#virtual-reality

1 messages Β· Page 180 of 1

wicked oak
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@sly elk world space normal is a RGB color

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just plug it somewhere

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if you want to do normal trickery, remember one thing. Normals need to be normalize

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so after you do your trickery, pass it through a "normalize" node

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+    UPROPERTY(EditAnywhere, Category = Translucency, AdvancedDisplay)
+    uint32 bWriteOnlyAlpha : 1; ```
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the fuck is this

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added to Material.h

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ah, nvm

sly elk
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im not messing with the normals themselves.. Im not seeing any worldspacenormal node

wicked oak
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this is for holes in the mixed reality stuff

real needle
wicked oak
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vulkan msaa too

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got it

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found the foveated mask code

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im going to check if there is stuff that makes it too oculus-only

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the shader is 100% generic

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wow, it touches every shader in the engine

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every postprocess

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this seems like its beyond hacky

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its recalculating the "holes" on EVERY SINGLE POSTPROCESS

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this seems like an absolutely huge oversight, i dunno wtf is like this

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normally, unreal engine forward renderer goes like

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depth -> put lights in a grid-> render all opaque meshes -> perform postprocess passes, one after another

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i dont know why oculus didnt make a "fill holes" postprocess beetween the opaque an the "all other posprocess" pass

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they are filling holes on every postprocess step

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MBFR reduces GPU pixel shading cost by dropping a subset of the pixels in the world rendering passes. But it also introduces extra cost in the post-processing passes for reconstructing the dropped pixels.

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then why the fuck not add a postprocess pass before everything that does the reconstruction itself....

mighty carbon
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well, e-mail (or tweet) at Carmack and see what he tells you

tired tree
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why carmack?

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he doesn't touch that

mighty carbon
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I don't know anyone from PC department

tired tree
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well they have open channels

mighty carbon
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and Carmack tends to reply

tired tree
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spamming carmack about every little thing is kind of silly

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they have support forums...

mighty carbon
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well, this seems like a major flaw in architecture according to @wicked oak

sly elk
tired tree
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and its with UE4, which he doesn't touch

mighty carbon
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true.. they have UE4 integration team

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probably worth e-mailing through their dev portal @wicked oak

wicked oak
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nvm, they actually comment about it

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they say that reconstructing in every postprocess ends up being cheaper

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for me thats a bit of a "wtf" , but who knows

tired tree
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makes it a hell of a lot harder to maintain though...

wicked oak
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it does

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i think that what is really happening is that only the first postprocess gets to run, and does the reconstruction along its normal things. i think

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but some of the passes run from the "base color" render target

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those need to reconstruct

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yeah this is definitely possible to put on ps4

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without much change, probably only oneliners to force it here and there

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good shit

sturdy coral
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@wicked oak they mention that in the post

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They say a separate pass for hole filling is slow

wicked oak
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yes

sturdy coral
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Ah just saw you mention it

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Are they doing the msaa hack to make it work per pixel instead of per quad?

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From Sony's second gdc talk on it

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They say "Culling some of the pixels on every wavefront is not necessarily optimal with current GPU architectures. So dropping 50% of pixels may not provide 2x performance.", Which makes me think maybe they aren't

wicked oak
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@sturdy coral the msaa hack is something that can only be done in ps4

sturdy coral
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Ah, I didn't remember that from those slides. Just remember that I think you couldn't otherwise be using msaa at the same time (they used taa)

wicked oak
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@sturdy coral what happens is that they render "squished" horizontally

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but alternate the pixel "sampling" with the customizable msaa pattern

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so instead of a pixel sampling "at its center", the pixel samples at the side

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and they alternate it

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then, the ps4 has another unique feature

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the ID buffer

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alongside stencil and depth, you can generate a ID buffer, wich contains the drawcall number and triangle number

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and allows you to create perfect TAA

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becouse you solve the problem of ghosting completely

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by only allowing the TAA to grab samples from its own drawcall object

sturdy coral
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Is the customizable msaa pattern unique to PS4?

wicked oak
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yes

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the ps4 is low level to the point of absolute insanity

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in its graphical demos, they use the vulkan style renderer

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but there are many shaders and many shader stuff that isnt done in PC

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for example, they actually cull the triangles individually with a shader

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instead of letting the gpu do it automatically

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to cull backfaces and to cull triangles outside of the screen

sturdy coral
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I think there is a ue4 Trello task to start doing that

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Or was, maybe before they reorganized trello

wicked oak
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the ps4 has pretty much driver-level-access

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thats why it has its own custom API

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its even more low level than dx12 or vulkan

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and that also happens with normal memory. in PS4 you need to grab an actual allocator

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and btw, they are pissed with the lasts hacks

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they now force you to enable a out of bounds stack overflow check

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that fucks with perf if you were doing stack allocations or the like

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anyway, things like this is why horizon zero dawn and god of war look like they do XD. they are created specifically with the hardware, and an engine tailored to that

sturdy coral
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I wish they would do much more stuff like that.. I'd like custom lightmap uv channels generated at build time based on where shadow silhouettes are on the ground in the placed scene

wicked oak
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there is a lot of trickery ue4 cant do becouse its a generic engine

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and a multiplatform one

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they like to keep platform code to an absolute minimum

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becouse if you dont, then its an absolute fucking pain when you add a new algorithm and need to copy it to the code of N platforms

sturdy coral
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Yeah

wicked oak
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i was impressed about how little code the ps4 engine has

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like, its just 1 folder

sturdy coral
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It is amazing how much they manage to support

wicked oak
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and the rest is just on a plugin for online subsystem/etc

sturdy coral
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With the webgl stuff etc

wicked oak
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isnt that like completely dead

sturdy coral
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Someone was posting about it in #cpp the other day so I thought it must still be supported

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Maybe not though, definitely something I've never had a use for

fleet plume
jaunty shell
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knuckles type controllers will add sooo much to interaction and communication within vr

fleet plume
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i hope we'll get time sometime in 2018

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but valve being valve .. πŸ˜„

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i wish they'd do another round of steam dev days

jaunty shell
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well devs can still apply to get a pair

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I wish we could, but since we're only doing insider jobs 😦

wicked oak
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oculus has sent me a total of 5 oculus + a go

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valve doesnt even answer mails

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btw, is that moonduust demo unreal engine?

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the font in the messages and the lens/bloom reminds me of it

jaunty shell
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yeah it looks like UE

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the blur/aliasing too

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but they released the unity sdk ?

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this is definetly the default text render from UE

wicked oak
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why is valve using unreal, in that case?

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makes little to zero sense, they allways liked unity more

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plus their own engine

jaunty shell
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valve "outsourced" that demo

wicked oak
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The Lab is unity, with their own custom rendering pipeline

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holy shit CLASSIC VALVE

jaunty shell
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rofl

fleet plume
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why the quotes around outsourced?

jaunty shell
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well the dev from Zulubo Productions worked for valve

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he even mentions it in the video

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but Zach is a Unity dev

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πŸ€”

fleet plume
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dafuq he's 17 o.O

jaunty shell
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:p

fleet plume
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the last tweet in that thread πŸ˜›

wicked oak
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@fleet plume not half bad for a 17 year old

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faster than me, but i think i got slowed down extremelly hard due to lack of tutorials/communities at the time

fleet plume
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that's friggin amazing for that age

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i was a bit surprised when viewing the video the first time

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didn't feel up to par with valve's usual quality

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but it's amazing all things considered

wicked oak
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at that age, i was doing small-ish freelancer jobs with UDK

fleet plume
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and i tried to be a 3d artist

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didn't work out πŸ˜„

wicked oak
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i tried to be a 3d artist at 13 or so

fleet plume
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well, we all have our phases

wicked oak
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its very useful to me, i know a lot about 3d art

fleet plume
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thank god i skipped the whole astronaut thing

wicked oak
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even if i have zero talent

fleet plume
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programmer art is where it's at

wicked oak
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yup

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btw, im compiling that oculus branch

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gonna experiment a bit with the foveated thingy

fleet plume
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could be helpful on ps4 i guess

wicked oak
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it would be great for me

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i use dynamic light

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but first, gotta try it on my project without the ps4 stuff

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and run it through renderdoc

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understand exactly what is it doing

fleet plume
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can you adjust the size of the hotspot?

wicked oak
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yes

fleet plume
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what's the size relative to the the full view?

wicked oak
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whatever you tell it to

fleet plume
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i mean per default

wicked oak
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dunno

fleet plume
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like 30% or something

wicked oak
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they say it cuts 50% of the pixesl

fleet plume
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interesting

real needle
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just posted something in lounge regarding vr, a new valve title to show off the features of the knuckles controllers

jaunty shell
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bit late to the party @real needle ;D

real needle
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ah lol my bad πŸ˜›

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carry on ^^

jaunty shell
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:p

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looking at both versions

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I wonder if that central seam will be removed on production units

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same with the circling seam around the buttons

fleet plume
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then they's have to have the seam on the sides

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where the panel for the sensors is already situated

jaunty shell
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true

fleet plume
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they look quite a lot better then the previous version

jaunty shell
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absolutely, it almost looks as good as the oculus controllers from a design quality pov

fleet plume
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looking at the rift touch, they also have the seam right down the middle

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though with a smaller gap

jaunty shell
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yeah it looks a lot thinner

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yay boxes

fleet plume
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the touch also have that ring around the top area/buttons

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πŸ€”

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i love the farbric style on the cushions

jaunty shell
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well I guess this is inevitable

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to heave seams

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from an industrial standpoint, you need to get the electronics inside a way or another

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unless you mold it around the elecs

fleet plume
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oh noes

jaunty shell
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but that would be a nightmare to maintain

fleet plume
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that would be horrible for yield

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also that (maintenance)

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also the gap looks thinner on the left-most one - so maybe it;s the lighting

sly elk
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Is there a good fallback method for grab input on knuckles?

real needle
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@jaunty shell who do i email for these? i need some for me game

fleet plume
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inb4 anybody says that the new ones look like saber guards from the future πŸ˜„ πŸ˜„

sly elk
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Because im not that interested in implementing a whole new grabbing system for all of my object interactions but the controllers do look cool

fleet plume
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they mention something in the moon dust video

real needle
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Alec theres still a trigger and i think grip btns too (and if not grip btn can be faked now by that touch stuff)

jaunty shell
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@real needle you need to ask for a devkit, there should be a form somewhere on the valve dev website

real needle
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so grabbing stuff in games not made for knuckles should be fine id say

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ok lifeforlife ty ill snoop around there then

fleet plume
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there's also a new skeletal API

jaunty shell
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@real needle If you're a developer interested in participating in the developer kit program, you can apply on the Steam Partner page. Log in, and look for "VR Developer Kit Request" along the right side of the page.

fleet plume
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i guess you already have to have a game on steam for that?

real needle
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ty @jaunty shell

wicked oak
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foveated rendering works

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very bad scene, with around 4-5 forward lights

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from 15 ms to 10

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super aggresive foveated settings tho

jaunty shell
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@wicked oak are you able to take a screenshot ?

fleet plume
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+1 for screenshot

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also 15 ms ?

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how is that 90fps?

wicked oak
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its not

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im using PD 1

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the thing is rendering at 1600p

fleet plume
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having a laugh here

wicked oak
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on a 970

fleet plume
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shortly before my daily beat saber session

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the highscores there are ridiculous

jaunty shell
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other shot of the EV2

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gap looks thinner with this lighting

fleet plume
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yep

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nice highres pic

jaunty shell
fleet plume
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is that glue at the top?

jaunty shell
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looks like a bit of glue yeah

wicked oak
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it breaks if you use it alongside the dynamic resolution

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for the foveated thing

jaunty shell
fleet plume
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would love to be an engineer on their hardware team

jaunty shell
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dem cloth

fleet plume
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dat guard

jaunty shell
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the trigger is a lot bigger too

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less travel distance though ?

fleet plume
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looks like it

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maybe it's not analog anymore

wicked oak
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highly doubt its not analog

fleet plume
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nice blank keyboard in the BG

granite jacinth
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Hmm, where's my damn Knuckles

dusky moon
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Yo! I just requested two knuckles form steamworks ... any1 got it already from valve ?!

granite jacinth
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Man, I requested some months ago

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I rerequested yesterday, just in case.

dusky moon
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ow damn, they still ship to superstar devs : /

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+5k twitter followers would guarantee

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Take me back ..... tooo 2016 lol

jaunty shell
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dem fingers

dusky moon
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is there any hands-on video testing it somewhere ?!

jaunty shell
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"Valve tells CNET it'll announce shipping info "soon.""

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say what

real needle
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bout time πŸ˜„

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also thx again for dem links earlier, requested mine ^^

jaunty shell
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from the Valve Time chart, "Soon" means either 3 months or...

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3 years πŸ€”

real needle
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never

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still waiting for ep3 ep4 and ep5

sly elk
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Am I the only one who is happy valve stopped making halflife? I loved the first two games but unless they find something really innovative to do with that genre, there isn't much reason to keep making them.

jaunty shell
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😒

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I just want to solve that goddamn cliffhanger at the end of HL2ep2

glossy agate
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Even if it was super innovative, the game would get sooo hyped it would never be able to live up to the expectations.

fleet plume
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i honestly don't see any reason that valve would not be able to create an amazing HL game

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as long as the reach god of war, last of us kind of levels πŸ˜„

jaunty shell
fleet veldt
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@sonic lake Hi I was following your post for determining which "hand" was set on gearvr/go. Is device tracke dis returning false for me on begin play. did you have to put a delay in there before checking?

sonic lake
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@fleet veldt I don't have access to my dev PC now but I remember doing the check with a timer.

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Basically I check every 1 sec if the hand is left or right in case the user switches it on the fly.

sturdy coral
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@wicked oak sounds like it will be worth using the oculus branch over nvidia multires/lms

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since it will work on AMD too

dusky moon
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@jaunty shell Nice, so does the finger tracking actually tracks fingers like the way Leap Motion does ?! or more like the Oculus touch ?

glossy agate
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I think it’s similar to touch. No external tracking. It’s just based on finger coverage to guess position like the original knuckles

wicked oak
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currently building a bunch of automation tests for the game

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i want to have some sections of my game tested in case i break them randomly

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turns out you can just create a test map, do stuff on it, and its automatically added to the test system

dusky moon
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I hope it's better than Oculus' tracking. it's not so interesting to just interpolate virtual fingers between two states (grip/nongrip)

tired tree
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@dusky moon it is very much better than oculus's finger tracking

tacit quest
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really cool, so ugly tho

sterile warren
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hi anyone can help me about oculus go and gear vr how can i use in standart vr template

fleet veldt
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@sterile warren what issue are you having?

wet ether
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anyone figure out how to map the WMR joysticks yet?

glossy agate
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Its not working in editor? I thought it just didnt work over Steam

sturdy coral
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@wet ether yeah, takes cpp changes if you want sticks and touchpad both working

wet ether
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sorry, I am noob, cpp changes?

sturdy coral
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@wet ether engine source c++, not fixable in blueprint

wet ether
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ahh thank you very much for the explanation πŸ˜ƒ I guess it's time to get serious and get an oculus setup. WMR is awesome for the price but seems like a pain to dev with

sturdy coral
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epic will probably add stick+touchpad support pretty soon since they added knuckles support before and new knuckles have both

wet ether
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that is good! thanks for the info dude, have a great weekend

fleet veldt
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anyone had luck using Snapdragon profiler on Go or GearVR to take snapshots? It seems to lockup or crash when i try to view drawcall color data

sterile warren
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tmek hi again actually i have gear and oculus go but vr template for htc and rift so if i want to use vr template what can i change for interact in oculus go and gear

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i can not find any tutorials about gear vr interaction and go

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i know camera origin and camera also need and integer for camera height but how can i addopt

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oculus go is running directly in ue4 ? like rift or htc

sterile warren
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hi

wicked oak
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Did the automated testing i talked about

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i will write a blog post/forum article/whatever soon-ish, once i understand it a bit better

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there is literally no material about this on the internet, anywhere

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other than the documentation wich is very broad and doesnt explain much

edgy pelican
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@sterile warren , I'm a newb at this too, but I found this to be most helpful in setting things up for Go. I managed to port my project over using these guides and am almost done setting up (also, don't use VR template. The guide will tell you that too. That's mostly for PC VR):

https://docs.unrealengine.com/en-US/Platforms/GearVR

mighty carbon
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@wicked oak would be nice of you to do that πŸ˜„

nocturne sky
wicked oak
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@nocturne sky i did

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works

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oculus only but can be forced on vive with some sourcecode changes

mighty carbon
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How much performance did you gain @wicked oak ?

wicked oak
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on extremelly aggresive settings, from 15 ms to 10 ms

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gpu time

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that one had obvious quality loss tho

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with less aggresive settings, it would still be like from 15 to 12-13, wich is nice

mighty carbon
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Cool

wicked oak
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its worse than nvidia MultiRes and LMS

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in LMS you can go from 15 to 10 without much quality loss

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but its generic

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works on every gpu of every platform (if configured to do so, at the moment is pc oculus only)

mighty carbon
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That + fixed foveated rendering should be really good

wicked oak
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it would be very redundant

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why would you have 2 techniques that both remove pixels from the periphery, it would end up as super low quality past the center

mighty carbon
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Do they support FFR on Rift?

wicked oak
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?

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what exactly do you mean with fixed foveated rendering becouse i think there is a communication issue there

mighty carbon
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What they have on Go

wicked oak
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thats basically multires

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pretty much the same technique

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except go has it at the driver level due to how the mobile gpus work

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in pc its nvidia vrworks only

mighty carbon
wicked oak
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thats multires

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almost the same tecnique. Its a great one

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free performance

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with no quality loss at all if you use the more laid-back settings

mighty carbon
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So FFR is for Go only

wicked oak
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yes

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its a mobile only technique

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only works on mobile gpus, due to the way they are made

jaunty shell
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We have reviewed your application and decided to leave your application open as you need to have a VR build uploaded to your Oculus dashboard before we can proceed.

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aw come on

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how am I gonna dev for oculus hardware

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without any hardware

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🀦

real needle
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@wicked oak MRS can be scene dependent, we gained 5ms when turning it off

wicked oak
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wow wwhat the fuck

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@real needle what kind of scene?

real needle
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@wicked oak I'm not entirely sure what the cause was, but there were many text actors and widgets

subtle raft
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How do I make a calibration button? Like if you press it it'll set the world direction in the direction you're facing

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I somehow need to get the difference from the HMD's calibrated foward to the position it is in currently then shift the world that amount?

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is that possible with blueprints?

sonic lake
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@subtle raft You can call Reset Orientation and Position, with or without a desired yaw rotation.

subtle raft
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so it's just a single node?

sonic lake
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Yes

subtle raft
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and it works on most HMDs?

sonic lake
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Exactly.

subtle raft
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alright cool thanks

sonic lake
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Np

fleet veldt
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@wicked oak I had seen the automated testing in the Session Frontend tool and wondered about it. I'm familiar with unit testing frameworks like NUnit. I'm guessing it's not to different from those? Would love a blog or video post on it πŸ˜ƒ

wicked oak
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@fleet veldt the C++ part is similar to unit tests as in "test a function or two"

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the blueprint part works more at the map level

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so its more for higher level stuff

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examplly of a C++ test

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i just try to load my enemy database and see if its loaded without errors

fleet veldt
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@wicked oak ah cool πŸ˜ƒ yeah that looks similar

wicked oak
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i dont think the pure unit tests are very useful

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given how a game project morphs over time

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things like this, serialization, are kind of the exception

fleet veldt
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yeah unless your doing library level stuff

wicked oak
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the blueprint level tests i think are much more useful

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for example in the video i just spawn an enemy and see if he kills the player

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in there, im testing, all at once:

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Player exists and has collision

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Health and death system works

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Damage numbers pop up

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Enemy AI works

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enemy pathfinding works

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enemy loading works

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sword tracing/animations work

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ill also implement one of those enemy test for each enemy type in the game

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that way i know if some enemy breaks for some reason

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and im going to implement "game mode" level tests, where bots play a full level

fleet veldt
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is there a reliable way to get the UE4 log on GO?

sonic lake
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@fleet veldt adb logcat

fleet veldt
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@sonic lake thanks. have you had any luck using anything that traces opengl calls on the GO so you can look through the draw calls / see rendertargets being built up?

sonic lake
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@fleet veldt You want to look into the Oculus Remote Monitor

fleet veldt
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@sonic lake yep i've been playing with it but I don't see that it has the ability to drill down into draw calls and view textures/geometry of a single draw call like you would with snapdragon profiler

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the oculus docs says you should be able to use snapdragon profiler but i haven't had much luck on the GO with it sadly. just enough to get little peeks here and there and then it will freeze or crash

sonic lake
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Never tried the Snapdragon profiler. However you should also be able to use RenderDoc. Did you try it?

fleet veldt
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oh no, i have seen that mentioned on some of the ue4 wiki. i will see if i can figure out how to connect that to go

fleet veldt
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it's pretty close, i found some older documentation on the oculus site that said gearvr supports renderdoc if you use a special nightly build. I got the latest nightly build and was able to connect, find my process and launch it through render doc and it seemed to work for a split second but then it crashes on the GO or worse reboots the GO heh.

sonic lake
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I cannot try right now because I have no access to my dev system (traveling), but I am pretty sure it should work.

fleet veldt
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i plugged it into a differnet usb port and got a little further

molten fulcrum
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Hey, I am working on a vr project in unreal engine with blueprints, and when I am facing the two controllers forward, the right one just facing the wrong way. Anyone has any idea on how to fix it.

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it just swaps weirdly

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idk why

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wow thanks of the help

sturdy coral
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@molten fulcrum does it happen with the unmodified vr template?

molten fulcrum
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it is the default vr template

sturdy coral
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those hands don't look default

molten fulcrum
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when u open unreal engine

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yeah

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I just changed the hands

sturdy coral
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ok, does it happen with the unmodified one

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with the mannequin hands

molten fulcrum
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nope

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that is what weird

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I thought I did a mistake

sturdy coral
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then we need more details on what you changed

molten fulcrum
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wait a sec

sturdy coral
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my guess is

molten fulcrum
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I got a video

sturdy coral
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you did different axises

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the mannequin hands are scaled to -1 to do left and right

molten fulcrum
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I didnt change the sacle at all

sturdy coral
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in a certain axis

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the template code already does

molten fulcrum
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it is 1 1 1

sturdy coral
#

the template code is probably applying the scale later

molten fulcrum
#

wait a sec I am opening the project

sturdy coral
#

is the forward and up vector of your hands the same as the mannequin hands forward vector and up vector?

molten fulcrum
#

I tryed that

#

and it was even worse

sturdy coral
#

search the code for where it flips things for left right by applying a negative scale, and then just work it all out and see if that is the problem. test applying the same scale to your mesh etc.

molten fulcrum
#

wait what

#

that spawns

#

now one of the hands are gone

#

well nvm

#

thanks for trying to help

#

Please someone help

#

I cant make a one hand game

#

it wont be realistic

#

3907 people are online right now and non of them can help

#

great group

sturdy coral
#

@molten fulcrum I helped; you didn't read through the code for the place that changes scale. it is only changing it to negative in one component, not all

#

make your mesh match the orientation of the mannequin hands within your mesh asset itself, and you shouldn't have any problems. or read through the code and adjust the place that is scaling it to scale the correct axis and adjust rotation too if needed.

#

if you want to dismiss everyone here as unhelpful just because you had to wait a little while, you should just pay epic for professional support.

granite jacinth
#

Please follow the rules

molten fulcrum
#

okay

sonic lake
#

@molten fulcrum I would recommend you clear all rotations and scaling (if any) affecting your right hand (assuming the right one is the original one), then look at your mesh and determine around which axis you need to scale -1.0 in order to turn the right hand into the left hand. Only then add the rotations you need to position the hand correctly within the BP_MotionController.

#

If you try to do everything at once you will get easily confused between the effect of the rotations and the effect of the axis mirroring (scale -1.0).

molten fulcrum
#

Okay ty

sonic lake
#

Look at the original skeletal mesh in the VR template. Note down how it is oriented respect to the axis. Give the exact same orientation to your new hand and everything should work as expected.

eager pine
#

is it possible to click a text box and then get keyboard input?

#

to type name etc

jaunty shell
#

good question @eager pine

#

VR Content examples package has one I think

#

would be nice to have it integrated directly with the steam/oculus overlay though

eager pine
#

prob possible

#

isnt a virtual keyboard possible?

#

for the steam overlay?

#

aaah the overlay

#

hmm

#

@jaunty shell is there any new supported versions of that content examples?

jaunty shell
#

supported ?

#

as in up to date ? its always up to date

#

@tired tree is the dev of this package

eager pine
#

i think you sent the wrong link? πŸ˜› i have mordentrals vr examples already

eager pine
#

ahh okay, thats the virtual keyboard

#

im talking about the real keyboard

jaunty shell
#

aaaaaaaaaaah

#

well

#

it should take your real KB input by default

#

even if you are in VR I think

eager pine
#

it doesnt seem like the widget will focus on the editable textbox

jaunty shell
#

argh

molten fulcrum
#

it works thank you @sturdy coral and @sonic lake . I did the negative scale and the same rotations as the default hands and played with it a bit until it matches perfectly

eager pine
#

i dont seem to get any respons even tough using a focus and input mode function as well from the keyboard to the editable text box

#

only on the button from the widget interaction that attached to the hand

eager pine
#

got it working πŸ˜ƒ

tired tree
#

@jaunty shell I am not the dev of the VRContentExamples

#

that was Mitch

#

totally different thing

jaunty shell
#

wait

#

am I mixing things up

#

ah yes whoops

eager pine
#

seems like i loose the ability to click buttons when making edit box focused

#

so this works which seems weird, after i did set show mouse cursor, if i click the button, it will focus it and then the widget interaction on the controller can click the button

#

set input mode game only worked πŸ˜ƒ

wicked oak
#

on r/VirtualReality @granite jacinth ?

#

that one is nearly dead, gets no traffic

jaunty shell
#

r/vive would be a better subreddit to post on

#

lot more visibility

granite jacinth
#

I am doing it everyday

#

one subreddit per day

#

tomorrow is /r/PSVR, wed = /r/Vive and Thurs = /r/Oculus

#

Friday = Discord

wicked oak
#

ahh

#

good idea

granite jacinth
#

I have some good ideas every once in awhile

mighty carbon
#

Oculus TV is out, but it's single-user only 😦 I wonder if multi-user support is coming soon.

real needle
#

@eager pine Did you get keyboard input working in widgets when VR is enabled? I've only been able to get it to work when disabling VR

sturdy coral
#

@real needle have you set 'bool bReceiveHardwareInput;' on the widget component?

#

not necessarily what you want to do as it will eat all motion controller key events too, but should let keyboard through

#

to work around that you can leave bReceiveHardwareInput off, add a focused viewport widget and implement OnKeyDown OnKeyUp etc. and just forward everything from them to the virtual window of the UWidgetComponent except for motion controller events (returning FReply::Unhandled(); on motion controller keys and they will bubble to the player controller, FReply::Handled(); on other stuff and they should be consumed)

proud solar
#

any body here experinced with guns in vr.

real needle
#

@sturdy coral I didn't check that. Will that override motioncontroller inputs in other classes?

#

IE Consumed inside the widget, and not the pawn

#

Even if I don't add events for them

#

@proud solar It's better to ask you question, and if someone knows the answer they can then answer

#

Plenty of us have experience with guns

proud solar
#

thanks. i just didnt want to over spam the discord. ive already asked in 2 other channel with no responses.

granite jacinth
#

people ignore general questions like that

proud solar
#

no it was a full question

#

so ive hit a snag and i feel like i need to learn something faily big before i move forward, and that is whether or not i should use skeletal meshs or static meshes for my vr guns.
i feel im leaning towards skeletal but i know anything about it and instead of animations i need the gun actions like pumping a shotgun or working a bolt action to follow the motion controler and not a predetermined animation(edited)
any advice

granite jacinth
#

I've two guns to slam something in anyone at anytime

#

Always at the ready

proud solar
#

that one

pearl tangle
#

@mighty carbon do you use shared tv watching things much in VR? Or anybody here use them? I have never tried them out, but dont particularly see the appeal

#

@proud solar you could do an animation and then you are just matching that position on the animation timeline with the movement of the hands if you wanted.

Or you could do it with just a static mesh on it and move it's position based on a timeline on the blueprint rather than an external animation and just animate it by hand like that

#

I wouldn't give 100% freedom with the movement since it's rather unecessary unless you are going for super realism. Just animating the pumping of the shotgun close to the hand position should be fine

proud solar
#

ive thought about that but im trying to make sure i get it correct right now. because i plan to add alot of guns. ive got all the logic working. from sounds to mags that properly record the correct bullet types in order, and pass it to the gun. im going very simulation and i have been manually animating static meshes. but the work flow feels wrong and a shot gun seems easy with this method, but its got me stumped on bolt actions

mighty carbon
#

@pearl tangle I just got Go not too long ago, so I only tried TV today, maybe like 30 min ago πŸ˜›

pearl tangle
#

@proud solar you can still do the animation with a skeletal mesh on some other software and you just want to track it's position along a timeline with an anim blueprint and a float value of the position of the hand (start of initiate position vs current position for the shotgun for example)

#

@mighty carbon But you were a massive Gear VR nut before that so figured if anybody was going to be into the shared TV watching it was you, since netflix and some other 1's have it for that and for the rift and vive

mighty carbon
#

@pearl tangle I can totally see my wife and I watching stuff in VR when I am out of town for work

proud solar
#

ok thats what i felt like i should do.

mighty carbon
#

I was the only one with Gear VR in my family. Go is different - no need to replace phone or upgrade phone. Or fiddle with it putting it in / out in the Gear VR.. Go rules.

proud solar
#

since we are on the topic. how would you record a float based on location. and can i get it to work in the style of a bolt action as well. im thinking something like a spline path mabey

pearl tangle
#

you are just looking for the world location of your motion controller

#

or depending how you have it setup getting relative may be better

#

but essentially all you want to do is when they overlap the "triggerable" area of the pump on the shotgun then let them be able to interact.
So they pull the trigger, and you record the current position.
Then you just get the distance between that position and their new hand position and lerp the animation value between your 0 and 1.

EG. Hand position 0. Trigger pulled. Animation at 0%
Move my hand 20cm, lerp to animation 100%

mighty carbon
#

@pearl tangle btw, Netflix never had support for multiple users

proud solar
#

ok. that sounds increadibly strait forward. that would settle any slide motion i have (handguns, shotguns, rifles) and i could use the animation events from there. but im still feeling stumped on bolt action. that one sounds a bit more techinal

sturdy coral
#

@real needle I can't remember. I never set up keyboard text input for a widget component, but I was doing related stuff trying to get key events to work on slate widgets when they were both part of the viewport and when migrated back and forth to a widget component

pearl tangle
#

ah it was hulu that had the social viewing 1

#

@proud solar you just have 2 parts to your animation. You want the hand movement for the start to be along the axis relative to the gun itself rather than world position anyway. So you just lock it to the Y axis for the turning part. And then once it's gotten to the end of that bit you lock it to the X axis

proud solar
#

ok. thankyou. that has had me stumped for a while. i greatly appreciate it

pearl tangle
#

no worries. You can easily start with just some static meshes and lerp between the 2 values before upgrading to an animated static mesh as well, you may even get all the results you need from that

pearl tangle
analog topaz
#

how to show fps in gear vr?

#

command stat fps not working on gear vr packaged game

pearl tangle
#

depends if you have set it to distribution or not. That turns off the print strings. Plus also in vr itself you might not be able to see it once it's there so a for loop 10 times or so makes sure it's in frame

analog topaz
#

not on distribution i am still optmizing, but i am eye balling it,

#

so i was wondering how to show fps on my s8 +gearvr

pearl tangle
#

then it should be showing on the device itself from a console command, try the for loop 20 times or so to make sure it's there. Or you can just pull the FPS up on a UMG object as well

#

must be something weird going on with their CDN, down here in Singapore

analog topaz
#

will give it a try

untold bobcat
#

Hello!

#

Im trying to make a daydream app but cant get it to run on android

#

every test gives me the same result, after the controller pairing, the screen goes black

sturdy coral
#

@proud solar skeletal vs static with animated components: skeletal will be less draw calls

#

if you have a gun with 5 pieces, that could be 20 draw calls or more (velocity, depth, shadows, base pass) * #of AI enemies or #of players using the gun in view

untold bobcat
#

I got It !

#

it was the openGL 3.1 and the Forward Shading checkboxes

eager pine
#

@real needle Yes! I got it working by setting the right focus of widgets and unfocusing when something else is hovered over

shell karma
#

what would be the best approach to start the game as non-vr app, with HMD connected, load traditional main menu on the monitor with mouse and keyboard setup, and then when VR pawn is possesed run switch to HMD ?

#

can this be changed at a runtime ?

digital marlin
#

@shell karma test if console commands work on packaged builds .

shell karma
#

will do yeah

digital marlin
#

I think you'll be fine but JIC

eager pine
#

trying to setup a animation state of the hand when actor is valid, does this seem like a performance heavy method?

#

event tick

jaunty shell
#

Anyone got an idea of what could be causing these spikes ?

#

the GPU viz profiler doesnt show much either

eager pine
#

any bp?

jaunty shell
#

I'm using deferred + FXAA, all post process disabled

#

yeah I've got my pawn with quite a bit of stuff but..

#

looks like small cpu stalls or something

jaunty shell
#

these are also present with an empty product viewer template scene from studio

#

so I guess it is related to that template

#

gonna try a build

#

performance is a lot better in build, but I still have some background spikes every 3 seconds or so

wicked oak
#

smells like GC. Use the profiler

#

or some kind of timer you got at 3 seconds that spawns something or similar

jaunty shell
#

oh not not the garbage collector again 😦

#

wait what

#

its still doing it even if nothing is running @wicked oak

#

ooh

#

reprojection does that

neon egret
#

Aloah, anyone used Physics Handles to pickup PhysicActors?
While it works as expected (grabs at the properly defined location), I would wish to adjust the way the Actor is tied to the Handle.
Right now i'm testing with a simple hammer, which is grabbed a bit more to the back of the handle (the hammer handle).
The hammer however just hangs loosely from the grab location. I would like it to be "stiff", similar to NVidias FunHouse.
The Damping and Stiffness variables on the Handle aren't really doing anything for me.
Does someone of you have some insight on that?

wicked oak
#

@neon egret funhouse doesnt use physics handles

tired tree
#

@neon egret the physics handle should be fine for that, the only caveat is that if the constraint strength isn't high enough to deal with the weight offset of the hammer head. I grip physically constrained objects at their COM generally to ensure there isn't additional forces involved, VR hands are authoritive on position generally.

#

funhouse likely does the same setup though

#

kinematic physx actor with a constraint to the simmed object

neon egret
#

Clients app isnt using hands, so the hammer in this case is the only visible part

tired tree
#

it is nvidias suggested method

#

talking about for movement

#

you wouldn't want the hammer to feel loose in a hand

#

unless that is the intended effect

neon egret
#

Correct i want it stiff

tired tree
#

constraints have the force of the mass applied to them

#

'if you grip at COM then there is no additional force

neon egret
#

And only move a bit if clashing against other collision

tired tree
#

I even go as far as to specifically offset the COM to my grip location

#

on grip

#

how loose is it though

#

like totally?

#

you should be able to get it presentable just as is

neon egret
#

Yeah totally

#

@tired tree

#

The Actor itself only consists out of a StaticMeshComp as root

#

Set to Phys enabled

#

And the StaticMesh has a Socket to easier adjust the grab location

#

When grabbing, it just hangs downwards and I can fling it around as if it is tied to a small rope

tired tree
#

then you have no rotational stiffness @neon egret

neon egret
#

Aka, AngularStiffness?

#

On the Handle?

#

That is set to a pretty high number, just for testing. No positive result from that

tired tree
#

and you are using GrabComponentAtLocationWithRotation

#

@neon egret

#

the other one is location constraint only

neon egret
#

Oh

#

Well THAT I didn't know

#

Let's see

#

That looks a lot more like what I wanted

#

Now I have to get rid of the jittery correction when colliding with collision. Default stiffness values seem to be too high

#

That works quite well

#

Thanks a lot @tired tree

tired tree
#

set the angular damping to help with that jitter

#

and linear

#

you never really want it 0

neon egret
#

The jitter stopped when enabling the constraints

#

Alright, will try setting it a bit higher

#

That works well enough

glossy agate
#

Should try making a GOW function where you can throw it and make it sweep back dostroying all the stuff in its path

sturdy coral
#

@shell karma there are several caveats with it, not sure if it has been fixed but if you can go in and out of VR, oculus would reset your tracking origin setting the next time you enable vr again; and it used to be if you started with VR off and enabled on first frame, the oculus plugin would crash (workaround was to wait a few frames which you might be doing anyway)

fleet plume
#

nice comparison from first 3d printed prototype to current version

#

not just another unboxing

fast spade
#

@sly elk Engine Punch looks great!
Would like to using a javascript API to interact with the model - any pointers? will share my findings of course...

tame locust
#

@sly elk badass

#

I was working on a multiplayer VR garage experience with some mates but they bailed.

digital marlin
#

@sly elk awesome

sly elk
#

Thanks

#

no multiplayer in wrench yet. Maybe as a post release feature, though its a not a small task

tame locust
#

heh we discovered as much

sly elk
#

im curious, did you guys have a plan for dealing with multiple people working on assembly at a time? Like what happens when two people are working on parts that share dependencies ?

tame locust
#

well the design was to share a garage space and allow everyone to work on their own devices.

#

so voice chat was enabled

#

and you could interact with parts and movement/IK was replicated, but physics interactions did not need to be implemented by the server since everyone had their own devices to customize.

sly elk
#

oh okay. so not people working on the same parts at the same time?

tame locust
#

Nah. From your use case though, I would suggest associating the sockets with their corresponding mesh blueprints and then excluding player actions from the state of the engine.

#

I don't know anything about engines, but if two players install a timing belt for instance, the server can simply accept the first player to perform an overlap event

sly elk
#

we already have a whole system of dependencies but it gets complicated when its possible to do things at the same time

tame locust
#

and just reject the socketing action of the second player

#

Yeah it's not trivial, but you will need to make those decisions as the server and manage the pawns as though they were all possible players

#

with possible valid actions

sly elk
#

because lag, one of the clients won't necessarily by up to date. Say someone pulls a camshaft gear off (which would be required to install the timing belt) and the other person installs the timing belt at the same time

#

someone is going to get blocked or have their action reversed

#

even though at the time they did it, their client view looked valid

tame locust
#

well I'm not certain being blocked is a game-breaking scenario

#

and if it's just a race condition, what does it matter to the engine if that part is installed by player 1 or player 2?

#

I'm assuming your implementation is more sophisticated and intricate than this, but if we were to assume that your engine blueprint carries its own internal state and detects parts as they come near to the appropriate sockets in the appropriate sequence, it won't matter who installs which parts.

glossy agate
#

@sly elk you would have to have some major lag for that to bee an issue. Should be <1 second delay unless something is wrong. Especially if server maintains control of parts positions.

sturdy coral
#

you still have to have a way to resolve them even if they are rare

random river
#

are there any tutorials for cockpit based games, specifically keeping the HMDs position inside a cockpit while whatever is being controlled moves around?

real needle
#

@random river The vehicle example project has some things for you to get started

#

And how to center the player in the driver seat

sturdy coral
#

And mordentral's VR plugin template has a drivable car you can get in and out of

#

I think he does some recentering stuff while in, not sure

real needle
#

Yeah it works in multiplayer too, good fun

random river
#

Awesome, thanks for the suggestions πŸ˜ƒ

random river
#

Any reason the motion controller axis would always be zero? Can seem them and use them in the level, but axis always spits out zero

glossy agate
#

Talking about transform info on the controller? I have used that before just getting the pitch and it worked fine.

#

Just print out a rotation on tick and see what values you get

random river
#

nah like, trigger input axis etc, it's always zero

jaunty shell
#

are you sure your controllers are sending info ? Input blocked in ue4 maybe ?

random river
#

not sure, they track perfectly fine. can use them in the examples to pick up objects and everything

pearl tangle
#

anybody got any experience with post processing or decals in mobile VR? I am sure i figured out a way to do it a while back but haven't touched mobile VR in ages so can't remember how anymore and seems any documentation has not been touched in quite some time

mighty carbon
#

no post processing in mobile VR @pearl tangle - too expensive and most likely not supported

#

no decals either

#

(but you can roll out your own solution I am sure)

pearl tangle
#

it's definitely possible to do, I did it before. Think it is within the dbuffer side of things for the decals i will have a play around

#

what i am building will handle them fine so not going to have any performance issues

mighty carbon
#

I saw someone mentioned that when multiview is disabled dbuffer decals would work, but you don't really want to disable multiview

sly elk
#

Has anyone noticed that the controller trakcing on WMR headsets seems to be smoother/smoothed? Everything feels a bit lazy with them, not necessarily in a bad way

mighty carbon
#

@pearl tangle if you happen to get post process working and decals, do you mind sharing how ?

jaunty shell
#

@sly elk which brand do you use ? With the tracking system they use I wont be surprised if they smoothen a bit of it

sly elk
#

samsung oddessy

pearl tangle
#

definitely the tracking quality starts to become fairly obvious after a while with it. Mine hates my home office lighting conditions

sly elk
#

mine tracks well in good conditions. It just all feels like it is being smoothed

#

i do a lot of switching between rift, vive, and WMR so maybe its just more obvious to me

pearl tangle
#

yeah i think for people that have only got the wmr they don't notice the issues, but coming from a vive it's certainly rather obvious

#

setup time when you are moving it around a lot is certainly a shitload easier though. I made the mistake of trying to use 1 for an on stage live performance before though. Spotlights and stuff completely destroyed the thing, was a nightmare

jaunty shell
#

we need some kind of inside out lighthouse tech

#

that doesnt get bothered by lights

pearl tangle
#

just use microwaves or xrays perhaps?

mighty carbon
#

I wonder how Santa Cruz will fare in all kind of lighting conditions

pearl tangle
#

not sure if they are using IR camera 1's like the rift for that, probably can't get enough definition for the positional tracking with it on it's own i would think, but definitely makes a big difference to depth cameras when they combine an IR projector and camera like tango and kinect had

#

rather surprisingly actually the lenovo mirage has way better tracking in different lighting conditions than the WMR headsets. I can walk around my house in the near dark with it at the moment and it tracks perfectly, even up and down the stairs and also while screwing with my nanoleaf lights

#

but the samsung odyssey wont track at all in the dark

mighty carbon
#

ouch

jaunty shell
#

yeah both lenovo and vive standalone headsets have very solid tracking

#

I'd love to test em out

pearl tangle
#

yeah i haven't had much opportunity with the vive focus but the mirage is very surprising for it's tracking quality. I am chatting with google at the moment about 6dof controller tracking with it too and trying to get the sensor data exposed so i can procedurally generate room scan data like i can with hololens

jaunty shell
#

so what's the 6dof based on for these controllers ?

#

only gyros and accelerometers ?

#

or a bit of magnetic stuff ?

cosmic shoal
#

for 6Dof you need optics, lasers or another similar system to track positioning. Gyros, accelerometers and magnetic stuff only gets you rotation.

jaunty shell
#

AntVR

#

magnetic can get you a bit of position

#

.ie Hydras

#

but the drifting is way too big

cosmic shoal
#

if I was a betting man I'd bet on inside out tracking to win out in the end.

#

even for controllers

pearl tangle
#

yeah the mirage and focus 6dof controllers would work the exact same way as the WMR stuff, just use visible light to track the controllers

#

same as how the rift works too, it's just using IR instead of visible light

jaunty shell
#

muh occlusion 😦

pearl tangle
#

during actual gameplay i haven't had much of a problem with occlusion for the controllers with my odyssey. It's just the moving them outside of the camera view that is the annoying part

cosmic shoal
#

santaCruz solves that by placing 4 cameras instead of 2 and puttin them facing each corner instead of both facing forward.

jaunty shell
#

so there's cameras behind the head ?

#

a bit like what PSVR does with its lights ?

cosmic shoal
#

no, but they look much further back than WMR headsets

jaunty shell
#

hmm

pearl tangle
#

yeah can always throw more cameras at the thing if necessary, not sure of their total FOV though anyways

cosmic shoal
#
jaunty shell
#

thats better

#

still has a big part behind the user 😦

#

I mean not that it will be used much

cosmic shoal
#

you'd break your shoulder if you go much further than that

#

;o)

jaunty shell
#

lemme run like naruto does

#

πŸ˜‚

#

no but seriously for things like I dunno, bow games or similar stuff

cosmic shoal
#

only place i can see it faling is onward where by default you needed to take the ipad from your back. (they have alternative WMR method tho)

jaunty shell
#

oh man an onward style game

#

in multiplayer

#

on a standalone device

#

with a place like arisoft/paintball arenas

pearl tangle
#

yeah the standalone stuff certainly is interesting to play around with

#

I am using the mirage to build a physical maze for people to go through and using sonar pulses so you can find your way through. Trying to generate the virtual environment from the sensor data so it's fully procedural and will work anywhere

eager pine
#

need some tips within AR here

#

Is it possible to get the size of the detected plane and match that size to a mesh?

#

I want to resize a mesh to fit inside a plane if thats possible

pearl tangle
#

it creates a polygon for the plane so shouldn't be too tough to get the length of the polygon

eager pine
#

how would you retrieve it?

#

@pearl tangle sorry forgot to tag

pearl tangle
#

you can get the tracked geometry

#

and they have a function for drawing a debug plane, so whatever data it's getting for that is what you are wanting

eager pine
#

yeah this one

#

i thought about it before and tried it, but not in the way you said, ill try that thanks

mighty carbon
#

@pearl tangle have you heard much about HoloLens 2 ?

pearl tangle
#

nah dont know anything about that 1 yet

#

but i did just get decals to work on the mirage solo though if that helps

eager pine
#

haha nice

#

as we are talking @pearl tangle my focus on the camera doesnt seem to autofocus in the ar app, but on my regular camera, you know how to make it autofocus?

pearl tangle
#

not sure actually, that should be controlled by the hardware and ARcore or ARkit on it's own i believe

eager pine
#

hmmm

#

anyway

#

this one didint work to get the size, it always outputs 1,1,1

mighty carbon
#

@pearl tangle doesn't really help since it's Daydream and not Go /Gear VR πŸ˜ƒ

pearl tangle
#

should be the same thing

sly elk
#

anyone else just get this oculus rift spec change email?

mighty carbon
#

@pearl tangle es2 or es3.1 ?

pearl tangle
#

es2

#

and a couple other 1's i tweaked in the project settings

eager pine
pearl tangle
#

i put mobile hdr on but not sure if it actually did anything or not. and the dbuffer

eager pine
#

both of these and only these options are showing a scale of 1,1,1

#

hmm

pearl tangle
#

there is a debug plane function 1 on there that draws the polygon, that's the 1 you should be able to get it out of

eager pine
#

this?

#

no outputs

mighty carbon
#

@pearl tangle mobile HDR halves fps on Gear VR

#

haven't tried it on Go, but I am sure it will do the same

pearl tangle
#

@eager pine yes that draws a polygon around your tracking geometry, so it's grabbing the bounds somehow to draw that so just need to dig into where/how it's doing that and you should be there

mighty carbon
eager pine
#

you mean check out the c++?

granite jacinth
eager pine
#

hmm

wicked oak
#

@granite jacinth i like your idea of doing 4 AMAs

#

4 times the exposure

#

(well not really 4 times, but kinda get the point)

granite jacinth
#

Yeah @wicked oak, it usually starts off slow. Surprisingly, /virtualreality was the "best" one overall so far

#

PSVR was good, but it took awhile to get questions in and it was spread out throughout like 12 hours

#

Vive is sucking balls right now

wicked oak
#

as usual

granite jacinth
#

And they don't do Pins for AMA

#

Same for Oculus

#

Sort of dumb since virtualreality and PSVR both gave me pins

sturdy coral
#

@sly elk if win 10 is the new min spec maybe dx12 will become viable

tame locust
#

Has anyone here experimented with FleX using VR?

eternal inlet
#

is it just me or has the latest nvidia driver update released 26.6 (398.36) removed most, if not all of the hitching in 4.19.2?

granite jacinth
#

all in your head

eternal inlet
#

oh... so wishfull thinking

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😦

#

damn

glossy agate
#

Don’t they use flex in the nvidia fun house VR sample? @tame locust

tame locust
#

I wouldn't be surprised, but I haven't seed the experience.

#

seen*

glossy agate
#

Oh. It’s free on steam. They had a contest a couple years back asking people to show off what they can with it in VR so it def works.

tame locust
#

Oh i know it works. I experimented with it on my Vive using NVIDIA's FleX version of UE4 hosted on github.

#

I'm just curious about everyone else's impressions πŸ˜ƒ

#

most of the samples ran at a smooth 90Hz on my gaming machine

glossy agate
#

Should tag them with what you are doing. They are giving away 1080 TIs every month right now

tame locust
#

lol I'm using one

glossy agate
#

Sell the second free one haha. Could have an extra $800 or something

tame locust
#

Heh maybe

#

I'm no longer in development for the money. Now it's just experimentation and learning. It's an amazing process imagining an environment, building, and then inhabiting it. That's why I'm here anyway.

#

I was messing with the UE4 FleX project today. They've updated it to the latest version of FleX and UE4.19.2

#

The performance still blows me away and gets my mind racing at what is now possible with particles in VR.

eternal inlet
#

@granite jacinth ur game.. it's bugged on oculus (havent tried with vive yet), 1st time it crashed, and 2nd and 3rd time i just hangs, and does now allow me to pickup the phone. Also remote tv control does not pickup. and leaning over things push you back, really annoying

#

soundscape though is really nice generally, and visuals really good, nice gfx

granite jacinth
#

@eternal inlet Nah, it works just fine

#

πŸ˜ƒ

#

But if you are using toggle, that's bugged

#

So play like a real person and you'll be fine πŸ˜ƒ

#

Anyway, there's a reason why the demo is in beta

#

The other stuff no clue, what are your specs?

eternal inlet
#

Jep i know its expected of betas, just wanted to let u know

granite jacinth
#

I have been testing with a Rift for a month now

eternal inlet
#

1080ti, i7-4970, 32gb

#

Will try tmr again.. seems nice

#

But i didnt have toggle grip on if thats what u mean?

#

How do i answer the phone? When holding it in my hand i tried to swipe, point click nothing worked

#

It was like thw collision did not get detected

#

Oh and fun fact

#

I lost my hand in the kitchen somewhere πŸ˜‚

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It gor stuck in some table or wall

#

So i went ro the living room, but it didnt come back

granite jacinth
#

@eternal inlet You playing the beta branch of the demo?

eternal inlet
#

No

granite jacinth
#

All those bugs sound like old one

#

Oh

#

Well there you go

#

That old one is outdated severely

eternal inlet
#

Insee

#

I see

granite jacinth
#

ViveSubReddit is the password

#

for the beta today

eternal inlet
#

Will try swap to beta tmr

#

Ok πŸ‘πŸΌ

granite jacinth
#

tomorrow will be OculusSubReddit though if that doesn't work

eternal inlet
#

Kk

glossy agate
#

Why didn’t you guys just push the beta demo to main tho?

#

Or is it just a way to unveil new content during the announcements?

granite jacinth
#

?

#

Why would we push a buggy demo to main?

#

And waste the "secretive" nature of the beta codes, increasing hype

#

There's so much to this than just the demo πŸ˜ƒ

#

Fuck the demo

#

This is about preparing and marketing the main game for Early Release launch on Friday

#

If I weren't a Game Dev, I think I would do pretty well in PR

#

or Marketing

glossy agate
#

Well I mean, the new demo is less buggy than the old one, so I was wondering why it wasnt just put on main

granite jacinth
#

I just explained why

#

On Friday I will push out the updated/non-buggy version

#

Try before you buy

glossy agate
#

Yeah for sure

granite jacinth
#

Get them hyped up WHEN IT IS ON SALE

glossy agate
#

Im gonna play through the coop with a buddy this weekend probably. Is it 2P coop or more?

granite jacinth
#

no coop

#

at launch

glossy agate
#

ah ok

mighty carbon
#

lol, Oculus-f#cking-Go gives me grief today - refuses to download anything or stream anything 😦

#

yet, I can browse websites in VR

glossy agate
#

Porn hub vr is even down too?

mighty carbon
#

I haven't gotten that far yet πŸ˜›

#

just wanted to watch my Amazon Prime movies

#

Error 7017: This error occurs when there's a latency problem relating to CDN performance.

#

hmmm

#

only in VR, works fine on PC and on the phone

sturdy coral
#

is there an amazon prime Go/Gear app or is it through a browser?

mighty carbon
#

through browser @sturdy coral

#

I restarted my router, which brought back Netflix and Oculus TV, but Amazon refuses to stream in the browser 😦

pearl tangle
#

sounds like the dns hasn't updated yet.

mighty carbon
#

I doubt it has anything to do with DNS @pearl tangle

#

video starts and freezes on the first frame

pearl tangle
#

it was google's cloud that was having a problem wasn't it? So they are trying to bounce to a different node to actually get the stuff from. but the DNS takes time to flush . a bunch of other services and whatnot were down too from what I sqaw

mighty carbon
#

oh, I don't know if cloud had any issues - Amazon plays fine on PC and phone

pearl tangle
#

yeah i think there was some major dns issue stuff again since it was affecting chromecast and google homes and amazon servers as well

mighty carbon
#

Btw, I would be surprised if Go wouldn't sell in the millions units - it's so convenient and a way better than Gear VR

#

once Amazon vids play well, it will be my new entertainment system πŸ˜ƒ

pearl tangle
#

i think it's still a rather niche audience for it

mighty carbon
#

why?

#

I think hardware is solid and once sofware is polished and offers variety of channels to watch, I don't see why wouldn't anyone and their grandma use it

pearl tangle
#

i don't even see why i would use it

mighty carbon
#

I also think it's generational issue - some people are just rooted in old school shit

#

I mean, if you have a villa with huge screen OLED TV, yeah, I don't see why would you use any VR to watch TV (unless you want to watch it with someone who can't physically be present in the same room)

#

but people who live in tiny places (me for example) would definitely have better experience in VR vs real TV

#

by VR I mean Go in particular since neither Gear VR nor Daydream can match FOV / quality

pearl tangle
#

yeah thats still going to be a very niche use case.
plenty of techy people will already have a big tv. Pretty cheap to buy a 50+ inch TV these days.
and when i have people around to sit and watch a movie i don't see us ever each putting on a VR headset to do that.
I also have no desire to sit in VR and watch a movie. I used to do it on the Gear VR on the plane but that was about it. Then i got a switch and just use that all the time instead

#

something more like santa cruz i can see having way more legs to it commercially. A lot more industrial use cases for it. Games are way better with controllers and you can do shared space multiplayer things much easier. So guys with big ass arcades can start rolling out experiences without big ass backpack PC's and $200k worth of optitrack cameras

mighty carbon
#

$1500 isn't cheap at all

#

and sure, why would anyone put HMD on when sitting in the same room πŸ˜ƒ

#

(unless it's me + my wife + family that aren't in the same town)

#

I guess there is a huge difference between Asia and US when it comes to use cases..

sturdy coral
#

it is completely isolating

mighty carbon
#

and ?

sturdy coral
#

so I don't think it is going to become lots of people's entertainment centers

#

multiplayer with 3dof feels weird

mighty carbon
#

isolating isn't the same as being in the isolation tank or solitary cell

#

or if you live with people you don't trust

pearl tangle
#

im not asian anyway, i just live in asia. And people here have way smaller homes than there so if it was going to take off for that purpose here would be a much higher likelihood

sturdy coral
#

agreed it isn't like a solitary cell, it would sell great to people in solitary cells as a big improvement

mighty carbon
#

when I am not alone, sure, I don't see why would I want to watch TV in Go (unless it's late night and my wife is asleep already)..

pearl tangle
#

it's great that you have a use case for it. But it's not something I have seen replicated with the wider market unfortunately

mighty carbon
#

also, if my house looked like Neflix VR room, I wouldn't want to watch Netflix in VR.. But it isn't and probably never will, so I'd rather watch Netflix in VR

sturdy coral
#

one good thing would be 3d movies, go is almost cheaper than the extra you pay for a 3d TV

#

but DRM has kind of killed that

#

you can't just throw on a 3d bluray

mighty carbon
#

a good use case is my wife - she wouldn't want to mess with 6DoF controllers for non-gaming stuff.. And since she isn't really a gamer, she would rather use Go than Santa Cruz (or SC with 3DoF controller)

sturdy coral
#

yeah, I think 6-dof head tracking, even seated, would help for almost everything, but not for media consumption

mighty carbon
#

and as for games, I personally don't find any good games on mobile VR

sturdy coral
#

could help sickness a bit in theater environments, but nothing for 360/180 vid

mighty carbon
#

(rather no games to my liking / interests)

pearl tangle
#

which is exactly why you wont get gamers buying a current mobile VR headset like the Go

mighty carbon
#

hell, I don't even play on Rift since I don't like anything that is currently out there

pearl tangle
#

@sturdy coral thats why i find it a bit odd that lenovo is doing this 180 camera along with the mirage, since it's more suited to the competitors headset

mighty carbon
#

well, if someone makes a good game I would enjoy,for Go, I'd definitely play it

#

even if it's 3DoF

sturdy coral
#

ah yeah that is weird; 180 is extra bad for social video watching too because you kind of have to have your head locked straight forward or the stereo effect diminishes

mighty carbon
#

so if someone made a good game for Go, wouldn't you play it @pearl tangle ? (unless you not into games)

pearl tangle
#

unlikely. VR without motion controllers doesn't interest me

mighty carbon
#

you have 3DoF controller there, which is a motion controller πŸ˜„

#

(and yes, I'd rather play using Santa Cruz too)

#

btw, it's a lot harder to make games for 6DoF controllers than for 3DoF

pearl tangle
#

really? I find it the other way around. With 6dof it's just building things how you would do it in real life. Makes things much more intuitive for people to just pick up and play rather than trying to use a laser pointer or something

mighty carbon
#

eeh, with 6DoF you have so many variable and intricacies that you simply don't have with 3DoF

#

so it's a way less work with 3DoF

#

and it's even a way less work with gamepad

pearl tangle
#

depends what you are trying to do and how you think about it i guess. But for me I can create stuff for vive way easier than i can for mobile vr because I don't have to worry about trying to figure out intuitive faked interaction, i just create actual reach out and grab stuff interactions which is natural

mighty carbon
#

it's sure more interesting to play and more intuitive to use 6DoF input, but from developer's perspective it's too much work

#

(that most likely not going to pay off)

#

also, I don't understand why do 6DoF and not have animated hands and such (especially if art style accommodates fingers and whatnot)

#

and that alone adds layer of complexity

pearl tangle
#

it's not too tough to animate a hand model

#

creating an easy and intuitive control system is a bit part of work, but if you want to create a good experience then it's necessary. 6dof can make that easier than trying to use a laser pointer for stuff.
And remember we aren't looking at single person dev shops as the main developer target for things either

mighty carbon
#

well, since I am one man shop, I am looking at it from that perspective

pearl tangle
#

yeah. gotta look at things from perspectives other than your own

#

you might have use cases for the Go, and you might prefer things a certain way. It's the majority of the market that's the bigger 1 to look at if you want to be able to sell something to them

mighty carbon
#

right, and I am sure there are people who would play on Go even with 3DoF if it was a decent game

pearl tangle
#

yep im sure there would be

#

but it's a hard sell to convince somebody to buy a headset for that 1 thing. That's why oculus is giving everybody free 1's to try and build some stuff for it that will convince somebody to buy it. But from my research and experience testing with thousands of people in VR I don't see the Go selling millions

real needle
#

Hi Guys, we developed an Unreal VR application called The Kremer Collection (which is now available on steam) but we are having problems deploying to the Oculus Store because we are not hitting 90 fps on a gtx970, which is one of the requirements set by Oculus. We have been trying to get a grip on where our performance bottlenecks are, disabling Planar Reflections and using scalability and screenpercentage to reduce quality but FPS does not seem to improve. Any ideas on how to profile these problems? We have tried ProfileGPU, Oculus Debug Tool, Nvidea Nsight and RenderDoc but we do not have a lot of experience with these tools. Any other suggestions?

granite jacinth
#

@real needle What UE4 version?

#

Are you using any shadows? Dynamic Lighting?

real needle
#

4.17. Baked shadows and stationary lights but only the controllers are dynamic objects

wicked oak
#

@real needle stationary lights are your issue

#

stationary lights are dynamic lights

#

and they are the biggest resource hit of all unreal things

#

stationary are completely dynamic lights, but their SHADOW is baked

#

you need to look at the light complexity metric in unreal

#

you might also just have horrid CPU usage

#

do "stat rhi" to see wtf happens

real needle
#

will do thanks

mighty carbon
sly elk
#

@real needle what are you stationary light shadow settings? By default stationary lights use inset shadows which end up being extremely expensive.

#

Also are you using forward or deferred rendering?

real needle
#

we are using forward rendering

sly elk
#

post your stationary light settings? If the cascading shadow maps distance is set to zero you are using inset shadows. You can probably save a huge amount of performance switching to CSM and rebaking

mighty carbon
#

I thought it was already hopeless

real needle
#

@sly elk thanks, we are only using spotlights, there is no shadow map distance setting

granite jacinth