#virtual-reality

1 messages Β· Page 174 of 1

jaunty shell
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We're receiving a Dell Visor today for testing purposes

jaunty shell
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speaking of the devil

full junco
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just play it and test everything

jaunty shell
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aight

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steamVR apps are supposed to be almost fully compatible out of the box right ?

full junco
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yeah

jaunty shell
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shit pc needs the fall creators update T_T need to ask the IT to unlock windows update

carmine root
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I have a VR project ready... that is show on the computerΒ΄s monitor also. I want that if one removes the oculus from his head that the VR scene does not stop. I should not pause. Anyone know how that could work?

wicked oak
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    Added ability to force disable auto loading splash screen on load.  This fixes the black HMD screen that appears in levels that did not manually turn off the loading movie in their level scripts

Change 3286888 by Nick.Whiting

    Disabling haptics when you begin changing levels ```
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niiiiiiiiiice

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Odin merge into master

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and tons of improvements with nativization

tired tree
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oh? wonder if they finally fixed blueprintnativeevents

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for nativization

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mmm, nice, they are starting work on modding again, guess since fortnite is gettingit

wicked oak
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@tired tree they did fix blueprint native events

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or at least, they have code about that

tired tree
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nah, i saw that, they were changing default type to native when a BP declared one

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didn't have to do with generating default empty virtual implementations when nativizing

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which is why it errors out

dusky moon
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I just tried my project with Vive+SteamVR using 4.19 and seems like It doesn't let me turn on Dynamic Resolution ... is it supported ?! It works perfectly fine with oculus

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I run the command and nothing happens (Dynares : Disabled)

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ok nvm, it doesn't support yet : /

neon egret
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Isn't it lovely when Oculus (and also Steam etc.) think it's a great idea to put tons of stuff private

tired tree
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In the subsystems? For steam at least that is all Epics doing

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same with the VR plugin

wicked oak
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@neon egret there is a C++ witchcraft trick

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to access private members

neon egret
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I know, but not everything

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I can't access the OculusSubsystem directly

wicked oak
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with some template metabullshit

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you sure?

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cant you get the subsystem pointer and cast it ?

neon egret
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I googled a bit and only thing I found was "We only allow IOnlineSubsystem"

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And the cast doesn't work

wicked oak
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even if its an ugly C-cast?

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of static_cast

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dynamic_cast doesnt work on ue4

neon egret
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Haven't tried

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@wicked oak FOnlineSubsystemOculus* OculusSubsystem = static_cast<FOnlineSubsystemOculus*>(Online::GetSubsystem(GetWorld(), OCULUS_SUBSYSTEM));

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Like this?

wicked oak
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FOnlineSubsystemOculus implements the interface, no? In that case it could work

neon egret
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It does actually compile, forgot the *

wicked oak
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keep in mind static_cast has NO safety whatsoever

neon egret
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Means?

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I can't tell if that worked?

wicked oak
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if the pointer is bad it wont error or be nullpointer

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if the cast is invalid, it will still work, but the data will be corrupt

neon egret
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so if(OculusSubsystem) won't work?

wicked oak
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its not like unreal Cast<>, wich is nullpointer if its invalid

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yup

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you wont know if its actually good or not

neon egret
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Well there needs to be save way of casting that thing -_-

wicked oak
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well, if you are sure that you can cast it..

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check nullpointer first

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and then cast

neon egret
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FOnlineSubsystemOculus : public FOnlineSubsystemImpl
FOnlineSubsystemImpl : public IOnlineSubsystem

wicked oak
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static_cast is basically a C cast

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it does absolutely zero logic

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in that case it should work just fine

neon egret
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Let's test it then

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Cause listening to the message queue of oculus doesn't work

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The Subsystem pops the message before I can

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gg

wicked oak
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let me read about it, might not work in that case

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dammit c++ and its weird shit

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dynamic_cast is the best, as its checked properly

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but its disabled in ue4

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why c++ so complex dammit

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im not sure if static_cast will work well with things that have virtuals

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static_cast can also cast through inheritance hierarchies. It is unnecessary when casting upwards (towards a base class), but when casting downwards it can be used as long as it doesn't cast through virtual inheritance. It does not do checking, however, and it is undefined behavior to static_cast down a hierarchy to a type that isn't actually the type of the object.```
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rip

neon egret
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Will see

wicked oak
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you should try reinterpret cast too

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becouse that one is the "pure" cast

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absolutely ZERO logic

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just type change

neon egret
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Seems to work so far

wicked oak
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check it seriously

neon egret
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Now to understand how to get the OculusID from the message

wicked oak
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this stuff is evil

neon egret
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I'm checking it :x

wicked oak
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make sure virtuals work well, for example

neon egret
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I only need one single function from it

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That's all

wicked oak
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prime candidate to get fukd

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is it a virtual?

neon egret
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No

wicked oak
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or does it eventually call virtuals?

neon egret
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No it does only enter a delegate into a tmap

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That's all

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FOculusMulticastMessageOnCompleteDelegate& GetNotifDelegate(ovrMessageType MessageType);

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That FindOrAdds an entry to the TMap that holds these delegates

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Which is used to call functions based on the MessageType

mighty carbon
neon egret
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Yes

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It's not covered

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I need to get the "InviteReceived" message

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And they don't have that in the Subsystem

mighty carbon
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not everything from Platform SDK is in UE4 unfortunately

neon egret
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I already read their SubsystemInterface

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I can't find it anywhere

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It's defined but never actually bound to anything

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But I get the Invite now

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Only problem is I don't yet know how to get the UserID from it

mighty carbon
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(covering platform SDK features specifically)

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1.24

neon egret
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Hm yeah

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Was able to grab the RoomID

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Wondering if I can grab the UserId at all

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Cause that handle seems to be null in an invite

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Weirdly enough

tired tree
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this new bug report form is stupid....

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@sturdy coral did you already report them forgetting to port VOIPTalker to steam yet?

neon egret
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I thought VOIPTalker was just an addition to the default VOIP

tired tree
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Steam overrides the function that they implement it in

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in VoiceEngine

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and they never ported the implementation steam

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pfft, nvm

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

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they know about it, just never mentioned it in anything outside of a forum post

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would have thought that Steam would have been a priority for that functionality...

granite jacinth
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?

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Why

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Does Fortnite need it?

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No?

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k

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(anything Steam related)

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Even though ~95% of their clients use it as their platform

mighty carbon
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I read somewhere that 95% of Epic devs are engaged into Fortnite dev..

wicked oak
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wouldnt be surprised one second

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fortnite is bringing the most money anything epic has ever brought

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they want to improve it very fast to keep it as the ultimate battle royale game

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and maybe try to do something to keep players engaged for a long time

mighty carbon
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right.. that doesn't help deeper VR integration and further development/optimization for forward renderer IMO

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upcoming 4.19.2 fixes

wicked oak
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@mighty carbon it does improve forward render

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at least mobile forward or desktop simpleforward

mighty carbon
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I think Fortnite uses deferred ES 3.1 on Android and Metal on iOS

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(or Vulkan on Android; but that's not related to VR yet)

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@wicked oak ^^

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btw, has anyone heard any recent rumors about XB1X getting VR support soon ?

dusky moon
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Golden age of VR integration was last year with Robo Recall... it's now almost dead and epic doesn't give single fck to it sadly

sturdy coral
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I think lots of fortnite stuff will feed into VR; making it runnable on mobile took so many optimizations that that will only help

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lots of work on improving async loading too

full junco
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fortnite would be a good reason for epic to spend time on dynamic GI

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or just general shadow performance improvements

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anything with performance and dynamic lighting

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fortnite is like the first game epic did (in recent years) where they actually need dynamic lighting

sturdy coral
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it runs on so many platforms and hardware variations that I think overall stability is going to go way up

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I'm sure baked lighting features are going to start seeing some rot though

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where they don't test things as thoroughly there anymore (in the past that benefited from paragon)

mighty carbon
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I don't see how rendering stuff from Fortnite will feed into VR

full junco
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they do like archviz though

sturdy coral
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@mighty carbon I've seen lots of complaints about async loading in VR making things choppy

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but I haven't ever messed with it much

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from the GDC talk they did a lot of improvements there

mighty carbon
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yeah, but it's not rendering per se and it's not related to forward renderer

sturdy coral
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temporal upsampling and dynamic res directly came from fortnite concerns

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most likely (for 4K on the pro consoles)

granite jacinth
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But dynares doesn't work in VR?

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@sturdy coral

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Or else I would be setting it to 11ms all day and calling my job done

wicked oak
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@granite jacinth it does

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With a source code edit, it works on PSVR perfect

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the new system is integrated with the older Oculus system, so on oculus it also works great (tho, no temporal supersample, only normal taa)

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and on vive, you can tweak source to add support without too much effort

granite jacinth
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with a source code edit

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k, like I said

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Anything that requires a source code edit does not work

full junco
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lol? what a stupid way to think about things

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being able to have the source of UE4 and edit it is like 80% of what makes UE4 great

granite jacinth
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?

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So, if you buy a car and it's missing a steering wheel, but the blueprints for making and installing a steering wheel are online, you would be okay with that?

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Because that's basically what you're stating here

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That my logical way of thinking is stupid

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That people should be grateful that Epic gives up an engine full of bugs and half-implemented shit

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Because we can jump in there and fix it.

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k

sturdy coral
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For voice chat it is most likely going to be just a bunch of copy paste from null subsystem to steam

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I had it working before 4.19 and there was a bunch of duplication that couldn't be avoided without refacforing

glossy agate
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@sturdy coral You already working on getting it setup in 4.19?

sturdy coral
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Not yet, gonna wait and see if someone else does until I have a big need

glossy agate
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haha, same. was gonna ask you for help with it if wasn't fixed in 19.2

granite jacinth
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But it's fixed

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Because it works

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Because of source

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🀦

mighty carbon
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tell me about it πŸ™„

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reminds me a bit of FOSS scene

full junco
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@granite jacinth a car is different, because if you buy a car that doesnt mean you know how to build a car

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but if youre a programmer, doing things with UE4, youre already a programmer. so you can also modify UE4

granite jacinth
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Sigh

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You are so wrong though

full junco
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I'm fine if an artist says "having to edit source means its broken"

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but youre a programmer primarly at the moment I think

granite jacinth
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Doesn't matter

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Did you not read what I said?

mighty carbon
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well, I am mechanical engineer.. Should I be ok with buying a car that has missing parts?

granite jacinth
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It's not a matter if we CAN or CANNOT fix something

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Is it broken, yes or no?

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Yes

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Enough said.

glossy agate
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With this though you expect it to reasonably work as advertised, because a huge majority of people using this will be using it with a sub system.

mighty carbon
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I feel like Epic made UE4 free upfront so that they could always use it as defense for missing/broken features..

granite jacinth
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Aye, I am so glad that every programmer but me has ALL THE TIME in the world to unfuck their shit

glossy agate
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Source edits should be for making non stock features, like if you were upgrading a car

full junco
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a game engine is just never perfect for whatever game you want to make using it. so its always super nice to be able to modify some things to better fit your needs

granite jacinth
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Dude

mighty carbon
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"You are getting Ferrari for free right now. It doesn't work well, but when you fix it youself, it will. And then you pay us!"

granite jacinth
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I don't think you are understanding a bit of what we're saying

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I thought the car example was a simple one

full junco
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theres no software in the world that does everything perfectly

granite jacinth
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You are essentially putting it together the missing pieces

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Which is what you're saying that needs to be done with anything broken in the engine with the source build

full junco
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I'm not even talking about things that are "broken" in the engine, I do mostly talk about missing features

granite jacinth
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but it's not missing?

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It's actually broken?

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Or even so, missing ==broken

full junco
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missing != broken

granite jacinth
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Does in anyone's book

full junco
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(missing && YouCanAdd) == PERFECT

granite jacinth
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If I am missing a bolt on my bike's wheel

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and the wheel falls off

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I would say my bike is broken

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because of the stupid missing bolt

full junco
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because software development is different

granite jacinth
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I would need to then repair it

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I don't understand your logic 😭

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You are basically giving Epic a free pass

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For practically everything

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Because we can edit source

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That's your only reasoning here

full junco
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its not normal that a bike is missing something thats needed. but every software is missing 99% of the things everyone wants to have if you would ask everyone about all possible features that they would like to see

granite jacinth
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The bike's just a simple example though lol

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It's alright

sturdy coral
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it is basically partially there, much more so than if you had to code it from scratch

full junco
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I'm not giving epic a free pass, I often enough am very critical of stuff

granite jacinth
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We'll just agree to disagree here

sturdy coral
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but not fully there

full junco
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yeah

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if the engine is written in a way that adding a new feature is only 5% of the work it would be if you wrote an engine froms scratch, then the engine is still really good because its doing 95% of your work

granite jacinth
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But you are still doing their work for them...

glossy agate
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Well missing is a lot different then broken. Here voip talker basically is useless without steam support because you only need it in multiplayer games. Scroll boxes in Widgets are broken, but just in VR. What you did is change a bunch of stuff in the engine so it runs how you wan't, not sure how much fixing of broken code you had to do though

granite jacinth
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Do you like to do another programmer's work for them because they failed?

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Do you like going into another's programmer code to fix up some bugs?

full junco
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@glossy agate I'm using scroll boxes in my game in VR, in 4.15 they worked great. when did they break?

glossy agate
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Been broken for me in 4.17-.19

full junco
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@granite jacinth they didn't fail though just because they haven't yet added a feature

granite jacinth
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Ah, they half-ass implemented something

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My mistake

sturdy coral
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I'd rather they added it partially working than not adding it all

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though in this case I had already implemented it and all they did is break it for me πŸ˜›

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when I merged over I dropped all my stuff and moved to it

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they should have put in the release notes that it didn't work on steam

glossy agate
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Yeah, we have to go back to our old channel voip. Glad we just unhooked it instead of deleting it all haha

granite jacinth
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for the 95% of users that

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Use Steam as their Platform

full junco
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I didn't even talk about any VOIP stuff, I thought this was primarly about dynamic res only being available on some platforms

granite jacinth
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We were talking about everything

full junco
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what originally started this topic

granite jacinth
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it wasn't just one thing

sturdy coral
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I think there is some element that they are playing a PR game against unity in the release notes sometimes instead of just telling us what all changed

granite jacinth
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and dyna res doesn't work in VR without a source edit

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So...it's broken

sturdy coral
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same with the roadmap getting dumbed down

full junco
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@granite jacinth NO ITS NOT

granite jacinth
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k

full junco
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its just a missing feature

granite jacinth
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does it work?

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without that feature?

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This logic

full junco
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and if you go to my github, you see I and @sturdy coral made it work so you can just merge it

sturdy coral
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@granite jacinth you could go through and say anythign that doesn't work on linux is "broken"

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but that's not what broken means

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it is broken on linux

granite jacinth
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Probably because no one uses Linux

sturdy coral
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but not broken in general

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if they go back and break something that was working before, I would agree that that's broken

full junco
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when a feature works great in 2D and doesn't work in VR that has nothing to do with it being broken

granite jacinth
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...

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wtf lol

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Didn't know you were all English professors here...

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This discussion has nothing to do with semantics

mighty carbon
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πŸ˜’

sturdy coral
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don't know if this came up in chat already:

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Depth
Spatial Mapping (static and dynamic meshes)
Placing virtual objects in the foreground or background
Live interactions with virtual objects and simple hand interactions

full junco
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"We are also announcing two VIVE audio SDKs, available for Unity, with support for UE4 coming soon."

sturdy coral
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BROKEN!

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πŸ˜›

full junco
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how many VR audio SDKs for UE4 will there still be? πŸ˜„

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feels like we have a billion different audio plugins for UE4 already

glossy agate
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Yeah, im not sure what else there is too add at this point.

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Steam Audio already has a ton of crazy good features

full junco
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the best is probably VRWorks Audio, right?

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and the only one running on GPU I think?

sturdy coral
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not sure if it integrates it

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oh n/m I thought you said it (steamvr audio) probably works best with it

glossy agate
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Yeah thats the one I use, not sure what feature set to could top that. But I don't know shit about audio engineering. That one just had stuff I didn't even know was possible

full junco
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@glossy agate which one you use?

glossy agate
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Steam audio

full junco
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and which features you didn't know were possible?

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and does the "audio GI" work with dynamic objects now?

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I don't think so?

glossy agate
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phonon materials, and baking it all out for proper reverb for every type of material you can make

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And the accurate occlusions

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I figured all it would have is real nice spatialization, then reading over the docs was like "holy shit this is awesome!"

full junco
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but it only works with static objects still I think?

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in UE4

sturdy coral
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I think it might allow occlusion from dynamic objects

glossy agate
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Yeah only static as far as I know cause it has to be baked.

sturdy coral
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but all the reverb and reflections baked

full junco
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and everything with baking is boring

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unless you eat it

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πŸ™ƒ

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I want to allow the player to shout something in my game and get a realistic echo from the world...

sturdy coral
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do you try to do any different reverb settings for caves/interiors?

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guess that could be expensive to detect

full junco
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I never even tried to play the audio from the microphone in game

sturdy coral
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you could maybe do traces over multiple frames or something

full junco
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not even sure if its possible to get the microphone input and play it as a sound in the world with no latency?

glossy agate
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I have those for now as a cheap hack in my game until I finish the other audio but yeah that would work good in his game if he made a bunch and just set the correct one based on surrounding geometry

sturdy coral
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4.19 added some stuff around microphones, not sure about latency

full junco
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in my game everything is 100% dynamic @glossy agate . and traces are boring. echos need to care about all existing geometry

glossy agate
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Well it’s still good for footsteps and mining sounds

full junco
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so VRWorks audio is the only thing I would consider

sturdy coral
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yeah I only meant the reverb volume for sounds not mic

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mining and stuff could sound different in caves

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just a reverb volume of roughly the right size gets you a lot of the way there

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simulates near reflection time and far reflection time

glossy agate
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Its not really size of the volume though, its the reverb asset you assign to it. So if you voxelized the volumes, and you had 50 reverb assets, they could be set per volume based on the surrounding geometry

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The volume size could just be like 10x the size of his regular blocks and you could probably get a decent effect

full junco
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I'm not an audio guy

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I dont even know what reverb means πŸ˜›

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I just know VRWorks audio is nice

glossy agate
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Just echo. They let you set how loud and how long the tail is. Simple and gets the point across.

full junco
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ok

sturdy coral
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near reflections would be based on distance from head to floor * speed of sound

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far would be usually average distance of surrounding walls, etc.

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sometimes a wall may be more near than the floor

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and you might tweak it for that

full junco
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well I wouldnt do such stuff

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either completely flat audio or really good audio with VRWorks

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no fake stuff where I have to care about getting it right

real needle
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@glossy agate @sturdy coral @full junco Steam audio can do dynamic occlusion

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It's just expensive

full junco
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as far as I'm aware it doesnt work in UE4 yet

real needle
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Really? We have the option between baked and dynamic

full junco
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steam audio can do it, but not the steam audio ue4 integration

real needle
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I never tried dynamic because I don't want to pay the cost

sturdy coral
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@full junco that's probably the right choice, you have lots of foliage outdoors that would absorb most stuff anyway

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something different for caves would add the most atmosphere, but that may be too difficult to detect, and the player can dig something that was a cave into something different

full junco
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yeah

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maybe I should try to update the vrworks audio branch to 4.19

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the vrworks audio stuff is just 4000 lines of code, so shouldnt be too hard

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though it will probably only work with old audio engine I guess

mighty carbon
tired tree
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The annoying thing about the VOIP talker is how private the voice engine is, fixing it requires replacing the subsystem folder or source versions of the engine

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if it wasn't that backwards I would have done it in a plugin a long time ago

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and for the spatialization part of the talker..its literally attaching the audio component to the character.....that is all they do

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one of the most request features for the engine period, localized voip, is not implemented on the most used platform for the engine...

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its just...silly

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I understand they probably made it for Fortnite, and made sure to make it a more generic implementation so they could port it back to the engine at large...but it really isn't that much additional effort to fix the one outlier and get it on steam too.

full junco
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I never looked at VOIP in the engine, what is the problem with it?

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what doesn't work with steam?

tired tree
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the new component that allows for effects and spacialization

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as well as per person volume..something else locked away normally

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ue4 has never had accessible audio components for VOIP

mighty carbon
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Is anyone here planning on getting Oculus Go (via Start program or otherwise) ?

sturdy coral
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I probably would have before I got a new phone

hollow mauve
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@tired tree sorry, could you speak more to the voip stuff. I am trying to do localized voip in my game and make it actually echo and bounce in a semi convincing way.

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are you saying that I basically need to rewrite the voip code in the engine and checkout the engine git in order to accomplish that?

tired tree
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echo and bounce? yes

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just spacialize? yes if using steam

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no if using null subsystem

hollow mauve
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i see

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i was planning on using steam

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so you cant hook the voip into any reverb, or have it play as if it was going through steam audio out of box

full junco
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@tired tree why is it relevant if using steam or not? as I said I have no clue how the VOIP stuff works, but don''t immediately understand why its relevant if you connect to some IP directly or using steam

tired tree
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steam overrides the function that implements interfacign with the voip component

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it also uses steams voice packets

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basically, what they did for their voip would have to be ported over to the steam subsystem

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since it has its own voice engine

full junco
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why does steam have its own voice engine?

tired tree
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steam has its own voice

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there also isn't a direct non editing method of switching voice engines

hollow mauve
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its just a different lib for doing voip that steam offers through their api

full junco
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and can you not just kill that steam system and use UE4s?

tired tree
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steam subsystem auto inits the steam audio engine

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and not the default

full junco
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and you cant easily change that?

tired tree
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its in the module init

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and tied in a few places

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with direct casts

hollow mauve
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so I don't really care which voip I use, I just want to use steam audio for the game's audio processing

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is the null voip compatible with steam audio?

tired tree
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its probably possible to force it to use default voice engine, and in many cases the default is probably better now with its better compression

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but its not something you can do outside of editing the subsystem moduel AFIK

hollow mauve
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damn

full junco
#

well if its changing 1 line its not a big deal, and if its changing 5 lines it also isn't

#

if its 500 it is

hollow mauve
#

is it just making stuff public or completely rewriting how it works

tired tree
#

it might be a one line init change

#

but thats still a source / module replacement

#

would have to test

full junco
#

if its such an easy change and many people need it, why has no one done a PR yet?

tired tree
#

if all of the utility still works

hollow mauve
#

ugh

tired tree
#

that is to force the null audio

#

not to add the voip talker

#

adding voip talker is more work

full junco
#

what do you mean with "adding voip talker"?

tired tree
#

the voice component

#

for the spacialization and effects

full junco
#

where does that have to be "added" to?

hollow mauve
#

so what I want to do is have 2 players in a cave system/dungeon, and have their voices bouncing around semi convincingly both for local audio for your own voice and hearing your friends voice bounce and occlude if stuff is in the way of them.

#

Frustratingly I talked to a Unreal guy at gdc and they said it was possible with steam audio plugin

tired tree
#

the voice engine

#

have to change a struct, and two functions

#

possibly more, depends on how many use the cache

#

didn't finish tracking it all down

full junco
#

I thought the voice component stuff does already work with the null noice?

tired tree
#

with null only

#

saying to keep usign steam voip

full junco
#

but the "solution" was to just kill the steam voip completely I thought? πŸ˜„

tired tree
#

thats hardly a realistic solution

hollow mauve
#

What is frustrating to me about this is I feel like in unity I could extract the raw wav data of the voip audio and build a new sound on the fly and pump that localized into the steam audio engine and probably have a reasonable solution (maybe?).

#

I wanted to move to unreal cause I thought it had good audio options for vr

full junco
#

@tired tree why not?

tired tree
#

because its inaccessible to many users

full junco
#

if the UE4 voip is actually better now whats the problem with killing the steam voip?

tired tree
#

the whole point is that they promote the engines launcher version so heavily

#

and then they do this

#

sure both of us are capable of fixing it

full junco
#

ah, you just mean not realistic because it requires those few lines of source change

tired tree
#

but this has literally been one of the most requested features for yearas

full junco
#

well if its easy to fix now there will surely be a PR soon

#

and then in a year or so they will merge that

tired tree
#

?

#

lol sure

#

like all of the other subsystem merges ever

#

steam auth has been sitting as a pull request for like 3 years

full junco
#

wel, the PR should just add a kill switch for the steam voip system

#

so that it cant break anything

hollow mauve
#

@tired tree can you give me file paths to the files you were looking at that might need changing. I'd like to look at them and it sounds like you know where they are in the engine

tired tree
#

its just in the voiceengine files

#

look em up, that is their name

hollow mauve
#

kk ty

neon dove
#

How does player knockback work for VR? I tried Launch Character and Adding Force, Adding Impulse, and none of those worked.

sturdy coral
#

@neon dove depends on your character setup

hollow mauve
#

I'm having a weird issue.

#

i have a scene with darkish lighting

#

and i applied the rockslate texture to my walls

#

i have a point light a global light source and a sky light all at low values

#

and a simple post processing volume

#

and the texture only looks bumpy in the right eye

#

in the left eye the walls look flat, in the right eye they have texture and are darker

#

unreal 4.19

candid viper
#

@hollow mauve With an issue like that best to post a screenshot if you're able, as it's a lot easier to get a feel for the problem

dusky moon
#

@glossy agate I saw you mentioned Steam Audio ... If you haven't implemented it yet. consider that it doesn't support Level Streaming and thus it was total garbage for me.

hollow mauve
#

yeah, do you know how to screenshot both eye renderings? @candid viper

#

cause the desktop only shows one

#

the left one

dusky moon
#
  • it's a bit disappointing that no one from Valve answered my question about the Level streaming support which has been asked 2 months ago.
candid viper
#

@hollow mauve Change the spectator screen mode.

hollow mauve
#

i will google how to do that

candid viper
#

You want undistorted mode.

hollow mauve
#

hmm well that's concerning

#

on the monitor

#

they show up the same

#

in the vive they are clearly different

#

i can post the screenshot

candid viper
#

I'd check something else in VR just to verify it isn't a cable/hardware issue

hollow mauve
#

but its just of a functioning image

#

kk

#

ill poke around

#

this might be it

jaunty shell
#

@tired tree hey man, do you know how the steam servers work ?

hollow mauve
#

I might

jaunty shell
#

Is it continent based or country based ?

hollow mauve
#

can you be more specific

#

for the steam api matchmaking?

jaunty shell
#

yep

#

just failed a test between france and norway, guys at oslo couldn't see the french server

hollow mauve
#

if you are using spacewar app id it i think automatically limits your to their own region based thing which i dont fully know

#

if you are using your own app id it is global

jaunty shell
#

argh

#

so we need to get our own appid ?

hollow mauve
#

and you do your own filtering

#

sounds like

#

i did

#

100$

jaunty shell
#

ouchie

hollow mauve
#

thats the price of putting a game on steam

jaunty shell
#

yeap

hollow mauve
#

hope that helps, i was mucking with the matchmaking stuff in unity a month ago and came across a thread complaining about that very thing

jaunty shell
#

aight, thanks a lot !

#

need to talk my boss into getting us an appid then

hollow mauve
#

sounds like, good luck!

#

gdamn, it looks like im going to have to rma my vive now because of this issue

jaunty shell
#

which one ?

hollow mauve
#

im seeing that

#

and the game im making is you being in a dark dungeon

#

so

jaunty shell
#

sounds like voodoo fixes, but worth a shot

hollow mauve
#

can you do friend invite list?

#

that should just work regardless i imagine

#

just write the handlers for join games off of friend list and invite friend to server

jaunty shell
#

woh

#

that's too much code for me πŸ˜‚

#

I'm using the vrexp template

hollow mauve
#

lol kk

jaunty shell
#

I changed the download region to norway and I can't see my other machine hosting

#

so I guess it could work ?

hollow mauve
#

shrug i'd use the advanced steam lib that someone made and write blueprint handlers for all the friend invite stuff cause itll make your game better

jaunty shell
#

we're doing closed door testing for internal use, so for now hackey solutions are more than enough πŸ˜„

hollow mauve
#

sure! fail fast and iterate i gotcha

jaunty shell
#

`I have seen issues with this based on region using the public SpaceWar app id, but when I use a private App ID that I own and have control over, everyone is able to see everyone.

I don't have any proof of this, but I'm pretty sure there is some form of region filtering going on that prevents people from seeing each other when using the SpaceWar test app id. Any time I test, people from the same general location can see each other but people in different locations (USA vs Europe vs Asia) can't see each other.`

hollow mauve
#

yep, thats the thread i saw

jaunty shell
#

welp

#

just tested with the oslo colleagues

#

it works

#

guess we'll get our own appid then

hollow mauve
#

cool

wicked oak
#

funny how the client that hired me for a gearvr unity job is amazed

#

ive brought the game from 300 drawcalls to 30, with better visuals

#

i didnt know unity was this useless on render tech, its forward render for mobile renders every object multiple times

#

it was balooning drawcalls very hard

#

also its culling is trash, had to implement my own custom culling

#

custom unlit shader (with flashlight spotlight in it, as its the only llight), + single pass fog on it + culling + actor merging for a 10 times decrease in drawcalls

#

nvm dropped it to 15 drawcalls

fleet plume
#

how long are you actually doing this stuff?

wicked oak
#

not much

fleet plume
#

gamedev, not that project

wicked oak
#

literally the first unity thing i do. of actual work, maybe 2 days?

#

10 years

fleet plume
#

ok

#

that's a while πŸ˜ƒ

wicked oak
#

im 23

fleet plume
#

whizz kid

#

πŸ˜›

wicked oak
#

i started doing actual freelance programmer jobs at 15

#

back on the UDK times

#

maybe got 2000 dollars of freelancing on udk? for a 15 year old is a fuckton of money

fleet plume
#

that's a new rig

wicked oak
#

pretty much

shell karma
#

back in the days when I was 15 there wasn't internet widely available in Poland, /sad

#

I blame the economy for not being able to use computer at the age of 15 !

#

I'm 29 so that just 14 years ago

neon egret
#

Oculus suggests to match Requests to Responses via ID, which is totally normal and okay, however I don't see how I can save the ID on request.
I can only retrieve the RequestID in the Response

#

e.g. "ovr_Room_Get(RoomID)" doesn't take any additional params and returns an ovrRequest object

#

However now idea what to do with ovrRequest

#

It's a uint64_t and not really explained if that is the ID or just some object I can work with

#

Hm, well maybe it is really just that, an ID. WILL TEST!

wicked oak
#

@neon egret classic C style apis

#

objects, pointers be damned, we use a number ID

#

fucking opengl

neon egret
#

Well I don't mind, if they would at least write that down properly

#

"You can use this to compare Request and Response."

balmy surge
#

Anyone know how to do hand grab animation?

neon egret
#

Also, if you ever get the Presence of an Oculus User, don't get your hopes up that you'll get more info than Online/Offline...

#
MRGameInstance.cpp(90): warning C4946: reinterpret_cast used between related classes: 'IOnlineSubsystem' and 'FOnlineSubsystemOculus'
OnlineSubsystem.h(134): note: see declaration of 'IOnlineSubsystem'
OnlineSubsystemOculus.h(26): note: see declaration of 'FOnlineSubsystemOculus'
#

Hmm

#

Worth a try?

#

@balmy surge What exactly is your problem with HandAnims?

balmy surge
#

i need the hand to grab when you pull the trigger

neon egret
#

Have you look at how Epic does it?

#

@wicked oak Probably gonna stick to the static_cast. Even Epic suggests that for the Subsystems...

wicked oak
#

reinterpret cast complaining on something?

#

first time i see that

#

usually reinterpret is the naked-est of casts

neon egret
#

Thing is

#

Reinterp on related classes doesn't make sense, does it?

jaunty shell
#

dafuq

#

steam crashed

#

and removed steamVR ?

#

πŸ€”

wary onyx
#

if any of you are PS4 devs

#

please contact me

wicked oak
#

@οΌ‘οΌ£οΌ₯ GO＀ ゑ印ニ#9718 what the fuck you doing posting PS4 stuff publicallly

#

you should delete that btw

#

im a PS4 dev, but without any info i cant help you

glossy agate
#

@daring mural Had the same problem I think. Not sure if he fixed it or how.

wary onyx
#

@wicked oak WHOOPS

#

my dumbass did not know that

#

My apologies

sturdy coral
#

@jaunty shell invites can work around the spacewar region issue, you can try with shooter game to see it work and how to do it

#

You have to send the invite the ought the overlay, I think the shooter game friends list isn't fully functional

jaunty shell
#

Oh I'll have a look then, thanks for the suggestion @sturdy coral :)

hollow mauve
#

@wicked oak are there issues with talking about ps4 dev in public? Sony agreement stuff that makes it bad to ask questions in public forums?

wicked oak
#

@hollow mauve of course

#

NDAs and shit

hollow mauve
#

makes sense just not something i ever thought about

real needle
#

@sturdy coral Do you have a link to the pull request for fixing WindowsMR/OculusRift using SteamVR in 4.18?

sturdy coral
#

I think the VR editor still has a viewport problem with it that I never fixed

real needle
#

That's fine, we're not using it

wary onyx
#

@wicked oak thank you for reminding me

#

But my problem is fixed

#

@daring mural helped me figure out what the problem was thanks to him my compile should be sucessful

obtuse spruce
#

@real needle 4.18 broke Oculus Rifts running through SteamVR? Do you know if that was fixed in 4.19?

real needle
#

@obtuse spruce Yes it was

obtuse spruce
#

@real needle Ok, thanks for the info. I'm in the process of upgrading from 4.16.3, so I'm checking this board every so often to see what live bugs there are that we should watch out for.

frosty robin
#

Yep, definitely Fixed πŸ˜ƒ @obtuse spruce In general 4.19 feels like a good (Stable) release for VR πŸ˜ƒ

frigid widget
#

Hi everyone, I'm beginner and I've problem with VR Pawn. When I import it in another project It not working, how can i fix? thanks

granite jacinth
#

@frigid widget Any more info than that by any chance?

frigid widget
#

ok SOLVED (change Posses to Player0)

#

thank you

frigid widget
#

Is there anyone that has a project with 1 megascan material example?

jaunty shell
#

anyone here tried the SRWorks SDK from HTC for the Vive Pro ?

#

I can't get the realtime photgrammetry stuff to work, the cameras are crashing after a few seconds 😦

mighty carbon
#

interesting

dusky moon
mighty carbon
#

I posted about it a few days ago, and no one seemed to be interested

dusky moon
#

yeah seems like too early/buggy

raven halo
#

I am!

#

I've used for my upcoming game

#

it's totally finished, only bug fixing now

#

and I went through the trouble of trying it out

#

and reporting bugs

#

all the bugs from GPU Lightmass relevant to my game are fixed now πŸ˜„

#

it looks amazing!

tired tree
#

its the same baking isn't it? just with some of the settings hardcoded and the stationary light forced to be always baked

#

its just more parallel since its over the GPU so it is faster.

#

aside from baking time it seems like a straight downgrade.

wicked oak
#

different type of rendering too @tired tree

tired tree
#

eh?

wicked oak
#

its a brute force render. It doesnt use photon mapping

#

it doesnt have seams on modular pieces, nowhere near close to the seams in lightmass

tired tree
#

ah

#

oh its Luoshuang

#

thought it was a different one

fleet plume
#

what's that 6dof video exactly about?

#

are those vicon cameras?

#

also looks like a nice office with all those "toys" πŸ˜„

mighty carbon
#

no, it's turning 3DoF controller into 6DoF using software tricks

fleet plume
#

is there an article or tweet (lol) to that?

dusky moon
#

It'd be great if there was some comparisons to see how brute force changes the look. but if it's way faster than CPU based baking. I would say it can be super helpful for faster iterations.

#

specially when working with sublevels and UE4 just randomly says you need to bake all stuff again πŸ˜„

fleet plume
#

thanks!

main ether
#

hm what is this? just controller transform as seen through the hmd?

#

@mighty carbon

mighty carbon
#

I am as clueless as you are @main ether

main ether
#

would be more impressive if there was no controller, right now its just a normal vr controller with the transform marked up in the video

#

also there are two large motion capture cameras in the background

mighty carbon
#

normal VR controller on mobile platforms is 3DoF

#

hopefully Santa Cruz will be released rather sooner

quartz hamlet
#

hello

neon dove
#

Does anyone know how to set up Player Knockback in VR?

sinful bobcat
#

im trying to make a vr character from scratch

#

motion controllers arent working

#

they just dont appear to be getting any input

sonic lake
#

@sinful bobcat Did you setup the motion controllers according to the official documentation? Are you possessing your VR Pawn properly?

sinful bobcat
#

yeah i think so

#

i mean the headset tracking is fine

sonic lake
#

If you are not possessing your VR Pawn correctly, UE4 will switch to the Default Pawn, which has a working HMD but not Motion Controllers. You can tell because it can move using the standard WASDEQ keys.

fleet plume
#

i guess that's also why they have the tracking system in the room; probably used it to record those stills together with exact tracking data

#

fucking smart those google peeps!

magic ferry
#

hey guys is it possible to add to the hmd rotation in real time? I'm trying to make it look like the world is rotating but instead of messing with the whole level just messing with the camera position/rotation

mighty carbon
#

I encountered a weird issue last night - casting to an actor spawned from Game Instance works in PIE, but fails in build running on the device (Android). Has anyone encountered something similar ?

dusky moon
#

@full junco I saw your post in Audio chat... In nutshell, it's total fine to opt into Nvidia VRworks ?! I mean you might only loose 2 percent of your user base right ?

candid viper
#

@dusky moon Be careful not to confuse NVidia VrWorks Audio, with NVidia VrWorks rendering (MRS/LMS). VrWorks audio could probably be done in a plugin, at the present time at least VrWorks rendering - MRS/LMS could not.

dusky moon
#

@candid viper good point. I actually meant rendering which requires to build the engine from their branch

mighty carbon
#

UE4 roadmap got some interesting updates

wicked oak
#

@mighty carbon you mean a huge amount of sequencer stuff

mighty carbon
#

nah, I meant baked area lights

sturdy coral
#

@dusky moon he had some followup with the ue4 audio guy on #audio you may want to scroll through and read

#

nvidia may be reworking the audio stuff to work in the new sound system engine as a plugin instead of having to modify a bunch of engine stuff

sturdy coral
#

@mighty carbon volume texture support will be nice

tired tree
#

yum

sturdy coral
#

when you do it like a cut up 2d texture you don't get mip levels that blend across z axis unless you custom compute mips yourself

tired tree
#

about time

sturdy coral
#

and I think with volume textures you get interpolation
in z that you don't get with 2d slices

wintry escarp
#

anyone know why todays unreal twitch stream was cancelled?

granite jacinth
#

was it supposed to be good one?

#

And who knows tbh, we're lucky they are even doing Thursday streams semi-regularly now

#

Community Management has gone down considerably after Alex left

mighty carbon
#

That's why Alex left most likely (besides going to EU; Epic could have made decision to dedicate less and less time and effort for community and focus on maybe real money; just speculating)

#

@sturdy coral I don't even know how and where I'd use volumetric textures

mighty carbon
#

It's almost always dead here on Thursdays and Fridays 😦

sonic lake
#

Yes very quiet...

dusky moon
#

shall we blame fortnite again ? πŸ˜›

candid viper
#

I'm going along to Unreal Fest Europe next week. If anyone is around and wants to chat UE VR, I'd love to meetup.

full junco
#

@Alless#9041 you don't use any userbase by using VRWorks stuff, the game will still work on AMD, just without those special features

#

@Alless#9041

#

I hate how broken discord is

dusky moon
#

@full junco lol I get you ... mentioning offline users are fcked up
but good to know. thought it won't run on AMD gpus

fleet plume
#

any good vr games that use pad/stick on motion controllers for locomotion?

#

besides onward

wicked oak
#

skyrim

fleet plume
#

wondering how to handle physical + stick locomotion

#

at the same time

tired tree
#

what about it?

#

for the record, Skyrim doesn't do that currently

#

and its some drama about it

fleet plume
#

like when player is physically walking forward plus at the same time pushing the stick forward

#

if i e.g. cap movement speed, won't the player get sick?

tired tree
#

are you moving the pawn with the player walking?

fleet plume
#

yes

tired tree
#

generally people don't move when locomotion as it is disconcerting

fleet plume
#

i'am currently looking into adding stick movement

tired tree
#

but yes, you should allow the free movement

fleet plume
#

or in my case the touchpad on the vive controllers, as i'am using the vive for dev

#

i'll just do a base impl and then see if it works for me

tired tree
#

are you moving it with AddInput, or physically moving the pawn for the roomscale?

fleet plume
#

i'am actually not sure as i'am using the runeberg plugin

#

used teleportation until now and started looking into movement today

#

(i'am prototyping various vr ideas and learning ue4 at the same time)

tired tree
#

ah

#

he doesn't move the pawn with the roomscale

#

you are still relative to the actors root

#

so you won't be capping your physical movement when you cap your locomotion

fleet plume
#

glossed over the source and just saw the same

#

fun fact: my playspace is a bit crammed right now due to another room being renovated, so i actually always used teleport

#

when something was beyond arm's reach

#

so i never noticed it missing

#

duh

mighty carbon
#

hmm.. I am not sure why UE 4.20 has focus on Sequencer

wicked oak
#

@mighty carbon have you seen GDC?

#

all that movie stuff

#

also becouse epic themselves use sequencer for trailers for fortnite

#

every single fortnite trailer is sequencer

mighty carbon
#

nah, haven't watched GDC stuff, but makes sense now

wicked oak
#

i posted about my dungeon crawler game and it got incredible reception

#

better than i expected, by a lot

mighty carbon
#

@wicked oak how did you add "developer" tag next to your name ?

wicked oak
#

told the mods

mighty carbon
#

ah, I see

manic ledge
#

Hi all, widget interaction component uses a debug draw line to draw the debug line, so what have you guys used for shipping builds? Initial thought was a beam particle?

tired tree
#

1x1 beam mesh that you scale with world aligned material is easiest

manic ledge
#

That too, I think that's what Onward does potentially, their's does seem like a mesh

tired tree
#

editor uses a spline

#

but that is because they implemented the end point smoothing

manic ledge
#

Will probably do something a bit more substantial at a later point, got to get a build out for Monday so I'll just do mesh for now, cheers

mighty carbon
wicked oak
#

holy shit

#

those poly guns

#

and its even cheap

#

that pack looks amazing

glossy agate
#

cyber punk 2077 low polly

mighty carbon
#

I'd make Deus Ex'esque VR game for Go with it πŸ˜‰

glossy agate
#

Only $50 thats a steal too

#

Wish they made videos for more of their packs

mighty carbon
#

videos are there

glossy agate
#

oh sweet

mighty carbon
#

half of the comments (if not most) are from people that sound like they never tried VR o.O

covert moth
#

Out of sheer curiosity, I need to ask. What rendering features don't actually work in forward for VR? I know SSR doesn't, contact shadows don't, and SSAO really should but doesn't, is there anything else?

covert moth
#

A friend is trying to talk me into working on a VR project with him, just want to know what I'm getting myself into.

wicked oak
#

@covert moth forward render doesnt have gbuffer

#

so the fancy postfx dont work

#

tonemaper, bloom, taa, and DOF work (but you dont want DOF)

#

SSR and SSAO dont

covert moth
#

What about DFAO?

wicked oak
#

as far as i know, it allso doesnt work (as its kind of a postprocess pass)

#

thats why i was trying to write my own SSAO in a postprocess through Custom nodes, but i was unable to get a good result given that i only had the depth to work with

#

if we had normals in a gbuffer in forward, ssao would work fine

covert moth
#

I'm watching the robo recall thing right now actually, they say the reason they didn't add SSAO to it was it didn't look right in VR

wicked oak
#

there are cases where it does look weird

covert moth
#

But when you have that whole vignette effect you had, I'm not sure you would really notice any inconsistencies near the edge of the screen

#

Using planar reflections instead of SSR kinda scares me, but the way they set things up doesn't look so terrible.

#

What's the policy on texel density for VR? Still 1k per meter that you would have in an FPS?

#

At least, for now.

#

So it just sounds more basic, but not really anything that would really cripple a project's look too badly. SSR can be replaced with planar for the most noticeable things.

#

No light functions or IES profiles is a little weird though.

wicked oak
#

@covert moth keep in mind a vr screen is around 1000x1000 pixels

#

per eye

#

bit more, but yknow, engine bullshit and antialiasing and things

covert moth
#

only?

wicked oak
#

yes

#

bit more than that. oculus is actually something like 1000x1200 per eye XD

covert moth
#

1,440 by 1,600 for the new one

wicked oak
#

for that reason, i allways think of my texel density depending on the size the thing will have

#

for a weapon, a 2k texture will be fine

#

almost overkill

#

another very important thing for vr

#

bevel everything

covert moth
#

Texel density is a better metric than just saying 1k or 2k textures. I don't know how big that weapon is.

wicked oak
#

the hard edges in vr look horrible

#

bevels look the best

covert moth
#

Generally, per meter, what do you aim for?

wicked oak
#

im not that much of an artist to control that correctly

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but DWVR characters are all 2k texture (fullbody)

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and the weapons are 2k too

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hand held weapons

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for vr, its better to have more polys

#

normal maps do look flat

covert moth
#

And bevel everything even if you bake it properly/seamlessly?

wicked oak
#

if its seamless, no issue. But remember normal maps do look flat in vr

#

its normally best to have everything on smooth polygons, as it just looks better

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no hard edges

covert moth
#

Alright

wicked oak
#

and avoid abusing normal maps too much

#

detail? fine

#

bigger parts? model them

#

the biggest issue in vr is actually drawcalls

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and pixel performance (dynamic light)

#

its an instant x2 drawcalls

covert moth
#

Do the volumetric lightmaps render properly? Like if I have a door you can open, will it look out of place?

wicked oak
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x4 if you use forward renderer

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no they dont, i think

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ah, you mean the lightmaps, not the volumetric thing

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those work fine

#

be VERY careful with dynamic light

covert moth
#

Yeah, the volumetric lightmaps, not volumetric lighting. I know better than to even attempt that, I'll fake it entirely for that.

wicked oak
#

it nukes performance extremelly hard

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and also, you cant do smoke effects with planes

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at least up close

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they look extremellly flat

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you should avoid billboards like the plague

covert moth
#

Hmm, so would you actually use the volumetric lighting then? I can make volumetric particles for those.

#

It's... not cheap though.

wicked oak
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i dont think volumetric works in vr

#

if it did work, it would instantly eat half of your frame budget

covert moth
#

What is the budget, btw? 8ms?

wicked oak
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10

covert moth
#

Okay

wicked oak
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but remember the resolutions are batshit insane

#

and its stereo (*2 everything)

covert moth
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What about shadows? Is it better to have insanely high res lightmaps, or better to have dynamic super up close on 1 cascade, like 1,000 units

wicked oak
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oculus rift at Pixel Density 1 (optimal resolution) is 3.5k x 1.6k resolution total

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shadows are probably too expensive to use. I have them sparingly

covert moth
#

Robo Recall I know had lightmap density so high the whole scene was red

wicked oak
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they wanted that static light quality

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after all, maps arent that big

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and they have 3 maps total

covert moth
#

Well, GPU lightmapper, not too worried about baking times all of a sudden.

#

At this point it's just performance/quality

wicked oak
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to test, just put screen percentage to 200

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to force unreal to render like at 4k

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that should give you a stimate

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or "emulate stereo" wich renders split screen

covert moth
#

And yeah that resolution is the bit that confuses me. Do I author content the way I would as if it were being displayed on a 4k screen, using things like material layering to squeeze out cheap texel density? Or do I bake it all down to single layers and pay an overall higher memory cost for cheaper per pixel?

wicked oak
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strike a balance

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material layers work great in vr. But again, vr has a ton of pixels

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you can look at robo recall for reference

covert moth
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Robo Recall seemed pretty loose with a lot of it. The robots, for example, have 3 sets of 2k textures, each.

wicked oak
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they are seen at full screen size

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when you grab one

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or when you inspect one of the models in the menu

covert moth
#

Alright. So if you know it'll be up close, just follow standard convention for regular models then.

wicked oak
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dont go overboard

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while its 3 sets of 2k textures, is nowhere near as extreme as Paragon

covert moth
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And yeah, I probably don't need to worry about lightmap density if this is anything to go by.

#

We should have plenty of flexibility, it's just a personal project he wants to work on so the min spec would be his computer, aka a 1070.

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And nothing about VR strikes me as particularly vram intense unless there's some other hidden cost to textures

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The old dynamic light standard of "no more than 4-5 overlapping lights, no more than 3-4 active shadow casting lights total in the scene" still relevant?

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I know you're using a lot of dynamic lights

wicked oak
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i also do shader shanenigans to cut their cost in half

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like completely removing specular from the shader

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and i mean completely cut

covert moth
#

Ah. Yeah I don't see that being an option for my project.

#

Thanks for going over a few things, it'll help a lot. Anything else you can think of I'll really need to know?

wicked oak
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do not drop below 90 fps in any part of the development

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develop everything at the proper performance

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its not easy to try to optimize "later"

mighty carbon
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@wicked oak apparently you don't need gbuffer for SSAO - look at RBDoom3BFG fork. It has forward renderer and SSAO.

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(Unless I am mixing things up with another engine)

wicked oak
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yes

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but a depth only SSAO is going to be far lower quality than one that has normals

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quality gets halved at the same performance

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actually might even be more than halved

dusky moon
#

So today I just added a new test feature to my surreal VR project. it's a UMG attached to Left hand and interactable with right hand's Laser pointer... it feels good but I'd still want to try making it an actual touch screen as it's more intuitive than lasers . but have no idea how to implement that! any inputs ?!

wicked oak
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a laser that activates itself when it goes near enough

dusky moon
#

It already works like that

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but I mean touch screen that you can actually touch UMG buttons with hands

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like tapping on buttons physically in VR... instead of using controller inputs

mighty carbon
#

Have you played Lone Echo?

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IMO it has best UI

full junco
#

@tired tree is there anything in UE4s SteamVR implementation that would hurt "World Scale VR" or should that work perfectly out of the box?

#

so walking around outside with a gaming laptop and WMR

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player being potentially hundreds of meters away from "center" of room

glossy agate
wicked oak
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@motorsep#8292 to complicated to just add to unreal

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has multiple passes and denoises and lots of things

sturdy coral
#

@covert moth not sure it if has been fixed, but at one point light functions didn't work with stationary directional lights (for clouds outdoors)

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@full junco watch out for the sun if you try it, it will fry the screen if it goes through the lenses

full junco
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I don't plan to try it, I have no gaming laptop

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I have one youtuber who wants to try it in my game, so I want to make sure that it works πŸ˜„

wicked oak
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dungeon game reception

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vs DWVR first reception

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much better than i expected. Lets see if i can keep interesting going till release

sturdy coral
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nice

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@wicked oak did you pitch it to sony yet?

wicked oak
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it got approved for release

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so first stage is done

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but basically anything gets approved unless its porn or similar. so not much

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im going to mail sony this monday to see if i can convince them to lend me devkits

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so i can do MP as it should

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sadly, sony didnt even look at the gameplay video i embedded in the presentation document

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literally 2 views that i triggered myself

covert moth
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Oh, congrats on approval, I was wondering what happened to that πŸ˜ƒ

#

And then I read the next line that says you still have to get the devkit. Well, good luck with that anyway, ignore my premature celebration.

wicked oak
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the current stage is sony just looking at the document i gave, going "uhm its not porn" and clicking "approve"

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now i need to actually send it to the european contact to see if i can get testkits

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i dont need a devkit i already got one. But i need test-kits to show the game around and test MP

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the most interesting part, is that the players dont seem to dislike the style

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even on its total simplicity

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so thats really, really good

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as it had me worried

tired tree
#

@John Alcatraz#2916 not that I know of, they don'

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't limit tracking offset

quartz hamlet
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hey there

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im getting an oculus rift soon

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is developing for vr using ue4 "user friendly"?

mighty carbon
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it's as user friendly as developing for non-VR

glossy agate
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@smokyboo#4867 Just testing is more inconvenient

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But thats true on any engine making vr games

quartz hamlet
#

hm ic

full junco
#

@MordenTral#2571 thanks!

#

a lot of games seem to clamp the tracking offset or show black when further away than 10m, so I was worried that might not be the devs decisions but engine stuff

dusky moon
#

@granite jacinth I saw your complains about child actor bps and they kinda scared me! have you faced poop status on 4.19 with them ?! I already used lots of them in my vr project and am starting to feel concerned to scale their use through out the project...

harsh cedar
#

@dusky moon child actor components are the work of the devil

dusky moon
#

tbh I only need them because my project is based on a Community VR Template. and as the framework gets updates regularly it's easier to apply and implement updated BPs like Pawns from the template to your own customized stuff. that's why I found child actor bps the best way to cope with updating templates

harsh cedar
#

child bps are fine - child actor components are less so

#

just be careful when you edit default variables on a parent class, if you dont want to lose all the settings on the children, save the parent class after an edit, then dont save children and restart the editor

cold siren
#

Hey guys, I know this is not specifically VR related, but I am having a problem in my VR project while trying to package. "Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>"

#

I believe this is caused because I tried to add a C++ class by mistake, even though I am using the stock engine from the launcher and not compiling my engine

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I am not a programmer or have any programing knowledge

#

I was also getting an error regarding a missing module "projectname.dll" while trying to just open my project

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but i removed the reference to the module from the .uproject file and it launched

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but I can no longer package

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Can any one help?

sonic lake
#

@cold siren Use the ZIP Up Project function under File --> Package Project to make a clean copy of your project, then unzip inside a new folder and open/package that one. It would anyway be better to move this discussion to #packaging .

cold siren
#

@sonic lake thanks! trying it out now

fleet plume
#

what are you all using for menus that shouldn't have lighting/post processing applied?
stereo layers with a umg render texture?

mighty carbon
#

yep

fleet plume
#

how do you handle e.g. a laser pointer?

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mine gets occluded by the stereo layer

fleet plume
#

actually doing it like the first video you posted

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but look at the video at my posted time code: laser is occluded

mighty carbon
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turn off collisions on Stereo Layer component ?

#

I haven't done any interactive menus yet, only non-interactive ones

fleet plume
#

i think we're talking about 2 different things

tired tree
#

Laser is occlused because stereo layers render above all other things

fleet plume
#

i mean visually occluded

tired tree
#

you can use depth with oculus stereo layers, but not openVR

fleet plume
#

damn

mighty carbon
#

can't you disable laser ?

fleet plume
#

but then the UX goes to hell imho

mighty carbon
#

well, add feedback to the highlighted menu items and put it closer to the cam, so that if feels like you are touching menu items

#

add force feedback effects too

fleet plume
#

that's a possible solution, but i'am not a huge fan of the constraints it imposes on the menu contents

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the complexity is limited as everything has to be in arms reach

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i wonder how epic did it for robo recall

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and the vr mode in ue4 itself

sturdy coral
#

@tired tree @fleet plume they added depth to the API recently, but I guess ue4 still isn't using it

#
	// This flag can be combined with Submit_TextureWithPose to pass a VRTextureWithPoseAndDepth_t.
	Submit_TextureWithDepth = 0x10,```
mighty carbon
#

@fleet plume well, you can always grab RR mod kit and see how Epic did it πŸ˜‰

fleet plume
#

@tired tree is that from the OpenVR API ?

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@mighty carbon that's exactly what i'am doing now πŸ˜„

sturdy coral
#

You can add a laser as an overlay object too and it will render over your scene like the dashboard lasers

#

(I think)

#

I'm avoiding overlays right now for menus because when the menu goes behind geometry I want a custom blur effect

fleet plume
#

i need to take a closer look at the menus in robo recall

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they don't seem to be affected by lights

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also why are the menu names starting with "Odin_" ? was it always supposed to be "robo" recall? πŸ˜„

#

also curious why i can't start it in vr mode (it's greyed out) even though steamvr is up and running

tacit quest
#

did you start steamvr after unreal?

#

might need to just restart editor

fleet plume
#

i started steamvr first

daring mural
#

@fleet plume Did you fix the occluded laser issue? I had this problem and it was caused by transparency in my laser texture. If yours isn't fully opaque, try making it so.

fleet plume
#

@daring mural not yet, doggo demanded his 1hr+ walk πŸ˜‰

#

i think my conclusion at the moment is widget render target + stereolayer = occluded laser pointer
currently checking out the UI of robo recall and it's super interesting so far

wicked oak
#

dungeon architect snap builder good and bad in one picture

#

first, works great

#

second, it has literally zero control over how stuff gets attached

#

wich means that far too often, you get duplicates or nonsensical stuff

#

im going to subclass the generator and make it use the dungeon layouts i provide to it

#

stress test

#

less lights due to the fade out of they are small

fleet plume
#

duplicate rooms or items in rooms?

wicked oak
#

duplicate rooms

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look at the left side

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the exact same room in the exact same orientation 3 times in a row