#virtual-reality

1 messages · Page 181 of 1

mighty carbon
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I see there are some mobile Vulkan commits to VR branch.. Interesting.

digital marlin
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hey folk. anyone test out 4.20's Mixed Reality stuff?

digital marlin
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also lol @granite jacinth "I like the word "buggy". Any code not buggy isn't real code."

granite jacinth
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😃

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I gotta troll the trolls

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Or it's not me

digital marlin
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Good luck on the release, btw.

mighty carbon
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@granite jacinth will there be a demo?

granite jacinth
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yup

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@digital marlin thanks!

glossy agate
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There already is a demo @mighty carbon

mighty carbon
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free demo @glossy agate ?

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I thought it was early access or something like that

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in AMA #3 says "Game to have the full single player campaign completed (it's not)". I assume it's talking about EA, right ?

glossy agate
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Yeah there is a demo, and beta demo you can play right now

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EA is releasing tomorrow

mighty carbon
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Oh, I just saw that it's not going to Oculus Store any time soon 😦

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aye, I'll give demo a spin, but I would rather get EA (if I find the game to be my sort of game) on Oculus Home

tired tree
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does home even do ea?

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ah they do

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regardless steam does all hardware

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it makes sense to focus early EA on it

granite jacinth
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Basically

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And I guess people are mad cause they would have to buy the game on both platforms

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Overall, I think my AMA plan worked out @wicked oak , lots of new faces jumped on Discord/Steam and on the AMAs obviously. Lots of interest

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We'll see how well that translates into sales numbers this weekend

mighty carbon
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I am failing to see how launching on Oculus Home would be a bad idea.. It's easier than launching on Steam.

tired tree
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they plan to

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just easier to focus on one platform to start

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might as well make that the one that all headsets can use

random river
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Mucking around with VR development, quick question about scaling assets etc. Do you leave the assets full size, eg a character is 1.5m tall or so, and pull the HMD camera back away from them, or would you scale the character down a heap, to say 10.5cm and bring the HMD camera in closer (if seated position)

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Say for a platformer as an example, not a first person view.

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I found leaving them full size and pulling the camera back, its far enough away that they appear blurry

mighty carbon
tired tree
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@random river the WorldToMeters setting alters your perceived scale

random river
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oh wow, no idea that existed, thanks!

glossy agate
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And MP would be an issue cross platform with just steam sub system

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So it would split the player base

mighty carbon
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well, I'd only get it for SP

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for me to try MP it has to be like Westworld - playing SP online and meeting MP users on my time

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(which would require for game server to run persistent world, to a point)

granite jacinth
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Launch

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a little more than 10 hours

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excited

wicked oak
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@granite jacinth did you add analytics or similar to the game?

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even if GDPR fucks with it 😦

granite jacinth
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@wicked oak I'ma see if I can't squeeze it in

wicked oak
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only for USA toh

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for euro there is no way to avoid gdpr

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you need to ask permission

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and if you ask permission

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everyone says no

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becouse they are ignorant

granite jacinth
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@wicked oak free the information

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Viva la revolution

mighty carbon
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PM @granite jacinth

tired tree
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@mighty carbon think you meant @sturdy coral

mighty carbon
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nah, I meant Victor - I asked him something in PM early in the morning, but didn't hear back

fluid chasm
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How to build lighting for ar.. Even though I build in class blueprint.. When spawning there is no lighting

granite jacinth
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@mighty carbon huh?

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Yeah, because I am super bust

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busy

mighty carbon
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aye

granite jacinth
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Who PMs people with that kind of stuff on their release day?

mighty carbon
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lol

wicked oak
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@granite jacinth ping me when you put reddit threads so i upvote

sonic lake
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@granite jacinth Congratulations! 👍

granite jacinth
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w00t w00t, thanks!

wicked oak
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@granite jacinth you clicked the green button already?

mighty carbon
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congrats @granite jacinth !

glossy agate
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Im remote installing for when I get home.

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Gonna PVP it up

granite jacinth
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yeah, if anyone wants to play some PvP, let me know

sturdy coral
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@granite jacinth congrats, hope the launch goes well. there is definitely a lot of interest

granite jacinth
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@wicked oak ya, pushed and then waited 😭

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@mighty carbon thanks

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@sturdy coral Thanks! Yeah, there seems to be. There's a lot of pressure now to meet "everyone's" expectations

wicked oak
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@granite jacinth for a few days, you will be reading the forums non-stop and hotfixing stuff

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becouse you have bugs

sturdy coral
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I think @full junco barely slept for days after his launch 😃

wicked oak
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happened to me on the ps4 launch

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i had some really bad bugs on day 1

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that i couldnt find

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so i had to hotpatch them using the ps4 "review-less hotfix" path

glossy agate
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Demoing our game at Dreamhack helped A LOT finding bugs and seeing in person how people were breaking it. Found a bug there I had been struggling to repro for like 2 months

mighty carbon
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I guess it's just modern era... When I launched Steel Storm, I slept just fine.. The pressure was there of course, but we didn't stay up all night fixing bugs.

wicked oak
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@mighty carbon in this days, having a good first day is what makes you succesful

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becouse that way steam algorithms put you up

mighty carbon
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hmm

languid night
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Hey, this might seem pretty noob but, how do I go into VR when "Launching" the game? I read that there are some console commands, but they don't seem to be working for me.

languid night
sturdy coral
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@languid night vr.benablehmd 1

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then vr.benablestereo 1

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and if you do it on first frame oculus used to crash, I'm not sure if it does any more

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you could also just turn on bstartinvr in your project settings

languid night
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Thanks!

shell karma
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Santa Cruz just came in recently and I'm still waiting in line to test it out at the company, question is has anyone had any kind of experience with Santa Cruz and Unreal yet ?

wicked oak
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@shell karma lucky bastard

shell karma
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haven't even touched it yet ;p

wicked oak
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first of all thats NDA-d as fuck

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so you probably cant talk about it here

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i would be using the Oculus engine branch

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as that has the absolute latest sdk features

shell karma
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yeah that would be the first guess

granite jacinth
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Damn. You are lucky

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The first good rest I have had in probably a month

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12 hours sleep. Practically in a coma

wicked oak
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@granite jacinth welcome to the land of the living

granite jacinth
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w00t w00t

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It feels good.

mighty carbon
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@shell karma well, if you can, please let us know if the controllers that came with SC are the new ones (like Touch) or still the old ones. Also wondering about tracking FOV (e.g. if playing archery games almost as comfortable as with Rift) and if it tracks ok in the dark (not pitch black dark, but dark room with monitor on or TV on or dim indoor lighting) 😊

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@granite jacinth I read some thumb down reviews on your game last night and gee, people come with incredibly high expectations even for EA titles 😦 I remember there was some level of entitlement back on 2011, but not as bad as nowadays :/

granite jacinth
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Not worried about it. Hopefully I'll have some time to respond to them all. ¯_(ツ)_/¯

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They are more than justified.

wicked oak
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@mighty carbon thats the common thing

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it might be early access, but people expect a solid game if they pay for it

granite jacinth
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Over 1500 sales first day

mighty carbon
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not bad

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imagine you were a solo dev 😃

wicked oak
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probably a huge refund rate. But 1500 sales day 1 is on the highest end

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i dont think anyone here has got that many sales on their project

granite jacinth
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Zombies

shell karma
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@mighty carbon will do, gotta check with the bosses what can or cannot be said in public though :p I’ll give it a look Monday but I won’t have time to actually take it for a dev spin for at least two weeks

mighty carbon
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aye, np

wicked oak
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@granite jacinth zombies are overdone to death

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i think its mostly due to good demo and very good marketing launch

granite jacinth
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Maybe

wicked oak
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im taking notes 😛

granite jacinth
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LMFAO

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I'm going to do things a bit different for my own solo-launch title

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Learned a lot

wicked oak
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what are you going to solo-launch?

obtuse spruce
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Anyone got any resources on making body hitboxes for VR without any extra trackers/devices? I've got a body hitbox setup in my project that requires the player stand still, and I'd love it if I could make the hitbox not break if the player happens to step a small amount in any direction.

sonic lake
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@obtuse spruce The easiest way would be to adjust the relative location of your hitbox to follow the offset of the VR Camera.

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Or parent it directly to the VR Camera

obtuse spruce
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@sonic lake That was what I did for the first attempt at the hitbox: I attached a completely vertical collision capsule to the HMD, with the HMD being almost all the way up the capsule. This system was fine when the player was standing upright, but was bad when the player was leaning; if you leaned to the side, you could get hit in the space to the side of your body and below your head.

sonic lake
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Yes. If you want it to behave more like a "body" then you need to set it up independently from the HMD, unless you compensate its rotations to keep it upright regardless of how the HMD is leaning.

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Do you want it to always be under the HMD or what? @obtuse spruce

obtuse spruce
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@sonic lake I don't always want it to be under the HMD; I want it to be an approximation of the player's torso location. A capsule attached to the HMD fails if you tilt your head, for obvious reasons. Locking the capsule's rotation to keep it always vertical solves that problem, but still has the problem where leaning your body results in your hitbox being drawn in the empty space to the side of your body and below your head.
I solved this problem already, but at the cost of forcing the player to stand in-place so I have a second reference point (the first is the HMD) to draw the hitbox between. I'm wondering how one can go about coding a body hitbox that doesn't require the player stand in-place, like what SUPERHOT VR accomplished.

granite jacinth
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Never played. But they probably just used IK

glossy agate
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@obtuse spruce use the physics asset of your pawn mesh for hits, not the capsule

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You will have to write leaning logic though. Like for a certain distance offset without locomotion it will lean instead of move to a certain point

obtuse spruce
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@glossy agate Our game doesn't have a pawn mesh, just a hand mesh. We use the hand mesh's physics asset for hand collisions, but this separate system for body collisions.

glossy agate
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Well you can always just throw in the default engine sk mesh as owner no see just so you can run the collisions on that. Would be easier probably than guessing with a bunch of box collisions

sonic lake
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@obtuse spruce So my understanding is that you are trying to solve a typical room-scale VR problem. You need the collision volume to "follow" the HMD as it moves due to the player moving IRL. If parenting the collision volume to the HMD is not working for you, the next simple solution is to have the collision volume keep up with the HMD movements. As the HMD moves, the collision volume always stays below it like it would be the body of the pawn. You need a setup like this:

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Then on Event Tick you adjust the relative position of the CapsuleOrigin to always be under the HMD. You can also adjust the half height of the Capsule to take crouching into account.

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The next level of sophistication would be to take into account the roll of the HMD to mimic the user tilting their head laterally but not moving their body. Honestly this would be just an approximation because you don't really know where the player's body is IRL.

sonic lake
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@obtuse spruce ^^^ This is an example of collision capsule following the HMD. Note how the capsule shrinks when the player crouches.

eternal inlet
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in 4.19.2 i started to get this error when i unload a streaming level, anyone know of this?

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[2018.07.01-15.51.15:758][555]LogWindows: Error: Assertion failed: (GIsCriticalError || !NumMarks) [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Misc/MemStack.h] [Line: 89]

languid night
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Is there a tutorial out there to package for Oculus GO?

sonic lake
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The UE4 documentation has not yet caught up with the Oculus Go, but you can refer to the GearVR section. It is pretty much the same workflow.

languid night
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Thanks!

stable dove
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Anyone know why a VR character would work in editor but not in a standalone build. Basically the camera shows up at floor level and there are no HMD visuals or control. Just the camera on screen looking straight ahead on the floor. Its set to posses on level start and it works fine in the editor. Any thoughts?

glossy agate
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Do you have the “dedicated server” check box on in the play settings?

sturdy coral
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@stable dove possess through auto possess on placed plawn or some other way?'

pearl tangle
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rather interesting. Anybody know how many they made of these in the first run?

granite jacinth
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nno clue

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wish I gotten 64GB one 😉

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But free 32GB ain't bad either

pearl tangle
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doesn't take an SD card at all does it? @granite jacinth

granite jacinth
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hmm, good question, let me look

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I doubt it

pearl tangle
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might be 1 advantage on the lenovo mirage. Now they just need to get the ergonomics in line with the Go and they will have a chance

sturdy coral
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I don't think it does, I think they've been talking about adding usb stick support though

pearl tangle
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would be a little awkward having a big USB stick stucking out of it though

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it's FAT formatted like the GearVR too right? So you can't put a single video file over the 4gb file size or did they finally transition over to NTFS or something?

sturdy coral
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ah, not sure

wanton fog
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Can we make loading screen for level transition for VR?

sturdy coral
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@wanton fog mordentral's vrexpansion exposes a way to change the SteamVR skybox that pops up when loading or stalling

granite jacinth
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Rift one is broke though

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Cause me a major headache this weekend to track down a bug

shell karma
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Go doesn't come with SD card port sadly

wicked oak
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you on motherfucking rock paper shotgun

jaunty shell
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and a really good feedback at that, awesome 😃

wicked oak
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he is already past 115 reviews

gleaming river
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Hey All, recently got a Vive Pro. Is everyone using 100 ScreenRes with 1 Pixel density still?

jaunty shell
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@gleaming river got some clarity problems ?

gleaming river
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A little bit, feels clearer than the previous Vive. I was just wondering if people have been upping the pixel density to go with the new Vive

granite jacinth
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ROFL @wicked oak jellymuch ;) you really want all those reviews?

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And the score ?

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Actually. TBH. I am so thankful

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Weahve been able to turn around roughly 50% of the launch negative reviews to positive over the weekend

wicked oak
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yeah, very good damage control

granite jacinth
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Heh. Yeah, today's the post mortem with the rest of the team... I have a lot to say...

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My back is hurt...from all this carrying

wicked oak
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i havent seen anything from anyone other than you

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the one with all the amas, reddit, forums, streaming.. you

granite jacinth
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This is NOT the kind of launch I would be striving for if I were anyone on here.

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Yeah, it's alright. I am having a lot of fun TBH.

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There are going to be a lot of changes with how things work. Hopefully we'll see an overall improvement within the team. If not well, the boot.

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We already gave the boot to the sound dev, and there are one or two more "on the line"

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Not to say I am at all faultless. I should have put my foot down a lot earlier than I did and really pressed the point about the current state of things and what was still left to do for launch (I started only two months ago)

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Obviously, hindsight is 20/20.... But I think I wish I could have been able to see it earlier and forced my gameplay cuts earlier.

shell karma
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how big is the team @granite jacinth ?

wicked oak
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from my outside view:

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really, really good marketing, for a no-money indie. The multiple staggered AMAS, streaming, and general spamming went really well

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plus the high quality demo

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absolute disaster of a launch. Probably one of the worst ive seen. Definitely needed more time to polish up a bit

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good damage control after that disaster

granite jacinth
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@shell karma was 7. Now 6. Now I need to find another tech artist actually, someone to help me out with random game systems/gameplay/ anim BPs (hopefully)

wicked oak
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thats not really tech artist, but just gameplay coder

jaunty shell
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yeah

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tech artists help for visuals and tooling

granite jacinth
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Technically we have 2 already that fit the bill. But after the past months, especially the past week... I need someone I can count on.

jaunty shell
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wish I had time/was working part time, I'd be happy to help

wicked oak
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seeing how its gone on PC, the PSVR version would go past 150.000 dollas in sales easy

granite jacinth
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Nah, I need someone with a mix if possible.

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But yeah, more leaning towards coder.

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@wicked oak we had over 2k during the weekend

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Probably could have been 5k had we not fucked up launch

wicked oak
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yup

granite jacinth
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Lots of people waiting to see what happens.

wicked oak
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an issue is the completely huge refund rate you are going to get

granite jacinth
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TBH. I don't mind it. I play better like this.

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Under the gun. Underdog

wicked oak
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later-in-life DWVR was like 30% refund rate

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that launch... 50% refund rate at minimum

granite jacinth
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Hehe

wicked oak
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you can look the refund rate right now

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i think its fairly instant

granite jacinth
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I'm not worried about that TBH

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You know how many new reviews went positive over the weekend?

wicked oak
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a lot

granite jacinth
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How many deleted their "refund posts" ?

wicked oak
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from 30% positive to near 60% positive

granite jacinth
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Or reviews redid

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Yeah. I am going to get that shit to 75% this fucking week

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That's my goal

jaunty shell
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💪

wicked oak
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i still expect a fairly high refund rate honestly. A lot of people just bought, saw thats bugged, and refunded instantly

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thats a pretty high crowd

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but honestly, i prefer them to refund

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that people just refund and say nothing. If they cant refund, they get pissed and go shittalk on forums and the like

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thats why im fine with the 30% refund rate on PC

jaunty shell
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you cant refund stuff on ps4 right ?

wicked oak
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yup

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but PS4 has WAY lower standards

jaunty shell
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really ? I thought sony would curate a lot more

wicked oak
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and games arent buged to death due to the QA being a thing

jaunty shell
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aye

wicked oak
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well, ps4 players have lower standards

jaunty shell
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😅

wicked oak
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far lower

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they are a much more casual crowd

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PC crowd is elitist as fuck

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PC VR is even more elitist

jaunty shell
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well

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niche markets are elitists

wicked oak
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yup

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PC VR is harder to use, so it selects only the most dedicated people

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and dedicated people are elitist as fuck

jaunty shell
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but this kind of crowd also gives a lot more love

wicked oak
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so it makes sense

jaunty shell
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kinda like a doubled edged sword

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see what happened with that air sim a few months ago

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the players destroyed the dev's ratings because they added a spyware to their DLC

wicked oak
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thats 100% deserved

jaunty shell
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1000% even

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I would be mad as fuck

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biting the hand that feeds you

shell karma
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@mighty carbon as for your question about the santa cruz controllers, sadly I can't say a word about the dev kit

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all I can say, it IS impressive

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considering rift, go... they've step up their game

wicked oak
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so it is basically Go+touch?

shell karma
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untethered 6dof tracking is nuts

wicked oak
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can you tell us about the power?

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is it like Go?

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or better

shell karma
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better

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something in between go and rift in terms of perfomance

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but that's it

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I'm stressed now

wicked oak
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good shit

jaunty shell
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in between go and rift ?

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so in between a mobile chip and a Titan V ?

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:p

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Rift performance could be anything

wicked oak
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im expecting 30 to 100% Extra power compared to the Go

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so yeah, higher end mobile, but still mobile

pearl tangle
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hah it's running a mobile chip pretty much the same as the rest of the 1's. It's all about the thermals really

wicked oak
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its a much beefier chip

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also has to run the 4 camera vision algorithms

pearl tangle
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its just the snapdragon but the higher version 1 right?

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i would have thought they have the cameras on a dedicated chip as well

granite jacinth
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How people be getting Santa Cruz though:(

wicked oak
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@granite jacinth contacts

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they are tier 2 devs

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tier 1: first party/AAA

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tier 2: high end external studios, famous-ish

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tier 3: well known indies

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tier 4: the rest

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there is movement around PS5 at the moment, but its only on tier 1, and extremelly NDA-d to hell

granite jacinth
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Guess I am "the rest "ROFL

wicked oak
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i 100% am

granite jacinth
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PS5 would be sweet, need to get the game onto PS4 fast then

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So we can get PS5 kit

wicked oak
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you could probably be tier 3 without issues

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well, your studio

granite jacinth
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Yeah

violet musk
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I have a 360 VR stereo video where I'm trying to use only a fourth of the scene as actual video and the other 3/4 as a static background (to use higher resolutions). My problem is that I don't know how I can combine my stereo material with the setup to combine background + video in a material. Does anybody have a tip here?

nimble junco
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are the VR hands somewhere provided in 3d formats? like .max or .fbx?
for example if you want to make a custom animation for them

sonic lake
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@nimble junco You can export the skeletal mesh as FBX directly from UE4. It is under Asset Actions --> Export

pearl tangle
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@nimble junco just export them out and you can mess with them. Just right click on the skeletal mesh and export

sonic lake
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One thing to consider is that the trip from UE4 to Blender doesn't always go as expected...

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It should work properly if you are using Maya

nimble junco
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3dsmax it is, ill try it out guys, thanks a lot!

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worked like charm, thanks guys

shell karma
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as for the SC, obviously it's nowhere close to rift in terms of performance, might have put it wrong, what I'm saying is that it's not a GO in terms of visuals and what you can do with it, neither oit's rift, it's something in between when it comes to visual quality you can get

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still waiting for an access to their dev fb group

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comfortable af, with 6dof tracking

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would love to talk more about the hardware spec, but can't and don;t try to bribe meh

eager pine
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hey guys

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why does everything seem so big in VR?

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is there a templated settings that changes this or what

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i have a VR templated project that does seem like the right scale, and i have an empty project that i transfered my own vr stuff to, and now it all seems of scale

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off*

languid night
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@eager pine Your sensors may be messed up, so you may need to reconfigure them. Maybe your VR pawn (or whatever your using to control the camera) may be messed up as well. Or your models are just too big.

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How come Oculus GO doesn't like certain models once Ue4 launches into it?

eager pine
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@languid night using vr expansion plugin, seems like it should be alright in config, objects are real life sized, VR pawn height seems good and settings,

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flying around seems like the right scale as well and in first person, not in VR, hmm

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imma try editing the configs a bit and see what i can do

languid night
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@eager pine Does the problem replicate in another project?

sonic lake
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@eager pine Also check that your World To Meters setting has not been altered. It should be 100.0

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@languid night Usually the problem is with materials (shaders) and not with models (meshes).

languid night
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@sonic lake So if replace it with the ue4 default material the problem might go away?

sonic lake
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@languid night Not 100% clear from your screen shot what the problem could be, but definitely try reverting to a simple (default) material and see if the geometry looks right, then build it from there.

languid night
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@sonic lake Thank You! Turned out the Oculus Go didn't like that I had those wires together as one mesh.

eager pine
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the world to meters is correct, never altered

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its weird as both projects consist of the same tree, only difference is that the VR one was templated then i removed most of it and used the vr expansion plugin, now im using a blank project for the level design wich i just imported everythig into

sonic lake
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@eager pine simple test. Attach a controller mesh, taken from the Engine/VR Plugin content, to your MC. Does it look the size of the real controller in your hands?

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When you look at it in VR.

sonic lake
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If yes, then the rest of your world (meaning meshes and props) has the wrong scale. It may be an import issue. If no, then there is something wrong with the overall VR scaling.

forest plover
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Hello, I think I ran into an issue with the function ProjectWorldLocationToWidgetPosition where it always returns false in VR but works fine when not in VR... has anybody run into this problem and have a solution or workaround?

sonic lake
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@forest plover Regular widgets don't work properly in VR. What are you trying to achieve?

forest plover
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A sort of mini map that the player can drag, I'm just trying to get the location from world to widget space. I can't use a 3D model cause it has to be specifically on a 2D plane... @sonic lake

sonic lake
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@forest plover 3D widgets can be on planes as well.

forest plover
#

I know but I mean it's supposed to be an flat 2d image with buttons and sub menus and stuff that's sort of statically in the world

#

I'm thinking of doing a sort of makeshift bounds system of the plane if need be...

sonic lake
#

How are you going to interact with it?

forest plover
#

Finger gun pointing ;)

#

Line trace cause it's supposed to be slow paced

sonic lake
#

Ok, but then it is not 2D, it is 3D and appears in front of you in the world or on your wrist for example.

#

UE4 has a native widget interaction component you can use

#

Has all the logic already built in

forest plover
#

Yeah I've been using it

#

The problem is getting the hit points location and transferring it to 2D vector

sonic lake
#

Ok. Say your map is on a rectangle and you know the positions of the vertexes in 3D space and you know the intersection point as 3D vector, you can easily project it to 2D.

forest plover
#

Like project on to plane?

sonic lake
#

Exactly. The plane of the map.

forest plover
#

Currently had to walk away from my computer so that's why I ask instead of testing g myself :P have to eat

sonic lake
#

Bon appetit!

forest plover
#

But thanks for the help! :D

sonic lake
#

No problem. I am sure you can figure it out easily.

forest plover
#

Yeah just use the forward vector(which is my plane in this case) and get the Y and Z for X and Y should hopefully work!

sonic lake
#

If it's perfectly vertical yes.

#

Otherwise you need a bit of projection.

#

Think rotating the intersection point onto a vertical plane

forest plover
#

oh wow apparently they might have fixed that issue with the function in 4.20! When it comes out I will have to try 😄

sturdy coral
#

I'm getting no textures on steamvr render models in packaged games; anyone else see the same with theirs?

#

works fine in non-packaged

tired tree
#

@sturdy coral using the new model loading that Epic added?

#

they are using an editor only texture creation process

#

its even commented as such in the source....

#

one of the bug reports that is unresolved

#

the colors are still wrong too

sturdy coral
#

@tired tree yeah using the one they added, I may need to move over to yours if it is still available in 4.19

tired tree
#

well i use the same functions obviously, I just use a different texture creation method "IE: what literally everyone uses and why didn't epic just do it that way"

#

the colors being off I have as a confirmed bug....but its just sitting there in queue

#

its a 1 enum change

sturdy coral
#

is it srgb or something?

tired tree
#

bgr

sturdy coral
#

ah

tired tree
#

the OpenVR sdk even says to use that

#

well

#

sorry, they are using bgr

#

openVR uses RGB8

mighty carbon
#

has anyone here done AI (not using C++) ? asking for help in #gameplay-ai is like pulling teeth :/

languid night
#

@mighty carbon I've done some really dumb AI stuff. Random points and the like.

#

I can't seem to get my materials (even though they're just colors) to work in oculus go. In editor, it's textured and everything. Did anyone else here encounter this? These models and materials work fine on the Rift.

mighty carbon
#

what am I doing wrong ?

languid night
#

@mighty carbon I can't really say. I don't know all this stuff. Sorry.

pearl tangle
#

@languid night are you privewing in mobile quality in the editor?

languid night
#

@pearl tangle No. I'm previewing it regularly.

#

@pearl tangle I launched it to my Oculus GO.

pearl tangle
#

yep so preview it in the editor in the mobile quality, like what it's going to appear on the GO and then you will see whats wrong

#

it will likely come up with a problem in the editor

languid night
#

@pearl tangle Alright, will do. Which Preview Level does it use? Does Oculus GO use high end mobile or just mobile/html 5?

pearl tangle
#

high end mobile should be fine i think

native cedar
#

any successful case of two-handed rifles implemented in VR?

sonic lake
#

@native cedar What's your question?

native cedar
#

I am asking if anyone knows any successful case of two handed rifles implemented in VR, that would be my question

#

I have only seen one handed guns so far

sonic lake
#

I know plenty of them. There is also one in Mordentral's VR Expansion plugin.

native cedar
#

great! Would you know any game I can look at when they do some nasty shooting with a two handed gun?

sonic lake
#

Look up Onward

native cedar
#

thank you man, really made my day

sonic lake
#

You are welcome!

native cedar
#

I would like to see a "tilt" system on two handed weapons

#

like if I tilt both hands the weapon tilts aswell

sonic lake
#

@native cedar Not sure I follow. The tilt is controlled by the forward hand.

wanton fog
#

Guyz I'm having a serious problem in my project.
I have a media player in my level and a box static mesh with box collision on it. I have used onverlapping begin node and open source node to play the media player. The problem is its working in simulation but when playing in VR mode, the media player is not starting.

#

Please help me I have been trying to solve this from 2 days.

neon egret
#

Anyone here with a Multiplayer Project on Oculus had issues with the submission cause of the Firewall dialog?

#

I'm not aware of any way to stop Windows from triggering this.

#

And Oculus blocks submissions that do that.

#

(Totally stupid in my eyes)

wicked oak
#

@neon egret not possible to avoid

#

its something in the OS itself

#

the OS is programmed to bring the firewall dialog on every networked program

#

but i think that if you use oculus sockets and networking it doesnt get firewalled? not sure

neon egret
#

It uses Gamesparks

#

So I can't avoid that

granite jacinth
#

@neon egret You using GS for cross-play?

distant spoke
#

Hey guys !!! I need some help for something that should be quite simple but can't figure out... I have a webcam attached to a VR headset and would like to be able to stream it inside the headset in unreal... So this way you see in VR through the webcam anybody knows how to do that ?

neon egret
#

@granite jacinth Na for all backend

sturdy coral
#

@neon egret it is possible to avoid on steam games with an install script that gets a signed firewall entry from Valve, not sure if oculus store has something similar

neon egret
#

Alright, will pass that on. Ty!

languid night
#

@pearl tangle THANK YOU SO MUCH!

mighty carbon
#

I think I know now why most of VR folks either make PvP or puzzle games - AI in UE4 is f#cking disaster when using Behavior Trees and it's virtually impossible to find help on the subject (outside of the scope of the AI tutorials, that are all the same and offer only basic scenario outside of which sh#t doesn't work as expected) 😦

wicked oak
#

@mighty carbon do you know that unreal tools are beyond any other engine for ai

#

the thing is that good AI is hard

#

thats a non engine specific thing

#

behavior trees exist for "simple-ish" AI, like typical enemy AI

#

so you can create simple behaviors for your enemies without too much effort

#

if you want something actually impressive, you gotta code it, and thats NOT easy

mighty carbon
#

What I am experiencing is that decorator switches selector in one case and doesn't in another

wary onyx
#

if you a dev on PSVR please contact me to answer this question, I have a VR character with full body except a head the camera is attached to his head but when i go in VR the camera goes below his feet

mighty carbon
#

no reason for it to work in one place, but not in another place @wicked oak

#

one can do any AI with BT/BP alone, if BTs work.. I somehow doubt they consistent in UE4

wary onyx
#

@mighty carbon take tom looman's course he will make you have a deeper understanding in AI, and its advanced

#

he also teaches you how to do complex Movement with them

eager pine
#

having some troubles here figuring how to lock the shoulders more in an IK arm rigg for the player

#

anyone good with this?

wary onyx
#

@eager pine same here

mighty carbon
#

oh, damn.. I forgot I purchased his course

eager pine
#

ahh really

#

okay

#

did you follow the easy ik arm rigging?

#

@wary onyx

#

forgot to tag sorry

wary onyx
#

@eager pine my problem is with is head

eager pine
#

okay?

#

you trying to rigg the head?

#

show me your prints, i may have a solution for you

#

we are only rigging the arms, less to think about and not a experience ruiner for our game

wary onyx
#

his head is fully rigged but the only problem is the camera goes below to his foot

#

and my character is full body

eager pine
#

the camera?

#

lol what xD

wary onyx
#

yeah the camera is his head

#

sorry

#

i am bad at explaining

eager pine
#

show a pic then

#

😛

wary onyx
#

well i will have to go in psvr

eager pine
#

Well, anyway, did you solve the shoulder things?

#

😛

wary onyx
#

i am gonna ask one of my guys they helped me with rigging

eager pine
#

i followed this https://www.youtube.com/watch?v=EKR8ogonD68&t=832s And i have to major problems: 1, the shoulders are moving inn togheter and creating a "cleavage" and just looks disturbing 2. Major late update towards the locations of the hands 3. Armstreching breaks the elbow 4. No easy solution for hands animation any suggestions would be nice

This is the easiest way I found to get yourself a VR body with arm Inverse Kinematic (requires Motion Controllers) and full thumbstick locomotion. This step-...

▶ Play video
#

BUT, i broke up the mannequin, removed everything expect the arms and hands, rerigged and reskinned it properly

#

Would it be smarter to have two riggs, instead of one, one for the left arm and one for the right arm, then parent them to the hands, and locking the clavicle to a position in the vr character?

#

If i were to solve all of this, i would prob share the solution as well so its easier for others 😛 Help would be appreciated 😄

wary onyx
#

@eager pine no problem buddy but i think you just solved my problem

#

LOL

eager pine
#

how? xD

#

@spring root im curious lol

#

@wary onyx

#

wrong gabe sorry

wary onyx
#

@eager pine the head lol

#

@eager pine i had to make a VROrigin

wicked oak
#

@mighty carbon i was the one who made the first article in BTs, and im using them for all my enemies in the dungeon game

#

they are pretty fine

#

as long as you understand what they are for

#

they are for enemies with predictable patterns, basically a hierarchical state machine with the concept of "this after that"

#

they do not work for more fuzzy AIs, like the AI of a shooter bot that needs to mimic a human, and they are HORRIBLE for any kind of strategy game AI

eager pine
#

this maybe solve some problems idk havent tried yet

mighty carbon
wicked oak
#

using behavior trees for movement is your error in the first place

#

the behavior tree should not have anything to do with movement

#

thats movement code, same as animation, is a different thing

#

behavior tree is for "high level" logic

#

pursue player, attack player, fall back, etc

mighty carbon
#

eeh? Move To is a built in task and it works

#

I just need to abort it when I need to

#

also can make Custom Move To task (BP code) and use it the tree

wicked oak
#

thats what i do myself

#

i dont use the default move to task

#

its kind of horrid

#

so i have my own custom Move To, wich does a couple more complicated things

#

have you looked at Robo Recall BTs?

mighty carbon
#

the point is that decorator doesn't work somehow

#

yeah and it's a fucking mess

wicked oak
#

weird about the decorator thing

#

personally, i dont have decorators that abort things in that way, so cant compare it with what im doing right now

#

last time i did that was like 3 years ago

#

everything is different now

tired tree
#

RR's trees aren't a mess

#

they just have a decent amount of the core in c++

#

so its not entirely transferable

wicked oak
#

as it should be

#

leave blueprint for timed flows, use C++ for the complex math/algoritms

mighty carbon
#

🙄

fleet plume
#

i've only used a BT asset in unity

#

but depending on the node, the initialization and subsequent ticking was sometimes a bit odd

#

maybe you've run into such a problem?

mighty carbon
#

I am gonna have to go over TL's training materials and see about what he has there

fleet plume
#

can you step through ue4's BT's?

mighty carbon
#

also going to go over, again, few other recommended tutorials.. The problem is that I did what tutorial said to do and it worked in one place, but didn't work with Move To task

#

step through as debugging with breakpoints ?

fleet plume
#

like blueprint breakpoints

#

where you also see the current execution flow

mighty carbon
#

probably.. what's the point though? I see that bool gets set to "true", yet decorator doesn't even care.. until I set to abort on itself.. Then it aborts properly, but I don't know how to reset it back

fleet plume
#

i have to look into BT's this week, so curious how that will work out 😄

#

the asset i was using in unity had kind of a clean-up step for each node

#

similar to an FSM: enter, tick, exit

mighty carbon
#

I kinda like FSM more than I like BTs (especially coming from Quake and Doom 3 modding)

wicked oak
#

@mighty carbon "emulating" a state machine on behavior tree is trivial

#

multiple ways of doing so

#

decorators being one

#

is state = something? then go

#

also lets you do the whole interruption part

fleet plume
#
    public BehaveResult InitAttackAction(Tree sender)
    {
        ...
    }

    public BehaveResult TickAttackAction(Tree sender)
    {
        if (monsterEntity.hasAttack)
        {
            return BehaveResult.Running;
        }

        return BehaveResult.Success;
    }

    public void ResetAttackAction(Tree sender)
    {
        customAIPath.StartPathfinding();
    }
#

would be surprised if ue4 wouldn't let you clean up after yourself

mighty carbon
#

well, that interruption by decorator is something I need to investigate more..

fleet plume
#

@wicked oak i guess you can inherit all of the BT node types in ue4 in c++?

wicked oak
#

yes

#

look at ShooterGame

fleet plume
#

cool

wicked oak
#

they do exactly that

#

i do not recomend it

fleet plume
#

looking forward to make my first enemy in ue4

#

oh

wicked oak
#

behavior tree is at its best, by far, when its coded with blueprints

#

due to its event based nature

#

i have ALL my tasks as blueprints

#

all of them

#

but they all call into some AI code in the enemy controller

#

like "melee attack", or "cast spell" etc

fleet plume
#

so you're having lots of UFUNCTIONs in there

#

sounds ok to me

wicked oak
#

lets take an obvious example

#

my Skeleton King Boss

#

this fella

#

btw he works MP just fine, switches enemy aggro

#

(opening unreal to take pics)

fleet plume
#

no need

#

at least not for me

wicked oak
fleet plume
#

i'am on the jump to playing some ps4

wicked oak
#

as you can see here (for both of you), my tasks are all very high level

#

basically attack states

#

do hability X, or launch spell, or just attack "normally" wich is the default

fleet plume
#

are the properties on the selector regular blueprint properties?

wicked oak
#

yes

#

the selectors are all normal

#

except the distance one, wich i made myself

#

nvm, decorators, sorry

fleet plume
#

i'd have to call into the ECS

#

😄

#

guess that would be wired through the AI controller

mighty carbon
#

where are your services @wicked oak ?

#

you only have decorators

wicked oak
#

@mighty carbon i dont have them

#

i just do not need them

mighty carbon
#

I see

wicked oak
#

@mighty carbon the BT acts as an orchestrator, really. A lot of the "regular" logic is done in the controller and extra components

#

for example aggro is done in an actual aggro component

#

that checks line of sight and calculates who to attack

mighty carbon
#

right, but that's how you did it, which is all done in C++, right ?

wicked oak
#

yes

#

all that complicated stuff is C++

#

aggro component is 100% c++ with blueprints events and other added

wary onyx
#

hi guys i cant see the ui i made for my VR

#

Any ideas?

languid night
#

Is it possible to package and store ue4 games on the Oculus GO?

tacit quest
#

@wary onyx you can't use standard ui for vr, you have to place ui in world space

wary onyx
#

@tacit quest okay do you have any tutorial for this?

tacit quest
#

@wary onyx have a look at that, just a component that can instantiate a UMG widget in world space.

wary onyx
#

@tacit quest thank you so much! do you have one for huds

sturdy coral
#

@wary onyx UE4 HUDs don't work in VR, you should use the same type of widget component and attach to head, or possibly pass texture from it to compositor overlay

charred portal
sonic lake
#

@languid night do you need something different from adb install?

languid night
#

@sonic lake No, I figured it all out. Your various forum posts have been very helpful though!

tacit sinew
#

hi, would it be possible to simulate keypress by blueprint?|

I'm trying to create a 3D button that when pressed, it does the same function as "Key Press 9"

pearl tangle
#

Why would you need to simulate that? Just set it up in your input on the same action as 9 is

tacit sinew
#

i did some function's on level bp who use keyboard-keys and now i'm trying to put on 3D button some of them.

sturdy coral
#

@tacit sinew see ShooterGame's player controller

#
    /** used for input simulation from blueprint (for automatic perf tests) */
    UFUNCTION(BlueprintCallable, Category="Input")
    void SimulateInputKey(FKey Key, bool bPressed = true);```
#
void AShooterPlayerController::SimulateInputKey(FKey Key, bool bPressed)
{
    InputKey(Key, bPressed ? IE_Pressed : IE_Released, 1, false);
}```
#

but it isn't a good way of going about things

tacit sinew
#

oh

#

there is a way on bp for ez way?

wicked oak
#

@mighty carbon i have seen the gltf pull request

#

so with that, multiple animations actually work?

#

did ue4 add skeletal gltf in 4.20?

mighty carbon
#

well, I can't test since UE4 still doesn't support glTF with anims

#

afaik

#

and since whoever wrote Blender glTF exporter care more about WebGL, they made it where you can't just export Actions. You have to set up NLA tracks in order to export anims 🙄 (unless it changed by now)

#

@wicked oak ^^

wicked oak
#

thats fine tho

mighty carbon
#

not really.. it's just easier to not mess with NLA Editor at all

#

when is it coming !?!?!

final phoenix
#

includes pbr textures for ue4 figured i'd share it here.

pearl tangle
#

@mighty carbon that sort of hand tracking has been around for quite some time, it's just very expensive to do it. Optitrack make the best available 1's around but you need a bunch of cameras and they are a few grand a piecce

#

they are using the optitrack cameras in that setup as well

#

you can go for the more expensive 1's that are like $4500 a piece and just use UV makeup instead of ping pong balls

mighty carbon
#

@pearl tangle but I hope that the cost will be reduced significantly for consumer version, if they even plan on releasing it as consumer solution

pearl tangle
#

not sure that tech will come down significantly in price anytime too soon really. Although optitrack doesn't really have too many competitors around so their price is highly inflated but it's also very impressive, it's what a lot of motion capture studio's use for everything

mighty carbon
#

is it a matter of having awesome cameras ?

pearl tangle
#

they aren't regular cameras. They are IR cameras and the lights around them are very bright IR lights so they illuminate the room and the balls reflect it back. Then it's all time of flight calculations from multiple cameras to triangulate the position of them. The highest 1's they have do that at 1000hz i think, the regular priced sort of 1's do 240 or cheaper is 120

mighty carbon
#

I see

dusky moon
#

Heyya! any1 knows if the stuttering issue with Oculus that caused by new Nvidia drivers fixed already ?! It's been ages that I kept mine at 388 and don't have the guts to upgrade

sonic lake
#

@dusky moon I am still on 384.94 on my dev laptop with GTX1070. It is stable with no stuttering. On desktops with GTX 1080 we are using the latest drivers with no stuttering.

dusky moon
#

@sonic lake ah good... I'll try upgrading. it's hard to keep up with old ones... substance painter lags and some other softwares too

junior grove
#

Is there a way to make the HMD camera not inherit it's rotation from the actor it's attached to while still inheriting location?

sonic lake
#

@dusky moon I am seeing the problem only on laptops. Probably because of GPU overclocking / throttling.

junior grove
#

Or do I have to rewrite my actor so the actor itself doesn't actually turn?

sonic lake
#

@junior grove You can unlock the camera from the HMD and update its position/rotation manually on Tick. In this way though you loose the late updates as well. The other option is that whenever the camera linked to the HMD rotates, on Tick you counter-rotate the VR origin to compensate for that. In this way though you may have some jittering because the camera uses late updates while your compensation doesn't. If you really need it and want it to be precies, the best option would be to modify CameraComponent.cpp and recompile the engine.

#

This said, limiting head movements in VR is a very bad idea is it can lead to sickness very quickly. Make sure you have a good reason for wanting to do that.

junior grove
#

Making a basic tank game prototype, the player is standing inside the turretbasket and the tank can rotate around the player

#

Right now the player inherits the tanks rotation, having the turret rotate around you feels pretty good, but turning the tank spins the player too and that is at least making me motionsick, figured I'd try with no rotation inheriting at all

sonic lake
#

Ok, but then you simply parent the VR camera to the turret instead that to the tank body. And if the tank body rotates, you counter rotate the turret to keep it still. Not a tank expert, but I believe this is the way they work anyway so they can keep aiming/firing at a target while moving around.

#

So whatever the Delta Yaw of the tank, you apply -Delta Yaw to the turret.

junior grove
#

That sounds like the exact opposite of what I'm trying to do haha

#

What you are describing is gun gyrostabilization which is something only modern tanks have

sonic lake
#

Ok, but also in old tanks the guy handling the weapon sits in the turret and rotates with it, no?

#

The tank body rotates around him and he has to apply a counter rotation to the turret to keep aiming at the same spot.

junior grove
#

Yeah, either the gunner is standing on the floor of the tank, like how it currently works in my "game" or sits/stands in the turret

sonic lake
#

You have to balance out between realism and triggering sickness. Anyway, out of experience, limiting head rotations will get you sick sooner, believe me.

junior grove
#

I think I'm trying to solve an unsolvable problem, since I think I've gotten motionsick in every ground vehicle game I've tried

sonic lake
#

You are removing a compensation mechanism and thus increasing the oculo-vestibular mismatch which is a the basis of VR sickness.

#

This is something you can get used to if you keep practicing, but if you are prone to motion sickness it is not easy to get around it.

#

What you could do maybe is simulating looking through binoculars or similar.

#

A narrower field of view reduces the triggering of VR sickness.

#

This technique is used for example in Google Earth VR.

junior grove
#

I think placing the player in the turret probably works with different controls

#

rn you control the tank by pointing the left controller in a direction you want to go and using the trigger, that slowly rotates the tank around and starts moving

#

but that's a feedback loop if it also moves the camera

sonic lake
#

You can always compensate the tank rotation by counter rotating the turret automatically.

#

Try it, maybe it helps.

#

There is no point in making it too realistic if your players get sick.

#

Or you do.

wicked oak
#

the blinds work well

#

i implemented them and they are a huge help

sonic lake
#

@wicked oak How are you narrowing the field of view? Only laterally or also vertically?

wicked oak
#

a circle

sonic lake
#

ok, similar to Google Earth VR

#

Everest VR uses a box instead, mostly for the flying scenes

#

Gives you a TV screen/cinema effect.

#

We narrow the field of view laterally on fast rotations.

mighty carbon
#

Do you know anything about that?

wicked oak
#

@mighty carbon memeing

mighty carbon
#

eeh, that's retarded. Especially that he put frown emoji instead of a wink

wicked oak
#

he has logged to unreal forums today

#

the death guy is also a 4 message account

#

so memeing

mighty carbon
#

I guess.. I flagged his post

wicked oak
#

why the flag? he is just memeing

mighty carbon
#

because it was retarded post... If it had a wink emoji, I wouldn't even bother.. But RIP with frown face, when a person is alive and well, is pretty stupid and not funny

eternal inlet
#

@sonic lake and @dusky moon i still get stuttering and hitching in 4.19 with 1080ti and latest drivers

#

according to the bugsubmissions, it hasn't been fixed either

#

but some people on Fortnite has been reporting issues too, so maybe now Epic games will finally look into it

glossy agate
#

@eternal inlet Do they know what the problem is specifically? Im using 4.19 and we test a lot but never have hitching. At least if I know the issue I can avoid doing that to my project in the future

eternal inlet
#

im not sure tbo, i was under the impression that it was a kinda wide spread issue

#

@glossy agate not sure you tried the most recent version of my demo? i would expect you to see a lot of hitching and stutters

#

but if you do not, then THAT would be very interresting indeed

glossy agate
#

Ill check it out tonight and let you know

eternal inlet
#

@glossy agate thx a lot

sonic lake
#

@eternal inlet I understood your issue was related to level streaming and not specifically related to graphic drivers.

#

Or?

eternal inlet
#

i think it is, but im not sure... seems to also happen when i just move around inside a level without triggering a new streaming level

sonic lake
#

Did you try to downgrade the graphic drivers?

mighty carbon
#

I am still using old drivers because of many issues new drivers introduced

eternal inlet
#

it's really hard to diagnose, since everytime i run stat startfile it completely kills performance

sonic lake
#

Oh yes, that is also a known issue

eternal inlet
#

i didn't try downgrade drivers no, but i also recall when i was on 4.18, i never had these issues

#

then i upgraded to 4.19, and i was getting these occasional stutters, which i just thought was my pc

sonic lake
#

Vive right?

eternal inlet
#

so after developing on for a week or two, i realized it was actually stuttering and it didn't go away

#

both Vive and Oculus

#

and running with PD=1 and SS=100 and made sure wit VIS, that the resulutions are correct

sonic lake
#

Any hint from RenderDoc? Or is it impossible to grab at the right time?

eternal inlet
#

Never heard about RenderDoc?

sonic lake
#

Snapshot of what happens on the GPU, not sure 100% it can help in your case though

#

If your issue is CPU related it won't help

eternal inlet
#

i'll look into it, but it's not CPU related

sonic lake
#

This can also help you: Intel GPA

#

But intermittent problems are the most difficult to isolate and diagnose

#

Happy to try your demo and report back

#

I have Oculus only

eternal inlet
#

@sonic lake thx, i'll download and give it a try 👍

#

btw, i just digged out an old build made on 4.18 that i packaged a month ago, it runs butter smooth with same drivers as the current 4.19 does which stutters and hitches like a noob

sturdy coral
#

@junior grove another way is you can add an empty scene component as your VRRoot, and set bAbsoluteRotation = true on it; then rotation of the vrroot will be world space but location will still be relative to pawn

granite jacinth
#

Grats @full junco !

#

A shame our week one sales didn't count :( well, no clue when they tallied the list

pearl tangle
#

@granite jacinth hows the sales been going?

wanton fog
#

Anyone have idea why player teleport to the place where their is no NavMeshBound?

pearl tangle
#

@wanton fog can you elaborate a bit more? As in the teleport is going outside of the navmesh?

wanton fog
#

I addded NavMeshBound in the level , My Player in VR should only teleport to the area where NavMeshBound is applied right? but it is also getting teleport to the area where the NavMeshBound is not present.

#

You can see the NavMesh Here. Now the problem is when Player try to teleport outside of the NavMesh it get teleported below the Landscape and stuck there.

#

@pearl tangle

junior grove
#

@sturdy coral Thanks, that was exactly what I was looking for

#

Anyone know how the get Shadowplay to record only the VR preview window instead of the whole screen?

wicked oak
#

@pearl tangle you can get an stimate looking at the amounts of reviews he has.. He would be probably be on the gold tier of that website

mighty carbon
#

Gold tier is how much? @wicked oak ?

granite jacinth
#

@pearl tangle @wicked oak @mighty carbon Dunno about gold tier, but we probably could have made it to Tin Tier at 3k sales in one week.

It's hard to say if we would have done better waiting a week or not since the Summer Sale was finishing off. TBH, I doubt we would have caught some of these bugs still, because they weren't caught before by the testers and other team members.

A lot of the reviews had I not done any damage control would be negative, Definitely would be around 25-30% mark right now. So, take that with a grain of salt the amount of reviews, because people weren't happy and wanted to express themselves the only way they thought they could.

So, if you want a lot of reviews, I guess the strategy is to have a bad launch, get a lot of haters, turn those haters to your side, now have a higher happy rate.

#

3k sales with only 150 reviews

#

5%

#

have only submitted reviews

mighty carbon
#

I see

#

Not too bad I suppose

sonic lake
#

@granite jacinth Don't mention the "bad launch" strategy to Seth Godin, he may write a book about it!

granite jacinth
#

Who's that?

sonic lake
#

Marketing Guru

#

Anyway, great recovery rate! 👍

granite jacinth
#

Seeing funny reviews like this

#

Good times

#

Before, s/he was complaining about seeing my lovely face and was negative review

sonic lake
#

Never nice when it gets personal. But converted haters are a very powerful ad.

wicked oak
#

@granite jacinth 5% review is through the roof

#

the usual is 1-2%

#

3k sales on Steam is mighty fine, DWVR is 1000 PC and 5000 PS4. Now i want to see how much the game would sell on PSVR

granite jacinth
#

hm

#

If my plans work out, should do well, it'll be more polished by then anyway

#

@wicked oak how long has DWVR been out on PC?

wicked oak
#

@granite jacinth a year

granite jacinth
#

hm

#

I think we'll hit around 10-15K in about a year

#

Looking at the current trend post release

#

This doesn't include Major Content Update or Sales spikes

#

We have 2/3 sales in the next year we'll hit

wicked oak
#

yeah 10k is likely

#

and given your game would sell better than mine, 20k on PSVR are probable

#

that is a lot of money

#

but im not sure about the spread, do you spread the money beetween yourselves, or you are paid a salary or similar @granite jacinth

granite jacinth
#

Yeah, right now, "salary" (technically not, because we're all contractors)

#

But we all have a set monthly pay

#

Salary = Full-Time Employee Pay

kindred skiff
#

Hi guys, does anybody know how to access the accelometer data of Oculus Go controller?

sonic lake
kindred skiff
#

Thanksa @sonic lake , I'll check that out

kindred skiff
#

Can confirm this works @sonic lake Thanks again!

sonic lake
#

@kindred skiff you are welcome!

rocky latch
#

Hello everyone

#

first time here and I already have problem hehe

#

does anybody here had a problem similar to this: Camera locked to HMD will increase or decrease its yaw very slowly (I'm seeing this on a Samsung S6) with no aparent reason?

sturdy coral
#

@rocky latch I think that is just a limitation of gyro based tracking; oculus DK1 could correct for it using accelerometer and digital compass, but it required a calibration step for the compass to work well any time you moved it to a new area

rocky latch
#

@sturdy coral thats so weird, he never perceived an effect like that on other games, but now the camera is actually doing a complete turn in a few minutes

#

also got a test in nexus 5, same effect

#

Thanks for the reply btw =)!

sonic lake
#

@rocky latch All gyro based tracking systems have some degree of drift due to the double integration of the acceleration to get to velocity and then to position (same for angular acceleration to angular speed and then to angle). This said, the drift should not be that fast unless some other factors contribute to it. Does it drift only with your UE4 project or also with any other VR app?

rocky latch
#

it drifts only on the phone,

#

I also created a clean project right now, and the same issue appeared

#

so I'm guessing its intrisic to cardboard

#

I think we just didn't notice until now hahaha

sonic lake
#

Strange. In my experience even phone based VR can be pretty stable.

rocky latch
#

The test I made was create the simplest vr project for phone, created an empty level, a pawn with camera and started Printing the cam orientation on tick

#

then i left my phone still on the table

#

and the yaw starts to move very slowly

sonic lake
#

Vertically on the table or laying on it?

rocky latch
#

it was on landscape mode making 90degrees to the table

sonic lake
#

Any strong magnetic field nearby? Speakers? Transformers?

rocky latch
#

well, in this last test I was supporting on a speaker, but many others were made supporting on a water bottle

#

tryed now far away from any magnet

#

same

#

I'm gonna upload this test project

sonic lake
#

Does it also happen with any VR app from the store?

#

Or just yours?

rocky latch
#

i don't have any app from the store in this phone actually :C kt

sonic lake
#

Sorry can't test it right now, away from my dev system

#

Try one

rocky latch
#

can i send the project here? its 600kb

#

hmm ok,

sonic lake
#

Try any VR app from the store

#

To confirm is not just your project drifting

#

Maybe someone else here can try your project

sturdy coral
#

@rocky latch cardboard is usually worse than gear, etc.; gearvr has a separate gyro/accelerometer in it that is calibrated across a big temperature range

#

I think daydream capable phones have better calibration than normal though and that might show through there if they are used with cardboard

sonic lake
#

@sturdy coral True. Even the Oculus Go has some drift, but it is minimal. On the other hand you should not see even a basic phone "spin around" quickly unless something is off.

rocky latch
#

hahahhaa

sonic lake
#

@rocky latch You should get a new phone

#

😉

rocky latch
#

well, my QA tester is sayiing last Friday's build didn't have this problem. Im puzzled, since with a clean project this happens... anyway I'm trying this old build to check it

#

I have to leave right now guys, but thanks very much for the attention, appreciated!

sonic lake
#

Great! We love mysterious bugs on this channel.

#

Oh too bad! Allright take care.

rocky latch
#

Its so good to have a chat for this now, forum iteration is kind slow

sonic lake
#

👍

tawny salmon
#

Hi everyone’s I looking for courses about How to make reality virtuel for architecture scène. Please help me. I use UE4

sturdy coral
#

made a feature request to free up the windows MR thumbstick click bindings for other uses and it looks like it might come through 😃

wicked oak
#

Fallout 4 VR is at 130.000 units, Skyrim VR at 100.000

#

Raw data is 150.000 units

#

and arizona sunshine at 170.000

#

doing some easy math, we can calculate tha Arizona Sunshine, the most profitable game in Steam, has made around 2.000.000 dollars in profit

#

most likely less

fleet plume
#

170k @ 40 $ == 6.8M
so i'd guess profit is much closer to 3M

wicked oak
#

@fleet plume commonly on sale, so i averaged at 30$ per sale

#

plus then 50% from store cut and taxes

#

so beetween 2 and 3 million

fleet plume
#

that sounds about right

#

though i think it's hard to talk about profit

#

gross is easier

wicked oak
#

if oculus sends 10 milliion to epic, i guess it sends a few million to Echo arena, mages tale, or artika 1

#

wich means that none of those would ever be anything but a spectacular flop if they didnt get the oculus cash

fleet plume
#

that too

#

i guess there's no sales numbers on those games

#

makes you wonder if VR was too early again

mighty carbon
#

Revenue, not profit

#

Also games go on sale every now and then, which means revenue can we lower or higher. Can't calculate using $30 as average .

#

Store cut is 30%

wicked oak
#

your original game steel storm didnt have achievements, no?

#

you are not on the list

mighty carbon
#

Taxes vary, depending on country and type of business entity

#

Also Arizona Sunshine was sponsored (or funded?) by Intel

#

No, SS had no achievements or leaderboards

#

I'd say if a game was made by 2 people team and profited at $1M before split, it would be a very healthy profit even in USA

wicked oak
#

yeah, but look at the vr games

#

and how many of them "can" go past a million in net revenue (After steam cut + taxes)

sturdy coral
#

Would have been really interesting to see beat saber sales since it came out after steamspy stopped working

#

But I guess it has no achievements

mighty carbon
#

They said it surpassed 100k units

wicked oak
#

i ported DWVR from 4.16 to 4.19

#

i had.. nearly no issues

#

something is fishy here

#

specially becouse i bumped 3 versions directly

mighty carbon
#

Cool, but try updating to 4.20 🙄

wicked oak
#

i dont think i can have interesting stuff with 4.20

#

what im going to try is to hack oculus dither on PS4

#

it has a big chance of actually working

#

and given how pixel starved the ps4 is, maybe i can get a considerable boost

#

there are a few techniques i want to try to make DWVR faster

#

lets see if i can take it to 90 fps on Ps4 Base

#

and 120 on pro

tired tree
#

4.20 isn't as bad as the start of 4.19 was

#

hell, 90% of my bug reports are fixed already even

cloud bone
#

oh, 4.20 is out now?

#

(late to conversation and jumping in middle, sorry)

sturdy coral
#

just the preview so far

wicked oak
#

i think oculus has errored and its sending me ANOTHER oculus go

#

suddenly i have a invoice for a 0 dollars oculus go in my email

#

i guess as i asked twice and there is tons of account weirdness...

granite jacinth
#

lucky you

forest plover
#

@wicked oak something similar happened to me with a regular rift, I sent them a message about having some weird stuttering while having Netflix open in another window and they considered it a hardware issue and just sent me another for free... Turned out it was rift core 2.0 beta causing the issue so now I got an extra rift and controller set :D

eternal inlet
#

Most of the stuttering i saw on 4.19 seem to be gone on 4.20p5 thats very promising indeed

fleet plume
#

@wicked oak have you given any thought about writing a proposal to oculus? for sending you a santa cruz because you'd like to port DWVR to it?

#

😃

wicked oak
#

i will. But i want to experiment a bit before that

#

i just ran straight into the HAND changes of ue4

#

from enum to name

#

fucking RIP in pieces

#

becouse i use Left-right fucking everywhere xD

fleet plume
#

they're FNames now?

#

i'd honestly write right now

#

that's the dev in you, not the biz guy

wicked oak
#

yes

fleet plume
#

the biz guy basically says: OF COURSE WE CAN DO IT

#

😄

wicked oak
#

im now writing a small set of "wrapper" functions

#

to adapt everything

fleet plume
#

why FNames?

#

they faster?

#

serializable?

wicked oak
#

becouse openXR

#

no, they are flexible

fleet plume
#

but also flexible to make mistakes

wicked oak
#
UENUM(BlueprintType)
enum class EControllerHand : uint8
{
    Left,
    Right,
    AnyHand,
    Pad,
    ExternalCamera,
    Gun,
    Special_1,
    Special_2,
    Special_3,
    Special_4,
    Special_5,
    Special_6,
    Special_7,
    Special_8,
    Special_9,
    Special_10,
    Special_11,

    ControllerHand_Count UMETA(Hidden, DisplayName = "<INVALID>"),
};
#

this is how it is

fleet plume
#

or do the use static wrapper?

wicked oak
#

as an enum

#

see all that Special bullshit?

#

with FNames they can be extended infinitely

#

and its not a speed bump becouse FNames are hashed

#

so they are fast to compare

fleet plume
#

the alternative? FName(TEXT("Special_12a"))

#

see the "a"?

wicked oak
#

no, FName("WhateverDevice")

#

wich is how OpenXR works

#

everything is through straight up name strings

fleet plume
#

but still the door is than open for very stupid mistakes

wicked oak
#

yes

#

thats why im doing helper functions

#

with my own version of the enum

#

i do not like strings and names in code

fleet plume
#

basically from/to LUT?

wicked oak
#

i hate them

#

yes

#

becouse its way too fucking easy to mistype

fleet plume
#

yeah!

wicked oak
#

and then you cant find the error until that code runs

#

i basically forbid string compares in everything i code

#

if it needs to have a name, make it an enum

fleet plume
#

also zeblote or somebody else said to use TEXT

wicked oak
#

thats wrong

fleet plume
#

because of encoding and different platforms

wicked oak
#

FNames can be as FName("Whatev")

#

if you uses non-ascii, fuck you

fleet plume
#

hahaha

#

no

#

plain fucking text

wicked oak
#

thats in the case you do weird shit like FName("España")

fleet plume
#

i only use emojis for class names

#

😛

#

what about FString then?

#

still no need for TEXT macro?

wicked oak
#

also no

#

TEXT is for unicode (emojis) and unicode strings, also allows for easy-ish localization

fleet plume
#

i wish people on #cpp would have ONE oppinion 😄

wicked oak
#

typical Cpp

#

meanwhile here i am actually writing haskell like a proper madman

#

its neat

#

you dont need to use types on the functions

fleet plume
#

yeah well, haskell has it;s own set of problems

wicked oak
#

the thing automaticaly creates generic (templated) version of your function, depending on what you are doing with the variables

fleet plume
#

you're using types, the compiler is just nice enough to infer them for you

wicked oak
#

like, if you have fun_1 a b c = a + b + c

#

the compiler sees that a b c must be something that can be summed together

#

and decides its a "numeric" type

#

or just something that implements "add"

fleet plume
#

could be a string though

wicked oak
#

you cant "+" strings in haskell

#

strings are strictly character lists

fleet plume
#

you could overload _+ though 😄

wicked oak
#

you can append them

#

yeah but that wouldnt be a list

#

it would be your custom type

fleet plume
#

concat

wicked oak
#

there is a simple "++" operator

#

that merges 2 lists

fleet plume
#

["hello", ["world"]]

#

("hello, ("world"))

#

ah lisp

wicked oak
#

example of my project

#

this was for a university thing, i kind of went ahead a bit

fleet plume
#

spanish comments

#

wtf

wicked oak
#

thats from the problem definition

#

everything i wrote is english

#

becouse im not an idiot

#

it is a logic solver

#

at the end, it even has a FUCKING PARSER that can parse a logic formula and calculate stuff on it

fleet plume
#

you could have used Prolog

#

just kidding, looks nice

wicked oak
#

this subject is precisely about haskell + prolog

#

but prolog is like 20% of the subject

#

thats why the final project is a logic solver

#

yeah, haskell is super neat

#

i do find that is highly readable

#

due to its syntax

#

but when writing it, its kind of a fucking pain due to the purity

#

having to recurse EVERYTHING gets really old

fleet plume
#

as long as you keep IO/impure at the borders of your program you're good

#

that program is a bit hard to grasp though

wicked oak
#
--combines an array into multiple pairs. Does not detect reversed pairs
combine_pairs :: Eq b => [b] -> [(b, b)]
combine_pairs xs = [ (a,b) | a <- xs, b<- xs, a /= b]
#

this function combines an array into all its pair combinations

fleet plume
#

probably because i'm not good in haskell and it's a wall of text

wicked oak
#

becouse i use " a/= b"

#

haskell infers that i need to use a "Eq" type

#

so this function automatically works with ANYTHING as long as it implements ==

#

its like absolutely everything is a template function, wich is sweet

fleet plume
#

it gets hard though when you want to work on something like ECS components

#

that could be anything really

#

as least that was my limited experience

wicked oak
#

well, an ECS system can be implemented as a "map" over an array of components that returns another array of components

#

i would expect Tuples instead tho

#

but yeah, no one in their right mind should use haskell for a game

#

haskell is for algorithmic problems/math. I think using it for a simulation such as a game is just retarded

#

specially a game

fleet plume
#

i don't agree with that

wicked oak
#

the purity stuff can really get in the way of games, i think