#virtual-reality

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wicked oak
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(my opinion)

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plus the whole performance part

fleet plume
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it doesn't make it easier in certain areas

wicked oak
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i doubt literally having a simulate function that gets an state and returns another state would be very efficient

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plus EVERYTHINg regarding graphics is unsafe

fleet plume
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but if you treat the game itself as a simulation and catch input at the borders of your program it could help

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see carmack wrt haskell

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also you don't have to go 100% haskell

wicked oak
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he ported wolfenstein to haskell

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holy shit

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the madman

fleet plume
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๐Ÿ˜„

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he said in the end it made him a better c++ programmer

wicked oak
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yeah its useful for that

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allows you to understand templates better, and lets you understand all the std::algorythm and lambda stuff

fleet plume
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i honestly don't think any of those topics where a problem to him

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it's more about how you architect your app from the ground up

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less side effects, more immutability

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treat more things as plain data instead of objects doing everything

wicked oak
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yeah, the concept of pure functions is awesome

wicked oak
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@fleet plume in the video

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he is talking about just iterating the entities linearly and have straight up basic flow of steps

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that is almost exactly what ECS provides

fleet plume
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it's been awhile since watching the talk

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but in my clojurescript gameloop i basically had the complete gamestate that i threaded through all update functions once per frame

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so if you vastly simplify it, games are nothing more than functions applied to state over time

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languages like elm or frameworks like react even manage to do that for regular (web)apps

iron holly
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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.

mighty carbon
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it would be the same thing as developing for Gear VR @iron holly

iron holly
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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).

mighty carbon
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that's something to look up on Oculus forums and submit a question to Oculus directly.

kindred skiff
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@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.

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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)

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Let me know if you run into any (sub)solutions for this, would be greatly appreciated.

iron holly
kindred skiff
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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

mighty carbon
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@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 ?

wicked oak
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Optimized DWVR performance in ps4 by 30% on the CPU side

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good shit

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now that i know more, i spotted some things i missed

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and improve things a bit

mighty carbon
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using that new rendering stuff from Oculus ?

white sleet
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anyone knows how i can ahve VR on iOS ? Google Cardboard Plugin , wont HIDE GOOGLE UI LAYOUT when seting from BP, HMD OFF

mighty carbon
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get yourself Oculus Go and don't struggle @white sleet ๐Ÿ˜ƒ

white sleet
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oculus go ? are you aware of any project on appstore made with ue4 in VR?

mighty carbon
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yeah, my project for Gear VR / Oculus Go is made with UE4

white sleet
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iOS application ?

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*any

mighty carbon
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why iOS ?

white sleet
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cause it runs on Metal

mighty carbon
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it's a standalone VR HMD - no phone is required

white sleet
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i had my VR on android on snapdragon 820 , makeing 40-60 fps

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and on ios i get constant 60fps

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no peaks no nothing

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absolute vr perfornace for smartphone

mighty carbon
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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

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I tried Cardboard VR with iPhone 6 - it's horrible..

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like, so bad that no one cares for it

white sleet
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send me a link to ur app if published to check

mighty carbon
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it runs smooth even on Galaxy S6

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hell, even on Note 4 it passed tech review (although I don't know why uses Note 4 for VR nowadays)

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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.

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Or Lenovo Mirage (but that's expensive and a bit different category)

white sleet
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no interactive enviroment or even player character? just roaming on planet?

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good atmoshere by the way

mighty carbon
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first person view, no, no character when you are the character.. That's the whole point of VR being immersive.

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thanks

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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 ๐Ÿ˜Š

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so it's basically a minimalist bite-size experience for a single time consumption, like a cookie or taco ๐Ÿ˜ƒ

pearl tangle
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@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

fringe trail
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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?

pearl tangle
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@fringe trail you just need to do retargeting onto the other skeletal mesh is probably the easiest

mighty carbon
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@pearl tangle head tracking will still be laggy on iPhone and SDE on iPhone is awful

pearl tangle
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it's good enough for most people

mighty carbon
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I doubt that as I've tried it

fresh wharf
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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?

pearl tangle
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@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

mighty carbon
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Also, why encourage developing for Cardboard when there is affordable Go?

pearl tangle
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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

mighty carbon
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People who can afford iPhone can certainly afford Go

jaunty shell
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but do they really need another 200$ device ?

mighty carbon
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Because iPhone isn't just a phone, it's an overpriced luxury phone.

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If they want good VR, sure they do

pearl tangle
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just because somebody can afford something doesn't mean they will buy it. I could afford to buy 100 iphones, why would i

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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

jaunty shell
pearl tangle
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impressive

jaunty shell
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that tracking is fast

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ooh

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its the same people from the UE4 mocap demo

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they work with RSI for star citizen's facial mocap too

mighty carbon
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I sense ani-Oculus notes there @pearl tangle

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Schools can certainly buy Gos

pearl tangle
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how's that anti oculus?

mighty carbon
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Where I am is a very poor area, yet schools buys expensive hardware for their STEM programs

pearl tangle
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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...

mighty carbon
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And with 6k you get leading tech and no motion sickness issues

pearl tangle
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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

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They don't get motion sickness because they aren't playing games on the things

jaunty shell
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daydream still exists ?

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doesnt get much coverage these days

mighty carbon
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I get sick in Cardboard by just watching vids and turning my head slightly

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Daydream is dead

jaunty shell
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shame 'cause the tech they showed for 6dof tracking worked pretty well

pearl tangle
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the 6dof works

jaunty shell
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and all using simple camera setups

pearl tangle
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its in the lenovo mirage solo

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it also handles 6dof tracking on controllers too but they haven't made that public yet

mighty carbon
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It's "dead" because not whole a lot of people use it

jaunty shell
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mobile VR kinda stalled tbh

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go is a good effort to bring it to the masses

mighty carbon
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How so?

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HTC just said mobile VR is the future

jaunty shell
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yeah

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well HTC has dropping numbers for selling mobile devices

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mobile VR IS the future for sure

mighty carbon
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They are going to release Focus in the West soon

jaunty shell
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yeah devkits have already been shipped to devs here

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but damn the focus aint cheap

pearl tangle
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i have devkit stuff of the lenovo mirage, it's tracking is quite impressive. Better than WMR

jaunty shell
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at 300โ‚ฌ I would seriously consider it

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WMR feels too much like a beta

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and you need a computer

pearl tangle
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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

jaunty shell
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the steamVR implementation is horrible though

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and the fact that you have to run the windows app in the background

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thats like two layers instead of just steamvr

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  • the cable (at least for the dell visor) is too damn short to do proper roomscale ๐Ÿ˜ข
pearl tangle
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yeah im not sure why they didn't make the cable 1m longer, would have made it much better

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the odyssey is quite impressive though. Screen resolution makes a big difference and the headset is fairly comfortable

jaunty shell
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  • the Y HDMI/usb split is too short for big laptops
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odyssey ain't available in europe ๐Ÿ˜ฆ

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since its got the same screen as the vive pro no doubt the image quality is great

pearl tangle
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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 ๐Ÿ˜‰

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the lenses in it are not as good as the vive pro though

jaunty shell
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still has some godrays and smearing ?

pearl tangle
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yeah still gets that, but the vive pro does too, just seems to be a bit better

jaunty shell
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I was kinda underwhelmed by the lesser brightness of the pro

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same with contrast

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but then isnt the og vive's screen a bit too bright/contrasty ?

pearl tangle
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guess it's designed more for people wearing it with long sessions

eager pine
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anyone know a approach for a rope holding the player back?

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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

mighty carbon
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Magic Leap will run Vulkan with UE4

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I don't get why Oculus still hasn't implemented it for Go ๐Ÿ˜ฆ

jaunty shell
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wait vulkan works with UE4 ? ๐Ÿ˜…

wicked oak
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@jaunty shell they have been improving steadily

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4.20 has it fairly usable (in theory)

jaunty shell
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some day it will have parity with DX11 at least

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some day...

tired tree
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mmmm

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pretty massive issue with Cameras in 4.20 for VR

pearl tangle
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Is that from the mixed reality plugin stuff they have been doing @tired tree ?

tired tree
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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

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nah

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its from a "fix"

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that left the camera view late updates out of the HMD check

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so multiple late updates are being applied

wicked oak
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@tired tree fuuuuuuuuuuuuuuuuuuuuuuck

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becouse im targeting 4.20 for dwvr redux/expansion

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btw ive already increased perf by 20% on gpu and 30% on CPU

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good shit

tired tree
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i was testing multiplayer last night and as soon as someone joined my server my view started duplicating when rotating

wicked oak
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lets see if i can reach 120 fps on ps4

tired tree
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pretty not ok :p

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everything else about 4.20 is looking up though

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just not sure that one will have time to be fixed

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before release

pearl tangle
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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

wicked oak
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@pearl tangle imac pro is an absolute joke

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it doesnt go to vr min spec

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plus the whole "has to use outdated as fuck opengl" part

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you are better installing either linux on windows, and its still going to be trash

pearl tangle
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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

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they gave us the full $15k max specd beast of a machine, but yeah unreal does not like it so much

wicked oak
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no wonder it does

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the 15k max spec beast is still shit

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on the gpu side

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i think its using the AMD Quadro equivalent?

jaunty shell
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lol firepro gpus

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who even uses that

pearl tangle
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yeah it's the brand new vega56

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wait no sorry the vega 64. with 16gb HMB2 in it so definitely a crazy card

wicked oak
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lmao

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15k dollars

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and its a vega 64

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bruh thats a 600 dollar or so gpu

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on your 15k mac pc

pearl tangle
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not quite

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about $1k USD i think

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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

wicked oak
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no one in their right mind gets a mac for gaming/vr

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btw, i have created a houdini tool that grabs a number of objects, and merges them using boolean operations

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it also supports negative scales and similar

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allows for simple object merging to remove interior faces

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im using it in some rock formations i got

jaunty shell
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15k$ pc

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that would give you a solid i9 + dual Titan V configuration

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๐Ÿคค

wicked oak
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nah bruh, at 15k you can get a fucking dual xeon machine with like 40 cores

jaunty shell
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xeons ๐Ÿ™„

wicked oak
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but it isnt pretty ๐Ÿค”

jaunty shell
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with GPU lightmass you dont need cores :p

wicked oak
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that mac pro can be built under 5000

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easy

jaunty shell
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prolly

wicked oak
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man apple just makes so much bank from idiots

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who spends 10k on looks

jaunty shell
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you pay for the branding and for the non standard hardware (ie BTX motherboard ?)

wicked oak
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on a professional machine

jaunty shell
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good ol dell case

wicked oak
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nah, you can get a fancy as hell corsair case on the 100-200 usd range

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more than that is just wasted money

jaunty shell
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C70 ftw

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damn their new cases are fancyyy

mighty carbon
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@wicked oak does your AI jump in DWVR ?

wicked oak
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yes

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and is its single bigest point of failure

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becouse they jump and get blocked or they jump badly

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im going to write my own fully custom pathfinding

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becouse holy shit its a fucking disaster

mighty carbon
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well, mine doesn't get blocked, but I can't get it to face direction of the jump

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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.

wicked oak
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becouse jumping is game specific

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in general, the "built in" pathfinding is definitely trash

mighty carbon
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it's just that - jumping. Jumping is the same in any game.

wicked oak
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no

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it isnt

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nowhere near close

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in most games you want the enemies to do an animation or similar

mighty carbon
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dude, it is the same.. Anims are different, but it's the same thing

wicked oak
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some games use physics for jumps, others dont

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jump is very game specific

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but still the support for jump like features is kind of ass

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the nav links are super buggy

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im going to write a completely brand new pathfinding for the enemies in dwvr

mighty carbon
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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

wicked oak
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becouse the built in "crowd separation" easily launches enemies into pits

jaunty shell
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how about arc trajectories + navmesh ?

wicked oak
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@jaunty shell thats what im doing now, but its so fucking buggy

jaunty shell
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:/

wicked oak
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the issue is the automatic crowd separation

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its extremelly dumb and can cause enemies to jump wrong

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for that reason, my jumping is actually flying

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i make them fly in an arc

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but its still extremelly buggy

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what i plan to do is to not even have the enemies use CharacterMovement

mighty carbon
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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).

wicked oak
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they are going to use a custom movement component, without physics capsule, that snaps to navmesh

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so there is absolutely ZERO chance of them dropping

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except on the jumps of course, wich will be hardcoded arcs

mighty carbon
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There is a plugin for https://playfab.com/features/ on the Marketplace, with Android support.. I wonder if it works on Go

wicked oak
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turns out i didnt even need to code the lighting model

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just by creating a new lighting model it already skips dynamic lighting

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without any other edit

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so basically got what i wanted lol

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shader complexity

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in FORWARD render

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gonna try this on PS4

mighty carbon
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why new lighting model ?

mighty carbon
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UE4 really needs something like Lightweight Render Pipeline

wicked oak
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@mighty carbon

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normal lit objects are 700 instructions

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custom shader objects are 120 instructions

mighty carbon
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I see

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that's why UE4 needs a new render path for XR platform

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(which isn't happening until either Oculus forks over money again, or Epic makes in-house VR project that needs such path)

glossy agate
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@wicked oak you still only working on DWVR or still doing the dungeon crawler?

wicked oak
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@glossy agate im still doing the dungeon crawler

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but i decided to go back to DWVR for some exprimentation

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and i plan to make an expansion/sequel

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becouse its easy money

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i have some level designers who i hire to make some levels, and then just improve a few things, and put on sale

glossy agate
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Nice. You selling as DLC or doing stand alone?

fleet plume
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this seems like a lesson on how not to communicate:

wicked oak
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standalone

fleet plume
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went from 88% positive to 32%

wicked oak
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@glossy agate I do want to implement coop tho

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it wasnt done in DWVR becouse i couldnt increase the time to sale in psvr

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and this way, it acts as a "step" to the dungeon game, where coop is much more important (and harder to implement)

granite jacinth
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wtf?

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why

glossy agate
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Yeah my game is all MP. A lot more goes into everything running smooth.

granite jacinth
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What happened to Audioshield?

glossy agate
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They stopped YT streaming it looks like? And pissed everyone off?

wicked oak
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they stopped the YT streaming feature

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wich was like the whole thing

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becouse its how their custom songs worked

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all custom songs essentially were a beatmap + youtube

granite jacinth
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Ah

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wtf, why was that even allowed?

wicked oak
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now they have no extra music other than the default tracks, essentially making the whole thing worthless

granite jacinth
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Google forced them?

wicked oak
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most likely

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but they could have written something

granite jacinth
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years later...

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seems so off

wicked oak
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on the sort of "we getting lawyered"

glossy agate
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Thats what the reviews say. "Google fucked up this game, so now Im giving the dev a bad review" WTF

wicked oak
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the dev removed it

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directly

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or at least thats what it seems

glossy agate
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Yeah but no dev would remove a key feature like that unless they got a cease and desist or something

granite jacinth
mighty carbon
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truly honest dev maybe ๐Ÿ˜›

wicked oak
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currently trying to remove the depth prepass from forward rendering

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will show updates ๐Ÿ˜›

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some games can use it, even it it fucks with the light grid quality

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there is nothing like changing something on DeferredRendering.cpp and have it recompile half the fucking engine

tired tree
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audioshield doesn't hold a candle to beatsaber though

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so its a rough spot for the dev right now

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even if he fixes that, its not likely going to bring people back

wicked oak
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i created a better version of a music game for a contract

tired tree
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since you can run custom maps in beatsaber

wicked oak
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i was at a better level than audioshield

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by day 1

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thats how trivial audioshield is

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its only popular becouse its one of the first vr games

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its extremelly basic. They just took the beatmap engine from the other game, and then added motion controls

tired tree
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their main mistake was trying to generate the beat maps

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instead of hand crafting them

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it was never good enough

wicked oak
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it wasnt a mistake

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yeah but it allowed you to grab songs from youtube

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dont they allow custom handcrafted beatmaps?

tired tree
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compare it to really well done hand crafted ones in beatsaber though

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its like night and day

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last i heard audioshield was working on a map editor

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don't know that it ever released

wicked oak
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lazy guys

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i made a beatmap editor for the contract

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took me couple days to have something that worked

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even if it was extremelly jank

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and it still is lul

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you can get an actual super-polished beatmap editor with 3d graphics in 2 weeks tops

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some guys did a hacked beatmap editor for beat saber (unofficial) in like under a week

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unless they wanted to do an in-game in-vr editor

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now that is a lot harder

fleet plume
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what i don't get is the one-liner towards customers about turning off it's single most-important feature

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if you get a cease and desist you can still at least try and explain the situation

wicked oak
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yup

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pretty sure you can say "we got lawyered"

fleet plume
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i'am partly with mordentral here, custom beatmaps > generated ones

wicked oak
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or "Google wants us to remove it"

fleet plume
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BUT basically playing every song on youtube: fuck yes

wicked oak
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what i did on my music game

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is that i grabbed Osu beatmaps

fleet plume
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well, until it was shut down

wicked oak
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and then used them to adapt the beatmaps

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it was a very "liberal" translation

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for example i chosed left or right hand for the note according to some heuristics, becouse osu doesnt have 2 hands

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or only one out of X beats if its too fast

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worked very well for the prototype stages

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then i just went and coded a beatmap editor and gave that to the client

tired tree
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if you tried the plugins for beatsaber, the very best beatmapped songs are easily worth playing the game alone

wicked oak
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a very jank almost doesnt work editor

fleet plume
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also had a look into the beatsaver plugin

wicked oak
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but works it kind of works

tired tree
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and the badly beatmapped ones make me not even want to play the game

fleet plume
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quite nice how they hook into the compiled unity project

tired tree
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unity is very easy to hook into

wicked oak
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C# being C#

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unless oyu use IL2CPP

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wich makes things as hard as if it was a C++ unreal project

fleet plume
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you still have to know what you're doing

tired tree
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not really

fleet plume
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projects are completely different

wicked oak
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C# has reflection, so a lot of the time the function names and similar stuff is actually public on the file

tired tree
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there are fairly generic unity starter templates for injection

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and the entire engine is decompilable

fleet plume
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no i mean the actual gameplay code

tired tree
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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

fleet plume
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dafuuuq ok ๐Ÿ˜„

tired tree
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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

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:p

fleet plume
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you sir win the chief nerd award ๐Ÿ˜„

tired tree
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nah....i took 6 months doing something far more nerdy for that same game...but regardless that is off topic

fleet plume
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doesn't look that complicated what he's doing

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i've never decompiled c# code so i don't know what you're getting to work with

tired tree
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the latest version of that isn't injecting

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you can check his deleted code for when it was injecting into the process

#

now it uses a framework that injects for him

wicked oak
#

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

wicked oak
#

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)

mighty carbon
#

what's the point though ?

wicked oak
#

@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

granite jacinth
#

If you ant that, build your own engine. Hoohoh

#

Or 75% of ue4

#

:)

#

I want fully Dynamic lighting in VR 120Fps

wicked oak
#

@granite jacinth but i actually do have custom engines

#

XD

granite jacinth
#

Make VR one though

wicked oak
#

definitely not gonna happen

mighty carbon
#

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.

wicked oak
#

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

wicked oak
#

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

sturdy coral
#

@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)

sturdy coral
#

Changed SteamVR haptic calls into the Oculus SDK to work around some issues with simultaneous haptics from multiple controllers.

mighty carbon
#

it's about time..

sturdy coral
#

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)

neat karma
#

๐Ÿ‘๐Ÿฝ

jaunty shell
#

holy shit

#

now if they could drop prices on the basestations and sold them separately :<

eager pine
#

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?

wicked oak
#

@sturdy coral i found that the compute shader for lights takes about the same you have a super huge grid or a small one

wicked oak
#

@sturdy coral and removing it has lowered 1 ms from my frame times

#

becouse ps4 is slow

eager pine
#

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

west atlas
#

What is the difference between SetTrackingSource and SetTrackingMotionSource? I can't seem to get the hand controller mesh to display with SetTrackingMotionSource

jaunty shell
#

okay that demo of multi room tracking with lighthouses 2.0 is sweet

west atlas
#

Does anyone know why my oculus touch controllers aren't anywhere near my actor?

eager pine
#

strugglging in setting the actor location from another location

west atlas
#

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.

eager pine
#

its like offsett on the grid

#

easier question, how can i find the relative location of the player from the middle of the grid?

west atlas
#

GetActorLocation()

tired tree
#

@eager pine GetVRLocation is HMD world loc, and GetActorLocation is actor zero point world location with that character

west atlas
#

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?

tired tree
#

where are you adding them'

west atlas
#

@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.

tired tree
#

your vr root is the correct spot for them

west atlas
#

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

tired tree
#

how are you moving your actor

west atlas
tired tree
#

and are you spawning a seperate character by mistake?

west atlas
#

No, it's just attached as a component to my character

tired tree
#

you won't see them in editor btw

#

the visualization component won't generate until play

west atlas
#

I do see them in editor if I place the character in

#

It's like the default location is way off

tired tree
#

there is no default location

#

only their relative loc, which during play is set by the tracking space

west atlas
#

relative location I meant

tired tree
#

prior to play, its whatever you set

west atlas
#

Is there any reason the relative offset would not be 0, 0, 0 by default?

tired tree
#

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

west atlas
#

i just set the relative offset to 0, 0, 100 in my constructor... let me compile and see if anything changes

tired tree
#

oh, you didn't provide a location in setup attachment did you

#

it should be 0,0,0 then

west atlas
#

This is what I get when setting relative location to 0, 0, 100 on both controllers

tired tree
#

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

west atlas
#

the hmd is in the middle of my playspace right next to my controller

tired tree
#

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

west atlas
#

I see, hmm... so where should I be setting the relative location?

#

I tried it on tick already but that didn't do anything

tired tree
#

? of what? the controllers?

#

they set themselves

#

same with the camera

west atlas
#

Hmm... well something is way off with this

tired tree
#

where is your root comp located

#

it should currently be 0,0,0 on the actor / the actors loc

west atlas
#

In the code above: SceneComponent with TEXT("Root")

#

Oh that kind of location

eager pine
#

so now its working

tired tree
#

there is a specific node for that

#

GetTeleportLocation

#

offsets for you

#

you can also just use SetActorLocationVR

eager pine
#

that invcludes the rotation to, just leave it then?

tired tree
#

you can also SetLocationAndRotationVR

eager pine
#

thats the one i have to use, since there is only two nodes SetLocationAndRotationVr and SetRotationVr

west atlas
#

And the component is attached to the root....

tired tree
#

strange

#

Z should never drop below the vrRoot Z

#

your tracking is giving bad values

#

well

#

actually

eager pine
#

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

tired tree
#

are you in floor mode?

west atlas
#

floor mode?

tired tree
#

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?

west atlas
#

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

tired tree
#

yeah, then it detached somehow

#

or its another pawn

eager pine
#

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

tired tree
#

@eager pine just keep it to PMs man

#

you are flooding this channel and its about a setup using my plugin

west atlas
#

@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?

tired tree
#

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

eager pine
#

@tired tree got it! Sorry!

tired tree
#

and they don't sweep

west atlas
#

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.

west atlas
#

This is really quite strange... Looks like the above only works for the left hand controller

west atlas
#

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.

tacit quest
#

did you set the hand on the motion controller component?

west atlas
#

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.

west atlas
#

I added a different mesh for the right-hand controller just to be sure... and it's being applied to the left-hand controller

tacit quest
#

have you tried moving the SetTrackingMotionSource to begin play instead of the constructor?

west atlas
#

@tacit quest No, but I'll try that right now. Thanks for the suggestion.

#

@tacit quest DUDE YOU ROCK! It works!

tacit quest
#

awesome, couldn't see anything else wrong with it, guess something is not fully constructed at that time

west atlas
#

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 ๐Ÿ˜„

tired tree
#

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

west atlas
#

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

tired tree
#

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

west atlas
#

Not familiar with OpenVR, I'll have to read up on it

tired tree
#

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.....

jaunty shell
#

lol

west atlas
#

Hahaha

mighty carbon
#

what is Aftermath ?

tired tree
#

@mighty carbon gpu crash dumper for nvidia https://developer.nvidia.com/nvidia-aftermath

mighty carbon
#

ah, I see

mighty carbon
#

I guess the thing is real after all

distant lotus
#

has anyone been able to implement ARReferenceImage in UE4? Do we know if Epic has plans to implement it?

tacit quest
#

man, the aesthetics in the xr space are atrocious

cosmic shoal
#

What I always wonder when I see the magic leap glasses is "do they really need to be this ugly?"

tacit quest
#

ya, reminds of homer simpson designing a car

tired tree
#

well those are still concept images anyway

#

who knows what the final product will look like

tacit quest
#

concept should be more beautiful

tired tree
#

can't really get around the bug eyed if you want direct passthrough like they do

tacit quest
#

ugly is ugly, someone could have designed something better within the limitations

wicked oak
#

@tired tree they have shown the decide in streams

#

the pictures are real, its a real product

tired tree
#

ew

#

they left it as is?

wicked oak
#

you could see the reflection in the glass

#

it IS working and its like that

#

at least for this edition

tired tree
#

curious that they haven't published non rendered images then

wicked oak
#

stream in seconds

tired tree
#

this is the one that will actually have demos running

#

?

wicked oak
#

pretty sure

tired tree
#

last one was pretty much nothing

wicked oak
#

they did show the thing

mighty carbon
#

another one of those threads

tacit quest
#

@wicked oak i didn't know willie nelson was into vr ๐Ÿ˜€

tired tree
#

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

sturdy coral
#

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

tired tree
#

while that was assumed being additive

#

still ouch

sturdy coral
#

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

tacit quest
#

@sturdy coral lmao those questions

tired tree
#

worth the cost of a laptop isn't exactly a small range

#

considering they go from 300-3k+

sturdy coral
#

true, worth a chromebook I guess

mighty carbon
#

so, what's the FOV on that thing ?

tired tree
#

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

sturdy coral
#

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

eternal inlet
#

@tired tree i will try that when i get home. Definetely good news

tired tree
#

its got way more positional jitter than i would expect...

wicked oak
#

looks like Hololens 2.0

#

hololens in videos also jitters like crazy

#

but then actual users say its not as jittery as it looks...

tired tree
#

during movement from your perspective it likely isn't as noticable

wicked oak
#

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

tired tree
#

aren't the kits "pay for"?

#

and a lot of money at that?

wicked oak
#

well, still no price, still no date

sturdy coral
#

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

tacit quest
#

everything about that stream was weaksauce

sturdy coral
#

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

granite jacinth
#

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.

mighty carbon
#

$1000+ ?! I wonder who is the target customer

#

(besides devs and enthusiasts with deep pockets)

tired tree
#

that is THE question

wicked oak
#

for the other oculus start members, did you get this?

tired tree
#

yes

wicked oak
#

i didnt get the equivalents last year ๐Ÿ˜ฆ

#

im joining in

mighty carbon
#

I did, but I can't go :/

#

lol, you should have joined Start when it was announced ๐Ÿ˜ƒ

wicked oak
#

i did

sturdy coral
#

nice, why can't you go @mighty carbon?

mighty carbon
#

life

#

(day job and money mostly)

granite jacinth
#

Damnit

#

I just noticed that email

#

And it was sent out two hours ago @wicked oak ๐Ÿ˜ฆ

#

Oh wells, hope my reply made the cut ๐Ÿ˜ƒ

#

Free hotel and comp ticket?

wicked oak
#

@granite jacinth yeah man

#

fuck yes

granite jacinth
#

Yes

#

I don't mind finding a cheap plane ticket

wicked oak
#

neither do i

#

USA tho ๐Ÿ˜ฆ

granite jacinth
#

Between this and OIX, should be a good month

wicked oak
#

thats one hell of a travel

sturdy coral
#

they are including hotel?

wicked oak
#

from yurope

#

@sturdy coral

#

yes

granite jacinth
#

Yes for Hotel

wicked oak
#

2 nights

sturdy coral
#

nice

#

that is awesome

granite jacinth
#

Yeah

wicked oak
#

they also bugged out and they are sending me another Go

sturdy coral
#

get a credit card offer and you can get a free flight

wicked oak
#

plz oculus stop

granite jacinth
#

To showcase the game

wicked oak
#

they spam me with headsets

#

it would reach 5 normal oculus with touch, and 2 go

granite jacinth
#

Give me Go if you don't want it, I want to try out MP ๐Ÿ˜ญ

sturdy coral
#

just usually requires a one month spend of $3K or so which you can get when you buy the magic leap ๐Ÿ˜ƒ

wicked oak
#

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

eternal inlet
#

hmm, seems that deleting the aftermath dll does not work for 4.19.2

#

it just makes the engine crash ๐Ÿ˜ฆ

#

either im doing something wrong or i will have to wait for 4.20

tacit quest
#

i don't think you're supposed to delete it, wasn't it just a config setting?

sturdy coral
#

@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
}
eternal inlet
#

Hmm odd

#

I cant make that engine change since im bound to the std build coz of Ikinema plugin ๐Ÿ˜‘

sturdy coral
#

i'd rather have janky IK ๐Ÿ˜ƒ

eternal inlet
#

From that snip of code, i dont see why it should crash the engine

mighty carbon
#

looking like a flop already

eternal inlet
#

I mean, it looks like it tries to load it and if it fails, it disables it

sturdy coral
#

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

eternal inlet
#

Aha

sturdy coral
#

but that seems like it would make it fail

eternal inlet
#

Are u on 4.19 too?

sturdy coral
#

yeah

eternal inlet
#

Did u try that โ€œfixโ€?

#

I mean deleting the dll

sturdy coral
#

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

eternal inlet
#

Still thats shouldnt cause a crash?

sturdy coral
#

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

mighty carbon
#

why not to set NV_AFTERMATH to false and when you build, entire #if block will be skipped ?

sturdy coral
#

he isn't building due to an IK plugin

mighty carbon
#

oh

#

that's why I hesitate to use runtime plugins that don't come with source code

eternal inlet
#

Yeah thats the curse if using custom plugins

#

I hate it myself

sturdy coral
#

why is it that they can't work on a source build?

#

some like substance do don't they?

eternal inlet
#

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

mighty carbon
#

do you really need their plugin ?

eternal inlet
#

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

mighty carbon
#

I guess the question is if it's critical to have IK in your project ?

eternal inlet
#

Oh it is

#

I use it for my player avatars body

mighty carbon
#

I mean, is it a selling point or just a feature nice having

eternal inlet
#

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

mighty carbon
#

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

eternal inlet
#

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

sturdy coral
#

epic is working on some advanced rigging/ik stuff including full body ik

mighty carbon
#

that's the point - you can have a great VR game with floaty hands (and release it) or have meh game with full IK

eternal inlet
#

Oh really? That sounds awsome

#

And yes i agree motor

mighty carbon
#

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 ๐Ÿ˜ƒ

wicked oak
#

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

eternal inlet
#

Indeed i will change a few things for my next project ๐Ÿ˜‰

wicked oak
#

not until we COMPLETELY replace it

sturdy coral
#

well I saw something about that in trello but now I don't see it

eternal inlet
#

๐Ÿ˜‘

wicked oak
#

btw, in engine "official" full body IK would be amazing

#

like Ikinema but integrated

#

current IK is just extremelly basic

eternal inlet
#

That would be insanely awsome

wicked oak
#

you have the normal IK for hands/legs, and then FABRIK for longer chains. But they are super simple

mighty carbon
#

should be plenty for player's body (might want to add your own IK arms if what's offered isn't enough)

sturdy coral
#

maybe it was this one:

wicked oak
#

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

real needle
#

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...

sturdy coral
#

@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));

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@real needle I see it in BaseLightmass.ini

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in Engine/Config

real needle
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@sturdy coral Omg I used the [DevOptions.PrecomputedDynamicObjectLighting], not PrecomputedVisibility

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Silly me

sturdy coral
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does that go into like WorldSettings defaults? is there a syntax to override stuff there per level?

real needle
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I'm just adding a project DefaultLightmass.ini, not sure per level

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Oh

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You can change the value, and bake without restarting editor

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So you can set it, bake, change it for another level, and bake that one

west atlas
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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.

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I'm lost... deleting intermediate and recompiling fixed it. No clue why that would happen out of the blue.

tired tree
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well to UBT

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welcome

west atlas
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lol

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I've seen issues with it for other things, but never full blown editor crashes like that.

empty wraith
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hello

eager pine
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why isnt add movement input working?

mighty carbon
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overpromised and underdelivered

mighty carbon
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btw, on a side note, Epic increased pay out for Marketplace creators from 70% to 88% (Arstechnica article is the source)

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oh there is a post on the forums already

sly elk
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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

mighty carbon
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do you folks think there will be Preview 6 for 4.20 or would it be released soon already ?

sturdy coral
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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

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seems to just be like hololens + some variable focus stuff

mighty carbon
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I wonder what Hololens 2.0 will offer and what it would cost

sturdy coral
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I'm pretty sure I'd prefer bigger FOV over variable focus small FOV

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but I haven't ever tried hololens or any AR stuff

mighty carbon
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@wicked oak Blender glTF exporter now supports multiple anims export officially. Have you tried it with 4.20p5 ?

mighty carbon
daring mural
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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

glossy agate
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Personally I only have apps on the boot drive. Everything else on the HDD

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Saw your trailer btw for the new MP game. Where are you at in development?

daring mural
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@glossy agate Still in alpha, setting up GameLift rn to start testing weapons in an mp lobby ๐Ÿ‘Œ

mighty carbon
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Minecraft will be coming to Go

wicked oak
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the music game i was working for Reebook

mighty carbon
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@wicked oak Blender glTF exporter now supports multiple anims export officially. Have you tried it with 4.20p5 ?

wicked oak
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no

tacit sinew
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AR-
someone know how to make a root in the object on imgtracker? (arkite)

I already have image recognition.

sly elk
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Yeah, my game working filesa are a on a big mechanical drive. The engine is on one of my ssds though,

cosmic shoal
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I have everything on SSDs except backups

sturdy coral
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SSDs have recently dropped in price by a ton, at least in sales

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just in the last month or so

real needle
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720ms on "self"

mighty carbon
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^^ that doesn't seem to be affordable

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2Tb one costs $1k+

glossy agate
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@real needle Jonas was having that same problem. Not sure if he solved it yet though

west atlas
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What is the recommended way to play haptic feedback on motion controllers? I see the functions on APlayerController require an EControllerHand

sturdy coral
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@real needle jonas linked athread about nvidia aftermath causing hitches (and being a problem by default)

real needle
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Huh I remember reading him posting about it but I didn't think it was in editor

sturdy coral
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I'm not completely sure but I think it should affect editor too

eternal inlet
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Quite sure its affecting both editor and packaged

olive ferry
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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

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This is how I do it :

broken moat
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anyone know of a tutorial to make a utility belt for vr?

sly elk
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What do you mean?

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Like an inventory system attached to the pawn?

mighty carbon
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@wicked oak do you use AI Perception and EQS for your AI ?

wicked oak
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no

granite jacinth
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Soooo... @full junco @sturdy coral , on 4.19.2, deleting the .dll on a release build is good enough?

sturdy coral
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I think deleting may not be enough

granite jacinth
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booo

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I guess I'll wait for 4.20

mighty carbon
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aren't you using source build ?

granite jacinth
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nah

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Maybe I will soon though

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Going to need it for a few things

wicked oak
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i tried The Persistence PSVR game

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they use dynamic light, and procedural maps, and its the highest image quality ive seen on ps4

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somehow

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engine edits for days it seems

granite jacinth
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UE4 Game?

wicked oak
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talked to a dev, confirmed it. They had actual engineers doing engine level stuff to be fastar

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yes

mighty carbon
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so I wonder why stock UE4 can't be as fast in VR

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(and if all the rendering improvements from VR games will trickle down to stock UE4)

tired tree
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stock ue4 retains a lot of feature lists that not everyone needs

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and 3rd party VR game improvements won't make it in unless they specifically pull request their modifications

mighty carbon
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hmm..

wicked oak
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can confirm

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120 fps DWVR only exists due to considerable axing to tons of stuff

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and its still not axed enough

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im going to ax MORE stuff

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the default PBR shaders are tuned for quality

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you can use the "mobile" GGX/etc approximations instead

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that are faster to calculate even if less accurate or a bit worse

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there is even some "overkill" quality formulas just commented out

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or #ifdef-d out

mighty carbon
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the point is to have engine that already has a lean render path

wicked oak
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well mate i have the engine for you

tired tree
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UE4 has never been about a lean render path

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if a studio wants it leaner, they cut options out

wicked oak
tired tree
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which is easier than building them in

wicked oak
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btw this lightweight render pipeline is meant for things like gearvr too

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and i have people confirming me that it works great

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then you have absolute madmen like Norman3d who straight up wrote his own shaders with ue4

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for Daedalus

mighty carbon
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right, but how hard is it to have #ifdefs to make it real easy for devs to enable lean render path ?

wicked oak
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literally fully custom shaders, plugged into the "emmisive" input of an unlit material

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actually, harder than you think @mighty carbon

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becoue you need to test them

tired tree
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would be reaaaal anoying

wicked oak
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and offer them as options

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epic games is 100% against untrue render paths

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they use the exact same shaders for all consoles and pc

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the same one

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just transpiled

tired tree
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something like that unity scriptable pipeline would be nice, but willing to bet it is compiled down

wicked oak
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even for the switch its still the same shader

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@tired tree its not

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but the scriptable pipeline is a "thin" layer over a low level engine

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that deals with the heavy lifting

tired tree
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the layer isn't nativized?

wicked oak
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you can download the lightweight one and see how it works

mighty carbon
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I guess I can see now why Unity is so liked at Oculus and UE4 kinda frowned upon

tired tree
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ue4 isn't frowned upon....

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ffs

wicked oak
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wtf you say lol, Oculus uses ue4 much more than unity

tired tree
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they USED it

wicked oak
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they even paid 10 millions to unreal

tired tree
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hell their base interface was UE4

wicked oak
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and they have their own branch with up-to-date sdks and random features

tired tree
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you are confusing integration with "liking"

wicked oak
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mobile multiview, mobile multires, and mono camera are all oculus features that got pull request-d into ue4

mighty carbon
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sure.. and yet most of the training materials are done for Unity and not UE4.. Integration is the fullest on Unity and not UE4..

wicked oak
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go use unity then

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there is no point of sticking to one engine

mighty carbon
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even Carmack suggested to use Unity for Go and not UE4

tired tree
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unity is far larger of a user base for VR

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even now

wicked oak
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but unity still sucks ass at multiple vr platforms at the same time

tired tree
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it makes sense to put the effort for training materials into it

wicked oak
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you need to put multiple vr plugins

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and somehow bridge them

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its a massive fucking pain

mighty carbon
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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.

wicked oak
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meanwhile ue4 has the XRInterface that works fine

sturdy coral
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should be good for spatial voip; before you could only get this for fixed sources through putting in some attenuating geometry I think:

wicked oak
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@mighty carbon you need to look at the typical thing

tired tree
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still waiting for VOIPTalker to be integrated with steam................

wicked oak
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does Epic have a gearvr game?

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no

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so they dont care

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gearvr support is basically put there by oculus for you

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but the default mobile shaders are very overkill

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in mobile vr you better go actively editing shaders to get a good result

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Norman3d did, and has one of the best looking (and performing) games on gear

tired tree
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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"

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which is a valid goalpost

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just not that accommodating with VR

wicked oak
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of course

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and it makes total sense

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look at where unreal is used for mobile games

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for the very few mobile games that do ue4

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they are all graphically intensive mobile games

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thats ue4 focus, graphixxx on mobiles

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thats also what got them so popular on the Switch

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becouse they already had the fancy graphics for a mobile GPU

sturdy coral
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@mighty carbon doesn't the new Oculus home use UE4?

tired tree
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it does..lol

mighty carbon
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yeah

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but

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it's on PC

wicked oak
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@mighty carbon you cant expect Epic to align with your specific needs

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nor unity

mighty carbon
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and if PC isn't powerful enough, I've heard it lags

wicked oak
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you need to be willing to take things on your hands

sturdy coral
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I've integrated voiptalker with steam but it is getting some dropouts for some reason, must have done something wrong

wicked oak
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thats also why unity is doing the render pipelines

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so they can go 100% hands off

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want fancy graphics? fucking buy them or something lol

tired tree
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@sturdy coral yea from looking at it, its not that hard of a change either

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don't quite understand the resistance to it

sturdy coral
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I also mixed in a previous change to make it work with replays though

glossy agate
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@sturdy coral How?!?! Thats awesome

sturdy coral
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so that might be what is causing the dropouts somehow

tired tree
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connection drops? or voice drops

sturdy coral
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voice drops

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there are some configuration settings around how much buffering it does and stuff that I need to experiment with

tired tree
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honestly, screw the voiptalker alone

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would appreciate the VoiceEngine being settable period

sturdy coral
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in 4.19 all the procedural audio stuff with the new engine is kind of broken

mighty carbon
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@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.

glossy agate
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You change the allowable bandwidth in the config? I just kept raising mine till stayed stable

tired tree
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would rather use default voice engine than steams

sturdy coral
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it has a garbage collection issue

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so I'm not 100% that isn't part of my problem too

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fixed in 4.20

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yeah I have enough allowable bandwidth to be able to send kinect holograms

tired tree
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still doing that?

sturdy coral
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so that's not the issue ๐Ÿ˜›

tired tree
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how are you compressing

sturdy coral
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zlib and some delta encoding, pretty close to what png does

tired tree
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zlib should be good for that type of data

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it handles sparse data fairly well

sturdy coral
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yeah, the main problem for compression is kinect is noisy

tired tree
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you don't threshold filter it?