#virtual-reality
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oh well :)) so it's a bit better than Gear
but the also look at pixel / 2D / Minecraft games that people play on their overpowered PCs and PS4..
Gear is a piece of plastic
I mean Gear on S8 lets say
Gear VR + Note 4 isn't the same as Gear VR + galaxy S9
between S7 and S8, Go is closer to S8 with better thermals
You can play Doom 3 on S8 with dynamic lighting
So I am pretty sure someone could make high quality visuals game for Go (not with full dynamic lighting of course)
hmmm... I'm not sure how Go will perform in terms of consumer adoption . to me, when I own a Gear and Gear supported phone ... I wouldn't mind buying Go
that means mostly everyone who already own the Gear rig ( 5 millions or so ?!) might not be interested
Well, I own Gear VR with S6 and I can tell you how much I hate plugging and unplugging the phone, not to mention all the notifications I receive
so Go will solve this for me
yeah but do you need that much VR consumption every day ?! tbh
again, if there were games I play, I would play it as much as I play them on PC
plus, I'd rather watch Netflix in VR
(I don't do it on the phone because I need to keep my phone healthy for the phone's sake)
hmm yeah for that it makes sense kind of. for me, besides dev stuff... the only reason I would like to get into VR currently is to play some Echo Arena or randomly hang out in RecRoom
that being said, VR just needs more games (or rather variety and deeper games, like on PC / consoles)
Indeed ... that's what we're all waiting for
make it happen! ๐
Indies unite! ๐
sells 100 unit on steam lol
that soft porn shit is still messing up my mind
lol
I don't think Oculus would let anyone sell any explicit content, which is too bad
and not being featured on Oculus store equals low sales
yea but. put it on itchio ... wankers will find lol
I wonder if MS will let XB1X work with WMR systems
that would be sick!
considering that porting wo WMR from Rift/Vive can be smooth and ez
but Windows Store is so boring
windows mr controller tracking seems a lot better after the april update
it fucked up my bluetooth at first but finally got it working again
@sturdy coral I just returned my Oddyssey because the controller tracking wasn't good enough for me
It worked fine at my office, but I brought it to a game jam and it was terrible
It still has the problems when it goes out of field of view, but it just seems a lot smoother after the update
I still want to get my Vive controllers working with it
@real needle you think at the game jam it was optical interference with other LEDs and stuff, or wifi interfering with bluetooth?
It could have been either
I never had an issue with the lighthouses at my office
And I'm in a corner with big windows
@cm_richards @Heaney5555 If you register as a developer (free) you can use adb and side load apps.
re: about sideloading
@full junco vulkan slides are here https://www.unrealengine.com/en-US/resources?
and there was a big merge for rendering, including Vulkan goodies
so only sideloading through dev tools, seems like it will be impossible to have third party stores
@sturdy coral heh, I am surprised you would think they would allow you to do that
It's Facebook
believe me I knew they wouldn't, but they always claimed it was samsung that forced it, not them
I can't point to one, because there can't be one =/
on android there are several third party stores (amazon, etc.)
they can't, I think daydream locks them out the same
why do you want to side load ?
you can upload builds into your own branch, add people who can access those
each has to register as an oculus developer
you mean the store keys thing? or signing for their device?
people I added to my project automatically had my app popping up in their Home
your app was distributed through the oculus store though right?
no signing devices, no keys
no
it was a way before I even got it on the Store (before submission process)
ah ok, I guess I don't understand
you mean like the the equivalent of a steam app id?
and instead of giving out keys you can add usernames?
for example, if I am Oculus dev and I have an app I uploaded to my dev "repo", I can add you to my "repo" and you'll automatically get access to the latest build
you don't have to be Oculus dev, just a user
right
you still have to go through an oculus store repo then
except user e-mails now, for better security
just like you have to go through Steam
yeah but you can use other stores
you don't have to go through steam
when I download an itch game
no steam
lol, what does it have to do with Steam then ?
from what you said it seem similar to a steam repo
I am talking about side loading apps as something you make for a client and they don't want it public in the store
not getting apps made for Android and running them in Oculus Go
ok yeah, but it still is distributed through their store infrastructure
and is a centralized point of censorship
but so is Steam App
you can distribute apps off of steam
if I am a Steam dev and I have App ID, that's the only place you (as a person I added to my depot/App ID) can get access to it
no, you can put it on itch
you yourself have talked here about wanting to avoid reviews
and to distribute it on your own
then why deal with Steam at all?
because all the users are there, but you can still sell it other places
and you can distribute it yourself without being tied to steam distribution only
well, you can sell Go apps on Xiaomi in China
You can just use Steam for keys
can you sell PS4 apps anywhere else? No
exactly, oculus go is similar to a console/ps4
they already closed that loophole
Have all the nice advantages of Steam
even though they said the only reason for the lockdown of gear was because of samsung
because maybe they have a deal with Steam.. I don't know
for all I know devs abused the system and Valve stopped letting them do so
maybe special deal.. Who knows
I don't care if oculus doesn't allow you sell keys though, I want the ability to load apps and sell apps without going through their store at all
selling keys puts a burden on them to distribute it and pay for bandwidth, etc.
I don't think so.. Look at what happen to Steam
vblanco is a great example - didn't make much on Steam, made a ton on PS4
basically all new computing platforms are following iOS and consoles
even android is getting closer to iOS now
so I'd rather have console deal than Steam deal (used to be other way around, but not today)
windows and desktop linux are about the only platforms left
if I want to make some pr0n game for Go, then I am out of luck I suppose
or if you want to play one
otherwise, it should be ok for violent games and maybe even ecchi stuff
or look at an app that tells you about news:
as a consumer, I don't really care about locked or unlocked device as long as good games are there
Look at Linux - in 2010 it was proclaimed to kill Windows (as gaming platform). Valve decided to even build Steam Machines and Steam OS and at the end of the day, it's still a (tiny) niche platform most don't even care for
most consumers don't give a shit. The path of least resistance to getting them what they want.
MS backed off on the most aggressive parts of UWP, and with it being less of a threat, Valve pretty much pulled resources off of the linux effort
I wonder when 4.20pre1 is going to show up
Oculus Go didn't make it on r/games even on launch day =/
@mighty carbon other headsets without AAA games made it to r/games on launch
It was a big deal back then
bigger deal that is
plus a lot of conventional gamers hate VR
I guess it's a generational thing
Go has been taken apart
so, is anyone getting Go besides vblanco ?
yeah in like a month or so
Yeah I am
Alright, I'm having an issue with the widget interaction component on my left Motion controller. I can click things, but hovering doesn't really work.
@mighty carbon nice, it looks like it shouldn't be too hard to relocate the battery (for better weight distribution), or expand it
Apple rejects our apps randomly, if we ever submit it for review it gets rejected again. But if we change the id number and submit it again it usually gets accepted.
screen door effect alert !
AAAAAHHHHHHH!
does the go have a sideload facility, or oculus store only?
๐
In what context do you mean "sideload" @wintry escarp ?
can you load apps privately (so it only shows up for certain people) - yes, if you are Go dev. Can you download any app from the Net and run on Go - no.
is it me or the Dell headset has a really trashy screen compared to say, the vive ? ๐
Hey guys, has anyone more info on arkit (apple ar). Theres still no documentation about it or info anywhere. Just a short video that explains the template. Instead of placing objects i want to have it placed on a specific point right away. How do i do that? :(
@jaunty shell I only have vive and rift. but tried my vive after months and it felt super trashy with tons of screen door effect. So I'm feeling bad if Dell is trashy compared to vive
screen door is a thing on all HMDs, but man LCD screen sure lack punchyness
@jaunty shell apparently Go's screen is the best (when running it at 72Hz)
I don't understand why we're aiming for sub 90fps now that we've seen that it kinda is a golden standard
60fps with interp (psvr) looks alright when you don't move too much
but 60/75 will get you a lot of ghosting ๐ฆ
no ghosting on Go
and 72Hz creates 20% more power drain + 20% performance cost compare to 60Hz. That's why for now mobile VR isn't going into 90Hz territory
@jaunty shell no ghosting cous low persistence (but flickers)
the flicker is real in gearvr at 60
i guess its better on go at 72
the reason it doesnt do like psvr, wich is 60 fps and timewarps to 120, is just due to power
and well, i guess bigger gpu needed and all of that
well, my thought was, LCD looks abysmally bad compared to oled/amoled in terms of contrast
https://www.google.com/amp/s/uploadvr.com/beat-saber-enters-steams-top-5-sellers-less-24-hours/amp/ this games killing it already
it deserves it
if it was a sword and not a lightsaber, I think it wouldn't get on top
is it UE ?!
unity
VirtuClear Prescription Lens Inserts for Oculus Go | High quality RX lenses for stunning clarity & a premium VR World experience. Don't let your need for corrective vision blur you virtual reality. Only Available at FramesDirect.com.
interesting
Yeah itโs the most played VR game right now. I gotta check it out and see what the hype is. I havnt really played any beat games.
Question for the vive folks. How many people use the grip buttons for pickup vs the trigger?
@glossy agate its worth the hype
but i think 10 songs is too low
luckily, they are great. And they are working on a beatmap editor
so community makes other songs
Yeah they said they are making more, and gonna let people make their own songs
cant wait to do Through the Fire and the Flames in beatsaber and become a helicopter
Audio shield was huge, so itโs not too suprising this got big. Just didnโt expect 5 hours in they shooting to the top of the best sellers haha. Good for them
Hahaha. For sure. They have that song?
no they dont, but would be one of the first songs to be added
audioshield is autogenerated
you play any song and it generates a beatmap
but its AI generated so its shit
@sly elk depends on whether it's Vive or Oculus user
on Oculus grip buttons are for gripping. It's ingrained into user from the moment (s)he grabs Touch controllers for the first time
and it feels natural
I need my trigger for power tool operation
I heard that Vive's wand grip buttons aren't comfortable to use
just wondering how many vive users are expecting to use the trigger for grab
trigger for grab is super common in vive
if it is a toggled grip its fine, holding = nono
the grip button tends to be for snap grip
that is SUPER limited....
okay. so if i have to use the grip buttons, then toggle grip for vive?
Is there a demo out there I can grab that shows quality 6dof VR video?
because I have heard about it from the yi google camera but never been able to try it
@sly elk not video, but did you try out the Google light field demo?
nope, i'll check it out
F8, day 2
Santa Cruz
my lunch is over and they are going to show some tech later ๐ฆ
Rift CV2 prototype ?
that looks pretty sweet, no mention of resolution though?
nah
they said Santa Cruz info will be revealed later (this year?)..So I assume not whole a lot of info is available on CV2
santa cruz really needs to be a hybrid of standalone and PC
I am guessing at this point they are working on wider FOV, variable focus and hand/feet tracking via reconstruction. Plus maybe gloves (seen in the filled patent not too long ago). Screen resolution isn't something on top of the priority list.
where it can be used (maybe wireless with 60ghz stuff) with your pc, or taken mobile
but I guess that would jack up the price
cuz you can just grab best screen next year and have 4k per eye
yall forgetting about the glove tracking
soft glove with white balls, basically a mocap glove
AI reconstruction to know wich marker is for wich finger
perfect inside out tracking, more robust and precise than a leap motion
there were no gloves on the person's hands when they showed hand tracking
yeah, i saw that later...
its gloveless. leap motion style
the mocap was to train the AI
any clues on what gpu would be on Santa Cruz ?! I'm confused as they mentioned it's a High-end untethered VR ... how High-end is the question ...
tbh I'd rather use/dev for Rift with cables if high-end for SantaCruz gonna mean PSVR ish
it was a mobile SoC when they've showed it before, but it could end up being something more powerful
even though they showed some desktop looking apps like some stuff from Dreamdeck, it was ported to mobile
santa cruz seems to be high end and console-like
maybe a tegra?
that would be damn awesome
there are gloves in the pics!
hand orientation on the vive and rift feels totally different from the way the controllers fit your hand
yeah you have to adjust for it
gloveless tracking + Touch would be sooo cool!
sideload == could I just give away a VR on torrents and they can play it on their Oculus Go
+game
why would it be equal Vive Pro ?
Fb/Oculus is after mass market
HTC is after enterprise market and early adopters with deep pockets
lol
Guess we'll have to see when specs/price come out
One of them needs to compete on that level
Well, maybe not needs, but probably wants
if SC uses 845 SoC, in no way it will be equal to Vive Pro.. Hell, even if it uses Tegra it won't be
HalfDome is Rift CV2, IMO.. So it should be better than Vive Pro in many ways
SC wins
i expected eye tracking on v2
while resolution is something we all want to be better, I think SC beats Focus with 6DoF controllers alone
and lenses of course
agreed. 6DoF is big deal
but I'm feeling sad for Google ... I mean cmon daydream no one talks about it lol
yeah I forgot that existed till you just brought it up
on the subject of Daydream vs Go https://twitter.com/ID_AA_Carmack/status/991390384491184128
@cm_richards Which exclusive ones in particular do you spend time in? There are more GearVR titles than Daydream ones, but there are definitely a few good ones we are missing.
I've heard that phones overheat crazy with Daydream and support for devs from Google is horrible (a way worse than from Oculus)
aside from hardware, content wise Daydream feels dead
Oculus is doing great job on scaling it's contents
plus I guess they couldn't convince a lot of smartphone makers to have Daydream support built-in
(hardware support that is)
yep, I'm curious to see how much they insist on Daydream ... cuz google is good at letting go of their own branches
I wonder if Samsung will drop Gear VR in the nearest future
I wouldn't buy Gear VR for S10 (if I get one anyway) since there is Go and Santa Cruz is coming soon
at this point it actually makes more sense to get cheaper smartphone since I don't need Gear VR
but standalones also are perfect for location based and VR festivals in general
before they had to pay 600-700 bucks for each Gear unit
from the vibe and reviews , I'm getting positive on Go ... seems like a good transition
But I really want to see that day when 6DoF becomes standalone
that means ppl start to learn new Spatial UX and less confused
" varifocal lenses work with software and hand tracking to determine when something is close to your face in VR"
so no eye tracking in that prototype
if they are expending the development effort to guess what should be in focus without eye tracking, odds are they think eye tracking won't make it into CV2
the proximity sensor finally works on WMR via steamvr
not sure if it is in the main branch, I'm on a beta branch
@sturdy coral is there a way to disable the launcher from MWR (the steamvr house clone) when pressing the home button btw ?
and use steamvr as the default "launcher"
not that I know of
argh
same as oculus, with subsidized headsets they want to feature their platform stuff
though oculus may have some kind of kiosk/arcade mode to at least disable it when running demos, not sure
oh well
just hacked in WMR joystick support.. has huge deadzone issues
it is a PITA that they don't handle deadzone detection for you.. have the same problem with Touch but at least there you can detect it with cap touch
hmm.. Epic now has dev-mobile branch, but no dev-vr branch ๐ฆ
@sturdy coral you have your Win10 dev machine in april update already
as in with build 17134 windows sdk you get C++/WinRT apis from UWP to use so you can use WMR apis in UE4
Anyone got AO working in forward renderer with dynamic lights?
Not sure if it's disabled or if I don't know how to set it up
Hey question for working in the ue4 VR editor, has anyone been able to edit splines in there? cheers
Some new features: https://www.youtube.com/watch?v=pG91qSeO9N
linear parts slide into place on a track and will be sucked down into their install locations if you get them close, added a 'nutrunner
'nutrunner' to the ratchet that will zip up and down bolts but stop as soon as it hits any torque
also pickup object smoothing
I finally got it released! I've been working on a VR recreation of a former attraction in Disneyland, Adventure Thru Inner Space, and it's now done. If you wnt to try it, go to, http://bit.ly/DHI_ATISvr .
it's sooo dead today here, and it's not even Friday
this is the end of VR
nooooooooooo ๐
@robust orbit do you guys have anything cool, like VR-cool, coming in 4.20 or 4.21 ?
hey guys, any advice for switching between vive and rift?
right now it seems like I have to reboot my machine between headset swaps for thins to work correctly
In VR, ISR renders everything once and cuts draw calls in half and relieves burden on the CPU.
This is now supported for translucent objects.
VR / AR
is it PC only or PSVR and mobile too ?
Problem
Currently, the only way to stream or record VR play experience is using a PIP, showing the virtual world and the player in two separate windows. This is not ideal because it's difficult to interpret what the user is feeling in their v...
VR / AR
kewl
@jaunty shell Left thumbstick down opens steamvr on windows MR controllers
Does anyone have an Oculus Go headset yet? Trying to get device ID, but adb says unauthorized, any ideas?
nvm, got it
how does it compare to a gearvr on an s7?
@wintry escarp i havent experience lag yet, but not really any 3D games. Havent pushed a build yet either, I will report. Great screen resolution, love the controller, simple to use, and lightweight
@wintry escarp Go is between S7 and S8, closer to S8 supposedly
@sly elk just disable plugin or Oculus service
so, when is 4.20p1 going to come out?
you know what I've been wondering about? If F:BR has no AI, what does lead AI dev at Epic do ?!
...Fortnite?
Is Fortnite still being played? o.O
lol, I already forgot that I'd have to buy Fortnite to get Fortnite BR ๐
ooh, I guess I don't have to (just checked the website)
just feels like there aren't really any big single player projects at Epic and yet I don't see any AI goodies on the roadmap
does any one have any good vr news sites that are worthy of a read
oh hi @wicked kite
doesn't the AI dev at Epic work on engine-related AI shit?
@wicked kite roadtovr.com, uploadvr.com and r/oculus is what I read..
@daring mural yeah, supposedly ๐
thank you @mighty carbon
@real needle oh, good to know !
@jaunty shell yeah that has been in progress for 3 versions now
you can actually enable the plugin post 4.18
oculus branch has an implementation of it
neat, so its like a spectator screen V2 ?
its just spectator screen
but with the possibility of using a greenscreen to composite and stuff
but due to how unreal renders things, its BEYOND expensive
argh
a very simple picture in picture will automatically make you go below 90
and a full compositor setup
on simple cases
its automated
basically takes all of the work out of MR views
they also mask out things to help speed it up a bit
So baked area lights and dynamic unshadowed area lights
didn't area lights bake before?
dynamic unshadowed area lights will be cool
I'm not even sure we had area lights in engine even
you could do emissive cards for area lights
yeah but that ain't an area light, that's a fake :p
and I think there were area lights with distance field shadows
anyone here played thumper?
hmm.. I don't think 4.20p1 is coming any time soon - massive amount of unresolved issues are on tracker ๐ฆ
@wintry escarp I did, awesome game
but the VR adaptation isn't scaled properly, everything feels a bit small
anyone happen to know if theres a way to "launch in standalone" in VR?
UPS lost my oculus go
they say adress not valid
i see adress, everything is fine
they cant read?
fucking idiots
My Oculus Go arrived yesterday. Engadgets review pretty much nails it, but they don't mention being limited to 3-axis, where I'm used to 6-axis. People will wonder why they can't lean forward, but it runs really well. I'll try doing a few builds this weekend, and see if I can get it going!
its advertised everywhere as 3 axis?
I haven't seen anyone forget to mention that
wow no, you are right
they specifically didn't
that is one hell of an omission for people that don't know better
lol, it's been known since day one that Go is 3DoF
http://theweek.com/articles/770978/why-oculus-cant-save-vr << what kind of people write these articles ?! o.O
"First, there are obvious practical troubles like being unaware of what is going on around you without the normal benefit of peripheral vision or hearing." << who cares, 99% of people will use it home or in a safe environment.
that was like two days ago
if you put it on google
it works fine
how the fuck can they be so much of a fucking idiot they cant even google it
its not like its the first time oculus has sent me something...
Its been known to developer and super enthusiasts that it would be 3 DOF. A regular consumer probably wouldn't until they bought it
@glossy agate Most of the people I put into a head set have no idea what DOF is. Now I'll need to explain what is different. Of course, most sites that are talking about it are geek related, so we understand this!
@granite jacinth Ordered it from Amazon on Wed. right after the announcement.
@alpine kiln since you are here, you should know quite a lot about VR.. Otherwise you wouldn't be here ๐
@Lawrence#1337 I havenโt found a way to get a VR project to run in standalone, but Iโm running 4.16.3. Not sure if they fixed that yet or not.
Oculus Go for $169:
why would Newegg have eBay account if they sell directly from their website ?!
Something is fishy
btw, AMA with dev relation folks at Oculus about Oculus Go just started on Oculus Dev forums
@wicked oak ^^
is there any way to export the WMR controller model? (export the runtime mesh)
@sturdy coral Could use one of those DX rippers if you just want the mesh. Might even rip the textures. Assuming you're allowed to use the controller models from WMR
no need
I just want it to align some things
renderdoc has that feature
and unreal supports renderdoc
you can export a renderdoc mesh
any drawcall
where do you get the model of WMR controller in UE4?
is the the same place as Gear VR / Rift controllers ?
(in MotionController component)
Yeah, motion controller component creates it at runtime in 4.19
well, all I did was to select my Gear VR mesh in the motion controller component, then click magnifying glass and find it in the Engine Content, which I then exported as FBX
Is the choice for WMR controller model not present there ?
wait, what controller meshes does UE4 have? Rift and Vive both?
I know it has Touch and Gear VR
@mighty carbon no, oculus implements the mesh thing in 4.19 by having a mesh in the oculus plugin content folder
There are Vive and rift meshes in an engine content folder too, as part of the VR editor stuff
But not windows mr
I see
And different wmr headsets apparently have soightly different meshes
At least Samsung Odyssey controller is a little different from the others
Is there a complete hardware solution for wireless display tech? I'm not looking to stream image to an HMD, but from a backtop to a wireless monitor. However I don't want to deal with miracast or any other software, I want it to behave like I'm connecting a wired monitor in terms of setup
My google fu turned up plenty of solutions, but most use miracast or some other kind of software (or computer's own wifi)
My hopes was also that since it would be a hardware solution, there wouldn't be any problems with the HMD
what do you plan on doing with it?
Does the vive have any kind of on your face sensor like the rift?
Yes I think so. I never used it for anything before thiugh
Itโs right up between the lenses. That oval bit
@sly elk yes, but unreal doesn't use it properly
you have to modify the plugin source a good bit to get responsive use of it
and it didn't work with WMR via steamvr until recently, not sure if that is everywhere yet or only on the wmr for steamvr beta
if I remember right it will use it to activate the headset, but not to deactivate it by default (for vive, oculus and wmr through steamvr)
Okay. For simplicity I think we will use a keyboard button to toggle VR to screen mode
so its the same on all platforms
Yeah rec room I think is the only game I know of that uses it for vive at least
In 4.19, what would be the equivalent of 100 SR in previous versions? I tried PD at 1 and SR at 70 but getting lower FPS than before. Lowering PD but keeping SR at 100 = even lower FPS
@daring mural pd 1.0 == 140 screen percentage in the old system on vive, 130 on rift (with some caveats, vertical and horizontal have different scaling factors there), ~120 on WindowsMR
@daring mural are you sure steamvr itself isn't set to supersample? They updated so that it automatically pixel a higher baseline supersampling if you have a strong GPU around the same time as unreal changed over
steam also calculates theirs differently, the number is proportional to the number of pixels there, where unreal it is relative to the pixels in one dimension, sqrt of total number of pixels
with new steamvr it ups me to 130% based on my GPU, so PD 1.0 on new unreal is the equivalent of sqrt(1.3)*140 = screepercentage 160 on old unreal with old steamvr
@sturdy coral Do I need to do anything to enable dynamic res? Because when I'm using stat unit it says it's 'OFF'
Just looked at new Oculus Software changes (v 1.26) and wondering what exactly this means :
Graphics: improved performance across all applications.
@daring mural it isn't supported stock but you can pass in frame timing from OpenVR api and make it work
Create amazing immersive content for the Vive Focus.
seems like they're shipping to devs worldwide now
wonder if you have to pay the full price for it
If you are renown indie dev and have money to pay for it - you get it free. If you are a small dev and on a shoestring budget - you have to pay for it.
haha perfect metaphor for life
@mighty carbon lol 100% agreed
that's how everything works
according to that article developers get EUR 200 rebate
though i wonder who that HMD is for
at EUR 600-650 it's totally overpriced for consumers
maybe portable archviz demos, but seems underpowered for that
idk if they're pre-rendered it could work
WMR seems like the best thing for that right now, except only the odyssey has adjustable IPD
that's if you have $$$
lul
only developers can buy that thing, and its not even that useful to devs
due to the 3dof hand controller
its not like you can try to "emulate" santacruz before having one
main thing is without positional some people get instantly sick
but there isn't much reason to buy it over the mirage solo for that
yes. But the mirage solo is also useless
daydream library is a total joke
the only ones who actually have a library are Steam, PSVR, and Oculus
yeah, just hardware wise I'm thinking of all of those as oculus DK2 vs DK1
until we get positional hand tracking I don't think any are great for VR gaming
it is cool, but it doesn't overcome the downsides of isolation etc. until you get to hand tracking
i might try to port DWVR to santacruz
i think it should be possible
but of course i would need to go ham on the mesh optimization
i'am more and more starting to like the feature set and price of the Oculus Go
dat sweet spot
hmm, maybe i should stick a vive sensor on the Go to have cordless 6dof tracking with it
well, people said controller on MIrage Solo is horrible
also, when you are seated and use Gear VR / Go, you won't get sick
(even when you stand, but a lot of people try moving around when they physically stand in VR)
some people will, even seated you make small head movements that aren't reflected in VR
they can usually learn to hold their head really still, and close their eyes when shifting around though
but they don't have to with positional
just read all the reviews at the time comparing DK2 to DK1, it is close to a perfect analogy for the differences in these, except DK2 wasn't much more expensive than DK1
I am pretty sensitive to motion sickness and small movements really don't do anything to me (maybe in Cardboard I felt a bit off, even when rotating in the swivel chair, but not in Gear VR). Although I am sure there are even more sensitive people than me.
Has anyone had problems regarding VR in 4.19?
For me, the frame rate dips to 1-30 FPS (depending on the computer) in maps that are usually around 45-50 FPS
@chilly ocean are you using steamvr?
Nah, using Oculus, but using the Steam subsystem
ah ok, cause steamvr updated around the time 4.19 came out to add additional supersampling
not sure what could be causing it for oculus
@chilly ocean are you touching pixeldensity/screenpercentage?
@sturdy coral No, I left it as default at 1, but when I tried changing it to be higher, it halved the frame rate even more lol
pixeldensity 1.0 on oculus in 4.19 is about the equivalent of screenpercentage 130 on oculus in 4.18 and below
has anyone tried this https://getrad.co/ ?
@granite jacinth ^^
does anybody know which application/framework google used for creating the Youtube VR app?
@mighty carbon read the prices
its completely ridiculous
so expensive you are better buying an actual mocap rig
50 dollars
for 1.5 minutes of animation
tell me that isnt completely retarded
thats almost so expensive you are better hiring a freelance to do the goddamn animations
@wicked oak did you get your oculus yet? and what did you pay in EUR including S&H?
wow that's fast
looking at the 32gb version from amazon.com for 228 including taxes and shipping
i think they just had too much work and decided to not even try
UPS is just weird sometimes
though they're super fast normally
looking forward to your "review"
i currently have a daydream with a pixel 2 xl and e.g. the god rays are pretty bad
wonder how the Go compares to that
@real needle hey
hey there
i recently got the oculus rift
i was wondering if there are any good tuts out thre with getting started in vr dev
@quartz hamlet It's a good idea to look at the default VR template and strongly recommend you use MordenTral's VRExpansion plugin as a starting point. It'll teach you a lot. I'm assuming you've used UE4 for non-VR stuff already. There are also lots of video tuts, forum threads and docs on almost any problem you run into
@daring mural I assume his plugin supports the rift and it's controllers?
seems pretty cool I'll check it out thank you
@quartz hamlet https://docs.unrealengine.com/en-us/Platforms/VR
hmm @mighty carbon ?
weren't you asking for good tutorials ?
yeah I'm aware of the documentation, just want some more resources
youtube has a good search functionality ๐
although I haven't really found good tutorials when I started with VR. So documentation was plenty enough to get started
I'm aware of YouTube's great search functionality ;p just want to see what people recommend for tuts
I'm still on 4.17.2 but plan to update to 4.20 if its stable. Aside from the newer pixel density controls, anything useful for VR in the last few versions?
I dare @sly elk to ask someone from EPIC STAFF section on the right side bar ๐
lol no
first impressions of Go
thing is light and very confortable
lenses are clearly superior to rift
still some glare, but its less than vive and rift
a lot less
screen looks good in resolution, still has some screendor effect
this one in a very clear grid pattern becouse LCD not pentile
audio is a LOT better than i ever expected it to be
how about brightness? My main gripe with the Lenovo LCD
its fine
The Lenovo is amazing for the price, but the screen on the vive was noticeably brighter.
thanks for review
I feel like the Go is stuck between generations. (early adopter gen and ready for mass market polished gen) So I don't expect it to do too well, but what do I know said the same thing about iPads when they came out.
the lenovo is a complete joke, just like Daydream itself
hardware doesnt matter if you have nothing for software
The price is right but without tracked controllers, it's very limited what you can do in VR on this gen of stand alones.
@wicked oak does PSVR have SDE ?
I did see it on the one I tried, but yeah it is somehow not as noticeable
but then why Go has SDE, since both use RGB panel
no diffuser
on WMR is also not as noticeable as on the Vive. but I'm guessing that is because of the higher rez and lower brightness.
interesting https://www.roadtovr.com/oculus-research-becomes-facebook-reality-labs-creating-faster-leaps-ar-vr/
leaps? interesting choice of words
@wicked oak I bet diffuser degrafes visuals in some ways
the PSVR looks really good for the resolution it has. Not sure how they acomplished that.
I'm guessing a combination of things, like good lenses, well thought out reproyection techniques etc.
I haven't worked on a console game in over year and am out of the loop on new hardware. THere is a ps5 coming soonish, right? Anyone know if sony is pushing VR for it?
console VR that is at least as capable as the PC recommended spec would be great
@sly elk ill know in a few days
cool
pure speculation
ill just say that as a ps4 dev we have zero info about ps5
literally zero
only the top tier devs (such as epic) even know something
but, it makes sense that it's not going to be released sooner than 2020
not sure
i see it in 2019
people are already getting prototype devkits (top tier devs)
im pretty damn sure that secret Quail platform in UE4 is actually ps5 prototype
Yeah, if actual dev kits are out (and not just a hardware spec) its probably 2019
When I started working on the order 1886 it was the end of 2011 and there weren't actual dev kits for a while
you worked on order 1886?
yeah, for about 2 years. prop art
did you use scan stuff there?
order 1886 had awesome materials and models all around. i read some articles about their material layering workflow
no, just modelling
i didn't touch materials, that was in house. Just a lot of polygon modeling and zbrush work
thats probably 80% of the work I did for them (but also low res and bakes)
yeah
I wish that game came out on PC too
though their art pipeline was to sculpt a ton of micro texture so the texture work was heavily based on the sculpt
which is something I have carried forward, when possible I try and sculpt as much surface information as I can
for the bakes, no?
Yeah. So like on this grenade I sculpted in teh brushed metal pattern:
and that made it into a mask for the bake
yeah
Yeah, totally. This was back before most people were using substance painter also
they had their own pipeline involving mari
and some material inheritance system. I wasn't in house so I never used it. Don't know much about it
But the front load prop art with super detailed sculpts/high poly models is a workflow I love. I make my materials for wrench in just a few minutes
Like this cam angle sensor is just a sculpt/model and it lives on a sheet with ~5 other small parts: http://www.wrenchgame.com/wp-content/uploads/2017/11/Cas_1.jpg
textures took maybe 25 minutes?
for the whole sheet
damn nice
@wicked oak anything negative to say about Go ? (compare to Gear VR and assuming Oculus should have learned something and should have done it right in Go)
how much RAM does it have ?
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
any1 tried this in ue ?
https://github.com/googlevr/seurat
wow, performance of the Go is legit
one of the games im porting hammers the fuck out of an S7
and needs an s8 to run, and sometimes even lagging in sections
in Go it runs perfect
I would love to see some unreal benchmarks and performance guidelines. Raw triangles, just drawcalls, texture memory, and then a realistic application of all of the above
is there any unreal go sample content yet?
yep
I thinking long term to santa cruz since it will be good for my application
the absolute madman straight up replaced all unreal shaders
but i don't expect the draw calls allowed would be that much higher
and created his own
probably need to do little self contained modules
@wicked oak are you using the variable resolution thing?
yes
i have it at medium, i cant see anything
i only know its active becouse during a loadscreen the image freezes and i see the border is lower res
but its invisible
is it possible to send a build to a specific devices?
in oculus
ive patched a game with Go support, but i switched some things that decrease Gear support (such as side panel UI stuff)
I hope go sells well and people are into it. Slightly worried that its going to be mostly used for 3d video and people will try it then hate on VR
on the phone it was easy - load apk, install it, run it and it will open with request to put phone into gear VR
I don't know how it work son Go @wicked oak
i realized this place has no marketing and sales channel! you know.. its only 50% of a product but!
In general are you guys putting your VR products up in VR aracades or allowing commercial licenses?
hows it going? have a favourite distributor you work with?
love to hear about it
#1 usage for Go is going to be pr0n
lol, are people really that dense to not be able to grasp interactions in VR ?!
Anyone ever noticed that haptic events need the execution wire to be active the whole time they are running? Unlike a sound which just needs it to be on briefly so it can fire off.
Does UE4 PC VR use 2ch audio?
2 channel audio?
Yeah, I have to enter that info for something and it asks 7.1, 5.1 or 2ch and apparently I was supposed to select 2ch
It uses the same audio system as non VR and the vr headsets have stereo speakers.
so 5.1 and 2ch both supported?
the headset itself doesn't do 5.1
its just two speakers
if you are using a 5.1 system in the room, set your audio device to that output and it will be 5.1
Gotcha, thanks
Is anyone here using the VRExpansion plugin with the VR Gun Toolkit plugin?
@primal sky We're working on both getting our game in VR arcades (it's already in one that's local to us) and exploring licensing our game for various purposes. We're talking with a local physical therapy clinic, of all places, about licensing a modified version of our game. The main mechanic is super easy to understand and is very physical (it's a climbing game), so they think it might prove to be a fun complement to otherwise boring physical therapy routines.
@obtuse spruce neat.. thats a good branch to take.. our studio is about to launch a title focused squarely on VR arcades and I have made a point of getting connected to as many as I can around the world. (about 800 contact points atm) and we are going to really try to go whole hog using the VR arcades as a marketing platform so I am just mining around for experiences.
@Irontaxi#1648 Thatโs a solid strategy. 800 arcades is a pretty huge number; seems like you stand to do well financially.
What about your game makes it so youโre purposefully targeting it at arcades and not consumers? Does it require special hardware to play? Does it have super fancy graphics that can only run on really expensive computers?
when I launch in VR mode and it transitions from the Oculus home to my game, the fade in/out is made up of black dots, like a retro screen overlay.. Is this a hardware problem?
once in-game, everything looks sharp as per usual. same with the Oculus home
@obtuse spruce to be more specific it's an arcade style game that is perfectly suited to home play but really showcases well in VR arcades. (By design) a simple round can last 10-15 minutes with an experienced player going much deeper into 30min or more in a single round. Also some persistent elements. Leaderboards, collectible commanders and upgrades etc for those who play the game more but at its heart. Its classic arcade.
I'll link the beta here for you guys in a bit
Free to download the demo now. (First 4 sectors)
@daring mural not sure if oculus has something similar, but steamvr has application hints that tell it to render at a lower resolution during certain situations (this is a separate thing from dynamic res)
Prop_DriverRequestsReducedRendering_Bool and virtual bool ShouldApplicationReduceRenderingWork() = 0;
but that wouldn't explain any black dot effect
@primal sky Iโd be happy to take a look at your demo. Iโm always eager to see what cool new VR things people come up with. Feel free to DM me a link. (Posting project links outside of the works-in-progress channel isnโt allowed.)
So I read here (https://forums.oculusvr.com/developer/discussion/45325/is-start-button-on-a-left-controller-mapped-in-motioncontroller) that the Left Oculus Menu button is mapped to Gamepad Special Right... so I used that for the menu action in my default Oculus control scheme. I just got feedback from an Oculus tester though that this button actually just opens the SteamVR overlay and doesn't do anything in-game. Can anybody explain what's going on here? Is left menu only mappable outside of SteamVR? (I don't have Oculus hardware)
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
@spring mirage I run Steam games with Oculus open instead of SteamVR and the left menu button does nothing, free for mapping. Right menu button takes you to the Oculus menu
I'll do a quick print to double check the mapping
Need a few min to boot up
@spring mirage That button on the left controller is called Start within Oculus and Menu within Unreal. It is not mapped to the Gamepad Special Right as far as I can see in the source code (4.18.3). That is for the center key of the Oculus Remote.
I can confirm it's right, I'm on 4.19
SteamVR probably has it mapped to open up their menu, leaving the right controller for the Oculus home menu
Just a theory.
That's bonkers but I guess it makes sense... didn't know you could have SteamVR and Oculus home running at the same time. Guess I'll need to rethink my control scheme.
Sidenote, why in the world aren't there more buttons on motion controllers???
I really wish I just had A/B/X/Y + thumbstick + start button on both hands
I want to convert one of my scenes made in Unreal into VRscene. On of my potential clients is asking if Unreal supports Microsoft VR headsets. I'm at the very beginning with the research but mostly I read that it doesn't support. maybe there are some updates that I don't know about. Any advice or a guideline will be very helpful.
I've made simple scenes in unreal using a WMR headset, so it works. I had to add the controller model by hand tho.
What Unreal version you were making the scene?
4.18
Great, I have 4.19 so will work for sure?
yes
Tnx ๐
I just used the default Unreal vr scene and added my geometry. I was able to teleport around (all I needed for the demo)
Will see how it goes.
last night I was reminded what I hate about UE4
I updated to 4.19.2 and haven't really done anything with my project (that was last week). Last night I opened it and ... my weapon system doesn't work at all. Worked fine in 4.19.1, and it seems that 4.19.2 broke something. I know for a fact that input node in one of the main functions disappeared. Although compiling BP and running project in PIE yields no errors o.O
WTF?!?!?!
@elfin notch windows MR headsets work without any needed changes. We use wmr to show off our game outside the studio all the time. Works great
but hey, who cares about stable non-breaking engine for general public when Fortnite gets Thanos and Avengers in the next update.
@primal sky Happy to hear that. To be honest, this is going to be my first scene that I will convert in VR. I want to know what can I expect ๐
odd
but perhaps could lead to XB1X MR HMD
Got two geforce 1080ti cards
Connected one with two hdmi, one for htc vive and one for screen. When i try starting steam VR, it gives me a bluescreen with the following error code:
whea_uncorrectable_error
Anyone encountered or knows how to fix this?
Have had a stress test on the pc on 100% on both gpu and cpu at same time, no crash.
Latest drives on graphics card and all other systemware.
Tried memory diagnostics
Tried rolling back drivers
Tried uninstalling both steam vr and all vr related software and reinstall.
Tried running a sfc scan, nothing discovered.
Tried using both graphic cards.
Tried mini display port
Tried display port
@eager pine youor first error is to get 2 cards
SLI doesnt work
so disconect one of them
"Got two geforce 1080ti cards"
god damn
can you not disable sli in the drivers?
Hey can anyone here help me with some details of what steam income reporting looks like? Ideally someone based in the USA. Trying to determine what kind of data they give about things like sales taxes, revenue before they take a cut, etc.
Gaben will only give you what he thinks you deserve ๐
@wicked oak "When, if ever, new motion controllers for PSVR 1 are coming?"
alright, i was going to ask something like that myself
so ill ask something
tho if they do say something about psvr 2 or ps5 i wont be able to say anything as its nda-d to hell
@wicked oak "Is PSVR 1 going to be compatible with PS5?"
ok
how about "Should we expect several more years of life cycle of PSVR even with new console on the horizon ?"
Will PSVR2 be bundled with the new console or be another add on?
i can answer that one myeslf @sly elk
addon
ah, this is not a Q&A
its an stream of the talks they are making in USA
pretty nice anyway
the second talk is about PSVR best practises
sony says they are moving their platform to amazon AWS
becouse amazon AWS has a lot of anti DDOS, relability, and scalability features
looks like yes
seeing what they are talking in this devcon, is like last year
no PS5
meanwhile at Google I/o 2018 https://www.youtube.com/watch?v=ogfYd705cRs
Learn about the latest product and platform innovations at Google in a Keynote led by Sundar Pichai. Google I/O 2018 All Sessions Playlist โ https://goo.gl/q...
so google is working on JARVIS
i really cant handle the irony
its kind of hilarious
the guy in the sony presentation is bragging about how better they are now on reliability and maintenance
and meanwhile
playstation developer website is down
lol
@wicked oak so, nothing interesting from Sony ?
Finally!
I can show more of what I've been working on for the last year and a half
Anyone familiar with Stereo Layers?
It looks like there's a bug where if you're using animations in the widget, the stereo layer doesn't update
but if I manually move the position of a child widget, it updates correctly
hmm.. Maybe it is a bug.. I haven't rendered animated UMG widget in stereo layers, only static ones..
??
did you have Live update turned on (on the stereo layer) ?
AR looks pretty slick on Android P
hmm.. No VR/AR HMDs at the keynote.. Odd
Looks like AR Core is coming to iOS
Hey quick question my game is working with the VR preview but not when I launch it in standalone any advice?
@fringe raptor need more details on what happens standalone
Here is my full Oculus Go review! The Oculus Go is a fantastic device for VR Enthusiasts and for people new to VR alike. Find out why in this in-depth review...
Go has less SDE than Vive Pro, according to the video
probably, has about the same amount of subpixels
and oled has thicker gaps between the subpixels
and it probably has a narrower FOV
are you getting Go, @sturdy coral ?
probably not now that I have gearvr
what phone?
note 5
my note 4 actually plays gearvr videos better, but barely fits in the holder
I don't think it plays games better, and it has less ram than note 5 and Go
How heavier are skeletal meshes than static meshes?
while being animated or with animation tick paused?
For anyone having problems deploying to the Oculus Go, Oculus has just released new adb drivers. Now it works!
Google's keynote made me sure that we'd better consider daydream as deaddream
daydream has allways been a joke
@raven halo OMG...how freaking awesome does that look!?!?!?!
Following!
https://www.oculus.com/experiences/rift/1982222311808800/?action=buy
the fact that absolute trash chinese 5 dollar plastic headsets can count as daydream headsets..
does one need a gear vr to publish to the oculus store or does the go suffice?
anything is valid
but if you only have a go you are going to miss the performance
becouse go is the highest performance of all things
i don't want to buy a samsung phone for ~500 just to properly test gear vr ๐
second hand
@fleet plume you can get a note 5 for $180 or so
at the moment i have a S6 + gearvr, a S8 + gearvr, and a go
@sturdy coral anim tick paused
s6 is second hand lended to me by client
it has a shattered back
guy bought it for 100 dollars
hmm, second hand might be a thing
ah yeah, getting one that has a bad imei and won't activate
go find ones that are beat up or have their glass back shattered
they will be far cheaper
you can probably still test gear
after all you just want to test gear
not sure if they require carrier connection at some point
and for perf tests
you dont even need a gear headset
you can run a gearvr app outside of the headset to test performance
which gear vr version started to have the controller?
iirc the older versions only had gaze-click?
can i require a controller in the oculus store?
Hi. Anyone familiar with the Oculus Go here?
Just got mine and I am playing a bit with it. I don't have experience with mobile development, only with the Rift + Touch. I tried launching an experience but my stereo view is a bit off and I don't get any head tracking. Where should I look?
Ok, I actually don't get a stereo view and I see the touch controls in the view. I assume Unreal believes this is just a mobile device.
I had the wrong project settings. It is working now! ๐ Going on to add the motion controller.
is there anyone who can point me the right direction with a tutorial or whatever ...I want to use a grab and pull locomotion mechanic such as inside the VReditor mode in UE4 ...I'm building a thing where I want a miniature version of a level kinda on a table in front of me and want to be able to actually drag the level around. I'd like it to feel as if the level is moving and not my...like in GoogleEarthVR
@sonic lake out of curiosity: are you on the oculus branch of ue4?
oh nevermind i think that was google with daydream ๐ค
@fleet plume 4.19.2
thanks, i mixed up vr platforms ๐
Awesome. The tracking of the motion controller is also working properly. I like the Go! ๐
Is there something fancy I need to do to use the oculus face buttons? ie: enable the oculus plugin or something? I'm trying to debug through the internet since I'm a Vive guy. The feedback I got back shows the button mapping strings are correct in the UI but none of the face buttons are working, seems very strange to me
The code looks correct
๐ค
@spring mirage They are Facebutton1 and Facebutton2 for A/X and B/Y respecitvely
yeah that's what I've got mapped
no dice. I'm stumped
Oculus plugin is not required though?
I am always running it natively, not through SteamVR, so that plugin is required
I am not sure what happens when you run it through SteamVR, it is possible that the key mapping changes, even if it would be strange
not sure if related but earlier Vive games on oculus used to never work correctly with the buttons on Touch
possibly related, if said games were using face buttons i guess
can anyone point me to a tutorial for grab and pull locomotion please? Tabletop game where I want to pull the level around in front of me like googleEarthVR does
@digital musk I think you could repurpose the climb locomotion from VRExpansionPlugin
it's kind of unfortunate that you can't just grab the pawn from the VR editor
Thanks I will have a look @spring mirage ....exactly, there must be a very simple way to do this if that is how the editor does it
@digital musk Have a look at this: https://youtu.be/XgGGBQc6fVM
Blueprint screenshots are here: http://imgur.com/a/L2Ild
In the description there is a link to all Blueprints
@digital musk I think the code is here: https://github.com/EpicGames/UnrealEngine/blob/8e4560b8c22b309e73ff0ce90377742c3dfe13cc/Engine/Source/Editor/VREditor/VREditorAvatarActor.cpp
But it's not in a pawn, which sucks. The VRExpansionPlugin doesn't do yaw calculation like marco's blueprint so you'd have to do that yourself
@sonic lake Thanx, that looks like what I'm after...perfect!
the A and X buttons on touch aren't accessible from UE4 steamvr unless you modify the engine a bit
@spring mirage
... wait what? why?
they just map Y and B
so do I just need to enable the oculus plugin?
steamvr exposes the buttons
just the ue4 steamvr plugin doesn't
same with windows mr joystick
but you can modify things to make it work
--- a/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVRController/Private/SteamVRController.cpp
+++ b/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVRController/Private/SteamVRController.cpp
@@ -127,7 +127,8 @@ public:
enum Type
{
System,
- ApplicationMenu,
+ ApplicationMenu, // SteamVR menu button, Oculus Touch B/Y buttons
+ OculusTouchAX, // Oculus Touch A/X buttons
TouchPadPress,
TouchPadTouch,
TriggerPress,```
@spring mirage
it takes a bit more than that but that's the main place
@spring mirage use the oculus plugin for oculus
if you have both plugins enabled, unreal will load the correct one depending on device
this isnt unity, where having multiple plugins is hell
enable both oculus and vive, and that way you get the best performance in both
SteamVR with oculus doesnt work very well. And you lose a button
yeah with both on you can also choose at runtime
i just allow unreal to load the correct one by default, works fine (DWVR and vrmultigames)
with -hmd=steamvr (something like that, can't remember option name)
I was planning on supporting both until modifying Oculus became hard in code since they don't use the real SDK anymore and use some kind of wrapper
this is all very enlightening. thanks
So are menu/B/Y all mapped to the same action in SteamVR? I was seeing some very strange behavior with these buttons. With menu mapped to my menu action and B/Y mapped to reload my tester was able to reload righthand but obviously menu opened the steamVR overlay. But with menu/B/Y all mapped to my menu action all buttons do nothing. Obviously this may be my fault but doing this kind of config works fine on Vive. Getting feedback from my next build is going to take 12+ hours so I'm just trying to get it right
Gear VR might be dead
Since Samsung said mobile VR failed to resonate with their customers and thus they are switching gears to MR and partnering with Microsoft
@spring mirage nope, different mappings
Galaxy X is coming in a different form factor too and there is no new Gear VR on the horizon
menu in the oculus plugin is the menu button, which is only on one controller. in the steamvr plugin menu is B/Y
if I rememebr right
might be oculus uses gamepad special or something for its menu
in steamvr you can't get to the oculus app menu button even with a patch, because it is reserved as the steamvr system menu
@mighty carbon so galaxy x won't fit?
that would be interesting, seems like from rumor images it couldn't have good battery life though, just no room for it
The Menu button on the Oculus Left controller is mapped to Gamepad Special Right
yeah that's what I've got mapped. just confused why B/Y would work for one action but not for another
@sturdy coral also judging by hardware stats, more than 50% of Gear VR users have no controller. Meaning they don't play games on it.
got a link to those stats?
this is going off topic, but the s9 was released two months ago....are you really taking form factor rumors seriously?
@fleet plume check on Oculus Developers portal
@digital musk yeah and it's no secret
@mighty carbon thanks
np
galaxy X is not a successor to the S9, it's an experiment to see how the market will react...the very same "leak" details the S10 in the same form factor (basically) as the S9 and for a release date "as early as January 2019"...a month or two before the X.
https://www.forbes.com/sites/gordonkelly/2018/05/06/samsung-galaxy-note9-release-date-galaxy-s10-galaxy-x/#38c675345e7b
I don't see it, sorry. Why spend $1000 on S10 and then $100 on Gear VR, when one can buy any other phone for less and then get Go for $199, which is going to be better than S10 + Gear VR
Gear VR has been dead for some time
i'm completely talking out of my ass here but I'd imagine 60-80% of mobile VR users are just checking it out for lulz or using it for porn. I've yet to see a worthwhile app... change my mind
yeah, what (s)he said
๐
I agree with you there completely, the cost of a phone makes the glorified view-master obsolete, for a similar price you can pick up a complete PSVR setup. All I'm saying is the foldable phone in no way supports your claim that GearVR is dead
Gear VR still exists?
Perhaps listen to Voices Of VR Podcast #645 at 29:25, Madhu Muthukumar from Oculus says that they are still working with Samsung on further development on GearVR
i think gearvr is now over
i mean, when oculus Go is a thing, why gear?
100$ vs 200$, but its a HUGE quality difference
what the fuck lmao
i know its a concept, but that thing is absurd
it seems strange to me that it wouldn't fold the other way. like is there a full double screen on the inside too?
ohh there's one screen on the outside and a double folding on the inside
bonkers
can you imagine the pocket dialing?
or when the outside screen gets cracked and you can only use the inside screen
or when the inside screen starts malfunctioning and touching itself
it would be cool to fold out Surface-size tablet out of S9 form factor ! Now that would be cool ๐
it's just can't be clearer than that
โVR was once tapped as the next hot technology,โ Korea Timesโ source apparently said. โHowever, despite sizable investment in it, the technology failed to resonate with consumers. Now, Samsung thinks the mixed reality market is a bit more promising than VR or AR in wider usability and adaptability. As we achieved in the โphonebletโ market, Samsung has stronger intent in the consumer market with the firmโs new devices supporting mixed reality technology.โ
either way, I think from gamer's perspective Gear VR is p00p compare to Go. People who watch videos don't really care, but they aren't my target audience.
Carmack-endorsed
Just found out the the Oculus Go also returns "OculusHMD" from Get HMDDevice Name. And it returns a C++ string (nonsense) from Oculus GetDeviceName. Anyone knows how to properly distinguish between the Go and the Rift?
why?
Because they need a different Tracking Origin
one is for Android, one is for PC.. Entirely different platforms. It's not like you are going to release same binary for both platforms
use Branch and manually set it before building for one platform or another
That is true. But ideally we may have the same experience run on both.
same thing for the gearVR tho
I guess that comes from the Oculus VR plugin
Ok it is probably a nonsense anyway to try to create an experience which would run on both (beside packaging it differently).
Another question (sorry just learning mobile development): Print Strings don't go to the log because the experience runs on the device, right? Beside using Text Render component to display something, what would be another way to produce debug output?
@mighty carbon Thanks! Where does the output go?
Cannot find it in UE4 log or in logcat
output goes in the 2D overlay in VR and if you check log, it should be dumped in UE4Game/ folder
if it you don't get printout, then the code didn't hit it
also, I recall it didn't work with multiview on Gear VR. Now it seems to be working.
My Print String is directly in Event Begin Play, so it must be hit
aye, but in what actor? if actor isn't spawned, it's not gonna do BeginPlay
No, the actor is directly in the level
does it work in PIE?
if it doesn't, then I have no idea. If it does, but doesn't work in VR then it definitely has to do with rendering settings (instanced rendering).
I guess that's why people use render text or UMG widget for debug output
Yes I can see it in PIE
Ok thanks! I will use a TextRender component for that.
Sorry I stand corrected. It appears also in logcat.
I was starting it too late apparently.
Managed to adapt the standard VR template to the Oculus Go. Even teleportation and grabbing work, even though grabbing is cumbersome with the 3DOF controller.