#virtual-reality

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mighty carbon
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look up Snapdragon 821

dusky moon
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oh well :)) so it's a bit better than Gear

mighty carbon
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but the also look at pixel / 2D / Minecraft games that people play on their overpowered PCs and PS4..

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Gear is a piece of plastic

dusky moon
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I mean Gear on S8 lets say

mighty carbon
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Gear VR + Note 4 isn't the same as Gear VR + galaxy S9

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between S7 and S8, Go is closer to S8 with better thermals

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You can play Doom 3 on S8 with dynamic lighting

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So I am pretty sure someone could make high quality visuals game for Go (not with full dynamic lighting of course)

dusky moon
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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

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that means mostly everyone who already own the Gear rig ( 5 millions or so ?!) might not be interested

mighty carbon
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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

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so Go will solve this for me

dusky moon
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yeah but do you need that much VR consumption every day ?! tbh

mighty carbon
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again, if there were games I play, I would play it as much as I play them on PC

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plus, I'd rather watch Netflix in VR

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(I don't do it on the phone because I need to keep my phone healthy for the phone's sake)

dusky moon
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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

mighty carbon
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that being said, VR just needs more games (or rather variety and deeper games, like on PC / consoles)

dusky moon
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Indeed ... that's what we're all waiting for

mighty carbon
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make it happen! ๐Ÿ˜‰

dusky moon
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Indies unite! ๐Ÿ˜„

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sells 100 unit on steam lol

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that soft porn shit is still messing up my mind

mighty carbon
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lol

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I don't think Oculus would let anyone sell any explicit content, which is too bad

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and not being featured on Oculus store equals low sales

dusky moon
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yea but. put it on itchio ... wankers will find lol

mighty carbon
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I wonder if MS will let XB1X work with WMR systems

dusky moon
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that would be sick!

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considering that porting wo WMR from Rift/Vive can be smooth and ez

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but Windows Store is so boring

sturdy coral
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does Go allow real sideloading?

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or same key signing osig stuff from gear?

sturdy coral
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windows mr controller tracking seems a lot better after the april update

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it fucked up my bluetooth at first but finally got it working again

real needle
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@sturdy coral I just returned my Oddyssey because the controller tracking wasn't good enough for me

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It worked fine at my office, but I brought it to a game jam and it was terrible

sturdy coral
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It still has the problems when it goes out of field of view, but it just seems a lot smoother after the update

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I still want to get my Vive controllers working with it

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@real needle you think at the game jam it was optical interference with other LEDs and stuff, or wifi interfering with bluetooth?

real needle
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It could have been either

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I never had an issue with the lighthouses at my office

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And I'm in a corner with big windows

mighty carbon
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re: about sideloading

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and there was a big merge for rendering, including Vulkan goodies

sturdy coral
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so only sideloading through dev tools, seems like it will be impossible to have third party stores

granite jacinth
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@sturdy coral heh, I am surprised you would think they would allow you to do that

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It's Facebook

sturdy coral
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believe me I knew they wouldn't, but they always claimed it was samsung that forced it, not them

granite jacinth
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But, I am curious, what other stores would you want?

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Or are there

sturdy coral
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I can't point to one, because there can't be one =/

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on android there are several third party stores (amazon, etc.)

granite jacinth
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Aye

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But none have a dedicated VR section do they?

sturdy coral
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they can't, I think daydream locks them out the same

granite jacinth
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heh

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Monopolies op

mighty carbon
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why do you want to side load ?

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you can upload builds into your own branch, add people who can access those

sturdy coral
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each has to register as an oculus developer

mighty carbon
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no

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it already works on Gear VR

sturdy coral
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you mean the store keys thing? or signing for their device?

mighty carbon
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people I added to my project automatically had my app popping up in their Home

sturdy coral
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your app was distributed through the oculus store though right?

mighty carbon
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no signing devices, no keys

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no

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it was a way before I even got it on the Store (before submission process)

sturdy coral
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ah ok, I guess I don't understand

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you mean like the the equivalent of a steam app id?

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and instead of giving out keys you can add usernames?

mighty carbon
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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

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you don't have to be Oculus dev, just a user

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right

sturdy coral
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you still have to go through an oculus store repo then

mighty carbon
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except user e-mails now, for better security

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just like you have to go through Steam

sturdy coral
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yeah but you can use other stores

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you don't have to go through steam

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when I download an itch game

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no steam

mighty carbon
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lol, what does it have to do with Steam then ?

sturdy coral
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from what you said it seem similar to a steam repo

mighty carbon
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I am talking about side loading apps as something you make for a client and they don't want it public in the store

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not getting apps made for Android and running them in Oculus Go

sturdy coral
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ok yeah, but it still is distributed through their store infrastructure

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and is a centralized point of censorship

mighty carbon
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but so is Steam App

sturdy coral
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you can distribute apps off of steam

mighty carbon
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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

sturdy coral
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no, you can put it on itch

mighty carbon
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That's if I am dumb to do so

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I'd never do that

sturdy coral
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you yourself have talked here about wanting to avoid reviews

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and to distribute it on your own

mighty carbon
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then why deal with Steam at all?

sturdy coral
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because all the users are there, but you can still sell it other places

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and you can distribute it yourself without being tied to steam distribution only

mighty carbon
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well, you can sell Go apps on Xiaomi in China

granite jacinth
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You can just use Steam for keys

mighty carbon
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can you sell PS4 apps anywhere else? No

granite jacinth
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And distribute anywhere else

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๐Ÿ˜ƒ

sturdy coral
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exactly, oculus go is similar to a console/ps4

mighty carbon
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they already closed that loophole

granite jacinth
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Have all the nice advantages of Steam

sturdy coral
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even though they said the only reason for the lockdown of gear was because of samsung

mighty carbon
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you can't now sell keys

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you can't even get a lot of keys

sturdy coral
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humble bundle still does

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special deal maybe?

mighty carbon
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because maybe they have a deal with Steam.. I don't know

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for all I know devs abused the system and Valve stopped letting them do so

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maybe special deal.. Who knows

sturdy coral
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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

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selling keys puts a burden on them to distribute it and pay for bandwidth, etc.

mighty carbon
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I don't think so.. Look at what happen to Steam

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vblanco is a great example - didn't make much on Steam, made a ton on PS4

sturdy coral
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basically all new computing platforms are following iOS and consoles

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even android is getting closer to iOS now

mighty carbon
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so I'd rather have console deal than Steam deal (used to be other way around, but not today)

sturdy coral
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windows and desktop linux are about the only platforms left

mighty carbon
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if I want to make some pr0n game for Go, then I am out of luck I suppose

sturdy coral
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or if you want to play one

mighty carbon
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otherwise, it should be ok for violent games and maybe even ecchi stuff

sturdy coral
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or look at an app that tells you about news:

granite jacinth
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hmm

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That's a bit sketchy

mighty carbon
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as a consumer, I don't really care about locked or unlocked device as long as good games are there

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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

digital marlin
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most consumers don't give a shit. The path of least resistance to getting them what they want.

sturdy coral
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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

mighty carbon
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I wonder when 4.20pre1 is going to show up

sturdy coral
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Oculus Go didn't make it on r/games even on launch day =/

mighty carbon
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well, there are no AAA games on it

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why would it make its way into r/games ?!

sturdy coral
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@mighty carbon other headsets without AAA games made it to r/games on launch

mighty carbon
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It was a big deal back then

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bigger deal that is

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plus a lot of conventional gamers hate VR

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I guess it's a generational thing

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Go has been taken apart

mighty carbon
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so, is anyone getting Go besides vblanco ?

daring mural
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yeah in like a month or so

digital marlin
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Yeah I am

uneven phoenix
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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.

deft badge
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Beat Saber on Vive is fucking great

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just sayin

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Its my new favourite

sturdy coral
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@mighty carbon nice, it looks like it shouldn't be too hard to relocate the battery (for better weight distribution), or expand it

cosmic shoal
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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.

jaunty shell
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yo I though fresnel were shit ? ๐Ÿค”

dusky moon
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screen door effect alert !

abstract forum
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AAAAAHHHHHHH!

wintry escarp
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does the go have a sideload facility, or oculus store only?

mighty carbon
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๐Ÿ™„

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In what context do you mean "sideload" @wintry escarp ?

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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.

jaunty shell
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is it me or the Dell headset has a really trashy screen compared to say, the vive ? ๐Ÿ˜

slender scroll
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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? :(

dusky moon
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@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

jaunty shell
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screen door is a thing on all HMDs, but man LCD screen sure lack punchyness

mighty carbon
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@jaunty shell apparently Go's screen is the best (when running it at 72Hz)

jaunty shell
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I don't understand why we're aiming for sub 90fps now that we've seen that it kinda is a golden standard

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60fps with interp (psvr) looks alright when you don't move too much

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but 60/75 will get you a lot of ghosting ๐Ÿ˜ฆ

mighty carbon
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no ghosting on Go

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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

wicked oak
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@jaunty shell no ghosting cous low persistence (but flickers)

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the flicker is real in gearvr at 60

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i guess its better on go at 72

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the reason it doesnt do like psvr, wich is 60 fps and timewarps to 120, is just due to power

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and well, i guess bigger gpu needed and all of that

jaunty shell
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well, my thought was, LCD looks abysmally bad compared to oled/amoled in terms of contrast

glossy agate
wicked oak
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it deserves it

mighty carbon
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if it was a sword and not a lightsaber, I think it wouldn't get on top

dusky moon
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is it UE ?!

wicked oak
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unity

mighty carbon
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interesting

glossy agate
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Yeah itโ€™s 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.

sly elk
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Question for the vive folks. How many people use the grip buttons for pickup vs the trigger?

wicked oak
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@glossy agate its worth the hype

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but i think 10 songs is too low

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luckily, they are great. And they are working on a beatmap editor

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so community makes other songs

glossy agate
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Yeah they said they are making more, and gonna let people make their own songs

wicked oak
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cant wait to do Through the Fire and the Flames in beatsaber and become a helicopter

glossy agate
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Audio shield was huge, so itโ€™s not too suprising this got big. Just didnโ€™t expect 5 hours in they shooting to the top of the best sellers haha. Good for them

wicked oak
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audioshield is far worse

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its not even close

glossy agate
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Hahaha. For sure. They have that song?

wicked oak
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no they dont, but would be one of the first songs to be added

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audioshield is autogenerated

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you play any song and it generates a beatmap

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but its AI generated so its shit

mighty carbon
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@sly elk depends on whether it's Vive or Oculus user

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on Oculus grip buttons are for gripping. It's ingrained into user from the moment (s)he grabs Touch controllers for the first time

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and it feels natural

sly elk
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I need my trigger for power tool operation

mighty carbon
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I heard that Vive's wand grip buttons aren't comfortable to use

sly elk
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just wondering how many vive users are expecting to use the trigger for grab

tired tree
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very few

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use the grips that is

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for grabbing

wicked oak
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trigger for grab is super common in vive

tired tree
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if it is a toggled grip its fine, holding = nono

wicked oak
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the grip button tends to be for snap grip

mighty carbon
tired tree
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that is SUPER limited....

sly elk
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okay. so if i have to use the grip buttons, then toggle grip for vive?

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Is there a demo out there I can grab that shows quality 6dof VR video?

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because I have heard about it from the yi google camera but never been able to try it

sturdy coral
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@sly elk not video, but did you try out the Google light field demo?

sly elk
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nope, i'll check it out

mighty carbon
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F8, day 2

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Santa Cruz

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my lunch is over and they are going to show some tech later ๐Ÿ˜ฆ

mighty carbon
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Rift CV2 prototype ?

sturdy coral
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that looks pretty sweet, no mention of resolution though?

mighty carbon
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nah

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they said Santa Cruz info will be revealed later (this year?)..So I assume not whole a lot of info is available on CV2

sturdy coral
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santa cruz really needs to be a hybrid of standalone and PC

mighty carbon
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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.

sturdy coral
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where it can be used (maybe wireless with 60ghz stuff) with your pc, or taken mobile

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but I guess that would jack up the price

mighty carbon
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cuz you can just grab best screen next year and have 4k per eye

wicked oak
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yall forgetting about the glove tracking

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soft glove with white balls, basically a mocap glove

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AI reconstruction to know wich marker is for wich finger

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perfect inside out tracking, more robust and precise than a leap motion

mighty carbon
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there were no gloves on the person's hands when they showed hand tracking

wicked oak
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yeah, i saw that later...

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its gloveless. leap motion style

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the mocap was to train the AI

dusky moon
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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 ...

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tbh I'd rather use/dev for Rift with cables if high-end for SantaCruz gonna mean PSVR ish

sturdy coral
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it was a mobile SoC when they've showed it before, but it could end up being something more powerful

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even though they showed some desktop looking apps like some stuff from Dreamdeck, it was ported to mobile

wicked oak
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santa cruz seems to be high end and console-like

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maybe a tegra?

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that would be damn awesome

mighty carbon
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there are gloves in the pics!

sly elk
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hand orientation on the vive and rift feels totally different from the way the controllers fit your hand

tired tree
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yeah you have to adjust for it

mighty carbon
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gloveless tracking + Touch would be sooo cool!

wintry escarp
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sideload == could I just give away a VR on torrents and they can play it on their Oculus Go

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+game

granite jacinth
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SantaCruz == Vive Pro?

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Or HalfDome?

mighty carbon
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why would it be equal Vive Pro ?

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Fb/Oculus is after mass market

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HTC is after enterprise market and early adopters with deep pockets

granite jacinth
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Doesn't really answer the question though

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Also, question with question booo

mighty carbon
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lol

granite jacinth
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Guess we'll have to see when specs/price come out

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One of them needs to compete on that level

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Well, maybe not needs, but probably wants

mighty carbon
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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

granite jacinth
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How about Vive Focus then

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Who wins

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Focus vs Santa Cruz hmmm

mighty carbon
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HalfDome is Rift CV2, IMO.. So it should be better than Vive Pro in many ways

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SC wins

granite jacinth
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Maybe, maybe not.

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Let's hope

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they need to get their resolution correct

wintry escarp
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i expected eye tracking on v2

mighty carbon
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while resolution is something we all want to be better, I think SC beats Focus with 6DoF controllers alone

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and lenses of course

dusky moon
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agreed. 6DoF is big deal

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but I'm feeling sad for Google ... I mean cmon daydream no one talks about it lol

glossy agate
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yeah I forgot that existed till you just brought it up

mighty carbon
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I've heard that phones overheat crazy with Daydream and support for devs from Google is horrible (a way worse than from Oculus)

dusky moon
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aside from hardware, content wise Daydream feels dead

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Oculus is doing great job on scaling it's contents

mighty carbon
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plus I guess they couldn't convince a lot of smartphone makers to have Daydream support built-in

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(hardware support that is)

dusky moon
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yep, I'm curious to see how much they insist on Daydream ... cuz google is good at letting go of their own branches

mighty carbon
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I wonder if Samsung will drop Gear VR in the nearest future

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I wouldn't buy Gear VR for S10 (if I get one anyway) since there is Go and Santa Cruz is coming soon

dusky moon
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yeah depends on how standalones perform

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but makes sense

mighty carbon
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at this point it actually makes more sense to get cheaper smartphone since I don't need Gear VR

dusky moon
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but standalones also are perfect for location based and VR festivals in general

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before they had to pay 600-700 bucks for each Gear unit

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from the vibe and reviews , I'm getting positive on Go ... seems like a good transition

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But I really want to see that day when 6DoF becomes standalone

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that means ppl start to learn new Spatial UX and less confused

sly elk
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" varifocal lenses work with software and hand tracking to determine when something is close to your face in VR"

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so no eye tracking in that prototype

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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

primal sky
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Vr buddies... behold the magic of BOSS

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haha

sturdy coral
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the proximity sensor finally works on WMR via steamvr

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not sure if it is in the main branch, I'm on a beta branch

jaunty shell
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@sturdy coral is there a way to disable the launcher from MWR (the steamvr house clone) when pressing the home button btw ?

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and use steamvr as the default "launcher"

sturdy coral
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not that I know of

jaunty shell
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argh

sturdy coral
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same as oculus, with subsidized headsets they want to feature their platform stuff

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though oculus may have some kind of kiosk/arcade mode to at least disable it when running demos, not sure

jaunty shell
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oh well

sturdy coral
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just hacked in WMR joystick support.. has huge deadzone issues

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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

mighty carbon
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hmm.. Epic now has dev-mobile branch, but no dev-vr branch ๐Ÿ˜ฆ

alpine torrent
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@sturdy coral you have your Win10 dev machine in april update already

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as in with build 17134 windows sdk you get C++/WinRT apis from UWP to use so you can use WMR apis in UE4

real needle
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Anyone got AO working in forward renderer with dynamic lights?

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Not sure if it's disabled or if I don't know how to set it up

wicked oak
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@real needle its impossible

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AO needs the deferred renderer

real needle
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Oof

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Deferred and vrworks it is

mossy echo
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Hey question for working in the ue4 VR editor, has anyone been able to edit splines in there? cheers

sly elk
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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

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'nutrunner' to the ratchet that will zip up and down bolts but stop as soon as it hits any torque

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also pickup object smoothing

alpine kiln
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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 .

mighty carbon
mighty carbon
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it's sooo dead today here, and it's not even Friday

robust orbit
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this is the end of VR

mighty carbon
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nooooooooooo ๐Ÿ™€

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@robust orbit do you guys have anything cool, like VR-cool, coming in 4.20 or 4.21 ?

sly elk
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hey guys, any advice for switching between vive and rift?

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right now it seems like I have to reboot my machine between headset swaps for thins to work correctly

mighty carbon
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is it PC only or PSVR and mobile too ?

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kewl

real needle
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@jaunty shell Left thumbstick down opens steamvr on windows MR controllers

soft beacon
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Does anyone have an Oculus Go headset yet? Trying to get device ID, but adb says unauthorized, any ideas?

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nvm, got it

wintry escarp
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how does it compare to a gearvr on an s7?

soft beacon
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@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

mighty carbon
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@wintry escarp Go is between S7 and S8, closer to S8 supposedly

granite jacinth
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@sly elk just disable plugin or Oculus service

mighty carbon
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so, when is 4.20p1 going to come out?

mighty carbon
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you know what I've been wondering about? If F:BR has no AI, what does lead AI dev at Epic do ?!

granite jacinth
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...Fortnite?

mighty carbon
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Is Fortnite still being played? o.O

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lol, I already forgot that I'd have to buy Fortnite to get Fortnite BR ๐Ÿ˜ƒ

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ooh, I guess I don't have to (just checked the website)

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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

wicked kite
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does any one have any good vr news sites that are worthy of a read

mighty carbon
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oh hi @wicked kite

daring mural
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doesn't the AI dev at Epic work on engine-related AI shit?

mighty carbon
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@daring mural yeah, supposedly ๐Ÿ˜ƒ

wicked kite
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thank you @mighty carbon

jaunty shell
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@real needle oh, good to know !

eternal inlet
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ohoooo this is gonna be nice

jaunty shell
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this is interesting too

tired tree
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@jaunty shell yeah that has been in progress for 3 versions now

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you can actually enable the plugin post 4.18

wicked oak
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oculus branch has an implementation of it

jaunty shell
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neat, so its like a spectator screen V2 ?

wicked oak
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its just spectator screen

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but with the possibility of using a greenscreen to composite and stuff

jaunty shell
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aaaah

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man yeah its been a while since the community has been asking for this

wicked oak
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but due to how unreal renders things, its BEYOND expensive

jaunty shell
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argh

tired tree
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?

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its got a tracking camera

wicked oak
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a very simple picture in picture will automatically make you go below 90

tired tree
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and a full compositor setup

wicked oak
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on simple cases

tired tree
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its automated

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basically takes all of the work out of MR views

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they also mask out things to help speed it up a bit

sly elk
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So baked area lights and dynamic unshadowed area lights

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didn't area lights bake before?

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dynamic unshadowed area lights will be cool

jaunty shell
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I'm not even sure we had area lights in engine even

sly elk
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you could do emissive cards for area lights

jaunty shell
#

yeah but that ain't an area light, that's a fake :p

sly elk
#

and I think there were area lights with distance field shadows

wintry escarp
#

anyone here played thumper?

mighty carbon
#

hmm.. I don't think 4.20p1 is coming any time soon - massive amount of unresolved issues are on tracker ๐Ÿ˜ฆ

jaunty shell
#

@wintry escarp I did, awesome game

#

but the VR adaptation isn't scaled properly, everything feels a bit small

harsh cedar
#

anyone happen to know if theres a way to "launch in standalone" in VR?

wicked oak
#

UPS lost my oculus go

#

they say adress not valid

#

i see adress, everything is fine

#

they cant read?

#

fucking idiots

alpine kiln
#

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!

tired tree
#

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

mighty carbon
#

lol, it's been known since day one that Go is 3DoF

#

"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.

granite jacinth
#

wtf

#

How are you getting your GOs so fast @wicked oak @alpine kiln

wicked oak
#

bought it day 1

#

but allow me to be pissed

#

the adress i gave them

granite jacinth
#

that was like two days ago

wicked oak
#

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...

glossy agate
#

Its been known to developer and super enthusiasts that it would be 3 DOF. A regular consumer probably wouldn't until they bought it

alpine kiln
#

@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.

mighty carbon
#

@alpine kiln since you are here, you should know quite a lot about VR.. Otherwise you wouldn't be here ๐Ÿ˜‰

obtuse spruce
#

@Lawrence#1337 I havenโ€™t found a way to get a VR project to run in standalone, but Iโ€™m running 4.16.3. Not sure if they fixed that yet or not.

sturdy coral
#

Oculus Go for $169:

mighty carbon
#

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 ^^

sturdy coral
#

is there any way to export the WMR controller model? (export the runtime mesh)

daring mural
#

@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

wicked oak
#

no need

sturdy coral
#

I just want it to align some things

wicked oak
#

renderdoc has that feature

#

and unreal supports renderdoc

#

you can export a renderdoc mesh

#

any drawcall

sturdy coral
#

cool, I'll check that out

#

thanks

mighty carbon
#

where do you get the model of WMR controller in UE4?

#

is the the same place as Gear VR / Rift controllers ?

#

(in MotionController component)

sturdy coral
#

Yeah, motion controller component creates it at runtime in 4.19

mighty carbon
#

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 ?

daring mural
#

wait, what controller meshes does UE4 have? Rift and Vive both?

mighty carbon
#

I know it has Touch and Gear VR

sturdy coral
#

@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

mighty carbon
#

I see

sturdy coral
#

And different wmr headsets apparently have soightly different meshes

#

At least Samsung Odyssey controller is a little different from the others

real needle
#

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

mighty carbon
#

what do you plan on doing with it?

sly elk
#

Does the vive have any kind of on your face sensor like the rift?

glossy agate
#

Yes I think so. I never used it for anything before thiugh

#

Itโ€™s right up between the lenses. That oval bit

sturdy coral
#

@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)

sly elk
#

Okay. For simplicity I think we will use a keyboard button to toggle VR to screen mode

#

so its the same on all platforms

glossy agate
#

Yeah rec room I think is the only game I know of that uses it for vive at least

daring mural
#

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

sturdy coral
#

@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

daring mural
#

@sturdy coral Do I need to do anything to enable dynamic res? Because when I'm using stat unit it says it's 'OFF'

dusky moon
#

Just looked at new Oculus Software changes (v 1.26) and wondering what exactly this means :
Graphics: improved performance across all applications.

sturdy coral
#

@daring mural it isn't supported stock but you can pass in frame timing from OpenVR api and make it work

fleet plume
#

seems like they're shipping to devs worldwide now

#

wonder if you have to pay the full price for it

mighty carbon
#

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.

fleet plume
#

haha perfect metaphor for life

dusky moon
#

@mighty carbon lol 100% agreed

wintry escarp
#

that's how everything works

fleet plume
#

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

sturdy coral
#

maybe portable archviz demos, but seems underpowered for that

fleet plume
#

idk if they're pre-rendered it could work

sturdy coral
#

WMR seems like the best thing for that right now, except only the odyssey has adjustable IPD

mighty carbon
#

that's if you have $$$

fleet plume
#

nice comparison matrix

#

can't wait for santa cruz TBH

wicked oak
#

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

sturdy coral
#

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

wicked oak
#

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

sturdy coral
#

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

wicked oak
#

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

fleet plume
#

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

mighty carbon
#

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)

sturdy coral
#

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

mighty carbon
#

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.

chilly ocean
#

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

sturdy coral
#

@chilly ocean are you using steamvr?

chilly ocean
#

Nah, using Oculus, but using the Steam subsystem

sturdy coral
#

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?

chilly ocean
#

@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

sturdy coral
#

pixeldensity 1.0 on oculus in 4.19 is about the equivalent of screenpercentage 130 on oculus in 4.18 and below

mighty carbon
#

@granite jacinth ^^

fleet plume
#

does anybody know which application/framework google used for creating the Youtube VR app?

wicked oak
#

@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

fleet plume
#

@wicked oak did you get your oculus yet? and what did you pay in EUR including S&H?

wicked oak
#

260 becouse 64 gb

#

comes tomorrow becouse the fucking idiots cant read adress

fleet plume
#

wow that's fast

wicked oak
#

should have arrived friday

#

they just cant read

#

and also cant google maps

fleet plume
#

looking at the 32gb version from amazon.com for 228 including taxes and shipping

wicked oak
#

i think they just had too much work and decided to not even try

fleet plume
#

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

mighty carbon
#

I'll wait for my units to arrive in June

#

(Free hardware)

wicked saffron
#

@real needle hey

quartz hamlet
#

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

daring mural
#

@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

quartz hamlet
#

@daring mural I assume his plugin supports the rift and it's controllers?

daring mural
#

Yeah

#

Fully

quartz hamlet
#

seems pretty cool I'll check it out thank you

mighty carbon
quartz hamlet
#

hmm @mighty carbon ?

mighty carbon
#

weren't you asking for good tutorials ?

quartz hamlet
#

yeah I'm aware of the documentation, just want some more resources

mighty carbon
#

youtube has a good search functionality ๐Ÿ˜‰

#

although I haven't really found good tutorials when I started with VR. So documentation was plenty enough to get started

quartz hamlet
#

I'm aware of YouTube's great search functionality ;p just want to see what people recommend for tuts

eager pine
#

hey

#

is it possible to get input from keyboard when play vr?

sly elk
#

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?

mighty carbon
#

I dare @sly elk to ask someone from EPIC STAFF section on the right side bar ๐Ÿ˜‰

sly elk
#

lol no

wicked oak
#

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

cosmic shoal
#

how about brightness? My main gripe with the Lenovo LCD

wicked oak
#

its fine

cosmic shoal
#

The Lenovo is amazing for the price, but the screen on the vive was noticeably brighter.

fleet plume
#

thanks for review

cosmic shoal
#

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.

wicked oak
#

the lenovo is a complete joke, just like Daydream itself

#

hardware doesnt matter if you have nothing for software

cosmic shoal
#

The price is right but without tracked controllers, it's very limited what you can do in VR on this gen of stand alones.

mighty carbon
#

@wicked oak does PSVR have SDE ?

wicked oak
#

very low

#

it has some kind of diffuser or similar, and its SDE is super minimal

cosmic shoal
#

I did see it on the one I tried, but yeah it is somehow not as noticeable

mighty carbon
#

but then why Go has SDE, since both use RGB panel

wicked oak
#

no diffuser

cosmic shoal
#

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.

mighty carbon
cosmic shoal
#

leaps? interesting choice of words

mighty carbon
#

@wicked oak I bet diffuser degrafes visuals in some ways

cosmic shoal
#

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.

sly elk
#

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

wicked oak
#

@sly elk ill know in a few days

sly elk
#

cool

wicked oak
#

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

mighty carbon
#

but, it makes sense that it's not going to be released sooner than 2020

wicked oak
#

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

sly elk
#

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

wicked oak
#

you worked on order 1886?

sly elk
#

yeah, for about 2 years. prop art

wicked oak
#

did you use scan stuff there?

#

order 1886 had awesome materials and models all around. i read some articles about their material layering workflow

sly elk
#

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)

wicked oak
#

so you did pure modelling?

#

and other guys textured it

sly elk
#

yeah

mighty carbon
#

I wish that game came out on PC too

sly elk
#

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

wicked oak
#

for the bakes, no?

sly elk
#

Yeah. So like on this grenade I sculpted in teh brushed metal pattern:

#

and that made it into a mask for the bake

wicked oak
#

interesting

#

then its high res to a ridiculous degree, no?

sly elk
#

yeah

wicked oak
#

like a fuck ton of millions of polys

#

cool

sly elk
#

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

#

textures took maybe 25 minutes?

#

for the whole sheet

wicked oak
#

damn nice

mighty carbon
#

@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)

wicked oak
#

no

#

really, its exactly what it has to be

#

a higher quality standalone gearvr

mighty carbon
#

how much RAM does it have ?

dusky moon
#

any1 tried this in ue ?
https://github.com/googlevr/seurat

wicked oak
#

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

sly elk
#

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?

wicked oak
#

100.000-200.000 polys, 60-100 drawcalls

#

veeeeery low pixel perf (NO DYNAMIC LIGHT)

sly elk
#

yep

wicked oak
#

wow, Daedalus has incredible graphics

#

made by Norman3d

sly elk
#

I thinking long term to santa cruz since it will be good for my application

wicked oak
#

the absolute madman straight up replaced all unreal shaders

sly elk
#

but i don't expect the draw calls allowed would be that much higher

wicked oak
#

and created his own

sly elk
#

probably need to do little self contained modules

sturdy coral
#

@wicked oak are you using the variable resolution thing?

wicked oak
#

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)

sly elk
#

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

mighty carbon
#

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

primal sky
#

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

mighty carbon
#

#1 usage for Go is going to be pr0n

#

lol, are people really that dense to not be able to grasp interactions in VR ?!

sly elk
#

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.

daring mural
#

Does UE4 PC VR use 2ch audio?

sly elk
#

2 channel audio?

daring mural
#

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

sly elk
#

It uses the same audio system as non VR and the vr headsets have stereo speakers.

daring mural
#

so 5.1 and 2ch both supported?

sly elk
#

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

daring mural
#

Gotcha, thanks

#

Is anyone here using the VRExpansion plugin with the VR Gun Toolkit plugin?

obtuse spruce
#

@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.

primal sky
#

@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.

obtuse spruce
#

@Irontaxi#1648 Thatโ€™s 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 youโ€™re 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?

daring mural
#

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

primal sky
#

@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)

sturdy coral
#

@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

obtuse spruce
#

@primal sky Iโ€™d be happy to take a look at your demo. Iโ€™m 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 isnโ€™t allowed.)

spring mirage
#

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)

Oculus

Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.

daring mural
#

@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

sonic lake
#

@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.

daring mural
#

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.

spring mirage
#

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

elfin notch
#

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.

cosmic shoal
#

I've made simple scenes in unreal using a WMR headset, so it works. I had to add the controller model by hand tho.

elfin notch
#

What Unreal version you were making the scene?

cosmic shoal
#

4.18

elfin notch
#

Great, I have 4.19 so will work for sure?

cosmic shoal
#

yes

elfin notch
#

Tnx ๐Ÿ˜ƒ

cosmic shoal
#

I just used the default Unreal vr scene and added my geometry. I was able to teleport around (all I needed for the demo)

elfin notch
#

Will see how it goes.

mighty carbon
#

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?!?!?!

primal sky
#

@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

mighty carbon
#

but hey, who cares about stable non-breaking engine for general public when Fortnite gets Thanos and Avengers in the next update.

elfin notch
#

@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 ๐Ÿ˜ƒ

mighty carbon
#

odd

#

but perhaps could lead to XB1X MR HMD

eager pine
#

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

wicked oak
#

@eager pine youor first error is to get 2 cards

#

SLI doesnt work

#

so disconect one of them

eager pine
#

had it working before

#

and sli is not activated

spring mirage
#

"Got two geforce 1080ti cards"

god damn

wintry escarp
#

can you not disable sli in the drivers?

sly elk
#

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.

wicked oak
#

@sly elk they give you everything

#

you wont have to worry about it

mighty carbon
#

Gaben will only give you what he thinks you deserve ๐Ÿ˜ˆ

wicked oak
#

im in a webinar with Sony right now

#

got any questions?

#

apart from "PSVR2 WHEN!!!!"

mighty carbon
#

@wicked oak "When, if ever, new motion controllers for PSVR 1 are coming?"

wicked oak
#

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

mighty carbon
#

@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 ?"

sly elk
#

Will PSVR2 be bundled with the new console or be another add on?

wicked oak
#

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

mighty carbon
#

I see

#

so new motions controllers will remain a mystery ?

wicked oak
#

looks like yes

#

seeing what they are talking in this devcon, is like last year

#

no PS5

mighty carbon
wicked oak
#

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

mighty carbon
#

lol

mighty carbon
#

@wicked oak so, nothing interesting from Sony ?

raven halo
#
#

Finally!

#

I can show more of what I've been working on for the last year and a half

polar field
#

Anyone familiar with Stereo Layers?

mighty carbon
#

maybe

#

what's the question?

polar field
#

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

mighty carbon
#

that's because you have to update stereo layer every tick

#

(manually)

polar field
#

I do

#

but if I trigger an animation, the stereo layer doesn't change

mighty carbon
#

hmm.. Maybe it is a bug.. I haven't rendered animated UMG widget in stereo layers, only static ones..

polar field
#

yea, I'm thinking it's a bug

#

nevermind, I'm just dumb

mighty carbon
#

??

#

did you have Live update turned on (on the stereo layer) ?

#

AR looks pretty slick on Android P

mighty carbon
#

hmm.. No VR/AR HMDs at the keynote.. Odd

abstract forum
#

Looks like AR Core is coming to iOS

fringe raptor
#

Hey quick question my game is working with the VR preview but not when I launch it in standalone any advice?

sturdy coral
#

@fringe raptor need more details on what happens standalone

mighty carbon
#

Go has less SDE than Vive Pro, according to the video

sturdy coral
#

probably, has about the same amount of subpixels

#

and oled has thicker gaps between the subpixels

#

and it probably has a narrower FOV

mighty carbon
#

are you getting Go, @sturdy coral ?

sturdy coral
#

probably not now that I have gearvr

mighty carbon
#

what phone?

sturdy coral
#

note 5

sturdy coral
#

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

daring mural
#

How heavier are skeletal meshes than static meshes?

sturdy coral
#

while being animated or with animation tick paused?

sonic lake
#

For anyone having problems deploying to the Oculus Go, Oculus has just released new adb drivers. Now it works!

dusky moon
#

Google's keynote made me sure that we'd better consider daydream as deaddream

wicked oak
#

daydream has allways been a joke

digital musk
#

@raven halo OMG...how freaking awesome does that look!?!?!?!

Following!

https://www.oculus.com/experiences/rift/1982222311808800/?action=buy

wicked oak
#

the fact that absolute trash chinese 5 dollar plastic headsets can count as daydream headsets..

fleet plume
#

does one need a gear vr to publish to the oculus store or does the go suffice?

wicked oak
#

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

fleet plume
#

i don't want to buy a samsung phone for ~500 just to properly test gear vr ๐Ÿ˜›

wicked oak
#

second hand

sturdy coral
#

@fleet plume you can get a note 5 for $180 or so

wicked oak
#

at the moment i have a S6 + gearvr, a S8 + gearvr, and a go

daring mural
#

@sturdy coral anim tick paused

wicked oak
#

s6 is second hand lended to me by client

#

it has a shattered back

#

guy bought it for 100 dollars

fleet plume
#

hmm, second hand might be a thing

sturdy coral
#

ah yeah, getting one that has a bad imei and won't activate

wicked oak
#

go find ones that are beat up or have their glass back shattered

#

they will be far cheaper

sturdy coral
#

you can probably still test gear

wicked oak
#

after all you just want to test gear

sturdy coral
#

not sure if they require carrier connection at some point

wicked oak
#

and for perf tests

#

you dont even need a gear headset

#

you can run a gearvr app outside of the headset to test performance

fleet plume
#

which gear vr version started to have the controller?

#

iirc the older versions only had gaze-click?

sturdy coral
#

@fleet plume controller won't pair with note 4

#

but it does with note 5

fleet plume
#

can i require a controller in the oculus store?

sonic lake
#

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?

sonic lake
#

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! ๐Ÿ˜ƒ Going on to add the motion controller.

digital musk
#

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

fleet plume
#

@sonic lake out of curiosity: are you on the oculus branch of ue4?

#

oh nevermind i think that was google with daydream ๐Ÿค”

sonic lake
#

@fleet plume 4.19.2

fleet plume
#

thanks, i mixed up vr platforms ๐Ÿ˜‰

sonic lake
#

Awesome. The tracking of the motion controller is also working properly. I like the Go! ๐Ÿ˜ƒ

spring mirage
#

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

#

๐Ÿค”

sonic lake
#

@spring mirage They are Facebutton1 and Facebutton2 for A/X and B/Y respecitvely

spring mirage
#

yeah that's what I've got mapped

#

no dice. I'm stumped

#

Oculus plugin is not required though?

sonic lake
#

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

digital musk
#

not sure if related but earlier Vive games on oculus used to never work correctly with the buttons on Touch

spring mirage
#

possibly related, if said games were using face buttons i guess

digital musk
#

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

spring mirage
#

@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

digital musk
#

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

sonic lake
#

In the description there is a link to all Blueprints

spring mirage
digital musk
#

@sonic lake Thanx, that looks like what I'm after...perfect!

sturdy coral
#

the A and X buttons on touch aren't accessible from UE4 steamvr unless you modify the engine a bit

#

@spring mirage

spring mirage
#

... wait what? why?

sturdy coral
#

they just map Y and B

wicked oak
#

becouse steamvr is for vive

#

which doesnt have those buttons

spring mirage
#

so do I just need to enable the oculus plugin?

sturdy coral
#

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

wicked oak
#

@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

sturdy coral
#

yeah with both on you can also choose at runtime

wicked oak
#

i just allow unreal to load the correct one by default, works fine (DWVR and vrmultigames)

sturdy coral
#

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

spring mirage
#

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

mighty carbon
#

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

sturdy coral
#

@spring mirage nope, different mappings

mighty carbon
#

Galaxy X is coming in a different form factor too and there is no new Gear VR on the horizon

sturdy coral
#

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?

mighty carbon
#

Doesn't look like it

#

It's rumored to be a foldable phone

sturdy coral
#

that would be interesting, seems like from rumor images it couldn't have good battery life though, just no room for it

sonic lake
#

The Menu button on the Oculus Left controller is mapped to Gamepad Special Right

spring mirage
#

yeah that's what I've got mapped. just confused why B/Y would work for one action but not for another

mighty carbon
#

@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.

fleet plume
#

got a link to those stats?

digital musk
#

this is going off topic, but the s9 was released two months ago....are you really taking form factor rumors seriously?

mighty carbon
#

@fleet plume check on Oculus Developers portal

#

@digital musk yeah and it's no secret

fleet plume
#

@mighty carbon thanks

mighty carbon
#

np

digital musk
#

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

https://www.forbes.com/sites/gordonkelly/2018/04/17/samsung-galaxy-s10-display-fingerprint-reader-galaxy-note-9-release-date-price/#1c75f933189e

Forbes

Plans for Samsung's most exciting new Galaxy smartphones have been revealed...

Forbes

A new Samsung leak reveals the new Galaxy smartphone really worth waiting for...

mighty carbon
#

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

spring mirage
#

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

mighty carbon
#

yeah, what (s)he said

spring mirage
#

๐Ÿ†

digital musk
#

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

primal sky
#

Gear VR still exists?

digital musk
#

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

wicked oak
#

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

spring mirage
#

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

mighty carbon
#

it would be cool to fold out Surface-size tablet out of S9 form factor ! Now that would be cool ๐Ÿ˜„

#

it's just can't be clearer than that

#

โ€œVR was once tapped as the next hot technology,โ€ Korea Timesโ€™ source apparently said. โ€œHowever, 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 โ€˜phonebletโ€™ market, Samsung has stronger intent in the consumer market with the firmโ€™s 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.

mighty carbon
#

Carmack-endorsed

sonic lake
#

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?

mighty carbon
#

why?

sonic lake
#

Because they need a different Tracking Origin

mighty carbon
#

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

sonic lake
#

That is true. But ideally we may have the same experience run on both.

tired tree
#

same thing for the gearVR tho

sonic lake
#

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
#

Print String ๐Ÿ˜ƒ

#

(that's what I use)

sonic lake
#

@mighty carbon Thanks! Where does the output go?

#

Cannot find it in UE4 log or in logcat

mighty carbon
#

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.

sonic lake
#

My Print String is directly in Event Begin Play, so it must be hit

mighty carbon
#

aye, but in what actor? if actor isn't spawned, it's not gonna do BeginPlay

sonic lake
#

No, the actor is directly in the level

mighty carbon
#

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

sonic lake
#

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.

sonic lake
#

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.