#virtual-reality

1 messages ยท Page 179 of 1

sonic lake
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As long as you don't go overboard with lights and shadows yes

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I think you have been able to reach a great balance between visual appearance and performance. ๐Ÿ‘

sonic lake
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@sly elk Are you going to try to optimize it further or are you happy with how it is now?

eternal inlet
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@candid viper i thought i was ok on gamethread since it was hovering nicely at about 4-7ms? Iโ€™ll look into what VTune is. Thx

sly elk
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im pretty happy with how it is now

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there is a alot of scalbility in turning off things like dynamic shadows

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huge impact on triangles and drawcalls

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Also probably give the user some LOD control for people who are triangle bound

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I need to build a true min spec machine at some point

sonic lake
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You are using the Deferred Renderer right?

sly elk
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yeah

sonic lake
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Shadows are expensive yes

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Of course it depends also from how many lights you have and how they affect movable actors

sly elk
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Yeah, everything is moveable, figure 1000 parts in game. Only 2 dynamic lights in the scene (sunlight and flashlight). I

sonic lake
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If you would add a third light (or more) you should see the Draw Thread increase significantly, but with 2 you are doing great.

granite jacinth
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Anyone having their Rift turn on/off sporadically ?

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Seems like my monitors are spazzing out at the same time this occurs, maybe GPU driver issue

sly elk
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I sometimes have that issue but a restart cures it

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also I had that issue with a bad extension cable

mighty carbon
granite jacinth
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hmm

daring mural
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@granite jacinth I slept through the delivery again, fuck

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I wonder what makes yours heavier, though if we both got 2 HMDs ๐Ÿค” the mug, notebook etc.

mighty carbon
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Just got my package, but I am out of town, so I don't get to open it yet ๐Ÿ˜ฆ

eternal inlet
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i don't get why my cpu stalls for 17ms on the same frame as renderthread stalls for 11ms?

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cpu time is 6.8ms and render drawscenecmd 3.8ms

sonic lake
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CPU stalls means the CPU is waiting for something else @eternal inlet

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Are you using the Media Framework for anything?

mighty carbon
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@granite jacinth does Go come with a wall charger ?

granite jacinth
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No clue

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Disappointed I only got one though

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Can't test MP easily

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Guess I will buy another one later

sonic lake
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@mighty carbon Nope, only a USB cable. You can plug it into the computer while developing and it will also keep it charged. Or you can use any 5V USB charger.

mighty carbon
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I wonder if I can use my Galaxy S6 wall charger

sonic lake
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I am using my iPhone/iPad charger with it so I would say yes

mighty carbon
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aye, cool

sonic lake
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You can also connect it to a powerbank if you need a longer play time but remain untethered

mighty carbon
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yeah.. I assume same power brick used on S8/9 can be used on Go ?

sonic lake
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Anything that is USB compatible (5V)

mighty carbon
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aye, cool

eternal inlet
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think i found something interresting

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@sonic lake no Media Framework. As can be seen from the screenshots, both cpu and gpu are both in the ok-zone

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but from the above screenshot (justnow), i found this strange spike which seem to corollate with the spikes i see in my game. I'ts called "Compress Memory", i swear, i did not have this in 4.18!

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what the heck is that?!?

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also has this strange correlation with FViewExtensionPreDrawCommand

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and something with Wait for write

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and Stream file (is this streaming level stuff?)

eternal inlet
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oho, might be on to something, but not sure what is the cause still... I found some Hitch warnings in the log, which, when i google it, gives me 4 hits ๐Ÿ˜ฆ

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ofc i accidentially deleted the actual message, but it was saying something with unable to load cached shadow maps or something

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im gonna send it again in a bit, assuming i can reproduce it, and maybe someone else has seen it and know what can be done with it

eternal inlet
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[2018.06.12-23.54.32:586][644]LogLinker: Warning: Hitch on async loading of StaticMesh /Game/Underground_Bunker/Meshes/Props/Mesh_cementbag_pile_01.Mesh_cementbag_pile_01; this export was not properly precached.

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[2018.06.12-23.52.47:806][634]LogLinker: Warning: Hitch on async loading of BodySetup /Game/VirtualRealityStuff/Maps/Hub1_Landscape.Hub1_Landscape:PersistentLevel.Hub1_Landscape_0.SplineMeshComponent_25.BodySetup_123; this export was not properly precached.

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[2018.06.12-23.52.47:572][613]LogLinker: Warning: Hitch on async loading of LandscapeMaterialInstanceConstant /Game/VirtualRealityStuff/Maps/Hub1_Landscape.LandscapeMaterialInstanceConstant_129; this export was not properly precached.

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....

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i get lots of then during gameplay, anyone know what could cause that?

eternal inlet
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i posted a question on answerhub now

glossy agate
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Did you let all the shaders recompile when you updated engine versions? If itโ€™s on steam though thatโ€™s not the issue

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Oh there is a 4.19 landscape bug also

real needle
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Has anyone shipped on Oculus Home with achievements? I'm able to write/read to/from the service, but I'm not able to see any achievements or progress values on the APP in the oculus home launcher, and I'm wondering if they only show up there after the game has been released

sick forum
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Hi people! I trying to start VR Preview but I have a problem.

My devices: HTC Vive SteamVR, NoteBook Asus K501U Intel Core i7 6500-U, Intel HD Graphics 520, NVIDIA 960M, Memory 8GB, OS Win10.

HTC Vive is connected as a second monitor. There is displayed secondary desktop. When I launch UE4 SteamVR gives an error and shows a message to expand the application to full screen. I tried to expand, but it didn't work. HTC vive displays wrong. Any idea?

sturdy coral
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@sick forum go into SteamVR settings and disable extended mode

eternal inlet
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@glossy agate jup, all shaders was recompiled, but i'll try open materials for each of the meshes that spam errors. They come from both landscape, shadowmaps and meshes and seem to be focused on a particular area actually... I tested again quickly this morning, and not happening in editor actually, but then again, it doesn't always happen in packaged either, just sometimes... it's definetely one of the more pesky ones to debug ๐Ÿ˜

eternal inlet
jaunty shell
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wah that's a nice site ๐Ÿ˜

eternal inlet
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indeed ๐Ÿ˜ฎ

sonic lake
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The content of that site is the output you get if you run the dumpconsolecommands on the console.

sonic lake
mighty carbon
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cool

sly elk
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Hey all- I have a question about mod support in unreal. Is it possible to give people a locked down version of your game to mod? Like not full access to every blueprint but the ability to open the a limited version of the project in unreal editor?

fleet veldt
mighty carbon
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I happens to me on Gear VR too.. I couldn't capture it on the video though. You might want to report it to Oculus directly.

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@fleet veldt ^^

sonic lake
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@fleet veldt I just read in the post for the Oculus integration 1.26.0 of a bug on the controller position (fixed). It may be related to your issue.

glossy agate
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@sly elk yes. Pavlov has it. Think the mod kit is on github you can download and kinda see how he does it

eternal inlet
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@sonic lake aha, didn't know you could dump those explanations, thx for the info... about that other hitching issue, it seemed to be related to using stat commands, but i have it randomly no matter what, also people seem to agree it's working now, so my guess is that it's a different scenario im dealing with

mighty carbon
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I am using 4.19.2 + Oculus 1.26.0 integration and it's still buggy

eternal inlet
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i actually found these in the 4.19 release notes, which could indicate a connection to that async hitch thing i have:

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New: Added Level Streaming CVars to customize streaming for your project. These all default to enabled, but can be disabled to make different trade offs for memory and level loading performance.
"s.ForceGCAfterLevelStreamedOut" - Whether to force a GC after levels are streamed out to instantly reclaim the memory, at the cost of a hitch. Defaults to on.
"s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" - Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged. Defaults to on.
"s.AllowLevelRequestsWhileAsyncLoadingInMatch" - Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up. Defaults to on.
Added several new stats for potentially slow code.
Added SCOPE_CYCLE_UOBJECT macro, instead of using Scope Cycle Counter UObject directly.

sonic lake
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@eternal inlet Did you try to deactivate those functionalities?

eternal inlet
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im on it

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๐Ÿ˜‰

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btw, would you be interrested in testing it for me too?

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@sonic lake oh woah, btw... i totally forgot that stat startfile is also a stat command lol ๐Ÿ˜„

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i noticed that when i don't run stat startfile, it runs much better, still some hefty hitches here and there, but like 95% of the time it's fine

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with stat startfile running, i get hitching about 100% of the time

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running with s.forceGCAfterLevelStreamedOut 0 and s.ContinuouslyIncrementalGCWhileLevelsPendingPurge 0 didn't change the frequency of the hitching

sonic lake
eternal inlet
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haha

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was just about to copy that same issue

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๐Ÿ˜„

sonic lake
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Exactly

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๐Ÿ˜ƒ

eternal inlet
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im sure that's what im experiencing

sonic lake
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So this is known already. Plus there must be something with async loading too.

eternal inlet
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i added my vote to it, but only 11 votes.... we need mooooore! ๐Ÿ˜„

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aye definetely something with async loading

sonic lake
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Got my vote too ๐Ÿ˜‰

eternal inlet
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thx ma dude ๐Ÿ‘

mighty carbon
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voted

frank island
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@fleet veldt Yes I am seeing this on the GO. Its driving me nuts. I am using 4.20.p

fleet veldt
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@frank island I'm also using 4.20p. @mighty carbon what version are you using motorsep?

frank island
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@sonic lake Do you have a link to the mention of the fix handy? I can't seem to find it.

sonic lake
mighty carbon
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@fleet veldt 4.19.2 with 1.26.0 integration built from Oculus branch

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Epic's stuff is so far behind on Oculus integrations that I don't use it any longer

frank island
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Which integration is in 4.20.p ?

mighty carbon
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no 4.20 there yet

fleet veldt
frank island
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ah thanks

fleet veldt
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but even so @mighty carbon says he's using the latest 1.26 integration branch and he's still seeing the issue. ๐Ÿ˜ฆ

frank island
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That is troubling

mighty carbon
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@fleet veldt Oculus OSS is Platform SDK.. Not the same thing as OVRPlugin, which would be responsible, potentially, for rendering controller in VR

fleet veldt
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@mighty carbon true, but since the version numbers are so close i wonder if they are kept in sync. (when you open the plugin window on your oculus integration ue4 build what version number is the plugin?)

mighty carbon
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Epic's 4.19.2 has 1.21.0 OVRPlugin, while Oculus fork has 1.26.0. I assume 4.20.x will have 1.27 from Oculus and Epic's will be 1.22

fleet veldt
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if i'm reading that table right your plugin version should say 1.26

mighty carbon
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if you built from Oculus branch, yes

daring mural
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Got the Go and CV1, @granite jacinth what was so much heavier in your kit? ๐Ÿค”

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Came with a shirt, cup and pen

granite jacinth
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ยฏ_(ใƒ„)_/ยฏ

fleet veldt
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@frank island @mighty carbon I went back and tested with 4.19.2 (Binaries From Epic Launcher) and it doesn't seem to have the motion controller jumping around bug. The sucky thing is 4.20p2 has some handy features for the GO like an updated stat unit and accurate mobile material compilation stats.

mighty carbon
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So, Epic's 4.19.2 works fine, Epic's 4.20p2 has issue with controller @fleet veldt ?

fleet veldt
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@mighty carbon yup, that's what it seems like to me.

mighty carbon
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on Gear VR is have issue with controller in both Epic's and Oculus builds of 4.19.2

fleet veldt
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i'm going to keep playing with it and see if i can get it to break on 4.19.2 with GO

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also i may just try reading the raw values

mighty carbon
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is your project C++ or BP ? (mine is pure BP)

fleet veldt
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bp currently.

sonic lake
granite jacinth
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silly

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not sure why they don't just add those functions to BP

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since that's all I would be doing myself

pearl tangle
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anybody play around with the updated leap motion plugin yet?

mighty carbon
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@granite jacinth Cuz Oculus UE4 integration team is straight out of 90s - they think real game programming is done in C++ and BP is a joke

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they still haven't exposed Platform SDK to BP and don't plan to - "nothing stops devs using Platform SDK API without BP" is what I was told

elfin notch
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Hi there, so I want to make a 360 panoramic video of my archviz scene so it will be able to open on YouTube. I did some research and I found that the way to do this is to enable the MovieCapture plugin. Is this the only way to do this, because the documentation is from version 4.13 and it explains about a stereo panoramic capture and not a video, or there is some other way?

gleaming river
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Hey all, Im teleporting to the bounding box of a sphere and trying to offset the destination by the local transformation of the headset. The problem is it doesn't seem to be doing what I expected. When my head is forward it teleport's to the sphere and then when I move my head back I am behind where I expected to be can anyone take a quick look at my logic?

frank island
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@fleet veldt @mighty carbon I moved my project to 4.19.2 and it works brilliantly. It even performs better. Thanks for the info! It sucks to miss out on the features in 4.20 but my project is for a game jam so it won't affect me at this time.

sonic lake
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@gleaming river If you want your VRCamera to precisely end up at a given location, you need to correct the teleportation destination by the relative offset between the camera and the Pawn Root Component (assuming the VROrigin has no relative offset respect to the Root Component).

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For example: if your VR Pawn is at [0,0,0] and your VRCamera is at +[1,0,0] respect to it, say that you want your camera to teleport precisely at [5,0,0], your VR Pawn needs to teleport to [4,0,0].

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In this way your VRCamera ends up at [4,0,0]+[1,0,0]=[5,0,0] which is exactly where you want it.

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If there are rotations involved then it becomes a bit more complicated.

sonic lake
tired tree
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@mighty carbon did you see their latest blog post about ue4 dev? They specifically reference you (not by name) about IAP and c++ vs BP

mighty carbon
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Yep, saw that

tired tree
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regardless, they don't have to support every scripting language of an engine

mighty carbon
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I don't get why they hate on BP

tired tree
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they implement custom functions in it, but its not ideal and harder for them to just merge

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most people looking for the advanced features "should" be using c++ to begin with is the likely (and mostly correct) thought process there

mighty carbon
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Platform SDK in no way could be considered an advanced feature since it's not rendering or AI or anything CPU/GPU intensive.

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I think nowadays any social feature should be standard and fully supported

tired tree
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well, its not their engine....they provide full integration, in c++

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in unity they provide full integration..in c#

mighty carbon
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๐Ÿ˜’

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@fleet veldt have you had a chance to run more tests with 4.19.2 to see if controller rendering borks ? I wonder if it's Gear VR related issue with specific phone or if it affects everything mobile from Oculus.

sonic lake
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4.19.2 launcher

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But I didn't notice it in the HMD, only in the recording.

mighty carbon
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probably doesn't really happen then @sonic lake

sonic lake
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It may be simply due to the overhead of the recording, i will do more tests this evening

charred portal
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Early Alpha PVP test 1

mighty carbon
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has anyone figured out a way to just drop apk on Go and install it from the device, instead of using adb install ?

sonic lake
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What's wrong with adb install?

mighty carbon
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last time I tried it it took forever

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dropping apk on the device and installing it from there takes a way less time

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(at least on my S6)

sonic lake
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Adb install to the Go is pretty quick in my experience. I don't know with the S6, never worked with it

mighty carbon
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Aye, I guess I'll just have to try

sonic lake
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Did you get your Go yet?

mighty carbon
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I did, but I haven't picked it up yet ๐Ÿ˜Š

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(working out of town)

granite jacinth
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Hmmm, how do you all handle SaveGames in VR? Rather, how do you handle the LoadGame part? Or how would you?

Let's say a player is holding onto a weapon and hits a checkpoint, when they reload, would you

a) load up the game with the weapon attached (potentially dropping or using up ammo as they load in and mess with controllers)
b) just spawn them in the air around them to grab and use whenever they get a chance to load in comfortably
c) something different than a/b

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Or actually, how do other VR Games handle it? I can't think of a VR game with save system off the top of my head that handles this type of interaction. Probably for good reason, but maybe I missed a few good ones.

sturdy coral
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@granite jacinth maybe start them on toggle grip with their item gripped until first toggle, then go back to their preference of grip style afterwards

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not sure if that is the best solution though, might be a little confusing

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I need to figure out the same thing for transitioning back and forth between 2d and vr

granite jacinth
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Yeah, I mean, if they choose Hold Grip

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It would be confusing

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Even Toggle Grip would technically mean they would drop

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if they clicked by accident

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Also, wouldn't solve the UsingUpAmmo part

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if they are putting on their controllers, and hit trigger by accident

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well, I guess their controllers should have been on by then, but stil

sturdy coral
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yeah, accidental presses will be more of an issue with transitioning 2d to vr than save games probably

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@granite jacinth maybe when you load in, float whatever was held at save time in front of them and pause the game until grabbed

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but that may have issues with someone loading into a tight space where there isn't enough room to float them etc.

granite jacinth
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Yup

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That was the current solution we came up with

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the Creative Lead doesn't like the solution though

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ยฏ_(ใƒ„)_/ยฏ

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For EA it will be fine, but yeah, other than putting them in lockers

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or something, no clue what to do that won't cause confusion or accidents

sturdy coral
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maybe load them into an empty or dark area where the only objects are their floating guns

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so you can control all the orientations and make sure they have room and stuff

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and once grabbed teleport them back to the load location in the map and unpause

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budget cuts just released and may have a solution

granite jacinth
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Ah, that's not a terrible idea

sturdy coral
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they have generally done really good ui and interaction work

granite jacinth
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they don't have guns though

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only knives right?

sturdy coral
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they had a dart gun in the demo but I think it might be gone now

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but the gun was sort of inventory based and not grip based

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they had that inventory/UI thing where you swap out the top of the controllers with different end effectors

granite jacinth
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ah

sturdy coral
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@sly elk may have a solution, because he is doing toggle 2d/vr too

granite jacinth
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I like the "SafeRoom" load approach, now to sell it to the rest of the team

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It's a tough thing to work out

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How much immersion is going to be broken through any of these solutions

fleet plume
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Budget Cuts is out

granite jacinth
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yeah it is

fleet plume
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anybody gonna buy it and post a review? ๐Ÿ˜„

sturdy coral
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the main thing you wouldn't want is load in, immediately drop guns into the world geometry or something

granite jacinth
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ya

sturdy coral
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you could have them maybe hover towards hands with physics off until grabbed

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and after some timeout if not grabbed, drop to the floor

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I guess you'd have to have physics on before

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but that may clash with the realism of your game

glossy agate
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What if you just loaded in a loot box in front of them with the gear they had, thatโ€™s not in the backpack. They can just open it and pick up the loot

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Right at the last load checkpoint

granite jacinth
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Well, I plan on loading all their socketed stuff on them

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Becaue if they are decked out, there's too much shit to socket

sturdy coral
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@granite jacinth can you save anywhere or is it always checkpoints?

granite jacinth
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Right now, just checkpoints

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We dont' want to make it too cumbersome

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You can Load from anywhere though via menu

glossy agate
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Oh yeah just loading it on their body would be easiest. Problem would be if body slots were full AND they were holding additional weapons

sturdy coral
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hmm, yeah if it is always checkpoints ryan's thing might work well; have a crate with the previously held weapons in it and a light shining on it or something

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maybe some kind of spatial audio cue too

glossy agate
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Yeah haha thatโ€™s what our boxes have.

wary dome
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Can someone tell me how to install VR Expansion Plugin.

distant lotus
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Hey, I'm building an AR app for iOS. I'm placing an actor in the scene and I want to rotate it using sliders. I have a prototyping level (not AR) where I'm able to rotate and scale the actor with the sliders. However, when I launch the AR level on an iPad the transform do not seem to be updating. To simplify things, I replaced my custom actor with the default BP_Placeable actor that came with the example. When I try to scale it at runtime the actor disappears, so I'm getting inconsistent behavior based on what actor I'm transforming.

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The slider blueprint retrieves a reference to the actor from the scene (get all actors with tag), modifies the transform and then sets it again using the same reference. What I don't understand is why this works in the prototyping level but not the AR level. Does ARKit apply a transform to the scene based on camera position?

eager pine
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hey!

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currently doing some ar stuff

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trying with the sublevel to spawn it at location of touch and make it stay there

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but it doesnt really respect any of the transform rules given and it follows the camera player

proud solar
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is anyone here familiar with mordentral"s vr plug in

granite jacinth
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@proud solar what you need?

woven imp
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Does anyone have a lightweight blueprint or example project for a Climbing mechanic? I know VRExpansionPlugin has it, but it also has so much stuff I don't need as well

proud solar
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ive been screwing with the plug in and i would probably just use it and cut chunks of code out.

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so far i cut out his movement systems and reimplemented my own movement and i just use his grip interface and his climbing code. im going to have to rewrite all of it but thats been working great for me for now

woven imp
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Cool. I'll likely do the same. I appreciate all the work that goes into the plugins like that, I just wish there was a way to pick and choose what aspects I want to use.

proud solar
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yeh realy. its kicking my ass. i cant see what goes on in the c++ side of things so i have trouble with the grip system

daring mural
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Anyone know what 'RedrawVieports' is for and why it's causing FPS drops?

distant lotus
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@eager pine how are you getting your touch coordinates? I'm using the player blueprint from ARSample as a starting point. I'm trying to understand the AR coordinate system and why I can't apply transforms to spawned actors. The actors are spawning at the right coordinates, and they tend to stay there.

sonic lake
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@daring mural do you have the editor open and visible?

daring mural
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@sonic lake No, I saw it in a profiling file from someone who was getting low FPS in a development packaged build

sonic lake
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@daring mural If there is no Editor UI, then it is basically the Draw thread. You should look into its details.

daring mural
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@sonic lake

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Nothing that sticks out to me, at least not by my own doing in the level

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It references a "HUD" but I'm not using one

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Is there a wiki anywhere that has all of the profiling messages with definitions? I find they're sometimes hard to understand, like in this example ^

sonic lake
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DrawStatsHUD is the rendering of the statistics on top of the game viewport. Is there any real-time statistics being displayed while profiling? If so, you should turn it off.

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I am not aware of any in-depth guide to what each stat means and what to look for if you find the associated value too high. I guess it is a matter of experience and/or looking through the source code. If you want to dive deeper into profiling and performance you can start from here: https://docs.unrealengine.com/en-us/Engine/Performance/Overview

tired tree
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@proud solar the template is just a reference, its preferable that you start off without it actually and rip out BP examples. The actual plugin is the c++ part

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@woven imp there is a climbing example in BP on the forums

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my plugin is more convoluted with that because its also multiplayer

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and tied into the character replication

sly elk
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@granite jacinth @sturdy coral we don't handle any of that stuff for wrench since nothing is time sensitive and there is no combat. From a gameplay perspective I like the idea of the saferoom, grab what you need then either punch a button or have a short timer before you jump back into comabat.

granite jacinth
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Aye

proud solar
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@tired tree that what i intend to do for my upcoming final character. Ive been learning for the last 4 months worth of weekends. and i think im to the point where this is all starting to click and i begin writing original code to go with the examples ive learned from. Vr was definitely not new guy freindly. But i was pretty determined. I greatly appreciate the template being available.

tired tree
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you can feel free to PM me here

sturdy coral
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@granite jacinth I wouldn't @ Ryan Brucks over that... he's tech art.. makes it less likely for him to pay attention to Twitter on something he can actually help on

granite jacinth
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You're right, we should be able to @atomic pollenStaff

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Here ๐Ÿ˜ƒ

mighty carbon
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@granite jacinth what do you mean it kills teleportation ? So users can't teleport in VR ? o.O

granite jacinth
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(in MP)

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Client won't be able to

mighty carbon
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I see..

tired tree
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if they use a nav mesh teleport that is, you can manually check

mighty carbon
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I'd be surprised if they want to kill off VR ๐Ÿ˜ƒ Sort of abandon active development - I can see that.

tired tree
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its just a bug from them refactoring navigation in 4.20

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they moved it to a module and out of the engine folder

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and appear to be allowing multiple navigation systems now

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which should open the way for third party navigation systems

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considering they renamed the old one V1, they might also be working on a new default too

mighty carbon
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I wonder if 4.20 will be a better release than 4.19 (stability and performance wise)

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I see a lot of commits related to Android + Vulkan.. I wonder if we finally see Vulkan to be available for Gear VR and Go

wicked oak
#

i have a naaaaasty timeline bug right now

#

on 4.19 package

#

only package

#

i have a timeline attached to a scale logic

#

testing logging seems like SetRelativeScale isnt working

granite jacinth
#

hm

#

I'd test but packaging right now

sonic lake
#

@wicked oak did you test if SetRelativeScale for that actor works properly if it is not driven by the timeline?

wicked oak
#

no

#

anyway, i rolled a custom FX thingy with material

#

i was using the set relative thing for a lazor

#

now the lazor is a material with worldoffset

#

works better

#

video of the thing

#

made in 2 days

sonic lake
#

๐Ÿ‘

eternal inlet
#

looks nice

wicked oak
#

around 90% blueprints

#

but everything is based on a C++ framework of classes

#

and i have a bunch of C++ components i copypasted from other of my projects

#

for something of this complexity, its the best workflow by far

#

the hovercraft is all blueprints except the targetting system, wich is C++ (for the cone queries and the like to launch missiles)

mighty carbon
#

@wicked oak looks like Steel Storm prototype in FPS mode ๐Ÿ˜›

wicked oak
#

your game had tighter controls

#

this one is wobbly as fuck (kind of by design, i wanted to have it fully physically simulated and bouncy)

#

spent a while coding anti-flip stuff

#

becouse of course the thing flipped over constantly

glossy agate
#

Anyone see that Dave and busters commercial where they have like 5 vives in a row on a bench with people playing Jurassic park? They able to run that many with just 2 light houses?

mighty carbon
#

@wicked oak is it a VR game ?

wicked oak
#

the job offer will be

#

i went extremelly overkill on the assignement

#

it was basically "make some kind of hovercraft, give it targetted missiles, and have a turret or 2"

mighty carbon
#

heh

wicked oak
#

things this prototype has:

#

the damage system from DWVR

#

a global event manager in the game instance that lets stuff hook to stuff easisily (used to progress the "mission")

#

targetting + missiles

#

weapons

#

the hovercraft

#

2 enemy types

#

a turret

#

an orbital cannon that rains death on you

#

and menu UI with pause menu and game UI with hitmarkers and event messages

granite jacinth
#

@wicked oak how are you doing the screenspaced markers?

#

They are the same scale throughout

wicked oak
#

3d umg with screen location

#

doesnt work in VR

granite jacinth
#

Hmm. Oh. Damn

wicked oak
#

but on vr you can do it "manuallly"

granite jacinth
#

I am using Billboards now in VR

#

You eman by tick and distance?

wicked oak
#

wich ive done multiple times. Basically you do a look at rotation to the player camera, and for scale you get the distance and divide

granite jacinth
#

And scaling it based on distance

wicked oak
#

yeah

#

thats how my damage numbers work

granite jacinth
#

Yeah. That's the lame way

wicked oak
#

there is a magic way, with a shader trick

granite jacinth
#

I want it easier :) but yeah I might have to do it that way if these billboards get too big

sly elk
#

So for smooth locomotion in VR, I should look at onward?

granite jacinth
#

Onward, Pavlov, anyone really

sly elk
#

Am I right htinking the two main keys to doing it well are no acceleration time, and walk direction is controller relative and not headset relative?

#

anything else critical to getting it right?

sturdy coral
#

@sly elk for yours I would also just do a really slow max speed since it is all within a small space

#

just to make it as comfortable as possible for as many people

#

you could also have a vignette option to narrow the FOV

sly elk
#

Thanks

granite jacinth
#

Anyone ever have any issues with Rift HMD not starting up (the screens) but tracks properly in UE4?

#

Seems to be a reoccurring issue lately.

eternal kraken
#

We have endless oculus problems in UE4. Seems mostly Oculus update related

granite jacinth
#

:(

glossy agate
#

@sly elk I can give you a key to my game. Its similar to other shooters, just with more features

#

for movement reference. Got all the expected interactions

sly elk
#

Cool. That would be great

wanton fog
#

Can anyone give me link to VR teleport tutorial

#

I can't find it on youtube

sturdy coral
#

@wanton fog it is built into the stock vr template, unless you are doing multiplayer

wanton fog
#

I started from blank project so thats the problem

mighty carbon
#

So, opened mystery box - got one Go instead of two requested and one Rift (I already have one). L hoodie instead of XL requested. Oh well, better than nothing I guess ๐Ÿ˜Š

pearl tangle
#

anybody done anything with daydream or gear vr in 4.19? seems the motion controller stuff was all changed around quite drastically, guessing it should be part of the general vr motion controller pawn but doesn't seem to want to show anything

fleet veldt
#

@mighty carbon have you had any luck with dynamic shadows (on movable objects)? The only way I can seem to get dynamic shadows to show up is if i set my directional (sun) light to movable. if I put it on static or stationary i get no shadows on movable static meshes (physics objects)

dusky moon
#

Does any1 know how to fix this ?! > When I try textured mirror window mode using a scene capture (spectator) there seems to be almost no Anti Aliasing applied ?! but the regular VR mirror renders with proper AA ...

mighty carbon
#

But dynamic shadows don't work in mobile VR by design

mighty carbon
#

Does the light turn green after Go is fully charged ?

mighty carbon
#

Nm, I'll find out (phone app has battery charge indicator for Go)

sturdy coral
#

@dusky moon temporal aa used to not be available on scene captures, but I think it has been there a while now; you might have to do an extra step to enable it

tired tree
#

scene captures have their own PP stack

#

seperate settings

dusky moon
#

@sturdy coral yes true , fixed it. I also found out that the scenecapture doesnt handle Refraction on materials and it renders annoying artefacts.

mighty carbon
#

Alright, Go's light turned green at 97% of battery charge. It's time to dive in :)

#

Btw, sad fact that Go's Android companion app shows only "thousands" of installs :(

#

Tiny user base

wicked oak
#

tf you saying

#

its past 100.000

mighty carbon
#

That's what I see on my phone @wicked oak - thousands, not hundred thousands

wicked oak
#

just checked

#

100k+

#

maybe region differences?

#

Oculus app, as is. not gearvr or anything

#

100k + downloads

mighty carbon
#

I see, yeah

glossy agate
#

Anyone watch some of the Onward invitational? Badass how they have the room setup for teams. Finally some legit looking VR esport

mighty carbon
#

Odd, when I was initially installing it I saw only thousands.

#

Battery on Go sucks

#

Already 89% and all I did was browsing store and downloadin/installing few apps. Haven't even dived into actual VR yet.

sturdy coral
#

sounded like you can't watch a long movie without an external battery pack

mighty carbon
#

And the manual says not to use Go when connected to battery pack ๐Ÿค”

#

Hopefully Santa Cruz will have capacity to use external battery during usage of HMD

sonic lake
#

@mighty carbon I don't know why the write that. How is that different from using the Go while connected to a PC via USB?

#

That would mean you can't develop with it. Or you should unplug it each time you want to test an app? Nonsense.

mighty carbon
#

If you have Go, just read the manual

#

You technically shouldn't use Go when it's charging

sonic lake
#

Sounds to me like a lawyer dictated statement. When charging the device can heat up and that would add to the backlighting heat, someone could feel too warm and sue them.

mighty carbon
#

The manual is mostly for end-users and to minimize legal responsibility if it blows up into your face

sonic lake
#

Exactly

mighty carbon
#

But, there is no smoke without fire

#

There is a chance for a critical failure when using it while charging

sonic lake
#

Ok, this means every and each time you have to test an app you should first Launch, then unplug from the computer

#

Because the USB is charging it anyway

#

I have not experienced any adverse event so far except some heat on the front cover

#

But of course, stick to the manual ๐Ÿ˜‰

mighty carbon
#

I am not saying you have to

#

But I prefer using WiFi connection for debugging and updating my builds

#

(Which apparently is broken and doesn't work on Go, but works on Gear VR)

sonic lake
#

I am keeping it connected via USB

wicked oak
#

the only reason onward is popular is becouse it was first

#

i think its cheap as fuck and super clunky

#

pavlov does everything far better, and there are dead multiplayer games that are far superior

glossy agate
#

pavlov isnt any good for competitive play though. Just wild run and gun on re created CSGO and golden eye maps

#

Onward just reeeaaally polished what they have and made it really tight for good playability

#

Cheap is Standout. Really fun but janky as fuck lol

#

Some guy that was organizing the Dreamhack competition talked to us a bit about making in league and competitive game too while we demoed there. That would be so awesome to have all VR on the main e sport stage.

wicked oak
#

a guy i know is the dev of Oval

#

its a tribes/UT style arena shooter for VR

#

in skates

#

it is a great game

#

doesnt have enough players to get a game going

#

at laest the guy added decent bots

#

and even a level editor. But no one plays

#

Oval is a VR-only shooter. It has been designed to give the players the ultimate shooter experience. Play faster than ever in VR with our sickness free locomotion system. Create, share or play awesome community maps using the multiplayer level editor.FeaturesHigh speed, contr...

Price

$24.99

โ–ถ Play video
#

there are tons of great games completely buried

#

much beter than onward

#

but onward was the first

glossy agate
#

Pavlov has more concurrent than onward right now though and that came out way later. Standout also did like 40k units so far. I have seen oval before but I think players want more technical gameplay instead of arcadey shooters. Needs a lot of interaction and familiarity to bring in players.

#

Just onward is the only one thatโ€™s really built to be esport

wicked oak
#

the issue with all, is that making a multiplayer vr game is 100% a lotery roll

#

you can make the best game ever, but few people see it, and it dies an instant death becouse no one plays becouse no one plays

glossy agate
#

Yeah it is haha. For any platform

wicked oak
#

you can make a mediocre game (onward), but becomes popular and then people go there for the community

glossy agate
#

Discord became the main marketing tool now for mp shooters. Really have to build community to get it going

wicked oak
#

yup

glossy agate
#

If Pavlov would just lower Ttk a little it would actually be a way bigger contender for e sport. But I think he is focused on BR mode now

sturdy coral
#

I think multiplayer can be done and compete, but you better have good strategy and not just a better game

granite jacinth
#

Fuck mp-only VR games

#

Good thing we are doing both

#

Also, yes to Discord being awesome to build up an Indie Dev/Game's community. Easily over 1200 members on ours. Not super active on a daily basis (because haven't launched yet) but I expect it to pick up here soon.

#

And what @sturdy coral said pretty much

#

Like, all I have been seeing over the past year are rehashes or copies of other VR Shooters

#

Not to say our game is any different. But technically we can say, the non-vr game came out back in 2013 and we are just doing a VR take on it.

#

Primarily Contagion VR: Outbreak is competing with Arizona Sunshine and to some degree Surv1v3.

wicked oak
#

the game does look great

#

i think i already told you i would expect it to go past 100.000k dollars in PSVR in like a week

granite jacinth
#

Yup. I need to talk to Sony again. I know I am pretty much all set for the demo. But wouldn't mind getting a little free PR from them

wicked oak
#

the game is one of the ones that can actually get sponsored or put on the "cool guys list"

#

mine cant ๐Ÿ˜ฆ

granite jacinth
#

Do they even do EA?

wicked oak
#

tfw no artist

#

no

#

they dont

#

you can release early access type game

granite jacinth
#

K. So have to pretty much wait for that full release.

wicked oak
#

but remember that its an actual legit release

#

thats why it took 6 months for me to put DWVR in ps4

#

i spent a while improving the game

granite jacinth
#

Yeah. Even getting demo on PSVR is good. Might get people that are impatient to buy rift or wmr for PC

wicked oak
#

were you able to start the ps4 port? do you have the thing running?

#

i think you got devkit, no?

granite jacinth
#

Yeah

daring mural
#

psvr porting in a nutshell

granite jacinth
#

@wicked oak finally got a chance to setup Go and I have to admit I am impressed

#

After Gear VR and Daydream

#

And yeah the audio is crazy good

mighty carbon
#

Screen and lenses are a way better too

charred portal
#

โ˜๏ธ

fleet veldt
#

is there a way to know what device profile is being used? (i'm on oculus go)

mighty carbon
pearl tangle
#

@granite jacinth have you done anything with the controller on it on 4.19? Trying to upgrade a 4.17 daydream project on the lenovo mirage but haven't seen any updated documentation around the new motion controller stuff for 4.19

mighty carbon
#

Lol, who thumbed down my post?!

granite jacinth
#

@pearl tangle I haven't, was looking at it from a consumer standpoint first. The detriments are: ridiculous low battery life on BOTH HMD and Controller. I was pretty bummed out of it. But also, gives me idea on how long content snippets should be.

#

That should be good

#

For the Oculus Go

#

So yeah, I would look directly at Oculus docs first then UE4

#

I know it's crazy, but they have been updating their docs a lot faster than UE4

proud solar
#

Hey guys. So say i have an actor that has a couple of import variables. Like a battery having a charge value. And then i put the battery in a item so send the values to the item delete the battery actor, and then use some of the charge. When i take the battery out. And i want to send the updated variable back to the respawned battery. How should i do that

mighty carbon
#

lo, but why?! I can't see myself playing VR seated unless it's a game designed for seated experience (vehicle based or something like that)

wicked oak
#

@mighty carbon i play seated for some games

#

for example, skyrim vr

#

why would you play that game standing? you dont have full interaction

#

play seated (on a swivel chair), and its much more confortable

#

leave standing for the physically active games, or the ones where you actually move

mighty carbon
#

well, playing standing feels a way more immersive

#

I haven't played Skyrim in VR yet, so I can't really comment

#

but in general, in VR, I prefer to stand, unless I am watching a movie or something

wicked oak
#

i only play seated when its more chill games, or games without a lot of movement

mighty carbon
#

also, when you stand, you can crouch and duck.. Can't do than when you are in the chair or on the couch

#

btw, has anyone successfully paired XB1 controller with Go ?

sturdy coral
#

Skyrim has a duck button

mighty carbon
#

can't you duck by physically ducking ?

sturdy coral
#

Yes, or when seated you can use the duck button

wicked oak
#

duck button is better

sturdy coral
#

But if you physically duck I don't think it goes into stealth

wicked oak
#

it does

#

its an option

mighty carbon
#

right, so what I am saying is why not to use that capacity to have more immersive experience ?

sturdy coral
#

It's potentially a 100hr+ game for a lot of people

wicked oak
#

exactly

sturdy coral
#

And sometimes you just want to sit

wicked oak
#

you would get tired

#

and it doesnt have good interaction

mighty carbon
#

it's like those people on reddit suggesting that snap turning is better than physically using your head in VR

wicked oak
#

nor you can dodge/etc

#

so why stand? game works the exact same

#

snap turning is best

#

becouse you get entangled

#

super fast

sturdy coral
#

For me VR kills my neck and it can be better when my head is leaned back in a chair most of the time

wicked oak
#

i will forget about snap turning when i get a wireless headset

mighty carbon
#

then why on Earth ask for better controllers and wireless VR when one can use gamepad and just sit and play in VR as if it's not a VR but regular screen on the face ?!?!?!

sturdy coral
#

I don't think people event want to play in VR all the time if the game doesn't demand it, that's why I seamlessly toggle to 2d :P

#

I think it is good to support as many playsyles and options as you reasonably can

#

Unless it would take away from the game

mighty carbon
#

that's why it will take ages to make VR what it suppose to be

wicked oak
#

@mighty carbon becouse i need the wireless vr to actually turn. And i want the better controllers for better interaction

#

skyrimvr is 100% a better screen in your face

#

with better controls

#

same with falloutvr

#

i dont play beatsaber seated

mighty carbon
#

I personally would force VR mechanics and not give users all these options. Eventually the audience would grow and would consist of people who accepts VR as is, without 2D options.

wicked oak
#

that is the point

#

games that need you to move are definitely cooler

mighty carbon
#

it's not the most profitable path, but it will ensure bright future of VR

sturdy coral
#

With a 4K 3DTV Skyrim looks pretty nice too :)

mighty carbon
#

but, are we gonna contribute to growth of healthy VR even if it's a long term goal, or are we going to think for today only and poison VR well with 2D VR games ?

#

for my Go project, it doesn't really matter whether you sit or stand, since there is no positional tracking. However for my Rift project I don't want to compromise. I would have 180 deg. turning for front-facing folks, but not snap turning as seen in some games out there. Obviously one could play seated, but one would have to stand up to reach to certain places.

sturdy coral
#

eww

#

180 deg turning isn't enough for front facing

#

that lets you face forward and face backward

#

but facing to the side means you get occlusion on one hand

mighty carbon
#

I'd love to see bow shooting done while seated in a chair ๐Ÿ˜› It's quite uncomfortable.

sturdy coral
#

and you can't 180 degree turn yourself out of the situation

#

180 turning makes more sense for a roomscale setup where you are avoiding/undoing cord twists than for front facing

mighty carbon
#

I gotta check front-facing RR and see what they did there. I only played it once like that and played 360 deg. tracking after I got my 3rd sensor.

sturdy coral
#

but best is to make snap turn amount configurable unless you have a gameplay reason

mighty carbon
#

I want people to embrace VR and stop being lazy ๐Ÿ˜›

sturdy coral
#

RR does turn-on-teleport an arbitrary number of degrees

mighty carbon
#

ah, yeah

sturdy coral
#

don't complain about bad reviews if you don't cater to a lot of preferences

#

unless you have a really good gameplay reason

#

smooth loco or 2d support wouldn't make any sense in budget cuts

mighty carbon
#

smooth loco is ok I suppose if I have slow movement speed.

#

^^ I guess I am not getting XB1X, unless I decide to port my old game to consoles

glossy agate
#

I played Skyrim for about 2 hours standing, then got tired and sat on the floor, then moved to a chair. Thatโ€™s pretty much the only game I played where I went to seated just because of the amount of time you have to be in it.

mighty carbon
#

get a gel mat for the floor ๐Ÿ˜‰

glossy agate
#

Gotta do a magic build too because the melee setup is pretty dismal. Itโ€™s touch to kill so you end up hitting npcโ€™s when trying to talk to them

sturdy coral
#

yeah, I wish they put a lot more time into melee

#

archer or mage is probably the way to go

fleet plume
#

need one of these

glossy agate
#

Wasnโ€™t my feet that were sore. Just overall standing. I played like 14 hours in 2 days

mighty carbon
#

o.O

fleet plume
#

vr sickness 2.0

#

if it spins you around a couple dozen times

mighty carbon
#

well, it also kinda a good thing - you get tired, you stop playing. Healthy way of playing games no matter which way to look at it.

wicked oak
#

@mighty carbon at the end, microsoft isnt adding vr to xbox one

#

maybe on the next gen

#

what a missed opportunity, given that they control the mixed reality headsets, and xbox one X would be a great vr machine

mighty carbon
#

yeah

#

really? :/ Back when I was a kid it was about parenting and limiting kids' exposure to video games..

sturdy coral
#

that doesn't work if it's the parent that is addicted

mighty carbon
#

I don't know anyone in their late 30s / early 40 who is addicted to video games :/

#

so I am guessing it's the young kids who have kids fall under the category of game addicts

scenic slate
#

Hello. Is there a way to force the camera to be specific height? Like, if I want to simulate how it seem if I were a child? Now by default, it is always same height as the player is.

cosmic shoal
#

Could you parent the rest of the world to an empty actor and scale that? might be a viable alternative depending on what you want to do.

mighty carbon
tired tree
#

Set the WorldScale

#

@scenic slate

#

WorldToMeters

scenic slate
#

Thanks for the hints. I try those. WorldToMeters might be best solution here

tired tree
#

they are the same thing, forgot the correct name for a second

tacit quest
#

can also just attach it to a scene component and move that down i believe

tired tree
#

its not the same thing

#

you don't perceive the world from a smaller scale when doing that

tacit quest
#

ya the world scale changes the perception, that's why i was offering the alternative if you didn't want that effect

daring mural
#

Can I get the velocity of a motion controller without calculating position between frames?

real needle
#

@daring mural What's wrong doing that?

#

I'd like to prevent oculus worn state telling the game that it needs less resources when not worn, any way to override that?

daring mural
#

@real needle That bs got defaulted in recently, we used to have to manually do it in like 4.16 - not sure if you can override it since Oculus store submissions require the feature

#

Should be able to, ofc

#

As for the velocity, I can't just 'get component velocity' on the controllers, it always reads 0

tacit quest
#

the motion controller imparts velocity onto any children. if you put an invisible sphere on it, anything with a physics body, then you can sample that child for the velocity

#

so if you attach an object, that you are picking up, to the motion controller directly, when you detach, the velocity will be imparted to it. I needed the use the child body hack when i was attaching objects to the hand mesh instead (which isn't a child of my motion controller), and i wanted to throw things after

#

i don't know if that made sense, but the short of it. attach a dummy component with a physics body to the motion controller and getvelocity from that

sturdy coral
#

It is better to query velocity directly from controller in some cases, especially for throw releases

#

Controller updates at 250hz, game tick only 90

tacit quest
#

then you have to calculate the velocity yourself every frame from the controller

#

it would be nice if they were to override GetComponentVelocity on the motion controller and return whatever they impart to children

tired tree
#

component velocity has no rotational component to it

tacit quest
#

oh true

tired tree
#

also not sure what the benefit of checking the API directly would be since it still is only updated on tick unless you check outside of game thread....

#

@sturdy coral

sturdy coral
#

Outside gamethread on trigger releases

tired tree
#

input is polled though...

sturdy coral
#

You'd have to change a good bit of the code

#

Take throwing something 40mph, 20cm between frames vs 7cm @250hz

#

Your release could be on a very different part of the arc and have a very different velocity

tired tree
#

yes and by the time the frame happens it wouldn't even be the same

#

its never going to be perfect

#

and moving the input polling out of the same execution as the game tick would be a lot of work

#

for something that wouldn't be perfect anyway

sturdy coral
#

The visuals of it being exactly synced to frame don't matter as much as getting it released with the right speed and trajectory

#

But yeah, it would be a lot of work

woven imp
#

Have you tried getting the velocity of the collision sphere, not the controller?

sturdy coral
#

Throwing feels pretty trash in VR a lot of times though and is often faked/assisted where it may ndot really need to be

woven imp
#

Also make sure you're getting the world velocity, not the relative

tired tree
#

the entire engine could benifit from threaded input

#

lots of fighting games use it and deal with multiple frames of lag

sturdy coral
#

If you could timestamp the input event it would be enough

#

With a faster poll in another thread

tired tree
#

yeah

sturdy coral
#

And maybe recorded velocity history, though interpolating extrapolating may be enough there

tired tree
#

well you can specifically query it API by API for input on a secondary thread

#

but...lots of work

#

would have to be a game that really needed as perfect of release velocity as it could get

#

and even then, its VR, you still need to fake it since people can stop a throw short and let momentum carry on

sturdy coral
#

Well ideally the engine people do it and everyone just has it available

tired tree
#

doubt they have plans for threaded input anytime soon

#

they lowered latency recently as is

#

but the frame queue before presentation is already there too

sturdy coral
#

What was the recent thing? I think it said consoles only

tired tree
#

might have been

#

I haven't dug into the input stack much

real needle
#

@sturdy coral I know you've worked around many of these issues, any chance you would know how to override the throttled state the game enters when the rift is "not worn"?

#

It becomes very problematic when the host takes off his HMD

#

Don't have this problem on SteamVR

sturdy coral
#

@@real needle I quit working with native rift sdk after I needed a change and the thing I needed wasn't exposed in the weird undocumented OVRPlugin closed source sdk wrapper thing they use

real needle
#

@sturdy coral I hear yah. I'll shoot an email to them directly

granite jacinth
#

@sturdy coral is the UE4 Oculus sdk public on GitHub then?

mighty carbon
#

integration is

#

but SDK - no

sturdy coral
#

Not worried about the source to the SDK, it is that ue4 doesn't use the SDK, it uses OVRPlugin.h instead

#

A simplified/limited wrapper of the SDK

#

They don't explain why they use it instead of the real SDK.

#
OVR_Plugin.h: Minimal high-level plugin proxy to LibOVR. Use instead of OVR_CAPI.h.```
#

It has most stuff but not all

#

"on February 24, 2017, filed an injunction to have the court halt sales of the Oculus Rift and development kits.[22] Oral arguments for these injunctions were held on June 19, 2017. ZeniMax argued that either "

#

I think it was added as a clean room API wrapper to prevent an injunction affecting UE4 games, especially if they weren't primarily Oculus games

#

@mighty carbon

#

Maybe that is wrong though, I wasn't ever looking at the oculus plugin code until after they switched to that

mighty carbon
#

hmm.. I wonder if this battle will ever go away

sturdy coral
#

Not sure that is the real reason, initial changelog says:

#

"Oculus Unified Plugin. OculusHMD plugin now supports both the Rift and the GearVR in one plugin. Minor supporting engine modifications includedโ€ .. I need to see if they were still using a wrapper before unifying

mighty carbon
woven imp
#

Have you guys found that volumetric fog looks really weird in VR? Left/right eye disparities and such?

pearl tangle
#

@mighty carbon The lenovo mirage actually can handle 6dof controller tracking as well, they just haven't released them yet because they don't have the content to support it. Will be quite interesting when it's on there though

mighty carbon
#

aye, but from what I gather Lenovo's platform sucks, lenses and screen are inferior to Go

pearl tangle
#

i haven't really found it an issue

#

ergonomics wise the design is rather stupid since it's meant to be portable but because of the head strap not being detachable or flexible it's stupid to carry around

#

but the boundless 6dof walking around is very interesting, with the controllers added on it will work fine.

#

the only bit that is missing from it right now is the visualization of the boundaries to create more AR type experiences. It's in the tango plugin and the ARcore plugin but not exposed from the daydream side of things annoyingly. Chatting with google to get that exposed so that I can do some big 4D experiences with it

mighty carbon
#

it's like saying Daydream platform is good ๐Ÿ˜›

#

it's as good as dead

#

also they artificially limit the play area (again, from what I read online)

#

I think Santa Cruz will blow Mirage out of the water, so I'd rather wait for that one

pearl tangle
#

no they dont, you can turn that off

#

it's the same chaperone type system you get with vive and rift

#

daydream platform seems pretty much the same as gear vr stuff, just some different apps available. Software wise they are pretty much identical though so doesn't make much of a difference

mighty carbon
#

I mean, in numbers, Daydream is dead. Almost can say it's stillborn.

#

and $400 vs $199 (and free for devs) ? C'mon

#

on the software side I keep getting PM's from people and see how they struggle to get 4.19 builds running on Daydream. Usually it's not an issue with Oculus.

#

I am sure Mirage Solo is better than Go when it comes to enterprise, but for mass market / gaming it's kinda a wrong HMD (even though it's 6DoF)

mighty carbon
#

oh wow, Go's controller sucks compare to Gear VR :/

#

drifts more, d-pad is really bad ๐Ÿ˜ฆ

#

there goes my control scheme

#

How can I determine whether it's Gear VR or Go in use, using Blueprints ?

daring mural
#

@tacit quest just tried getting component velocity from a sphere attached (child) to the motion controller

#

Still reading 0

#

Default settings on the sphere

tacit quest
#

get the physics linear and angular velocity

daring mural
#

yeah my bad

#

just clicked

#

got it

#

ty

pearl tangle
#

@mighty carbon I can definitely tell you that 6dof controllers exist for the mirage solo. Santa Cruz will more likely be $400-$500 or so as well, 6 dof makes a big difference for plenty of stuff. For gaming as well motion controllers make a huge difference so once they figure that out definitely the standalone 6dof headsets + controllers will go much better. Lenovo just needs to fix their shitty ergonomics

#

will be interesting to see how vive goes as well but their focus is just overpriced and bad ergonomics as well, they all need to take a page from Oculus' books on the design side of things for sure

real needle
#

hi does anyone know how to use a stereo layer component?

fleet veldt
daring mural
#

@fleet veldt No, I neded up getting linear velocity on a child component and it works fine. I can use these numbers

#

Just not sure how to use them in my logic.

wicked oak
#

for velocity i have a componeent that i keep reusing

daring mural
#

I need to combine the velocity and then check a single, whole number in a branch on trigger

wicked oak
#

i compare distance beetween frames, and average over a few

#

you really dont want to use a single frame instant velocity

daring mural
#

See this img:

#

That slide handle can be pulled back and locked "up"

#

I have logic that lets me slap it down physically, and it works

#

But the rotation of the weapon isn't static

#

I'll need to combine the linear velocity of the controller and get a single value to check for when the player "slaps" the handle

#

I haven't done that before

wicked oak
#

have you thought of a detached physics with visual?

daring mural
#

I can't do physics, I'm using VRE and had issues with physics & components on weapons. At least in my case since the weapon simulates physics on collisions & sweeps on no-collisions to prevent clipping

#

It was bug-prone

#

Can I combine the motion controller velocity into a single value? If yes, that'll do

#

Not tried before

wicked oak
#

the idea i talk about is about havinthe stuff separated

#

the physical sphere for the handle does NOT have full rigid body physics, and does not affect the handle directly

#

you use it to know when the player is hitting it, and at what velocity

daring mural
#

here's how I'm handling the slap trigger currently:

#

that grey box (normally invisible) is a button prototype

#

it can only be pressed down on the Z axis

#

but it also means I can trigger it with very slow movements

#

No clue how the velocity would output if I combine it across all the axes

#

If that works

#

Then this + a check on button press would = slap on >=X vel

wicked oak
#

you can combine it by making it a vector and checking its lenght

daring mural
#

๐Ÿ‘Œ yeah that's perfect

#

do I need to be setting this length on tick in my character for both the MCs or can I 'get physics linear velocity > get vector length" only on the frame where the button is pressed

#

and still have it be accurate

eager pine
#

havng trouble with the vr interaction for widgets

#

currently attached widget interaction components on both hands

#

and it seems like i have to have both pointers at a widget at the same time for it to click

#

on a button

tired tree
#

@daring mural that buffer scene component removes that issue btw

#

hybrid works fine like that

#

also you can filter velocity across frames easily if you use the RunningAverage node with a count of how many frames you want

daring mural
#

@eager pine Can you screenshot your logic on button press (inside the widget)

eager pine
#

not using the one for the right hand yet, just testing with the left one, and to get a event from the click, both points must be on the widget, and click the same time once, then after that you can click as much as you want with the left hand, but the right hand pointer must always be on the widget. Removing the widget interaction component for the right hand solves the problem, but brings up another problem with is no interaction with right hand on widgets

tired tree
#

They don't have unique ids

#

all interaction comonents need a unique id, or they override each other

eager pine
#

omg

#

yes

#

this one right?

#

@tired tree

#

thanks haha, i guess its that one! ๐Ÿ˜„

#

@tired tree Do you have any good tutorials or links to ik arms? I found a few, but they seem just like a temp method or old threads, as for the ik system i guess there are some new features in 18 that helps

tired tree
#

nope

#

haven't messed with them in two years

eager pine
#

aww, well, im trying alot of stuff, can show later, currently testing some physics actor stuff as well, hope it works xD I guess i will struggle with some bs for a few hours and then find a setting that makes it works as usual xD

#

@tired tree doesnt your 4.18 plugin have controller profiles?

tired tree
#

it does, it just doesn't have them built into the motion controllers, you have to manually use the transforms for them

#

they got refactored in 4.19

eager pine
#

aww

tired tree
#

the 4.18 template uses them

#

but if you upgraded from prior, you would need to add the nodes

languid night
#

Hey, have any of you built a moving platform for VR yet? For the Player to stand on and get moved.

wicked oak
#

Oculus Start Arrived

#

7 kilo package, for the ones who were sent one too

#

contains:

#

Free oculus rift (desktop one), with touch, in a guetto cardboard box (not in retail box)

#

Free oculus go, in retail box

#

free notebook, fancy one

#

a pen

#

a glass

#

couple stickers

#

and a sweatshirt

#

black one, seems a nice one

#

with this

#

oculus has sent me 5 desktop rifts

#

FIVE

#

jesus christ stop, im a solo dev

mighty carbon
#

lol

#

I asked for 2 units of Go, got the same thing you did

jaunty shell
#

spare one rift ? ๐Ÿ˜‚

mighty carbon
#

and my hoodie was too small for me (seems like their large is mine small)

wicked oak
#

it comes with a very clear "this is a gift, dont sell it" message

#

i got the large one, fits me well

mighty carbon
#

@jaunty shell why don't you sign up for Start and get our free hardware ?

jaunty shell
#

I'm not sure our use of VR can allow for devkits

#

we're mostly doing R&D and demos to our clients, not selling anything

wicked oak
#

that counts

jaunty shell
#

hmm

#

might try then, I'd love to get a Start package to try out our stuff on the Go and Rift

mighty carbon
#

just don't tell them you make VR pr0n ๐Ÿ˜›

jaunty shell
#

๐Ÿ˜‚

jaunty shell
#

@wicked oak hmm they ask for a VR portfolio

#

All our stuff is kept inside the company, and we can't share much :/

#

best I can do is send a video of our archviz prototype

wicked oak
#

for real i cant handle this many headsets

#

2 Go, 4 rifts (one of them was gifted to my character artist), a vive, a psvr, 2 gearvrs, and 2 cardboard trash lying around

jaunty shell
#

oh well, submitted to Oculus Start

#

we'll see if they ever get back to us

pearl tangle
#

@wicked oak you are still lagging behind. On top of those I have got 2 of the new lenovo mirage, 2 samsung odysseys, some daydreams and pixels, a hololens and a box of 100 cardboard headsets lying around somewhere. And yet I haven't actually played a VR game in about 12 months

wicked oak
#

@pearl tangle lol

pearl tangle
#

oh i also have a Fove headset which is also still just sitting in the box. And a DK2. Think i got rid of all my dk1's though already

jaunty shell
#

oh man, havent checked on my DK2 for ages

#

time to start a VR history display I guess

#

or make a VR headset throne

pearl tangle
#

hah yeah thats pretty much what im doing with my new office. Setting up a big display area for all my gadgets

stable dove
#

Anyone know why HMD fade node would work on the Vive but not the Oculus?

sturdy coral
#

@stable dove what is the actual node name

stable dove
#

@sturdy coral Sure, its "Fade HMD To Color"

sturdy coral
#

@stable dove I don't see it in the source; sure you aren't using the vr expansion plugin?

stable dove
#

@sturdy coral Hmm, it is part of the VR expansion plugin library.

sturdy coral
#

probably part of the openvr portion of it

stable dove
#

*Open VR

sturdy coral
#

you can run oculus through openvr with -hmd=SteamVR on the command line, or disabling the oculus plugin

stable dove
#

Would there be a downside to doing that? I guess i could just use standard engine fades.

sturdy coral
#

you won't be able to sell on oculus store, only steam

stable dove
#

Ahh, that makes sense.

sturdy coral
#

only difference with standard fades I think is standard fades won't apply over the steamvr environment that pops up when loading

stable dove
#

I think I can set a custom "splash screen"

sturdy coral
#

yeah, and his plugin has a set skybox node to replace the background of it

#

(the steamvr env)

#

that won't work with oculus either

#

but they may have an equivalent in the oculus bp library

stable dove
#

Really, thats good to know.

#

@sturdy coral Thanks for the info, ๐Ÿ˜ƒ .

languid night
#

Would there be a reason as to why UE4 isn't responding to my motion controller inputs, using the default motion controller pawn?

sturdy coral
#

@languid night what hmd

#

tracking too or only button inputs

languid night
#

@sturdy coral I'm using the Oculus Rift, it tracks the controllers but doesn't receive button inputs.

mighty carbon
#

interesting

mighty carbon
#

neat:

#

oh, 4.20p3 is out and I didn't even notice

eternal inlet
#

how many of you are struggeling with performance and hitches in 4.19?

#

if you are, and havent yet mentioned, pls go do so on that thread

#

seems Epic games don't know about this

mighty carbon
#

@eternal inlet if you really want to make sure Epic knows about it, I see 6 people from Epic on Discord, with 4 being active.. @ them and see if that helps..

eternal inlet
#

thx will try

#

@north valley @eternal nexus @tawny patio @gentle grove @magic mango @low temple @tawny patio Hi guys, are you aware that there are a bunch of people struggeling with 4.19 and 4.20 regarding heavy hitching and performance issues? https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1457519-4-19-4-20-editor-packaged-games-have-hangs-hiccups-constantly https://issues.unrealengine.com/issue/UE-60787 https://issues.unrealengine.com/issue/UE-58676 https://issues.unrealengine.com/issue/UE-57976

north valley
#

@eternal inlet I'm not aware of any general widespread issues that would cause this problem. We package fortnite across several different platforms and if there were packaging specific performance issues I expect they would have been fixed already and would have been included with 4.20. The best chance to get this resolved is to provide a sample project that reproduces the issue consistently that we can debug.

eternal inlet
#

@north valley if you review the thread that i linked, there are an example project that reproduce atleast one of the issues. If you check those other bug reports, they're all unresolved

#

people on the forum thread are desperate to get an engine engineer on the case, since we can't currently package with 4.19

#

im actually in the process of downloading the latest4.20p3 to check if i have the issues there too

#

will let you know as soon as i've tested

#

on my particular answerhub question i provided a log file with several async loading issues with textures, i realize this is not much, but unless i get a means to upload my entire game for you guys to try, i can't really reproduce

north valley
eternal inlet
#

or... i could try isolate it more

north valley
#

just make sure to back up your project before converting to 4.20 if you're going to test, we're still in preview builds and fixing issues

eternal inlet
#

aye, i usally migrate to an isolated project when i package

#

it's almost done downloading the new engine, then i will convert and test

eternal inlet
#

@north valley where's ShouldBeLoaded gone?

#

GetStreamingLevel used to have a bool you could set to tell a level to load

#

in any way, i noticed that 3 of the hitching issues are scheduled for 4.20. So im crossing my fingers they will make it:

sturdy coral
#

@sly elk with my 2d/vr switching stuff I'm having an issue; if I exit the game while in 2d, steam will leave it as permanently 'running' until steamvr is exited

#

have you seen the same thing? I think it is because it is launched as a vr app from steam

real needle
granite jacinth
#

Yup

#

I've been in their discord for awhile now

pearl tangle
#

@granite jacinth what's their discor channel?

#

ah nevermind found it on their website

glossy agate
#

Can you use it not in VR?

#

NVM, I just signed up

pearl tangle
#

yeah. There was another guy who ended up getting a job or an internship at Epic that had been working on a collaborative plugin for unreal previously. THink it was even up on the marketplace but only for earlier versions of unreal

fleet veldt
#

Can anyone point me to some documentation on how to produce an APK that others can side load on their Oculus GO so they can alpha test my game?

pearl tangle
#

@fleet veldt unless they have changed stuff compared to the gear vr you can't. You will need the device ID to be added into the build of it. Perhaps they have modified it for the GO but it seems rather unlikely

mighty carbon
#

Why not to use Release channels @fleet veldt ?

fleet veldt
#

@mighty carbon I'm really new to mobilevr dev XD where can i read up on that? o.O

mighty carbon
#

Check Docs in your Oculus dev website

mighty carbon
sonic lake
#

@fleet veldt a simple 'adb install <apk>' will work, but they need to have adb and their Go has to be in development mode

fleet veldt
#

@sonic lake cool thanks! I will give that a try.

sonic lake
#

It will show up inside Unknown Sources under Navigation, together with a lot of other stuff. They can click and run it from there.

#

If your testers are non technical and don't have adb, the Release Channel is your best option.

fleet veldt
#

yeah i'm reading up on the release channel now, that does sound more user friendly for them

sonic lake
#

If they are non-tech/non-developers yes, that's the way to do it

fleet veldt
#

so I think i'm close to getting my .apk uploaded to ALPHA channel. But got this message.

#

is 21 the number I should use or should i use something higher? (I think I've seen someone mention 25?)

wicked oak
#

it says 21 or greater

#

if you are using go, use the highest you can

#

i think if you use higher sdk versions, unreal can build using opengl ES 3

mighty carbon
#

but, if you are using Go and Gear VR, might stick with the lowest, which would be 21

#

ES3 is not forward and is not supported by Oculus

#

(in UE4 that is; Unity's ES3.1 is forward and is supported)

fleet veldt
#

@mighty carbon @sonic lake I think i'm really close! ๐Ÿ˜ƒ I see my game in the Store under "Just For You". However as you can see in this screenshot I have something set wrong because it says "Not supported on your device". I'm using the GO and haven't had any trouble running it before using the "Launch" button in UE4 on this GO.

mighty carbon
#

what engine version are you using ?

fleet veldt
#

4.19.2 binary from epic store

mighty carbon
#

try building Oculus binary from their repo 4.19.2 + 1.26

fleet veldt
#

@mighty carbon @sonic lake want to thank you both for your help. I think I'm past the worst of it. I finally have my app in the alpha channel and able to install and run it from there.

radiant river
#

Hi! Can anyone plz help me out with GoogleVR plugin queston?

#

Cause i'm stuck quite badly, and the only solution i see now is to roll back to 17.2 version of the engine

#

When i switch Stereo off my gyro stops working

mighty carbon
#

well, a good way to resolve it is to get Oculus Go and forget dreadful GoogleVR ๐Ÿ˜„

radiant river
#

I actually need a non-vr version of the app

#

But i can't get the gyro to work the same way as VR does

tidal canopy
#

@final haven yes, it support regular editing, VR editing, and the combination of the two.

#

When you use it, your 'avatar' shows up as a camera in the scene. When you put on a VR headset, it switches to a VR avatar (head, body, controllers)

#

It has been out for Unity for a while now so we are just bringing those features over.

tired tree
#

the regular editing is the exciting part tbh

glossy agate
#

Dope, Iโ€™m excited to try it @tidal canopy

tidal canopy
#

We are starting to bring in group to test out the alpha. We are focusing mainly on large established studios at first (we have to be able to sell sometime, after all), then will be going into smaller groups who will probably fit in the free tier.

glossy agate
#

Yeah I signed up yesterday

sly elk
#

@sturdy coral I ahven't seen that happen

#

So I guess this is for when two people each have their own actual physical table tennis setups but nobody nearby to play with.

sly elk
#

so VR.pixeldensity 1.0 on both oculus and vive does some amount of super sampling, right?

#

how do you all deal with users trying to adjust super sampling in either the oculus tray or steam vr?

fleet veldt
#

i saw a table some where recently

#

but yeah i belive so

sly elk
#

seems like would be easy to have people accidentally put in huge SS values without realizing it

fleet veldt
#

the way i find out for sure is with the vis console command

#

that way you can easily see what your eye buffer is

#

sorry i'm sleepy i missed your problem statement before about people using steam or oculus tray.

#

and yeah that's happened to me when playing skyrimvr. i particularly remember valve making an update to the way steamvr calculated their values one patch and all of a sudden it was using huge render targets.

#

If i'm already familiar with ue4 multiplayer how hard is it to get voice chat working on Oculus GO?

mighty carbon
#

I don't think it's available on Android yet

sturdy coral
#

@sly elk 1.0 on oculus is ~130 in old screen percentage terms, 1.0 on Vive is 140

#

But Vive has a bigger hidden area mask I think

mighty carbon
#

nice

glossy agate
#

@sly elk a lot of users know how to use it better than most devs. Through advanced settings. If they have ss problems you can always reset default on startup

sturdy coral
#

pd 1.0 also accounts for user (and SteamVR automatic) supersampling

mighty carbon
#

I thought it was too expensive to manufacture

tired tree
#

that was about Rev1

#

which is why they went back to the drawing board

wicked oak
#

classic valve

#

i wonder when its going to release

olive ferry
#

Nobody got some graphics glitchs using 3d widget on actor ?

sturdy coral
#

@olive ferry more details?

#

What do the glitches look like

olive ferry
#

@sturdy coral The image is shaking when i turn my head

#

Like this :

mighty carbon
#

looks interesting

tired tree
#

@olive ferry that looks like stuttering to me

#

though hard to tell from a video

olive ferry
#

Yes it's stuttering

lament mesa
#

Many of us must have faced situations when your htcvive is connected to your pc but you aren't using. And if you open any Unreal Engine project that time, UE4 takes additional time to start steamvr and then start project. Is there is any way we can disable this functionality so that you can start ue project bypassing VR ?

olive ferry
#

It's doing it when I load l a little amount of 3d widget

tired tree
#

@olive ferry you on rift right?

olive ferry
#

No I'm exporting it on a Oculus Go

#

.apk file

mighty carbon
olive ferry
#

@mighty carbon thank you, so get it fixed ill have to pdate something ?

glossy agate
mighty carbon
#

@olive ferry I never had such issue, so I wouldn't know..

mighty carbon
sturdy coral
#

@mighty carbon I think MS maybe doesn't want the bad PR of "only works on pro, while PSVR works on normal and pro"

mighty carbon
#

perhaps.. but why not to have VR on their new new console that will be coming up

sturdy coral
#

I don't think they've ruled that out

#

if they only worked on the one x they would have major install base issues

#

I think it either had to be xbox one + xbox one x or next gen, and regular xbox one was too weak

mighty carbon
#

hopefully

sturdy coral
#

"In addition, the new Track Button is not actually a mechanical button. Instead, beneath its surface, there is a force sensor."

#

"These sensors are in two places - beneath the Track Button, and in the Grip 'saddle' area." <-- really nice

wintry escarp
#

I suspect VR will be on the new xbox only

granite jacinth
#

hmm

#

@sturdy coral why do you like that new design? (buttons)

mighty carbon
#

nice

sturdy coral
#

@granite jacinth force sensing is awesome. I've got the roli seaboard and it is much more expressive than like touchscreen instruments

granite jacinth
#

Almost feels like those force sensors are going to break things

#

Roli seaboard? Googling now

#

they just look like touches now

wicked oak
#

@mighty carbon thats very similar to what the PS4 does

granite jacinth
#

Basically, just touches

wicked oak
#

im not sure about its performance

#

given the way the gpu branches

#

oh wait a fukin second, its already released?

#

gotta have to test it

#

becouse this is the kind of thing that would work on every platform even ps4

mighty carbon
#

4.20p3 with 1.27 is already on Oculus github

wicked oak
#

im reading the merge

#

for 4.19

#

im trying to spot the foveated thingy

#

there are small tweaks to oculus vulkan for oculus go @mighty carbon

#

they added a bunch of code to the VulkanPresent with

#

if_android

#

but seems still incomplete

mighty carbon
#

that's what Carmack said - they are actively working on Vulkan for Go

#

I guess it wasn't a lie ๐Ÿ˜›

wicked oak
#

a huuuuuuge amount of "mixed reallity" stuff

#

but thats for the oculus 3rd camera thingy, not for AR

#

to make videos/trailers

sly elk
#

Hey, does anyone know if there is a material node that will return the world space normal as a color for my albedo? If not I can append a bunch of vector directions to make it.