#virtual-reality

1 messages ยท Page 170 of 1

mighty carbon
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yeah, but didn't go to the portal.. I am sure dev kits are not free

wicked oak
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no they aint

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if its less than 2k dollas im getting one

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for science

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ive wanted to get a proper AR device for a long, long time

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just loking at the SDK, it is MUCH better than hololens

mighty carbon
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I see

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Magic Leap + Leap Motion should be pretty interesting

wicked oak
mighty carbon
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what kind of GPU one needs to run this in VR ?!

wicked oak
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lol

fleet plume
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hmm, that DX12 multi GPU support starts looking tasty

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comeback of "SLI" ?

mighty carbon
granite jacinth
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Yeah but how much

mighty carbon
glossy agate
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Hey, that drone game is actually pretty fun, I tried it out when I got the iphone 8. Actually worked around a lot of my living room if you get up and walk around

mighty carbon
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lol, people... Host: "They built AR game in a week!" ... People: "Crickets...."

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disconnect between end-users and tech is so vast nowadays.. ๐Ÿ˜ฆ

tired tree
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how is that a disconnect?

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its using a framework

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that isn't technically all that impressive

mighty carbon
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making a game in a week is impressive

tired tree
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the framework itself is sure, the feat of using it quickly isn't

glossy agate
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Yeah, I wasnt sure what he meant by that. Short load times is supposed to equal more discovery?makes no sense

mighty carbon
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that means even higher burn through rate :/

glossy agate
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If you try that game, a 1 week build time isnโ€™t surprising. Really simple wave shooter, but AR so new and fun for like an hour till it becomes Grindy micro transaction hell

mighty carbon
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also wonder how it would work with paid (premium) games..

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(instant games)

granite jacinth
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I can make a game in an hour

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ggwp

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that's solo.

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Now get a whole team around me and a week

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amazbalels

mighty carbon
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good for you ๐Ÿ˜ƒ

wicked oak
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i can do an AR game in a week without breaking a sweat

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alone

mighty carbon
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btw, Google omitted UE4 when mentioning instant games integration. And keep ignoring UE4 as they keep talking about it.

wicked oak
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come on i was doing cool vr games the second day i first got VR

mighty carbon
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politics

sly elk
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Does anyone know if the oculus store supports generating discount codes you can give out?

mighty carbon
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not that I know of

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why no to ask Oculus themselves ?

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^^ cool

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rider gotta be under 200 lbs most likely ๐Ÿ˜ฆ

mighty carbon
minor hawk
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There's a lot of hate for the VivePro. But my friends doing enterprise visualisation love it. The cost isn't an issue for them. Pushes the medium forward which can only be a good thing.

mighty carbon
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I wish Oculus would give us actual number of users for gear VR and Rift

sly elk
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Yeah, I think they guard that pretty closely

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how many rifts does the steam hardware survey find?

eternal inlet
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Anyone know if 4.19 supports volumetric light for streamed levels? I can't seem to get it to work on 4.18, but hoping it is something that was addressed in 4.19?

mighty carbon
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@sly elk I don't think they show absolute numbers on Steam either

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@eternal inlet the rumor has it that it does, but I couldn't find any docs/notes about that

steady kindle
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Anyone that have played with the AR template yet?

real needle
granite jacinth
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@real needle Yeah, but did they release multiplayer logic?

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That's what the real folks want to investigate

real needle
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Assets

granite jacinth
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ya, meh

real needle
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Well, I want the assets :b

granite jacinth
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and "12 mil" is such a fake number

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but good on them for making everyone believe

real needle
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Hehe

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The higher that number is, the more of a fail the entire project is

granite jacinth
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They got that number simply by the number of people working on the game over the years + their salaries

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But that's not the actual cost

real needle
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They did the same when releasing infinity blade

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TBH though it's a good way for random ppl to understand that it's a shitload of work

granite jacinth
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And tbh, I don't think it failed as much as they just didn't really do much with it

real needle
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Game was great

granite jacinth
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Also, Fornite BR just took off

real needle
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Yeah it did ๐Ÿ˜ฆ

granite jacinth
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And everyone was "All Hands On Deck" for that

glossy agate
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Someone should take these assets and make a Paragon BR from it since it was abandoned in place of Fortnite BR.

granite jacinth
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ROFL

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that woudl be funny though

glossy agate
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Maybe it will come back to life

granite jacinth
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I mean, why not

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Asset Flip the heck outta it

glossy agate
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BR with incredible super powers

granite jacinth
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MOBA BR

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First of its kind

glossy agate
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Those assets are really great though. Some of the characters have over 100 anims you could retarget to other characters pretty easy. Way bigger than the mixamo selection added up probably.

tired tree
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the multiplayer is c++ anyway, and the full source of Unreal Tournament is available. Though the gameplay tag system was made for it so at least that part would be interesting.

compact kettle
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Is there a way to render something soley to the mirror viewport but not to the HMD, in 2D space?

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(Oculus and Vive, needs to be supported by both)

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We are capturing the mirrored viewport for video capture and need to add some "post processing" to it (a watermark and a fade in), just displaying those on the viewport mirror would be an ideal solution for us

sturdy coral
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@tired tree you can't use the unreal tournament source for anything other than to learn though, it is more like robo recall

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modding only

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@compact kettle not without modifying the code I don't think

tired tree
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learning is the best use of it though

sturdy coral
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true

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the features in this unity stream remind me of epic's gdc 2014

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that's hopefully going to ramp up some good competition

granite jacinth
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Definitely

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I am kind of over the ForniteBR hype

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and hope that kiddy stuff will be over soon

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Need more advancement/stabilization/optimization overall

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One day maybe Paper2D2.0

mighty carbon
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folks, I have an enum with number of entries that will vary during development. On beginPLay I'd like to get number of enum entries and make an int array that has size equal to the number of entries. How can I do that?

sturdy coral
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@mighty carbon what's the expected use case?

mighty carbon
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weapon selector

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basically right now I have 3 test weapon actors (enum has 4 entries starting with NoWeapons)

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so I want to make int array with 4 indices. Index 0 would have value 0, and the rest 3 will have value -1.

mighty carbon
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nm, solved

sturdy coral
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uh oh, I had 5 copies of the editor open each compiling different paragon shaders.. screen blacked out and now my PC won't turn back on lol

glossy agate
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Rip. You getting all the characters?

sturdy coral
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it finally came back after cooling down

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I'm getting a bunch of them just to look through for now

glossy agate
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Nice. I want the girl with the wolf thing so I can retexture the dog and have it do something in my game maybe.

sturdy coral
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they have a really good variety. modern, futuristic, and fantasy

glossy agate
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Yeah I was looking through them all earlier. Even came with all the skins for each char it looks like

sturdy coral
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you could possibly the face scan parts and put them on other assets too like from infiltrator etc.

glossy agate
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Epic kit bash

sturdy coral
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So what's magic leap's field of view? I heard somewhere it was revealed in the SDK stuff

sturdy coral
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@glossy agate whoa, shinbi actually has a mostly full animation blueprint

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with some of the stuff from those paragon animation slides, I guess they added the leg IK node to 4.19

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now I'm going to have to download all of the characters to see if any others have more stuff like that

real needle
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@sturdy coral they only mention shinbi(shinobi) in their article

sturdy coral
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yeah just saw it was mentioned there

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should be able to set up basic movement for all of them from that hopefully

real needle
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Good day everyone ๐Ÿ˜ƒ I just want to dive into AR development but I'm somewhat unable to find information on how to package the ARTemplate for my S7 oder S8 plus. I'm watching the Live Trainings right now, but it wasn't mentioned yet. Do I package for "Multi" oder "ETC2" or something else?

mighty carbon
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ETC2 if you use ES2, ETC2 or ASTC if you use ES3.1

real needle
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@mighty carbon so, I appear to be totally new to mobile development. What is ES2 and ES3.1? Where can I look or set this up?

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This are quality settings, if I see this correctly? So in general I can use both, right?

mighty carbon
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Those are rendering paths

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ES2 is default

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You can choose them in Android settings of the project

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If you are new to mobile dev, I strongly suggest going through Epic docs first

real needle
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doing so. Just realized that I need to install CodeWorks for Android 1R6u1 for example and there appear to be missing external dependencies.

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So I return to the packaging part later, I guess

neon egret
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Anyone using Oculus, 4.19 and Sessions?

wicked oak
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me

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but at the moment only subsystem null

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ill try to run it on steam today

neon egret
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Welp, nvm. If anyone runs into the issue that Oculus doesn't want to destroy your session in Standalone, it's broken.
It works in packaged versions though.
And in 4.19 we can finally join sessions properly again

jaunty shell
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right so FYI, the trackers available on HTC's website with the mention (2018) are indeed the new 2.0 tracking revision

lucid ivy
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@jaunty shell may I ask how you got the HTC vive controllers in your unreal project?

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The hands are cool, but I feel like it would freak out some people

granite jacinth
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garbage

jaunty shell
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engine assets

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uh wait

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actually no

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these were from the steamvr sdk

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@lucid ivy which wands are you talking about ?

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from what video

granite jacinth
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Stop buying trackers

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Until they bring the price down

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๐Ÿ˜ƒ

glossy agate
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Im pretty sure engine has one too. The one textured with the blue lines?

jaunty shell
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way too pricey anyways

granite jacinth
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I only have one (with hyperkin blaster) and it's trash

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I can't believe how horribly overpriced these paperweights are

lucid ivy
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@jaunty shell the video on the datasmith forum

jaunty shell
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that's the default unreal studio model

lucid ivy
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The ones with the pointers

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really? The default ones for me are the hands with operable fingers. I'll look through the engine content to see if I can find them

jaunty shell
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I haven't changed much on this project

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check on the pawn BP, there's a variable somewhere you can override to change the model

lucid ivy
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sorry, there were also 2 other videos. One was the flat walkthrough

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and the other was the phases demonstration

jaunty shell
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oh the flat walkthough is a custom model with custom animation

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phasing demo aswell

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the model is in your steamvr folder

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had to redo a full BP for it with all the nice looking stuff

lucid ivy
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I thikn I'm missing something here because I don't have a steamvr folder.

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Is it under content or under Engine Content?

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I see, it's not under the project, it's under the actual steamvr install.

jaunty shell
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No I meant your steamvr folder from steam

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:D

lucid ivy
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I see that now. Thanks!

eternal inlet
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got a really noob question here, if i spawn an actor via blueprint, isn't begin play fired?!? i never noticed that before

granite jacinth
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@eternal inlet Never noticed what?

eternal inlet
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that it don't fire

granite jacinth
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But yes, Begin Play fires when you spawn it

velvet mango
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begin play on your actor?

eternal inlet
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yeah

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i must have some weird error then

granite jacinth
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When it starts to exist in the world

eternal inlet
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i would assume so, but for some reason in a particular case, it don't

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sec

velvet mango
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tick before eventbeginplay activated? otherwise... black magic

eternal inlet
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nothing fancy about this

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i just spawn an actor like this, like i've done millions of times before

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but when it spawns from that one, the spawned actor does not fire it's begin play event

granite jacinth
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But it spawns?

eternal inlet
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yah

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i think we're in the black magic department then

granite jacinth
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Place a brekapoint on it

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F9

eternal inlet
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did

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not breaking

granite jacinth
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and see what actually is happening

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What about in the actor that spawns?

eternal inlet
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super weird

granite jacinth
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Single Player?

eternal inlet
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ah, that's where i set the breakpoint

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yes

granite jacinth
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I meant here

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in taht BP you showed

eternal inlet
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well, obviously it spawns it

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so not sure what to gain from that

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i'll do print statements then

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maybe something presents itself

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hmm, the situation seem to be, that it does actually execute the begin play event, but can't break with F9 there for some reason

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that's gotta one of the more weird bugs i've seen

real needle
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Hello everyone, i hope i post in the good section. What are the faved VR glasses/pads product today? And should i wait some nearly new and better one? I'm not sure where to find this info, so i ask here.

real needle
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@real needle I prefer to work with the vive, but as a consumer the rift is tempting because of it's price point

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If you're willing to spend 1k you can wait for the vive pro

mighty carbon
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I have a mesh (2 separate surfaces) with 2 materials (one per surface), material A and material B. How can I make part of the mesh with material A to be invisible in-game (not render). Note that I can't have transparency.

mighty carbon
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nm, figured it out

mighty carbon
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lol, weird BS - started packaging project and UE 4.19 began compiling shaders o.O

real needle
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@mighty carbon is it for mobile? Thats normal

mighty carbon
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Yeah, but I didn't have this before

vagrant mantle
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Does anyone know how to integrate Nvidia Hairworks with UE4 (Unreal 4.18)
(Note: Please don't provide me the general link for the hairworks, I want to integrate with 4.18 like I said above)

pearl tangle
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@raoul#5339 they have that up on their github branch don't they?

eternal inlet
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anyone noticed this in a packaged build? i can't seem to find any info about it, other than some old posts from 4.12, where Epic said it was harmless

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im on 4.18.3

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and it only happends on a packaged build, so far i haven't been able to pin point what triggers it, but guess it's another one of those black magic things i seem to have fun with recently ๐Ÿ˜

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i find i hard to believe that it's harmess, especially when it's basically vomitting those messages out within miliseconds

pearl tangle
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ah yeah because when you reference stuff in the editor it can do things differently than when it's packaged

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it's trying to access a non existent object probably because of how you referenced the object name which comes out differently on a packaged build. Need to get the exact object in it's place instead of trying to do a name compare or something

eternal inlet
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Oh thanks for the info @pearl tangle ill dig into where that might be happening, since i didnt quite see any pattern to it yet

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The strange thing is that i cant find any errors in the game, like, everything behaves as it should

pearl tangle
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yeah its probably when you are trying to destroy something

eternal inlet
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i see... only place i can see where i destroy things, are done via a "get all actors of class", and then checking if i have a valid reference, and then destroying it, by direct reference, i do that when switching some levels

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not in front of my dev-pc now, but will double check when im home and see if that could be the issue

mighty carbon
alpine ore
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Can the new vr.pixeldensity be changed at runtime?

alpine ore
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Or what would be the best way to create a Visual Quality settings feature in the game menu?

sly elk
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I'm buying a VR machine for someone I hired. I5/vs I7. In practice, does hyper threading matter for unreal performance?

mighty carbon
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yeah

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especially when baking lighting

sly elk
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Im only thinking runtime

mighty carbon
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still matters

sly elk
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more specifically I guess= Hyperthreading affect on draw call performance

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okay

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long term I don't think my game will be drawcall bound anymore. We are going to do some pretty aggressive actor merging at the expense of memory

mighty carbon
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I guess you can see it this way - more powerful machine == less down time == less hours to pay for (unless your Igor is on salary)

sly elk
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yeah, he won't be doing any baking. Just coding work

mighty carbon
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then i5 should do

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RAM is critical too and so SSD

sly elk
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I think its going to end up something like most actors are merged into a master actor and interactions occur on invisible collision meshes that dynamically populate with the correct mesh

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so 2000 parts can be just a few draw calls

wicked oak
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@sly elk what is he

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an artist or a programmer

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for an artist you can just give him vr minspec

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for a programmer you would be good getting him a ryzen for the compile speed

mighty carbon
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Intel all the way!

sly elk
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I ended up getting him an i7 1070 machine

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he is a programmer

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I hired my friend away from boss key ๐Ÿ˜ƒ

mighty carbon
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daaamnn, cool

mighty carbon
tacit quest
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nm i'm dumb

mighty carbon
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@wicked oak Positional TimeWarp - new thing

wicked oak
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sweet

sly elk
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Is there a live stream so we can hear about positional time warp?

mighty carbon
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no live stream, only live blog

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sounds like Oculus is more on mobile/standalone side than PC at this point

sly elk
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Yeah, I would guess they are going big on santa cruz

mighty carbon
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Go will have foveated rendering

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(although more like fixed, not eye tracked)

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I hope UE4 supports that for Go

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1280x1280 vs old 1024x1024

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72Hz on Go (optionally)

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shaping up to be a pretty impressive piece of VR hardware

sly elk
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its 3dof with no motion controllers, right?

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the go

mighty carbon
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yeh

sly elk
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im mostly interested in santa cruz. I hope to do some kind of lower spec version of wrench on santa cruz

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like a small $5 game

mighty carbon
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but for $199 it's totally awesome.. I am still impressed with Gear VR

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they said $5 - $15 games do well on the platform

sly elk
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i had an email chain with one of the oculus devs about performance targets on go- Its not a lot to work with but if the adoption rate is high and there is a big enough audience it could justify buildign a one off product for it the new low spec headsets

mighty carbon
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good deal - they will make Santa Cruz controllers more like Touch - with sticks and buttons

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that's all folks - me gusto!!!

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is anyone watching Epic's keynote ?

full junco
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apart from the realtime raytracing its their way too boring usual enterprise motion capture whatever stuff, so quite boring

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and the raytracing stuff ran in 4 voltas

mighty carbon
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๐Ÿ˜ฆ

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I was hoping to use raytracing on my 1050 2Gb GPU

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j/k

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๐Ÿ˜†

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at this point I'd love to know if UE 4.20 (launcher version) will have foveated rendering for Gear VR / Go

zinc steeple
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Would anyone be able to help me? I want to try to make an AR test and run it on my iPhone as a sort of proof of concept. I'm seeing in the AR start documents that I need to get a mobile provision profile certificate as well as an import certificate. Does this mean that I need to pay for the $99 Apple Developer program? Or is there a way I can do this testing without having to do that?

glossy agate
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Yeah you have to pay. Maybe if you are developing on mac you don't have to pay? Pretty sure you still do though

zinc steeple
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Feels bad that I have to pay to make a test. I wonder if it would be better if I got an android phone.

glossy agate
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It lasts for a whole year though for as many apps as you want. If you are going to be publishing stuff it could be worth it.

zinc steeple
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I don't even know if I will publish anything. I'm in the early testing phases. Just trying to see if I can even get something running in AR on my phone.

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I just stumbled across an article about creating provisioning certs in Xcode 7. I don't know if this works in newer releases, but I'll give it a go and report back with my findings.

glossy agate
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Think you need Xcode 10 or something for AR? Whatever the newest is

zinc steeple
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Xcode 9 & iOS 11

mighty carbon
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Mobile Power Management GDC talk now live

eternal inlet
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@pearl tangle i tracked down the issue with those warnings none.none, to an issue with SaveGames that has class or actor/object variables set to none. There's no reason as far as i can see, to throw that warning, and since i need these variables to be un-initialized (none), indicating that nothing is set, i can't get rid of them. Only sort of dirty workaround i can think of trying, is to make some dummy actor, but that seems like such a waste of resources

alpine kiln
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I posted a question on the UE4 forums about creating a sitting exp. on Vive. It just went up, so I'm not complaining about no responses, but I'm wondering if anyone here has done this. It keeps trying to default to standing, which puts the camera about 5-6 feet higher then I want it. Is there something I need to add to the blueprint to change this? The Rift uses the location of the camera I setup, so no issues there, as I used a VR Car setting. It just doesn't translate to Vive.

glossy agate
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@alpine kiln have you messed with the set tracking origin?

alpine kiln
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I haven't. I'll look at that this evening. Thanks for something to look at!

glossy agate
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Yeah that should give you a true to life height off the floor

alpine kiln
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I'm not trying to get the true to life height off the floor. I am trying to keep them in the vehicle, using the camera that is already located in it. Or is that what you meant, and I'm misunderstanding you?

real needle
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@alpine kiln You might want to look at "ResetOrientationAndPosition"

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An like ryan said, make sure tracking origin is set to "eye", not floor

alpine kiln
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Will do

jaunty shell
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@alpine kiln you working on a dark ride simulator ? ๐Ÿ˜ฎ

glossy agate
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@mighty carbon Did you see the fortnite mobile talk? Looks like they faked all dynamic shadows with some kind of texture that had a atlas that changed depending on what time of day it was told to be.

mighty carbon
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Nah, just got home

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Interesting

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Won't work indoors though

glossy agate
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Not sure. Have no idea how to even set something like that up. Looked pretty decent though

mighty carbon
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folks, any idea if 4.19.1 coming soon ?

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I just saw a commit that looks like 4.19.1 is ready

pearl tangle
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hah whats wrong with 4.19?

mighty carbon
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not whole a lot except when branching BP spaghetti

full junco
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Nick Whiting talked about OpenXR

full junco
sturdy coral
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@full junco what timestamp is that from?

full junco
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40:30

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@sturdy coral

sturdy coral
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Thx

rocky nimbus
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I can half my drawcalls on a modular town building if I merge most of it together into one asset

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What's the catch?

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Is the GPU doubling down on anything to process this?

wicked oak
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@rocky nimbus watch the fortnite optimization video

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tldr, not at all

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the catch of HLOD is the increase in memory

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due to having to create texture atlas (autogenerated)

rocky nimbus
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I know you should merge assets that share the same mats but what if Asset #1 has 2 materials and Asset #2 has 3 materials (sharing only the first 2 with the first asset). Will this extra asset cause a problem?

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I'll check that video out, you got a link?

wicked oak
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its 8 hours couse its the whole stream

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but you need to scroll to the "fortnite optimization" talks

mighty carbon
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I wonder when Vulkan becomes usable (for both desktop and mobile) in UE4

full junco
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on mobile it is very usable already I think

pearl tangle
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it's on the backlog @tribal sandtorsep#8292 don't think it's coming for a while

full junco
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@pearl tangle what are you talking about?

pearl tangle
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vulkan

full junco
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Vulkan never got more attention from epic than now

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so you're very wrong

pearl tangle
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cool, got any more information from them about it?

full junco
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I'm following all Vulkan progress very closely

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and I have talked to some epic employees about it

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and Vulkan is absolutely not on the "backlog"

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4.20 will be a great release for Vulkan

pearl tangle
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awesome

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everybody i spoke to said that the team on it was put on other stuff for a fair while, maybe they got to get back onto vulkan now. Did they say anything about it at gdc yet?

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although that was a fair while back i suppose, lost track of time

full junco
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most of the Vulkan stuff is done by 1 guy at epic, and he and he always mostly is only doing Vulkan

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and the Vulkan rendered is "feature complete" for quite a while already

pearl tangle
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wonder if they have that up on perforce branch yet

full junco
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if you have dev rendering there, yes, they do have a lot of Vulkan improvements in there

pearl tangle
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ok yeah in 4.20 they are saying on linux it's going to be the default

full junco
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and where did they say that?

pearl tangle
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on the UDN

full junco
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it makes sense, just didn't hear about that yet

mighty carbon
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Well, I am talking about Vulkan for VR, on mobile

full junco
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thanks for the link, now I just need your username and password @pearl tangle ๐Ÿ˜›

pearl tangle
full junco
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"hoping" isn't exactly "they are saying it's going to be"

pearl tangle
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well its feature complete in 4.19 apparently so it just depends whether it gets into the QA for 4.20 since that's why it's not in 4.19 apparently

full junco
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why what's not in 4.19?

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Vulkan also works very well in 4.19, but it's still too slow, they are actively working on optimization

#

so "hoping" means if they get it optimized enough to be happy with using it as default on Linux in 4.20

rocky nimbus
#

did you guys see this, holy fuck

full junco
#

yeah everyone talked enough about how unrealistic that still looks

rocky nimbus
#

good progress, though

#

non-human stuff should be .. epic

full junco
#

and its not really VR related

#

"Advances in Real-Time Voxel-Based GI" from Nvidia is VR related, because they write

Voxel based lighting has been around for a few years, but very few games have actually used it so far. In this session, weโ€™re going to discuss VXGI, the Nvidiaโ€™s voxel based lighting solution, and uncover some recent improvements that aim to make it more practical and useful even for VR games on present day graphics hardware
#

I'm very interested in that

#

would never have expected nvidia to call VXGI "useful even for VR games on present day graphics hardware"

#

but they haven't updated it at all since 2016 I think, so there can surely be significant improvements

mighty carbon
#

ooohhh

rocky nimbus
#

is this real-time raytracing reveal available in 4.19?

full junco
#

@rocky nimbus no, of course not

#

it ran on 4 voltas

#

not even titans, but the $150000 Tesla V100

rocky nimbus
#

useless, they could demo a completely life-like film in real-time on hardware that devs and consumers aren't going to bother with for a decade ๐Ÿ˜ฉ

mighty carbon
#

I am not really impressed with raytracing demo. You can fake all that and it will still look as good and run on 1060

full junco
#

maybe not a 1060, but a 1080 ti probably, apart from the reflections

mighty carbon
#

fake 'em too

#

won't be physically accurate, but when I play games, I don't really care as long as it looks good

#

btw, has anyone tried ARK Park yet on Rift ?

full junco
#

why do you say "on rift"

mighty carbon
#

because I have Rift

full junco
#

still doesnt matter when you ask about if anyone has played a game

#

it will run/look same on vive/rift

mighty carbon
#

I think I might be out of luck for that one - reportedly it runs so-so on 1080 and i7 :/

full junco
#

I did read what reddit wrote and they talk about quite bad performance, and I did actually watch 20 minutes of lets play of it which I never usually do (only did it because one youtuber who played my game played it), and the graphics aren't even that detailed

#

and some things are just bad programming

#

like, loading screens that make you think the game crashed

#

because they just stall the game without displaying any loading screens

mighty carbon
#

ouch

full junco
#

and its teleport only

#

which I would have no problem with, but many other people...

#

even I, being super stubborn on things usually, added smooth loco a few days before I released my game

tired tree
#

the raytracing is specifically built for high end cynamatic like previews of content in realtime

#

it has its place

#

@full junco I warned you like a year before release to have some sort of locomotion ๐Ÿ˜ฆ and that trends were heading that way

#

but you managed it fine :p

full junco
#

@tired tree yeah smooth loco was no issue at all

#

I always knew I could quickly add it when needed

tired tree
#

You ended up using nav mesh locking like Blanco's right?

wicked oak
#

Blanco-s version in fact

#

i sent him the snippet that made it work

full junco
#

I am using the navmesh for seeing where I can go, but I am not using the navmesh to determine height

#

so I'm tracing against the ground

#

the real mesh

#

so its quite different than the code you sent me @wicked oak

#

navmesh alone just was too low res

wicked oak
#

yeah, in your game pure navmesh isnt very good

#

due to the block slopes

#

in my game it was, so i left it as pure navmesh

full junco
#

originally I only had smooth loco using the playspace center

#

but people then wanted to have head based smooth loco

#

so that moving your head up a block does move the character up

wicked oak
#

how are sales going @full junco ?

#

what is your average play time and concurrent players?

full junco
#

so I added head based smooth loco as an opion then

#

@wicked oak haven't looked at those stats for many weeks

wicked oak
#

my game allways had a dreadfullly low average play time due to its nature ๐Ÿ˜ฆ

#

15 minutes

#

people play one game or 2 and leave

#

agregated play time around 2-3 hours

eternal inlet
#

fuck, the new niagra seems crazy powerfull!

full junco
#

well last time I looked my game was at 20 minutes or so average play time which I have no clue why, you need at least an hour before you understand how everything works

mighty carbon
#

@full junco did they stream that GDC talk about real-time GI in VR ?

tired tree
#

it wasn't about real-time GI in VR..it was about GI improvements

#

they mention VR because its possible that it might perform well enough for some use cases there now

#

willing to bet those use cases are few and far between still...

mighty carbon
#

I see

full junco
#

@mighty carbon they did not stream it anywhere unfortunately

alpine kiln
#

@jaunty shell Yep. Putting the finishing touches on Adventure Thru Inner Space. Worked on Rift, but Not Vive. Trying to get it out to the public in the next few weeks. This is the last part to complete. I had stepped away from it for a bit to work on a few other things, but the LA Times wrote about it. http://www.latimes.com/entertainment/herocomplex/la-et-hc-0815-theplayer-disneyvr-20150815-story.html

jaunty shell
#

this is pretty awesome

#

Amusement park industry is gonna have a big shift when VR gets mainstream for good

#

we're already seeing a lot of parks using GearVRs and custom HMDs to combo with their coasters and rides

tropic zodiac
#

I'm currently trying to control a ship in VR. Therefore I use a control wheel with a phys constraint and handle to update the rotation per tick to the hand.

#

That works quite well, but if I put my pawn on the ship and try to rotate the ship the rotation spins randomly

#

Without the ship it works nicely however. I also check and there is no collision between the wheel and the ship

#

May there be a better way to realize such mechanic ?

sly elk
#

im having a hard time following your question exactly

#

is the ship steering not working when the player is standing on the ship? If so, are you getting double rotations because of a world/local rotation mixup? Like as the ship turns, is it effectively turning itself because the pawn is turning with it?

sturdy coral
#

@wicked oak did you see any differences with average playtime between PS4 and Steam?

wicked oak
#

not really

granite jacinth
#

not vr

tired tree
#

..

#

you can't assume anything from that... (regarding motorseps deleted post, not muchcharles)

granite jacinth
#

Can we please try to keep this channel VR-focused

#

I mean, sometimes you post some good things (every 5 minutes) @mighty carbon

tired tree
#

no...its not

#

they have been working on VR just fine

granite jacinth
#

But, sometimes..it's just silly and not relevant to this channel

mighty carbon
#

fine, there

tired tree
#

majority of the enginer devs never worked on VR to begin with

granite jacinth
#

I like when this channel lights up, I might be able to learn something new.

#

Or see what other VR devs are pumping out

fleet plume
#

if muchcharles and vblanco are talking about their vr games, then i'am very much interested

glossy agate
#

Anyone try ark park yet? Getting kind of hammered in the reviews. Guess it would be expected with teleport only at this time

#

Totally stationary wave shooters were ok in 2016 maybe. Not today

mighty carbon
#

I still prefer teleportation in any kind of VR game

glossy agate
#

Yeah but you would expect an option, also snap turns

mighty carbon
#

I can't run it (based on min specs required), so I can't really test it

granite jacinth
#

Sounds like something my kid would like though

#

Especially since he's back on an Ark kick

#

If it has co-op I'll grab it

#

(when it goes on sale)

#

Looks like it does have coop

#

So yeah, I'll just wait.

#

It's just a dumbed down version of Ark but made for VR

#

But who the hell are Snail Games

glossy agate
#

Yeah its got coop. I was hyped before reading the reviews. In the older vids they made it look like one player would be driving a jeep while another player is on the back with a mounted gun wrecking shit. Nope

#

upload negatives "Ill-advised, thrill-free wave shooter" haha

granite jacinth
#

So, the issue here is.

#

Expectations

#

I never had any real big expectations of this

#

Especially since it was Ark afterall

#

Not even full Ark

glossy agate
#

Yeah, I mean they had it in a video, just not in game I guess

#

And compared with other games today its just brookhaven experiment with dinasours it sounds like. So first gen game with no innovation in 2018 for $40

granite jacinth
#

I'll grab it, because I know my kid will like it. But I'll wait for it when it goes on sale (which hopefully will be soon ) ยฏ_(ใƒ„)_/ยฏ

#

Surprised they didn't go the EA route with this

#

I think they could have avoided a lot of issues if so

#

Loading screen craze

glossy agate
#

Yeah. Have you tried island 359?

granite jacinth
#

Nope

#

Any good?

glossy agate
#

Kid may like that one, it has actual innovations. Uses the VRexpansion plugin. At least parts of it

#

Way more innovative just came out of EA

#

It got foot tracking too if you have the 2 trackers. Kid can kick dinasours around

tropic zodiac
#

@sly elk steering is working, pawn is right now a child of the ship blueprint, when I rotate the wheel to control the ships rotation it spins a lot. When the pawn isn't a child of the ship, I can rotate the ship just fine, but my pawn and the steering wheel won't rotate (which makes sense since they are unaffected)

real needle
#

I think we need to have a separate AR channel, because I'm about to write about an AR problem that I believe people will discover, but it will get lost in all the VR talk here ๐Ÿ˜„

#

ES 3.1 applies a negative filter to the camera image when running ARCore on android

#

4.18, and now 4.19 the same

#

It's easy to reproduce on Pixel 2

sly elk
#

Yeah, since the pawn is a child of the ship, it is inheriting the ships rotation. It sounds like that rotation is being fed back into the control and creating a loop

tropic zodiac
#

@sly elk ๐Ÿค” I was thinking about having them seperated and rotating/moving the pawn per tick, but wouldnt that also suck ?

glossy agate
#

Movement is ran on tick anyway isnโ€™t it? Just adding in the rot for this

mighty carbon
mighty carbon
#

hehe, my question is there ๐Ÿ˜„

#

lol, "we can't talk about what Santa Cruz will or will not do".. so much of getting answers ๐Ÿ˜ฆ

#

one thing for sure - it can track huge area

sly elk
#

@tropic zodiac there are many easy ways to do this. Post your blueprints so we can see where it is happening.

tropic zodiac
#

will do once I'm home, thanks ๐Ÿ™

mighty carbon
tired tree
#

Well that XR presentation gives us the reason for the 4.19 vr changes....

#

At least we know why now

stable dove
#

Quick Question. I want a VR pawn that can move up inclines like a character class would and then fall on a decline. How is this done? I cant use the character class because its default root wont work with the VR (from what I understand). I dont want to use a plugin either.

#

It seems a lot of other people run into the same issue in the VR template.

tired tree
#

You either manually code it, or you use a proxy character that you match movements too

stable dove
#

That's kind of rough, but, I might not have any other option. I feel like it shouldn't be this challenging.

#

Any good links to a pre created vr character or pawn in C++?

tired tree
#

you said you didn't want a plugin

#

runeberg has a basic pawn version

#

and I have a full character version

#

but both are plugins

#

the logic is simple though

#

and easy to code into a pawn, just aproximate gravity and trace downwards

#

if that is literally the only thing you need, a floor follow

stable dove
#

(Forgive my ignorance). I cant create a C++ class and use it without having a plugin installed?

#

@tired tree Am I just misunderstanding how that works?

tired tree
#

you can, they are both free and I think his is also MIT

#

you would be better off with runebergs for your use I think

#

easier to move just a few files over, regardless though, there isn't a difference between compiling a plugin into your project and adding the source to the base

#

its just another module

#

I think you might be confused about the openess of code plugins in the engine

stable dove
#

That's true. Its not an area I spend much time with.

#

This is what you'd recommend?

tired tree
#

for simple ground following? yes, it is well suited

stable dove
#

I've already built my setup and I don't want to move everything over. All I need is the ability to move up and down inclines/gravity. You said " just approximate gravity and trace downwards". So I attach a line trace to the bottom of the collision capsule and if it hits something that's more than 0 units away it will get that location and lerp the character to that new location at a set speed?

#

I'll have to do an up trace as well?

tired tree
#

Trace from center of capsule (its zero) down

#

if it is over the capsule halfsize (with cap) then you need to fall

#

if it is under you need to rise

stable dove
#

That makes sense

#

Thanks for the input

#

๐Ÿ˜ƒ
๐Ÿ‘™

wintry escarp
#

anyone looked at the paragon map?

#

it works in the viewport but if I run it, it goes black

mighty carbon
#

gotta build lighting I guess.. and I doubt you can play it in VR

#

@tired tree I haven't watched that XR talk, but what's the gist of it ?

tired tree
#

oh, just that hardware ids are going to basically be UE4 FName styled IDs

#

also controls are going to be platform and hardware agnostic, generally creators would be dealing with "Teleport_Event" instead of "Trigger_Event" kind of things from it

granite jacinth
#

hmm

#

that's doesn't seem right

#

but I'll have to watch it

wicked oak
#

@granite jacinth it looks similar to Steam Controller stuff

#

you know how Steam Controller lets you configure what each button does in the games?

#

openXR will do that by default

#

so you as a dev would define Grab_Object and assign it to the grab button press

#

but then the runtime (for example steam) will offer players the possibility of remapping that "Grab_Object" event

granite jacinth
#

@wicked oak Ah..hmmm

#

I guess that's not too bad then

#

THen players can get off our cases about rebinds

wicked oak
#

thats the idea

real needle
#

@real needle thanks!

tired tree
#

Yeah, its basically what all of us have had to separately create to merge different mappings, but done for us, above the application level.

#

with optional overrides and custom events too ofc

#

it looks like UE4 is getting ready for XR early, even if switching the back end to read XRDevice wasn't enough notice, switching controllers to FName IDs instead of an enum is also

#

it makes sense, its just reaaaaally unwieldy currently during transition, since the enum is still in use and as a proxy.

sly elk
wicked oak
#

@sly elk refraction is hacky

#

very hacky

sly elk
#

yeah. I'm just not seeing this behavior in anyone elses shadres on youtube

real needle
#

@wintry escarp we had the same results

eternal inlet
#

So Fixed foveated rendering is oculus GO exclusively? Or is it also being implemented in general, so other platforms can get the benefit of it?

#

From the sound of it, it seems to require a tiled gpu architecture. But isnt regular nvidia cards that?

mighty carbon
#

it's in the hardware design, so even when UE4 gets support for it, Daydream won't be able to use it

#

(maybe not hardware, but in the drivers for sure)

eternal inlet
#

But what about pc?

mighty carbon
#

don't know really.. I like I mentioned earlier, Dishonored 2 uses fixed foveated rendering, so I don't see why Rift / Vive / WMR can't use that

wicked oak
#

@mighty carbon they can, its called MultiRes and its on the nvidia vrworks branch of ue4

#

what oculus does in Go is a generic, driver level implementation

sturdy coral
#

@wintry escarp make sure you have clip planes enabled, it uses them for planar reflections

rocky nimbus
#

Enabling forward shading breaks some of my materials and my landscapes get all messed up

#

Anyone encounter this before?

sturdy coral
#

@sly elk I've had that happen but can't remember the exact work around

#

@sly elk I think separate translucency or lack of it might be the workaround

#

that's probably the issue if it is affecting landscapes since they use a lot of samplers in blends usually; it should give you a warning that tells you that's the issue though

rocky nimbus
#

@sturdy coral Yeah, the landscape is set up with multiple that would blend different materials based on height. I did notice a lot of errors in some of the mats saying I was using too many samplers or something

#

I know nothing about shared samplers, is this difficult to achieve?

#

Nvm figured it out, thanks

humble spoke
#

I'm having an Engine/Game crash when holding a physics object (using a physics handle - setting target location on tick, if grab physics item is valid, to location of mesh attached to motion controller) and losing tracking. Losing tracking without a held object is fine. But with a held object, as soon as I lose tracking for a second, crash engine and game.

Is there any fix for this or does anyone know what I can do?

The specific crash is "Assertion failed: !IsUnreachable() " and then it refers to the motion controller. It's definitely happening when I lose tracking because I can force the crash by losing it.

real needle
#

@humble spoke I don't have a fix for you, but if you are a little familiar with plugins I would recommend "VRExpansionPlugin" for physics grips

humble spoke
#

Hmm. I just completed writing my own system that merges a few things, it'd be a big pain to change over. Thanks though.. I might not have a choice if I can't figure out this crash.. I tried checking if the motion controller is tracked or not but that didn't help :/

real needle
#

It's probably due to the distance between the object and the constraint being too large, you might be able to increase that?

#

@humble spoke Have you tried it in a packaged build?

sturdy coral
#

@humble spoke sounds like it might be the threading bug mordentral found

#

On motion controller updated needs to be wrapped in an is game thread check

humble spoke
#

That sounds like it could be the case, on reflection this happens even when I don't grab stuff with the physics handle, but physics seems to have a big effect.. IE if I walk into a ragdoll it causes this eventually, losing tracking causes it 100% of the time though.

Is this wrapping something I can do? I only work with blueprints. Or do I need to wait for a fix?

wintry escarp
#

fantasyfill did you fix it?

#

vr plugins all off, clip plane enabled

real needle
#

@wintry escarp I was just interested, wasn't going to use it for anything so after a couple of minutes of trying to fix it I couldn't be bothered

rocky nimbus
#

I think I broke the universe

tired tree
#

@humble spoke no its a code only fix, the event isn't actually in use anywhere and there is no option to not call it

#

Its reported to epic though

#

I fixed it locally, but obviously that is out for your use case

humble spoke
#

Cool, thanks for the info. Suppose I'll live with it until an update, it's not critical to my gameplay luckily

wintry escarp
#

Fantasifail for some reason the scene lighting doesn't work, add a new light and its visible

abstract forum
#

Has anyone here seen this?

#

It is a prototype currently

mighty carbon
#

nope

elder yew
#

Windows builds are starting in VR even though Start in VR is unchecked and i'm not passing -vr in the command line

#

halp

sturdy coral
#

@elder yew sounds like a bug, you can pass -nohmd as a workaround

#

or remove the plugins

wraith sky
mighty carbon
#

that's cool, saw it this morning.. They are using Meta 2 + whatever Leap Motion thing (or maybe standard sensor with some new software)

dusky moon
#

among all the stuff teased in GDC, I'm super hyped by Niagra ... basically if you know blueprint you can make some rad vfx with the new system

wicked oak
#

@rustic jackalllesss#9041 the huge thing is reusability

#

thats what is going to be a deal breaker

#

cascade reusability is non existant

#

but now you can do modular effects and combine them

dusky moon
#

exactly! and share them in marketplace or whatever

#

so good so good

sturdy coral
#

I hope they take improvements from it into the material editor since it all compiles to hlsl

#

Main thing needed is real branches

dusky moon
#

Makes total sense if they would

charred portal
dusky moon
#

@real needle My guess is it's made with ARcore to get camera transform and then sends the data realtime to another machine via OSC or something

#

but if you have a vive it's way easier to record one of your controllers with sequencer as a camera ... using tablet is I'd say for show off

wicked oak
#

thats just a mocap thing

#

you can use whatever, as long as you have a way of sending transform from phone/tablet into the render pc

#

and then rendering back

rocky nimbus
#

any1 encounter this before?

dusky moon
#

@rocky nimbus Maybe try enabling "Shadow two sided" would fix ?

rocky nimbus
#

@dusky moon Tried it earlier, no luck

#

I can find things on light leaks which are common but this is strange, it's like a diffused glow through the wall making it look thin and paper-like, almost like a china lamp

mighty carbon
#

uno#3189 cool, but what kind of beasty PC do I need to have to run that game?

stiff echo
#

@real needle They said there would be releasing few things in the next patch such as virtual cameras.

tardy laurel
#

I'm trying to use Unreal Studio.. I start with the template, teleport works fine.. I import my building, teleport works fine.. I import the surroundings, teleport works fine.. I edit one or two materials, I can't teleport anymore

#

I tried with a new project file 5 times so far, always the same result

#

(vr, htc vive)

charred portal
mighty carbon
final phoenix
#

@rocky nimbus Its a light bake issue, the lightmap probably has an overlapping bright pixel somewhere on your UV

#

Try increasing your lightmap resolution or repacking the lightmap itself

full junco
#

@tired tree what 4.19 changes made sense after you watched the OpenXR talk?

wicked oak
#

@full junco he is offline , but probably the fact they changed both Hands and Headset enums into strings

full junco
#

ah

rocky nimbus
#

Is there a way to optimize overlap detection? If I set up an overlap box along each wall to darken the camera when the player tries to peak through it, all of the overlaps across the map would be a huge bottleneck

tired tree
#

why would you overlap box around walls?

#

you can overlap the head itself

#

to the static geometry

eternal inlet
#

Also if u move an overlap sphere by teleport i noticed its much faster

rocky nimbus
#

Interesting.. @tired tree Didn't know you could detect overlaps between a camera and a static mesh, where'd you find the trigger for that?

tired tree
#

not the camera

#

use a box around the camera

#

and overlap check that to whatever you want

rocky nimbus
#

Of course

mighty carbon
#

basically if I have collision primitive on my weapon static mesh and spawn/attach it to controller (which is attached to the player) - I can't move using WASD (conventional FPS movement), as if I get stuck in the floor. Having "no collisions" option does nothing. If I remove collision primitive from the static mesh - I can move.

#

worth to mention that collision primitive of the crossbox ends up inside of the player's collision capsule

#

and if I make player's capsule shorter, there are no issues with WASD movement

pearl tangle
#

sounds like you just need to setup the collision channel to not affect your pawn?

mighty carbon
#

In the project settings?

mighty carbon
#

@pearl tangle I am not sure what you meant. Even if I set to ignore all channels on the small capsule (crossbow), player still gets stuck.

mighty carbon
#

quite intriguing

lucid ivy
#

been tracking them after watching the feature on Smarter Every Day

#

no pun intended... >_>

rocky nimbus
#

Should I be using Pawns or Characters for VR where locomotion plays a large role? Ideally, I'd like to also be able to walk up and down stairs (maybe even fall off ledges)

#

I know pawns don't have the movement component so I don't want to build the game with the wrong BPs

sturdy coral
#

if you use only pawn stuff you can always reparent it to character later, but character makes the most sense for movement stuff in general

granite jacinth
#

Well, seeing how all forms of VR Movement is called Locomotion , then yes, Character all the way

#

Unless you were sitting down

#

And wanted them to pilot a mech or something

#

Also, especially so with stairs, as you have step height

lucid ivy
#

Am i the only one who's too much of a pansy to do VR without teleportation?

rocky nimbus
#

teleportation is safe, some people get angry when a game is loco-only but it really depends on the game.. in some games, teleportation might be cheating or would defeat the purpose and so it's necessary to leave out

#

im doing an mp shooter right now; if people could teleport around to avoid motion sickness, the game breaks

abstract forum
sturdy coral
#

@abstract forum is the video and audio skipping around for you on that?

#

or just me

abstract forum
#

It was not doing that for me :\

sturdy coral
#

@rocky nimbus if you are doing multiplayer you definitely want character, pawn doesn't have much multiplayer support at all

tired tree
#

depends on the type of multiplayer

#

if he literally just wants teleport and hand/head replication

#

character is overkill

rocky nimbus
#

locomotion for a multiplayer shooter

tired tree
#

and in many ways character gets in the way of simple MP

#

ie: the teleport case

rocky nimbus
#

I'm also gonna be using that VR IK plugin for bodies

tired tree
#

unless you make modifications it suffers rollback issues

#

as default characters never needed teleport repped

rocky nimbus
#

no teleportation, only loco

mighty carbon
#

nice

amber needle
#

Hey guys n gals, I'm working in Vancouver and looking for any Oculus contacts over here if anyone knows someone I could get in touch with about porting and Dev kits please let me know :)

mighty carbon
#

sign up with Oculus on their website and request dev kits

#

that's the only way it works

mighty carbon
#

@amber needle ^^

amber needle
#

ok thanks for the info ^_^ I was hoping there were local vancouver evangelists to meet with cus thatd be a nice bita guidance but im sure there are many people willing to give advice =]

#

cheers!

mighty carbon
#

how can I make something like timeline, but using BP? (I need to lerp from one value to another inside of a function)

sturdy coral
#

@mighty carbon what do you mean? you can use a timeline in BP

pearl tangle
#

timeline you can't change the values on it procedurally

#

but what you can do is just do a float track on a timeline and then run a lerp between the 2 values from the output of that

digital musk
#

Hi, I'm trying setup my game to check for a HMD at beginplay and spawn either a first person character (setup for VR) or a thirdperson character when no HMD is enabled....I think I've built the check in correctly...but when previewing the game as standalone, it always spawns third person character, never the VR character (first person character)

mighty carbon
#

@sturdy coral can't use timeline inside function

sturdy coral
#

@digital musk it won't start enabled unless you launch with -vr

mighty carbon
#

Also in my particular case UE4 errors out on timeline with infinite loop error. I don't even see how it's possible

sturdy coral
#

Or set bStartInVR in your config

#

@mighty carbon add a breakpoint and see if it is looping somewhere by stepping through

mighty carbon
#

The timeline node is looping

#

I've never seen this kind of error before

#

(And the timeline I had didn't even have loop checkbox on)

digital musk
#

@sturdy coral Thanks for the reply...forgive my noobness....how do I do this?

#

@sturdy coral okay, I've set StartInVR in project settings...packaging now to see what it does

#

that works, thank you very much

sly elk
#

Hey all. im looking into smoothing motion controllers based on pickup object mass. Is there a way to do this with the motion controller components or do I need to come up with a more custom motion controller setup? I'm digging around my project and I can't see how this is possible with blueprint

mighty carbon
mighty carbon
#

hmm.. I guess I can use timer by function instead of timeline, right ?

mighty carbon
lucid ivy
#

@rocky nimbus I get that, I guess I'm just a pansy when it comes to motion sickness. Is it just something you find you get used to?

#

or do you pop some Dramamine before playing?

subtle raft
#

What's the point of Stereo Layers? Why not just use 2D UMG attached to the camera? I can't seem to find exactly what Stereo Layer does

rocky nimbus
#

@lucid ivy I never got used to any heavy locomotion. I can handle Onward without problems but there was this game (I forget the name) where you could use grappling hooks to swing around floating platforms and it made me sick.

lucid ivy
#

There is a room in Steam Home with a tank in it. You can use a jetpack to fly around. I nearly fell over the first time I used it.

#

and it is FAST motion

#

I can't imagine a FPS while being stationary

#

we have a VR experience nearby where the users have VR backpacks on and they can literally move around an empty warehouse while shooting a zombie invasion. That makes sense to me. But not seeing movement while not actually moving

tired tree
#

@subtle raft stereo layers are POST post process and lighting

#

they are applied in the compositor of the VR SDK

#

so no warping, no blur, no AA, no lighting and shadows

subtle raft
#

compositor?

tired tree
#

much clearer image

subtle raft
#

I followed a tutorial Mitch made where he combined UMG with stereo layer and it lags behind like a frame

tired tree
#

the animation? or the location

subtle raft
#

the location

#

no animations yet, just testing with image planes

tired tree
#

yeah, that tut is outdated

#

regardless can be tick ordered to be better

#

run the update in DuringPhysics tick group

#

Epic has a world locked mode too, that should replace it, just buggy atm

subtle raft
#

I have it world locked and in the camera pawn

tired tree
#

using epics world locked position?

#

yeah that was lagging a frame behind in 4.18

subtle raft
#

still in 4.19?

tired tree
#

its not in 4.19, but its offset incorrectly, the fix in coming in

subtle raft
#

so I should make it targeted like Mitch had to

tired tree
#

up to you

subtle raft
#

Ya Ill just try it

tired tree
#

regardless, have to be careful with the rotations too, epic isn't converting rotations correctly for at least openVR stereo layers, so only pitch/yaw can be applied without issues

subtle raft
#

so stereo layers are just rendered after Unreal's stack? and that makes them sharper, that's really the only difference?

tired tree
#

way sharper

subtle raft
#

and it won't be res scaled I assume?

#

is that even possible

tired tree
#

res scaled? the hmd has a default res, you mean like screen percentage?

#

then yes

#

they won't be

subtle raft
#

ya percentage

tired tree
#

SP ends up still submitting at the default render size for the HMD, it just renders it lower

#

the overlay is presented as is

#

and seperate

subtle raft
#

alright, thanks

subtle raft
#

ya now that I read that first paragraph it makes sense

#

it didn't click before

glossy agate
#

@lucid ivy A tester on my game told me she tried Dramamine yesterday and it worked. Guess you could try that until you get used to it

mighty carbon
#

check side-effects

#

totally not worth it

glossy agate
#

Could also be placebo effect.

#

Also heard marijuana works for some people, and ginger works for some people

tired tree
#

lol, those side effects are not guaranteed....every medication in existance lists effects like that

mighty carbon
#

fresh ginger juice worked for me

#

and ginger doesn't have those side effects ๐Ÿ˜‰

subtle raft
#

ginger is prolly the best bet

#

they make ginger candies that last longer

#

and are you trying to say VR isn't worth having a heart attack?

#

those side effects don't seem too bad either, they would all go away after you tried it

tired tree
#

Ibuprofen has worse side effects listed

mighty carbon
#

constipation is definitely not something I'd be ok with

subtle raft
#

constipation probably only happens ot people that are old or susceptible

mighty carbon
#

also, what kind of fun would it be in VR when you are drowsy and have blurred vision ๐Ÿ˜›

subtle raft
#

constipation is a side effect listed on every med tbh

mighty carbon
#

that's why there is no reason to take any meds unless necessary

tired tree
#

i'd agree, it should be a last resort

#

but at the same time, you can't go read WebMD's side effects and take it as a constant

#

they list all possible side effects

#

the majority of the time none of them happen

mighty carbon
#

I managed to play with WASD locomotion without any aid - just had to find the best control scheme and had to have my hand in front of my face for static reference.

#

I think it comes down to refining gameflow and control scheme to make sure WASD is tolerable

#

(for people like me)

tired tree
#

it is pretty much already known

#

hand relative steering, slower movement, no acell

#

is the starting stop for slide

mighty carbon
#

hand relative steering ?

tired tree
#

not HMD

#

direction inferred from controller facing

#

and / or pad/stick influence

mighty carbon
#

hmm.. I don't recall right now what felt better moving where I look or having direction of movement independent from HMD aim

tired tree
#

well its fairly universally agreed on the HMD directed movement is worse for motion sickness, movements in the head can effect it unless you lock to degrees

#

only time I consider it better is for RIP, as unless you have a waist tracker it just feels more natural jogging

#

there is also hand+head direction where the head influence is reduced the farther off of center it is

#

but that is good/bad depending on calibration and use

mighty carbon
#

I wonder if it can run VR with raytracing

tired tree
#

@mighty carbon ....lol no

mighty carbon
#

o.O

tired tree
mighty carbon
#

heh

glossy agate
#

Thats min spec for my game

mighty carbon
#

๐Ÿค”

glossy agate
#

Its 25% off if you buy one right now but it has no price. Guessing $25k

tired tree
#

25k for a comp that has 4 8k gpus in it?

#

even at 25% off...the CPU in that thing is no joke either

glossy agate
#

True. probably has markup on any comp not made by them, and are probably charging full retail value for each GPU.

raven halo
sturdy coral
#

@mighty carbon dramamine is basically the same thing as benadryl. it will definitely make you drowsy but most of the other side effects aren't very common

tacit quest
#

if i disable vr splash screen it seems to work in editor, but not in package

#

get black screen in hmd and laggy tracking in the display window

#

really wish they'd stop trying to automate things under the hood when their implementations are buggy

#

oh, i'm in 4.18

dusky moon
#

@tacit quest yes That's what I'm struggling with these months with Oculus. both 4.18 / 4.19 gets rubbish when I use unreal's vr preview like after an hour or two from one point on ... randomly the tracking falls into floor and super laggy. the only way to workaround seems to be Restarting your pc... which I assume this means it kind of relates to Oculus SDK not ue

mighty carbon
#

@sturdy coral benadryl knocks me right out :/

#

@raven halo sounds like folks with Nvidia will get the most peformance, that's if UE4 gets that feature in 4.20

tacit quest
#

@dusky moon that sucks, glad i'm not alone in this boat, haven't had to restart computer, once it happens in editor or package, it consistently happens afterwards and have to restart editor/exe

dusky moon
#

Yep it sucks. it's like oculus becomes tired after some dev sessions ๐Ÿ˜„

mighty carbon
#

crazy stuff

glossy agate
#

Need to upgrade those predator drones to use HMD instead of 2D.

#

How can they have such low latency and such fast servos or whatever to be able to move your head naturally?

granite jacinth
#

`nuff said

glossy agate
#

See your enemies destroyed in full Stereo 3D!

#

You were in the mil though, don't know how they spend so much money, but still have such shitty equipment. At least when I was in

mighty carbon
#

4.19.1 fixes (some aren't fixed yet)

granite jacinth
#

Maybe I will wait for .2 then

real needle
#

My ESGL 3.1 bug on android is listed

#

Makes me happy!

glossy agate
#

So an oculus tester sent us he log because on oculus game would only open in 2D. Looks like HMD resolution is changing sizes every couple ticks then fails. Anyone see this before?

sonic lake
#

@glossy agate I have seen this before in 4.17 when there are multiple monitors attached and somehow the output doesn't go only to the Oculus.

mighty carbon
#

I wonder if they are preparing for PSVR 2.0

fleet plume
#

rumors (uploadvr?) where pointing towards autumn

#

maybe just broaden the player base?

tacit quest
#

hey guys, i'm still stuck with this broken Open Level in vr. first load is always good, every subsequent load takes 30 seconds to load the level and then places hmd in the floor (using floor height, scene component parent, etc). any ideas?

#

this is a completely different project that i mentioned yesterday too, both 4.18

glossy agate
#

@sonic lake you know how to fix it?

tacit quest
#

where's the best place to log this bug and submit my repro project? answerhub?

sonic lake
#

@glossy agate would start by updating the video drivers and trying to disconnect any display which is not necessary

#

Updating to 4.18.x seemed to solve the issue anyway

tacit quest
#

thank you sir

glossy agate
#

@sonic lake Hmm Im on 4.18. Just got reports from a few testers who sent us logs

dusky moon
#

so is there a GDC ue4 talk that can be useful in VR dev ?! like any of the fortnite stuff ?!

dusky moon
#

oh and seems like Eve is on sale... should I get it with the 15$s I got ?!

mighty carbon
sturdy coral
#

@tacit quest are you enabling stereo in your level blueprint?

#

disabling/reenabling stereo loses tracking origin on oculus

#

(at least it did in the past, not sure if still the case on 4.19)

tacit quest
#

we disable and enable stereo for our settings menu then reload the level when closed, that's our guaranteed repro in package build. but it just happens sometimes when we just straight OpenLevel from one vr level to another, but it doesn't seem to be consistent

#

good to know, i didn't know it was the stereo that caused that on the settings menu. it's annoying because after our client changes settings they have to close the game and reopen it

#

all our projects are currently 4.18, 3 projects all the same behaviour. i submitted a bug with a repro project, but that only repros in editor. so hoping the solve for that is the same solve for whatever our case is in packaged. doubt they'll ever fix it though though, they seem to abandon minor versions pretty quick these days, doubt we'll ever see 4.18.4

#

it also makes what should be a quick level load take ~30 seconds, there was an answerhub post that points at the oculus splash screen as the culprit, but i don't have time to dig down into the engine

#

i'm just switching this new project back to streaming levels, which might be the solve if we revisit our other ones

granite jacinth
glossy agate
#

hahha awesome

#

We had a bug like that from our holstering logic, but grenades would turn beach ball size, and sometimes guns would get mini

subtle raft
mighty carbon
#

heh, someone has been trying to log into my Epic account many times, unsuccessfully and thus it got locked :/

sturdy coral
#

@tacit quest when setting stereo I just also call set tracking origin again and don't have a problem

tacit quest
#

i'll have to try that, thanks. we set stereo/restart level, and then set tracking origin and things are messed

glossy flame
#

Is it possible to check the license on a Google Poly asset before implementing it? I assume that, if it's a remixable, we can just show the author's name right there local to the object. We wouldn't have to add the author to the credits would we? (Sorry, probably the wrong question for this forum...)

#

My bad. Sorry. It's in the metadata...

subtle raft
#

@mighty carbon Im getting that too

#

I have like 50 emails i nthe last 3 weeks

#

epic needs to change their login system

#

I changed my password the first time it happened

mighty carbon
rigid orchid
#

Hey guys,
I am working on a very simple GearVR project. There is not much code and only a couple of 3Dwidgets and basically no lighting just emmisive materials.
The only thing I can think of that might be "difficult" to render is that some of the objects and 3d widgets have translucency.
I have disabled all the code and am testing to delete some objects with translucency and see how it runs without them, but it takes long to build->test->delete stuff->build->test etc.
When running the scene it is lagging a lot, but the weird thing is that the framerate is a steady 60fps ๐Ÿค”
Weird right? Did anyone have this problem before, could it be the translucency/3d widgets. And why would that lag but not change the framerate ๐Ÿค”

#

Testing on a Galaxy S7 . On this device the normal ocolus home app is running fine without lag

#

Ok so just removed all transparency/3d widgets stuff and replaced them with some static cubes. This runs totally fine, so must be something with transparency or the 3d widgets ๐Ÿค”

jaunty shell
#

@rigid orchid go for 3d mesh text ๐Ÿ˜„

#

but yeah I made a gearVR (s6) project a while ago on unity, and any material that used translucency was tanking the framerate

#

mobile GPUs just aren't that good at handling it

#

this was running at 60fps on a GearVR S6

rigid orchid
#

@LifeForLife๐Ÿค”#1313 Thanks yeah I think that is it, was just hoping if there might be some magic thing to change in project settings that I dont know of that would handle it better or something

#

Nice yeah thats a lot more complicated than 3 3D widgets and a sphere ๐Ÿ˜œ

#

Because I dont have much more than that in this project

dusky moon
#

wow I finally found the reason of my ARcore crashes on Android! It's a bug with Time zones! If your device timezone is anything like (xx:30 for instance Tehran +04:30) your ARcore app will crash on your device.

#

I reported the bug to epic

jaunty shell
#

we had a lot of UI and floating controls for the delorean (which had a lot of of stuff interactable, like the time machine setup !)

rigid orchid
#

@dusky moon That is weird, good find though ๐Ÿ˜ƒ

jaunty shell
#

wth for arcore

dusky moon
#

@rigid orchid yeah I feel good now lol

rigid orchid
#

Yeah I understand, wouldnt be the first thing I would think about haha

jaunty shell
#

@rigid orchid have you tried running your shaders in masked instead of translucent ?

#

or do you absolutely need translucent

rigid orchid
#

Hmm not sure if it was masked or translucent, was just about to test how it would run with opaque

#

But yeah I am going to mess around with that see if I can find a good looking solution that works ๐Ÿ˜„

jaunty shell
#

translucent is running much slower than masked

rigid orchid
#

Because it definitely is the 3D widgets and probably their type of material

#

Yeah thanks for the help ๐Ÿ˜„

jaunty shell
#

o7

wicked oak
#

@rigid orchid for the widgets, make them masked

#

and probably more important, try to have them not draw every frame. UMG gets rendered into an offscreen target and its a pretty huge hit

rigid orchid
#

@wicked oak Didn't know that, thanks for that info ๐Ÿ˜ƒ Will look into that!

wicked oak
#

and if you can make them actual 3d meshes

#

do it

#

you also get much higher quality

#

couse antialiasing

#

and if you want some text, a texture with the text is allways better

#

becouse the texture gets mipmap-d

#

and the umg doesnt

#

and you need mipmaps to have smooth text

#

i used that on DWVR, the difference beetween having the text in a texture and having it in umg was dramatic

rigid orchid
#

@wicked oak Yeah thanks, makes sense. I did know it was a lot heavier than using 3d meshes and such, but I didn't expect a couple of widgets to have such an impact already. Thanks for the info! ๐Ÿ‘Œ Will look into optimizing it and seeing if some off it can be changed ๐Ÿ˜ƒ

#

Yeah I tried to set the materials to opaque, and it didn't really imrove anything so I will have to look into the redraw and seeing if I can change some stuff into textures or meshes ๐Ÿ˜ƒ Thanks guys!

#

Setting redraw time to 1 second made a big improvement, but this doesnt work offcourse for the interaction so I probably have to use manually redraw and only update the widget when needed. Which will probably fix the problem ๐Ÿ˜„

mighty carbon
#

There is a bug in 4.19 when rendering 3d widgets in VR without stereo layers

#

I don't recall whether it just becomes jittery or also tanks performance

rigid orchid
#

Thanks for the tip @mighty carbon , working in 4.17 though so I think it is at least not that bug ๐Ÿ˜ƒ

mighty carbon
#

too bad it's PSVR and not PC VR ๐Ÿ˜ฆ

wicked oak
#

how the hell

#

no man sky ran like shit

#

on both PC and console

#

if they did vr support, they reallly improved the engine

sly elk
#

Not sure it would make a great VR game. I mean its literally a game about traversing large distances. Not exactly VRs strong point

mighty carbon
#

but when you get to a planet, that's where it would shine, right ?

jaunty shell
#

isnt the teaser teasing multiplayer ?

#

those 4 dots in the tweet, I'm sure that's 4 player coop

tired tree
#

lol sure...

mighty carbon
#

what's "project Orion" ? I see commits on Epic's github referencing to "orion and fortnite"

#

crazy stuff

glossy agate
#

Those are the dudes from Node I think making Boneworks

#

Anybody try implementing this yet for MR? Im thinking of adding it to my game https://liv.tv/

Put yourself into the VR games that you love and broadcast that experience to the world.

tired tree
#

@mighty carbon the only thing not fairly standard in the boneworks demo is the gravity gun

#

not entirely sure why uploadVR was so impressed....

#

"hough perhaps our favorite touch is the actual physical presence of the gun in the game world; the user is able to knock over boxes using the end of their rifle to create vantage points"

#

yeah....ok

mighty carbon
#

well, just looks cool in action with slo-mo and such.. I didn't read the article ๐Ÿ˜Š

tired tree
#

yeah slo mo always "looks" cool, but its not a novel concept...

#

their sounds were very nice though

mighty carbon
#

I just hope it's not a staged video

tired tree
#

I assume it uses their weapon interaction system with shoulder stabilizing and front hand influence

#

why would it be staged?

mighty carbon
#

a lot of games seem to look cool, but don't really feel the same in actual VR

tired tree
#

its not difficult

#

like I said, its not really anything new

#

its all implemented really well though

mighty carbon
#

aye

glossy agate
#

Guess I should have knocked around some boxes with a gun in my vid too

#

The animations in there looked really good, And the one handed recoil. I gotta improve mine

mighty carbon
full junco
#

@mighty carbon orion was paragon I think

#

@sturdy coral that interview works in firefox, in chrome you see those weird jumps

#

great to hear that Rolando says Vulkan in UE4 is now faster than D3D11 on AMD GPUs

mighty carbon
#

most people have Nvidia though, so it's kinda no use for majority

full junco
#

that doesn't matter, if it's faster on AMD its also almost on par on Nvidia and that's what's relevant

#

the last numbers we had was that vulkan was at like 50% the performance of D3D11

#

so if its 105% on AMD and 97% on nvidia now (guess), thats super great

mighty carbon
#

why use Vulkan if it's no better than DX11 on Nvidia ? Or is it's just important milestone rather than usable product at this point ?

full junco
#

important milestone

mighty carbon
#

got it

full junco
#

and even at 97% of D3D11, I would use Vulkan over D3D11

#

because one is open and the other one is from microsoft

mighty carbon
#

๐Ÿ™„

tired tree
#

Also if you are draw call limited it is still likely faster at 97%

#

@full junco so there is that

full junco
#

@tired tree yeah, it would be very interesting to know with how many draw calls that stat was measured

visual horizon
#

Hey

#

Can I use the vive controllers tracking as like a control setup

#

Like if you tilt it to the right it'd be like the A key

#

or even with float values with strength values so you could go like 2/3 of one way it'd go the same direction

distant nest
#

Anyone in here making the metaverse?

#

lmk, I want in

icy dirge
#

so... anyone experiencing crashes when calling Set Splash Screen in 4.18?

#

My engine just freezes for ~30s then crashes, something about some texture RHI

tired tree
#

yeah....others are getting it, with rift right? It constantly re-defines the render target for rift