#virtual-reality

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fleet plume
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lol

wicked oak
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for the sony thing, yeah, its about getting the project greenlit

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they have to approve the project

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they approve everything that isnt porn or child murder simulator

fleet plume
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holy crap those categories

wicked oak
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but yeah, this is about getting the game approved by sony

fleet plume
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and i guess you also have to go through the rating process?

wicked oak
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then i get my application ID number and stuff

fleet plume
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like ESRB and PEGI?

wicked oak
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no

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for PS4 QA and VR Consultation and all that stuff

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it gets approved as a product

fleet plume
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ah ok

wintry escarp
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what sort of gpu with a rift would ps4VR be about the same as?

wicked oak
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GTX 960

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biggest difference is actually CPU

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on one hand it crunches through drawcalls better than a high end i7

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on other hand its 1.6 ghz and runs game logic horribly bad

primal sky
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@wicked oak making it all yourself?

wicked oak
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@primal sky almost enterely

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assets are all from packs. The only custom thing in the entire game is the final boss (ATM)

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the levels are hired to freelancers

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some of them made by me

primal sky
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nice. good job.

wicked oak
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2 months dev time

primal sky
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perfect

wicked oak
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now another 2 months to the vertical slice, wich is another tileset, + level generator + more enemies + more polish

primal sky
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we will finish alliance in 3 months front to back with all our own assets.

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3 guys

wicked oak
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alliance?

primal sky
wicked oak
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that looks like something that would work super well in PSVR, i could port it for you, or help you with it

primal sky
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yeah thats the idea. Yeah i will keep it in mind for sure.. much appreciated.

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just going to do our steam launch end of this month and then start port options. (it was designed to be portable to switch as well in a slightly different form)

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your game looks good dude. very nice work

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smart cycle

wicked oak
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there is pretty much no other way with vr dev at the moment

primal sky
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I think the key is looking for ideas that worked really well in earlier eras of video games but still have really compelling hooks.. and figuring out how they can translate to VR

wicked oak
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you either do shorter lived projects, or you fail

primal sky
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yes.

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we have the advantage of being part of a much bigger studio for day jobs.

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but yes.. 3-4 month cycles.

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correctly priced.

wicked oak
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i wanted to make a bullet hell. Allways wanted to. Probably will tinker with it as my next project, alongside AR stuff

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this one is more then 3-4 months, its going to be 6-7

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if we miss the 6 month mark, we go straight ot 10

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we cant launch on the middle of the winter season, alongside everyone else

primal sky
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ah yeha.. you should.

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you might find a hook there

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re bullet hell

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yeah winter is rough.. squad does its best sales then

wicked oak
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and i have the tech skills to run stuff like a procedurally generated city, plus a ridiculous fuck ton of bullets and patterns and FX everywhere

primal sky
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hahahah

wicked oak
primal sky
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yeah we have ALOT of ideas..

wicked oak
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that tech could be used quite well in a bullet hell

primal sky
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indeed

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im actualyl thinking of taking the Alliance base and building a ww2 north africa version using the same framework

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realistic plane damage but arcade style.

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flying over deserts and fightingg other fighters and bombers.. tank of ground.. stuff like that.

wicked oak
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good idea

primal sky
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we will see how it goes!

wicked oak
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i do think im mistaken a bit on making this project

primal sky
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in what sense?

wicked oak
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what i should really do is to polish old prototypes and go with the shotgun approach

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becouse its way too big for me.

primal sky
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it all depends if what you are making now is deep enough

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yeah

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thats why i asked

wicked oak
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its ambitious as fuck

primal sky
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it seems cool but scope could get big real quick

wicked oak
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but ive wanted to make a dungeon crawler for a looong time

primal sky
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i hear yeah

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you ever play pixeldungeon?

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that.. is brilliant. one life.

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tap and go on phone

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procedural dungeons

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RNG straight up

wicked oak
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i have tons of rogelikes in the phone

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this is different from a rogelike, its more like Diablo

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ive thought of actual turn based style rogelike mechanics in vr

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pixel dungeon is amazing. If you want more of the sort, try "Pathos"

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Pathos is a "copy" of nethack some guy made

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is like nethack, but not retarded

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and with some usability

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you can also straight up get nethack

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but nethack has just too much stuff

primal sky
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cool

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i will cheers

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i love pixel dungeon still

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if someone could use beam or other fucntion so you could share that game and play coop sitting in airport for example

wicked oak
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pixel dungeon is the same concept, but simplified to its basics, and with actual good presentation and playability

primal sky
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MILLIONS

wicked oak
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have you seen the amount of different pixel dungeons there are?

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its absurd

primal sky
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that coop on a phone.. yeah ive looked at some

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but you are going to make me look again!

wicked oak
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the original is open source or something, and there are a fuckton of forks

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try Pathos

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honestly really good

primal sky
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looking for it now

wicked oak
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its on the middle beetween pixel dungeon simplicity, and nethack obtuseness

primal sky
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why you burn my eyes with that programmer art!

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you animal

digital anvil
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Somebody needs to make the Oasis (Ready Player One) xD

wicked oak
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definitely 100% programmer art

primal sky
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oh god.. yeah.. they are and they will

wicked oak
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but nowhere near as bad as actual nethack

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wich is ASCII

primal sky
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haha.. yes

wicked oak
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it comes with tilesets

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but they are fugly

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all of them

primal sky
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i had no idea pixel dungeon was open source

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learn something every day man

wicked oak
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you can download it for pc

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or buy on steam

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enjoy

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the source

primal sky
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what are you guys thinking is optimal VR pricing atm?

wicked oak
primal sky
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I have my thoughts but i know the thoughts of everyone are evolving

wicked oak
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how to biome

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pixel dungeon edition

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smart

primal sky
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neat

wicked oak
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@primal sky flip a coin, select 15 or 20 dollars

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seeing your game, just select 15 or 20 depending on what you think

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do not go lower

primal sky
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and VR market is changing.. (for example im really surprised how many viable VR arcades exsit)

wicked oak
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if you go lower you devalue the market

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and you devalue yourself

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and if people see a cheap ass game, they dont go "hey neat, its cheap"

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they go "lul shovelware trash"

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if 15-20 dollars is too expensive

primal sky
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Hey that I agree with.. Im not into selling myself short by any means.

wicked oak
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put it on sale every time you can

primal sky
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i would do that anyway with VR.

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you look at the Onward VR population and sales increase the last 6-8 months

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very much based around smart sale utilization and continuing to add value

wicked oak
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@primal sky the way ive thought of a "pure rogelike" in vr, is LITERALLY taking the ruleset of pixel dungeon, and making it first person

primal sky
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100k units in VR is good stuff.

wicked oak
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so you get a magic wand, and it has a rng 3d model

primal sky
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yes

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i agree

wicked oak
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but its unlabeled

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fire it towards something to see what happens

primal sky
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and in low poly.

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it should work fine

wicked oak
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i have all the models, could just try to do it

primal sky
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and procedural no big deal.

wicked oak
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dungeon architect for dungeons and done

primal sky
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if i were you man.

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tap tap.. (taps head)

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that has replay value

wicked oak
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the game im making its going to have a lot of replay value

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its a diablo style game after all

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gotta grind

primal sky
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yeah. I see pixel dungeon as a proven formula

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just not sure how portable

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but yes.. im sure you have thought long and hard about it

real needle
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I have a gtx 1070 and I'm locked at 45 fps in an empty level. Where do I start debugging frame time?

primal sky
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that is very odd.

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not the lock

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but that its 45

real needle
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In vr. Can't reach 90 so goes down to 45 is my guess

primal sky
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open the console and type stat unit

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and stat fps

real needle
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My card's at 2037 MHz and it runs well in other games.
Ok thanks

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Can't see it in vr D:

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Just like I can't see printscreen or stat fps well. Damn this sucks

primal sky
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haha.. yeah.. stat unit

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would at least tell you GPU CPU

real needle
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If only I could see it lmfao

primal sky
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which one is bottlenecked

real needle
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If I run without vr I can see it, but I'm getting (surprisingly) 140

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In vr, I can't see stat unit because it's off the screen and it's locked at 45

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Wow only 140 though

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This is weird

primal sky
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well i think you can run a mirror to the screen as well. forget what its called @wicked oak

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steam VR settings probbaly.

real needle
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Gpu is actualy 22.3. Just had to click off for the screenshot so it limited fps

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I enabled forward rendering, now it's jumping between 45 and 90

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This is so weird. All I have is true sky. I'll try removing it.

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Even lower fps now ๐Ÿ˜‚

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You know what, this just happened when I updated to 4.19.1

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I'll try 4.18 and 4.19

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Also update graphics driver

mighty carbon
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I'll sell my game for $99

real needle
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What?

mighty carbon
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why not?!

real needle
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Many many reasons why not.
Why's it in this channel?

mighty carbon
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my game is VR game, so ...

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not selling it in the channel though

sturdy coral
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@real needle which headset?

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Turn off async reprojection and interleaved reprojection (and on oculus ASW) when checking frame timings

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Modify GetOrthoProjection in the steamvr or Oculus source to make stat fps visible in hmd

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Use oculus perf hud and steamvr frame timings graph where possible, you can make them both visible in vr

mighty carbon
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damn, 4.19.1 is as slow as a turtle ๐Ÿ˜ฆ

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adding BP nodes takes several seconds

subtle raft
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it's a feature

real needle
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Works just fine for me

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@sturdy coral Thanks for the info!
I am using a vive. How do I modify GetOrthoProjection. And how do I show timings in the headset. I remember showing it before, but can't find it in the steam vr settings now.

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It might be in the SteamVRHMD files, but I'm not sure what values to use

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Oh my fps issue might be that shadowplay is on. Haven't tested it with it off yet, but I remember that being an issue in the past

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Ooo also the discord overlay

rocky nimbus
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Woah @real needle your fps counter is way higher than mine, that's so weird

mighty carbon
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why would VR games require i7 ?

tired tree
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games aren't single core anymore....

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its still a big part of it

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but its not literally the only factor

mighty carbon
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So i7-7700 will be a way faster in modern games than i3-6100 ?

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(since there is no way I can't shell out for GPU upgrade, I am thinking about CPU upgrade, but don't want to end up with only 12% faster performance in VR games for ~$350)

real needle
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It's a combination of both

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You need a good cpu to run a good gpu

mighty carbon
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well, give me $1000 @real needle and I will get both ๐Ÿ˜›

real needle
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You don't get out much, do ya

mighty carbon
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no, Mr. Red, I am always in my chair, 24/7

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rarely leave VR for real-world nowadays

real needle
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I can tell through discord.

charred portal
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Yea 4.19 has something strange happening

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Performance took a huge dip in my project too ... 4.18.3 it stays

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I lost almost 10 FPS

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Profiling shows light pass and base taking longer

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Only thing different is engine version

mighty carbon
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well, since Fortnite isn't VR, performance loss in 4.19 is expected

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๐Ÿ˜›

real needle
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@mighty carbon You been doin this for a while?

mighty carbon
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doing VR? Yeah

real needle
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neat. how long

mighty carbon
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since 4.9

real needle
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VR since 4.9? Wow you must have a large portfolio

mighty carbon
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maybe

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maybe not

real needle
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Surely doing it that long you would have lots of neat projects. Maybe some work for studios

mighty carbon
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I work for God

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doing God's work that is

rocky nimbus
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Is this command format correct or do I need to add the = symbol? I saw someone using the = in some places yesterday and not in others..

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4.19

dusky moon
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@rocky nimbus Yes That is correct

dusky moon
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I'm wondering when I run my packaged project on my own pc ... it should load/stream levels faster than others... because I'm speculating that some stuff has been cached before ?! am I right or is this just a conspiracy ?

jaunty shell
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anyone using the VRExp plugin knows if VOIP should be active by default ?

tired tree
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@jaunty shell plugin doesn't have anything to do with VOIP, I have the new audio voip component in the template in 4.19, but otherwise you'll have to either enable it for always on in config, or set up PTT with the sessions plugin I package in with the template

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I think I have the correct config settings in by default in the template to help people

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but set to PTT, so you have to activate mic

jaunty shell
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thanks man I'll have a look at the cfg files

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so far the MP is working awesomely, real time saver ๐Ÿ˜ƒ

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in one day of integration we can already do multi user visits of our buildings, with minimal actions required by the users to log into a server or host one

tired tree
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yeah.....template wasn't intended to be a...template, but a set of examples, but over time I made it more functional because people were just basing projects off of it.

jaunty shell
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you do have to be logged into a steam account for the serverlist to work right ?

tired tree
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I would have changed things around if that had been the original intention.....but it is what it is

jaunty shell
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:p

tired tree
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yeah

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have to be signed into steam if using steam

jaunty shell
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we're gonna create a dumb account with the same ids for every machine then

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even when logged on the same account it works no probs

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pretty awesome that your template also works for non VR @tired tree

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well grabbing stuff isn't the most convenient, but for simple stuff this is more than enough

tired tree
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can make more advanced FPS test pawns, that is just all I need for most tests, I extend it for specific tests from time to time but never merge those changes in

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don't want to promote actually using that pawn for FPS :p, the VR character has overhead that std ones don't, for VR/Flat combination games really should be seperate pawns entirely

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though...it also has some efficiencies that std characters don't have now...I might pull a bunch of those together at some point and pull request the engine with them

jaunty shell
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is there a major difference between the Vive_Pawn_Character and FPS_Vive_Pawn_Character pawns ?

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we're doing industrial archviz, so a lot of stuff in these pawns are actually too much for us :p

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we just need a nice set of movement options, ability to interact with stuff and a pointer that interacts with UI

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we already had most of these setup in our own template, but your has all the networking ready to use ๐Ÿ˜ƒ

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only complain I'd have is the navmesh based navigation for teleportation. We'd rather use a surface check since it doesn't require any navigation tinkering

tired tree
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FPS one is a child of Vive_Pawn, I just override some key bindings and allow the camera to follow control rotation

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also lock the controllers so it can still be used with a headset connected, and a few other things to clean it up. But its base logic is the same, which is why it can be used to test the VR character

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as for teleportation, honestly teleportation in that is a direct port from epics template with some optimizations on things they had. I didn't tinker with it much as teleporting is simple and not a primary focus.

jaunty shell
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no worries ๐Ÿ˜ƒ

tired tree
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@mighty carbon its a good thing really

mighty carbon
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Odd move on valve's behalf

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How is it good?

jaunty shell
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more privacy

tired tree
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they can open up an API for direct ownership queries themselves now

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since peoplewill want it

mighty carbon
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Hmm

tired tree
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and allow devs to lock their games from the api if they prefer

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that guy was literally trolling peoples accounts to get data

mighty carbon
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I hope they do that

tired tree
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it wasn't accurate

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and it was invasive

mighty carbon
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Steam Spy was quite valuable for stats (From indie dev business perspective)

tired tree
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@jaunty shell one thing that is different with tele is the character itself, I wrote some manage network teleportation functions, since teleport is a server authed thing in even normally it doesn't play well in network with clients wanting it

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I run teleportation client side and notify the server, it plays the teleport as part of the character saved move system

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it prevents rollbacks from out of sync, it also allows the server to deny it easier as it knows the actual location at the time of attempt

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as well as not having the ping delay

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normally its a full round trip wait for teleporting

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you don't have FPS pawns trying to teleport in engine generally, it wasn't suited for use like that by default

jaunty shell
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yeah sounds like a much better solution

fleet plume
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when i start steam vr it defaults to loading the steam vr home

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any way to disable that?

jaunty shell
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you should be able to swap out the scene in your steamvr settings menu

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in VR, not the floating desktop window with your devices

fleet plume
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actually haven't thought about that oO
thanks!

jaunty shell
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@tired tree have you done anything to the navmesh generation ? ๐Ÿค”

tired tree
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no?

jaunty shell
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everytime I try to build navigation the editor resets it

tired tree
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oh, the template has dynamic nav mesh

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if you based off of that

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turn it off

jaunty shell
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aaaaaa

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wait where

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I've deleted the recast and bounds of the template area

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but it still does the stuff in the video i've posted

tired tree
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settings->navmesh->runtime generation

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other than that, everything is default

jaunty shell
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right lets try with static

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what confuses me is that it worked perfectly this morning

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and now UE keeps trying to build a small nav area, and only when I'm interacting with an object ? ๐Ÿค”

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nope, still not working

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this makes no sense T_T

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where the F does this small area come from, and why is it only appearing when I interact with an object

tired tree
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try restarting after turning off dynamic

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if its generating when something is moved, its still dynamic

jaunty shell
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I'm not even moving anything ๐Ÿ˜

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just pressing that camera button

tired tree
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that moves the button

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I doubt its set to ignore nav

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just default static mesh settings

jaunty shell
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hmm good call

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restarting the project with nav set to static project wide

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alright I have the nav in standalone, so it should work in build aswell, thanks @tired tree ๐Ÿ˜ƒ

sly elk
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Hey all- question for video capture. I'm making a little promo video for castrol to show some of their partners. I want to capture in 4k and downres to 1080p (im on a 4k display, planning to capture with shadowplay). I currently have r.screenspercentage at 100 and am using the VR pixel density controls. Does anyone know what the best way to change the monitor display resolution is?

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I don't actually care about resolution in the headset, just want a sharp image on the screen for capture

dusky moon
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@sly elk you can set the resolution of VR mirror window on Editor Preferences > Play

sly elk
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Oh, I thought that was only for playing in the editor, not builds

dusky moon
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you want to capture packaged project ?!

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that's actually for editor windows and works fine

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for packaged ... afaik if you just set Start in VR enabled it will fullscreen the mirror window

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but there is a command that I havent used lately ... r.setres xx*yy

sly elk
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Yeah, the full screen mirror is low res. I assume because its a crop of the render target and the render target isn't as dense as the 4k display. Should I continue to increase super sampling with the same vr pixel desnity settings or should I use the old r.screenpercentage setting?

real needle
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That's so weird. Having the same fps issues as yesterday. Turned on missed frame warning in the vive headset and it seems to be missing every other one

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Just happened in 4.19.1

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Also having that weird bug where it takes half a second to place a blueprint node

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How long it takes is pretty equal to the compile time of the blueprint. It's as if it's compiling every time I add something automatically.

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Removed the truesky plugin and it's buttery smooth ๐Ÿคฆ

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I'll see if it fixed blueprints

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Nahh they still seem to be compiling when I update anything, but at least my fps is back.

mighty carbon
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mind-boggling mystery

jaunty shell
real needle
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@jaunty shell You didn't see anything

jaunty shell
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๐Ÿ˜„

mighty carbon
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if I need to build levels in a similar manner Hexen levels were built - hub level from which player goes into branches, do I make it as one persistent level with streaming levels inside, or do I make each level (including hub) as standalone persistent level ?

wicked oak
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separated levels

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@mighty carbon standalone persistent is the best way

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you are in vr, if you were to load/unload level layers, you will lag anyway

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separated levels are easier to deal with, usually

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if you are going to have streaming levels, remember to have "corridor" type connections

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A map connects to B through connector C

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as you enter connector C, A unloads and B starts to load

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connector needs to be long enough to allow for it, or some kind of way to slow the player

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honestly its better in separated levels

mighty carbon
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aye, thanks @wicked oak

dusky moon
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talking of streaming levels... is there actually a limit on how many sublevels you can add to a persistent ?! as my project is expanding I'm becoming sensitive about it ๐Ÿค”

wary onyx
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@dusky moon i love vaporwave, i actually realized thats why i was getting so much problems once i used the blue camera everything worked beautifully

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i gues i was going too ahead of myself

dusky moon
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@๏ผก๏ผฃ๏ผฅใ€€๏ผง๏ผฏ๏ผคใ€€ใ‚กๅฐใƒ‹#9718 me too kinda. well you can just add a postprocess volume to your VR Pawn/Character and mess with the colors and stuff to get things the way you want.

rocky nimbus
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I set up a 2-handed weapon system once using an event tick that set the position and rotation of the weapon based on some math using the motion controllers, is this how it would normally be done? Is there a more performant way than to use an event tick to constantly be updating the state of the gun, etc.? I know it has to update every frame anyway but it felt a bit hacked.

wicked oak
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@rocky nimbus no issue whatsoever

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i mean that is 1 tick

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you should only worry if you have like 100 doors along the map with Tick enabled

rocky nimbus
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@wicked oak Would you consider doors with physics enabled ticking constantly or door BPs with actual event tick nodes in them? I did want to include some physics-based doors and have up to 10 people playing, potentially all of them using 2-handed weps updating constantly.

wicked oak
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still no issue

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epic games has said that you mind your tickers, just profile them

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a lot of ticking stuff can be moved to a timer with 0.2 loop, or similar

tired tree
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@rocky nimbus real physics doors when they aren't in use go to sleep

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I profiled with literally hundreds of them once in a levle

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no impact if they are asleep

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and non physics doors, just set Tick to off when they aren't in use

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never leave ticking on with something that isn't actually doing anything

wicked oak
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tick off does nothing

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its still on the tick graph

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just doesnt call the blueprint event

primal sky
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sounds like it does something

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hehe

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๐Ÿ˜›

tired tree
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@wicked oak most people throw at least a branch in ticks if they are using them

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to check if it should be doing anything

wicked oak
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of course, it doesnt call into blueprint, wich is good

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but the best is to have the "can ever tick" tofalse

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and rely on events, timelines, timer

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i saw they updated Dungeon Architect for 4.19

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now that i have my prototype demo done, im going to see how would fully procedural levels perform/work on my game

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maybe i eventually do one of the tilesets as pure generated

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instead of chunk/module/section based

granite jacinth
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Yeah

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TBH, while I definitely advocate against using ticks whenever possible

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There are plenty of situations where you have no choice

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And so like @tired tree stated, branches come into play

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It's still ticking that branch

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But it's better than the rest of the functions

tired tree
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anything that needs to happen every frame should be on tick, timers have their own overhead and they won't improve there

granite jacinth
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Also can just set tick disabled for the actor when you know it shouldn't be ticking at all

tired tree
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anything that isn't frame paced...timers should generally be better

granite jacinth
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Timers are still better than Tick in a lot of situations though

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People still misuse Tick when they should be using a Timer instead

primal sky
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I did some tests with our animated player characters

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setting every single component tick to 60fps from the normal unlimited

#

with 140 soldiers in the scene I could cut my game thread time in half.

#

just on idle ticking of a character.

granite jacinth
#

Hmm, but where did you do that?

primal sky
#

on every component in the blueprint

granite jacinth
#

heh

primal sky
#

character blueprint

#

everywhere i could find any tick component

granite jacinth
#

TBH

primal sky
#

it was telling.. we are definitely spending some energy where we should be.

#

things like ticking through a health component all the time

granite jacinth
#

I am surpsied you can't just do it per actor

#

Actually..

primal sky
#

yes you can but it doesnt seem to catch everything

#

and I dont really get that

granite jacinth
#

Well

#

Probably due to tick groups

primal sky
#

well we do things like throttle anim update rate by distance

#

and frustrum

#

physics update rate.

#

and a whole wack of other stuff

#

you are making me want to go and dump all the ticks now in a live game

#

with 80 players

#

and just see.. wont tell me the rate though I dont think.

#

amazing though.. i was really surprised to see the gamethread half

granite jacinth
#

it should

primal sky
#

our programmers poo pooed me

#

๐Ÿคท๐Ÿป

#

sometime evidence isnt enough

#

hahaha

wicked oak
#

combining dungeon architect with my own path node system

#

top kek

#

my query system works

mighty carbon
#

damn, vblanco

#

you are full of surprises

#

๐Ÿค”

fleet plume
#

lol @ level 10 lol

#

such a tryhard leet hipster ๐Ÿ˜›

mighty carbon
#

I don't know about that

#

I think vblanco is actually Palmer

#

conspiracy theory is unfolding here

fleet plume
#

"not fired for political reasons"

mighty carbon
#

I remember when I just joined this channel back in the days, someone thought I was Palmer ๐Ÿ˜›

fleet plume
#

did you dress up as Quiet?

mighty carbon
#

there is no such feature on Discord

fleet plume
#

your avatar

#

maybe it was that exact picture

mighty carbon
#

nah, it was the same "no avatar" avatar

sly elk
mighty carbon
#

ha, nice

#

I don't think I'd have patience to play through a game about tightening nuts ๐Ÿ˜ƒ

sly elk
#

Hah. So im making a power tool that speeds thigns up without automating

#

its going to be an electric ratchet that limits torque in the tightening direction

#

so you can spin a bolt down until it seats, then to the final tighten by hand

wicked oak
#

damn thats an awesome effect

#

is it a spline for the arc, plus a particle effect using 3d splash meshes?

#

nice Ad too

sly elk
#

its a skeletal mesh with bones that calculate an arc

#

bruno could explain it better. he is on here somtimes

wicked oak
#

similar to an spline then, but with bones not spline meshes

#

good shit

glacial socket
#

Hi all!
Anybody tried windows mixed reality with Unreal Engine?
My problem is the analog joysticks are not mapped to the vive thumbstick but our game would be more fun with joystick loco+turning.
What are the engine input mapping for those?
Thanks in advance!

wintry escarp
#

are they mapped to the rift thumbsticks instead?

mighty carbon
#

what have you been up to @wintry escarp ?

glacial socket
#

rift: correctly mapped to joysticks, vive: thumbpads
on WMR it would be best to use joysticks however it is mapped to thumbpads

fleet plume
#

i have a BP actor where one of the components is a stereo layer
when i destroy the actor it's gone from the the level hierarchy, but the stereo layer still gets rendered onto the HMD

#

do i need to destroy it manually?

tired tree
#

@no7hing#8688 how old is your project? they switched over to using BeginDestroy for it in 4.18 or 4.19 to fix that very problem

#

mm, names broken

wintry escarp
#

motorsep: not much, trying to look at 4.2o subdivs but it crashes as soon as I try anything with them

sturdy coral
#

@glacial socket you have to do some special work to make thumbsticks work, there are some threads about it (non-ue4 specific) on r/windowsmr

glacial socket
#

I've tried altering the config file but it causes the room center to move which is not handled in UE and messing up the in-game position tracking

#

so those tweaks are not enough

fleet plume
#

@tired tree started in 4.16 IIRC

#

meanwhile i'am on 4.18.3

#

i tried setting the texture to nullptr (c++) or nothing (bp); manually destroy the widget where the texture is coming from; disable live texture

#

no dice

#

what happened to GEngine->HMDDevice ?

wicked oak
#

takin dungeon architect for a spin

#

very cool shit

fleet plume
#

ah, it moved to the hmd function lib

wicked oak
#

i wonder if i can integrate with my own generation

#

so it generates automatic corridors beetween the arenas or special areas i create

fleet plume
#

is that a game?

#

dungeon architect

wicked oak
#

its a plugin

#

it has a huge amount of stuff for random generation/rogelike things

#

sadly, you dont have much control. The dev is working on that tho

#

its very useful to prototype

fleet plume
#

maybe i know it's sibling from the unity store

wicked oak
#

and you can customize it

#

becouse its the same

#

the dev mantains both versions

fleet plume
#

sounds familiar

#

have you ever had a problem with a persistent stereo layer?

#

is NOT rendered anymore in editor window, BUT in hmd?

wicked oak
#

thats how layers work

#

allways

fleet plume
#

i destroyed the actor of it

#

where it's a stereolayercomponent

wicked oak
#

you better control the generator and customize it

#

becouse its retarded to a huge degree by default

#

made sure to add a "far from doors" rule

real needle
#

Has anyone had a chance to try the Zed-Mini and their custom build of unreal?

tacit quest
#

@wicked oak can you randomize a dungeon, then bake it to populate it yourself?

wicked oak
#

yes

tacit quest
#

hrm, i may pick that up

eternal inlet
#

anyone interrested in playtesting my coming game in the current test-state, are welcome to join my channel here: https://discord.gg/UNSpf8u (oculus/vive)

obtuse spruce
#

Have any of you guys working on VR projects been in the awkward spot of having to decide whether or not it's worth to upgrade engine versions mid-development? I'm using 4.16.3, where, among other things, lots of optimization viewmodes are broken in VR and standalone doesn't work, so I'm really wrestling with whether or not switching to a new engine version is worth it. Any thoughts or advice?

granite jacinth
#

stay in 4.16 until 4.19 is fixed

#

then jump to 4.19

#

But every version improves upon VR little by little

short laurel
#

my personal opinion is that bearing the pain and upgrading as soon as possible is a much better plan than waiting... It is less painful now than it used to be.

granite jacinth
#

Just depends on close to the end you are

#

If you are going to release, let's say next week

#

Don't update ๐Ÿ˜ƒ

short laurel
#

that being said - it depends on your specific concerns

#

totally agree lol

granite jacinth
#

4.19 is important because it fixes issues with WMR and Pro

short laurel
#

a friend of mine is doing some contract work on 4.10

#

poor guy

obtuse spruce
#

We are still a ways away from release. Our alpha launched two weeks ago, and it's going to be many months until we launch the full version; we'd like to do that in November. (It's a VR climbing game inspired by 2d platformers like Super Mario Bros. You can try it here if you want: https://catapultgames.itch.io/dont-look-down)
I know what you mean about upgrading ASAP to get it over with, but I'm very afraid of doing that. I was one of the many people whose VR projects were rendered almost unplayable by a bug in 4.17 that was screwing up play space origin location and rotation. Going back to 4.16 and having to re-do all the work I did after upgrading was a massive pain, and I'd absolutely hate to have that happen again.
Is your friend doing VR work in 4.10? I don't even wanna know what QOL features for VR are missing going back that long...

itch.io

VR climbing game with power-ups, enemies, and bonus rooms.

#

And what do you mean by "until 4.19 is fixed?" What's broken in VR in 4.19 right now?

rocky nimbus
#

@obtuse spruce Use the 'make a copy' option when opening your project in a newer version and this won't harm your original files in case something's broken in the new one

#

What version are you using to make DLD?

obtuse spruce
#

@rocky nimbus We're using 4.16.3. Not super old, but kinda old in terms of VR because of all the small QOL updates they do for VR in every new release.
I think UE automatically makes a copy when you open an old project in a newer engine version. The problem I was talking about was not that I lost my original files, but that I had to re-do all the work I had done after updating to 4.17 because files aren't backwards-compatible.

rocky nimbus
#

@obtuse spruce Yeah I feel you, I'm using 4.16.3 on one of my projects as well. Upgrading kills all of my dynamic instances and I have to re-create them so I'm not gonna bother

#

But that project is over, I go back to it if I need to make any slight adjustments. For a long-term project, will definitely have to upgrade

granite jacinth
#

So, wtf

#

But how the hell do I get outta WMR lobby crap ๐Ÿ˜ฆ

#

I keep going in there sometimes out of nowhere, but others because I hit the damn windows button on the controllers.

#

But pressing it again doesn't transport me back into the game ๐Ÿ˜ญ

#

w/e, if anyone knows of a sure way to get back into the game after accidently hitting the WindowsKey, hit me up, you'll be in my debt ยฏ_(ใƒ„)_/ยฏ

#

(other than alt-tabbing and clicking the VR preview window)

sturdy coral
#

@granite jacinth there should be a steamvr window inside the cliffhouse environment you can click on

#

sometimes it can get stuck behind other objects or under the ground

granite jacinth
#

hmm, I'll keep an eye on it

#

thanks

rocky nimbus
#

Could this be used to handle physics-based 2 handed weapons? I was looking into it for interactive doors but thought it might work here as well

tired tree
#

Yes, I use a similar method to the physics handle with some improvements and two handed interactions, the component is generally fine though

granite jacinth
#

sigh, I really can't recommend doing dev work with WMR full time

#

Well, not the Samsung Odyssey anyway, I don't remember having these issues with the Acer

#

But could be something new since I've last used the Acer. But I just accidently closed the freaking SteamVR window in Home

#

And Now I can't play SteamVR in editor until I restart the editor again

#

It's actually more trouble than it's worth

#

Other than having to constantly hit Win+Y to work on regular desktop all the time

hollow mauve
#

does anyone know where i can disable pushback in the vrexpansion plugin by mordentral?

#

been looking in vive_pawncharacter and cant find a bool or the radius he mentions in the forum post for shutting it off

tired tree
#

there is no bool

#

just don't have it collide with the object, or set the WalkingOverride

#

either works

hollow mauve
#

which object on the pawn conroller is the collider check? the head mesh i set to ignore all collisions

tired tree
#

the character obeys standard engine collision channels, so any object ignoring the pawn channel can be walked through

hollow mauve
#

i still wanted the callback to work just didnt want the physics effect

tired tree
#

the capsule

hollow mauve
#

i see

#

the root capsule ok

#

and that wont affect the motion controllers?

tired tree
#

no

hollow mauve
#

hand wand things

#

thanks big help! was working on this the last 20 minutes

tired tree
#

walking overide is to set it so locomotion and free walk have different colliders

#

so you can be blocked during locomotion, yet still walk through it in roomscale

#

its a seperate thing

#

but turning off blocking period

#

from

hollow mauve
#

ah gotcha, i am only using roomscale with teleporting, basically imported your example project and am taking it apart to figure it all out/modify

#

super appreciate your help

#

hahahaha omg, i just fell through the floor

#

ok so i need to collide with.. 1 thing

tired tree
#

You can turn off gravity too though

hollow mauve
#

oh? just for the player in the controller

#

found it thanks

tired tree
#

can set movement mode none too

#

since you aren't using locomotion

hollow mauve
#

i added an enum to the movement to set it to to a none state

#

i didnt find movement mode none

tired tree
#

in the character movement component, you should look up characters

#

its a fully featured one, so most things are the same as any character guide

#

mostly just additions, not reductions in features

hollow mauve
#

yeah, im still working my way around unreal. i can code and do algorithms but i dont know all the ins and outs of unreal yet

#

ok yeah i found disable movement i just assumed that might disable all hmd movement (worried)

#

i tried disabling gravity on the vr root capsule but am still falling. will keep digging

tired tree
#

nope, character exclusive, just puts it into a state where it doesn't perform any movement logic

hollow mauve
#

ahh kk

tired tree
#

including falling

hollow mauve
#

but that doesnt include gravity falling?

tired tree
#

you can pm me with questions though

hollow mauve
#

ok, i appreciate it

sinful bobcat
#

hey vive owners

#

can i setup the sensors at desktop level?

#

or do they really need to be standing eye level

real needle
#

@sinful bobcat You can set them up on the floor if you'd like

#

Any configuration works, as long as there are no major reflective surfaces or direct sunlight

#

"re: different online subsystems: UVoipTalker is only supported with Unreal's native VOIP support, which is used in the Null and the MCP subsystems. "

Does this mean steam lobbies are out of the picture...?

#

Only one way to find out

sinful bobcat
#

ok cool

sturdy coral
#

@real needle I'm not sure what MCP stands for, but it does work with steam

real needle
#

@sturdy coral ah much thanks

#

I was looking at if it was possible to project the voice back to the player

#

Also quite important if one want to test effects

sturdy coral
#

@real needle hmm well maybe not, I thought I saw reference in steam

#

damn yeah looks like it doesn't

#

I've already transitioned to it too

#

my old stuff supported steam

#

@real needle looks like MCP is iOS..

#

another case of "not needed for Fortnite, not implemented" ๐Ÿ˜›

#

it is weird because the output code before was identical between null and steam other than the compression method

real needle
#

@sturdy coral I think mordentral set it up in the example, we might be able to test

#

I think I'm done as well, with voice modulation input lol

#

Just need to set a source effects chain

sturdy coral
#

as far as projecting back to player, there used to be a debug define called loopback or something

real needle
#

@sturdy coral what prevents me from not using steams voip when in a steam lobby?

sturdy coral
#

@real needle you can probably still use it, I think ittjust isn't hooked up to the VOIPTalker

#

so it won't be spatialized

#

we'll need to double check, but I don't see the synth component thing being referenced except in the null subsystem

real needle
#

Hmm

#

Well the new audio engine looks amazing

#

I'll build a Thermin instead

#

I've had it turned on for a while, but I didn't look into the new libraries

#

It makes me happy to see midi still being the format

digital musk
#

@real needle did you build a theremin in UE?

real needle
#

I'm just starting

#

After 16h of work I want to do something fun

digital musk
#

You're kidding ...I literally just had the conversation two days ago with someone who said they want to try to play one and my reply was " I could probably build you one in UE" ๐Ÿค“

real needle
#

If I'll get a pair of IMU gloves or Knuckles it would be more impressive

#

I wonder if the ZED-mini has a hand tracking portion of their api

digital musk
#

This I NEED to see!!!

#

Would it not be a great case for Leap Motion?

sturdy coral
#

@digital musk not UE4, but google open sourced soundstage:

#

I think it has a theremin like thing

real needle
#

It would be, and I have one somewhere... Not many will strap one to their hmds though, they need to integrate it

#

From Stereolabs documentation. One could probably repurpose their spatial mapping for hands, but that one is not me

#

I haven't seen any leap motion projects in unreal for a long time

#

From their latest videos I'm sure it's pretty good

glacial socket
#

@granite jacinth I see you tried to develop for WMR. Do you happen to know how to map anything in UE for the WMR analog joysticks?

ivory flower
#

Hi, do you know if scenecapture2d is working for vr projects? I tried to do a mirror and it was working fine on editor, but once I launched the game (from command line or packaged) fps dropped to ~20 (UE 4.19, Oculus Rift). I changed it to refresh at 30fps and I got a little better but not enough. I didn't notice any improvement reducing render target texture

rocky nimbus
#

@ivory flower It does work, I used it to make a sniper scope but it's very heavy

#

A mirror would be even worse

jaunty shell
#

what resolution is your scene capture running at ? @ivory flower

rocky nimbus
#

I had to reduce the capture resolution, overall project resolution etc.

jaunty shell
#

maybe you can use a planar reflection ?

ivory flower
#

I tried with 128x128 but there wasn't any difference with 1024x1024

#

I disabled all the scene flags also

#

but I don't understand why it's working fine on the editor :/

jaunty shell
#

@tired tree I've got a weird bug with VRExp where the clients rotation on teleport sometimes gets flipped 180ยฐ, is this a known bug ?

#

ain't the case on the host though

#

nothing happened @sturdy coral ๐Ÿ˜„

sturdy coral
#

apparently + key is next to enter on numpad

jaunty shell
#

๐Ÿ˜„

jaunty shell
#

actually that teleport rotation problem on multiplayer is more of a random angle

sturdy coral
#

@jaunty shell did you watch his last youtube video? it talked about rotate in multiplayer a bit

#

not sure if it addressed what you are running into

jaunty shell
#

oh this might have gotten over my head

#

I kinda watched it yesterday but was focused on other stuff. Will have a look

#

hu, so this might be the packet loss related stuff he is talking about then

digital musk
#

I've been trying unsuccessfully to teleport with a set rotation...was looking inside the default VR pawn for how to set the teleport rotation but I'm missing it. Sorry, who's video are you referring to?

jaunty shell
#

around 14mn30 mordentral talks about the packet loss

digital musk
#

thanks

torpid estuary
#

Hi
Probably it has been asked a million times but How can I define the initial position of the camera in VR?

#

And is possible to remove the stupid keyboard that appears by default with the Acer Mixed reality headset?

rocky nimbus
#

@torpid estuary Are you referring to the player height?

#

@jaunty shell Have you played around with the retain momentum stuff he put together?

jaunty shell
#

don't think so

#

haven't changed anything to the pawn

torpid estuary
#

@rocky nimbus Height and position

rocky nimbus
#

Any idea if that lever at the start of his video can be moved with touch instead of grip?

#

@torpid estuary Use this node, set it to Floor Level and you'll be as tall in-game as you are in real life

#

As for position, can you describe what you're trying to achieve?

#

P.S. run that node at beginplay inside your pawn.

torpid estuary
#

@rocky nimbus I have a character placed in the scene and I want the game to start with the VR headest looking at the character (of course if the headset is oriented correctly). I'm going to try that node for the height, thanks

rocky nimbus
#

When you place your pawn in your level you can rotate it to face whatever default direction you want and your real-life front-facing direction will be facing you that way in-game. Or, if you're spawning your pawn you can just set its rotation to the same. @torpid estuary

#

But make sure when you drop your pawn in your level, you leave it where it is (on the ground)

#

That way your floor will match your floor in-game.

torpid estuary
#

@rocky nimbus I'll try that, thanks

rocky nimbus
#

Np!

tired tree
#

@jaunty shell what version are you on? it could either be A: packet loss in the older version prior to the MoveAction_Teleport (would have to be fairly old), B: The newest version as of Monday or so and I screwed something up and I need to fix it :p Considering the overhaul touched teleporting.

jaunty shell
#

I think I updated to the latest version.. Shall I check in the plugin info ?

tired tree
#

you are on 4.19?

jaunty shell
#

yup

tired tree
#

PM me

#

i'll go over it, you might be doing something wrong

tired tree
#

newp, was my bad, will patch in a few mins

jaunty shell
#

in the end the important thing is that it was fixeable ๐Ÿ˜„

tired tree
#

almost all things are fixable

rocky nimbus
#

Epic servers are down, can't log into the launcher - is there any other way for me to grab an asset pack and 'Add to Project' without the launcher? Haha

mighty carbon
#

nope

#

I thought they bounced back last night. At least I was able to log into forums

rocky nimbus
#

Yeah so was I,

#

It just kicked me out

#

A few min ago

mighty carbon
#

hmm.. Marketplace is out too :/

rocky nimbus
#

It crashed right after I bought something

#

But it worked

sly elk
#

yeah, i noticed the forum was down

rocky nimbus
#

Servers are back up

#

๐Ÿ’ฏ

mighty carbon
#

Marketplace is still down for me :/

glossy agate
mighty carbon
#

having bots is always a good idea!

glossy agate
#

Agreed. Makes it way easier to test gameplay flow too

#

And they will only spawn in empty team slots so you can have have bots to just fill a team if only a few people are playing

rocky nimbus
#

Is Mordentral's plugin not available for 4.19?

wicked oak
#

@rocky nimbus it is

#

been for a while

rocky nimbus
#

@wicked oak

#

or is the master branch always the latest ver

wicked oak
#

i had it working on 4,19 since preview

#

but i did get it and edit a couple errors out

#

nothing mayor, like 1-2 things

rocky nimbus
#

im just not sure how to download a version of it that will work with 4.19 from that page in the screenshot

#

oh wait,

#

got it

soft beacon
#

Does anyone know why Set Actor Location for a Pawn works normally in 2D, but in VR it simply doesn't? If I am not in VR mode, it works fine, so i dont think its a blueprint error

rocky nimbus
#

@soft beacon Nothing happens in VR?

tired tree
#

@rocky nimbus yeah master branch is always current engine version

#

I lock older versions into stable branchs and apply selective patches down to them if it applys

soft beacon
#

@rocky nimbus the player is ust stuck in a random position

#

this is my BP. Works in non VR mode, but in VR mode the camera is stuck

rocky nimbus
#

@soft beacon Can you confirm the entire chain is executed whilst in VR mode?

#

@tired tree The step-by-step said the solution build time could take between 20 min to an hour but it just finished in 1-2 minutes. Did I do something wrong or were build times much longer when the tutorial was written? Haha

tired tree
#

it was longer

#

IWYU greatly improved things

#

though, i didn't write the step by step

#

he may have had a slow setup

#

and/or based it on the template which includes another additional plugin

rocky nimbus
#

Yeah, works great - thanks

obtuse spruce
#

@soft beacon Unless you just threw that script together for testing purposes and efficiency doesn't matter, I recommending banking a reference to your player controller ahead of time so you don't have to do a cast operation every frame.

soft beacon
#

@obtuse spruce Interesting, I see, that is awesome, will try

obtuse spruce
#

@soft beacon No problem! You won't notice inefficient code on small VR projects, but once your inefficiencies add up and your CPU/GPU threads start bumping into the 11ms threshold of life or death, you're gonna have a bad time with all the frame drops. If you wanna learn more about performance and optimization stuff, this talk by Zak Parish (in all his pink-haired glory) is a good place to start: https://www.youtube.com/watch?v=hcxetY8g_fs

This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the...

โ–ถ Play video
real needle
#

I'm seeing a strange behavior on the VRWorks 4.18 branch. When multi res shading is turned on, my draw time is significantly increased. I'm not able to find any information on this topic (like, does forward/deferred matter) and was hoping someone here might have some knowledge working with VRWorks

foggy burrow
#

Guys, what I need to make my right hand picking a type of object that cannot grab the other hand(and viceversa)? So I need the left hand can grab an object of tool type, the right hand an object of weapon type... I realized just now working in VR is harder than I thought

#

Do I need two different Grab\Release interfaces for each hand?

wary onyx
#

@rocky nimbus thank you sinn for sharing the tips

#

i was able to get through this like a breeze

sturdy coral
#

@real needle only thing I know of is if you have something very geometry heavy I've heard it can be worse

granite jacinth
#

Man...lol....today's been a hell of a day

ivory flower
#

@foggy burrow you can check the motion controllers component hand property to know if it's the left hand or the right hand

jaunty shell
#

@real needle how about LMS ? Same results ?

sinful bobcat
#

am i wearing it right

candid viper
#

@real needle MRS/LMS trade vertex cost for fill rate reduction. Results vary by scene. It's not a case of you can't have higher geometry density, but tends to be more what the balance in the drawcalls for the scene is. If you combination hits the vertex side too much you can stall out the pixel shader which can end up not faster than not having the vertex cost/triangle and just drawing the pixels. I'd strongly recommend getting a RenderDoc capture to verify that you have MRS actually running and also to look through what actual draws you're making before drawing conclusions.

real needle
#

@candid viper I was interested in ways how I can profile it, I will look into RenderDoc. Gamethread perf is easy to profile but rendering is tricker and stat GPU/scene rendering etc isn't enough for something like this

wicked oak
#

@candid viper not at all. they are direct fill rate reduction, without barely any extra cost

#

that is the whole point, its done with some gpu extensions for the multiple viewports

#

at least it was like that on DWVR

#

and DWVR has nearly 2 million polygons and nearly 2000 drawcalls

#

no issue whatsoever, MRS was a straight +20% performance improvement thanks to less pixels

#

if vertex were more costly, i would be losing perf, but i wasnt

candid viper
#

@wicked oak The broadcast to multiple viewports is not free. Maxwell and Pascal NVidia gpus have sufficient buffering that they can usually keep that on chip. If you compare the performance increase vrs the fill rate change you'll see that you don't get the full increase. For most workloads it is better, but not all.

granite jacinth
#

ya, but it's all about that Red Team

real needle
#

@wicked oak @candid viper I have seen high quad overdraw in a couple of locations, but the scene is relatively simple. 600-1k draw calls, 1mil polys

wicked oak
#

yeah, but DWVR was probably a worst case scenario, as it was already on the absolute limit drawcall/polygon related, and its perf improved with MRS

#

this for multires, not LMS

#

when i tried it

candid viper
#

@real needle RenderDoc is good not so much for profiling but you see exactly how UE has rendered what you asked it to. Can often be a case of tweaking the UE scene to improve things rather than GPU tweaks. If you're wanting to tweak shader performance more, that is something else.

wicked oak
#

renderdoc is great, super useful

real needle
#

@candid viper Shader complexity is negligent in the scene, but I hear yah. There seems to be a good amount of docs and support for RenderDoc, I'll see what I can figure out

wicked oak
#

renderdoc does have some timing info, but i wouldnt trust it too much, its too granular. Its main purpose is to see if there are weird shit getting calculated that you dont need

#

you can also see the difference beetween forward and deferred really well with it

candid viper
#

The problem with usind drawcalls to compare is that not all drawcalls are equal. Depending on what changes between draw calls, the cost on gpu side especially varies. Very simple example. If you're using a material with a basic shader driven by texture data, then one draw to the next is likely just changing textures (likely using the same index/vertex buffer depending on how things are setup). Really cheap. If the materials are more involved then that can require shader changes which depending on what can stall out some of the threads on the gpu during the change. Whether that is hidden or significant is a huge variable. I'm only aiming to illustrate that while draw calls is useful at a very high level it doesn't tell you much at all over than the rough granularity of the scene. Also, I'm not doubting people having positive results with MRS/LMS - just wanted to illustrate when it's not as helpful as expected, what kind of thing typically causes it.

wicked oak
#

you can see unreal engine likes to sort the meshes by material, lowering the drawcall cost

#

due to less switching

candid viper
#

Mostly I'd suggest RenderDoc for figuring out if things are being draw as you expect. What is changing between draw calls? Is there anything enabled I don't expect?

wicked oak
#

renderdoc is amazing to debug what you just said, as it does point when stuff changes

#

even like that, on the drawcall switching cost, im pretty sure drivers optimize it

real needle
#

would I be able to differentiate between say, masked materials and translucent?

wicked oak
#

when i was doing a shitty render engine, i found that the gpu driver batched my driver calls

#

like only sending stuff to the gpu every 100 drawcalls or so, to send it at once

real needle
#

I've been profiling, seen a 0.0x amount of translucency being drawn, but then realized that half the scene was masked or additive

wicked oak
#

masked cost is nearly nonexistant

#

it does exist, but its low

candid viper
#

Drivers optimise as much as they can, but the underlying hardware has limits on what changes it can pipeline and hide the cost for.

wicked oak
#

main issue with masked is that it still has to run the normal shader on the transparent parts

#

it just then skips from opacity mask

#

but its still much cheaper than any form of transparency

candid viper
#

Masked cost can depend a lot on the interaction with high/early Z on the particular card. Usually cheap, but you can hit some more expensive cases. UE it self generally does a very good job of stopping you being able to submit anything that hits the really bad cases, but it is still possible.

real needle
#

oh yes switching from translucent to masked or even additive has a very noticeable impact, but in this particular case it was actually still causing hitches because of the sheer amount. I wasn't able to see that in stat scenerendering for example, apart from BasePass and RenderVievInit

#

it's a good thought to remember that the built in tools are simplifications of complex data and that one shouldn't rely on them 100%

wicked oak
#

what you working on @candid viper ?

foggy burrow
#

@XavierGaro#8824 I tried with the switch on Hand Enum but maybe is missing something... Should I add in the pickup interface a parameter named HandIndex or something like that?

real needle
#

@foggy burrow Yeah just add an interface event that will return if the actor is held and if so, by which hand. Determine if the player can pick it up from that data.

#

You should also set which hand is holding the actor once it's been picked up

#

Which, as you said, you can pass along a "HandIndex" or the motioncontroller component, which you then can "get hand" from

foggy burrow
#

Ok, I open Unreal

#

let's see

rocky nimbus
#

Has anyone tried the 'Advanced MultiView IK Character with VR IK' plugin by Dominic Gregory yet?

candid viper
#

@wicked oak Mostly things that I can't talk about. A mixture of game and enterprise stuff. One I can share is a short project done for the BBC to take a version of the Queen Vic pub (from Eastenders - a UK TV Soap Opera) and make a VR experience with it. That isn't publically released yet, but they did use it to put one of the cast and a YouTube "influencer" into VR. https://www.youtube.com/watch?v=IyLNJuCijVA Skip to 4:30 for the VR bit. This was the BBC demoing - so I cringe at the headset setup etc, but for a short project it's fun seeing none games/VR people play it. It has been used to demo for Universities here. The other game and especially the enterprise work pushes things a lot more, but I'm limited what I can discuss.

HEY!!! Welcome to an extra special vlog. Today I went to the set of EastEnders and hung out with Danny Dyer! We both had some fun trying a VR experience the ...

โ–ถ Play video
foggy burrow
#

@real needle I made this, but it doesn't work: the weapon can be grabbed also with the left hand

#

the first element in != is the actor which grab, so if the actor wich grab is != left hand, then pickup

rocky nimbus
#

hmm

#

can you show more of your BP?

foggy burrow
#

I modified It, anyway is it normal debug strings doesn't appear in VR preview?

#

nor breakpoints

#

anyway I'm making some screen

rocky nimbus
#

oh crap

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I thought I was in another channel where I was helping someone

#

so your screenshots confused tf out of me

#

hold on brb

foggy burrow
#

lol don't worry

rocky nimbus
#

my strings aren't appearing either, 4.19?

#

I do see them in the output log though, so you can fall back on that

foggy burrow
#

I've found a topic which show how do that

#

about the strings I mean

#

about the weapon grab... it seems not execute

neon egret
#

Anyone here used the OculusSubsystem to issue a Game Invite?

rocky nimbus
#

Is motion capture possible using a VR rig within UE4? Instead of being a character and filming it, to actually bake the animation data and then use it in a cinematic render

obtuse spruce
#

@rocky nimbus Are you saying that printed strings don't appear in VR in 4.19? They appear in 4.16.3, but they're really hard to see in the corner of your eye if you just print it once.
I'm doing a bit of researching to decide whether or not it's worth updating my project, so learning all these live bugs is important.

runic phoenix
#

4.19 behaviour is the same

#

they're in the very top left corner of the render target and they're really hard to see, but they're there

#

I've taken to printing strings to the HUD

rocky nimbus
#

@obtuse spruce Yeah. I tried printing lots of them because I've had problems before where I had to print like 20-30 just to get them low enough to see but they don't appear (not even on my monitor preview)

#

They did in previous versions

runic phoenix
#

@neon egret I believe one of my clients has that working in their 4.19 project

#

oops

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@rocky nimbus they were working for me, I'll double check

#

@neon egret I'm on slack with the guy who hooked it up if you have specific questions

rocky nimbus
#

Could just be me, ran into this a while back in 4.16 and fixed it but can't remember how. It's probably a local problem

runic phoenix
#

they were definitely working for me in .18

neon egret
#

@runic phoenix Main Question is how does he listen to the Invite Request

#

For Steam I had to hook up the Steam Callback manually

#

I can send the Invite without problems. It arrives in the other users Oculus UI

#

But I want an Event in my code (delegate) that I can bind to to display UI and accept/reject the invite

runic phoenix
#

I'll take a look

tired tree
#

@rocky nimbus something to note now that you are playing with the plugin, I have a direct Console / Output command window output to texture / stereo layer setup

#

its....significantly more convenient than checking view space for print strings.

runic phoenix
#

@rocky nimbus yeah my prints are working in vr preview in 4.19

#

@neon egret I'm sorry I was mistaken. They are using the Oculus matchmaking system to find and start sessions.

#

there's no direct invite yet

neon egret
#

Means they don't have direct invite yet

#

Or Oculus doesn't support that at all

#

? :P

#

I mean I can send an Invite

#

So I assume it's possible

#

Guess I'll have to wait for Oculus to answer. Thanks though!

runic phoenix
#

I don't see a single bit of event driven code in this network blueprint

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everything's in response to something it's already doing

#

sorry ๐Ÿ˜ฆ

neon egret
#

Yeah it's also 100% c++ :D

runic phoenix
#

ahh

neon egret
#

If you only look at BPs then you won't see that anyway I guess

runic phoenix
#

are the docs online? I can take a quick look

obtuse spruce
#

@runic phoenix Thanks for confirming that prints work in VR in 4.19.
Do you know of any live bugs in 4.19.1 that affect VR? I'm scouring the answerhub and bug tracker to see what problems I may run into after upgrading.

runic phoenix
#

nothing specific to 4.19 yet

#

we did hit a recent issue with rendering resources not being released after PIE

#

second run of PIE locks up for ages during startup

#

got fixed by using a splash screen during loading

#

we were on 4.18 before for this project, so it wasn't a big jump

neon egret
#

I tried to look into the docs

#

But I couldn't find more than a starter guide for UE4

#

Couldn't find an API or so

tired tree
#

@neon egret LibOVRPlatform module contains their api headers

#

looks like room invites are handled through their generic messaging bus

#

can iterate over an array of pending invites

neon egret
#

Will have a look at it next week
Thanks!

obtuse spruce
#

@runic phoenix So that's an issue that appeared in 4.18 and hasn't been fixed as of 4.19.1? I'm using 4.16.3 right now, so I have three engine versions worth of updates and bugs to research ๐Ÿ˜ž

runic phoenix
#

@obtuse spruce we don't know when it turned up, it was hidden by something else that we exposed at the same time as the 4.19 upgrade

#

but it's a recent issue supposedly, and happens in a blank project

#

honestly I'd just try it

#

no amount of research will prepare you ๐Ÿ˜ƒ

obtuse spruce
#

Ok, gotcha. We rarely ever use PIE, so that shouldn't be too much of an issue.
We did a bit of research to know what to expect, but of course that's no substitute for diving in and testing that everything in our project works in 4.19.1.

mighty carbon
#

@neon egret if you are working with Oculus hardware, you might want to sign up for Oculus Start program and get access to their engineers (5 sessions, one on one). A lot of their stuff isn't supported yet in UE4 (especially in Epic's branches).

neon egret
#

It's a client

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He'd need to do that then

mighty carbon
#

it's free

#

and it's for devs who use Oculus platform

#

I am sure you will keep making stuff for Rift in the future ๐Ÿ˜ƒ

neon egret
#

If I could choose, then no :D

#

I dislike VR dev

mighty carbon
#

๐Ÿ™€

#

how so ?

#

just dev or playing in VR is also not something you enjoy ?

neon egret
#

Playing is limited. Only game I recently enjoyed was Lone Echo

#

Deving is a pain. Specially Multiplayer

sturdy coral
#

you have to mock everything into something that can be crudely manipulated in 2d to stay sane

neon egret
#

Trust me, I already have non-VR Pawns to test everything non-vr related

#

But that's personal opinion :P

sly elk
#

Hey- has anyone here built a game that was playable as either VR or as a mouse/keyboard/screen game? Im trying to think through the way the different store fronts work and how to let people to chose how to launch into VR or non VR

#

Iracing does this with a popup if it detects the HMD

#

but I doubt oculus or oculus store users want a popup every time they launch a game from the headset

sturdy coral
#

@sly elk I have it working for put on the headset and switch to VR, take it off and go back to 2d

#

I'm not sure about the oculus store, but in steam you can do a different kind of popup that will show up in vr when they launch

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and show up in 2d

sly elk
#

Oh, that sounds ideal

#

I'll do that

real needle
#

@sturdy coral Do you switch pawns for that as well or do you just use one pawn?

#

My setup involves two pawns, and I don't use the worn sensor I just spawn pawns based on which play mode is active

sturdy coral
#

@real needle just one pawn, I don't have all the same functionality between the two modes in place yet though

#

It does switch to a different animation blueprint for others looking at you (one with ik, one without)

real needle
#

Ah so yours is for players, that's neat

#

Mine is only for debugging

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And when I'm lazy :b

sturdy coral
#

yeah I have a different one for debugging that is more simplistic, just motion controllers attached to the camera

rocky nimbus
#

Anyone know what this is about? Very random

#

I read up it's related to xCode / mobile development but I'm not developing for mobile and I'm not using xCode

#

Error repeats a lot and the build fails

glossy agate
#

Looks like you have a sequence missing reference assets? You have cut scenes or videos anywhere?

#

Or just a render missing something to capture

rocky nimbus
#

@glossy agate I have a video projected onto a plane for the intro splash screen but for video, that's about it.

wary onyx
#

finally got my ps4 sdk up and running

#

cant wait to test it out

real needle
#

hello all! I don't have any headset, can i start by buying just the 2 VIVE controllers, to learn in UE4?

#

or do they work with the headset?

fleet plume
#

you'd also need the basestations (lighthouse)

#

if you order directly from htc that'd cost you 600 euros

#

which is more expensive than the complete vive package

glossy agate
#

Anyone have a link to the docs for voiptalker? I canโ€™t find it for some reason. Just forum posts

glossy agate
#

@rocky nimbus Yeah thats probably whats broken. Try removing that event and see if it packages

rocky nimbus
#

@glossy agate Just tried a brand new project and I still get the same errors

#

I got a BIK license though, excited to try that later tonight if I get this fixed

glossy agate
#

nice!

cosmic shoal
#

@rugged canyon Boura#0661 To learn to develop in VR get a Rift, it's pretty cheap now. I have a WMR headset and they are even cheaper than the Rift but have some annoying quirks while developing.

#

I swear I can never tag anyone succesfully.

quiet badger
#

so I'm trying to do a thing, but I'm not exactly sure how to approach it. I have a camera in my level that is just a camera that is attached to the HMD. On my game pad I can call set world to meters scale in increments of 200. What I also want to do is when that is called I want to reset the location of the chaperone in relation to the game map. So when I scale down I can trace down or get my current x and y and the chaperone will be in relation to where I have walked on the map with an offset to the origin.

#

this is something I could probably do in the standard vr pawn no biggie, but I do not have a pawn for myself just the camera.

#

is there a function for setting the location of the chaperone or do I need to make an actor with the chaperone attached???

rocky nimbus
#

@quiet badger I could be misunderstanding but based on what I gathered, how would the player know their boundaries if you artificially manipulate their chaperone?

#

There's a node to reset the HMD orientation which will basically take the player's current location and set that as their new center

#

I used this in 4.16 for PSVR and there was no way of undoing this with accurate values (not sure if that's changed since)

primal sky
#

@wicked oak how goes the dungeon? let me know if you ever want to partner up with someone who is willing to pound the marketing side out. ๐Ÿ˜ƒ

quiet badger
#

@rocky nimbus yes misunderstanding. I figured that what I want to do can be done by tearing apart the teleport code from the vr example

rocky nimbus
#

@quiet badger Good to hear

#

p.s. if any of you PSVR lads runs into the lambda tracker errors during clang compiling for package or launch, it's an SDK incompatibility ๐Ÿ˜ซ a whole day wasted

mighty carbon
#

I wonder if PSVR (with new motion controllers) comes out before PS5

wicked oak
#

no chance

mighty carbon
#

:(

#

I guess Sony is going to milk current PSVR as long as possible

#

Perhaps even make PS5 compatible with current PSVR hardware

wicked oak
#

doubt that

#

if they make it, developers will have to support old psvr

#

and would make ps5 games shit

#

they need to break backwards compat (in hardware) for vr games

#

so devs can start to actually use 360 degrees of tracking

fleet plume
#

though weren't there rumors about new psvr this autumn?

wicked oak
#

what could happen is a PSVR headset that sony says will support PS5 when it launches

#

and it just runs on ps4 too

mighty carbon
#

That's what I said @wicked oak

wicked oak
#

i dont think ps5 will be compatible with psvr 1, would complicate development way too much

#

but psvr 2 being compatible with psvr1 games? most likely

#

that way, if a game is for ps5, its for psvr2, and forgets about psvr1

#

and then players that have psvr2 can play every game backwards compat

#

given that it havent been invited to this year playstation DevCon, i think they might be trying to keep stuff under wraps, not inviting the pesky indies with a huge mount xD

#

so basically ps5 confirmed, at least for the bigger devs atm

mighty carbon
#

So big devs already got dev kits for PS5?

rocky nimbus
#

Can someone confirm if these are correct:

r.maxscreenpercentage X```
dusky moon
#

I'm preparing to package my VR project to Steam... It supports both Oculus/Vive... do I have to disable Oculus plugin for steam or not ?!

wicked oak
#

no

full junco
#

@granite jacinth are there still issues with 4.19?

glossy agate
#

@full junco I havnt had issues, but a lot of other people are it seams like. Guess poor editor performance is happening a lot

full junco
#

ok

granite jacinth
#

@full junco meh. It's a mix of good and bad

#

I am only hoping future hotfixes will alleviate the biggest issues soon

full junco
#

and what are the biggest issues?

granite jacinth
#

If not..oh wells, 4.20

abstract forum
#
0x0

I find it interesting to note that the core fuchsia OS comes with "magma", "escher" and "scenic", which seems to be core OS services for composing one 3D scene across multiple processes ("shadows can be cast on another process without it knowing ...

#

VR / AR operating System

full junco
#

@granite jacinth and what are the biggest issues?

spring mirage
#

has anybody else had issues with button release events not firing on vive? It doesn't happen too often but it's pretty annoying when it does

granite jacinth
#

I haven't kept a list

#

Editor issues, blueprint compilation manager and various different VR performance degredation.

#

To name a few

full junco
#

@young banectorBurgos#0001 and what is "various different VR performance degredation"?

abstract forum
sinful bobcat
#

is it possible to check if you're running VR?

#

i mean, not wether its available or not, but if you're using vr preview or regular (non vr)

harsh cedar
#

yes, look at the VRExpansion sample content

#

@sinful bobcat

sinful bobcat
#

ok thanks

jaunty shell
#

hey VR heads !

#

To all devs using WMR devices, what should I know about to make sure my Vive projects are fully compatible ?