#virtual-reality

1 messages Β· Page 183 of 1

sturdy coral
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supposedly if you add some temporal filtering it gets a lot more compressible

glossy agate
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Oh yeah, since you were doing that hologram stuff, you should try setting up a camera and see if you can use that new Ai stuff from facebook to get real external full body tracking

sturdy coral
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I am quantizing it a lot which makes it better

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but it can be really noisy especially on dark colors that it doesn't get a good IR bounce from

tired tree
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temporal filtering would make sense, you really want it to be density culled

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and that would be a fast method of it

sturdy coral
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you can use the IR view to see which areas will likely have the most noise

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and temporally filter them stronger than others

tired tree
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you can also pick the focal point and trash everything outside of a boundry box

sturdy coral
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focal point like the player?

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I'm using the body indexing stuff to only send the player

tired tree
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ah

granite jacinth
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@sturdy coral if you get it to a good enough state, consider plugin -sell on MP

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You'll easily make quite a bit from it

mighty carbon
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I wonder how many UE4 devs dig VR nowadays.. I'd like to try making some assets for MP and see I can get some supplemental revenue to fund my projects.

glossy agate
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What kind of assets?

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And ditto what victor said. I would like spatial audio on top of team channel so you have to be carful about talking near enemies

sturdy coral
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@granite jacinth not sure i could do it all as a pure plugin without copying the existing steam one, but I guess you are allowed to bring in engine code on marketplace stuff as long as it isn't from the editor folders (for a non-editor plugin)

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they messed up the implementation a bit where it won't be easy to do both radio and spatial simultaneously

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at least as a plugin, that will require some engine changes

glossy agate
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Yeah. I guess what I have is fine for now. Same setup as R6S. Just have to listen for footsteps, reloads, slide racks ect for position

fleet plume
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@wicked oak you don't use behaviour tree movement functions, but still use regular character controller for enemy AI's right?

wicked oak
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yes

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and im going to fully reimplement path following

fleet plume
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how many can you use at once?

wicked oak
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becouse current implementation is shit

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it depends on how complex the skeletons are

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now that i have optimized their components, its better

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remember moving objects trigger all sorts of physics recalculations

fleet plume
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what do you mean with components? regular cmc or something else?

wicked oak
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meshes/subactors

fleet plume
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damn, need to read up on that

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i guess the ue4 mannequin is also a good place to start looking at the setup, right?

mighty carbon
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@glossy agate models / anims most likely. Maybe textures. Probably non-PBR style for anything at this point.

sturdy coral
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another problem with Oculus via steamvr:


                        // If the touchpad isn't currently pressed or touched, zero put both of the axes
                        if (!CurrentStates[ ESteamVRControllerButton::TouchPadTouch ])
                        {
                             VRControllerState.rAxis[TOUCHPAD_AXIS].y = 0.0f;
                             VRControllerState.rAxis[TOUCHPAD_AXIS].x = 0.0f;
                        }

doesn't work well with touch controllers because you can move the joystick without hitting cap touch pretty easily

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changed it to:

// Device has a joystick treated as touchpad, like Oculus Touch
                bool bIsTouchpadReallyAJoystick = VRSystem->GetInt32TrackedDeviceProperty(DeviceIndex, static_cast<vr::ETrackedDeviceProperty>(vr::Prop_Axis0Type_Int32 + TOUCHPAD_AXIS)) == static_cast<int32>(vr::k_eControllerAxis_Joystick);```

```cpp
                        // If the touchpad isn't currently pressed or touched, zero put both of the axes
                        if (!bIsTouchpadReallyAJoystick && !CurrentStates[ ESteamVRControllerButton::TouchPadTouch ])
                        {
                             VRControllerState.rAxis[TOUCHPAD_AXIS].y = 0.0f;
                             VRControllerState.rAxis[TOUCHPAD_AXIS].x = 0.0f;
                        }```
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@full junco @tired tree ^

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can't remember who else is doing at least some oculus via steamvr stuff, @granite jacinth maybe?

granite jacinth
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Aye. Looks nice. Never had that issue before.

sturdy coral
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you'll definitely want to set a deadzone if you do that though

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but you can do that outside of the plugin on the axis properties

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(native rift plugin doesn't check for touch either and also needs a deadzone)

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@granite jacinth someone has put up a pull request for WMR joystick support if you need that:

granite jacinth
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Ah nice. Yeah. I need to do another pass on WMR

sturdy coral
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I think maybe @sly elk was looking for that too

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his PR hardcodes it in a way that isn't great, without actually querying the type of the axis

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but I think it should be ok for all existing controllers

broken moat
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anyone know how to give the player an item belt in vr?

sturdy coral
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@broken moat you can look at robo recall holsters

alpine aurora
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Im curious why there's so few VR apps that let you control a steering wheel with motion controllers

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Is it a difficult/tedious interaction to program or something?

tired tree
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it doesn't feel that good

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there isn't any 1:1 interaction with a two handed wheel

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it has to be aproximated

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I prefer 1 hand on the wheel and 1 hand doing something else personally

alpine aurora
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What if you just didn't parent your grips to the wheel transforn

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And used the min of the two rotational deltas?

alpine aurora
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also, are there any games with a motion controller -> steering wheel control scheme?

tired tree
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that is what I meant

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its not 1:1

alpine aurora
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i know exactly what you meant, I just don't see why it can't be 1:1 if you decouple the grip->wheel transformations

wicked oak
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im going to pass the time in a travel with my oculus go, watching sword art online movie

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meta

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i want to see how the device works when you are in a car

alpine aurora
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ie, grip movement along the wheel shouldn't be coupled directly to the steering wheel transform

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it should only control the position of the grip rendered onto the wheel

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wheel transformation gets applied indirectly, and from the minimum of the two grip rotations

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i don't see how that wouldn't be 1:1

mighty carbon
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@wicked oak you aren't the driver, are you? πŸ˜›

wicked oak
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no

alpine aurora
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he is

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he has a panoramic camera installed on the top of his car fed into his hmd

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it's like he's driving his card in third person view

wicked oak
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nvidia showed literally that

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a vr driver driving a real car

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the driver was on the showfloor, and the car drove around the real street with no driver inside

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thats going to be a important step for the "ai fleet" cars

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you have a bunch of drivers on a call center wich take over the car in the case there is something weird going on

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im also putting the extended lord of the rings triology on the Go

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pretty sure battery wont last one of the movies

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they are like 3 hours 20 minute each

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holy shit return of the ring is 4 hours

tired tree
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@alpine aurora because your hands aren't actually locked there

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unless you literally move them at the same speed around the circumference of the wheel its not 1:1

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you can do it

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there are games that do

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I just don't prefer it

alpine aurora
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do you have names of any games with 1:1 steering wheel motion?

tired tree
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not off the top of my head, there are more than a few

alpine aurora
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damn alright

tired tree
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lots of the lesser known games on steam with cars do it

sturdy coral
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LA Noire might, not sure. It has a lot of driving.

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May need one hand for shooting with it anyway

broken moat
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hay everyone

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need some help with something

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I have a sword attached to my player

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but I havnt worked out how to grab it yet

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everytime I try to grab it, it just falls to the floor

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my usual grab blueprint isnt usable

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because its on the character pawn

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can someone help a guy out?

broken moat
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can someone help please

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I have this sword on my character in VR, but I cant grab it

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it just falls to the ground

merry tusk
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try creating a socket in ur bones and attaching it there ?

broken moat
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any way to make it a dynamic object so its not stuck to the player?

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I have the same sword in the level which I can grab and cut things with

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but the one on the player I cant grab

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I was hoping to be able to use the motion controllers grab function

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this is the code that the sword in the level uses, but this code doesnt work for the vr character pawn

glossy agate
eternal inlet
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@glossy agate nice with the traps!

glossy agate
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Thanks man!

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Running an internal test in a few min to see if its good enough to get out to the testers to start finding bugs.

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Am pretty happy with the master trap class. Let’s you make a lot of variations of the traps super quick with just a few check boxes

warm lion
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I'm trying to run through the oculus go setup documentation and I can't get the Oculus Go controller to work. I assign a "motion controller" component and then a static mesh to that for visual verification. But when I launch to the Go Only the Go HMD functions as expected, the controller doesn't move at all when I move it around.

digital marlin
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@glossy agate how is the movement?

glossy agate
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What do you mean?

white sleet
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Has anyone managed to launch a Distribution signed .ipa with Google VR plugin? is there any other way to have VR on iOS devices?

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Blank Project on Distribution with Google VR enabled, will always crash on devices (Iphone SE , ipad 6th gen)

digital marlin
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@glossy agate as in, you seem to be moving using standard movement input - how does it go? Do you feel any motion sickness?

glossy agate
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I like it. Just controller oriented. Have to have it for multiplayer shooters

broken moat
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anyone willing to help a guy out with some basic stuff

digital musk
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@broken moat I'll help where I can...also learning so....ask at your own risk, hahaha

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When I add the Oculus Touch controller meshes into my pawn I'm suddenly unable to save the pawn, anyone able to shed some light on why this happens?

broken moat
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as a vive user I cannot

broken moat
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is it possible to have a weapon on the player be grabbable?

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or does it have to start in the level first to be useable?

eager pine
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@broken moat yes

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i guess

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never tried it directly, but had a BP as a child actor in there that acted like a gripable mesh

broken moat
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so you need to make a child actor to make a skeletal mesh grabbable?

eager pine
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well, you can

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look at those

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you use the vr expansion plugin?

broken moat
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nope should I be using it?

jaunty shell
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it adds a lot of nice stuff

broken moat
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I added a child actor to my sword

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what class should I give it to make it grabbable?

tired tree
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I wouldn't use child actors if I were you, just spawn a normal actor

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child actors are really buggy, even now

broken moat
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but I cant grab a skeletal mesh

tired tree
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you are trying to attach a skeletal comp

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you need to implement the interface of epics on it

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their default is to attach a full actor

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you can totally attach a component

broken moat
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which interface?

tired tree
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epics pickup interface?

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but from that SS above, it looks like you wanted additional data, like a slicing plane

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so yeah, an actor is what you need

broken moat
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I already have the pickup interface

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it still doesnt allow me to grab the sword

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the sword is on the player and attached to a shieth, its all skeletal meshes

eager pine
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is there an easy way to see bones ingame?

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suspecting one of the bones falling out of place and cant determine unless im in game xD

tired tree
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@broken moat are you overlapping? or tracing, to get if you should pickup

jaunty shell
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@eager pine showdebug bones

broken moat
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I have the event pickup and event drop interface

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and the motions controller pickup that came with the vr template

eager pine
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@jaunty shell is that a ingame command or what

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when typing it before starting it doesnt work

jaunty shell
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even when typing it in the console ?

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that was just a quick googlefu result btw

eager pine
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ooh okay

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seems like they removed the feature

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to bad, but doesnt seem like a bone related problem anyway

jaunty shell
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what about a.DebugDrawSimpleBones ?

eager pine
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tried that one too

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doesnt make any difference

jaunty shell
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oh well

eager pine
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well, my real issue is this tough maybe i can get some help around it

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soz i have a skeletal mesh in my vr character, that has two bones named left_socket and Right_Socket, which i added inn an array

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Based on the index passed in it will choose between which to get from the arraya

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now, with index 0, it seems fine, everything works, the actor is hanging

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thats for the cable end

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but, when 1 index is passed inn, the skeletal mesh actors that is constrained is jumping around in an axis at 0,0,0

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Now the name is correct, and i dont understand why the first one constrains, but not the second index

broken moat
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omg the installation process for the vr extension plugin is a freaking nightmare

mighty carbon
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o.O

tired tree
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@broken moat lol, no, its standard compilation, there are precompiled binaries as well...but they aren't suggested

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also you might want to consider that I don't suggest it for beginning developers

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kind of feel that it is "over suggested"

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weird...i used Suggest 3 times there

broken moat
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too late I'm already half way through the installation lol

tired tree
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I need to wake up

mighty carbon
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@broken moat saw your post on the forums in the WiP section.. You might want to post screenshots or a video of your progress there.

broken moat
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havnt made a lot of progress yet mate, nothing to boast about anyway, just made a dash mechanic and smooth loco and a sword that can slice meshes so far

mighty carbon
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oh 😦

broken moat
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I'll post up a proof of concept once I get the drawing mechanic done

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cause then I'll start doing some level design so I have something nice to show off

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all in good time

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these things take a while

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yeah I tried to install the vr extension plugin but it gave me errors and the engine couldnt even run the project anymore

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lucky I keep backups

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it also doesnt have a download for 4.19

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only 4.18 and 4.20

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so I'm scrapping that idea

mighty carbon
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I had no issues getting it running by simply following instructions O.o

broken moat
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i obviously did something wrong

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but I dont see why it couldnt just be on the unreal marketplace like the other plugins

tired tree
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the default / master branch is the current engine version

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and it is a free open source plugin that gets constant updates

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marketplace can't keep up with it

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not all plugins are on the marketplace fyi

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trying to port back features to old engine versions while maintaining it on the marketplace would be hell

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regardless, you are using runebergs plugin

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that is a better starting out plugin anyway

placid rampart
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Hey guys, is there a reason why my it looks like i have 30cms of height on the preview?

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I'm using a rift

sturdy coral
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@placid rampart are you using the standard VR template, or your own setup?

placid rampart
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My own

sturdy coral
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you have 30cms of extra height

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or your view is 30cm above floor

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?

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@placid rampart

placid rampart
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30cm above the floor

sturdy coral
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are you attaching to a character capsule component?

placid rampart
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i have a scenecomponent that i'm using as VRRoot that is attached to the character capsule

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and my camera is attached to the VRRoot

sturdy coral
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you have to set the headset in floor origin mode

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and put the VR root at the bottom of the capsule

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put it at the center then in constructor or at beginplay move it down by subtracting result of scaled capsule half height node

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tracking origin is the other node

placid rampart
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Thanks! i'm gonna try this out now

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Those changes are valid only for the rift?

sturdy coral
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oculus and vive have different default origins

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as long as you set it to floor both will be the same

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vive defaults to floor, oculus defaults to whatever the hmd was calibrated to (like in cockpit games)

placid rampart
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Oh ok, i thought i was going to do a hmd check

sturdy coral
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but both can be set to floor and then should act the same

placid rampart
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Okie, thanks

sturdy coral
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then yeah make sure your VRRoot is actually on the floor

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you may want to take off an extra inch below the capsule bottom, because character movement component keeps it a bit off the floor

placid rampart
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I'm gonna set the VRRoot Z location at the constructor

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VRRoot->SetRelativeLocation(FVector(0.f, 0.f, GetCapsuleComponent()->GetScaledCapsuleHalfHeight() * -1));

sturdy coral
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yeah maybe take off 2

CMC uses:

const float UCharacterMovementComponent::MIN_FLOOR_DIST = 1.9f;
const float UCharacterMovementComponent::MAX_FLOOR_DIST = 2.4f;

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so the capsule hovers 1.9-2.4cm off the floor

placid rampart
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Didn't know that

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thanks

sturdy coral
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yeah even that small amount can be noticable with picking up objects and stuff

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though you should probably always have a little bit of magnetism for that kind of thing to where it wouldn't matter

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WindowsMR seems to get the floor wrong and a lot of users of it don't fix it

placid rampart
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Well, that's a problem for future Blue πŸ˜›

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Present blue didn't even knew how to be tall until moments ago

mighty carbon
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Sooo, Google added support for second motion controller to Mirage. Oculus meanwhile removed support for side loading from Go.

undone socket
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hi how are u

wraith sky
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Got myself a Vive.

mighty carbon
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did you have Rift before @wraith sky ?

wraith sky
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@mighty carbon nope

mighty carbon
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well, I guess welcome to the club, but IMO you bet on a wrong horse

wraith sky
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i still hoping to get a rift from oculus as a dev

mighty carbon
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ah, I see.. makes sense

sturdy coral
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@mighty carbon where did you see that about sideloading?

mighty carbon
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on Reddit

west atlas
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Hey, anyone have pointers on getting 3d assets looking good at around the 2000 cm range? Is the mesh resolution the main factor? Not sure what the main cause of this blurriness is.

mighty carbon
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TAA

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(perhaps)

west atlas
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I'll try it. Had it on MSAA and it wasn't any better than default.

mighty carbon
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I mean, if you have forward rendering and MSAA, it should be sharper than deferred + TAA.. That's with default screen percentage settings.

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also, anything at the distance will look blurrier than up close..

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physical screen res isn't that great, plus textures are mipmapped and you have SDE playing tricks too

west atlas
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I had forward rendering and msaa ... for some reason my stuff was blurry at a distance but crisp up close

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Ugh, lagging from recompiling shaders. Would mipmapping make the entire model look more blurry though?

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SDE?

mighty carbon
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screen door effect

west atlas
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Would a lower resolution model look worse further away than it would up close?

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it's pretty low poly

mighty carbon
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perhaps you can post comparison screenshots here to show what you mean by "blurry" exactly ?

west atlas
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Yeah, might be a few. I have 3000 shaders left to compile. It looks more blurry than your standard SDE I'd say, but I'll try to capture it for ya.

west atlas
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I don't know... maybe it is just the screen door effect. I feel like I've seen things look more crisp than this at this distance.

mighty carbon
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why don't you put some of them close to the cam and some in between closest and farthest objects. Also place some other model (a few UE4 cubes) next to those far away objects.

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you don't have any reference points there, so it's really hard to say why it's blurry

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do you have DOF on ?

west atlas
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Ok I'll toss in some for reference... this is what they look like up close just fyi. And what is DOF?

mighty carbon
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lol

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that's not what I was asking for

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DoF is Depth of Field

west atlas
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I know, already had the screen there so figured I'd give you as much information as I can haha.

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Oh, new project using the default pawn. Let me check the world outliner.

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should I crank up the aperture?

sturdy coral
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unchecking it just means that one won't override the base

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@west atlas try the VR template and see if things look better from far

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you can disable dof through pp settings but it can be a pain

mighty carbon
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everything looks blurry :/

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as if AA blurs everything

sturdy coral
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@west atlas you can try r.DepthOfFieldQuality 0 on the console to see if that is the issue

west atlas
sturdy coral
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@west atlas what HMD/GPU are you on?

west atlas
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oculus rift, nvidia gtx 1070

sturdy coral
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have you tried robo recall and other UE4 forward rendered stuff that uses MSAA?

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and does that stuff look blurry to you too?

west atlas
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yeah robo recall looks sick

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no, not like this

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i'm wondering if i just need more vertices in the mesh

sturdy coral
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@west atlas I think I see your problem

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the pins seem to have geometry for the stripes

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are they connected in UV space to the rest of the pin mesh, or are they separate islands?

west atlas
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They are separate material layers, but I didn't touch UVs on this. Just doing a quick prototype to figure how to go about models and textures for vr

sturdy coral
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if they are separate islands, you aren't going to benefit from mip mapping around them, geometry doesn't downsample in the same way as textures

west atlas
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So yeah, separate islands

sturdy coral
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you'll end up with just the MSAA samples around the edges of the stripes, 4 samples per pixel

west atlas
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Hmm, would disabling mipmapping possibly fix it? I don't think I'll need aggressive mipmapping at least to start.

sturdy coral
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no, I think the problem is you aren't getting real mip mapping

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so you are essentially relying on tiny geometry features that won't hold up well in the distance

west atlas
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let me check the textures that came in from maya

sturdy coral
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one thing you can do is just bake a lod with the new mesh simplifier

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it will bake it down into a simplified mesh with a generated texture that should mip fine

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you can't do subpixel details with geometry very well

west atlas
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Oh yeah, I forgot... these are not even using texture samples... Just materials each with a simple red/white base color.

sturdy coral
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yeah same issue

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if choosing the materials is based islands of geometry

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then you aren't going to get good results when it gets down to distances where the features are in the subpixel regime

west atlas
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so are you referring to this "Bake out materials" from the sm editor?

sturdy coral
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@west atlas no, let me see what it is named

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@west atlas but think of it like this: where the red meets the white, without AA you would only get a stair stepped line inbetween. As the red got to the point where it was smaller than a pixel you would just get some random pixels near it

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with 4x MSAA it is the same thing, just with the edges sort of supersampled

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where red meets white you will either have 1, 2 3 or red subpixels downsampled into 1

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so only three levels of gradiation along those edges

west atlas
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ah

sturdy coral
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whereas with mipmap sampling of the region it is prefiltered

west atlas
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Wait so -- I could alleviate this by simply importing proper textures right?

sturdy coral
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you could have 256 levels of variation or more depending on textures and bit depth of output

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@west atlas yeah, but having the textures laid out in a UV map where the red stripes are adjacent to the white pin

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if they are separate islands in the UV map you will get no benefit

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I think the auto lod generation might just use your existing textures

mighty carbon
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it doesn't look like a texture issue though

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look at the cubes - edges are blurry

west atlas
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The cube edges dont look as bad inside the headset, the pins after a certain distance almost look like they switch to a billboard or something

mighty carbon
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I'd make a plain color texture and test with that - I think something is going on with geometry rather than textures

west atlas
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Yeah, I noticed my smoothing groups weren't imported with the obj for some reason. I'll double check the import settings.

mighty carbon
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that has nothing to do with blurry contours

west atlas
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I think the pins look a little better now that I remembered to export with smoothing on. What would cause moving jaggies around the edges of the cubes?

west atlas
mighty carbon
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I still have a feeling you are running TAA instead of MSAA

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(although I haven't worked with Rift for some time and in Go everything looks sharp enough)

west atlas
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I'm using MSAA

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When I turn my msaa count up i get the jagged edges on the boxes as you can see there. And this one below is with r.MSAACount 0

glossy agate
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Is that your uv for the whole pin? That round picture?

sturdy coral
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@west atlas MSAACount 0 activates TAA

glossy agate
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If it is that is really not how you want to UV an object

sturdy coral
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Count 1 is no msaa, and Count 4 I think is the max (beyond that no added effect)

west atlas
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@glossy agate Yeah I'm aware those aren't ideal UVs hahaha. It's working ok though since it's basically a solid color with no fine grained detail. I'll have to go back and do it right if I plan on adding scratches, etc.

glossy agate
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Ah ok. Was gonna say right where your stripe is supposed to go Its super cramped so that may be part of the issue

west atlas
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@glossy agate Do you know how to successfully unwrap a sphere? πŸ˜›

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(I'm on to the bowling ball part) -- this was a nightmare last time I did a skydome

glossy agate
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I use max and there is a sphere unwrapper tool. For stuff like human heads. You can probably just do a left/right unwrap and flatten it out though cause it’s simple

west atlas
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Hmm seems splitting the sphere in half and doing a planar projection works as you'd expect

glossy agate
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Ah yeah there you go. Easy. Should do the pin the same way

west atlas
broken moat
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just for anyone struggling with grabbing a skeletal mesh, what I decided to do is when the grab is done, I set the visibility of the object to false then got it to spawn a static mesh to replace it

tired tree
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that shouldn't be required

broken moat
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but it works well and the code is very simple

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so I'm keeping it

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however

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now I need to find a way to make the spawned item go to the motion controllers hand

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anyone able to point me in the right direction

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?

broken moat
#

anyone available to help a brother out?

sturdy coral
#

@broken moat that's not a good reason to keep code

#

if you don't understand why something wasn't working that should have, you might be missing a big bug in how you are doing things

#

even if you have a work around

#

to make it go to the hand as in what? go to a certain location? animate flying to the hand?

broken moat
#

nah just go to the hand location upon spawning into the world using a button

#

like I said the code works way better doing it this way anyway

#

I would have run into problems later on if I was attaching it to the actor

broken moat
#

can someone tell me what I've done wrong here

#

this isnt working

#

tried every different node trying to make it work

#

and nothing is working

#

I want to make it so the function only works when the right controller is overlapping the katana

pearl tangle
#

@broken moat why don't you just use the "on overlap" event?

broken moat
#

Because I also need the grip button, I need both

pearl tangle
#

@broken moat so on the overlap do a check to see if the grip button is also held?

broken moat
#

yeah something like that

#

I'm not confident setting up overlaps because I tend to get it wrong 99% of the time

#

watching a tutorial atm to try to understand it better

#

but I will still need help getting this to work

digital musk
#

Hi, can anybody perhaps help with vr experience projected onto a cylinder? At our local university they have a stereo projection cylinder room...they use Unity to build projects for the room but I'd like to try and do something in Unreal

broken moat
#

I got it to work

#

I needed to set the vr controllers grabbing cube collision to a pawn

#

it all works now

#

next part it to learn how to make the spawned sword spawn where I want it to

broken moat
#

so I almost have my drawing mechanic done on my game, only problem now is that once the sword is drawn its not lined up correctly with the hand

#

I have it in the hand but its not lining up where you grab it

#

ahhh so close yet so far away

broken moat
#

anyone got any tips for making a spawned item attach to the motion controller at the right angle?

broken moat
#

I'm using a world transform to get the right location and rotation

#

but it need to be rotated 180 degrees

#

from the world transform

#

what math function do I need to use to do that?

balmy surge
eager pine
#

Does anyone know why this makes my vr player twitch when grabbing something climbable?

sturdy coral
#

@eager pine you may need to set up a tick dependency

#

force motion controllers to tick first or vice versa

eager pine
#

really

#

cant use any interp method

#

like so it smooths into that location without it being a delay later

#

no that wont work

#

hmm

sturdy coral
#

@eager pine does your character/capsule have gravity affecting it?

#

or did you change the movement mode to something other than falling?

eager pine
#

climbing mode

#

@sturdy coral its basically tagging the socket and making the hand mesh a child of that

tired tree
#

climbing mode doesn't exist on normal character oppne

#

just mine

#

and you aren't using the built in node for it

eager pine
#

then no, im not changing the default movement mode

tired tree
#

you need to

#

walking / falling have other forces in play

#

if you are making a custom climbing mode you are best off using the custom movement mode setting

#

or even movement mode None

eager pine
#

yeah, did that doesnt make a real impact, the movement node is changed to custom when climbing mode is activated, and i dont think im using the normal vr character

#

Well, ill try the tick dependecy maybe πŸ˜ƒ @sturdy coral

tired tree
#

when climbing mode is activated it turns on the CustomMode(CM_Climbing)

#

you know that you can reference the sample content right?

eager pine
#

isnt the sample content the vrbasecharacter?

tired tree
#

no

#

the template

eager pine
#

well, i think i moved away from the template a time ago

tired tree
#

it doesn't matter, if you are using the custom movement mode

#

you should be using the setup for it

#

i'll send you some stuff in pm

eager pine
#

nice thanks

mighty carbon
fleet plume
#

fuck yes

#

trying to figure that out currently and it's a bit painful

tired tree
#

its meant for large scale servers

#

not small

fleet plume
#

ah ok

#

i'am already failing on the basics of figuring out which combination of authority/proxy relates to what when running as listen server + additional client

tired tree
#

I seriously doubt anyone is currently working on a UE4 VR game with enough scale to require a UReplicationDriver implementation

#

the core setup was created for fortnite

#

and the graph is an instance of it

fleet plume
#

yeah i misunderstood the title/topic

glossy agate
#

Now we can all pivot to VR BR

fleet plume
#

like why would a player controller be IsLocalController = false but Role = ROLE_Authority and RemoteRole = ROLE_none ?
i don't get it

tired tree
#

player controllers are on the server AND on the owning client

#

remote clients don't get another players controller

#

so in that case, its a clients controller, on the server

fleet plume
#

with a listen server and one additional client, which of the clients is it?

tired tree
#

its not a local controller

#

and role is auth

#

so its the client

fleet plume
#

i think i've understood the proxy role backwards

#

or maybe it's just confusing me especially here because the PC has a special ... pardon the pun ... role

#

thanks πŸ˜„

sturdy coral
#

one thing I've needed that may be handled by the graph is a multicast RPC that skips owner

#

you can do it for properties with COND_SkipOwner but I don't think there is a good way for RPCs

broken moat
#

good morning fellow devs

soft beacon
#

Does anyone know how to focus the Android camera during AR use? My trackers work on screen, but don't work up close on a card because they are blurry and it cannot detect feature points. I cannot find a way to manually focus or enable autofocus. Thank you ahead of time, this is a big issue for me

daring mural
#

does anyone have experience with blending animations on a body IK system in VR?

glossy agate
#

Its just state machine

#

Like in normal animations. Or blendspace

daring mural
#

yeah I'm using a state machine with a blendspace

#

but when I strafe left to right, the blend is instant and looks strange

#

a bit jittery because it happens so quickly

real needle
#

@daring mural you can set the interpolation speed for the blendspace

daring mural
#

I'll look into that, thanks a lot

broken moat
#

hay all

#

anyone want to give me some pointers on slicing the procedural mesh?

digital musk
#

I downloaded VRExpPluginExample but in the project it seems like the pawn isn't setup....anybody can help me with a quick start guide?

terse moon
#

I'm looking to invest into a VR headset for development, which one would you recommend?

jaunty shell
#

depends, what is your budget, what is your final use, what is your available space ? πŸ€” @terse moon

broken moat
#

get a vive pro

#

hay fellas trying to get my sword to cut the procedural mesh, can someone tell me what I've done wrong here?

terse moon
#

@jaunty shell no more than Β£500 games and possibility of training enviroments - space as in size of room?

jaunty shell
#

yup

terse moon
#

2m by 3m is the study but got bigger rooms i could move into

jaunty shell
#

My rule of thumb is the vive, although at that price in the UK I'm not sure if you can find new ones

#

the rift is too much of a hassle to setup for roomscale tracking imo

#

even if its cheaper

#

if you can import a Samsung Odyssey from the USA that's also a good option

#

if you want to move your playspace a lot go for Windows Mixed Reality devices

terse moon
#

The normal vive is on offer in the Uk at the moment

jaunty shell
#

but honestly after trying out the dell WMR headset, I cant really recommend them unless its the samsung one (which has the same screen as the Vive Pro)

#

oh well go for the vive then

#

how much is it in pounds ?

terse moon
#

500

#

down from 600 atm

jaunty shell
#

convenient πŸ˜„

terse moon
#

indeed

jaunty shell
#

I've had the vive since the pre orders at home, and we have 2 OG vives and 1 Vive Pro at work

#

its a great piece of kit

terse moon
#

is the vive easy to set up with unreal?

jaunty shell
#

yeah its all integrated

terse moon
#

Iv used rift in the past but that as far as it goes πŸ˜…

jaunty shell
#

havent used a rift since the early CV1/DK2 days

#

I'm not fond of their software layer tbh

#

steamVR is a lot more straightforward

terse moon
#

Bigger market to oculus?

jaunty shell
#

samey I 'd say

#

the rift is a lot cheaper and has the support of facebook

#

so it gets more marketed to the mass

#

the vive was the first room scale device on the market

#

and they have the support of Steam and Valve

#

but the HTC part of the device is possibly one of the worst part πŸ˜…

#

dont buy from HTC, buy from a big retailer instead

terse moon
#

haha how come?

#

Thanks for all the information by the way! much apricated

jaunty shell
#

their support is abysmal

#

from what I've seen/heard

#

better to deal with a third party seller

#

in case you have to use warranty

terse moon
#

ill prob go though amazon

jaunty shell
#

never had any problem with my day 1 vive though, so probably a vocal minority

terse moon
#

Only takes that 1% of bad orders to taint a company

jaunty shell
#

eyup

#

the worst is when that 1% gets bad feedback from the company

#

thats where shit hits the fan πŸ˜…

terse moon
#

Yup

jaunty shell
#

this is the quickstart for unreal and steamVR btw

terse moon
#

Awesome! Thanks πŸ˜„

mighty carbon
#

Lol, get Rift

#

Seriously

jaunty shell
#

oh no not you :p

#

right so you had the Vive user pov, now you will have the Rift user pov

#

that way you can balance your choice

terse moon
#

Okay I'm waiting to hear the pitch πŸ˜ƒ

mighty carbon
#

I just woke up πŸ˜‚

jaunty shell
#

πŸ˜„

mighty carbon
#

So, ask questions and I'll try answering

#

Unless you are dead set against Oculus and Facebook. Then no pitch will change your mind.

terse moon
#

Iv used oculus in the past at university and i have facebook

#

I have an open mind, i just wanted to know which was the best for development on unreal

wicked oak
#

its oculus by a massive difference

#

much better software, and you dont have to deal with steamvr

#

plus its a lot easier to put on-off

#

you also have official ue4 builds by oculus,wich have the absolute latest fancy stuff

jaunty shell
#

you do have to deal with the oculus software

wicked oak
#

nowhere even close to as bad as steamvr

#

steamvr fucking with the audio gets me every time

jaunty shell
#

I dunno I never really had some issues with steamvr

#

have you changed that in the audio parameters ?

#

the output switch

wicked oak
#

yes

jaunty shell
#

what bothers me the most with the rift is the multiple camera setup and the fact that facebook owns them

#

I'm fine with the rest

#

its a good headset

terse moon
#

So it boils down to the cameras and practicality for myself as they both have pros and cons

jaunty shell
#

basically how do you want to setup your VR space and what kind of software experience do you prefer

terse moon
#

Which is the easiest πŸ˜‚

mighty carbon
#

From consumer perspective, with Rift you can play both Steam and Oculus games natively.

#

Customer service and dev support are better with Oculus

wicked oak
#

and software is better. ASW and all that stuff

#

also bit higher resolution on the center (but lower fov)

jaunty shell
#

yeah pixel density is a tad higher on the rift

wicked oak
#

i have both, and once i got my rift i never plugged the vive again unless i needed to test if stuff works

mighty carbon
#

Also Oculus paid for hotel and passes for OC5 for Start members and gave free hardware

#

Touch controllers are far better than wands

jaunty shell
#

well we do have the knuckles coming

#

which are better than the touch controllers

mighty carbon
#

But they aren't available for most yet

jaunty shell
#

but yeah the wands are so so

wicked oak
#

so much free hardware

#

jesus stop

mighty carbon
#

So it's still wands vs Touch

wicked oak
#

literally dont have the space for them

jaunty shell
#

send em to meee @wicked oak

wicked oak
#

(but in my case they errored, twice)

#

at first, i asked for 1 oculus with touch, from VRMultigames to port it

#

then they sent me 2 (becouse its the "default pack")

#

and they errored

#

and sent me that thing twice

#

now, i applied to oculus start, and even told them i already have a go

#

they still sent me the oculus start pack (oculus rift + oculus go)

#

and then they errored again, and they have sent me another one

jaunty shell
#

dafuq

#

and here they are asking for an executable made for the rift/go when I apply to Start

terse moon
#

send me one if you like πŸ˜…

jaunty shell
#

which I honestly cant do since... I'm asking for devkits

#

also we don't "sell" VR stuff, we sell real estate and buildings by showing em in VR (maybe that's why they wont send us anything

#

but we still do R&D for BIM and AEC CAD

terse moon
#

is there a link to the starter pack?

jaunty shell
#

you have to create a dev account, fill the form and send your project to them

terse moon
#

I'll need to make a project first πŸ˜…

jaunty shell
#

yup, so you'll have to get your own headset pretty much :p

mighty carbon
#

You don't have to have VR project

#

You can show them PIE gameplay

#

Or even pitch a concept (but live project you are already working on is a way better)

terse moon
#

Ill need a headset to make what i want to showcase a demo

jaunty shell
#

@mighty carbon why did they send me this then ? We have reviewed your application and decided to leave your application open as you need to have a VR build uploaded to your Oculus dashboard before we can proceed.

terse moon
#

i could pitch the idea but i think it would come across better as a live demo

jaunty shell
#

I've linked a VR video of our projects

mighty carbon
#

I didn't have VR project

jaunty shell
#

they still want me to upload a VR build out of it

mighty carbon
#

Also, I am a solo indie dev. They maybe figured your company can afford to buy Rift? πŸ˜‰

jaunty shell
#

well.. 😬

#

yeah maybe

#

but I'm also the only VR dev in a company of 1800 employees

#

only VR/realtime person even

#

even if we have budgets for hardware, its not like we can buy every device ever released

#

I'd rather be indie tbh

terse moon
#

The information been great, the start up one sounds very interesting

eager pine
#

Trying to make climbing work by movement

#

anyone know what im doing wrong here

#

Hand mesh is attached to the closest socket

#

This just makes the player stand still, moving hands doesnt affect character

#

got it working finally πŸ˜„

tired tree
#

@digital musk the character is spawned in the player controller, depending on if you are running VR or not or are in a 2D preview PIE or not

#

so that 2D testing can be done

digital musk
#

@tired tree Thanks, I've been able to get going enough to get by. Does your expansion have a good method for doing a laser pointer mechanic...the debug line from widgetinteractioncomponent is quite terrible, making a big blob where it hits

tired tree
#

it uses a spline mesh for a wobble laser

#

or a stretched mesh for a straight one

granite jacinth
#

@daring mural rofl...

#

Warzone huh?

#

Good job on the trailer

digital musk
#

@tired tree can you point me to where in your example project this is done..?

tired tree
#

in the teleport controller

mighty carbon
#

finally 4.20 has been released

tired tree
#

ug

#

that means a few things didn't make it in

#

well, hopes on 4.20.1 then

mighty carbon
#

😦

tired tree
#

the largest things got fixed at least

#

oh, they mention the mixed reality capture plugin

#

it was too alpha before this

mighty carbon
#

GC performance improved x13 (supposedly)

tired tree
#

"some operations"

#

regardless anything is good there

#

and I would imagine they had massive issues with the fortnite spam building

granite jacinth
#

hm

#

4.20 came out hmm

mighty carbon
#

not much VR related stuff

tired tree
#

??

#

mixed reality alone is good, they added a ton of fixes, they added magic leap support, and now DedicatedServer toggle works in VR PIE....

#

might want to read down through the VR section at the bottom....

#

not to mention that the general performance improvements are good for VR too

glossy agate
#

Yesss. Dedicated server toggle in PIE is gonna be really helpful

mighty carbon
#

I mean, nothing for mobile VR in particular and nothing for forward rendering.. I don't see anything about that in the notes

tired tree
#

yet they had a ton of mobile improvements across the board

mighty carbon
#

right, but is it relevant to mobile VR ?

tired tree
#

yes?

mighty carbon
#

I am sure most of those are for ES3.1

tired tree
#

it is performance improvements

#

and debugging

#

and LOD

#

but no, they probably didn't get to your 1% of the engine that you were looking for

mighty carbon
#

right, but too many times all the improvements failed to render in VR using multiview.. So it might be fine in single view (non-VR) rendering using ES3.1, but fails miserably (crashes) in ES2 in VR using multiview.

tired tree
#

not talking about rendering changes

#

I am curious about the proxy lod in ES2

#

it "should " work

#

i'll pm you a list you likely missed, its pretty large

mighty carbon
#

yeah... I am guessing that anything that isn't related to rendering should work

#

probably would free up some of the CPU resources

sturdy coral
#

@mighty carbon oculus start agreement says you have to have a VR app published on a store, you had your gearvr app

#

@jaunty shell ^

mighty carbon
#

oh, I didn't even read that

#

😊

tired tree
#

they make exceptions though

#

they added me

glossy agate
#

Like that movie "Gamer"

sturdy coral
#

need to see if there is a way we can tweak this to be lower than 2ms for VR:

Garbage Collection Improvements
The "BeginDestroy" phase (unhashing Objects) now runs across multiple frames, using no more than 2 ms per frame. The cost of unhashing Objects will no longer be included in the same frame as the "Mark" phase and reachability analysis.

jaunty shell
#

Haha I knew it thanks for the heads up @sturdy coral :)

sturdy coral
#

I wonder what this is, I don't think I saw it in the main notes:

New: Added new static mesh instancing tool.

#

would be nice if you can auto-instance some stuff

placid rampart
#

Hey guys, which axis map should i use for thumbstick locomotion using the touch controllers?

#

I've tried using Motion Controller Thumbstick Y/X and it doesn't work for me

glossy agate
#

Converting to instances meshes on the fly will be sweet. Currently I have just been using the foliage tool to place single objects and move them around

sturdy coral
#

New: Added support for clipping ProxyLOD geometry. Clipping volumes will now be supported by the HLOD generation system allowing the user to specify regions to be clipped from the proxy geometry.

#

before they had the ability to clip against landscape

#

no you can clip against any volume which is nice

#

if you have meshes extending through the floor it can make them use less polys/less screen space in z prepasses

mighty carbon
#

@sturdy coral how do you clip meshes with landscape or other meshes ?

sturdy coral
#

@mighty carbon the mesh combiner and hlod proxy generation have support for it

#

sounds like from the change clipping volumes might have already existed but just weren't supported for hlod

mighty carbon
sturdy coral
#

@mighty carbon yeah, at bottom of first screenshot you can see landscape culling section

#

it will clip any triangles below the landscape

mighty carbon
#

nice

sturdy coral
#

New: Included a sample replication graph for ShooterGame.

mighty carbon
#

it would be even better if UE4 generated material for seamless blending edges of the mesh into landscape πŸ˜‰

sturdy coral
#

nice, I always merge in shooter game so that will give a good example of using the rep graph hopefully

placid rampart
#

Turns out no input from the touch controller work. Any sugestion?

sturdy coral
#

@placid rampart does other input work, such as mouse and keyboard?

#

(on the same pawn)

placid rampart
#

just figured it out. The touch controllers only work when the HMD is active

#

I was testing stuff without putting it in my head.

sturdy coral
#

@placid rampart ah, I don't remember how but there is a way to make them work without it

#

but they don't track, you just get joystick etc.

eager pine
#

Upgrading big vr project from 4.19 to 4.20 confirmed without problems feeew xD

placid rampart
#

I'm putting my finger in front of the hmd sensor, lol

eager pine
#

Proxy LOD Improvements has probably a greater impact on performance for vr positive?

sturdy coral
#

@placid rampart oculus debug tool has an option for that πŸ˜›

eager pine
#

on a positive side* Memo to self: Learn to write english

placid rampart
#

Will take a look at that. thanks

sturdy coral
#

New: View frustum shadow caster culling for Point Lights and Spotlights.

fleet plume
#

valve's skeletal input is not in this release, right?

tired tree
#

think they upgraded openVR to .11

#

yeah

#

it was .11

#

no skeletal

#

they need to hit .15 for that

eager pine
#

how did he achieve that?

sturdy coral
#

@eager pine the newer api gives you a list of skeleton bone transforms

#

and I think skinned render models

#

New: Improved SteamVR compositor timing and overall engine performance through more accurate CPU utilization data.

#

Code scheduling functions? New: Made Oculus code-scheduling functions available for use by other XR Plugins through the "Head Mounted Display" module.

tired tree
#

the controller one is an estimation on buttons being pressed

#

you can do that without their API

#

but the point is that you can use the same API for knuckles and the like, and treat them the same

#

@fleet plume

#

and that is where it really shines

#

with the full finger curl detection

spare yew
#

I've not been able to get Google's Augmented Images sample to launch on my Samsung Galaxy S9+ - I've tried with 4.20 and Google's branch of 4.19. It sticks on a black screen for a couple of seconds and then crashes.

soft beacon
#

I can't get Image Databse to compile on 4.10

#

4.20*

#

only on the AR Core 4.19 with ARCore 1.3

serene rivet
#

Has anyone managed to get the Handheld AR template project deployed on 4.20?

#

Mine keeps crashing on device start - no permissions popup

dusky moon
#

New 4.20 without Substance Plugin yet equals depression

uncut silo
#

hey guyz

#

Is it me or why the hell input is not working on Vive controllers if SteamVR launched after UE editor was launched?

#

If SteamVR was launched before UE editor all is great

#

If after, UE editor don't even see one of the Vive controllers

#

Did you notice that issue?

jaunty shell
#

its always been like this afaik @uncut silo

#

steamvr can only hook to software that are started after it I think ?

uncut silo
#

@jaunty shell is it a bug or what? spent about 2 hours yesterday figuring out why my input suddenly stopped working

jaunty shell
#

no idea Β―_(ツ)_/Β―

#

thats how steamvr works with unreal I guess

uncut silo
#

got it, thanks!

wintry escarp
#

I didn't think a version went final until it had everything the previous version had

eager pine
#

Translucency Support for Instanced Stereo Rendering - This is confirmed not to reduce cpu cost at all in our vr project 😦

tired tree
#

how much translucency do you even have?

eager pine
#

enough that it should make an impact

tired tree
#

it would have to be a ton

sturdy coral
#

translucency usually isn't writing velocity or shadows so may have 1/3rd less draw calls to begin with

#

(static objects shouldn't be writing to velocity either though)

eager pine
#

no changes in drawcalls either

mighty carbon
#

I assume it should be noticeable in scenes with a lot of foliage

eager pine
#

its a open forest with grass, trees, so it should be, we were at 4500 draw calls before activation of stereo rendering, we were at the exact same after activation, and same cpu and gpu cost

mighty carbon
#

report it as bug to Epic and see what they have to say about it

eager pine
#

open landscape

#

yeah will! πŸ˜›

tired tree
#

you use translucency for your leaves?

#

you don't mask them?

sturdy coral
#

@eager pine ^ surely you use masked for that, not translucent

#

unless you are on forward maybe.. translucent for that stuff would look bad with TAA

#

anyone know what the Quail platform is yet? I think we saw some references before, and 4.20 has more references to it in ShooterGame

#

seems to be vulkan based

#

so not MS; maybe magicleap?

mighty carbon
#

yeah, Magic Lead said Vulkan is highly recommended when devving apps for Magic Leap One

#

so it's gotta be it

#

lol

#

Oculus is going to be behind everyone when it comes to mobile Vulkan

#

sad.face

eager pine
#

yes masked

sturdy coral
#

@eager pine masked would have already been instanced on prev versions

mighty carbon
chilly ocean
#

4.20 and 4.19 have severely damage the performance in VR on my end. When things were running about 45-50 frames per second, it now runs around 2 Frames per second and I really can't tell why it's happening when I try to load a new map.

#

Has anyone had problems with VR and using the new pixel density/screen percentage system?

tired tree
#

You likely left screen percentage where it was

#

it needs to be 100 always now

eager pine
#

well, for my experience, we accualty bumped up our pixel density to 1.5 without notice of any performance impact

#

just a slight 1-2 fps drop, other than that the benefits from it was worth it

tired tree
#

i highly doubt that

#

1.5 is extreme

eager pine
#

we are at a stabile 45 fps now, it went from 45 to 42 on a increase of 0.5 in pixel density, but this is a higly optimized scene for vr, where everything is taken into consideration and a 1070 gtx as well

tired tree
#

45 fps is not stable....

#

45 fps is below standard and always reprojecting

eager pine
#

stable 45 fps, where there are no big drops or anything, consider that we havent optimized the trees yet

#

we are aiming for atleast 60, we want 90

tired tree
#

with what platform?

eager pine
#

htc vive, its recommandation is 90, minimum we experienced is 60, but once the player climbs it hits about 90-120 or something, really the level designers work

tired tree
#

?

#

you turned off reprojection?

#

it would force always 45 if under 90 otherwise

eager pine
#

really

tired tree
#

regardless, I REALLY wouldn't suggest aiming for 60fps unreprojected with vive

eager pine
#

All i can say is budget, but would really know more about this reprojection

tired tree
#

well you can start by not setting 2.25x the perceived resolution as your default

#

at the very least until you hit 90 constant IN VR

#

1.5 density is not a 50% increase

eager pine
#

well, we are currently looking at optimizing the scene, but as for now there are something bottlenecking the performance

sturdy coral
#

@eager pine you should set your density to around 1.0 because steam vr also applies its own multiplier by benchamarking your GPU by default

#

if your game is more expensive than the average game, set it below 1, less expensive set it above

#

also unreal pixel density is measured on a different scale than steamvr (pixel count increase is quadratic with changes to ue4 pixeldensity, linear with changes to steam vr application resolution setting)

eager pine
#

@sturdy coral So how do you compensate for the terrible pixels that happend when you go under 1? Going under it doesnt increase that much for us

#

unless we go to around 0.5 or 0.6 its a double fps suddenly

sturdy coral
#

@eager pine that's because you mostly either hit 90 or you get 45

#

that's why you see a sudden doubling

#

turn on async reproject and turn off interleaved and I think you can more smoothly fall between

spare yew
#

Does anyone know how to work with image tracking in ARcore in 4.20?

Looked at Google's sample and set up the arcore image database but my device just isn't tracking any of the specified images. It doesn't help that autofocus isn't working - on that note, is there any way to set focus and exposure on android with UE4?

chilly ocean
#

@tired tree I tried setting up the pixel density stuff. This only seems to be a problem when transferring to another map...

#

If I run VR individually in a map, it is fine - but when a server tries to move to a new map, this problem occurs

tired tree
#

@chilly ocean you don't have any console nodes firing on level load do oyu?

chilly ocean
#

No

tired tree
#

check the state of your console commands after loading

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not entering a value will show you what they are

#

make sure they are the same

#

40-50 was low to begin with though

chilly ocean
#

The value for PixelDensity is 1 and ScreenPercentage is 100

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Yea, I know it was low to start off with, that I know is a map problem that I am trying to fix from 4.18, but to drop to 2-20 fps is ridiculous and unplayable

#

Alright this is weird

#

I changed the ScreenPercentage value to greater than 150 (I have Oculus) and it works well - is at 90fps

tired tree
#

mmm

#

does your log when it is bugging out have "recreating render depth buffer" messages constantly?

chilly ocean
#

Right now or when it was at the original 100 value?

tired tree
#

original

chilly ocean
#

[2018.07.19-23.55.46:426][516]LogHMD: Allocating Oculus 2720 x 1600 depth rendertarget swapchain
[2018.07.19-23.55.46:484][517]LogRenderer: Reallocating scene render targets to support 1024x1024 Format 10 NumSamples 4 (Frame:19).
[2018.07.19-23.55.46:484][517]LogRenderer: Reallocating scene render targets to support 2720x1600 Format 10 NumSamples 4 (Frame:19).

#

That would be occuring every frame

tired tree
#

yeah.......

#

that has been an issue recently with ue4 and oculus

#

it gets triggered by stereo layers too sometimes

chilly ocean
#

I don't get this message when I set the window percentage higher, but that will ultimately mean lower performance, right?

tired tree
#

yes, but doubt you need to set it much higher

#

it needs to be reported, I don't have easy access to a rift to reproduce for them

#

mmm, something close with scene captures and non VR has been reported

#

slated for 4.21?

#

if someone reported it on oculus with a hard reproduction project i'm sure they would move it up into a hotfix instead.

mighty carbon
#

you can't repro the issue ?

tired tree
#

i don't keep a rift at my desk

sturdy coral
#

Change 3932819 by Daniel.Wright [...] Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw

#

trying to see if it was reimplemented later..

#

^ @wicked oak

#

commit 25eed01c

mighty carbon
#

is it a reason for a sad.face ? or nothing special and impactful ?

sturdy coral
#

I don't know what it falls back to when there is no grid, seems like it would slow everything down since it is used in forward and deferred; it might have just been an intermediate commit where they brought it back later

mighty carbon
#

btw, if the fix doesn't make it into launcher's version, it will always be in Oculus repo

#

(4.20.x repo)

dusky moon
#

So, Any1 knows if DynamicRes is supporting SteamVR now in 4.20 ?!

pearl tangle
#

@spare yew it just worked straight away when I was using the google example project and the google branch of unreal a couple weeks ago, i assume 4.20 uses the same build as that

#

ah just realised that was a mile higher up

wicked oak
#

@sturdy coral if there isno grid, directional lights still work

#

grid is exclusively for point and spotlights

mighty carbon
#

so, how is 4.20 so far ?

tired tree
#

its pretty high performance, they nipped a lot of issues in the bud

mighty carbon
#

nice

#

how do you folks handle multiple levels in a single player game ? Is it one persistent level with bunch of sub-levels or bunch of persistent levels (that might include sub levels) ?

#

If latter, how do you handle player beating level and exiting it and then how do you handle loading next persistent level ?

glossy agate
#

Mine are multiple levels. When a match ends, I just Travel all the players back to the level and GM select room which is its own level

#

My load times between levels are only 2-3 seconds

fleet plume
#

for a second i thought by GM you meant game master

#

though game mode is not bad either πŸ˜„

mighty carbon
#

@glossy agate so you load default (persistent) level where players dwell until match is selected and then move players to the selected (another persistent) level ?

glossy agate
#

Yep

#

Makes it easy to wipe the game mode and game state stats that way too

mighty carbon
#

hmm.. it seems to be multiplayer thing

glossy agate
#

For single player you would just use the open level node easy peasy

#

If it’s just smaller chunks for each arena like mine is it’s easier and clean

#

And if you needed persistent stats to carry over you could just store them in game instance and they will persist the whole session

mighty carbon
#

what happens to the the level player was on before opening a new level ?

glossy agate
#

What do you mean?

glossy agate
#

@granite jacinth come back kid! Saw you got up to mostly positive. Good job man πŸ‘

granite jacinth
#

Ho hohohohoh

#

Lot of freaking work to get it here

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I am very happy

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@glossy agate thanks πŸ˜ƒ

smoky zenith
#

Hello all, im just an end user without dev skills trying to figure out an issue with Archangel: Hellfire, its based in unreal engine and the multiplayer portion is undersampled and does not respond to steamvr supersampling settings, im using a vive by the way and there are other users reporting the same issue.
The only thing that has made any difference this far has been adding changing r.screenpercentage in the engine.ini.
The odd thing is that it changes the rendering but doesnt the scale the output to fit the HMD so the eyes go out of alignment instead of actually supersampling, if screenpercentage is set below 100 the lower right of the panel in the hmd shifts up towards the upper left, if set higher the lower right goes away from the upper left.
Here is a desktop screengrab from when it was set at 200
https://i.imgur.com/jICoX8g.png
Here is the thread if anyone knowledgeable feel like taking a look:
https://steamcommunity.com/app/553880/discussions/0/1711815918576604269/
id like to play at higher resolution this weekend but i expect the devs to not respond before monday :P
Id be thankful for any suggestions πŸ˜ƒ

sturdy coral
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@smoky zenith that was a bug on 4.18

tired tree
#

more like 4.15

smoky zenith
#

i think the engine version is 4.15, says so in the build.version file

sturdy coral
#

ah well depends, there was a bug there too

tired tree
#

4.15 the preview window and VR render buffer were the same size always

sturdy coral
#

maybe the desktop resolution dependence bug? can't remember how far back that one was fixed

tired tree
#

you need to adjust the preview RES as well

#

it was fixed in 4.16

smoky zenith
#

Ive tried DSR and running my desktop at 4k but that didnt make any difference

tired tree
#

you need to run the preview at the native hmd res

smoky zenith
#

you lost me already πŸ˜›

tired tree
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2160 x 1200

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for original vive

smoky zenith
#

ok, so i make a custom resolution or something?

tired tree
#

yes

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force native

eternal inlet
#

guys, i have a strange issue, not something i can't work around, but it bothers me that i don't know why it acts this way. So the problem is that i have an elevator which i move on tick. This elevator consists of an actor with a childactor (carriage) which i move up/down depending on which floor u select. When it moves, i am always one frame behind. So i tried moving the carriage out into the same actor as the elevator itself (so not using childactor), and then it moves 1:1. So i thought maybe i need to add an actor prerequisite between the childactor and the elevator (parent), but that does not seem to have any effect what-so-ever

tired tree
#

it is def a tick order issue jonas

#

but if they tick in entirely different groups

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it won't work

eternal inlet
#

i tried setting tick dependency

#

they're both set to "Pre-physics"

tired tree
#

why are you moving them seperarely

sturdy coral
#

(n/m)

smoky zenith
#

so i make a custom resolution for my windows desktop and that should fix it? just trying to get it clear for myself, im not experienced in unreal engine and i have nothing more than what isnt locked in games config files

eternal inlet
#

well, i don't move the elevator

tired tree
#

you can set game resolution in the ini

eternal inlet
#

the elevator moves the carriage

#

if that makes sense?

tired tree
#

then the character is behind 1 tick?

#

you worded it like the carriage was behind

eternal inlet
#

as i said, i know how to work around it, but it bothers me that i don't understand why it's behind one tick

sturdy coral
#

childactor may be doing some stuff overriding tick dependencies and stuff too

eternal inlet
#

yes, the char is behind one tick

smoky zenith
#

gameusersettings.ini?

sturdy coral
#

I avoid childactor after running into many bugs, and it has huge complexity

smoky zenith
#

or in engine.ini?

tired tree
#

child actor is terrible

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regardless, you can't assume it would work as not a child actor either

eternal inlet
#

i can tell, because i the chaperone seem to sink into the ground when it accellerates

tired tree
#

unless you have the tick preres

#

you could do it on the character itself though

#

CMC tick preres to the elevator when it gets inside

eternal inlet
#

just as a far fetched experiment to figure out if this is another one of those pesky childactor things, i could try move a different actor from the elevator

#

CMC?

tired tree
#

char movement comp

eternal inlet
#

ah

tired tree
#

it is what defines the floor base

#

that chars follow

eternal inlet
#

ah right, lemme try that too

tired tree
#

actor tick won't do anything for fixing it

eternal inlet
#

hm i don't see a way to define that elevator actor should tick before CMC

#

only the other way around

#

like here: Self = Elevator

#

fuck it, i'll just move that carriage mesh into the elevator

rapid cedar
#

Would it be cheating to put some sockets on the elevator and glue the carriage to it? πŸ€”

eternal inlet
#

damn child actors 😐

tired tree
#

....

eternal inlet
#

it's fine this way, as long as it works.. just wanted to know why it behaves as it does

sturdy coral
smoky zenith
#

Just got a response form the devs, the unreal engine version for the problem game i asked about is 4.18

#

ive forwarded that there is a bug related to this

#

Was the solution to r.screenpercentage to run the preview resolution at the native resolution of the hmd on 4.18 as well?

eternal inlet
#

@sturdy coral yes, but what i need is the opposite, an actor to tick before a component

#

as i understand, these two nodes, do the opposite

#

or maybe im missing something super obvious

sturdy coral
#

@eternal inlet in your screenshot you are calling AddTickPrerequisiteComponent on the elevator with CMC as prereq; instead call AddTickPrerequisiteActor on CMC with elevator as prereq

glossy agate
#

@eternal inlet why not have the carriage as it’s own actor with the shaft as meshes for it. then put in an array of location transforms per local actor. Would work more easily for different heights ect you can setup quick in the levels

eternal inlet
#

@sturdy coral but doesnt that take two actors as parameters?

#

I’ll give it a try later today.. just thought i had tried that

#

@glossy agate i have all the shaft meshes added as staticmeshcomps to the elevator atm. They get added from an array of bools (hasdoor). That way i control if i want a door+shaft or only shaft

#

I do have the carriage itself as a seperate actor, but as mentioned, i had troubles forcing the correct tickorder

sturdy coral
#

@eternal inlet it is a method on actor component

#

There are two on each

#

For actor and component

eternal inlet
#

Ah so its not those generic nodes

sturdy coral
#

I'm not 100% sure they are all exposed to blueprint

eternal inlet
#

I’ll check it as soon as im back

#

Arf!

sturdy coral
#

Linked c++ docs of the one you need above though, it is probably exposed

eternal inlet
#

Right

#

I misread it

eternal inlet
#

@sturdy coral yay, it worked, thanks so much! i somehow managed to misread both yours and Mordentrals directions + the documentation lol

#

messed up POC, but it works

#

here, Self is the elevator again

#

so im basically telling the VRPawn AND the CMC to tick before the Elevator

#

huh, and i see, the 1st Preq is not needed actually

placid rampart
#

Are any of you guys using Tick() to trace the teleport parabolic thingy?

#

I'm not sure if i should be using Tick or a small interval timer

mighty carbon
#

Is there a built-in splash screen (cubemap?) for Oculus Rift and Go/Gear VR to be shown when loading levels?

glossy agate
#

I have tried it yet @mighty carbon but let me know if it works so I can bring back the splash for oculus users

mighty carbon
#

Oh, I see

#

Thanks

glossy agate
#

Yeah I use that, but just on Vive. It makes oculus crash

mighty carbon
#

That link is from Oculus docs

#

The one I posted

#

I am using Oculus fork of UE4, so if it doesn't crash for me, but still crashes for you, perhaps it would be a good idea to report that issue to Epic

#

I am afk, so probably won't be able to test until next week

sturdy coral
#

@tired tree ^

glossy agate
#

@mighty carbon Nevermind. I’m using the regular one just in engine. Looked similar. I think epic knows about the crashing issue

daring mural
#

Anyone else having issues with the windows key not focusing out of the preview window during play? I have to alt-tab to focus out now for some reason

placid rampart
#

@daring mural I am. I mean, the preview is on top of my monitor, but the framerates are really choppy. Everything gets fixed after an alt tab

real needle
#

Has anyone seen literally any info at all about VRWorks updating? Just sitting here twiddling my thumbs.

spare yew
#

@pearl tangle Yeah it's difficult to keep track of messages in a busy Discord. I've seen a post on the forums about the image database failing to cook causing a crash when the ARSession is started - that's likely to be the issue I'm having

spare yew
#

Yeah, I am getting the same error, "Image Database failed to build" but if I download Google's branch and run the arcoreimage tool it generates the database fine. Anyway to import this into UE4?

mighty carbon
#

One person on Oculus forum claims "Instanced Stereo Rendering: Translucency Support" works on Go and boost fps a lot when using foliage in the scene

wicked oak
#

you still want to avoid transparency in Go

#

mobile gpus cant deal with overdraw any well, and transparency is overdraw

mighty carbon
#

it's not all black and white - I've had smoke in my Gear VR project and had no fps drop. Granted it wasn't a lot of transparent particles there, but still..

wicked oak
#

ive had a single explosion tank the fuck out of my FPS in PSVR

#

wich has more power than a Go/gear

mighty carbon
#

then you had too many particles there

wicked oak
#

i did

#

but not really thatmany, honestly

mighty carbon
#

well, all I can say transparency works for me on Gear Vr / Go when used properly and conservatively

tired tree
#

your gearVR project had very little draw calls correct?

#

it was mostly a sandscape

mighty carbon
#

I was pushing it with drawcalls actually

#

but even with that the project passed tech review on Note 4

#

did you get your Go by chance @tired tree ?

#

I can just give you a key to see the project for yourself πŸ˜ƒ

idle heron
#

Hello. I was wondering what other developers are doing for dynamic shadow casting in AR. I'm currently using modulated shadows (only ones that cast on unlit) and a plane wit a material that projects the video feed onto it. It works but I was wondering if there are other solutions around that don't involve using the video feed.