#virtual-reality

1 messages · Page 171 of 1

tired tree
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happens in rare cases with stereo layers live sampling too

icy dirge
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Yeah with the Rift

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sigh

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Worst part is, I've removed the loading screen now an it keeps freezing

tired tree
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whats your log read?

glossy agate
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@visual horizon You can get relative transform of the controller so yeah you can fire events when its at or past a certain rotation.

visual horizon
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👍

sturdy coral
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@visual horizon see the VR template too, there is some stuff to use controller roll to adjust teleport orientation (intended for PSVR where there are no sticks or touchpads)

visual horizon
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👍

trail shale
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I've updated to 4.19 and switch to using VR Pixel density but my performance is still crap (using value of 1 which should be equilvanet to what I was using...what else should I be doing?) I didn't think I had to mess with dynamic resolution just yet

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Did they do something to the way particles are rendered? seems to be more expensive than I remember

sturdy coral
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@trail shale what were you using before?

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screenpercentage 140?

trail shale
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no, 200

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high i know but it was performant enough

granite jacinth
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lol

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high... but performant

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On what? a Titan V?

sturdy coral
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pd 1 is equiv to screenpercentage 140 on vive, 130 rift

trail shale
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that's what I am confused about

sturdy coral
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I bet your 200 code just wasn't kicking in

trail shale
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the old one would be like a pd of like 1.4

sturdy coral
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maybe set the wrong way

trail shale
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and I'm only trying it at 1 now and it runs worse

sturdy coral
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because 200 is way to high for most scenes

granite jacinth
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For practically any

trail shale
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i'm confirming that pd is set to 1

granite jacinth
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Unless you have a Titan V

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Or 3

trail shale
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@granite jacinth My GPU got a bit uppity with me so I am showing it what life as a mining card could be like

sturdy coral
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@queen python do you have any supersampling turned on in the steamvr settings?

trail shale
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it has been much more respectful since then

sturdy coral
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they moved to an auto setting

trail shale
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let me doublecheck, i seem to remember it being 1.5 but good idea

real needle
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@trail shale I have terrible performance on one of my PCs with anything packaged in 4.19

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Other PC's works just fine

trail shale
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yeah it's 1.5

granite jacinth
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fuck 4.19 then

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I guess I'll stick to 4.18 for awhile

trail shale
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we;; sjot

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well shit

granite jacinth
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My WMR users are going to pitch fork against me

trail shale
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i need the audio upgrades it offers

sturdy coral
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@queen python with that setting you are running at the equiv of: screenpercentage=100*sqrt(1.5*1.4^2) = 171

real needle
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Could anyone fill me in where the internet fails, and tell me if I should ignore this FEngineLoop_Tick_CallAllConsoleVariableSinks

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It's half of my game thread

sturdy coral
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@trail shale what card are you on? You shouldn't have been able to shade a basic scene at 200 before unless it was mostly unlit

trail shale
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10810ti

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ugh t080 TI @sturdy coral

sturdy coral
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if anything could handle it I guess that would be it, but the old screenpercentage of 200 = 4X pixels of native panel res. At 90hz that is 1.8X as many pixels per second as a 4K monitor at 60hz

tired tree
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@sturdy coral keep in mind that they were setting SP to 140 for vive as default to have it at ideal

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which is why they did the new system in the first place

hollow mauve
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I have some control questions for UE4. I'm trying to use the default controller from the example, but it seems to run on dark magic.

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I basically want a controller that when no valid vr system is detected it will use the default debug mouse and keyboard controller

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something I'm doing isn't right though. the actor for the player isnt getting possessed correctly and a different camera/controller is what is being controlled

trail shale
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@hollow mauve What is your method of hmd detection

hollow mauve
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so that works, I put print statements out on a switch that basically detects 3 hmds

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and then has the default case

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i do "get hmddevice name"

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and do a switch on name

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and on default case i set a bool for vr disabled

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thats just a bool i created though, i am trying to hook it up to logic on event tick to change the controller

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one thing that was annoying me was when the hmd is plugged in i couldnt find a way to disable it's influence on the camera when i wanted to. if i wanted to manually shut it's tracking off

real needle
hollow mauve
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@real needle thanks!! that looks like it'll be useful

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i think the other issue is just figuring out what im doing wrong with the actor and controller stuff

wicked oak
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SSAO looks so damn good

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too bad it is like 2 ms out of 10 budget

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on the other hand, im glad automatic res is a thing

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im lagging? no issue it downresses

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dramatic difference

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but i need to see what happens on ps4

hollow mauve
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I like the art style @wicked oak

wicked oak
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@hollow mauve but its shit

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literally just some asset packs lazily added

mighty carbon
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@wicked oak so, what happens on PS4 ?

wicked oak
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havent tested it yet

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im trying to fix temporal supersampling on oculus

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im real close

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in fact, i fixed it for spectator screen

mighty carbon
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Oh, so you are using deferred again?

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(SSAO doesn't work with forward)

wicked oak
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testing it

gusty mesa
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Does anyone have a simple example for setting a VR pawn with Motion Controllers purely in C++? I've been strugling all day to convert the https://docs.unrealengine.com/en-us/Platforms/VR/MotionController to be C++ only, I managed to set everything up but the Static Mesh Components wont get attached to the Motion Controller...

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The VR Blueprint template is quite different from what is shown in the link I sent as well, it basically separates the Pawn scene with the camera from the Motion Controller Mesh, which is built using an Actor that is later attached to the Pawn component

hollow mauve
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@wicked oak well maybe it's just lit well, I dunno. I think that people are trying too much realism in vr and that more abstract artsy approaches will age better as tech gets better

wintry escarp
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all your levels should be lit

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or you cant see anything

subtle raft
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not if all your textures are emissive @wintry escarp

trail shale
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Seem to have lost my alignment on my VR spectator screen 2d render target - I have the debug line enabled on the Widget Interaction but it doesn't seem to be visible

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can't remember what I did to make it visible]

sturdy coral
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@trail shale do you have auto activate = true?

trail shale
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yes

trail shale
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any idea?

real needle
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I don't think debug lines are visible on the render target

hollow mauve
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I was curious about this too, is there any way to get the normal screen print debug messages to show in the headset for vr?

sturdy coral
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@hollow mauve they should be visible, but often the first line or so will be cut off. You can modify getorthoprojection in the HMD plugin to move it around

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mordentral has an in-world console and log widget that is part of his plugin too

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or at least was in one of his videos

hollow mauve
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hrm ok, thanks for the tip"!

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ill look into that

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is that the standard hmd plugin or a 3rd party one someone has developed?

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i found simplehmd plugin in the plugins and the mordentral plugin, unfortunately mordentral isnt out of beta for 4.19 yet, so im not sure i should use that yet

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I dont really understand what the simple hmd plugin does, and i cant find documentation for it "

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:\

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nvm about the 4.19 beta, they have a release it was just a branch name

wicked oak
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i think fixing temporal upscale for oculus is not possible

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ive read all the engine code for rendering a frame, and ALL of the oculus code, and still cant find where it sets the final view rect

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i think the final view rectangle is done by the SDK itself

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wich means that there is no chance whatsosever of having temporal upscale on oculus, at least in this way. If temporal upscale wasnt done by oculus itself, but separated, it could work

mighty carbon
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@wicked oak what about SSAO on PS4?

wicked oak
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@mighty carbon havent tried to test

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looking at the code, dynamic resolution should work on morpheus

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but i havent tested

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if it does, hell fucking yes

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as dynamic res is specially important in psvr

sturdy coral
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@wicked oak the Oculus ue4 plugin seems to call into it's own closed wrapper of the sdk instead of the sdk itself or something weird

wicked oak
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yup

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its weird

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i was unable to find the code that submitted the frame to the oculus

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there isnt even an oculus begin frame or oculus end frame

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wich if you look at the sdk, there should be

dusky moon
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just a quick question regarding VR Audio, Fmod or Wwise ?! and why ? and generally why should one even bother start using them ..

mighty carbon
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@wicked oak maybe it's the driver.. Either way, I'd contact Oculus directly and ask for help/explanation

sturdy coral
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asw added to windows MR via steamvr..

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seems to work ok, similar artifacts to Oculus's version

rocky nimbus
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What might be causing this aside from bad UVs?

glossy agate
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Flipped poly on the mesh maybe

charred portal
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Inverted normal

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Export to fbx and import to blender and show normals .... I think ue4 can show normals too but you’ll need something to flip it if so

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Unless that’s a window in the wall and your talking about the light bleed on the seam

rocky nimbus
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@charred portal Yeah it's a window, I'm talking about the leaks between the wall/floor

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The faint light on the left is a doorway so that's supposed to be like that

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But that glowing spill / leak I can't get rid of

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I had lots more leakage before I played around with cascade settings but that bottom one stuck

sturdy coral
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probably your lightmap is too low res or your UV islands are too near each other

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turn on visualize lightmaps and see if the spill is within a texel or two

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@rocky nimbus

rocky nimbus
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@sturdy coral Which visualize setting exactly?

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My LM resolution is 1024 on all the building meshes

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The floors and ceilings are one static mesh, walls are one static mesh

clear lance
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Anyone got recommendations which HMD to choose for looking into development for VR? Oculus or Vive (or Vive Pro).

sturdy coral
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@rocky nimbus I don't remember what it is under, but it will show the lightmap texels as a grid

mighty carbon
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@clear lance whatever you got money for (on top of personal preference)

wicked oak
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want a blinder disk?

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i implemented blinders for my game

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its just that disk with a depth override black transparent material

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and i scale it up/down depending on movement

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looks like this

tacit quest
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we do a dynamic vignette as well, is there a particular reason you're using a disc instead of a quad?

wicked oak
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@tacit quest easier to make

mighty carbon
lucid ivy
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I think that's cool, but imagine the amount of additional data you have to add to a game to be able to use haptic suit feedback

rocky nimbus
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@sturdy coral

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That's what it shows

sturdy coral
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@rocky nimbus that might be too sparse on the ground if the wall doesn't have any thickness

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a texel lit from outside on the border with the wall could bleed in and reflect on the wall on the next bounce

rocky nimbus
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The wall is made up of 2 meshes; an exterior wall and the interior one. The exterior one even goes into the exterior ground, interior one does not (it's aligned perfectly to the interior floor). I tried double sided shadowing but it didn't work

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But both of these wall pieces are one-sided

full junco
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@wicked oak why do you need to "fix" temporal upscaling on rift? what's broken? when I tested it with VR it worked fine

hollow mauve
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@wicked oak how does your blinder disc work for the multiple cameras inherent in vr? does it create a different circle for each eye?

glossy agate
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@rocky nimbus that light bleed has been a constant problem since ue4 launches. A trick is to stick another mesh in the wall that intersects the ground to block it

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If the look at the realistic rendering example project they had a bunch of BSP around the outside of the apartment to stop the bleed.

subtle raft
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what resolution should you make something for HUD UI

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for a rift

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1080x1200?

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or what is the effective aspect ratio

rocky nimbus
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@glossy agate I tried that, it still spilled. I had a basic cube stretched out covering the entire backing of the wall, even the intersection of the two walls

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Zero difference

sturdy coral
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@subtle raft try and see; it depends how much screen space is taking up and what your perf budget is for your scenes

subtle raft
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Im not home, Im going to try it out later

sturdy coral
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effective aspect ratio is a bit wider than the per-eye FOV on rift, because the eyes only partially overlap

subtle raft
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ya thats where the issue is

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how much do they overlap

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I Made a 1000x1000 UI object before and theres way more room left and right

worldly shell
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Hey guys!
I had to rebuild my NavMesh and now my teleportation is broken. I can't see the teleportation vector anymore, only this circle. Any idea ?

subtle raft
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but not 2160 pixels

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not a collision issue right?

sturdy coral
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@worldly shell did you try visualizing the navmesh?

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(press 'p' in editor viewport)

worldly shell
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NavMesh seems correct, I already used correcting nav mesh to make my mesh "perfect"

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I mean, navmesh modifier

sturdy coral
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hmm, not sure; without a nav mesh the vr template normally gives a little stubby teleport spline section and not a sphere like that

worldly shell
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(And they're not the problem, I already tried with them deleted)

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It seem to workon my other map with similar nav mesh, really weird

open grove
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Is VR CO-OP Possible? using MSI Backpacks?

worldly shell
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Edit : Problem solved. The project is inside a "house" and the house had a problematic collision box. Removing it solved the teleportation issue 😃

subtle raft
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told ya ;)

pale burrow
karmic kelp
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Hey all Myproject some times crashes with the following error Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:H:\UnrealEngine-release\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp]

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What might be the reason possible reason for this error and how to resolve it ?

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This is a VR Project

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n i am using 4.17.2

wicked oak
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@full junco dynamic resolution works on rift. but temporal supersampling doesnt

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so you cant use the taa upscale

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wich is a damn shame becouse it looks so much better than normal taa

clear lance
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so getting an vive might be a better idea then?

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to try out vr dev stuff

jaunty shell
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Vive Master Race 😄

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anyone got his Vive Pro yet here btw ?

wicked oak
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@clear lance its not

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its a lot more expensive and its not better than an oculus

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they are mostly equivalent, with the oculus having better screeen and much better controlers, and also being much more confortable

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the vive, on th other hand, works better on huge rooms

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i have both, and yet my vive is taking dust

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becouse the oculus is just directly better

clear lance
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ahh alright. ty! @wicked oak

hollow mauve
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I have an oculus with just one camera, and recently got a vive. I like the vive a lot better myself. I don't have the touch controllers for oculus so it isn't a fair comparison, but the tracking for oculus never worked well for me.

jaunty shell
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@wicked oak we'll never get in agreement about which HMD is better looks like 😄

hollow mauve
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i do think the oculus touch controllers look cool, i wish knuckles would come out sooner

jaunty shell
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Hi5 gloves + something like a wireless wiimote nunchuck would work wonders imo

wicked oak
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skyrim vr works great

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on oculus

eternal inlet
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Anyone also get crashes with ue4.19 and vr pie?

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My game starts fine, then as soon as i load a streaming level, it crashes with no error in logs, dump didnt really tell much other than error 1

jaunty shell
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vr pie is unstable as fuck in 4.19 @eternal inlet

tired tree
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most of the crashes are in the render thread due to a motion controller bug

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throwing an assert

eternal inlet
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Ok, good to hear, then i wont bother debugging any further for now thx

tired tree
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@eternal inlet its part of the late update view, you can turn off late updates for now

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and it skips the problem part

manic ledge
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Hi all, is there a way to launch in VR in Standalone? I remember aaaaaages ago I used to just hit alt+enter to go into VR in standalone. I've been using VR preview for ages, but certain functionality doesn't work properly during VR preview (such as Game Instance states) and I ideally need to launch in VR standalone

trail shale
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Tripod Mounts for Vive Trackers - There is a screw piece that attaches to the ball at the top of the mount, this screws into the tracker - what is this piece called? the plastic hub around the nut has broken and I need to order more ... .

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Ball Head Mounts I guess

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If anyone else has had this problem where the plastic around the nut in the Ball Head mount breaks, let me know, I want to order a replacement that won't break this time because I break these down every few days

jaunty shell
trail shale
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yep

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Just need a solid pair

jaunty shell
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I've got the neweer ones at work and they do a good job

trail shale
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found a few on amazong but I can't tell if a certain part is metal or plastic

jaunty shell
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lemme check

trail shale
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those parts break

jaunty shell
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really ?

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mine seem solid

trail shale
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the repeated tightening of the nut into the plastic material eventually breaks it

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maybe i'm overtightening

jaunty shell
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do you even need to unscrew this part ?

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I just screw my lighthouses on it directly

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with just enough tightening for it to not vibrate

karmic kelp
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Hi guys, Is there anyway to render VR screen to only one eye in the middle of the game for few seconds ?

charred portal
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@rocky nimbus what’s your directional light intensity

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That can happen if it’s too high

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Usually 5.5 to 10 max

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Also skylight needs to be about 1

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Make sure your lighting build is above preview too because sometimes it will make you think it’s bleeding but it really isn’t

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Other than that make sure your wall is not a plane or you will need double sided checked

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And even then ue4 doesn’t really like it

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@rocky nimbus another thing you can try is baking in your AO as it will cover corner light bleed but can look bad at low resolution LM

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@wicked oak yea I swapped back over to forward

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The tradeoff for AO was too high and not having msaa sucks in VR

worldly shell
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Hey guys ! I'm working with my motion controller and wanted to know if it was possible to use them without plugin the oculus rift (For debugging purpose).

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It's kinda annoying to have to put the headset to check if the Oculus touch are reacting correctly

sonic lake
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@worldly shell You can use the Oculus Debug Tool to force the proximity sensor to on. In that way you can use the Motion Controllers without wearing the Oculus.

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It's under Oculus\Support\oculus-diagnostics

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Oculus is the installation folder of the Oculus software

full junco
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@clear lance I have a vive and a rift, and I never use my rift because the vive is just nicer. better tracking, way more extendable (you can buy knuckles when they come out, you can buy pimax without having to buy new controllers/basestations etc) and the image quality on the vive is also nicer

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so really no good reason any more to buy a rift

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@wicked oak how comes that the taa upscale works great on vive but not on rift?

wicked oak
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@full junco you tested it?

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on vive it should not work at all

full junco
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yes

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it works great on vive

wicked oak
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at least unless you force it in the code

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damn

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its due to viewport shanenigans

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unreal engine oculus impementation is not a normal one

full junco
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maybe you should try to disable the dynamic res from the rift

wicked oak
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somehow i dont see the code that copys back into screen

full junco
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since the vive doesnt have dynamic res

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and dynamic res might break the taa upscaling on rift

wicked oak
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the dynamic res works fine @full junco

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but it works for normal taa

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not for temporal upscale

full junco
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but it might be the reason why taa upscale doesnt work for you on rift

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most likely

wicked oak
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i went through the code, what the system does is to just ask the oculus runtime for the correct screen percentage

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but it never sets the viewport for the final screen

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it does set the viewport for the scaled down version

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but it stays there somehow

full junco
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so its super easy to extend it to steamvr?

wicked oak
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wich means that when the temporal upscale makes it bigger, everytthing gets fucked

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@full junco you only need to write your own dynamic resolution driver

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some class that holds the logic for what % to use

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and you already do that, no?

full junco
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well yeah I already have that of course

wicked oak
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so pretty easy to hook it up

full junco
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what needs to be hooked up?

wicked oak
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dynamic resolution driver

full junco
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thats the name?

full junco
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but isn't the most hard part again to get the output on the hmd correctly aligned then?

wicked oak
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its automatic

full junco
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when making steamvr use it

wicked oak
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becouse on vive, the steamvr viewport will just be "fullscreen"

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so it will render in a corner, and then scale up to fullscreen

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the issue with oculus, is that it doesnt keep on fullscreen viewport

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it stays in a corner

full junco
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ah, because the end buffer is always fullscreen now with the new stuff?

wicked oak
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so when then the taa upscales, it offset everythings

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thats how it should be

full junco
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hm

wicked oak
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is the vive viewport fullscreen by default?

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for the framebuffer

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i think it is, no?

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you wrote a patch specifically to NOT do that

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and scale the viewport down into a corner of the framebuffer

full junco
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I have no idea, I only know how it is for me and there I do always have a lot of black area on the final buffer due to my scaling

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I then scale the UVs when submitting it to the HMD

wicked oak
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yeah thats the same with the current thing

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the scaling is done by the temporalsupersampling

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it renders in a corner, then runs the taa upsample on the whole framebuffer

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on oculus, the viewport UVs stay in a corner

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so it gets fucked

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turns out it worked by default on PSVR

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with zero effort

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so if it worked there, it has a huge chance of working fine on vive

full junco
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btw, I ordered a WMR headset now because microsoft is stupid and never even answered my request

wicked oak
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fuck em

full junco
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you mean it worked by default on PSVR? or did you have to add your own resolution driver?

wicked oak
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by default

full junco
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interesting

mighty carbon
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@wicked oak if you are in Oculus Start, you could literally talk 1 on 1 with Oculus rendering engineers and see what needs to be fixed if anything for your issue to go away

wicked oak
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this is all the effort i gave

full junco
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ha, ok

wicked oak
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as you see, it defaults to false in the case vr is enabled

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btw, the RHI needs to support it

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wich means pc still cant use it

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but PS4 RHI does support it

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so by just telling it to actually go work, it worked

full junco
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? but rift uses it on PC

wicked oak
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rift has its own version

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from the oculus sdk

full junco
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not sure what you talk about now?

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you just said "if it worked on PSVR, it has a huge chance of working fine on vive"

wicked oak
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becouse the vive doesnt have a dynamic res implementation by default

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the vive viewport is fullscreen

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oculus wasnt

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becouse oculus had their own dynamic res implementation

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so while that implementation is now hooked to unreals normal system, the oculus viewport is NOT fullscreen

full junco
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ah

wicked oak
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wich fucks it when using temporal supersampling, but doesnt fuck it when doing normal taa

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or even msaa

full junco
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well I guess I'll have to take a look at it

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@tired tree whats that motion controller assert thing you mentioned?

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any link to anything?

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I need a bigger SSD to be able to simultaniously have 2 source engine versions installed...

wicked oak
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aaaand, i crashed on the eror he said

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but on psvr

tired tree
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@full junco they are running a bp event on the controller in the render thread

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they have a commit to fix it in 4.19.1, they just did what I did and nested it in IsInGameThread

full junco
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ah

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usually epic is way too crazy about IsInGameThread everywhere, so unusual to see them forget it. I have removed dozens of annoying IsInGameThread in my engine

tired tree
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the bug report in their system is fairly hilariously mis-reported

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but the fix is correct, so w/e

full junco
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ok, so not a big deal since its already fixed on github

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thanks

tired tree
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yeah its minor

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its a big problem for people trying to test without fixing it themselves, but turning off late updates gets around it until then

glossy agate
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Skyrim VR on PC has the highest number of concurrent I have ever seen in a VR game. Got good reviews, anyone here try it yet? I want to buy it now, but I know I won't get anything else done that I need to do if I play it.

mighty carbon
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lol, same thinking here

worldly shell
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@sonic lake I've checked the bypass proximity. What am I supposed to do after that ?

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They're still not detected. I still need to plug the oculus. Does your method only trigger the sensor captor in the headset?

granite jacinth
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They giving out Oculus Start like candy it seems

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And anyway

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you only get 5 per year

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Of dedicated support, so make it count

full junco
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5 what?

granite jacinth
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Has anyone actually bother to read the fine print on the UE4 Royalty Free?

#

@full junco 5 Dedicated Support with Oculus Devs

#

Basically 5 tickets

full junco
#

so like, 5 questions? lol

granite jacinth
#

When you get into Oculus Start

#

yeah basically

#

So, make it a really nerdy, super awesome techy question

full junco
#

why would a company limit amount of tickets

granite jacinth
#

that you can't figure out on your own but need help from them on

#

Probably because Dedicated Support costs money

#

And is an extra for most businesses

full junco
#

well, I still don't see why I would sell anything on the oculus store anytime soon

granite jacinth
#

Other than not having to give 5% to UE4?

#

no clue

#

Because I am sure you still have to give up whatever the % is to Oculus, probably around 30%

#

But 5% is 5%

full junco
#

yeah, but dealing with issues in 2 different SDKs is not really worth those 5% I think 😄

#

when everything goes through OpenXR I would be much more open to selling on whatever store exists

wicked oak
#

its more sales @full junco

#

dwvr has sold 3000 dollars on oculus store

#

wich is 3000 dollars more than if it wasnt

#

im not in oculus start, to be fair im in some kind of weird ass limbo

mighty carbon
#

5 sessions, not 5 questions

wicked oak
#

guess ill aply to start

#

given the weird limbo i am in

#

they told me im getting Go, but ive had ZERO communication since then

#

should have arrived already

mighty carbon
#

you aren't the only one

#

I guess they gave Go to the top tier devs and now ramping up for release.. After that we should be getting ours.

wicked oak
#

they send them to us before release @mighty carbon

#

we act as line 1 betatesters

#

this went very well with the rift

#

as the developers betatested the hardware

sonic lake
#

@worldly shell the whole system needs to be active, but in that way you can avoid having to wear the Oculus for debugging. You can simply hold it in your hands or leave it on the desk.

worldly shell
#

Kinda boring for GPU usage. Because Oculus dash use quite a lot of useless power when the oculus is not directly used but active.

mighty carbon
#

@wicked oak I hope so

mighty carbon
#

nm, it's for Editor / tools, not for runtime

tired tree
#

its for cad

wintry escarp
#

there's no way to export epics characters in a rigged state is there? so you can add your own animations in maya/blender/max

mighty carbon
#

well, export mesh, re-rig it and animate it

#

it's impossible to get rigged mesh from UE4 to Blender, animate it and use anims as-is. You'd still have to retarget anims.

wintry escarp
#

do mixamo animations target properly to them inside ue4?

mighty carbon
#

if your Blender rig is a replica of UE4 Character rig, they should

glossy agate
#

Yeah they can, you just have set up all the corresponding bones and adjust the pose. It doesn't look completely right and you have to adjust but its pretty close when you change all the bone vs anim recurssive settings

rocky nimbus
#

If you export a rigged character, normally you do get the bones imported into your 3D software for animation, but I use 3ds max so I'm not 100% sure about Blender. Shouldn't be any different

wicked oak
#

@rocky nimbus you need to use fbx

#

fbx is a coordinated sabotage attack against blender

#

so fbx support in blender is absolute garbage

#

you cant import a mannequin from unreal, do an anim on it, and then export back and be compatible

#

in fact, when you import that mannequin, his bone transforms will be 100% completely fucked

rocky nimbus
#

Better start singing shantys and hop on that 3ds max / maya train

mighty carbon
#

if you make your characters from scratch, Blender is as good as MAX/maya

wicked oak
#

sadly, i cant use pirated software

clear lance
#

yep. its all about you.

wicked oak
#

nor i can use education versions

#

nor i can even use indie versions (becouse they would be worthless)

clear lance
#

blender, maya, max. doesnt really matter nowadays.

wicked oak
#

i would need to use the FULL nearly 2000 dollars a year versions

#

it does matter when FBX is a fucking disaster

#

thats why im so hyped about glTF

#

blender can make, rig, and animate characters as good as maya and max

#

definitely better than max

clear lance
#

well... okay hehe blender and fbx might be a thing.

wicked oak
#

probably worse than maya as maya has lots of rig stuff

clear lance
#

tho i know guys who have zero issues with blender -> ue4

#

skel meshes, static .. whatever

wicked oak
#

the first issue is that bone weights are different

#

wich means that your weight paint in blender, and your animations, will look different

#

the second issue is that export settings are finniquy to an incredible extreme

#

the 3rd issue is that bone rotations are often borked, wich means fucked up retargets, and issues when trying to reuse a skeleton on multiple characters

clear lance
#

but why would you need the (granted) pricey version?

#

something specific LT doesnt offer?

#

(which is a lot depending on what you want.. i know)

wicked oak
#

pllugins

#

what is the point of using vanilla maya

#

if you cant even instal the cool plugins that make maya useful

#

or something like epic games ant

#

wich lets you do instant mannequin compatible rigs and placeholder models

clear lance
#

aye. thats one thing that prevents me from getting LT as well

#

so i'm stuck with 2011 😄

wicked oak
#

i would pay for LT

#

but its just useless

glossy agate
#

That epic plugin works for Maya LT now

#

I used it on my last computer

wicked oak
#

can you proof it? i was looking at it and couldnt find anywhere saying that it works

#

maya LT, not maya apprentice or similar

clear lance
#

PLE isnt around for years anymore

#

so its either LT or the full deal

#

BUT Autodesk said they're working with plugin guys to bring LT support for selected plugins

mighty carbon
#

I have never had issues with rigged/animated model exported into FBX from Blender and brought into UE4

#

everything looked / worked as expected

clear lance
#

then again A.R.T isn't developed anymore. And A.R.T 2 is a freetime project of Jeremy..now that he has left Epic games..

#

@mighty carbon Yup. I can confirm that the guy i was working with had no issue with Blender to UE4

glossy agate
#

Wait I had education version, but I thought that was LT, not sure its been a couple years

#

But yeah its not developed anymore, so I kind of forget about it because I only used it few times. Mixamo has auto rigger so it saves a bunch of time from Fuse so I just use that now for biped

wintry escarp
#

does any 3d app export materials/shaders properly to ue4, or just the colour texture

mighty carbon
#

but why ?!

#

setup all your materials in UE4

wicked oak
#

@wintry escarp glTF does

#

if you use glTF, you can import the file and it setups materials and textures automatically

#

substance suite supports it

mighty carbon
#

I understand that if you make stuff in 3D app and need to render in 3D app and then transfer everything as-is into UE4 for whatever reason.. But that's not the case for game dev usually

wicked oak
#

thats what gltf is for @mighty carbon

mighty carbon
#

again, why?!

wicked oak
#

a format to send game scenes from engine to engine

#

becouse its a really nice thing to paint your asset in substance and import it directly into ue4

#

and it gets setup correctly

#

and for gltf, its use is for web apps

#

its designed to be uploaded to the web, and then the user sees the file in some viewer

mighty carbon
#

I don't care to waste time setting everything up in Blender.. I haven't done so in years and I don't see myself doing it - not comfortable, no way to properly organize stuff so that it ends up in the folders I need (in UE4)

glossy agate
#

Was gonna say datasmith too

wicked oak
#

glTF is literally supported in windows

#

you can doubleclick a gltf file and open it in windows itself

glossy agate
#

will make all the major programs work

wicked oak
#

its optional @mighty carbon

mighty carbon
#

glTF was designed as format to be used in runtime as-is, not as exchange format

wicked oak
#

literally nothing says you cant just export mesh only and then import textures separately as usual

#

yes, thats exactly what gltf is

#

and unreal just renders your files

#

if you were talking about going from software to software, preserving scene settings and rigs, thats what Collada tried to do

#

and failed miserably

#

glTF works great for games as you just model your model in Blender, in 2.8, with the PBR viewport, and then the model gets imported into unreal as-is, with coherent material

#

thats a huge boost

glossy agate
#

Blender actual has decent texturing?

mighty carbon
#

you are gonna have to re-work you material unless it's literally bare bones PBR setup

wicked oak
#

it has a texture painter yes

mighty carbon
#

so, wasting time

wicked oak
#

and you can combine it with cycles materials and bakes

#

to do some kind of guetto as fuck substance

#

you are better on substance btw

#

@mighty carbon mate, not everything needs ultra-complex materials. And again, you dont have to click the "include material" checkbox on the glTF exporter

#

if you dont want

#

but if you dont export material, and restrict to mesh only, its still better than FBX

#

becouse glTF does not fail at normals or scales

glossy agate
#

Ah ok yeah I use SP. I used to try and texture stuff in Zbrush before substance but it wasnt as robust, figured blender was similar

wicked oak
#

your normals and scales will be correct by default

#

every time

#

no need for you to tweak import/export settings

#

it just works perfect at the first try without touching any setting

#

wich does not happen with fbx

mighty carbon
#

it does if you save settings 😉

#

it's an exaggeration that Blender's FBX exporter is hopeless.. It does the job.

eternal inlet
#

@tired tree is it this one? it's actually "off" and still crashes, so maybe im hitting a different bug...

trail shale
#

What is the overall opinion on the dynamic resolution in 4.19? I'm assuming it's not a silver bullet but maybe it can be used as sorta temporary bandaid till better optimization can be done.

dusky moon
#

best thing about gLTF is getting rid of the nasty Autodesk's FBX with it's stupid versioning every year that only produces errors in the pipeline and makes you import your stuff several times to get things right.

#

@trail shale I tried it once in my oculus project and was kind of buggy. although didn't dig that much. I think it should be used carefully for VR as every new feature that epic provides can be unstable in VR in the beginning

wary onyx
tired tree
#

@eternal inlet ticking it on is off, but yeah, that one

#

you may have a different crash then

rocky nimbus
#

CharacterMovement components aren't optimized well (from what I could tell in 4.16), I had performance drops with only 3-4 enemy AIs using it at the same time. Is using the Character class for players in a multiplayer game going to be a bottleneck? 10 players on a small map. Now on 4.19

tired tree
#

use navmesh movement mode

#

and fortnite and pubg use CMC's

#

with 100 player servers

#

as does UT

#

they can be heavy, but I wouldn't blindly fault them for per issues

mighty carbon
#

what's CMC ?

rocky nimbus
#

Fair enough

#

I did read up about using navmesh movement mode, testing that now and reducing overlaps where not necessary. It's from an early project so lots I'd do differently

#

Thx

digital marlin
#

Quick Q - anyone using Unreal Studio + AR Kit?

granite jacinth
#

I have 50+ Zombies in my game

#

and I get 90 FPS

#

sooo

#

¯_(ツ)_/¯

digital marlin
#

🎖

wary onyx
#

so nobody has any idea what i can do to fix the error i displayed above?

granite jacinth
#

@ACE GOD ァ印ニ#9718 Don't get it. Is that supposed to be VR related issue?

glossy agate
#

@ACE GOD ァ印ニ#9718 did you delete intermediates ect before making the new vs file to build for 4.19?

wary onyx
#

@glossy agate i'll try that

#

@glossy agate this is what i am getting

wary onyx
#

UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00000000FD07EEEB UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00000000FD08022D UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00000000FD08BC59 UE4Editor-UnrealEd.dll!UnknownFunction []

#

UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00000000F9609751 UE4Editor-MovieScene.dll!UnknownFunction

#

Never had this problem with the other engines

wicked oak
#

@young banectorBurgos#0001 15 enemies in DWVR tank the frames on ps4

#

feels bad man

#

character movement

#

mostly due to it not being multithread, and ps4 cpu being kind of pure garbage

wary onyx
#

nevermind i fixed it myself

#

my movie files were missed placed

#

due to the migration i think

fleet plume
#

dammit, that resolution upgrade on the Vive Pro looks amazing

#

see the comparison pictures in the middle of the article

wintry escarp
#

so vive pro recommends 1070, up from 1060

clear lance
#

hmm 1200€ with accessories. I dunno.

fleet plume
#

lol i'am not buying it either for that price

wicked oak
#

wow thats a dramatic improvement

#

too bad its absurd in price

fleet plume
#

500 euros and i would've considered it

#

but not ~900

mighty carbon
#

There are a few articles saying HTC showing middle finger to their core user base with that pricing

#

Saying the improvements aren't that crazy to cost $1000+ USD

fleet plume
#

i think even the 600 euros for the old vive are overpriced at this point

#

it's been out 2 years

#

and that's not even including the DAS

wicked oak
#

the thing is that oculus prices super aggresive becouse they have the storefront

#

vive cant do that

#

its VERY clear than an oculus costs more money to manufacture than a vive

fleet plume
#

i also don't understand how that thing can cost that much and not include the new lenses

wicked oak
#

cameras > lighthouses

#

touch > wands

fleet plume
#

nah

wicked oak
#

and the headset itself is a lot more intricate and lighter for oculus

fleet plume
#

lighthouses are better then cameras

wicked oak
#

but im talking about cost right now

#

cameras are definitely more expensive than lighthouse

#

lighthouse is a better system

#

without a doubt

fleet plume
#

yeah

wicked oak
#

if oculus had lighthouse 2.0, vive would have absolutely zero chance

fleet plume
#

zuckerberg tuning in on my rift cameras

#

if he's bored 😄

wicked oak
#

dont worry, lots of paranoid people with wireshark pointed at the pc

#

it would get spotted super fast

#

now, metadata?

#

like player height, or player movements, or what he does?

#

thats definitely being sent

fleet plume
#

have you read the kent bye thread on that?

#

thing exploded and oculus co-founder tuned in

#

people are not happy at all after the recent headlines about facebook

#

(not that it's really news)

wicked oak
#

the whole "change adds depending on people color" is something every single advertiser does

#

you arent going to advertise golf courses to the guetto

#

you are going to advertise it to the white mid-upper class in their 40s

fleet plume
#

this is not about that at all

wicked oak
#

comenting on this one

fleet plume
#

ah k

#

i meant this stuff:
It'll get A LOT worse with Oculus Go because Facebook will completely control the full stack from hardware to OS to software with an open-ended privacy policy for capturing biometric data.

wicked oak
#

i personally dont care too much, but i recognice facebook is creepy as hell

#

i wonder if a competitor will come with a strict privacy policy

#

btw, doNOT INSTALL FACEBOOK APP

#

in phone

fleet plume
#

i mean you're paying top dollars for that headset and STILL are the fucking product

#

now to be served ads in virtual reality

wicked oak
#

on the creepy as fuck tracking

#

china is going ham on it

#

they are giving every citicien a score

#

and they track internet behavior to that score

fleet plume
#

MATE WHAT'S YOUR SOCIAL SCORE?

wicked oak
#

if you have friends who are extremists, your social score drops

fleet plume
#

have to stop talking to you if it's too low

wicked oak
#

thats some black mirror level dystopian shit

fleet plume
#

😄

#

apparently you even have problems dating in china if your social score is too low

wicked oak
#

the one that will be creepy as fuck is magic leap

#

as it tracks and understands the outside environment

#

and its by google

#

the biggest data tracking company in the world

fleet plume
#

wat?

#

google?

wicked oak
#

them and facebook are the biggest

#

yes

fleet plume
#

magic leap is not affiliated with google, right?

wicked oak
#

magic leap is owned by google

mighty carbon
#

Lol, conspiracy theorists

#

I've been with Facebook for like ever and it had zero impact on my life and privacy

wicked oak
#

facebook is shady to the highest degree

#

ive hated social networks since day 1

#

thats why i do not have a personal social network account

#

none

mighty carbon
#

You should write a book about your theories and it will probably generate more cash than games 😂

wicked oak
#

no twitter, no facebook, no instagram, no nothing

#

just never liked them

#

im writing a personal website right now becouse honestly i should have a mark when people search for me

#

and to act as portfolio

fleet plume
#

@mighty carbon that's saying a lot about the state of the games industry 😆

wicked oak
#

the only info about me on the internet is on random forums and places as vblanco or other nicknames, and linkedin

mighty carbon
#

Vblanco has paranoia most likely, so...

wicked oak
#

nah, not really

#

just never found social media had any value, so never made it

#

only for my game projects when i need to advertise

mighty carbon
#

Well, if you think someone is there out to get you, then I don't know what it is (unless you are some kind of VIP and we don't know about it)

wicked oak
#

you should act as if you are a vip

#

becouse some day, people will google you

#

for job or similar

#

its very common for companies to look up info about people on the internet

fleet plume
#

it's already common

wicked oak
#

everyone does it

mighty carbon
#

Social media is what makes you or breaks you nowadays. Even if you have deep pockets, your PR/ads are going to happen on social media

fleet plume
#

and US started requesting your social media accounts on visa applications

#

for realz

wicked oak
#

thats one of the biggest reasons i dont have a personal social media accounts

#

i just dont want to eventually slip off and be a fucking idiot publically, forever

fleet plume
#

it's becoming a mandatory entry

wicked oak
#

there are exactly 1 photo of me on the internet. My linkedin profile photo

mighty carbon
#

So, when people Google you, they will not see too much of social media presence and that will be a red flag

clear lance
#

even if you have a social media account. Just say you dont have one... 😛

fleet plume
#

yeah @wicked oak show us your highschool drunk pictures

wicked oak
#

there are none

#

absolutely zero

#

also becouse i dont get drunk, ever

fleet plume
#

well, that means insta-suspect @clear lance

mighty carbon
#

I am dead serious - lack of social media presence is a red flag nowadays

#

Just don't shitpost too much and you'll be fine.

wicked oak
#

thats why i have a linkedin

#

and why im not an ass either on forums or reddit

#

some slip ups might happen. But i try to correct those

#

everyone is an idiot at some point, but with social media, that slip up is now public

#

better to avoid that

mighty carbon
#

Well, don't hate on minorities, black people and Jews, dont be overly political and religious online. The rest is fine.

fleet plume
#

== be a decent human being

#

😉

wicked oak
#

== dont post anything

mighty carbon
#

True, but I still argue with people online 😅 😝

wicked oak
#

its pretty much impossible to not offend someone

mighty carbon
#

Nah, it's extreme @vblanco

fleet plume
#

well arguing with somebody is one thing, calling them the n-word something completely different

wicked oak
#

half of the stuff ive posted on #lounge would get me pitchfork-d real fast on twitter

fleet plume
#

naaaah

wicked oak
#

and its not even that extreme

fleet plume
#

which reminds me, i should watch some twitch

mighty carbon
#

Right, but you still can call them something, like "dipshit" 😆

fleet plume
#

be like linus 😛

#

everybody's an asshat but you 😛

mighty carbon
#

Ha

#

Social media is awesome- I get to talk to Carmack, Romero, etc.

fleet plume
#

not disagreeing there

#

though twitter can be a hateful shithole at times

#

and twitter doesn't care about that because it means more ... engagement

#

moar tweets, more ad impressions, moar monies

wicked oak
#

yeah, twitter is very volatile

#

due to the network effect of retweets

#

ONE slip-up, and it can go ballistic

#

there was this history of a random middle age woman who made a racist joke, and it went so ballistic millions of people tweeted about it

#

one has to re-read everything multiple times on twitter

mighty carbon
#

Well, don't make such jokes

#

I mostly promote my projects and talk to tech folks on Twitter (along with liking/retweeting stuff)

#

I might joke around and shitpost a bit on Reddit 😅 😆

#

Facebook doesn't really work for me 🤔

#

And that's all I use for social media

#

YouTube doesn't really count since I only upload videos without any drama or commentary

fleet plume
#

there's pretty high correlation between somebody making racist jokes and being racist

#

just .. don't; online as well as offline

mighty carbon
#

I don't do any of that

wicked oak
jaunty shell
#

so what do you guys think is going to be in that black box ?

#

(source, Vive Pro on beta steamVR, seen on reddit)

granite jacinth
#

@wicked oak Meh, I like my Omni

#

It seems more safer than that thing

jaunty shell
#

Someday we'll have some kind of full feedback exosqueleton attached to an arm like in the RPO book

#

maybe in a few years who knows

tired tree
#

deep dive > feedback systems

granite jacinth
#

Full Dive?

#

😃

jaunty shell
#

ofc ofc :p

tired tree
#

full dive is a long time out :p

jaunty shell
#

well maybe there's going to be a breakthrough in quantum computing soon

#

and we'll be able to interface brains with machines easily

tired tree
#

how do you expect Q to help with that

#

it isn't a magic bullet

jaunty shell
#

what I mean is that we'll be able to process a fuckton more data

#

thus get closer to how a brain is working

tired tree
#

will we?

jaunty shell
#

I dunno

#

I hope so

tired tree
#

it doesn't really help there

#

you are still bandwidth limited, and unless something specifically is good with non binary computation it won't help any

jaunty shell
#

I'd be quite content already with full body immersion in our lifespan

trail shale
#

I'm trying to debug my Spectator Screen Menu - somewhere I changed something and now I can't see the red debug line that mimics the position of the mouse (the reason for me wanting this back is that the alignment seems to be off (click on a button and it doesn't always work on a certain area) - I have debug draw line on my WidgetInteraction Component so I'm trying to figure out why it's not being displayed

mighty carbon
#

apparently Skyrim VR on PC can run with mods for Skyrim SE

trail shale
#

technically it should be able to run with any odd shouldn't it?

mighty carbon
#

well, why do you need old mods? 😃

#

also, it won't run any mods with scripting involved

trail shale
#

what was that script that was a big deal? SSE?

wicked oak
#

yeah it runs mods completely fine

#

i have a bunch of them

tired tree
#

jeez....there is going to be a lot of weird videos from that....

mighty carbon
#

I saw bunch of awesome visual mods, immersion mods, etc. If all that works and I can keep good performance on my 1060, I think I will get lost in the world of Skyrim and get nothing done 😦

wicked oak
#

all "model replacement" mods works

#

high res textures, new models, that kind of thing

#

and for the degenerates, the lewd mods work too

fleet plume
#

@mighty carbon haha that wasn't aimed at anybody

granite jacinth
#

Anyone ever have this happen to their character in PIE

#

The camera is offset and rotated

#

in PIE, but fine in Standalone

#

Have had it mess up twice now under brand new base classes

mighty carbon
#

wow, I am almost ready to buy Skyrim VR o.O

fleet plume
#

i will probably also buy it

#

but will hate myself for it 😃

#

because of that price tag

#

owning skyrim on PS3 and PC already 😑

mighty carbon
#

I bought Skyrim a looong time ago and instantly hated it 😛 Since I got it on sale, I don't feel too bad

glossy agate
#

Gonna have to make my 4th or 5th 1 handed melee plus magic build but in VR. I always plan to switch it up but my character just ends up becoming the exact same thing everytime.

wicked oak
#

i also allways play that build

#

in skyrim vr its great

eternal inlet
#

@tired tree appears that i was in fact affected by that late update bug you mentioned. After digging a bit more into it, i found that i my menupawn did infact have lateupdate enabled, which fixed it when i disabled it... I assume Epic knows about this right?

tired tree
#

@eternal inlet yeah its fixed in 4.19.1, whever that is coming out (should be soon)

eternal inlet
#

that's good news

full junco
#

@tired tree what I find quite annoying is how 4.19 still has that issue with controllers "jumping" around sometimes

tired tree
#

eh?

#

never seen that outside of before they fixed late updates / tracking loss

mighty carbon
#

Westworld in VR anyone? 😃

glossy agate
#

Red dead redemption low poly VR

mighty carbon
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or that, but in first person

wicked oak
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man polygon speed is insane

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they release high end packs every few weeks

glossy agate
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Yeah and they are usually huge!

sage gulch
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when my hands spawn I get duplicates.. looks like they are offset a hair. I did some strange stuff nesting various blueprints to get my stuff working the way I want. When I move, one set of the hands stay at the spawn point, still responding to their local rotation and translations. The other pair moves along with my 3rd person character. What can I try to check for to fix this?

glossy agate
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Is this ongoing? Had that happen before but I just had to restart steam VR and UE4. One of the controllers was blinking and never connected right or something

sage gulch
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yeah the controllers are ok otherwise.. issue persists even if I create a new map to start clean

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steam is installed but not open. I would think it's some sort of replication issue but when I change the spawn node and attach node settings it never really works right

glossy agate
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oh are you testing networked?

sage gulch
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well maybe replication isn't the right term to use, but some sort of spawning / hierarchy issue

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no

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well.. I don't think so.

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I want it to be multiplayer but haven't really looked at that stuff yet to be honest

glossy agate
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Probably not then. Now it just sounds like you are spawning the hands twice

sage gulch
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it's possible I set it up that way somehow.. but I would think the offset duplicate would still move around then

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instead of being locked to the spawn location (and, perhaps of note, not at world zero)

glossy agate
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Yeah it will. If I set to 2 players another character will show up that Im not posessing but will follow my arm movements

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You probably have a duplicate spawn thats running

sage gulch
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both sets of hands follow the motion controller input, one set doesn't scroll around with the character though.. the other moves around with the character within the world like is intended

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hmm

glossy agate
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Yeah thats what I just described. Is your motion controller also a second actor thats spawning its own hand mesh? Like the epic VR template example?

sage gulch
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yes

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I was just trying to be clear. I started with both the 3rd person and VR templates and put them together heh

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So the root actor is the ThirdPersonCharacter BP, which has the MotionControllerPawn BP inside of it. And when the level loads up in the editor, you can see both in the Outliner.

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But, MotionControllerPawn spawns BP Motion Controller as part of it's process

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If I try to disable spawning at the root level, nothing shows

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can't really figure out where the duplication is happening 😦

full junco
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@tired tree I'll try to record a video of the issue with the controllers

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it did happen back in 4.15 and still happens in a clean 4.19, I hoped they would have improved it

charred portal
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Just got Skyrim VR as well ... ready to get my rpg on lol

rocky nimbus
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@granite jacinth any idea which button on the MOVE controller is the Options button?

charred portal
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Does it look ok with taa?

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Fallout was a blurry mess with taa

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I’ve read that you can switch to mxaa or turn taa down to .5 and super sample

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F4 allowed switching to mxaa so I assume this will be similar

rocky nimbus
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@charred portal this is probably related but, why is text so distorted when I rotate my head whilst looking at it? It's almost impossible to read until I stop moving my head and then it sharpens up perfectly

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I'm using TAA

charred portal
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That is probably some of the reason

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Text is hurt really bad .... try typing in the console

rocky nimbus
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I don't have access to the console while testing, it's on PSVR

charred portal
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TAA hf 0.5

rocky nimbus
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can I just execute that on beginplay then

charred portal
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Hmm any reason you can’t use forward rendering?

rocky nimbus
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I am using forward shading

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And instanced stereo

charred portal
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Hmm any reason you can’t use forward rendering?

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It has msaa and honestly best option

rocky nimbus
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1 sec I'll see what it looks like with MSAA

charred portal
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Swap to msaa in project settings

rocky nimbus
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mhm I did, launching it now

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pretty sure I had issues with MSAA I can't remember exactly why

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will let you know in a couple min

charred portal
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Swap to msaa in project settings

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Taa isn’t good on forward

rocky nimbus
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holy crap

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the text is so sharp now

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it's perfect

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I did notice a strange issue, though...

charred portal
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Best thing since sliced bread huh

rocky nimbus
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LOL

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check this out:

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I have this flat menu-type thing attached to my camera

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It's mostly a texture, but it has 2 textrenders attached to it

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To change values dynamically (balance, ammo hold etc.)

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When I rotate my head now, all the text everywhere is very sharp and clean

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But those 2 textrenders lag behind the menu itself

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There's a very noticeable delay

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Is this related?

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I think maybe it's because they're attached to the market menu and not the camera

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If I attach them to the camera, should sync up

charred portal
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That’s because the draw calls for those are attached to different objects

rocky nimbus
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Yeah, it has to get the loc of the market menu to pass it down to balance, then pass that down to ammo count

charred portal
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Make sure the root of the entire menu is the same

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Should solve it

rocky nimbus
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Okay will do, this MSAA thing helped a lot thank you

charred portal
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No problem

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So ur developing a psvr game

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That’s pretty sweet man

rocky nimbus
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Porting 2 PC releases over to PSVR now yeah, thanks ❤

charred portal
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Cool .... yea I may get into psvr eventually but the project I’m working on is my first indie so I’m pc only for now

rocky nimbus
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Porting and publishing it on PSVR is slightly nightmareish but Blanco and I are doing it so when that happens, feel free to ask questions (I bet my left nut you'll have lots haha)

full junco
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@tired tree well I wish I could nicely record that controller issue, but with a 60 hz monitor its quite hard to record...

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is there any way to record steamvr stuff with 90 fps even when not having a monitor that can show that much?

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either a way to directly capture the image from steamvr, or maybe a way to use a "fake" refresh rate of 90 hz in the graphics driver (similar to downsampling the full windows rendering)?

tired tree
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so its just a tracking "hitch"

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like it stutters?

full junco
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the tracking is fine, so when I enable the steamvr overlay the controller moves smoothly there but sometimes "jumps" in UE4

tired tree
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I've seen that with thread hitches

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but it was solved in default wit hthe new late updates

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haven't seen it since?

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they use proxy variables now to avoid it

full junco
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hm

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it mostly happen when the GPU is quite busy

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so in the VR template I need to go to vr.pixeldensty 1.4 or so to really see it

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then I just move the controller continously left/right and sometimes it "jumps" a bit

tired tree
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1.4 is a lot...

full junco
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well, just something to make the GPU go to ~8 ms

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if its too bored you don't see the issue

pearl frigate
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Anyone here interested in working with me to make a VR fighting game?

full junco
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the vr template is pretty empty, so you need quite a bit of res to make the GPU busy @tired tree

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can you test it and see if you also see the jumps on the controller?

tired tree
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i've seen jumps when i cant keep frames yes

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jitter

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you can see it on the steamVR profiler even

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but never at 8ms

full junco
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I talk about jumps that look like the controller is moving for 1 frame to where it will be in 3 frames

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and continuing its regular path the next frames

sage gulch
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I think I must be spawning hands that correspond either to the SteamVR data or that are being created automagically somehow by the ThirdPersonCharacter BP being used in VR mode. Is there some way to enable or disable these things?

real needle
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@sage gulch aren't you just accidently playing as two players? look in the play dropdown and make sure players is set to 1

sage gulch
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Thanks but it is set to one

real needle
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kk, just making sure. I've accidently done that a couple of times

sage gulch
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Heh I appreciate it

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there's so many things to check .. I'm sure that was entertaining 😃

sage gulch
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aha

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so if I turn off the MotionControllerPawn that is a component of ThirdPersonCharacter, one set of the hands disappears.. the set that moves with the headset as is intended is gone. The pair of hands that remains in the scene is locked to the spawn location, relative to the third person pawn itself!

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they still react to motion input like before , and are still locked into that spot. But I'm not wanting to spawn them. And they are spawning a slightly altered form of the hands blueprint..

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the one I am trying to call from my MotionControllerPawn

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go figure

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I do not want to spawn a set of hands with the Third Person Character.. and I even copied and altered the name and behavior of the other BP so I have no idea why it chooses to spawn those instead of the defaults it shipped with, even if I turn off that child actor... :S

sage gulch
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I reordered the hierarchy a bunch of times just trying to see if I could get it.. finally put it back to how it was and it's cleared it up somehow. ffs

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pretty sure i've seen it before too

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kerrazy

sage gulch
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now if I can just surmount the graphical tearing issues

rocky nimbus
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TSAA makes far-away text sharp but close-up text blurry and distorted

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MSAA makes close-up text sharp but distant text blurry and distorted

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🙄 ?

sage gulch
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I have some weird draw issues when I get active scenes with lots of movement.. my project draws a lot of lights, particles, transparency, glows, etc.. not really sure if I'm starting to hit a performance wall or what

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I turned off TSAA and set it to forward render MSAA etc

rocky nimbus
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@sage gulch How are you profiling?

sage gulch
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haven't really gotten into that yet but any suggestions or pointers are appreciated

rocky nimbus
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Here are a few ways you can find your performance bottlenecks:
Commands via console:

stat fps``` A good start to see whether it's drawcalls, the GPU or something related to your code/BP set-up.
Then you can try this command:
```stat scenerendering``` to see how many drawcalls you have (look towards the bottom). If this isn't enough, you can get an in-depth look at exactly what's causing it by doing this:
1. Run your game, use this command: stat startfile
2. You may experience FPS drops during this but that's okay. Let it run for 30 seconds and do what you would normally do when you experience performance drops.
3. Use this command to finish it: stat stopfile

Once you've done that, you can go to Window > Developer Tools and use the session frontend (which will have a profiler tab in it). 'Open' and find the file you just created, somewhere in your project folder > saved > profiling. That'll open up a new window to help you track down your bottlenecks. You can see spikes in the timeline, click and drag to select a portion of the timeline where it spikes up. Click 'maximum' to show info at the highest peak and then scroll down to the subcategories, find 'Game Thread'. This is where you can find information about what's slowing you down.

You can find more info on each of these online if you run into problems or don't understand something.
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@sage gulch

sage gulch
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Thanks!

rocky nimbus
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Np! p.s. to turn off the first 3 commands, just execute them again via the console and the stats will go away.

sage gulch
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That will help. I've ran it a couple times with different shader visualizations and I know I'm hitting it pretty hard now, so I'm probably overdue for some optomization sooner than later

rocky nimbus
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Yeah for sure; optimize as you go along. I didn't optimize my first project at all and when it came down to actually running it at 60 FPS on the PSVR, I had to make it look like shit just to hit minimum requirements

sage gulch
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"Pretty hard" being a relative term of course, and I'm a little spoiled with a 1070, but I come from more of a prerendered Maya background and wanted to see what I could get away with. I've only hard crashed it a few times 😉

sage gulch
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They're back

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dammit

tawdry dragon
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Hey guys, any of you played around with the AR light estimation in 4.19? Looking around it seems like documentation is really weak. I wanted to figure out if its possible to get the light estimations direction?

tawdry dragon
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nwm.. seems like i misunderstood how the lightestimate work

mighty carbon
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@wicked oak rumors about PS5 pending announcement have been circulating, along with rumors about readily available dev kits.

wicked oak
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ill go to playstation devcon next month (i guess), so ill see it if they say something

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but for now

mighty carbon
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VR is a native feature now, supposedly

wicked oak
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absolutely zero info

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so i guess its only for tier 1 devs

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im tier 4 so....

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(tier 1 first party, tier 2 AAA externals, tier 3 stablished indies/medium studios, tier 4 garage indies)

mighty carbon
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Probably

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Lol, interesting

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I wonder if it's all censored or if Steam will be swamped with complains

dusky moon
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So has any1 tried TAAU with Dynamic Res with Oculus ?! for me it fucks up hmd's screen parallax

mighty carbon
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I don't get why you guys can't contact Oculus and ask to fix this issue ?! Or contact both Epic and Oculus.

wicked oak
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@rustic jackalllesss#9041 ive tried very hard to fix it, i was unable to do so

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becouse oculus has its own ue4 specific closed source sdk thing

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so i couldnt do it

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it works on Vive and PSVR, but needs some fixes

dusky moon
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@wicked oak ok so I think it's better to report the bug

wicked oak
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i have it working right now on my prototype. Upsampling on PSVR, and just basic TAA on oculus

dusky moon
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but does it worth the effort ?!

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text readability like MSAA ?! dont think so

wicked oak
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to get best readability, you need to setup your mipmaps

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not use antialasing

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you do not need any antialiasing for good text

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in fact, antialasing just fucks the text

dusky moon
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@wicked oak ah nice tip! Totally neglected mimpaps

wicked oak
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Carmack says it...

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the best text in DWVR is the intro text

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becouse its a texture

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that i setup mipmaps correctly

dusky moon
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Ha good point

granite jacinth
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@wicked oak lol, you got a review from carmack?

dusky moon
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I'm also a bit confused on new Primary/Secondary sp while using dynamic res
like on VR.pixeldensity 1.4 .... dynamicres: 100% x 100% means I'm getting 1.4 pixel density or does it override pixel density to 1 ?!
sry I've read the documentation and didn't get it rly 😄

wicked oak
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@granite jacinth i didnt

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but its something he says on the reviews for other games

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@rustic jackalllesss#9041 bruh

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vr.pd 1.4 is fucking absurd

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you know pd 1 is already 1600p?

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on rift

granite jacinth
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hmmm

wicked oak
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pd 1.4 is rendering at more than 4k

granite jacinth
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I guess ima upgrade to 4.19 this weekend

wicked oak
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since they changed pixel density stuff

dusky moon
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wut!

wicked oak
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having "pd 1" is the "perfect" resolution for that screen

dusky moon
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wow I thought 1.4 is like classic sp 200

wicked oak
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@rustic jackalllesss#9041 in rift, pixel density 1 is SP 140

tired tree
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yeah it defaults to native res

dusky moon
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@tired tree hmm so the Dynares is pretty conservative. cuz I'm getting 11ms on pd 1.4 in a scene but with dynares it's 80%x80% ...

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although I have to say I only set the min/max sp of dynares... there are tons of other commands that I don't really understand how to set properly for oculus

real needle
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@wicked oak it's actually 133

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PD 1 = 140 on Vive

rocky nimbus
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Can I switch AA method in real-time?

wicked oak
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yes

rocky nimbus
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Between TAA and MSAA?

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I can't get distant and close-up text to be sharp simultaneously. TAA works good at a distance, MSAA close-up. Luckily in this case I can switch between them depending on how far away the text in the level is but it seems like a shit fix

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Will increasing AA quality make TemporalAA text sharp close up and far away?

mighty carbon
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interesting

sturdy coral
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@dusky moon SteamVR changed pixel density around the same time, so VR.pixeldensity 1.0 is no longer ideal for the screen, but (unless the user has overridden) ideal for the GPU. If your title is more GPU heavy than average you would want to lower it

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Unreal needs to add a way to query how many pixels per second pd 1.0 corresponds to

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Though then you might undo intentional supersampling from the user

rocky nimbus
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@mighty carbon ouch that snap turn on left and movement with right is off-putting but the concept looks amazing

mighty carbon
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I haven't looked into it, but I thought controllers can be re-mapped and teleport locomotion is present too :/

dusky moon
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@rocky nimbus changing to MSAA doesnt see to make sense if you're not using Forward shading. just sayin