#virtual-reality
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it doesn't make it easier in certain areas
i doubt literally having a simulate function that gets an state and returns another state would be very efficient
plus EVERYTHINg regarding graphics is unsafe
but if you treat the game itself as a simulation and catch input at the borders of your program it could help
see carmack wrt haskell
also you don't have to go 100% haskell
yeah its useful for that
allows you to understand templates better, and lets you understand all the std::algorythm and lambda stuff
i honestly don't think any of those topics where a problem to him
it's more about how you architect your app from the ground up
less side effects, more immutability
treat more things as plain data instead of objects doing everything
yeah, the concept of pure functions is awesome
@fleet plume in the video
he is talking about just iterating the entities linearly and have straight up basic flow of steps
that is almost exactly what ECS provides
it's been awhile since watching the talk
but in my clojurescript gameloop i basically had the complete gamestate that i threaded through all update functions once per frame
so if you vastly simplify it, games are nothing more than functions applied to state over time
languages like elm or frameworks like react even manage to do that for regular (web)apps
Hi all, does anybody here have any experience in developing for Oculus Go using blueprints? I'm looking for some pointers on app presentation. Finding documentation quite limited.
it would be the same thing as developing for Gear VR @iron holly
Thanks @mighty carbon I'm aware of the Gear VR similarities and Android setup and have my app running on the Oculus Go: Am looking more specifically for solutions for presenting the hardware in an exhibition environment. I basically need disable the Oculus store & onboard media, so that my application can load unhindered, on detection of the user (via sensor).
that's something to look up on Oculus forums and submit a question to Oculus directly.
@iron holly we are also looking for this 'kiosk mode'. Seems Oculus is not supporting it at the moment. Hopefully they will facilitate this in the near future or allow devs to override this so viewers will not be 'roaming around'in the Go.
We would also love to disable the 'Enter VR' screen with the controller calibration for a specific 360 project we did (as the controller's calibration is not necessary for viewing 360 content)
Let me know if you run into any (sub)solutions for this, would be greatly appreciated.
Hi @kindred skiff Have come across a few potential solutions now - https://forums.oculusvr.com/developer/discussion/66953/solution-for-kiosk-mode-on-oculus-go
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
Also there is an app that these guys are distributing however it costs $190 and comes with no warranty or guarantee of functioning. http://oculusgokioskmode.undef.ch
Thanks! @iron holly $190 is not that bad... No guarantee of functioning however.... Sounds a bit hacky to me, something which can be undone with the next update
@wicked oak anything new with glTF importer for UE 4.20 (multiple anims for example) ? Have you tried exporting anims using Blender glTF exporter and bringing it successfully to UE4 ?
Optimized DWVR performance in ps4 by 30% on the CPU side
good shit
now that i know more, i spotted some things i missed
and improve things a bit
using that new rendering stuff from Oculus ?
anyone knows how i can ahve VR on iOS ? Google Cardboard Plugin , wont HIDE GOOGLE UI LAYOUT when seting from BP, HMD OFF
get yourself Oculus Go and don't struggle @white sleet ๐
oculus go ? are you aware of any project on appstore made with ue4 in VR?
@white sleet https://www.oculus.com/go/
yeah, my project for Gear VR / Oculus Go is made with UE4
why iOS ?
cause it runs on Metal
it's a standalone VR HMD - no phone is required
i had my VR on android on snapdragon 820 , makeing 40-60 fps
and on ios i get constant 60fps
no peaks no nothing
absolute vr perfornace for smartphone
there is no way you are going to offer Carboard VR experience that is even close to proper VR experience offered by Gear VR or Oculus Go simply because head tracking is crap with Cardboard and screen is awful
I tried Cardboard VR with iPhone 6 - it's horrible..
like, so bad that no one cares for it
send me a link to ur app if published to check
it's not for iOS, but here it is https://www.oculus.com/experiences/gear-vr/1122106037877975/
it runs smooth even on Galaxy S6
hell, even on Note 4 it passed tech review (although I don't know why uses Note 4 for VR nowadays)
but really, if you talk VR, it's not Cardboard. It's either Gear VR, or Go or Daydream as far as mobile VR options come.
Or Lenovo Mirage (but that's expensive and a bit different category)
no interactive enviroment or even player character? just roaming on planet?
good atmoshere by the way
first person view, no, no character when you are the character.. That's the whole point of VR being immersive.
thanks
I only have ~2 hrs a day to work on VR, so I made this project while learning UE4 and VR at the same time ๐
so it's basically a minimalist bite-size experience for a single time consumption, like a cookie or taco ๐
@white sleet the google daydream plugin is what you want to use to have it run on iOS. Then you just set it to 3dof and to run on cardboard + daydream and it should work fine
Hey Everyone,
I just got the IKINEMA ORION Trial version. I succesfully tested it with HTC Vive trackers with the already existing IKINEMA MALE BODY skeletal mesh. Mocap as well as animations work fine.
What I am trying to do is use this mocap data on a different skeletal mesh. Does anyone have idea how to do this?
@fringe trail you just need to do retargeting onto the other skeletal mesh is probably the easiest
@pearl tangle head tracking will still be laggy on iPhone and SDE on iPhone is awful
it's good enough for most people
I doubt that as I've tried it
i added an widget component to the VR camera component from the VR pawn, when i rotate the camera while playing in the editor the widget rotates with the camera, but when i put on my vr headset and turn around the text stays at the same place and doesn't rotate with the camera. does anyone know why this happens?
@mighty carbon I don't doubt that because I have put thousands of people through it and millions of people have used google cardboard headsets. They are getting utilized in schools all over the world. Something is better than nothing that's for sure
Also, why encourage developing for Cardboard when there is affordable Go?
Oculus doesn't sell Go in a lot of places in the world.
It's a single use device. People don't buy a phone just for VR, they use it for lots of other things.
Cardboard is the cheapest possible way to get into VR so there are more people on that than anything else
People who can afford iPhone can certainly afford Go
but do they really need another 200$ device ?
Because iPhone isn't just a phone, it's an overpriced luxury phone.
If they want good VR, sure they do
just because somebody can afford something doesn't mean they will buy it. I could afford to buy 100 iphones, why would i
if they want good VR then they could go and buy a vive pro. Not everything is about the best possible hardware and a lot of parents will buy their kids second hand iphones, they wont go out and buy them an expensive VR setup but schools and other groups will give out free google cardboards so they can start on VR then maybe later they get the high end stuff
First attempt at a simple tracker from a Pupil Labs camera inside the HTC Vive Pro. Watch this space for further density, coverage, and precision over the co...
impressive
that tracking is fast
ooh
its the same people from the UE4 mocap demo
they work with RSI for star citizen's facial mocap too
how's that anti oculus?
Where I am is a very poor area, yet schools buys expensive hardware for their STEM programs
Schools can. But a classroom of 30 students. 30x200 = $6000. Or Google cardboards that each student can take home since they already own a phone . 30x2 = $60...
And with 6k you get leading tech and no motion sickness issues
Oculus only sells in a small amount of countries so schools don't even have an option to buy them. And majority of educational content is made for daydream/cardboard because thats what people have
They don't get motion sickness because they aren't playing games on the things
I get sick in Cardboard by just watching vids and turning my head slightly
Daydream is dead
shame 'cause the tech they showed for 6dof tracking worked pretty well
the 6dof works
and all using simple camera setups
its in the lenovo mirage solo
it also handles 6dof tracking on controllers too but they haven't made that public yet
It's "dead" because not whole a lot of people use it
yeah
well HTC has dropping numbers for selling mobile devices
mobile VR IS the future for sure
They are going to release Focus in the West soon
i have devkit stuff of the lenovo mirage, it's tracking is quite impressive. Better than WMR
at 300โฌ I would seriously consider it
WMR feels too much like a beta
and you need a computer
WMR is the only VR gaming that I have actually done in the past 12 months. Moved 6 months ago and haven't bothered to setup my vive or rift at all. But the samsung odysey is a much better headset in general, shame the tracking isn't as good as the vive. Hell of a lot easier to just pick up and go without needing to screw around with a tonne of extra stuff. especially when you take it out for demos
the steamVR implementation is horrible though
and the fact that you have to run the windows app in the background
thats like two layers instead of just steamvr
- the cable (at least for the dell visor) is too damn short to do proper roomscale ๐ข
yeah im not sure why they didn't make the cable 1m longer, would have made it much better
the odyssey is quite impressive though. Screen resolution makes a big difference and the headset is fairly comfortable
- the Y HDMI/usb split is too short for big laptops
odyssey ain't available in europe ๐ฆ
since its got the same screen as the vive pro no doubt the image quality is great
yeah it's not available in singapore either. I had to import them from the US. Luckily had a client that wanted 2, so I just imported 5 and kept a couple for myself ๐
the lenses in it are not as good as the vive pro though
still has some godrays and smearing ?
yeah still gets that, but the vive pro does too, just seems to be a bit better
I was kinda underwhelmed by the lesser brightness of the pro
same with contrast
but then isnt the og vive's screen a bit too bright/contrasty ?
guess it's designed more for people wearing it with long sessions
anyone know a approach for a rope holding the player back?
for example swinging rope or something similiar, trying to achieve a result of "climb" but more like a rope holding the player back from moving further away
Magic Leap will run Vulkan with UE4
I don't get why Oculus still hasn't implemented it for Go ๐ฆ
wait vulkan works with UE4 ? ๐
@jaunty shell they have been improving steadily
4.20 has it fairly usable (in theory)
Is that from the mixed reality plugin stuff they have been doing @tired tree ?
late updates are applied to the server for each camera now because of a change they made, I'm going to be bug reporting it but anyone doing multiplayer VR might want to hold off or fix it manually
nah
its from a "fix"
that left the camera view late updates out of the HMD check
so multiple late updates are being applied
@tired tree fuuuuuuuuuuuuuuuuuuuuuuck
becouse im targeting 4.20 for dwvr redux/expansion
btw ive already increased perf by 20% on gpu and 30% on CPU
good shit
i was testing multiplayer last night and as soon as someone joined my server my view started duplicating when rotating
lets see if i can reach 120 fps on ps4
pretty not ok :p
everything else about 4.20 is looking up though
just not sure that one will have time to be fixed
before release
anybody done anything on iMac pro with the Vive? I have got 1 from Apple and everybody I get to try and do stuff with it keeps having massive performance issues
@pearl tangle imac pro is an absolute joke
it doesnt go to vr min spec
plus the whole "has to use outdated as fuck opengl" part
you are better installing either linux on windows, and its still going to be trash
well 1 of the guys that borrowed it used an external GPU and running windows on it. so not exactly something that Apple is going to want to showcase
they gave us the full $15k max specd beast of a machine, but yeah unreal does not like it so much
no wonder it does
the 15k max spec beast is still shit
on the gpu side
i think its using the AMD Quadro equivalent?
yeah it's the brand new vega56
wait no sorry the vega 64. with 16gb HMB2 in it so definitely a crazy card
lmao
15k dollars
and its a vega 64
bruh thats a 600 dollar or so gpu
on your 15k mac pc
not quite
about $1k USD i think
shame they didn't go for a beefier nvidia card though. Makes it incredibly difficult to put vive content over onto there, and apple will pay for it if you can do it pretty much
no one in their right mind gets a mac for gaming/vr
btw, i have created a houdini tool that grabs a number of objects, and merges them using boolean operations
it also supports negative scales and similar
allows for simple object merging to remove interior faces
im using it in some rock formations i got
nah bruh, at 15k you can get a fucking dual xeon machine with like 40 cores
xeons ๐
but it isnt pretty ๐ค
with GPU lightmass you dont need cores :p
prolly
you pay for the branding and for the non standard hardware (ie BTX motherboard ?)
on a professional machine
nah, you can get a fancy as hell corsair case on the 100-200 usd range
more than that is just wasted money
@wicked oak does your AI jump in DWVR ?
yes
and is its single bigest point of failure
becouse they jump and get blocked or they jump badly
im going to write my own fully custom pathfinding
becouse holy shit its a fucking disaster
well, mine doesn't get blocked, but I can't get it to face direction of the jump
AI in UE4 is shit imo.. Basic stuff doesn't work as expected (not via BP/BT at least). By basic stuff I mean jumping, turning, etc. Everything built-in is so rudimentary that it's pretty much worthless.
becouse jumping is game specific
in general, the "built in" pathfinding is definitely trash
it's just that - jumping. Jumping is the same in any game.
no
it isnt
nowhere near close
in most games you want the enemies to do an animation or similar
dude, it is the same.. Anims are different, but it's the same thing
some games use physics for jumps, others dont
jump is very game specific
but still the support for jump like features is kind of ass
the nav links are super buggy
im going to write a completely brand new pathfinding for the enemies in dwvr
that's besides the point - it's getting character from lower point to elevated point. Whether it's physics or not, it's moving character through the air
becouse the built in "crowd separation" easily launches enemies into pits
how about arc trajectories + navmesh ?
@jaunty shell thats what im doing now, but its so fucking buggy
:/
the issue is the automatic crowd separation
its extremelly dumb and can cause enemies to jump wrong
for that reason, my jumping is actually flying
i make them fly in an arc
but its still extremelly buggy
what i plan to do is to not even have the enemies use CharacterMovement
not buggy for me - Ai jumps as it suppose to (it gets from where it is to where I need it to be). The problem is that there is no way to control AI facing when jumping happens (or before and after it happens).
they are going to use a custom movement component, without physics capsule, that snaps to navmesh
so there is absolutely ZERO chance of them dropping
except on the jumps of course, wich will be hardcoded arcs
There is a plugin for https://playfab.com/features/ on the Marketplace, with Android support.. I wonder if it works on Go
turns out i didnt even need to code the lighting model
just by creating a new lighting model it already skips dynamic lighting
without any other edit
so basically got what i wanted lol
shader complexity
in FORWARD render
gonna try this on PS4
why new lighting model ?
UE4 really needs something like Lightweight Render Pipeline
@mighty carbon
normal lit objects are 700 instructions
custom shader objects are 120 instructions
I see
that's why UE4 needs a new render path for XR platform
(which isn't happening until either Oculus forks over money again, or Epic makes in-house VR project that needs such path)
@wicked oak you still only working on DWVR or still doing the dungeon crawler?
@glossy agate im still doing the dungeon crawler
but i decided to go back to DWVR for some exprimentation
and i plan to make an expansion/sequel
becouse its easy money
i have some level designers who i hire to make some levels, and then just improve a few things, and put on sale
Nice. You selling as DLC or doing stand alone?
this seems like a lesson on how not to communicate:
"Audioshield is the most purely joyful time Iโve had with a facebox on" (Alec Meer, Rock Paper Shotgun)"Audioshield: Feels like music-melee Missile Command-and we love it" (Ars Technica)"AudioShield -- a rhythm game -- is HTC Vive's killer app" (Jeff Grubb, VentureBeat)Expe...
$19.99
2286
standalone
went from 88% positive to 32%
@glossy agate I do want to implement coop tho
it wasnt done in DWVR becouse i couldnt increase the time to sale in psvr
and this way, it acts as a "step" to the dungeon game, where coop is much more important (and harder to implement)
Yeah my game is all MP. A lot more goes into everything running smooth.
What happened to Audioshield?
They stopped YT streaming it looks like? And pissed everyone off?
they stopped the YT streaming feature
wich was like the whole thing
becouse its how their custom songs worked
all custom songs essentially were a beatmap + youtube
now they have no extra music other than the default tracks, essentially making the whole thing worthless
Google forced them?
on the sort of "we getting lawyered"
Thats what the reviews say. "Google fucked up this game, so now Im giving the dev a bad review" WTF
Yeah but no dev would remove a key feature like that unless they got a cease and desist or something
truly honest dev maybe ๐
currently trying to remove the depth prepass from forward rendering
will show updates ๐
some games can use it, even it it fucks with the light grid quality
there is nothing like changing something on DeferredRendering.cpp and have it recompile half the fucking engine
audioshield doesn't hold a candle to beatsaber though
so its a rough spot for the dev right now
even if he fixes that, its not likely going to bring people back
i created a better version of a music game for a contract
since you can run custom maps in beatsaber
i was at a better level than audioshield
by day 1
thats how trivial audioshield is
its only popular becouse its one of the first vr games
its extremelly basic. They just took the beatmap engine from the other game, and then added motion controls
their main mistake was trying to generate the beat maps
instead of hand crafting them
it was never good enough
it wasnt a mistake
yeah but it allowed you to grab songs from youtube
dont they allow custom handcrafted beatmaps?
compare it to really well done hand crafted ones in beatsaber though
its like night and day
last i heard audioshield was working on a map editor
don't know that it ever released
lazy guys
i made a beatmap editor for the contract
took me couple days to have something that worked
even if it was extremelly jank
and it still is lul
you can get an actual super-polished beatmap editor with 3d graphics in 2 weeks tops
some guys did a hacked beatmap editor for beat saber (unofficial) in like under a week
unless they wanted to do an in-game in-vr editor
now that is a lot harder
what i don't get is the one-liner towards customers about turning off it's single most-important feature
if you get a cease and desist you can still at least try and explain the situation
i'am partly with mordentral here, custom beatmaps > generated ones
or "Google wants us to remove it"
BUT basically playing every song on youtube: fuck yes
well, until it was shut down
and then used them to adapt the beatmaps
it was a very "liberal" translation
for example i chosed left or right hand for the note according to some heuristics, becouse osu doesnt have 2 hands
or only one out of X beats if its too fast
worked very well for the prototype stages
then i just went and coded a beatmap editor and gave that to the client
if you tried the plugins for beatsaber, the very best beatmapped songs are easily worth playing the game alone
a very jank almost doesnt work editor
also had a look into the beatsaver plugin
but works it kind of works
and the badly beatmapped ones make me not even want to play the game
quite nice how they hook into the compiled unity project
unity is very easy to hook into
C# being C#
unless oyu use IL2CPP
wich makes things as hard as if it was a C++ unreal project
you still have to know what you're doing
not really
projects are completely different
C# has reflection, so a lot of the time the function names and similar stuff is actually public on the file
there are fairly generic unity starter templates for injection
and the entire engine is decompilable
no i mean the actual gameplay code
i used to mod oldschool C games with injectable scripting languages and new renderers, its really not that hard even then, and Unity is 1000x easier
dafuuuq ok ๐
a couple of guys and I converted a DX6 game to DX9 by overriding the API calls and editing / forwarding them to the DX9 SDK instead
:p
you sir win the chief nerd award ๐
nah....i took 6 months doing something far more nerdy for that same game...but regardless that is off topic
doesn't look that complicated what he's doing
i've never decompiled c# code so i don't know what you're getting to work with
the latest version of that isn't injecting
you can check his deleted code for when it was injecting into the process
now it uses a framework that injects for him
so i managed to disable the forward depth prepass
the base pass cost increases so much we are back at square 1
same cost with it enabled or disabled
forward light grid fully disabled
its calculation took 1 milisecond on ps4
wonder if now ill break the 6 ms barrier
(btw it still has skylight and directional light, its just pointlights what arent there)
what's the point though ?
@mighty carbon half a ms-1 ms less time
in my game i do not use dynamic pointlights
none at all
so why should i be spending half a ms on a light grid compute shader? its pointless
better to get that half a ms back
specially if i want to reach 120 fps on ps4 pro
wich gives me 7 ms render budget
the main reason i want is mostly just bragging rights
literally the fastest performing shooter on PSVR
becouse there is not a single shooter at 120 fps
not a single one
and barely a handful of 120 fps games total
If you ant that, build your own engine. Hoohoh
Or 75% of ue4
:)
I want fully Dynamic lighting in VR 120Fps
Make VR one though
definitely not gonna happen
well, I understand why one would want 120 fps in a competitive non-VR shooter... But in VR it's better to go min. required fps and have decent looking visuals.
VR is a clusterfuck i dont want to worry about that when already busy with a normal engine
@mighty carbon im not compromising visual clarity
lowered it to 4.5 miliseconds
this is pretty much it. 4.5 ms is enough to confortably aim for 120 fps on the Pro
the same code runs at 7.5 ms on the base ps4, wich is very, very on the limit
but i could do 90 on base and 120 in pro
@wicked oak if you increase grid size enough you can probably get most of the gains of removing
The grid is also used by reflection captures though
* decrease grid size (increase cell size)
Valve finally fixed two handed haptics for Oculus on SteamVR:
https://steamcommunity.com/games/250820/announcements/detail/1694926785200450260
Changed SteamVR haptic calls into the Oculus SDK to work around some issues with simultaneous haptics from multiple controllers.
it's about time..
hmm, it seems to work now in non-beta too steamvr and joe ludwig had trouble reproducing, so it may be that oculus had put out a fix recently too (it was really their bug)
๐๐ฝ
holy shit
now if they could drop prices on the basestations and sold them separately :<
Trying to set the location of the end cable of an cable actor to actor location of a vr character
but its offsett a bit
is this the correct way to do it?
@sturdy coral i found that the compute shader for lights takes about the same you have a super huge grid or a small one
@sturdy coral and removing it has lowered 1 ms from my frame times
becouse ps4 is slow
my vr character is hanging from and cable, but the collision seems to bug it good up, is there a good way to avoid that without turning off collision?
the vr character is jumping up and down
What is the difference between SetTrackingSource and SetTrackingMotionSource? I can't seem to get the hand controller mesh to display with SetTrackingMotionSource
okay that demo of multi room tracking with lighthouses 2.0 is sweet
Hereโs a video of the test environment that people asked for. Three separate tracked spaces, with two 2.0 BS each, all in a shared virtual space. (Seems to work even behind closed door) Trackers placed within the shared space to show common coordinate system between spa...
Does anyone know why my oculus touch controllers aren't anywhere near my actor?
strugglging in setting the actor location from another location
Everything appears to be here, but I can't see the meshes in game, even when navigating to them in the editor. Visible in game is true. Not sure what else to look for.
its like offsett on the grid
easier question, how can i find the relative location of the player from the middle of the grid?
GetActorLocation()
@eager pine GetVRLocation is HMD world loc, and GetActorLocation is actor zero point world location with that character
So I'm able to place my character into the world and auto possess it, but the motion controllers are for some reason at weird ass locations. If I set them to be manually in front of the character I can see them when the game starts. Any reason just adding the components the standard way doesn't work?
where are you adding them'
@tired tree I've tried attaching them to my VR Root and also the capsule root. I've tried setting the relative offset manually, but for some reason if I spawn from a start location they end up somewhere no where near my actor.
your vr root is the correct spot for them
I'm printing out the world location of my actor the the controller to screen, my controllers just stay around the same spot and do not move with my actor
how are you moving your actor
and are you spawning a seperate character by mistake?
No, it's just attached as a component to my character
you won't see them in editor btw
the visualization component won't generate until play
I do see them in editor if I place the character in
It's like the default location is way off
there is no default location
only their relative loc, which during play is set by the tracking space
relative location I meant
prior to play, its whatever you set
Is there any reason the relative offset would not be 0, 0, 0 by default?
if you had them attached to something else
and then drug them over to a new parent
they can retain an offset
also if your root is below actor zero they can be below the floor
i just set the relative offset to 0, 0, 100 in my constructor... let me compile and see if anything changes
oh, you didn't provide a location in setup attachment did you
it should be 0,0,0 then
whats your HMD location
actor location has no real bearing there
i don't know your roomscale space
the fact that the Z is negative is weird though
the hmd is in the middle of my playspace right next to my controller
is your bounds setup correctly
anyway
regardless of setting Z in constructor
when tracking kicks in it overrides that
which is why epics default setup has a VR root offset
relative position is what the tracking system sets on each frame
I see, hmm... so where should I be setting the relative location?
I tried it on tick already but that didn't do anything
Hmm... well something is way off with this
where is your root comp located
it should currently be 0,0,0 on the actor / the actors loc
there is a specific node for that
GetTeleportLocation
offsets for you
you can also just use SetActorLocationVR
that invcludes the rotation to, just leave it then?
you can also SetLocationAndRotationVR
thats the one i have to use, since there is only two nodes SetLocationAndRotationVr and SetRotationVr
strange
Z should never drop below the vrRoot Z
your tracking is giving bad values
well
actually
seems as that node worked better @tired tree than the set actor location, it seems less buggy as for the movement of the cable, just have to calculate for the rotation
are you in floor mode?
floor mode?
for VR
are you in roomscale mode or eye mode
eye mode applies a positional offset based on where it is centered
still shouldn't be that far off
just curious
also you are sure that your controllers are on and tracking?
yeah the left: true is if IsTracking() returns true
Also, when I move my character in game the controller does not come with it
the location stays stationary
This method is working fantastic, but the only problem is that it when it first starts to set the vr location of the player, it seems like the collision is "stuck" or something, the cable is moving, but the player is "stuck" as soon as moving the player by holding on a climbable spot, and then releasing, it seems as it "loosens" and setting the climb mode on or off doesnt seem to apply any difference
@eager pine just keep it to PMs man
you are flooding this channel and its about a setup using my plugin
@tired tree I can see them in the derived blueprint character which is the one actually being spawned.... do you think it could be because they are inside of the collision mesh?
no-one here is going to be able to answer most of the questions about it
collision mesh doesn't matter
controllers don't have any collision
@tired tree got it! Sorry!
and they don't sweep
So they don't setup motion controllers in the BP example until OnBeginPlay... I wonder if there's an issue with making them components.
Ah hah!
If I manually call LeftMotionController->AttachToComponent(SceneComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale); RightMotionController->AttachToComponent(SceneComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale); in begin play, it works. Apparently attaching solely in the constructor is broken.
This is really quite strange... Looks like the above only works for the left hand controller
Does anyone know if there's a known issue with using two motion controllers? Even though both my right controller and left controller are returning true for IsTracked, the location of my right controller is staying exactly aligned to my left controller, but not vice versa. The tracking for the right one doesn't seem to work at all.
did you set the hand on the motion controller component?
They are both set up identically. Tracking only works for the left hand regardless of which order I initialize them in. The mesh is also not displayed for the right hand, even though it shows up in the child blueprint viewport.
Both return true for tracked, the location for both only change when I move the left controller.
I added a different mesh for the right-hand controller just to be sure... and it's being applied to the left-hand controller
If I attach one to the collision capsule and the other to the VRRoot
have you tried moving the SetTrackingMotionSource to begin play instead of the constructor?
@tacit quest No, but I'll try that right now. Thanks for the suggestion.
@tacit quest DUDE YOU ROCK! It works!
awesome, couldn't see anything else wrong with it, guess something is not fully constructed at that time
I appreciate it... was so confused why only one of them would work. And the fact that the one did, I didn't even think of it being a lifecycle issue.
Looks like they automatically rotate the right-handed touch mesh for you too. Nice job epic ๐
i have it in the constructor
and they don't rotate it, the visualizing component is a procedural mesh
its generated from API data if the api has it
though they are still using the wrong color format for the textures...
with openVR that is
I guess the oculus plugin is implemented to support it. Either way, good job oculus plugin developers (assuming it wasn't epic themselves :P)
Another thing I'm noticing with oculus touch, is I have to hit play twice most times in order for it to recognize my headset
Oculus and OpenVR both support model loading
the less used apis don't
though, currently with how they generate textures for the procedural models....its not compatible with shipping builds
Not familiar with OpenVR, I'll have to read up on it
4.19 & 4.20 Editor & Packaged Games Have Hangs/Hiccups Constantly
Epic says they tracked down the 4.19 - 4.20 hitching and memory leak
Narrowed it down to the testing suite intended to help find hitches and stalls.....
lol
Hahaha
what is Aftermath ?
@mighty carbon gpu crash dumper for nvidia https://developer.nvidia.com/nvidia-aftermath
Aftermath is a compact, C++ library aimed at Microsoft Windows based developers, enabling post-mortem GPU crash analysis on NVIDIA GeForce based GPUs. In itโs basic form, it works by allowing programmers to insert markers on the GPU timeline, which can be read post-TDR, in ...
ah, I see
I guess the thing is real after all
has anyone been able to implement ARReferenceImage in UE4? Do we know if Epic has plans to implement it?
man, the aesthetics in the xr space are atrocious
What I always wonder when I see the magic leap glasses is "do they really need to be this ugly?"
ya, reminds of homer simpson designing a car
well those are still concept images anyway
who knows what the final product will look like
concept should be more beautiful
can't really get around the bug eyed if you want direct passthrough like they do
ugly is ugly, someone could have designed something better within the limitations
@tired tree they have shown the decide in streams
the pictures are real, its a real product
you could see the reflection in the glass
it IS working and its like that
at least for this edition
curious that they haven't published non rendered images then
pretty sure
last one was pretty much nothing
they did show the thing
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
another one of those threads
@wicked oak i didn't know willie nelson was into vr ๐
lol, just like last stream, every question is asking about FOV
wonder if they will answer it this time
UE4 has had a lot of magic leap commits for 4.20
they announced it is using a tegra x2
same as we've known I think from some of their earlier photos showing nvidia jetson dev boards
no opaqueness, additive only
same CUDA core count as nintendo switch, but they were saying the belt pack would be such a powerful computer it would be worth the cost of a laptop on its own
@sturdy coral lmao those questions
worth the cost of a laptop isn't exactly a small range
considering they go from 300-3k+
true, worth a chromebook I guess
so, what's the FOV on that thing ?
gotta agree with you in chat btw @sturdy coral they admitted that it is composited to and not through lens, but it does appear to be overlayed opaque
don't know why they wouldn't have done it the same
actually there is some blending on the dark / light of the counter
it may just be exaggerated
yeah there looks like more now
when it crosses lights in the room and stuff, but it still looks partially blended
and when you do it over video footage, a high contrast source like a light gets clamped
in the real HMD you like would only see the light
@tired tree i will try that when i get home. Definetely good news
its got way more positional jitter than i would expect...
looks like Hololens 2.0
hololens in videos also jitters like crazy
but then actual users say its not as jittery as it looks...
during movement from your perspective it likely isn't as noticable
now the important thing
how the fuck do i get one
unity would be great for this stuff
due to the quick "run" cycle
unreal just recompiles C++ fucking constantly
well, still no price, still no date
they hinted pretty strongly at >$1000
I think they said more expensive than the highest end cellphones in that talk that had the NBA people
everything about that stream was weaksauce
I hope the variable focus and eye tracking is at least good
from the sound of it even that doesn't use much of their tech, they were supposed to be inventing all this stuff but so far they just seem to be a systems integrator
Meh
I will probably grab one and make something quick for it
I mean why not.
If I make my money back from the dev kit, good enough for me.
$1000+ ?! I wonder who is the target customer
(besides devs and enthusiasts with deep pockets)
that is THE question
yes
I did, but I can't go :/
lol, you should have joined Start when it was announced ๐
i did
nice, why can't you go @mighty carbon?
Damnit
I just noticed that email
And it was sent out two hours ago @wicked oak ๐ฆ
Oh wells, hope my reply made the cut ๐
Free hotel and comp ticket?
Between this and OIX, should be a good month
thats one hell of a travel
they are including hotel?
Yes for Hotel
2 nights
Yeah
I'm going here also: https://www.orlandoix.com/
they also bugged out and they are sending me another Go
get a credit card offer and you can get a free flight
plz oculus stop
To showcase the game
Give me Go if you don't want it, I want to try out MP ๐ญ
just usually requires a one month spend of $3K or so which you can get when you buy the magic leap ๐
ill just sell one
becouse i have a go that i bought myself
the second go was gifted to my little sister
she uses it to watch netflix
now i get a third
that i really dont need at all
hmm, seems that deleting the aftermath dll does not work for 4.19.2
it just makes the engine crash ๐ฆ
either im doing something wrong or i will have to wait for 4.20
i don't think you're supposed to delete it, wasn't it just a config setting?
@eternal inlet I think you add that ini line, and just now from john alcatraz (probably in the thread too): "in 4.19, additionally forcing GDX11NVAfterMathEnabled to 0 in FD3D11DynamicRHIModule::StartupModule"
strange though, it does look like it should set to 0 if the dll is gone:
void FD3D11DynamicRHIModule::StartupModule()
{
#if NV_AFTERMATH
// Note - can't check device type here, we'll check for that before actually initializing Aftermath
FString AftermathBinariesRoot = FPaths::EngineDir() / TEXT("Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/");
if (LoadLibraryW(*(AftermathBinariesRoot + "GFSDK_Aftermath_Lib.x64.dll")) == nullptr)
{
UE_LOG(LogD3D11RHI, Warning, TEXT("Failed to load GFSDK_Aftermath_Lib.x64.dll"));
GDX11NVAfterMathEnabled = 0;
return;
}
else
{
UE_LOG(LogD3D11RHI, Log, TEXT("Aftermath initialized"));
GDX11NVAfterMathEnabled = 1;
}
#endif
}
Hmm odd
I cant make that engine change since im bound to the std build coz of Ikinema plugin ๐
i'd rather have janky IK ๐
From that snip of code, i dont see why it should crash the engine
looking like a flop already
I mean, it looks like it tries to load it and if it fails, it disables it
I don't know if it is using the real LoadLibraryW or their own version of it but
LoadLibraryW doc says "If the function cannot find the module, the function fails. When specifying a path, be sure to use backslashes (\), not forward slashes (/). For more information about paths, see Naming a File or Directory."
and they are using forward slashes
Aha
but that seems like it would make it fail
Are u on 4.19 too?
yeah
ah
"If the string specifies a relative path or a module name without a path, the function uses a standard search strategy to find the module; for more information, see the Remarks."
they are sending it a relative path
Still thats shouldnt cause a crash?
there is some complicated search logic in the "Remarks" section
could be after deleting that one it is searching and finding a different one somewhere else with the same name
but a different version
then depending on where the crash is, calling a function that doesn't exist in the old version
why not to set NV_AFTERMATH to false and when you build, entire #if block will be skipped ?
he isn't building due to an IK plugin
why is it that they can't work on a source build?
some like substance do don't they?
Because they cant get the packager to work without the full source
As i understood from their devs
The source code require a license that is expensive af
do you really need their plugin ?
Anyway.. something seems to crash the engine, so im just gonna wait it out for 4.20 which has this fixed
Well i dont have another ik alternative
I guess the question is if it's critical to have IK in your project ?
I mean, is it a selling point or just a feature nice having
I would hate to change that now
Hmm i guess i could refactor it and just use hands
But the neat thing was to have a body
That was kinda the idea
Instead of just floaty hands
better make a good game (and make it fast) than bog down on small details like IK and be a hostage of a 3rd party plugin
Agree, but for now its fine, since im writing story anyway
So when im done with that, 4.20 will be out snyway i hope
I
epic is working on some advanced rigging/ik stuff including full body ik
that's the point - you can have a great VR game with floaty hands (and release it) or have meh game with full IK
you could always add things like Ik later as a bonus update or something.. At least that's how I see it for my projects ๐
can confirm hostage status with ikinema
i was working with a team to port their game to PSVR
and becouse they use ikinema
we cant
Indeed i will change a few things for my next project ๐
not until we COMPLETELY replace it
well I saw something about that in trello but now I don't see it
๐
btw, in engine "official" full body IK would be amazing
like Ikinema but integrated
current IK is just extremelly basic
That would be insanely awsome
you have the normal IK for hands/legs, and then FABRIK for longer chains. But they are super simple
should be plenty for player's body (might want to add your own IK arms if what's offered isn't enough)
maybe it was this one:
Create new system for building more complex 'control rigs' for meshes using more sophisticated IK etc. The aim is to allow full-body IK, in-editor posing and animation, improve retargeting between differently proportioned meshes, and features like motion-control driven charac...
114
February, March, April, May
that would be amazing on so many levels
becouse with that you should theoretically be able to create very complex rigs with dynamic animation and similar stuff
Does anyone know how to increase the voxel height on precomputed visibility cells?
The .ini cvars have changed since they wrote the documentation, and none of them are set to the default value (220). Seemed like it's not part of DefaultLightmass.ini anymore at all...
@real needle cpp UnrealEd/Private/Lightmass/Lightmass.cpp 2176: VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.PrecomputedVisibility"), TEXT("PlayAreaHeight"), Scene.PrecomputedVisibilitySettings.PlayAreaHeight, GLightmassIni)); 3496: float PlayAreaHeight, 3506: && OtherCell.Bounds.Min.Z - VisibilityCell.Bounds.Min.Z > -PlayAreaHeight * 0.5f 3508: && OtherCell.Bounds.Min.Z - VisibilityCell.Bounds.Min.Z < PlayAreaHeight * 1.5f) 3539: float PlayAreaHeight = 0; 3540: VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.PrecomputedVisibility"), TEXT("PlayAreaHeight"), PlayAreaHeight, GLightmassIni)); 3612: SpreadVisibilityCell(CellSize, PlayAreaHeight, OtherCell, CurrentCell, QueriesVisibleFromSpreadingNeighbors); 3632: SpreadVisibilityCell(CellSize, PlayAreaHeight, OtherCell, CurrentCell, QueriesVisibleFromSpreadingNeighbors); 3666: System.GetWorld()->PersistentLevel->PrecomputedVisibilityHandler.PrecomputedVisibilityCellSizeZ = PlayAreaHeight; 3688: checkSlow(CurrentCell.Bounds.Max.Equals(CurrentCell.Bounds.Min + FVector(CellSize, CellSize, PlayAreaHeight), KINDA_SMALL_NUMBER * 10.0f));
@real needle I see it in BaseLightmass.ini
in Engine/Config
@sturdy coral Omg I used the [DevOptions.PrecomputedDynamicObjectLighting], not PrecomputedVisibility
Silly me
does that go into like WorldSettings defaults? is there a syntax to override stuff there per level?
I'm just adding a project DefaultLightmass.ini, not sure per level
Oh
You can change the value, and bake without restarting editor
So you can set it, bake, change it for another level, and bake that one
Literally made no changes to my project, all of a sudden I'm getting nullptr crashes on editor launch from a line that's been working all day UHeadMountedDisplayFunctionLibrary::SetTrackingOrigin(EHMDTrackingOrigin::Floor) and I'm now spawning under the floor in the exact same location whether I use player start or spawn from camera location.
I'm lost... deleting intermediate and recompiling fixed it. No clue why that would happen out of the blue.
lol
I've seen issues with it for other things, but never full blown editor crashes like that.
hello
why isnt add movement input working?
overpromised and underdelivered
btw, on a side note, Epic increased pay out for Marketplace creators from 70% to 88% (Arstechnica article is the source)
oh there is a post on the forums already
On magic leap- Didn't we know this was essentially what it was going to be? smallish fov of images superimposed where the real world essentially becomes a cosmetic backdrop
do you folks think there will be Preview 6 for 4.20 or would it be released soon already ?
for as long as the ML creator's edition has been announced I think we've kind of known, but before then they were hinting at having occlusion working and stuff
seems to just be like hololens + some variable focus stuff
I wonder what Hololens 2.0 will offer and what it would cost
I'm pretty sure I'd prefer bigger FOV over variable focus small FOV
but I haven't ever tried hololens or any AR stuff
@wicked oak Blender glTF exporter now supports multiple anims export officially. Have you tried it with 4.20p5 ?
For anyone working through an SSD, can I get by with just the project on the SSD or just the engine and not both? Just realized I almost capped it and I haven't even imported all my assets
Personally I only have apps on the boot drive. Everything else on the HDD
Saw your trailer btw for the new MP game. Where are you at in development?
@glossy agate Still in alpha, setting up GameLift rn to start testing weapons in an mp lobby ๐
https://twitter.com/ID_AA_Carmack/status/1015033758267953154 << Alright !!!!
Minecraft will be coming to Go
@wicked oak Blender glTF exporter now supports multiple anims export officially. Have you tried it with 4.20p5 ?
no
AR-
someone know how to make a root in the object on imgtracker? (arkite)
I already have image recognition.
Yeah, my game working filesa are a on a big mechanical drive. The engine is on one of my ssds though,
I have everything on SSDs except backups
SSDs have recently dropped in price by a ton, at least in sales
just in the last month or so
I'm having this annoying hitch every 5-8s in editor, it first complained about a particle when dumping hitches, which I moved to a submap that's no longer loaded (it doesn't hitch in packaged). However, it continued and I don't know what to make out of the current dumphitches stats: https://pastebin.com/CAbZExJu
720ms on "self"
@real needle Jonas was having that same problem. Not sure if he solved it yet though
What is the recommended way to play haptic feedback on motion controllers? I see the functions on APlayerController require an EControllerHand
@real needle jonas linked athread about nvidia aftermath causing hitches (and being a problem by default)
Huh I remember reading him posting about it but I didn't think it was in editor
I'm not completely sure but I think it should affect editor too
Quite sure its affecting both editor and packaged
Do someone know why in the editor the 3D widget follow my camera lookat (Rotation And Location) but in the GearVR / Oculus GO the 3D widget move at all
This is how I do it :
anyone know of a tutorial to make a utility belt for vr?
@wicked oak do you use AI Perception and EQS for your AI ?
no
4.19 & 4.20 Editor & Packaged Games Have Hangs/Hiccups Constantly
Soooo... @full junco @sturdy coral , on 4.19.2, deleting the .dll on a release build is good enough?
I think deleting may not be enough
aren't you using source build ?
i tried The Persistence PSVR game
they use dynamic light, and procedural maps, and its the highest image quality ive seen on ps4
somehow
engine edits for days it seems
UE4 Game?
talked to a dev, confirmed it. They had actual engineers doing engine level stuff to be fastar
yes
so I wonder why stock UE4 can't be as fast in VR
(and if all the rendering improvements from VR games will trickle down to stock UE4)
stock ue4 retains a lot of feature lists that not everyone needs
and 3rd party VR game improvements won't make it in unless they specifically pull request their modifications
hmm..
can confirm
120 fps DWVR only exists due to considerable axing to tons of stuff
and its still not axed enough
im going to ax MORE stuff
the default PBR shaders are tuned for quality
you can use the "mobile" GGX/etc approximations instead
that are faster to calculate even if less accurate or a bit worse
there is even some "overkill" quality formulas just commented out
or #ifdef-d out
the point is to have engine that already has a lean render path
well mate i have the engine for you
UE4 has never been about a lean render path
if a studio wants it leaner, they cut options out
which is easier than building them in
btw this lightweight render pipeline is meant for things like gearvr too
and i have people confirming me that it works great
then you have absolute madmen like Norman3d who straight up wrote his own shaders with ue4
for Daedalus
right, but how hard is it to have #ifdefs to make it real easy for devs to enable lean render path ?
literally fully custom shaders, plugged into the "emmisive" input of an unlit material
actually, harder than you think @mighty carbon
becoue you need to test them
would be reaaaal anoying
and offer them as options
epic games is 100% against untrue render paths
they use the exact same shaders for all consoles and pc
the same one
just transpiled
something like that unity scriptable pipeline would be nice, but willing to bet it is compiled down
even for the switch its still the same shader
@tired tree its not
but the scriptable pipeline is a "thin" layer over a low level engine
that deals with the heavy lifting
the layer isn't nativized?
you can download the lightweight one and see how it works
I guess I can see now why Unity is so liked at Oculus and UE4 kinda frowned upon
wtf you say lol, Oculus uses ue4 much more than unity
they USED it
they even paid 10 millions to unreal
hell their base interface was UE4
and they have their own branch with up-to-date sdks and random features
you are confusing integration with "liking"
mobile multiview, mobile multires, and mono camera are all oculus features that got pull request-d into ue4
sure.. and yet most of the training materials are done for Unity and not UE4.. Integration is the fullest on Unity and not UE4..
even Carmack suggested to use Unity for Go and not UE4
but unity still sucks ass at multiple vr platforms at the same time
it makes sense to put the effort for training materials into it
you need to put multiple vr plugins
and somehow bridge them
its a massive fucking pain
I don't want to use Unity @wicked oak I want to use UE4 and I'd love for UE4 to have faster rendering for VR.
meanwhile ue4 has the XRInterface that works fine
should be good for spatial voip; before you could only get this for fixed sources through putting in some attenuating geometry I think:
@mighty carbon you need to look at the typical thing
still waiting for VOIPTalker to be integrated with steam................
does Epic have a gearvr game?
no
so they dont care
gearvr support is basically put there by oculus for you
but the default mobile shaders are very overkill
in mobile vr you better go actively editing shaders to get a good result
Norman3d did, and has one of the best looking (and performing) games on gear
well, look at all of their mobile tech demos, none of the are "look at this performance" they are, "look at this visual fidelity on mobile"
which is a valid goalpost
just not that accommodating with VR
of course
and it makes total sense
look at where unreal is used for mobile games
for the very few mobile games that do ue4
they are all graphically intensive mobile games
thats ue4 focus, graphixxx on mobiles
thats also what got them so popular on the Switch
becouse they already had the fancy graphics for a mobile GPU
@mighty carbon doesn't the new Oculus home use UE4?
it does..lol
and if PC isn't powerful enough, I've heard it lags
you need to be willing to take things on your hands
I've integrated voiptalker with steam but it is getting some dropouts for some reason, must have done something wrong
thats also why unity is doing the render pipelines
so they can go 100% hands off
want fancy graphics? fucking buy them or something lol
@sturdy coral yea from looking at it, its not that hard of a change either
don't quite understand the resistance to it
I also mixed in a previous change to make it work with replays though
@sturdy coral How?!?! Thats awesome
so that might be what is causing the dropouts somehow
connection drops? or voice drops
voice drops
there are some configuration settings around how much buffering it does and stuff that I need to experiment with
honestly, screw the voiptalker alone
would appreciate the VoiceEngine being settable period
in 4.19 all the procedural audio stuff with the new engine is kind of broken
@wicked oak well, if you are a company, you can do both - make a good game and have juicy graphics in VR.. If you are a lone dev (or tiny team of 2-3 people), you can either try and have fast decent visuals or make a good game with whatever stock UE4 offers. Can't do both.
You change the allowable bandwidth in the config? I just kept raising mine till stayed stable
would rather use default voice engine than steams
it has a garbage collection issue
so I'm not 100% that isn't part of my problem too
fixed in 4.20
yeah I have enough allowable bandwidth to be able to send kinect holograms
still doing that?
so that's not the issue ๐
how are you compressing
zlib and some delta encoding, pretty close to what png does
yeah, the main problem for compression is kinect is noisy
you don't threshold filter it?
