#virtual-reality

1 messages · Page 184 of 1

sly elk
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Hey, does anyone know if screen space reflections are supposed to work on materials with a roughness map? So far I can only get them to work on materials where the roughness is a constant

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Nevermind, figured it out. Had a console variable that was overriding my post process volume settings

granite jacinth
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Man, wrong chat. But I didn't know how much people would partake in our ideas with us being so open with our game's development. I guess this is a common thing. Never noticed it until now.

idle heron
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Does anyone know if 4.20 requires iOS 12 beta and XCode 10 beta in order to use ARKit? I'm somehow able to launch an ARKit app using 4.20, Xcode 9 and iOS 11 but it crashes at launch and can't find the reason in the logs.

granite jacinth
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@idle heron hm, possible, since windows are forced with VS2017

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Read the patch notes

real needle
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@sly elk Why are you doing screen space for VR?

sturdy coral
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@@real needle has toggle to 2d too, probably where his console command was coming from

serene rivet
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Anyone working with 4.20 AR and worked out how to extract the tracked geo plane details so you could say, scale a Plane actor to the exact same position? I can pin and track to touch points as per HandheldAR template but scale seems to always be returned as (1,1,1)

mighty carbon
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hmm... so many comments on 4.20 being a disastrous release :/

jaunty shell
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no issues so far 😐

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whats so desastrous about it ?

mighty carbon
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no idea.. just seeing posts on the forums here and there about people having bunch of issues

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I am waiting on hotfixes and Oculus updating their branch before I upgrade my project to 4.20

warm lion
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anyone know why I can't see line trace on mobile VR (Oculus Go)

mighty carbon
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turn off multiview if you are using it

warm lion
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It's compiling shaders now - had to restart. Is multi-view a big savings? I feel like it was recommended to be turned on during a getting started tutorial

mighty carbon
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multiview is a must in mobile VR

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however, not everything (debug stuff) is rendered when using multiview

warm lion
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Ahh. So I need to turn back on when I package test builds

mighty carbon
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Print String used to not work with multiview o.O

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right

warm lion
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Good to know, thanks!

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Too bad someone hasn't made a marketplace non debug line drawer. I don't have Runtime Mesh Component plugin (it's not working for 4.19)

mighty carbon
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that would require deep changes to debug draw rendering code

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Fortnite doesn't run in mobile VR, so it won't happen any time soon 😛

warm lion
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haha

mighty carbon
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but really, you can test a lot of things in PIE

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and without multiview on Go

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once you sort the core mechanics out, then you won't need to run your project without multiview on the device

warm lion
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okay good.

eager pine
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dont know if this is the right place to post this, but its in vr, trying to optimize a scene, and this is really bottlenecking it

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is there a way to get a better understanding of what dynamic is?

wicked oak
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@eager pine thats just your basepass

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look at shader complexity, and light complexity

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also check "stat rhi" to see if you are on normal polygon/drawcalls

eager pine
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well, we have taken consideration to the shader complexity and light complexity

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and we use stat rhi to check drawcalls, but we are at around 1000-2000 now

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level streaming we have, and we have done alot of optimizing, we hit about 70 fps at a 1070 and at a 970 gtx we hit 45

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or with allow interleaved reprojection of at the 970 we hit 65

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off*

wicked oak
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whats your resolution?

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PD 1 puts like 1600p wich is fucking brutal

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also MSAA bumps it up a huge amount

eager pine
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@wicked oak how can i check that

wicked oak
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the project i did for Rebook

glossy agate
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Dope, you have video footage of it?

fleet plume
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would also love to see it in action

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also the curved screen for viewers is pretty rad

wicked oak
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no, no video footage

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its a fairly simple beatsaber style music game, with some twists

glossy agate
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Was about to ask that. Saw the red/blue bubbles in the back. Thought it may be an endless runner since it’s rebock

wicked oak
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nope, they asked for a music game

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i implemented every feature of every VR music game i could find

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but at the end they decided on a very very simple beatsaber features

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i had stuff like splines you had to follow with the hands and lasers to duck below

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i prototyped all of those on unity

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and then remade the whole thing in ue4

wicked oak
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not really that good of an idea the music game

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a ripoff of sprint vector would make so much more sense

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i think its an advert for some sneakers after all

glossy agate
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Exactly since they make running shoes haha

mighty carbon
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you know what UE4 needs? An easy way to load user-generated content for packaged projects

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(unless there is such a way and I am not aware of it)

wicked oak
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doesnt asset manager help precisely with that?

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might also want to look at the modding in current games

glossy agate
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Mod support?

mighty carbon
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not if end user has to sign up with Epic, install UE4, learn UE4, package an asset and then provide it for someone to use it

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what people should be able to do is to make glTF file, drop it into a folder (or upload it somewhere) and it just pops into the game

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Mod support implies for people to use UE4

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that layer needs to not exist at all

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I am not actually talking about mods. I am talking about skins/models/anims.

glossy agate
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Fortnite is so big almost everyone who would be into this already has the launcher probably haha

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And does gitf have the same materials setup as UE4? those would have to be made, and the models with anims would have to be setup in anim_BP, blendspaces ect, so doing it without UE4 would be impossible for now at least

mighty carbon
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glTF (from Blender) has exact same material setup as UE4 - export, import and it's done.. No need in tweaking. Still, requires UE4.

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if there was a standalone tool that loads glTF and spits our UE4 asset, that would be awesome.

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but then I don't think UE4 can easy load, in runtime, external assets

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I would be nice if UE4 could load external stuff like Quake 3 and Doom 3 did - a zip file with assets.

wicked oak
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thats what a .pak is

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a zip file with uassets

mighty carbon
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except to make uassets you need to use UE4

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a lot of people just want to paint a skin in a 2D app or make a model in 3D app and never even bother with UE4

wicked oak
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my game uses json for a bunch of things

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instead of curve assets or data assets

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this way everything is easily editable

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you can do that

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its perfectly possible to write a gltf loader that loads a file into a 3d model to use for an object

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gltf to custom mesh is really not that hard

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im confident i could do it on a single day

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bigger issue would be the materials

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they are compiled down shaders. The only way i see it happening is with some kind of master gltf material and then adapting the file to that

mighty carbon
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hmm.. I see

wicked oak
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wasnt there a google plugin?

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for their model library

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wich was all gltf

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that would be a good starting point

distant lotus
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Hey, I'm making an AR app using 4.19. Do you think 4.20 is stable enough to upgrade the project? I'm really interested in implementing the image recognition, has anyone had success with that yet?

mighty carbon
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doesn't sound like 4.20 is good for AR (based on the questions people have been asking here and based on the forums' posts)

real needle
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@mighty carbon There were plenty of problems in 4.19 as well 🤷

tired tree
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there always are

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regardless, its still the most stable .0 i've ported to since like 4.16

distant lotus
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So 4.19 is the most stable for AR right now?

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So I'll probably stick with that. I might try upgrading just to see if I run into issues. I'll keep you posted.

mighty carbon
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like I said, I went by the comments.. I don't know anything about AR and UE4 😄

pearl tangle
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@distant lotus I have done the image recognition 1's in google's fork which is now up to date on 4.20. Works fine for me

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there is no image tracking available in 4.19 for arcore or arkit so you will need to upgrade

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@wicked oak and @mighty carbon it's the Google Poly plugin that does the realtime gltf loading. 4.21 i think will also have that built in to handle runtime generation much better, not sure if it will make it in by then. but you can definitely modify the google poly plugin and point it somewhere else rather than to the poly library

mighty carbon
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aye, interesting

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I am not planning to do anything with that any time soon, but I was just brainstorming some ideas

sturdy coral
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How do you guys set up your traces for audio occlusion? seems to default to visibillity, but the player's pwn character capsule blocks that by default

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and if you turn off visibility on the capsule, that will interfere with AI perception stuff right?

mighty carbon
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just add your AI actor to trace ignore list

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also, I don't use AI Perception since I can't attach it to character's head (but you can do it in C++)

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I guess for audio it might be different, I haven't tried it with hearing sense

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@sturdy coral ^^ makes sense ?

sturdy coral
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for occlusion you can't set the ignore list, the list seems to just default to the emitting actor

mighty carbon
sturdy coral
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@mighty carbon I'm talking about this for audio occlusion for the player hearing things, not ai audio occlusion

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AI was just a side concern if I changed the visibility response of pawn capsule

mighty carbon
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probably similar deal

wanton fog
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Hey guyz I was trying to learn the code for the teleportation which is used in the steam VR home. If anyone know a site or tutorial of it, please let me know.

pearl tangle
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@wanton fog Teleport is already built into the UE4 VR template?

wanton fog
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@pearl tangle I know but I like the steam vr more

pearl tangle
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@wanton fog what's the difference? Just get rid of the trail on there and it does pretty much the same thing right?

remote spruce
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hey, quick question, do you guys experience a performance drop when the default mirror screen is enabled?

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I don´t understand why the mirror screen is affecting performance, it´s what the engine already rendered for one of the eyes

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I´m using SingleEyeCroppedToFill mode

pearl tangle
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@remote spruce because it is then rendering it on another screen as well. It takes performance to render something on another monitor, even if it's mirroring the display

remote spruce
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But the scene is already rendered, the engine already created the frame for the left/right eye

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I don´t see this kind of performance drop in unity for instance

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but in UE4 it´s the differnce of running butter smooth and having constant reprojection

tired tree
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@remote spruce it shouldn't cause that much of an issue, you are right it is a render target copy to the primary screen

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what hardware are you on?

wintry escarp
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is there a new engine version? launcher says yes but I don't see it

jaunty shell
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@wintry escarp bug

wintry escarp
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must have been a bug, restarted and now it doesnt

jaunty shell
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there's none

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had the notification too

wintry escarp
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ok, thanks

mighty carbon
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I can see 4.20.0 there.. Just haven't installed it yet 😉

granite jacinth
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Still waiting on 4.20.1

wicked oak
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@granite jacinth we both need it for ps4

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5.5 sdk and stuffs

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but yeah, waiting for .1 at least

granite jacinth
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@wicked oak what's wrong with 4.20 on PS$ now?

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Also... If anyone is having issues in 4.19 with Oculus (in regards to SceneComp2d), you can set r.SceneRenderTargetResizeMethod=2 under [/Script/Engine.RendererSettings] in DefaultEngine.ini to fix it. https://issues.unrealengine.com/issue/UE-59090

mighty carbon
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@granite jacinth is it a bug?

granite jacinth
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yes

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Took me forever to find that and finally have a solid fix

mighty carbon
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Probably worth reporting to Oculus.. They fix VR-related bugs much quicker than Epic

granite jacinth
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If you can do it, that would be awesome, never reported to them before ¯_(ツ)_/¯

mighty carbon
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the first drop down in the Subject is "Reporting a bug"

languid night
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What would be the best texture resolution to use for Oculus GO?

mighty carbon
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depends on your art style

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you might want to mess with Infinity Blade and Paragon textures and see what works for looks and performance

proper osprey
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I'm trying to recreate the motion of the buttons of the touch with blueprints. I'm currently doing the thumbstick rotation motion using lerp to transform the axis value/rest rotation into a new rotation. UE gives me two input events X, Y axis. I'm setting the thumbstick rotation for each axis. But this wont work because each axis input has a different rotator. How can I combine them?

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if I disable one of them they work fine in their own axis

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but if i use them both, only one of them rotates

distant lotus
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Thanks @pearl tangle. I haven't tried deploying on Android yet, I'm targeting iOS for now (but might do both platforms eventually). I'll definitely give 4.20 a try.

mighty carbon
sturdy coral
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@proper osprey oculus has a built in example project with an animated controller and animated hands in their branch or on their github

mighty carbon
wicked oak
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comically expensive

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LOL THEY FUCKING REMOVED THE PRICING

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now its "ask us" pricing

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becouse it was comically terrible, so expensive you can literally hire professionals to animate the stuff for that price

mighty carbon
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it's free now

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v2 + FBX export

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(and they are working on v3 which will be better of course and that will cost)

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that's how I read it at least

wicked oak
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well if i can record some anims with it.. could be useful

proper osprey
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@sturdy coral Oh great! Thanks!

sturdy coral
sturdy coral
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the way they are handling cinematics in Hellblade's VR version looks pretty sweet:

pearl tangle
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@mighty carbon yeah i have tried them out a while back. Pretty basic information overlay type stuff. I call it suplemented reality rather than augmented reality. In a very similar style as google glass just more front of view rather than off to the side

mighty carbon
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I see

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so nothing like ARKit or ARCore ?

pearl tangle
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nah, they aren't environment aware

mighty carbon
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I can't believe there are still no affordable AR glasses available 😦

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I'd imagine Meta 2 with ARCore could be awesome

pearl tangle
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maybe. It's not an easy thing to do well thats for sure

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If google allows access to the raw camera feed from the lenovo mirage it will be the best developer device for proper AR for a while I think. Especially since it can already do 6dof tracking on controllers as well, and all the stuff running it is now just ARcore essentially too. Definitely not what you want for long term but as a dev device that's where I would be leaning

balmy surge
cosmic shoal
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@pearl tangle There has't been any VR headsets with camera with real passthrough, my guess is that people have tried it and it's still not good. Meaning that the view of the outside that is captured looks bad inside the headset Be it from bad distortion, latency, resolution or the distance the camera lenses are from your eyes.

pearl tangle
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@cosmic shoal Vive Pro does it, and vive focus as well. They just haven't publicly released it

cosmic shoal
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The Vive lets you see a very distorted view in Mono, the new vive has two cameras so my guess is they have hopes of solving it.

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heh

pearl tangle
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they have already done hand tracking stuff with the focus and pro actually

cosmic shoal
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very cool

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I have yet to see any AR in a VR headset tho.

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the latency is aweful in the video tho

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I don't know if latency is what killed the kinect but I lost interest in it immediatly when the feedback had such a large delay, it also bugged me in the Wii.

eager pine
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anyone got any good tutorials or tips on how i could do a screw physics animation, like wrench example, where you can screw the screw with your hand

mighty carbon
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interesting

eager pine
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whats up with vr splash screens and not allowing me to change them

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currently have two splash screen textures and when trying to change them between different indexes, the first one remains

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really weird, had to restart the project, then it was working

mighty carbon
wicked oak
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off to a good start with no sales means "meh"

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if it was succesful they would mention that its sold X amount or whatever

mighty carbon
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I doubt it's meh

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Go gets sold out in minutes in China

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It just needs solid game(s)

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I mean, GAMES, not those little games from Gear VR

wicked oak
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not gonna happen

mighty carbon
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but Carmack pushes for stupid movies in VR and that's not gonna sell Go

wicked oak
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games dont sell shit on mobile vr

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becouse the audience expects free stuff or cheap stuff

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i dont know of a single gearvr/mobilevr dev that has made more than ive made with DWVR on ps4 (around 50k)

mighty carbon
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Go isn't mobile VR, since it doesn't really require phone.. So people are less likely to say "oh, but it's Android phone"

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no, audience doesn't really expect free stuff on Go

wicked oak
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the fact that oculus store is literally the worst thing in existence doesnt help either

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its unbrowseable, so everything that isnt on the front page gets 0 sales

mighty carbon
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yeah, that part sucks

fleet plume
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@wicked oak does DWVR have multiplayer coop? or is that your new, unreleased project?

wicked oak
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DWVR 2 would have multiplayer coop

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DWVR 1 did plan it

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but eventually i didnt add it

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i wanted to add it to a patch

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but no one gave a shit

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so i stopped it

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this is from a multiplayer test i did

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only skeletons due to simplicity

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also PvP enabled lol

fleet plume
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you'd use listen server for that, right?

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i mean as indie ...

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haha amazing

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did you lift the guns from shootergame?

wicked oak
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no

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they are a marketplace pack

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and yeah, listen server

fleet plume
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with dedicated server it's easy to fetch a player's state from db

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but with listen server the guest actually has to send it?

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or change playerState and replicate

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depending on complexity i guess

tired tree
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depends on what you mean by state

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and you can poll from listen servers, but its not "safe"

wicked oak
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ill do plenty of clientside stuff

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like, damage and bullets will be clientside

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i dont give a crap if its super trivial to hack

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its a PvE game

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who cares if you make yourself inmortal

tired tree
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favor the shooter is being used more and more anyway

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in non VR games

fleet plume
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interesting

tired tree
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and it makes a LOT more sense in VR

fleet plume
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yeah i'd also not care too much about hacking

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as it's coop

wicked oak
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@tired tree i mean things like client damage

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a client needs to report when he got damaged

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i need that so things like last second dodge and sword parrying works

tired tree
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ah

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that is more tolerable in VR too

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considering the swing distance you can get (in any direction) across a frame or two

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its not known like playing animations

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but you can delay / rollback damage and keep past states too

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likely far too complicated for what you are doing

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but a large scale game wouldn't want to leave it like that

fleet plume
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@tired tree your vr plugin comes with MP support IIRC

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does it work with listen servers too?

wicked oak
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yes

fleet plume
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ah, you using it?

tired tree
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listen servers and dedicated are functionally the same, minor caveats

mighty carbon
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who wants to play wave shooters nowadays? No one.. That Marvel game that just came out is a wave shooter and while people are quite happy with another AAA game (with Marvel characters!) to be on Rift, a lot of people complain about it being wave shooter

tired tree
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the marvel game is terrible looking tbh

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there are better wave shooters in VR already, that require doing something other than holding a button down and pointing for minutes at a time

mighty carbon
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I suppose, in a way.. But you can be Wolverine and Deadpool 😃

fleet plume
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when having a listen server with host and guest, each having different player stats earned in single player mode: where is the best point for guest to tell host about it's stats?

tired tree
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game instance

fleet plume
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i already store it there

tired tree
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and load from save

fleet plume
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same

tired tree
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rep to server on join

mighty carbon
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I'd love to see that new game from Insomniac

tired tree
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could do it through cloud states too

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but thats more involved

mighty carbon
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I hope it's more like Destiny (I am sure they won't make it like Lone Echo) than another wave shooter

fleet plume
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virtual bool JoinSession(ULocalPlayer* LocalPlayer, int32 SessionIndexInSearchResults) { return false; } this one?

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taken from GameInstance

tired tree
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no

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on join have the server request the info or have the player send it, this is the lowest form of offloading the data but you said you don't care about hacking

fleet plume
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sry the line i posted doesn;t make any sense at all in this context

tired tree
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you also have to realize though, with no external storage they can lose all progress on file corruption or deletion

fleet plume
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i should've read it

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yeah @ corruption of save game

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this will be in a prototype state for some while

tired tree
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if launching on steam you can hook up steam cloud

fleet plume
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so if i ever finish it, i will use something like steam api

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^ 😃

mighty carbon
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interesting

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can folks with WMR HMDs tell us more about it and how it looks?

tired tree
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well....its just a camera passthrough

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Vive has had that since day1

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though that looks like it is B&W

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since it is their IR cameras

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we knew the specs on WMR cameras before they came out, and they are fairly unusable for AR applications

mighty carbon
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oh, I see

sturdy coral
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I think they are b&w though they may not have IR filtering either so include IR too?

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that would be good to know actually.. I could have some IR lights and not have to crank up my lights when using WMR at night 😛

granite jacinth
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VR IS DEAD

sturdy coral
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I read it as: we're making lots of money selling Vive Pro to businesses and high-end consumers

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I wonder if the Samsung revenue share number is just Odyssey or if it is including Samsung being the screen supplier for Vive and Rift

mighty carbon
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leading by revenue != leading by number of headsets and mind share

restive blade
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hey people

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going insane here...

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How can I stop stupid things like (elbow going behind body) using a 3 point vr setup here...

glossy agate
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Use effectors to adjust the limits. I just use a plugin that helps with that, I just fine tune

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Like elbow effectors

restive blade
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which one plz

glossy agate
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I use BIK. There is also ikinema, and one on the marketplace

restive blade
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iknema is not affordable

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that's full body

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we have effecotors and target locations... we are trying to fix it....

restive blade
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using that also

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it still does not deal with things like this

mighty carbon
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well, why don't you show a video illustrating the issue ?

mighty carbon
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IK is finicky, even in 3D apps..

glossy agate
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Ikinema Indi license is like <$150 isn’t it? Yeah don’t get the full thing, that’s thousands of dollars I think

restive blade
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I never said this was indi

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costs are massive man

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for something that should be doable

mighty carbon
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lol, if you don't have funding, then you are indie

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so, get yourself indie license 😉

restive blade
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We have funding.. just not stupid money funding

glossy agate
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Is it less than $50k? I think that’s where the cutoff is

restive blade
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no.. it's more then that... but they want something like... 50 k a year...

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or more

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and it's still not an out of the box system

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still a craptone of work

glossy agate
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Looks like it’s more of a skin weight issue on the wrist though that should be controlled by a rotator

restive blade
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IKinema is not viable

sturdy coral
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@glossy agate @restive blade yeah maybe not even a weight issue, you may just need to drive the twist bone if it is using something like the epic skeleton

glossy agate
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Well they need the twist thing, can't remember the specific name but you have them in Maya, Epics skeleton should come with it with the ART tool

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Even fading the weight like 4 polys down the forearm should hide a lot though

sturdy coral
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I think it is shoulder twist corrective rotates 50% opposite of humerous, forearm rotates 100% with hand, both only on the bone axis

glossy agate
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Yeah you are correct. Its like 50/50 on the actual skin though

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Just tracking my tattoos to see what moves

sturdy coral
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there is a forum post where an epic guy tells the values to use with epic skeleton

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where forearm connects to hand should roll ~100% with hand and gradually blends back to 0% near elbow

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says forearm 50%, upper arm -100%

glossy agate
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Yeah they just need a better fade on it, but still maintain the ability to kink the wrist. I think a lot of games just use armor to hide it haha

mighty carbon
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has anyone experienced an issue with re-importing animated FBX and not having new anims to be imported ?

glossy agate
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Is it replacement or all new anims? I think reimport only replaces but doesn’t add. I could be completely wrong though

mighty carbon
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some anims are the same, but updated.. Those import again fine. It's the additional new anims don't show up.

glossy agate
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Maybe I am completely right then haha

mighty carbon
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is it a bug?

glossy agate
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I havnt tried doing that with anims yet. Didn’t work with textures though when I tried after importing the wrong format

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I think it’s just the way it works. Probably looks for matching string on the name and reimports those, but doesn’t search for new names. Probably have to full on replace it

mighty carbon
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well, the issue is that I have to rename skeleton in my scene in 3D app in order to be able to import FBX as new one

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otherwise it uses existing skeleton

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or errors out if I don't specify one (because then it tries to make a new skeleton with the name of the existing one)

mighty carbon
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seems like Epic didn't think anyone would be adding anims as they develop their project 🙄

abstract forum
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Ok - managed to get a VR scene running at 120 FPS on at 1050 2GB card. 4.20 is really awesome

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I am going to document this as I disabled allot of things

jaunty shell
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that's quite the low end GPU 😃

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also 2GB of memory damn

abstract forum
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Yeah

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I am documenting it now

mighty carbon
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4.20.1 is out

granite jacinth
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hmm

wicked oak
#

this is exactly why i havent updated my games to it

#

also becouse engine tweaks and stuff

granite jacinth
#

@wicked oak ?

wicked oak
#

i actually need 4.20

granite jacinth
#

Me too

#

But...

wicked oak
#

its the current minimum version for PSVR

granite jacinth
#

Should I update now and cry?

#

Or what

wicked oak
#

wait a bit

#

well, in your case its no issue

#

but i have tons of engine edits around

#

so porting those is a pain

mighty carbon
#

so, what kind of fixes do you expect in 4.20.2 ?

#

@wicked oak ^^

wicked oak
#

just some other bugs/crashes

#

when i upgrade, that version is going to get my engine changes, and that version will be the one ill use to push a DWVR ps4 patch

eager pine
#

trying to rotate a statich mesh based on the hand rotation

#

but it keeps snapping back each time

#

is there something im forgetting?

#

prob a set something

#

im setting not adding

#

right

#

now im totally doing it wrong haha

#

its spinning crazy now

granite jacinth
#

Meh, can't even update anyway

#

all the plugins we are using

#

75% of them are still outdated

#

GS is still at 4.18, so dumb

#

(I compiled it myself for 4.19)

wicked oak
#

GS?

granite jacinth
#

GameSparks my bad

fleet plume
#

i'am actually tempted now

#

from 4.18.3

#

where patch versions always released this close to the minor?

mighty carbon
#

someone said 4.20.1 shows up as 4.20.1preview 5

wicked oak
#

WOO ive done it!!!!

#

DWVR At 120 FPS fully stable on PS4 pro

#

my latest high performance AI navigation has finally pushed me over the threshold and it now runs perfect

fleet plume
#

congrats

#

wdym with high performance ai navigation?

#

your own tree-like nav system?

wicked oak
#

just inherited the character movement component and nuked the built in navmesh movement, then implemented my own NavWalking

#

wich is faster and i also have my own crowd separation

#

wich is also faster than the ue4 default crowd avoidance

fleet plume
#

the boid-based one?

fleet plume
#

how are you moving the pawn?

wicked oak
#

i might also make them tick at 60 fps instead of 120 to save more perf

fleet plume
#

and what was that red semi-transparent plane?

wicked oak
#

damage screen

#

its a vr game, so when you get hit there is a transparent screen in front of you that gets red

fleet plume
#

yeah, makes sense 😄

#

do you have a separate pawn for testing without vr?

wicked oak
#

yes

#

its a inherited one

fleet plume
#

because you're jumping around a lot in that vid

#

and it seems like it follows the mouse

wicked oak
#

its my chaos monkey

fleet plume
#

and looks for surface beneat it

wicked oak
#

its super basic

#

it inherits from the player pawn

#

but then disables the tracking

#

and essentially does a "teleport" (same teleport as the player) to a random location

#

and it aims and shoots to the closest enemy

fleet plume
#

ah ok

#

thought you were doing that yourself

wicked oak
#

no, that is an automated player

fleet plume
#

also did you upgrade the graphics?

wicked oak
#

for test purposes (and benchmarks)

#

no, i kept them at the same level

fleet plume
#

it looks way better than some stuff you posted 1-2months ago

wicked oak
#

that other stuff is probably a different game

fleet plume
#

which looked flat shaded

wicked oak
#

thats the RPG

#

different game altogether

fleet plume
#

hard to keep track as an outsider 😄

wicked oak
#

im working on a DWVR sequel

#

so i wanted to solidify the tech of DWVR itself

#

and do a BIG patch, improving a bunch of stuff

#

then use that patch announcement to announce the sequel

#

wich will be similar but working on multiplayer and cooperative

#

im really at the absolute limit

#

look at the "free space" on the frames

#

btw this is also using dynamic resolution

#

and TAA upscaling

fleet plume
#

the dynamic resolution feature epic add for fortnite?

wicked oak
#

yes

#

i forced it on

#

its not meant to be used for VR

#

but i dont give a fuck lol

#

just edited the code to force it on

fleet plume
#

impressive

wicked oak
#

nah its literally commenting out a "if is stereo" check

fleet plume
#

i meant all taken together

wicked oak
#

the main upgrade

#

is when i just nuked dynamic lighting from the engine

#

the forward renderer compute pass that calculates pointlight? gone

#

this saves me 1 full milisecond

#

this is how the frame looks

#

this was taken on a 4k screenshot

#

200% screen res at fullscreen

fleet plume
#

though

#

this makes me also sad

#

that it's actually necessary to remove dynamic lighting

#

to meet fps demand of VR

#

in UE4

wicked oak
#

bruh PSVR

#

120 fps

#

also the forward renderer light grid shader taking 1 ms when you have 0 lights on the screen is a terrible thing

fleet plume
#

GI or go home 😎

sturdy coral
#

@mighty carbon 4.20.1: Fixed! UE-62099 Namespaces are not removed when importing Skeletal Meshes from FBX, and breaks the importing of referenced Animations

#

that might effect the animation import thing you were seeing, not sure, maybe unrelated

mighty carbon
#

Aye, gotta test

wicked oak
#

playtesting dwvr on ps4 at 120

#

holy shit its smooth as silk

#

it is incredibly obvious on the controllers

sturdy coral
#

@wicked oak what kind of AA does DWVR use?

wicked oak
#

upscale TAA

fleet plume
#

i thought TAA was only usable with the deferred renderer

#

"The forward renderer supports both MSAA and Temporal Anti-Aliasing (TAA) ..."

#

i'am using nav mesh for teleportation and want to toggle some areas if it to allow/disallow teleportation to it

#

are navigation filters the way to go there?

wicked oak
#

those would probably work

fleet plume
#

blocking volumes seem a bit cumbersome as i'd have to destroy/spawn them

#

they also leave a hole inside them

#

ffs unreal 😭

granite jacinth
#

Yeah, who's that newbie

#

not sure why formatting broke all of the sudden

granite jacinth
#

@vblanco#709 let me know when you start doing them:)

wicked oak
#

@granite jacinth doing what?

granite jacinth
#

@wicked oak oh. Reddit posts!

#

Damn.

. My shit blew up

#

Better than my AMAs... ROFL

wicked oak
#

still continuing your very good marketing on reddit and forums

#

yeah i will do a post when i announce the patch

#

bunch of stuff needs to be fixed

#

and i need to pass review

#

i want to to a "comes tomorrow" type of announcement

#

and accompany it with a brag article about what the fuck i did to optimize DWVR from "barely 30 fps on ps4" to 120 fps stable

#

mostly talking about how to use the unreal tools, and other tools, to optimize, and what kind of things tends to hammer perf the most

granite jacinth
#

@wicked oak be careful how you word it. Most people reading it won't be in the technical side of things so you may lose them a bit.

wicked oak
#

this is definietly going to be an in-depth tech article

#

geared towards other gamedevs

#

ill see if i can rescue some older versions of DWVR to have some progress pics

daring mural
#

30 to 120 on ps4 hardware

#

we already know how you did it

#

black magic

#

interested in this read, though 👌

wicked oak
#

most of it is cpu optimization

daring mural
#

did you modify the movement comp for DWVR?

wicked oak
#

yes

#

animation fast path being fucked?

granite jacinth
#

Hmmm

#

Anyone interested in free tickets? They gave me 8... And I won't be able to do shit since I will be the only one going, so I will need to attend to the booth.

#

Otherwise, I would be willing to share the booth :)

#

It's a VR one obviously

wicked oak
#

lil bit too far m8

forest plover
#

@granite jacinth just gonna warn you, its a super small event...

#

at least last year when I went, it was pretty much a single room..

alpine ore
#

@tired tree Hi, is your plugin available for Mac?

wicked oak
#

PS4 is just lit

#

benchmarking optimizations

#

15 enemies running around and shooting, with SUPER low overhead character movemnet (custom coded) and the bullets being done through async traces (to ship to other threads)...

#

7 ms CPU Tick Time

#

quite impressive to be this bad

#

gonna see if i can make them run around at 60 fps to save perf

#

damn, a naive implementation gave me great gains

#

its quite impressive to see just HOW SLOW "set actor transform" can be

wicked oak
#

doing hacky experiments

#

everything in the world set to half framerate

#

as an AActor itself feature

tired tree
#

@alpine ore if you compile it for it, I don't own one and can't generate the binaries

#

@wicked oak what exactly did you change on Phys_NavWalking? That movement mode barely has anything in it to begin with, its basically just a velocity projected to nav mesh and a falling check.

wicked oak
#

@tired tree bye falling check, could misbehave way too easily

#

bunch of random things removed

#

and the navmesh check done a bit more like my DWVR movement snippet

#

the main gain comes from the "no misbehaving"

tired tree
#

mmm

wicked oak
#

at the moment im experimenting with cutting Tick in half

tired tree
#

what do you mean by misbehave exactly?

#

there isn't much to go wrong there

#

it checks for gaps and enters falling state

wicked oak
#

i have added a system to FTickFunction that skips one of every 2 frames

#

randomized on the Actor initialize components function, so actors wont all trigger at once

tired tree
#

you can lower the tick rate of the character nativly

wicked oak
#

yes

#

but i want to be exactly 1 out of 2 frames

#

not through time

tired tree
#

aren't you manually caluclating projectile collisions?

wicked oak
#

yes

tired tree
#

you can move your enemies to during physics on tick then if they are manually calculating and not physics bodies

#

since you don't require sweeps

#

and save a shitload

wicked oak
#

uhmm, could try that

#

at the moment im cpu bottlenecked by just a tiiiiny bit

#

this is on a benchmark level that throws 15 enemies to you

#

instead of the normal 10

tired tree
#

yeah, move them to during physics

wicked oak
#

currently compiling engine from the hack

#

ill check what happens

tired tree
#

99% of the ticks are pre-physics if they are primitives

#

or characters

#

for obvious reasons

wicked oak
#

have you ever done anything with the significance manager?

tired tree
#

no

wicked oak
#

i was eyeing it to control framerate of the enemies

#

becouse i found that 30 fps enemies (render is 120) work fine if they are past 10 meters

#

you dont see a difference

#

but if they are lower than 10 meters its SUPER obvios becouse they jitter around

#

i was thinking on making it so enemies behind you update at 30 fps, enemies past 10 meters update at 30 fps, and enemies that are close get 120 fps for the 2 closer and 60 fps for the rest

tired tree
#

update period or animations only?

wicked oak
#

animations are actually like 0.2 miliseconds for all 15 enemies

#

so its not even worth to bother

#

Tick in general

#

my goal is to lower overhead for 120 fps

#

the only other optimization i could try is to do multithreaded Tick like a fucking madman

#

but thats unfeasible

#

as it would bottleneck anyway

#

as of now im bottlenecking REALLY hard on moving objects

alpine ore
#

@tired tree Thanks for getting back to me, got it compiled for Mac ok

mighty carbon
soft beacon
#

Anyone aware of a way to focus the android camera when making ARcore apps?

mighty carbon
wicked oak
#

so a bit higher than hololens

mighty carbon
#

only vertically

soft beacon
#

dookie af

#

I used to shit on the Oculus Go and I ended up loving it, so maybe this will come through as well, but my grandma could do better with $4B

wicked oak
#

ive been using the Go a lot lately

#

to watch movies

#

its a bit hard on the eyes, so only 1 hour at a time more or less. but damn it is great to be laying around the sofa and watching a movie on a huge screen

#

plus the focus is far so better for the eyes

mighty carbon
#

😃

#

somehow my Go sucks when it comes to streaming movies. Maybe it's time for me to upgrade my WiFi router 🤔

#

@soft beacon kinda hard to justify spending $1k+ on something that might end up not loving

soft beacon
#

@mighty carbon I have watched Netflix without lag, it may be wifi

mighty carbon
#

well, I watch Netflix for like 20 min fine and then it goes to sh!t.. Also can't stream Amazon through the browser well for even a few minutes 😦

#

what's considered a decent wifi router nowadays ?

#

(mine is like 10 years old)

mighty carbon
soft beacon
#

yep, thats good too

mighty carbon
#

aye, thanks

sturdy coral
#

@mighty carbon not only vertically, hololens is 30° : 17.5° and ML appears to be 40° : 30°

#

it is a nice bump, just not enough yet

mighty carbon
#

I see

#

Meta 2 has 90 deg FOV

#

2.5K resolution, 60Hz refresh rate

#

I wonder why didn't they just buy out Meta and made it better

#

(unless Meta wasn't up for sale)

wicked oak
#

@mighty carbon i dont stream them

#

i just torrent the highest quality blu ray rip i can find and put it on the device

#

works like a charm for anime

mighty carbon
#

lol

wicked oak
#

recently watched the full Hellsing series (10 chapters of 50 mins each)

#

2 gigabytes per episode

mighty carbon
#

why not buy it and then rip it ?

wicked oak
#

becouse i actually cant buy it

#

i also have netflix on the thing, but also doesnt work that well for me

#

a few times ive actually torrented a show i could watch on netflix

mighty carbon
#

they don't sell Hellsing in Spain ?

wicked oak
#

no

#
#

this

#

also crunchyroll doesnt have the rights in spain

mighty carbon
#

damn.. odd

#

order from Germany then? (or France)

wicked oak
#

you cant rip it

#

they are DRM-d to hell

mighty carbon
#

well, buy it and then torrent it 😃

wicked oak
#

the state of global rights drives me mad

#

the best thing i had is when i had a program called Smartflix, wich tricked netflix servers into allowing you to watch any show, worldwide

#

it wasnt an vpn, just some kind of DNS trickery, so it used your normal internet (fast)

#

they found the trick and nuked it 😦

#

that thing was glorious, you had access to Global netflix, if a show isnt in your country you grab it from other

#

grab whatever anime you want from japanese netflix, or even bolywood flicks from indian netflix

#

awesome stuff

mighty carbon
#

https://en.wikipedia.org/wiki/Time_of_Eve << that anime went to Kickstarter to get English translation. I ordered special BR edition. Now none of the websites is functional, so I am not sure what happened. I am glad I got the official BR back then.

Time of Eve (イヴの時間, Ivu no Jikan) is a six-episode ONA anime series created by Yasuhiro Yoshiura. Produced by Studio Rikka and DIRECTIONS, Inc., the series streamed on Yahoo! Japan from August 1, 2008 to September 18, 2009, with simulcasts by Crunchyroll. A theatric...

wicked oak
#

i would gladly pay 40 dollars a month or similar to access that global netflix

#

normal netflix is 12

#

im kind of sad i cant pay for crunchyroll

#

a lot of the animes i watch are on there

#

but are on the USA version

#

spanish version has naruto + couple more

mighty carbon
#

what about Funimation ?

wicked oak
#

not availible whatsoever

mighty carbon
#

:/

#

are you sure it's Spain and not North Korea? 😛

wicked oak
#

and im for real

#

i do find interesting that netflix is adding more animes that arent dubbed to spanish

#

they used to have the spanish dubs of everything

#

but now they are adding some that have english/japanese and no spanish

#

thats something really rare, its super common that netflix has a worldwide show license, but it doesnt have a spanish dub and they dont bother to put it

mighty carbon
#

do you guys think 4.20.2 will be coming ?

#

Oculus hasn't updated their repo yet, so I am thinking they are waiting

sturdy coral
#

@mighty carbon there are enough reported bugs that I'm sure there will be a 4.20.2

jaunty shell
#

@wicked oak how dare you watch dubs 😬

runic cedar
#

Hello i have a question: what is better cardboard or daydream on the Unreal engine ?

solid elk
#

see for release do you have a seperate binary for VR?

runic cedar
#

nope
but i chose Gear VR and i will try to make teleport movements.

mighty carbon
#

so, has anyone tried Hellblade VR yet ?

mighty carbon
#

looks like Carmack isn't going to have a talk ?

fleet plume
#

Porting Your App to Project Santa Cruz Gabor Szauer, Oculus Developer Relations Engineer The introduction of standalone means the arrival of more approachable devices and, for developers, a broader range of consumers to target. The good news is you’re already ready. A stable of universal techniques and best practices can help reduce draw calls and hit perf without sacrificing fidelity. We’ll start with an overview of the device and basic considerations, and walk step by step through the process of reviewing and optimizing textures, scene geometry, and lighting. This session will also include a deep dive on engine profiling tools and specific Santa Cruz performance targets.

#

from the OC5 link above

#

so santa cruz will get at least into more dev hands next month?

#

otherwise that talk wouldn't make much sense, if only a handful of people would have an actual device

mighty carbon
#

maybe

#

there is nothing about it on Oculus Start section

eager pine
#

any examples made on a umg widget that has an arrow controlled by the thumbstick?

#

on the hand

#

if that makes sense

mighty carbon
#

since it's in VR, why use arrow controlled by thumbstick when you can use "laser pointer", which is more comfortable and intuitive ?

eager pine
#

@mighty carbon its situation based, you have only 1 hand available during the situation

mighty carbon
#

well, hack it - make a hidden actor you move with stick and have interaction component on it, which will interact with UMG.. I think making arrow inside of the UMG was hacky in non-VR to begin with.

eager pine
#

well, wouldnt that persume the same logic as for using an umg? just asking 😛

mighty carbon
#

not really

eager pine
#

Its basically gonna be a meny you can select items, not really a need for an arrow

#

its going to be like max 4 items

mighty carbon
#

oh

eager pine
#

I persume the arrow is unessecarry maybe

#

hate that links open internet explorer, is not even the default web browser O.o

#

ahh wow, you accualty reminded me. I have made a multiplayer game with playstation controllers as main controllers, so i could just use the same thumbstick logic there lol

#

thanks @mighty carbon

#

it was a pain in the ass the first time haha

#

Ill probably have to use that video as follow up, its like 2 years since i did that in unreal xD

mighty carbon
#

what are you working on @eager pine ?

#

(game/experience/app?)

eager pine
#

@mighty carbon We are working on a climbing simulator for a company thats going to use it for training 😃

mighty carbon
#

oh, I see

eager pine
#

We are trying to make the user experience as immersive as possible and easy, for first time VR experiencers to understand, but its hard sometimes 😛

#

without to much tutorial

#

fairly i have come across alot of bugs on the splash screen side, for example swapping splash screen between different actions or faults

#

its there a way to keep the player longer in the loading area between levels where the splash screens are?

glossy agate
#

You can set it manually to fire before the rest of the loading action takes place and just use a timer for how long you want it. When you set it the engine does the loading and unloading for you in default.

eager pine
#

well thats neat, that would prob work fine

mighty carbon
#

I wonder how many units of Go Oculus shipped total

#

and how many are now collecting dust

eager pine
#

hmm

#

setting style of a button crashes my project

#

this accualty isnt doable?

mighty carbon
#

probably something to ask in #umg

glossy agate
#

Is that the vr splash screen?

#

I was talking about the actual native VR splash

eager pine
#

no, this is just an umg, where i use the thumbstick to select images

#

im instead just changing the background color

#

trying to change anything in brush ends in crash

#

@mighty carbon she never showed how to do the event click on button stuff

#

thats what i really needed

placid rampart
#

Hey, are you guys using SkeletalMeshes or Static meshes for guns?

#

I'm starting a basic pickup system from the ground up where i would like to expand in the future to guns.

tired tree
#

does it matter? if you want a fully fledged pickup system it should support both

placid rampart
#

Yeah, i guess you're right.

eager pine
#

anyone know why the thumbstick axises zeroes out when using the click event thumbstick?

#

Somehow, when pressing the yellow marked action mapping, the axis mapping for the thumbstick zeroes out

jaunty shell
#

@eager pine as in zeroes in the input edit window or zeros at runtime

eager pine
#

Zeors out the axis values in runtime, while playing

#

@jaunty shell

jaunty shell
#

where are you touching/pressing your pad ?

#

if its in the center, then its bound to get zeroed :p

eager pine
#

it doesnt matter where, it zeroes out anyway

#

@jaunty shell sorry forgetting to tag

#

So when not pressing, the value is correct, but when clicking, it zeroes out

jaunty shell
#

hmm

#

yeah thats weird

eager pine
#

these are the values i set

jaunty shell
#

wait

eager pine
#

then i calculate if its up or down, right or left, but when it zeroes out, it accualty goes to the value thats up

jaunty shell
#

you set the same variable for the left and right ?

eager pine
#

no worries, it dont

jaunty shell
#

alright

eager pine
#

so it accualty goes for value zero, no matter what, but if both values == 0 it should output -1

#

but it outputs 0, which is up on the pad when pressing to the right

#

all values are correct and tested, so it shouldnt do that

#

I am doing something wrong here, but i cant pin point it

jaunty shell
#

@eager pine check your axis settings in the input ?

#

maybe something got changed

eager pine
#

well all the axises are confirmed to be right, when getting the axis value, as it seems it changes in a split millisecond to 0 when clicking

mighty carbon
#

Can someone please tell me the OD of the Rift sensor ?

#

I want to 3D print covers at work, while I have a chance 😃

fleet plume
#

something between 35-40 mm

#

damn

#

it's 35

mighty carbon
#

needs to be exact number - PLA filament isn't flexible

fleet plume
#

no precise measurement with a ruler

mighty carbon
#

got a caliper handy? 😃

fleet plume
#

i'd go for 36 then and use padding

#

nope

tired tree
#

@mighty carbon surely thingiverse or another depot has plans for that

prisma marlin
#

Hey are there devs who speak french here ?

mighty carbon
#

not at the moment @prisma marlin

#

@tired tree oddly enough they do not have a flip cover :/

#

based on one of the non-flip models, OD is 34.05146675mm

#

34mm

#

which is 1.340609 inches.. I am guessing I can make it 1-5/16" ID

wicked oak
#

dont use freedom units for science

#

too easy to fuck up stuff

mighty carbon
#

eeh, for that purpose it's fine.. I am not making gear box or a mechanism that needs precision

#

plus while PLA isn't too flexible, it flexes enough to allow a few mm play

#

if I were to mill it out of aluminum, then sure, I'd have to go +.005"/-.000" on the ID

#

still using freedom units nonetheless 😉

mighty carbon
eager pine
#

has anyone tested the htc vive pro against a project in unreal?

mighty carbon
eager pine
#

Just had a few question of precautions you have to take when moving a htc vive project to a htc vive pro project

mighty carbon
#

has anyone tried Paragon assets in VR ?

wicked oak
#

NEW ANIMATIONS????

#

holy shit fucking yes

#

i need animations

mighty carbon
#

designed and 3D printed that cover 😃 Will test tonight and if it fits, will 3D print 2 more 😄

mighty carbon
#

please upvote - relevant to voice interactions and VoIP on Gear VR / Go and Santa Cruz

mighty carbon
#

yay, my 3D printed flippable cover worked !

quiet swan
#

if I started a project as 3rd person and changed the camera to first so I can see my legs, but the world was created as 3rd person project.

#

can I latter on make this a VR game? or did I ruin the VR laws and code by starting it in 3rd person???

glossy agate
#

Does not matter where you start

mighty carbon
dusky moon
#

Does any know if 4.20 supports DynamicRes for SteamVR ?!

jaunty shell
#

@dusky moon nope

#

steamvr is the last one that doesnt support it

dusky moon
#

damn :/

fleet plume
#

@mighty carbon for some weird reason i thought you'd be printing wall mounts

#

the covers are so much better though

#

mind sharing the print model?

mighty carbon
#

@fleet plume sure.. I just gotta do some tweaks first.

fleet plume
#

cool!

mighty carbon
#

I am just gonna have to upload files to my G-Drive after work @fleet plume (~9 hrs from now)

fleet plume
#

hey no hurry

mighty carbon
#

And you need to get dowel pins 1/8" OD x 3/4" long (I think McMaster carries those) for the hinge

fleet plume
#

i've gotta find a printing service in GER first anyway

#

this is so much better then the usb3 hubs with power switches

mighty carbon
#

what do you mean?

fleet plume
#

disabling the oculus sensors/cameras

#

you built a cover for the sensors, right?

mighty carbon
#

covers are for sensor lens protection and to avoid someone spying on you through sensors when you aren't doing VR 😃

fleet plume
#

exactly

mighty carbon
#

I usually just disconnect them from PC.. I never used switches on the sensors as it seems like it might interfere with the signal

fleet plume
#

same here with disconnecting; but it got on my nerves a bit recently

mighty carbon
#

Aye, got it

fleet plume
#

but also not happy with vive and spinning sensors so looking to dev on rift again

jaunty shell
#

@fleet plume why ?

fleet plume
#

i don't like the spinning sound from the base stations

jaunty shell
#

🤔

#

the high pitched noise ?

mighty carbon
fleet plume
#

yes

#

and every time i close ue4 the steam vr dashboard starts up

mighty carbon
#

sounds like German service

fleet plume
#

and takes gpu resources

jaunty shell
#

dunno my brain kinda muted it after a lot of usage hours

fleet plume
#

which speeds up fans

mighty carbon
fleet plume
#

so i get twice the noise

jaunty shell
#

you can disable steamVR starting on app launch

fleet plume
#

i did

#

but it starts after closing the vr app

#

which is so weird

jaunty shell
#

🤔

fleet plume
#

^

#

thanks for the links @mighty carbon

mighty carbon
#

np

cosmic shoal
#

I have yet to hear a single noise from my base stations

#

nor has anybody that has been at my house

warm lion
#

Anyone here working with the Oculus go? Are you experiencing the "back" button no staying pressed? When I print out the firing events for pressed and released for "Motion Controller (R) Face Button 1" I see both events fire when I press in and hold the button down. It doesn't wait for the button to release before firing the release event.

mighty carbon
#

@fleet plume I think I nailed it - everything fits nice and snug now (mostly was concerned with the hinge as on the first cover it was not as snug as I wanted for it to be)

fleet plume
#

@mighty carbon hype 😛

mighty carbon
#

interesting

rocky latch
#

Hey guys[

#

Has anybody here had problems with oculus Audio when passing thru OculusVRCValidator?

#

Mine says that audio won't be played thru oculus when windows defaultDevice is something else, although it says on oculus docs that enabling oculus plugin on UE4 should be enough to make that redirection automatically

warm lion
#

Anyone know hot to move the position of the oculus go controller/ gear vr? It acts as if it is attached to an elbows setup position on the right side. If I wanted to move the position of this elbow how would I do that? I don't see any functions that pull off of the motion controller component

mighty carbon
#

@warm lion you don't move it, the elbow that is. It's a virtual model of your arm to cope with 3DoF

warm lion
#

@mighty carbon There's no way to adjust it?

#

It seems like you should be able to allow the user to specify where they want that positioned and the length of it

#

Everyone has different sized arms

granite jacinth
#

What's the Oculus update about?'

#

firmware also

mighty carbon
#

maybe in C++, but I dot't think you can do it in BP (and I know nothing about C++)

#

also, it's 3DoF controller.. I don' think people care much if it matches their physical arm

warm lion
#

It's okay I'll look through the code. *there are other considerations besides location and length, for design purposes it is good to know the root location from where that is pivoting/ rotating

mighty carbon
#

IMO it's the last thing to think about 😃 More important is good content and performance considerations. You can perfectly match controller's location to physical arm and have crappy game/experience - people are not going to praise you for matching their arm, trust me 😄

sturdy coral
#

@frigid delta are you enabling VR after starting? You have to enable it prior to starting

#

check

bool FAudioDevice::CanUseVRAudioDevice()```

what it does is if the project or commandline didn't start the project in VR (bStartInVR in ini or -vr on commandline), it will initially return false and result in the system device being used
mighty carbon
#

STL and Solidworks 2016 files

#

if anyone needs to 3D print Rift sensor covers (flippable; require you to press in 1/8" OD x 3/4" long dowel pin) - link is above

granite jacinth
#

Ah. Was wondering what you were all talking about with covers.

north verge
#

I need help getting the VR template to work in my arch viz project. You can look around with the headset but the teleportation or the grabbing wont work. I am using an HTC vive and I tested it in the VR test level and it worked there but I don't understand why it won't work in my level. I set up a navigation volume and placed a motion controller pawn and the gamemode is default. What could be causing this? Thanks in advance.

daring mural
#

@north verge Not sure what you mean by 'game mode is default', as in you're using the same game mode used in the demo level?

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Check the world settings details panel and set the game mode there to match the one set in the demo level just to be safe. Then, place down a 'Player Start' object instead of the pawn in the level.

north verge
#

By default I meant that I didn't the alter the gamemode to something else and yes, it is set to the same one as the demo. I did as you said, I removed the pawn and placed the Player Start, and it spawns in with no hands, just the HMD looking around. Ive tried copying the pawn directly from the demo and even that doesnt work so I have no idea why it is not working. I've been trying different things all day and have no idea what is causing it at this point.

fleet plume
#

@mighty carbon thanks a lot!

mighty carbon
#

Np 😊

uncut silo
#

Guyz

#

How can I reset/teleport the camera to the specific X and Y?

#

Set world location of the camera component doesn't work

#

Reset Poisition and Orientation works BUT it sets Z to 0 so the camera stucks in the floor

placid rampart
#

@uncut silo are you trying to make a teleport functionality?

#

If so, you should teleport the owning actor, not the camera.

uncut silo
#

Nope, I'm trying to align the player's view with the avatar while he resets effectors transforms

#

I just want to move the camera to the center of the characters scene component without being reset to Z=0

#

And the camera is already the child of that scene component

potent gust
#

@fleet veldt Did you manage to get your controller jitter issue resolved?

runic cedar
#

Hello I have a question
how can I create two mobile levels one mobile default level and another level Gear VR? And switch levels from default mobile and Gear VR? Coz I have trouble like black screen, camera seen on the mobile level, or when I start VR mode and with a black screen.

#

Maybe someone knows about it? How create a level and gear VR levels?

potent gust
#

How exactly are you planning on using a GearVR app on standard mobile?

runic cedar
#

I want to have level mobile and if the user wants to play VR mode then click on the button for VR and he could use Gear VR in that apk file.

#

or make project with AR and GearVR levels

mighty carbon
#

it doesn't work like that

sturdy coral
#

@uncut silo never move the camera directly, make a scene component parent and move that. Most people name it something like VRRoot

mighty carbon
#

Gear VR apps can only run in VR.. You can't have non-VR android app that switches to VR on the fly

runic cedar
#

okey thanks..

#

i need to make two projects mobile and VR..

mighty carbon
#

just make two projects, one for VR and one is for plain Android phone

#

controls are different, mechanics are most likely to be different, deploying to each platform requires different project settings

runic cedar
#

now i understand

mighty carbon
#

you can't just cram 2 entirely different platforms into one project

runic cedar
#

I realized very thank you, I spent a lot of time for this, thank you!

uncut silo
#

@sturdy coral I do that. The problem is I don’t know how to reset the camera position to the center of that scene component. Or you are talking about the scene with cam inside the root scene?

placid rampart
#

Yes

#

You set a SceneComponent as the root of the pawn and parent of the camera. Then you move this scene component, not the camera.

uncut silo
#

@placid rampart didn't thought about it that way, thanks! Will try it 😉

fleet veldt
#

@potent gust I resolved it by going back to 4.19.x However I haven't tried in the actual non-preview release version of 4.20 to see if it's working there.

potent gust
#

@fleet veldt But i'm on 4.19.2 built from source from the Oculus source. Having the same issue

#

I've also checked their repo, seems like they havent updated anything post my download

fleet veldt
#

Oh o.O that's surprising.. though I will say I was on 4.19.2 binary from Epic so it would have slightly different (older) Oculus Plugin / API versions that the Oculus source 4.19.2

#

I think there's a table out there where they show the version of the Oculus API/Plugin in Epic's branch and Oculus branch

quiet swan
#

Ok I need advice. I have been working on a third person set up and made the camera first person. I did this so I could see the body of the character. I would like to also be able to make this a vr game. Should I just stop now and start all over in a vr mode set up with motion controllers or can I still make it vr?

mighty carbon
granite jacinth
#

Never even heard of that game

potent gust
#

@fleet veldt Where exactly did you download from? The UE4 source at Epics github repo? Where did you get the oculus library from?

#

@quiet swan You can create 2 pawns, one for VR and one for PC. Posses the correct pawn in the player controller based on the platform.

#

You can migrate the VRPawn from the VR template as a template and use that if you feel it would be easier for you

wicked oak
#

@mighty carbon it did becouse quivr was one of the absolute first batch of games

#

and it started with a free demo

#

wich pretty much EVERYONE downloaded

#

35.000 sales, with that kind of launch, is an absolute disaster

mighty carbon
#

huh?

#

I wish I had such disaster.. Do the math..

wicked oak
#

ive sold 6.000-7000, dunno the exact number

#

the fact that ive sold a 5th of him is incredibly telling of how the pc market is

#

his game is way more popular than anything i make will ever be

#

it was everywhere, and nearly all people with a vive downloaded it

#

ffs it was one of the pioneers of bows and wave shooters, it eventually had tons of clones.

#

selling 35k is definitely way on the lower end i thought that game would sell

#

but honestly, raw data is 150k...

mighty carbon
#

$700,000 x .7 = $490,000 x .65 = $318,500 - $30,000 = $288,500 / 2 = $144,250 per person

#

I'd say it's quite good

#

and if he was the only dev, that would be even awesome

fleet plume
#

whats the .65 ?

mighty carbon
#

35% to taxes

#

probably less, but just rough estimate

fleet plume
#

72k/year after tax is not too bad

#

but

#

you'd have to invest it again for the next title

wicked oak
#

keep in mind this was one of the most popular vive games

#

of all

#

and frontpaged in steam essentially 24/7

fleet plume
#

i've never heard of it

#

and own vive ~2 years

mighty carbon
#

the point here is that 2 guys (technically one guy) made VR game and, despite that most here didn't even know about the game, made some decent money

#

I've never seen any PR for it

fleet plume
#

not trying to belittle their success

mighty carbon
#

I saw the game, but never really cared to buy it

fleet plume
#

they probably also not worked two straight years fulltime on it

mighty carbon
#

it's basically their supplemental income (unless the dev quit his day job)

fleet plume
#

if it was a side project, the "salary" would be amazing

#

though hard to judge from the outside

#

(haven't read the full article)

#

but if you invest 30k of your own money, it's most certainly more than a side project

mighty carbon
#

15k per person, they split the investment

fleet plume
#

i can live a year off of 15k

#

frugally

mighty carbon
#

I don't know anyone with that kind of cash sitting in the bank o.O

fleet plume
#

so i'd consider it actually a serious investment

#

for 1-2 sized dev teams

placid rampart
#

Hey guys, sorry to interrupt but i have a question about hands.

#

Like, how do you guys implement the different size of object to hand animation?

#

Things like where the index finder should be on a gun, where different guns have different trigger location.

#

How do you guys work around that?

wicked oak
#

i can also live 1 year from 15k easy

#

thats twice spanish min wage

mighty carbon
#

oh, it's a tower defense game.. odd 😦

fleet veldt
#

@placid rampart if you're able to download the r

#

robo recall source under the moding section

#

you can see how they attach place holder controllers on objects where the hands should grip them.

#

then they do an invers transform and move the hands to those positions when the objects are "grabbed"

placid rampart
#

@fleet veldt will take a look at that. Thank you so much!

potent gust
#

@fleet veldt Where exactly did you download from? The UE4 source at Epics github repo? Where did you get the oculus library from?

granite jacinth
#

@mighty carbon @wicked oak It's definitely interesting. Especially considering his launch day sales

#

We were double his. Also, if the trend continues (without sales and major updates), and no psvr, we'll hit that in less than a year.

wicked oak
#

hey, HLOD clustering is like 9999% faster now

#

it just clustered my most complex level in 1 second

#

the last time i tried, back in the 4.14 days, it literally took 2 hours

#

becouse the upgrade to 4.19 fucking my HLODs

#

and its nuked my drawcall numbers

#

2500 drawcalls is too bad even for PS4

#

time to see how the new proxy lod tool looks

#

now gotta go play wow becouse this shit will be thinking for a couple hours