator, or just mocap it

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and could have the exact type of attacks i want

fleet plume
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do you have a vive?

wicked oak
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i have everything

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i just dont care about vive

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(right now)

fleet plume
glossy agate
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Wait which project is this? Doesnt looks like the procedural shooter you were making before. Looks like that crawler from a while ago

fleet plume
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i'am offline now, but that IKinema looks pretty interesting

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if i'am not imagining it, there's even a video where somebody combined it with glove-based finger tracking solution

wicked oak
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mocap is still very hard to clean up

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and ikinema capture is expensive

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you need those vive trackers + the software

mighty carbon
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iPi Soft is good, or so I've heard

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or do body suit mocap

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they just released Perception Neuron v2

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@wicked oak ^^

abstract forum
sturdy coral
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@mighty carbon I haven't tested it yet, but it looks like 4.19 finally allows batching/instancing for landscapes

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        {
            InOutLODData.UseCombinedMeshBatch = true;```
mighty carbon
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Oh, sweet

abstract forum
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oh nice

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That is awesome

wicked oak
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@glossy agate its indeed based on the crawler from quite a while ago

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the shooter got canceled becouse i just cant level design for it

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at least on this i can abuse assets to a huge degree

abstract forum
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Ok so - I am doing some performance tests with landscapes right now. I am comparing 4.19 preview 6 to 4.18.3

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I am getting 110 FPS in 4.19 preview 6 opposed to the 40 FPS in 4.18.3.

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As long as you are not rendering the entire scene you should be good though

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From 4.18.3

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from 4.19 preview 6

eternal inlet
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looks super nice @wicked oak very impressive looking melee controllers from the looks of it

wicked oak
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yeah, im focusing a lot on it

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its much better when you are playing it XD

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the boss is killable but you better parry everything

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he does like 30% hp per attack hit

eternal inlet
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yeah i could see a lot of hard work was put into it

wicked oak
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now the thing is to do the rest of the game 😃

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i plan to have it be some kind of diablo thing

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procgen maps, ever increasing dungeon depth, with loot and rpg progression

real needle
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Hi there. Having a question which might be very specific: Does someone know under which circumstances a shader/material(skin for a human npc) looks different for each eye (left eye looks correct, but right eye looks very pale) when you use a oculus rift? My boss has this issue with an already built version of our project.

eternal inlet
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sounds great, it did give a kinda diablo feel for sure

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would definetely play

quiet badger
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@lyric spoke omg lol

wicked oak
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@eternal inlet the older prototype got canceled due to me being unable to make it run on ps4

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and too much competition

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but then turns out the competition was all trash

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and the ps4 problem got fixed with the Z Target system

eternal inlet
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ouch, that suxx to hear

eternal inlet
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what Z Target system?

wicked oak
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older version video

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look at the boss, big arrow on head

eternal inlet
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aye, i remember seeing that

wicked oak
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look how the game autorotates to follow him

eternal inlet
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hmm, at what time in the video is that?

wicked oak
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in the boss fight, is something that happens pretty much everytime

eternal inlet
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ah in the new video?

wicked oak
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yeah

eternal inlet
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ah lol i was looking at the old

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so u mean to say that you can't look away from him?

wicked oak
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its a button

eternal inlet
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i see

wicked oak
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when you press it, it rotates you to the target

eternal inlet
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pretty nifty

wicked oak
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its not a direct snap

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its something like 20-30 degrees

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to avoid unneeded movement

eternal inlet
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good idea

wicked oak
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it also works by targetting the enemy you are looking at

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wich means that if you want to target an enemy that is 90 degrees to your left

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you rotate your head, look at him, press the button, and it auto rotates you

eternal inlet
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im mostly used to vive, and normally when i get rotated without doing it myself, i get seasick

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unless it's a snapturn

wicked oak
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in here, your eyes are tracking the enemy you are looking at

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you are focusing on him, not the world randomly rotating

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so it feels a lot more natural than what you would expect

eternal inlet
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aha sounds like one of those things u have to try yourself

wicked oak
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yup

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at the moment it completely roflstomps every other dungeon game that i know of

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including skyrim vr wich gets stomped super hard

eternal inlet
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roflstomps?

wicked oak
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just completely leaves it in the dust

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and thats at its very early state with shit animations and no effects

eternal inlet
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it sure looks cool yes

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the game im working on, is somewhat different, but borrow concepts from the RPG universe

wicked oak
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what are you making?

eternal inlet
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it's a storybased FPS with RPG elements

wicked oak
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FPS allways works great in vr

eternal inlet
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Metroidvania type of maplayout

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a bit old progress video is here:

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im gonna release a new one in a week or so with the crafting concepts and loot + few more enemies

wicked oak
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looks really good

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if you manage to have it be longer than a couple hours, you can have huge success

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people want longer games

eternal inlet
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yeah i know... i'll do my best. Was aiming for 5-6hrs of content, but will see how far i can take it with the relative simple story i got plotted out

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there will be lots of secrets, hidden stuff, optional quests so i guess you could speedrun the whole game in 1hr if u decide to skip most of the content

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but for a completionist i think there will be enough to keep you entertained for quite a while

wicked oak
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i want mine to last like 10 hours for main quests

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but then offer plenty of extra stuff

eternal inlet
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sounds solid

wicked oak
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huuuuuuuge bottleneck on the art part

eternal inlet
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as a first game i release i won't aim for anything perfect, but for next game i make i'll definetely draw on the exeprience from this one

wicked oak
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i can make it, but the art is an issue

eternal inlet
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yeah, same for me

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i bought all my stuff, and do som re-texturing and only minimal modelling when i can't find what i need

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another huge issue for me, is that im bound by blueprints, that's all i know

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im a c# developer by heart, but simply havent been able to wrap my head around the c++ transition ever

wicked oak
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you need to start gitting gud with C++

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blueprints are impossible to mantain

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you need to start trying to move functions from blueprint to C++

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specific functions, for now

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wich is the easiest way to get started

eternal inlet
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sigh!

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šŸ™„

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for next game i'll start doing that

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but good strategy to move parts to break it up

wicked oak
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the boss i showed above is 90% blueprints

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behavior tree AI + tasks are blueprints

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attack tracing/damage system is C++

eternal inlet
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ah, makes good sense

wicked oak
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blueprints just fit so well for behavior tree tasks, as you can use the delay nodes, sequences, etc

eternal inlet
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aye, some things are just so soothing to make in BP

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while other things are a spaghetti nightmare

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at normal work i code C# and i often catch myself thinking, wow, this would have been so difficult to make with BPs

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ie. "trivial" things like double linked lists is just so shitty to implement in BP

wicked oak
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my bp tasks are a spaguetty nightmare

eternal inlet
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i mention that as an example, becoz i did it recently, but it wasn't fun

wicked oak
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due to all the random code flow and delays/timers everywhere

eternal inlet
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i've gotten pretty good at prettyfying my BP code because its 100%, otherwise i would never be able to maintain a game at this size

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but i see the point of packing away some of the crucial parts of the code in c++ for sure

wicked oak
#

i dont give a fuck until i care, and when i care it becomes C++

#

so in general my blueprints arent aligned or commented at all

eternal inlet
#

makes good sense for sure

#

indeed makes sense

#

wish i had the skill set as i have with c#

#

i can code almost anything with that, but can hardly do a hello world in c++

wicked oak
#

this is how the melee combat task works

#

but a lot of the functions its calling are implemented in C++

#

due to all the delay/indirection, it would be annoying to code it in c++

#

and much worse to iterate

eternal inlet
#

i guess it's a complete seperate skillset to recognize what is best to make in bp and what to make in c++

wicked oak
#

my general way of thinking is:

#

is it prototype stuff - > blueprints

#

is it getting entangled real hard -> c++

#

does it have tons of math/branching/for loops -> c++

#

general "infrastructure" for classes -> c++

#

needs lots of timer type dependencies? like "if this then wait then that" -> blueprints

eternal inlet
#

that's a pretty good formular u got there

wicked oak
#

4000 lines of code at the moment

#

for the project

eternal inlet
#

i got 12534 kilometers of noodlesšŸ˜›

mighty carbon
#

it has shadows !

#

I wonder if those would work in VR and if fast mobile shadows are in 4.19

glossy agate
#

Im curious to see if it actually has dynamic shadows, or if it was just looking good for a promo vid.

#

They didn't show any full mobile UI gameplay that I saw

wicked oak
#

thats not mobile gameplay

#

look at the input

#

its PC keybinds

#

you feel for the clickbait

glossy agate
#

Yeah, just the very beginning is the mobile trailer, the rest is just clips from twitch streamers

mighty carbon
#

😦

#

yeh

mighty carbon
glossy agate
#

That one with all the balls on it looks real nice.

mighty carbon
#

should be made out of titanium - light and sturdy

lucid ivy
#

How did I not know about this channel?

fleet plume
#

we're hiding down here because the others always got motion sick around us

wicked oak
#

damn shame i didnt have the recording with working sound, dammit

#

oculus headphones being weird

quiet badger
#

what is this and where do I buy it

wicked oak
#

its my new project

quiet badger
#

i like the synty stuff

#

are you doing this solo? do you want help?

#

do you have early access or patreon or something

wicked oak
#

im doing it nearly solo, i have a character designer

#

the rest is assets

quiet badger
#

got any other roles you want filled? I can do it all aside from sound creation

wicked oak
#

not really

quiet badger
#

well let me know how the progress goes. I really want to play this

wicked oak
#

i can send you a beta key, im looking for testing

quiet badger
#

hell yeah. I got a code for you for End of Days if you want it

eternal inlet
sturdy coral
#

@wicked oak when you do blocks are you reversing the animation, or are you using physical animation?

granite jacinth
#

Poor WMR

#

@jonas_molgaard#1272 It's looking nice! Ours is going to be somewhat similar also

digital marlin
#

hey, anyone know if streaming* 3D video is possible in Unreal 4?

#

ugh, not 3D video - 360 video. I believe it is, but just wanted to know if any of yall had done it?

granite jacinth
#

360 yes

#

Well the framework was put it awhile ago

#

Not sure if they ever enabled it

#

there are some MP assets out there as well

digital marlin
#

yeah there's a few things on capturing 360 video, I just want to play it via a stream.

#

I'm 99% sure it's possible via the sequencer.

granite jacinth
#

hmm

digital marlin
#

I'll have a play around

granite jacinth
#

probably not seq

#

But, the Media Framework

#

They had something in there for it

#

Not sure if they activated it yet though

#

Hmm pretty sure it was in Media Player

#

They had a stream on it awhile back

pearl tangle
#

has anybody made a simple 3D launcher for WMR to be able to launch an unreal steam vr app yet?

dusky moon
#

Speaking of 360 playback... any1 tried stereo 360 as well in UE ?!
want to know if it's possible to playback 360 stereo while user can control buttons with motion controller to stop/play/etc the playback ? like VR player apps

icy dirge
#

Hey guys, real quick question

#

I've enabled SteamVR etc. in my project to start porting it to VR, but now the non-VR version of the project always launches in VR by default

#

even for people without any headsets whatsoever

#

How can I prevent this?

shell karma
#

quick thought would be to check for whether HMD is enabled anywhere you need differentiate between vr and non-vr, and run the logic accordingly ie. spawn either vr pawn or non vr pawn based on the bool you get

#

depennds if the project of yours is somewhat two different games vr/non-vr

icy dirge
#

I did that already, no dice, but I found the -nohmd option though which works

dusky moon
#

also make sure you haven't checked "Start in VR" in project settings

icy dirge
#

Checked already

#

and it doesn't start "normally"

#

only through Steam did it auto-start in VR

#

Steam has a mind of its own...

shell karma
#

indeed it has

icy dirge
#

Anyone managed to get the MotionControllerComponent to work outside of a Pawn?

#

nevermind, I'm an idiot

abstract forum
wicked oak
#

around 1 year later than oculus

#

but the fun part is that it seems automatic

#

oculus has it, but needs to be implemented

#

ue4 has some console commands for it

jaunty shell
#

this automatic sampling + eye tracking = no need for ultra high end gpus anymore

wicked oak
#

ill remind you of one thing

#

multires extensions are now part of Vulkan 1,1 CORE features

jaunty shell
#

one step closer to foveated rendering

wicked oak
#

wich means that vulkan support in SteamVR/Oculus sdk can do multires at the SDK level, for all gpus

jaunty shell
#

except vulkan ain't completely stable in UE šŸ˜„

tired tree
#

pretty sure it can't do multires at the SDK level

#

app is still submitting pre-rendered frames

#

the resolution works because it requests a different res for the HMD

#

/ adjusts the percentage scaling in app

#

which is still broken with UE4 until 4.20 right?

#

granted newest openVR also offers depth buffer support and I believe that multiple views were added to ue4 to support the PiMax

icy dirge
#

Is it just me or do motion controller thumbsticks not generate actions?

#

Like I'm trying to do an action for MotionController (L) Thumbstick Up

wicked oak
#

@tired tree Go does multires at the SDK level

#

but being a tiled gpu is kind of cheating

#

basically it just still does its typical GPU tiled rendering, but with different resolution on different tiles

#

and everything Just Works automagically

tired tree
#

yeah thats kind of different

sonic lake
#

@icy dirge You can use the Axis together with a value threshold to simulate Up / Down

#

I use ABS(axis) > 0.7

#

And the sign

icy dirge
#

Yeah unfortunately I can't do that in my case since that would require me to fundamentally change how I handle input

sonic lake
#

Strange, you can always use that code to reproduce the Thumbstick Up Down Left Right events.

#

Maybe I am missing something.

icy dirge
#

I know, but this isn't a fresh project where I can just willy-nilly go and mess with months-old input code to add a hack for dealing with VR input.

sonic lake
#

Sure. Maybe someone else has some other ideas which you could implement.

mighty carbon
#

do you think 4.19 is going to be released this week ?

wicked oak
#

yes

icy dirge
#

Odd

#

my start menu map won't start in VR, and afterward VR is disabled in the editor until I restart

jaunty shell
#

testing with VRpreview ?

icy dirge
#

yea

jaunty shell
#

VRPreview is broken af :p

icy dirge
#

Yeah but it runs fine in my other maps

eternal inlet
#

@granite jacinth u mean similar gamplay wise or the crafting?

jaunty shell
#

can't even play more than a few seconds without an engine crash or freeze in vrpreview

full junco
#

@abstract forum @tired tree @wicked oak that dynamic res stuff from valve seems to be quite lame

#

based on the comments on r/vive, they seem to just do a GPU benchmark when you launch SteamVR and then calculate one good supersampling level that fits the GPU

#

and then use that level constantly in all games

#

so its not really "dynamic" res, only resolution adjusted for how powerful the GPU is in generel

abstract forum
#

ah ok

full junco
#

someone posted this on reddit:

#
SteamVR benchmarking GPU, vrcompositor.txt:

Wed Mar 14 2018 13:31:22.218 - MeasureGpuMegaPixelsPerSecond(): Returning 953 MP/sec. Total CPU time 0.16 seconds.

Wed Mar 14 2018 13:31:22.224 - GPU Vendor: "NVIDIA GeForce GTX 1080 Ti" GPU Driver: "388.59"

Wed Mar 14 2018 13:31:22.224 - GPU speed from average of 4 median samples: 953

Wed Mar 14 2018 13:31:22.225 - HMD driver recommended: 1512x1680 90.0Hz HiddenArea(16.35%) = 382 MP/sec

Wed Mar 14 2018 13:31:22.225 - New render target scale = 2.50 = 2391x2656. Total CPU time 0.17 seconds.
granite jacinth
#

@eternal inlet crafting.

full junco
#

@tired tree @sturdy coral when I first saw it I hoped it means I no longer need my dynamic res in the game, but unfortunately that's still same needed as before...

granite jacinth
#

Hmm

eternal inlet
#

Ah ok. Well feel free to borrow ideas

granite jacinth
#

This auto rendering thing is dumb

full junco
#

it makes sense, SteamVR can't force a buffer resize for games every few frames

#

that would be super slow

granite jacinth
#

Yah, thought so. It is just to cover their ass for Vive Pro GPU cries

#

I am not saying it doesn't make sense

full junco
#

it means a game like mine only has to scale from 70% to 120%, so I don't need to go up to 200% any more

granite jacinth
#

@eternal inlet heh. The blueprint idea is something my creative lead wants, something akin to Rust

full junco
#

games only need to dynamically scale considering the different GPU usage in different scenes in the game now, not considering different GPUs

eternal inlet
#

I should probably get Rust to see how they do it

granite jacinth
#

I don't like it though. So I am going to prototype something a bit different. Nothing revolutionary.

#

@eternal inlet just watch YouTube

eternal inlet
#

Or just watch some videos

#

šŸ˜‰

granite jacinth
#

The only thing I already knew I was doing is what you do with attachments

#

Only allow them on the crafting table

eternal inlet
#

My system will also allow crafting weapon upgrades like max ammo, mag capacity, firerate and dmg

granite jacinth
#

Yours is mobile, so it might not matter much

eternal inlet
#

In a similar fashion

granite jacinth
#

@eternal inlet you are doing a single player game right?

eternal inlet
#

Yes

#

Well, if i get time ill add a asym coop mode

granite jacinth
#

@full junco people still crying about their min spec not working for your game?

eternal inlet
#

Its already in there and good fun, but not a priority in anyway

#

So might not include it

full junco
#

@granite jacinth I have added a min spec warning to the main menu that tells them in big red letters "your hardware is below min spec, you probably want to refund"

#

I think that helped

granite jacinth
#

@full junco ROFL

full junco
#

I only show that warning based on CPU/RAM

#

I dont care about GPU

#

GPU my dynamic res can scale down to 70% and that works everywhere

eternal inlet
#

About mine beeing mobile, well the switching on and off of crafted attachments yes, but in order to actually make an attachment/upgrade, u still have to find a crafting station

#

So in that sense its stationary

#

Some upgrades are also passive btw

#

And some apply to a specific weapon while others apply to the player

#

I’ll showcase that more in a coming video

dusky moon
#

Few days ago I asked about my poor performance in VR Preview using Oculus. now I know it was all due to the fcking Nvidia's In-game overlay. disabled it.... all good

tired tree
#

@full junco yeah that is what I figured they would do

full junco
#

@tired tree its pretty boring though

tired tree
#

openvr doesn't request render sizes every frame after all, you just query the requested res once on init

#

you can pull in the dynamic resolution in UE4 directly when its sorted though

mighty carbon
wicked oak
#

yup

#

screenshot i was making for the press thing tomorrow

#

all polygon pack except the wraith king thing

mighty carbon
#

finally, 4.19 is out

#

btw, Void engine (Dishonored 2) uses foveated dynamic resolution (image is always higher res in the middle and lower res going out to the edges)

#

not sure 4.19 uses the same thing

wicked oak
#

called it

tired tree
#

mmmm

#

that means that the VR editor crash went through to live

#

after 4 previews of it being reported...

#

great

mighty carbon
#

ouch

tired tree
#

literally can't work in VR if it happens to you in 4.19

mighty carbon
#

I am guessing they don't work much in VR, thus they decided to de-prioritize the bug :/

dusky moon
#

4.19 out guys šŸ˜„

mighty carbon
#

lol, Oculus runtime 1.17... It's already 1.24 o.O

dusky moon
#

will reach 1.24 on 4.20 then

mighty carbon
#

highly unlikely

#

will be 1.18 in 4.20

#

I don't recall them ever skipping runtime version

wicked oak
#

@tired tree havent happened to me even once

#

that crash

#

is it vive only?

jaunty shell
#

@tired tree so this is something a few people have already

#

crashing on vive here

#

well I'm glad this isn't an isolated problem

tired tree
#

i only tested it on vive, but yeah, its a garbage collection loop

#

never finishes cleaning up something

mighty carbon
tired tree
#

loops forevery, infinite stall in the editor

#

happens in default template as well

#

@jaunty shell in 4.19 you mean?

jaunty shell
#

yep 4.19

#

actually since 4.18 I think

#

right now I have no choice but to compile then start the build

tired tree
#

4.18 didn't have that

#

at least the same thing

jaunty shell
#

oh nice you can upsample the TXAA now

#

maybe this will make TXAA viable in VR ?

dusky moon
#

So this final 4.19 means it supports ARCore 1.0 ?!

full junco
#

@jaunty shell that TAA upsampling is relatively expensive

#

its a pretty constant cost that matters more at 90 fps than it does at 30 fps

wicked oak
#

im trying to do upcale taa on vr

#

oculus

#

dynamic res stuff

#

they say it works

jaunty shell
#

argh

wicked oak
#

it does

#

temporal upscale with dynamic res works on oculus

#

just fine

mighty carbon
#

If they have teleportation, I am gonna have to give it a go

eternal inlet
#

so 4.19 is out of preview...

tropic zodiac
#

Is it intended that when using GoogleVR and switching to non stereo mode, GoogleVR also stops tracking the devices rotation ?

On 4.17.2 my devices rotation is still tracked when turning off stereo. On the other hand 4.18+ it will also stop tracking the rotation šŸ¤”

#

Scenario:
Right now I'm using 4.17 to have some kind of "Magic Window" Mode (Camera is tracked by the device rotation) in combination with another Player using a Vive Headset. I would like to switch to 4.19 to get the support for Asus MR Headset, but there the tracking of my mobile player doesnt work anymore.

fleet plume
#

wow, 60 bucks for a VR port oO

mighty carbon
#

well, back when Doom 1 came out (in 90s) it was $50.. So games are relatively cheap nowadays, considering inflation and amount of work is put into them

granite jacinth
#

sooo funny

#

Skyrim VR discussions

#

Garbage at $60 tho

#

But people will probably eat it up

#

4.19 is full release really?

glossy agate
#

I really want it, but only if they did a better job porting than FO4

granite jacinth
#

They didn't

#

hmm 4.19...

#

hmmm

#

release notes, where are thou

glossy agate
#

Figured. Yet to see any major studio do something innovative in VR

#

Besides epic with RR

mighty carbon
#

you mean besides Ready at Dawn with Lone Echo ?

#

I don't like Skyrim on PC (I just don't like its grind and interface/interactions), but I just wonder that VR version is totally mind blowing ..

wicked oak
#

it is

#

the PSVR version is great

#

also, skyrim grind how?

#

the world scales with you, in fact it just gets easier over time

#

you just roam around and do random adventurer stuff

#

sadly, interface is the same @mighty carbon

glossy agate
#

I would consider ready at dawn mid size like CD Projekt Red. And they self publish, but yeah they make good games

#

I neve felt skyrim was grindy though. Doing main quest only you can beat it in like a day or 2 maybe

wicked oak
#

skyrim is about fluffing around the world doing random stuff

#

the main quest is fun, but its main purpose is to have to roam around the map

mighty carbon
#

lol, just looting bodies and organizing inventory takes so much time, in my book..

#

Diablo 3 and Deus Ex HR/MD didn't feel grindy at all compare to Skyrim

tired tree
#

Out of all things D3 SHOULD have felt grindy

#

they dumbed it down so much...

sturdy coral
#

@granite jacinth I think you are right about it being for Vive pro, they probably saw windows mr was already cheating the system by asking for a 1.1x "ideal" buffer and degrading the meaning of "ideal for the screen" into "comparable pixels/sec to the original Vive" and didn't want things to get to ridiculous with vendors all doing the same thing

#

It would end up like user agent strings, where every browser's string starts with "Mozilla"

granite jacinth
#

Hah, yeah

mighty carbon
#

@tired tree now that I thought about D3 more, it did feel grindy when I got to snowy castle level with that fat demon boss.. That's where I killed my mouse and stopped playing 😃

mighty carbon
#

do you have any issues with Rift ? People claim pre6 worked fine and now there is no image inside HMD

lucid ivy
#

There was a global rift outage a few days ago. Could possibly be realted. May want to check with Oculus to see what the fix was

dusky moon
#

Ok I went through the whole 4.19 documentation and nothing mentioned about the version of ARCore sdk that it supports .... does it mean it's still ARCore 0.9 Preview SDK ?!

#

(which sucks if true)

mighty carbon
#

@dusky moon I saw ARCore 1.0 commits to 4.19 branch

dusky moon
#

@mighty carbon Should test it then with the Handheld AR template

#

just tested it and got crash on my s8 with ARCore 1.0

sturdy coral
#

The new Proxy LOD system is an experimental Plugin for producing low poly LOD with baked materials for multiple meshes.

Does that mean they actually bake in the right normals for LODs?

mighty carbon
#

it would be really nice

#

I am guessing it worth building UE4 from source from Oculus branch

sturdy coral
#

@mighty carbon did you try the lightfield thing? it crashes for me every time

mighty carbon
#

nah, at work

sturdy coral
#

@mighty carbon "Unreal Sample - Platform SDK 1.24 contains an updated Unreal sample that demonstrates the use of many of the Platform features. See the Sample Apps page for more information."

#

do you know where the "Sample Apps" page is?

mighty carbon
#

but I don't see any Platform samples there

#

I am guessing it's inside PlatformSDK download

#

it sucks that GDC is next week - if there are issues with 4.19 release, no one will fix it until a way after GDC :/

dusky moon
mighty carbon
#

Open sourcing isn't always a good thing

granite jacinth
#

@wicked oak you said you used the PrefabTool in your recent game? I just finally got around to adding it to the project... I mean, I think I get why it's cool. But, all it's doing is creating a BP with child actors in the end once you're done editing the PFA asset

#

Meh, it's cool anyway. I like how it updates the BP in the end, after applying it in the level.

wicked oak
#

@granite jacinth for lights or static meshes it actually turns them into components

grand chasm
#

Has anyone messed with the mixed reality framework plugin in unreal, i cant find any documentation on it.

mighty carbon
#

@muchcharles#2724 were you able to find new Platform SDK samples?

sturdy coral
#

@mighty carbon no I haven't had a chance to look yet

#

@mighty carbon did you ever get to try the lightfield stuff? google guy suggested an nvidia driver upgrade but it still crashes for me

#

ah they replied a bit more:

#

Yes, we require AVX2 so unfortunately your CPU isn't going to work for this application.

mighty carbon
#

nah, I am on the roll implementing weapons system 😊

#

ehh, what kind of CPU do you have ?

sturdy coral
#

old i7 2600

#

I was getting very close to upgrading my desktop but I've decided to wait now until all these cpu vulnerabilities play out

mighty carbon
sturdy coral
#

next generation could get a decent boost over latest stuff just from putting in some workaround on that stuff

#

(spectre/meltdown)

mighty carbon
#

apparently Ryzen has its own Spectre-like issue

sturdy coral
#

yeah

mighty carbon
#

I wonder what Ice Lake would be like.. and when..

sturdy coral
#

@full junco I don't think dynamic res will be too hard to hook up in 4.19 for steamvr, there is an example in the oculus plugin, just an interface you have to implement

#

4.18 had some non-functional code that implemented the Vlachos GDC algorithm for picking resolution changes, but wasn't hooked up right

#

could be ported and tweaked for whatever timings are needed for TAA (not sure whether it can be done every frame or if needs to wait 8 frames between changes like the 2d impl seems to do)

dusky moon
#

Guys, I'm a bit confused on what Sound Plugin I should use for my VR projects. now that we have Resonance Audio / Steam Audio / Oculus Audio / has any1 messed with them ?!
seems like Steam Audio provides more features than others ....
also in doubt if using Steam Audio would work for Oculus out of the box ?!

granite jacinth
#

Oculus is easiest to implement

#

Steam I heard was better overall though, a bit more involved to setup

dusky moon
#

Yeah true, I'm starting to mess with Steam and seems like the Occlusion setup of steam is going to be damn useful

#

just hoping not to get caught with packaging headaches by using these beta plugins overall

dusky moon
#

ooops... found the first big problem with Steam Audio. for Occlusion and Reverb calculations you have to bake them per-level. meaning that it won't support sub-levels as far as I tested :/

granite jacinth
#

Just put it in persistent then

#

wait

#

or just in each level

dusky moon
#

Ah you mean Probe Volumes ?! I actually meant "Export Scene" function of steam audio

sturdy coral
#

anyone know how to distinguish which VR plugin is in use in 4.19?

#

in 4.18 it had gotten pretty convoluted: if (GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType() == EHMDDeviceType::DT_SteamVR)

#

that seems to be gone now though

granite jacinth
#

They need an editor toggle switch up top in level editor

sturdy coral
#

seems to be GEngine->XRSystem->GetSystemName()

granite jacinth
#

@sturdy coral does that have something for WMR?

sturdy coral
#

@granite jacinth to tell if oculus is running via steamvr I used:

#

device type to check DT_SteamVR, then check GEngine->XRSystem->GetVersionString().Contains(TEXT("oculus"), ESearchCase::IgnoreCase)

#

there might be a similar search that will work for WindowsMR but I haven't needed it yet since it acts enough like a vive

#

and now we have controller models built in

#

mordentral's plugin exposes the steamvr command that tells you the underlying device type I think; searching the version string was the only way I found to do it without it

granite jacinth
#

hmm

#

I think he may have mentioned that to me before actually

#

I just might want to remap keys in WMR vs Vive in SteamVR

#

having it called "SteamVR" is lame

#

since now there's technically two different (well 6-8) HMDs

#

but two sets of controllers

sturdy coral
#

vive controllers, rift controllers, wmr controllers, and don't forget the valve razer hydra steamvr plugin šŸ˜›

granite jacinth
#

ya, lame

eternal inlet
#

in case it was, i was wondering if you ever found a workaround for it, since i also see it in 4.18.3

pearl tangle
#

@eternal inlet nah that wasn't me. I have my stuff in the closed off UDN most of the time

eternal inlet
#

meh ok damn

#

i get hit with that strange bug quite often for actors that inherit from a base actor (which is kinda almost always), but for some reason only for some, and only rarely... but enough to make it a russian roulette when making changes

#

never know what i mess up all my design time settings in an actor accross the entire level

tawdry dragon
#

Anyone here used Mixed Reality headsets with UE4 and SteamVR? Im trying to find some reference on the input mappings of their controllers without any luck

#

more specific. The thumbstick click opens SteamVR overlay, I want to use it for something else

lunar geyser
#

Good Day Everyone 😃

#

May I ask if anyone knows how to keep 3D Widgets unaffected by Post Process Volumes?

#

Struggling with this... any help would be appreciated.

sonic lake
lunar geyser
#

Will do Marco, thanks mate !

tired tree
#

@sturdy coral @granite jacinth in 4.19 I actually re-wrote that and have a dedicated SteamVR node that checks for headset types

#

charles if you need the strings for WMR, I have them and can paste to you

#

sadly they do not all share a common syntax and there is even a warning that they may have changes PER platform and PER computer, so its just the sub string search again 😦

alpine ore
#

@tired tree Any idea when you will be able to compile your plugin for 4.19 😃

tired tree
#

it was compiling on 4.19 in preview 1

#

its been the official version since 4.19 came out yesterday

#

master branch is it an the binaries are up

alpine ore
#

Awesome, many thanks!

tawdry dragon
#

Whats the most efficient way of getting a UMG widget(with transparent background) on top of my spectator screen? My guess I could do it a with a render target where the UMG is just behind players camera, but that seems terrible inefficient

mighty carbon
#

Does native "new" audio in UE 4.19 support Oculus Audio SDK for Win/Android ? (reverb, spatialization, etc.)

#

also wondering if all that works for Vive and WMR too, or if those platforms have to use Steam Audio or that Google Audio stuff

dusky moon
#

@mighty carbon I'm not 100% sure about Oculus one. but Steam Audio is multiplatform and it doesn't matter which Headset you're targeting.

mighty carbon
#

Yep, but from what I understand Oculus Audio SDK is the most performant, which is critical for mobile VR

tired tree
#

?

#

no its not

#

maybe live and dynamic it would be

#

but why would it beat baked occlusion

mighty carbon
#

I am talking about reverb and spatialization

#

Oculus has no occlusions

tired tree
#

has anyone actually profiled them?

#

afaik oculus does the box method for faking those

#

so its likely very fast

#

but it doesn't mean its faster

mighty carbon
#

I guess I can just try Steam Audio and see what's up..

dusky moon
#

I'm also implementing Steam Audio currently in my project. only worried about it's level streaming support

#

as it relies on baking scenes/levels and afaik it doesnt take sublevels into account

mighty carbon
#

@dusky moon ask on the audio forum if streamed levels are supported ?

dusky moon
#

@mighty carbon just did earlier...
it's really sad that every single feature that adds in the universe won't support Level streaming at launch :/

mighty carbon
#

I wonder if volumetric lightmaps support streaming levels.. They didn't when it was first implemented.

dusky moon
#

Oh that! I just tried to visualize volumetric lighmap probes using Level streaming and it actually shows them correctly for sublevels now. not sure if it means it works now in 4.19

mighty carbon
dusky moon
#

Any knows of a workshop/masterclass in SF for VR that teaches Unreal ?! asking for a friend ...

mighty carbon
#

well, why don't you teach your friend ? 😃

granite jacinth
#

Friends don't let friends dev newb

dusky moon
#

lol I'm not in SF and she's apparently not a self-learner

#

not a threat I promise šŸ˜„

#

Unity classes are fkin everywhere

mighty carbon
#

well, there is Skype.. Nowadays no need to be physically present to teach. Or better yet, teach inside VR !

sturdy coral
#

hmm, it seems you can't add a socket to a procedural mesh? I wanted to change the render model code to put a socket for all the render model areas:

#
static const char * const k_pch_Controller_Component_Base = "base";         // For controllers with an unambiguous 'base'.
static const char * const k_pch_Controller_Component_Tip = "tip";           // For controllers with an unambiguous 'tip' (used for 'laser-pointing')
static const char * const k_pch_Controller_Component_HandGrip = "handgrip"; // Neutral, ambidextrous hand-pose when holding controller. On plane between neutrally posed index finger and thumb```
mighty carbon
full junco
#

@sturdy coral use the rmc, not the pmc

#

might also not support sockets, but is way better with anything else

#

@mighty carbon thanks

#

epic will likely announce some vulkan stuff at GDC

wicked oak
#

@mighty carbon they need vulkan for fortnite android

#

you can expect vulkan becoming class 1 platform due to that XD

#

at least on mobile

#

also fortnite linux?

full junco
#

interesting thought

wicked oak
#

they have directly said they want to make vulkan the default linux platform

full junco
#

they dont need to say that

#

there is no alternative to vulkan on linux

wicked oak
#

opengl

mighty carbon
#

well, I sure hope Vulkan 1.x will come to Go (I don't hold my breath for Gear VR)

wicked oak
#

@mighty carbon i think thats almost confirmed

#

have you seen the commits on vulkan for oculus sdk?

mighty carbon
#

yeah

#

but it's been there since 4.17 I believe

wicked oak
#

nope

#

its been added a few days ago in github Master

sturdy coral
#

they added Go controller models to the oculus plugin content folder

dusky moon
#

Wish there was Fortnite VR ... would be VRdev heaven for us

mighty carbon
#

"Developing for Project Santa Cruz"

#

sounds like hardware is already being shipped

sturdy coral
#

they fucked up motion controllers in 4.19.. MotionSource and PlayerIndex are both public variables

#

but if you set them nothing happens.. they should be private if making changes to them needs extra steps

#

the blueprint version of MotionSource uses a custom setter but that is a bad precedent if it is basically being used as a private variable to blueprint but still exposed public to C++

mighty carbon
#

ouch

tired tree
#

@sturdy coral yeah I complained about that on Preview 1 if you remember

sturdy coral
#

I'd rather blueprint setters not exist if they are going to use them in that way

#

they are a fine feature, but you to maintain the encapsulation in both C++ and blueprint or it is just broken

tired tree
#

well they set motion source themselves in the constructor

#

Is it the delayed motion source init that is missing that bugs you?

#

dunno, they did a lot of additions but left some of my bug reports alone

#

model loading still uses BGRA instead of RGBA so the colors are wrong

#

pretty sure FMotionDelay is onyl for the mixed reality recording btw

#

they still retain their original late update scene view

sturdy coral
#

@tired tree MotionSource was less of an issue since it was a new variable name and you had to look at the code anyway, I was setting that in the constructor so things were ok

#

but I was changing PlayerIndex outside of the controller and it wouldn't get picked up

#

FMotionDelay still seems to get used without mixed reality, I guess it just sends a non-delayed version or something

tired tree
#

the setter for that just sets player index

#

its not used in any code outside of the mixed reality plugin

sturdy coral
#

nah it calls:

tired tree
#

think its just how they decided to link it across modules without requiring the module to be active

sturdy coral
#
{
    PlayerIndex = NewPlayer;
    FMotionDelayService::RegisterDelayTarget(this, NewPlayer, MotionSource);
}```
tired tree
#

I know

#

it registers it

#

but the information isn't used

#

outside of MR

sturdy coral
#

for me if I construct with -1 as player index

tired tree
#

and they still use the scene view late update

sturdy coral
#

and then set player index to 0 at runtime

#

it fails unless you call that registerdelaytarget or something else that calls it

tired tree
#

what fails?

sturdy coral
#

the right hand ends up acting as the left

#

sort of

tired tree
#

even with the motion source set?

sturdy coral
#

yeah I was setting motion source in my constructor, but since motion source is only registered with that thing based on player index

#

it gets messed up

tired tree
#

mmm

#

it shouldn't

#

the delay service doesn't effect the component itself

sturdy coral
#

yeah I'm not sure what is going on..

#

FMotionDelayService::RegisterDelayTarget wraps everything in

if (bIsEnabled)

tired tree
#

yeah

sturdy coral
#

@tired tree seems to be that setting motion source in constructor gets lost by the time things are playing, and then what I had done was fix it by calling SetTrackingMotionSource again

#

I had added that in before seeing SetAssociatedPlayerIndex

tired tree
#

i'm setting motion source in my player constructor and its not getting lost

sturdy coral
#

I added in those checks and the second one is failing with MotionControllerR->MotionSource being equal to Left

#

my constructor has:

#
    MotionControllerR->SetupAttachment(VRRoot);
    MotionControllerR->SetTrackingMotionSource(FXRMotionControllerBase::RightHandSourceId);
    MotionControllerR->bDisplayDeviceModel = false;```
#

and no other changes to it.. weird that it goes back to left

tired tree
#

same as mine

#

though I should prob switch to the setter too

#

for MR

sturdy coral
#

yeah and mine was having the same issue I think before moving to the setter

#

because I would only end up seeing my left controller

#

very weird..

sturdy coral
#

@tired tree ok.. I think the root cause might be this:

#

if (Ar.CustomVer(FVRObjectVersion::GUID) < FVRObjectVersion::UseFNameInsteadOfEControllerHandForMotionSource)
{
LegacyMotionSources::GetSourceNameForHand(Hand_DEPRECATED, MotionSource);
}

#

the debugger shows that gets hit

#

seems to wipe the hand back to left even though constructor puts it as right

#

the motion controller probably needs to be marked transient on my player controller

sturdy coral
#

transient didn't help

#

seems they don't have a redirector for Hand -> Hand_DEPRECATED in BaseEngine.ini

dark crystal
#

@dusky moon Are you still having issues with ARCore 1.0? If you are, can you file a bug report?

minor hawk
#

Is anyone using the VRExpansionPlugin and would know why VRGripInterface doesn't have virtual functions? I'd like to inherit GrippableStaticMesh and override functions like TickGrip

#

ahh looks like I just missed MordenTral

minor hawk
#

Ahh i see they're BlueprintNativeEvents. The *_implementation is virtual. Dumb ass question 🤦

sturdy coral
#

@mighty carbon weird they don't list a price, even though it has already been publicly anounced at $199 right?

#

you think it might go cheaper?

pearl tangle
#

@sturdy coral it will be interesting to see how that 1 goes against the standalones with positional tracking on them, wonder how much consumers would care and whether it's worth the price difference for them

dusky moon
#

@dark crystal Thanks for the link. I did submit an issue

dark crystal
#

Thanks!

#

Can you attach a logcat?

dusky moon
#

Ah ok should dig how to use logcat... will attach asap

zinc violet
#

noticed this on steam hw survey

tired tree
#

@sturdy coral yo, as long as you are playing with motion controller stuff, might want to add a IsInGameThread() check prior to the OnMotionControllerUpdated() call on the Poll function

#

it sends a blueprint event out but that same function is called in the render thread

#

I'll report it to them, but its causing crashes for some people, you might run into it too

mighty carbon
#

@pearl tangle 6DoF HMDs are useless without 6DoF controllers and large library of content. I'd say people either will get Go or wait for Santa Cruz or will get both.

#

why fork over $400 for that lenovo daydream 6DoF HMD when it's inferior to Santa Cruz

pearl tangle
#

Well because it exists and is usable as a standalone piece. Santa Cruz is just tech demo at the moment. 6dof with 3dof input actually works for a decent number of use cases still in the mean time. Not sure what santa Cruz will cost but I'd imagine still more than $400

wicked oak
#

3dof on 6dof headset is all sorts of useless

#

what can you do with it? pretty much nothing

surreal hearth
#

Hi there. I've been developing for VR for a while, but this is my first foray into AR with ARKit. I've noticed a problem with matching passthrough video via blank scene and that of the ARKit Passthrough material node. They don't match. I have a simple test scene based on the 4.19 AR template that has a plane in a blank scene. The plane has a material with the passthrough material on it (in screenPosition). But it does not match the rest of the scene. I'm left with finding fiddly offsets to try to match it up. Any thoughts? Here's my material:

dusky moon
#

I know it's not VR related ... but guys ... "Light as if static" is removed from 4.19 šŸ˜‘

sturdy coral
#

@tired tree ah thanks. will it only crash if you find that event?

tired tree
#

I never got a crash with it, someone else was

#

but its still calling into a blueprint event from the render thread....

sturdy coral
#

@mighty carbon DK2 was 6dof and most people didn't have 6dof controllers for it

mighty carbon
#

Mobile VR

sturdy coral
#

@tired tree opps, meant bind that event, got auto corrected

mighty carbon
#

Plus DK2 was first of a kind

tired tree
#

he wasn't binding to it when he was getting the crash no

#

in fact the event is totally unused by default in the engine currently

sturdy coral
#

I'm am getting a crash with the epic VR template motion controller map, I never can open it but I can open the main one

#

the backtrace looked like it was in an Nvidia dll or something though

spare dagger
#

Hi everyone, curious to know if anyone here has experience building a vr multiplayer game with either the Proteus template or the UE4 Standard VR template. I know that may seem pretty broad but could really use some expert knowledge

wicked oak
#

@spare dagger grab mordentrals plugin

#

everything in it works MP quite well

glossy agate
#

Its called advanced sessions plugin. also included in the vrexpansion plugin example project

spare dagger
#

@wicked oak , @glossy agate Thanks for the suggestion just installing it now. I'll let you know how it goes

dusky moon
abstract forum
mighty carbon
#

@dusky moon I think you won't get any hardware now - national resident means you were born and live there. Legal resident means you are from North Pole originally, but currently legally live in one of those countries.

#

So if you were born in any of those countries, but live in US, EU, etc. you should have fine

#

Also, stuff like that has little to do with business entities and has to do with government regulations.

#

So, blame US government, not Oculus

dusky moon
#

@mighty carbon I have to dig into that residency thing mentioned but thanks for telling.
about who to blame part. honestly I've seen some restrictions from oculus that have been shocking. like this response from their dev rel team : "The sanctions regulations also prohibit facilitation. This means that we also can’t facilitate the friend of the developer uploading the app to our app store on behalf of the Iranian developer.""
which means I can't even ship content through a representative! while this option is still fine with steam afaik.

eternal inlet
#

Btw i live in Denmark and applied for gear abou a month ago, never heard from them, not even a declined letter or anything.. will write them again i guess 😦

fleet plume
#

they probably didn't want to apply the 400% VAT on it šŸ˜›

mighty carbon
#

@dusky moon well, welcome to the modern world

minor hawk
#

@tired tree Hey Morden, with regards to your VR plugin I think in NotifyGrip of GripMotionControllerComponent.cpp you need to call Execute_OnGrip and Execute_SetHeld in the case statement for ComponentGrip when the owner actor implements the GripInterface (that's a mouthful..) Currently it only calls OnChildGrip

#

Line 1407 in my version of the file. Haven't updated to 4.19 but I looks like it hasn't been changed in a while

#

Unless it's by design for some reason that's not obvious to me

#

I think the confusion is that the interface could be on a component or an actor so there's lots of checking for both scenarios?

tired tree
#

If you grip the component then it calls it on it

#

child grip is correct if the component itself is gripped

#

it would be improper to call it on the actor since it can have multiple sub components being gripped

#

The component gets those events instead, because it is the one being gripped

minor hawk
#

Yup the component is being gripped (it's an object of type AGrippableStaticMeshActor). However once it's gripped VRGripInterfaceSettings.bIsHeld is still false. Am I supposed to set that in OnChildGrip?

tired tree
#

no

#

the component returns bIsHeld true

#

its not the actor that is held

#

you can use an actor grippable instead if you want it all in the actor

#

if you want to check if ANY sub component is held, sure, you can assign a boolean or something on child grip

minor hawk
#

right I'm gripping by passing in the component but I'm checking on the actor (IVRGripInterface::Execute_IsHeld(ActorObj...)

tired tree
#

and checking on the actor in incorrect

#

check on the grip

#

itself

#

gripped object that is

minor hawk
#

i'll try this now

tired tree
#

i'll; PM you, this is outside of this channel

rocky nimbus
#

I've got a strange bug, I think it's due to the execution of certain nodes in the wrong order

#

I'm setting my tracking origin to Eye Level because I'm attaching the player/HMD to a scene component/actor (used as a mount) at a fixed height. Then I run some logic to center the player to that spot relative to his playspace

#

Like so.

#

This is the order in which this happens:

#

In my pawn: Enable HMD > Set tracking origin > Set relative location (as seen in the image above).
In my level BP: Possess > Attach to mount

#

Outcome: sometimes the player spawns far below the mount. other times, he spawns in at the correct height. If he spawns in too low and fails/restarts the level, he spawns in correctly.

#

So this bug isn't happening 100% of the time

#

Any ideas why it might be?

eternal inlet
#

how many of you guys are still waiting with upgrading your vr projects to 4.19? The kinda feel i got from it, was that it wasn't rdy yet?

dusky moon
#

@rocky nimbus well you might want to set tracking origin to Floor again

#

if it happens sometimes it reminds me of my issue with oculus that randomly kicks my pawn into the floor

rocky nimbus
#

@dusky moon I have it set to floor on most levels but in some levels when the player is inside a vehicle, I re-center them for that level alone so that it feels realistic. Otherwise they'd spawn clipping or being too tall for the interior etc.

#

I think I found a fix,

#

testing now

dusky moon
#

@eternal inlet I did migrate my project and nothing weird happened. for now the first thing I found strange in 4.19 is that they silently removed "Light as if Static" for static meshes!

eternal inlet
#

ah yes, i heard that too 😦

#

oh wait, that was you that mentioned it 😃

dusky moon
#

lol yep

eternal inlet
#

but i heard others say that it was locking up, even in the default template

dusky moon
#

you mean the editor ?

dusky moon
#

Has any1 here successfully ran "Handheld AR" Template on 4.19 with ARCore ?!

glossy agate
#

@eternal inlet I heard the same. Like garbage collection crashed the whole thing at least on Vive

rocky nimbus
#

I have a bunch of planes set up inside windows to have some scattered lit up windows in a night scene but on the HTC Vive, these flicker in and out of existence based on gaze. On the Oculus, they do not

#

I'm thinking it may be a Bounds issue but since it only occurs on one HMD and not the other, I doubt it

sturdy coral
#

@rocky nimbus are there LODs involved? wider FOV on Vive means bigger LOD transition from center to periphery due to lod basing things on screen pixels

rocky nimbus
#

@sturdy coral So a Bounds increase could compensate for the Vive's larger FOV? Issue is, I've seen gameplay from both and the Vive flickers the planes in and out when they're not even that far out to the side

#

But I'll run a test with a Vive

sturdy coral
#

@rocky nimbus if it looks like z-fighting you can check that you aren't running with a differing near/far clip plane on oculus vs. vive

#

for HMDs it is separate from the normal engine near/far clip settings

lament mesa
#

Enable HMD node when used in my pawn class causing game to crash.

sturdy coral
#

@lament mesa if it is with oculus you need a delay before enabling

lament mesa
#

I'm using it with HTV vive

#

HTC*

#

after upgrading to 4.18.3 its giving such issues.

sturdy coral
#

ah not sure then, I've only had it with oculus if enablign on begin play; wait a few frames with it and it is fine

#

probably a different issue if you are seeing it with vive

lament mesa
#

how did you solved it ?

#

yours*

sturdy coral
#

I just waited a few frames to enable

pearl tangle
#

@sturdy coral you were doing some screwing around with the WMR stuff right? Do you know if they got the fixes into 4.19 for that?

sturdy coral
#

@pearl tangle yeah, at least in some of the release candidates it seemed ok

#

I haven't tested with the final release yet

#

dynamic res doesn't work with steamvr with it yet though

pearl tangle
#

ah not a huge issue i guess. Got any better way of ensuring the left and right controllers get assigned properly? I haven't bothered to change any of that code around yet. Was trying to build a WMR 3D launcher for the stuff since it's impossible to disable the stupid home and windows button

sturdy coral
#

@pearl tangle in early WMR->steamVR builds one joystick would open the steam dashboard and the other would swap the hands

#

but now both seem to open the dashboard for me

#

I haven't had the hands end up wrong yet, not sure if that is an issue

pearl tangle
#

yeah with the default VR pawn it is because it never cared with the vive

#

guess it should be the same with the rift

#

what i really need is just a way to enable arcade mode on there to kill that stupid button

jaunty shell
#

yeowch the Vive Pro price

wicked oak
#

headset ONLY

tired tree
#

welp...

jaunty shell
#

good thing we've got a documentaion for that price >_>

lament mesa
#

Hello VR Devs. I want to explicitly invoke HMD from c++. I have tried doing this. But its not enabling HMD in the game build.

#

``IHeadMountedDisplay& hmdm = FModuleManager::LoadModuleChecked<IHeadMountedDisplay>(TEXT("HeadMountedDisplay"));

const EHMDDeviceType::Type hmdType = hmdm.GetHMDDeviceType();

V_LOG(LogViz, "Trigger Activated. Enabling HMD.");

hmdm.EnableHMD(true);


if (hmdm.IsHMDConnected())
{
    V_LOG(LogViz, "HMD is connected ");
}
else
{
    V_LOG(LogViz, "No HMD is connected ");
}


if (hmdType == EHMDDeviceType::DT_SteamVR)
{
    V_LOG(LogViz, "Steam VR Detected. Trying to start the rendering ");    
}


if (hmdType == EHMDDeviceType::DT_OculusRift)
{
    V_LOG(LogViz, "Omg Oculus Rift Detected ? Which hardware are you using ?  ");
}

if (hmdm.IsHMDConnected())
{
    V_LOG(LogViz, "HMD is connected. Hurray! ");
}
else
{
    V_LOG(LogViz, "HMD is not connected. Sad Face! :/  ");
}

if (hmdm.IsHMDEnabled())
{
    V_LOG(LogViz, "HMD is Enabled ");
}
else
{
    V_LOG(LogViz, "HMD is not enabled  ");
}

``

#

And I'm not yet able to see in the hmd.

tawdry bough
#

@dusky moon According to the release notes: Added Force Surface which replaces b Light As If Static Improvements to Volumetric Lightmap quality needed for static geometry.
Not tried it yet though.

rocky nimbus
#

@lament mesa What version of UE4 are you using and is this function the first thing that happens on BeginPlay?

lament mesa
#

@rocky nimbus hey I got this solution fixed. Closed everything. Added this code when I press grab button, build it, again started uproject file and its working. Btw I'm using 4.18.3

tropic zodiac
#

a 880€ upgrade for a better display šŸ¤”
You can buy 2 Acer headsets for that price šŸ˜‚

mighty carbon
minor hawk
#

damn that's impressive

mighty carbon
#

neat

#

@wicked oak ^^

wicked oak
#

@mighty carbon have you seen magic leap stuffs