#virtual-reality

1 messages · Page 185 of 1

glossy agate
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@wicked oak you can live pretty nice in Spain for $15k? For some reason I thought it was expensive there

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I need to go vacation there and just go ham like I did in Thailand

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In the zip code I live in you gotta be making $80k to be middle class.

granite jacinth
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dude

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Thailand is awesome

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I was there for 30 days

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One of the best deployments I ever had while I was in the Marines

glossy agate
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Yeah I lived there for 13 years as a kid. Finally got to take my wife back in December to check out where I used to live. I loved it there. My parents still work there.

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I’m going again next year haha. In April this time for the water festival.

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We just did whatever we wanted and drank suicidal amounts of alcohol. Only costed like $500 for the whole week not including my plane tickets

fleet veldt
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@potent gust I just used the binary UE4 4.19.2 downloaded from epic. It includes the oculus plugin. but the epic ue4 binaries / source stays a version or so behind the oculus branches.

potent gust
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@fleet veldt Thanks. Ill check it out.

sturdy coral
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@mighty carbon I'd say it isn't just two random guys making a game, they had a former blizzard artist

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but those sales seem pretty good to me relative to their level of hype and how much people talked about them on reddit, which was decent but not crazy

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I don't know how cheap they went in some of t he steam sales etc. though

potent gust
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@sturdy coral How???

sturdy coral
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you can sideload stuff on android, Amazon has their own store on there etc.

potent gust
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And they show up in library?

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Instead of unknown sources? Talking oculus go

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Ahh. never mind.

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My head is in VR right now

sturdy coral
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on go there is a way, but you have to sign up as a developer to run them

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so it isn't something you could ever distribute your game with

potent gust
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I hate that i have to tell my client to go into unknown sources, and then scroll through dozens of chromium apps to find the app iv made for them

glossy agate
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You can also opt into sharing vr apps from vive port to amazon App Store now, so that may work for Go users

fleet veldt
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@sturdy coral but don't they have to go into settings and flip a switch before the can sideload? The amazon store works because they modified the android source on their devices (kindle etc).

sturdy coral
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@fleet veldt yes, but on Go you can't just flip a switch, you have to sign up as a dev and stuff

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Amazon store can be installed on non fire android devices, but you do have to flip the switch

fleet veldt
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@sturdy coral right. It just seems like such an awkward/intimidating ("security" / "unknown sources" ) thing for users to have to do. I have no doubt designed to be awkward by Google intentionally under the guise of malware protection.

sturdy coral
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@fleet veldt agreed they probably designed it to be awkward. You an't permanently approve a source so if you still want protection you have to disable unknown sources after install, the reenable every time it updates

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Instead of just being able to add a trusted publisher public key or something

mighty carbon
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Well, iOS is locked down tightly and Epic didn't fuss about releasing Fortnite there.

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So it's a smart move on Oculus part - people need to get paid.

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I do agree that 30% cut is too much considering poor search functionality in the store and no marketing support.

tired tree
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@mighty carbon Epic specifically said that if it was possible on IOS that they would have done it there too when launching Fortnite

mighty carbon
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Yep, and Apple are no fools

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That's why they became trillion dollar company

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Google isn't poor either, but that's a loophole in Android I'd say

mighty carbon
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Epic needs to open their own store

sturdy coral
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it would be nice, especially if they could take a cut similar to the marketplace (+ the normal 5%)

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it would potentially be bad a incentive though, support for other stores might deteriorate

split steeple
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Past weeks been testing engineering prototypes of Knuckles from Valve in UE4. No engine support as of yet so directly hooking up to Steam's api.... here's the latest progress, skeletal bone transforms are fed direct from the C++ api and pumped into a custom animation blueprint. pretty happy with it so far...

https://twitter.com/1runeberg/status/1025645379927257088

Testing Controller context of Skeletal data output from @steam_games #Valve #Knuckles in @UnrealEngine - bone transforms were automatically generated from the C++ api and fed into a custom #UE4 #animation #blueprint.

#LightweaVR #VR #UE4
https://t.co/TMfohl2xZz

pearl tangle
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Just move to singapore and you will pay 0% tax for 3 years, comes in handy for new businesses. Then your personal tax will be around 5%

dusky moon
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Any1 here developed a VR Selfie Cam ?! I made my own all is fine ... just wondering how could I make it capture/save pictures in runtime ?! guess it's not possible to directly save uasset textures as images in runtime right ?!

pearl tangle
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sounds like something Rama would have done

dusky moon
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Oh nevermind I actually solved it ... now there's a cool built-in node in BP called Export Render Target

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works perfectly

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saves as PNG even if you set your scene capture as LDR

granite jacinth
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Did these guys just get the number wrong? Or did I miss something

wicked oak
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what the fuck

mighty carbon
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Lol, VentureBeat

tired tree
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@split steeple I just started in on that too, you using a source build? I added OpenVR .16 as a module and I am sideloading it to get the functionality in any engine version currently.

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going to make a custom pose node to directly feed it in to a default ue4 skeleton

split steeple
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Hi @tired tree ! No, using stock 4.20... Avoided going in-engine. Waiting for the official input abstraction from Epic to drop to see how much and what I need to expose in my plugin. was supposed to drop this week in dev-vr in github but havent seen it yet.

and oh... yeah also just exposing a single anim node in case Epic doesnt or they use Livelink which could be likely:
https://twitter.com/1runeberg/status/1025936937209618437

@salientjoe @steam_games @UnrealEngine Thanks @salientjoe ! Most of the heavy lifting is in the C++ side as I'm just exposing a custom anim node for my RunebergVR #UE4 Plugin in case @UnrealEngine doesnt or uses #Livelink which is likely :)

daring mural
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How do I prevent my packaged game from going into full-screen on preview?

split steeple
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this should help @daring muralhttps://answers.unrealengine.com/questions/670355/packaged-game-starts-fullscreen.html, I believe there's also a bp node for it but the config should be better.

broken moat
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hello fellas, trying to make my smooth locomotion and dash mechanic move up stairs instead of through them

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where to start?

quiet swan
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how do I add a VR pawn to my levrel? I tried to copy and paste the pawn into level but it didnt work

quiet swan
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I have been struggling for 2 days trying to get a VR pawn to spanw correct like the demo but it doesnt work

fleet plume
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hard to say what's going on in your project @quiet swan

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both plugins come with demo levels that work out of the box

glossy agate
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Did a test render of my new trailer last night. Any feedback/suggestions would be appreciated.

wraith briar
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^ I'm having difficulty seeing what is going on with the dirt lense effects and the bright flashing between cuts

glossy agate
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Thanks man. I’ll tone those down

quiet swan
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ill give someone $10 if they can help me with a simple VR problem no matter what I do, I cant make my VR work in my map I made

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I cant even spawn

glossy agate
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Show me a pic of the world settings tab where GM is @quiet swan

quiet swan
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I got it working using a youtube video but now my vr pawn walks through all the walls

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is my vr privew suppose to walk through walls?

glossy agate
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You doing free locomotion? Check your capsule collision settings. If you are teleporting through shit you probably are just missing nav mesh modifiers to block the player

quiet swan
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yes im doing free locomotion @glossy agate

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I dont think I have a capsule on me

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how do I put a capsule collision on my VR?

glossy agate
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You have a capsule if you are using a pawn

quiet swan
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@glossy agate does it look correct to you or Im I missing something

glossy agate
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No that looks wrong. You make that yourself? Add a capsule collision component to the pawn and make it block world static

quiet swan
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I added a capsule collision and it still doesnt work I even changed block all dynamic and he still walks through wallk

quiet swan
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@glossy agate any ideas why this isnt working

lament mesa
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guys a out of the box question. I have a client who want to create videos of the game and show it to people in cardboard vr. Is that possible ?

sturdy coral
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@lament mesa 4.20 release notes say: New: Added initial support for omni-directional
stereo captures.

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there was already some stuff for 360 non-stereo I think

vernal knoll
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Hello guys! Im having problems playing media files on the ps4. Once I hit open, it causes a reprojection (big fps dip). Does anyone know of the most efficient hack to avoid this hickup? Video resolution has already been dropped to its mínimum but no luck. We triend changing the engine to make the set rate function asynchronous, but this stopped working with the new ps4 SDK. Thanks in advance and happy coding!

pearl tangle
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@vernal knoll you could try not using the media player and just create it as a flipbook instead potentially?

vernal knoll
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Thank you Zoltan Jr!

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Its a couple of médium size videos so Im not sure if converting them into flipbooks would perhaps be a bit crazy. But thats actually a great idea! Thank you!

dreamy orbit
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anyone know how to use Pinch(mobile) for re-scale a staticmesh?

fringe trail
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Hey Guys, I am having an issue with my HTC vive which is really frustrating. I have a newly brought HTC vive along with Alienware 17 R5, with i7 8750 and gtx 1070.
Whenever I run any VR application, as the fan speed increases, steamVR shows 'headset is connected but not tracking, make sure it can see a base station'. I have referred to the threads on the internet and tried everything possible. I would be really happy if someone can help me over this. I'm unable to develop any applications because of this issue. Please help! 😞

warm lion
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Anyone have any experience with sprites / flipbook on mobile VR? The in game VR view of the sprites that I'm seeing looks really bad. It seems like more than just a lack of resolution like it's a setting that may be needed for both eyes or something.

pearl tangle
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@vernal knoll it will likely blow your filesize up pretty high but it definitely can work. I have done it before back on mobile VR before the media player worked properly on there

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@fringe trail that sounds like a power issue oddly enough actually. Keep an eye on the lights on the basestations to see if they change colour as well because it could be unrelated to the fan. But if it only happens when the computer is getting too hot and the fan kicks in maybe there is a short or something

broken moat
granite jacinth
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@broken moat delete before report

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Not allowed to link other Discords around these parts.

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But you can link website and steam :)

digital marlin
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man isn't setting up MR a ball ache

granite jacinth
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@digital marlin heh. Wouldn't know. Haven't tried it. Been meaning to...but never any time.

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I am assuming you mean for a game

digital marlin
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Nah just in general. The calibration stuff is annoying

jaunty shell
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oh damn

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😂

tired tree
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@jaunty shell enable physics collisions on the capsule and go surfing

jaunty shell
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it kinda does that by default actually @tired tree 😄

tired tree
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no it doesn't, by default all physics collisions are ignored, unless you don't have that set to a phys body

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I have specific settings to re-enable them at the users own risk, since you get a lot of capsule jitter at times and its a nono in VR

tired tree
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its world static

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I used to filter by IsSimulating, but that was too expensive so I reduced it to the PhysicsBody collision channel

jaunty shell
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right so switching to PhysicsBody fixes it ?

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hmm

tired tree
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yea

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shouldn't really have things you pickup on world static anyway generally

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more so because that is the only channel that the pawn capsule collides with by default

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without changing settings

jaunty shell
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it doesn't fix it 😦

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I resetted back to the defaults

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ie BlockAll

tired tree
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the object has to be PhysicsBody

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and default on that is off

jaunty shell
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oh facepalmz

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@tired tree I have a weird behaviour with physics objects and a blueprint I made btw

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made a combo so you can grab something then snap to predefined places

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with a trigger to determine when to snap the actor

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in 2D mode it works perfectly

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but while in VR it doesn't let go of the mesh when I snap it (I detached it from the controller actor as soon as it hits the trigger)

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this is how I "freeze" the mesh

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it only snaps properly if I released the grippable mesh with the controller (doesnt require it in 2D mode)

tired tree
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@jaunty shell unless you change the grip type none of the default grips are attachment based

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so you just detaching does nothing, the controller is still gripping it and applying late updates

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you need to drop the grip

jaunty shell
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aah

tired tree
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its doing the same thing in 2D, there just isn't a late update to make it visible

jaunty shell
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wait how am I supposed to set it ?

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I see you can get the grip type, but not set it

tired tree
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i'll go to PM

jaunty shell
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thanks

runic cedar
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Sorry, but can I create an application for daydream and gearVR ? And if its possible create daydream or gearVR level with mobile map, or AR map. From widget switch levels. I hear its impossible to make another levels when i have mobile VR level.

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And how can i migrate gearVR pawn to another project ? Because its engine files and i cannot migrate to my new own project

sturdy coral
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has anyone noticed the editor starting steamvr even if launched with -nohmd as of 4.20?

mighty carbon
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how can I render out stereo equirec from the level and then setup stereo sky sphere using that equirec (probably converted into 2 mono cubemaps) on another level ?

pearl tangle
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@mighty carbon there is the inbuild stereo panorama renderer that you can use. Then you just merge the material into a single 1 and you can do some bits in the material itself to alternate what each eye sees. I did some stuff with that before for playing 3D videos but that was a fair while back so dont think i still have it lying around

mighty carbon
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@pearl tangle ^^

pearl tangle
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yeah that sounds about right @mighty carbon

mighty carbon
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aye, cool

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thanks

native cedar
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sup guys

native cedar
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u guys doing anything cool? I am optimizing gpu in a psvr porting and I kinda wanna die

wicked oak
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@native cedar meanwhile im doing 120 fps

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im writing a guide for it, maybe it can help you XD

native cedar
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omggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg

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vblanco u r the best

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120 fps on psvr?!?

wicked oak
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yes

mighty carbon
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Don't you use unlit materials @wicked oak ?

wicked oak
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no, its a custom shading model

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that keeps lightmaps

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i was experimenting with photogrametry for game levels

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this one is rendered with an unlit material

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the idea is to use it for the "vistas" in the map

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like HLOD more or less

jaunty shell
wicked oak
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🤷

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auto uv through houdini

jaunty shell
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:p

wicked oak
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pointcloud for the central building

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i wanted to mesh it to have it as a LOD

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and save a LOT of geometry

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had some issues turning it into a mesh

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photogrametry doesnt like hollow meshes

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in theory, taking this tech to the absolute extreme, i could have DWVR running on Santa Cruz

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btw thats 60 million points

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this stuff is putting my pc on its knees. 32 gb of ram aint enough

jaunty shell
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sure isn't

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we've got some pretty massive point clouds here too

wicked oak
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first time im actually chugging on mem

jaunty shell
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and TBH 128gigs would be the sweetspot

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might sound like a gigantic amount, but damn clouds are memory expensive

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VRAM too

wicked oak
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Magic Leap opened preorders

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USA only

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motherfuckers

jaunty shell
covert moth
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I would tell you what it's like, but $2,295 is a little steep for just showing it off in discord and never touching it again 😛

jaunty shell
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😂

mighty carbon
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Damn, steep price

wicked oak
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its hololens 2.0

jaunty shell
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pfft

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hololens 1.5

wicked oak
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ill get one

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when they sell to fucking europe

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bastards

pearl tangle
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yeah thats half the price of what it cost for me to get the hololenses when they came out

granite jacinth
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...

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$2295 .... ROFLsauce

jaunty shell
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magic leap is a massive scam anyways

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I dont understand how they got so much funding

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and gave birth to something that is already kinda obsolete

wicked oak
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literally hololens 2.0 lol

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if microsoft comes and announces the actual hololens 2.0

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it would be better or equal to magic leap

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just from the "typical" tech improvement year over year

pearl tangle
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microsoft hasn't mentioned anything they have been doing on the next updates for hololens oddly enough

granite jacinth
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Omfg

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I can't get one because it doenst ship to my zip code...

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WTF

pearl tangle
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i can tell you exactly why from their other page

granite jacinth
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Dude. That's funny. So doubt many of you are in SC. But they might not ship here at all

pearl tangle
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they will be using their own delivery guys. They come out there with a large and a small headset, measure you and then give you the correct size

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well I am in Singapore. Oculus doesn't even ship here still...

granite jacinth
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Lol

jaunty shell
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wot

granite jacinth
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WTF

jaunty shell
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couldn't make a single one with a larger adjustment ?

granite jacinth
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So basically, only west coast

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Maybe NYC

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And Austin

pearl tangle
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i just tried my old office in chicago and it goes there

granite jacinth
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This company is really not trying to win any hearts

pearl tangle
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this is considered the DK1 of their hardware though to be fair

granite jacinth
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No....

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Is it considered FULL Commercial Consumer Retail

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As they explicitly wrote

wicked oak
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paper launch

granite jacinth
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Creator's is the same thing consumers will get in the future

wicked oak
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being THIS limited is essentialyl a paper launch

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given the level of limitations, i gues they have very very few units

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barely a few thousands

pearl tangle
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"creator edition" because in the paid 1 year membership you get with it, it allows you to publish to their app store

wicked oak
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i do want one

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but i wont preorder becouse i literally cant

granite jacinth
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ROFL. That store is going to be sparse

wicked oak
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lets see in 4 months

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when people start getting theirs

granite jacinth
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A shame they didn't provide Dev kits to devs to at least prime the market

pearl tangle
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they did

wicked oak
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yeah

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to like 3 people

granite jacinth
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Very few

pearl tangle
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just not to indies

wicked oak
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im in a chat of basically all important VR gamedevs in spain

granite jacinth
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Who would have done things with it

wicked oak
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some of the people very popular, like one guy is working on the VR department of Firefox

granite jacinth
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We will see how much gets done in the next 6 months

wicked oak
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or the creator of Dreadhalls

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and no one

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got a magic leap

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and what is more, no one knows anyone who got one

pearl tangle
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i know a few people that had them for the last 12 months

granite jacinth
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Well. Doesn't matter now. It's out finally. Price is stupid (wasn't really a surprise), units are limited, and they don't ship everywhere in the USA.

wicked oak
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wonder if oculus will show something related

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at Connect

granite jacinth
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This launch of theirs is poop

wicked oak
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Santa Cruz to MR is like a direct step

granite jacinth
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Rated: F

pearl tangle
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quite doubtful. I think oculus will stay firmly in the VR space for a while. AR tech is stll just too tough to get to a point where its consumer friendly

granite jacinth
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AR tech IS going to be huge...and will probably destroy VR

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But as the Magic Leap just proved....

wicked oak
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AR definitely is the future

granite jacinth
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It's going to be a long while

wicked oak
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i have 0 doubts about it

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the isolation part of VR is a huge issue

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for more than "hardcore gaming"

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but AR?

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you can replace the smartphone

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you can replace tablets

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you can replace PCs

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i have the image of coming to a PC desk, and i have no monitors

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i just spawn the screens in the air

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and i still have a desktop pc, a keyboard, and a mouse

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its just streamed to the glasses

pearl tangle
granite jacinth
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TBH. AR is going to be huge because of parties or just being able to interact with the real world while others are still around you

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And influence

pearl tangle
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well AR is going to be huge for things other than gaming. VR is just touching on that space and it's already way more lucrative than gaming anyways

granite jacinth
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VR more lucrative than gaming...hmm

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Maybe in the gamedev space

pearl tangle
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VR for enterprise, is more lucractive than VR for gaming

granite jacinth
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As in, you make more money in Enterprise

pearl tangle
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AR for enterprise and commercial vs gaming is going to be like 90:10%

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yep

granite jacinth
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But I wouldn't say it's more lucrative

wicked oak
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some of the best contracts ive got were for marketing purposes

granite jacinth
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It's only for developers

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In that one case

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But developers can make good money in VR games

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Depends on what they want to do and if they enjoy it

pearl tangle
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yep i was previously in the marketing space and we did over $2.5mill in 2 years worth of marketing work in VR with 6 guys. But that is still dwarfed in comparison to other areas such as military and engineering

wicked oak
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military is going to fucking love AR

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becouse you can now play battlefield in a field

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when in full gear

granite jacinth
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Military loves VR now

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I keep getting messages about DOD contracts

wicked oak
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with AR the military can do drills were they are in a field doing a march and they get attacked by bots or some shit like that

pearl tangle
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yeah can't really talk about much at the moment but there is likely going to be a group of military contractors doing stuff with Epic and integrating in dozens of multi million dollar simulators all through unreal

granite jacinth
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Since they require a security clearance, which I've had, so easy for me.

pearl tangle
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especially in places like singapore where the government has funded for a full 3D scan of the entire country with very high detail

wicked oak
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@pearl tangle wow

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like google maps 3d mode on crack

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im guessing they are using LIDARs?

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and point cloud reconstruction

pearl tangle
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always a good time to be getting into this sort of technology anyway. Gaming might be the initial use case for stuff, but enterprise will be where the majority of the money sits

wicked oak
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i dont have the contacts for it...

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i would like to work on some of that, really

pearl tangle
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yeah they are doing lots of stuff. Any new construction being done has to provide detailed 3D models to the government

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and aside from that they are using the new versions of the google street view stuff to do lidar + image scans of all the streets. and doing hundreds of laps of aerial flyovers

wicked oak
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what for?

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other than some very dystopian things

pearl tangle
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keep in mind singapore is only about 70km from east to west and 30km north to south so it's a bit easier

wicked oak
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like robots that can navigate even the interiors of buildings

pearl tangle
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well i was in talks with the power company to then use AR and VR to vizualise in realtime energy usage and substation issues on that

wicked oak
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specially dystopian given singapore is a dictatorship

pearl tangle
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you can also show in realtime bus, trains, planes. everything else for data viz that requires maps information.

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but then also you can train self driving vehicles from the scanned information rather than in the real world. Then since the real world is the same environment they can operate a hell of a lot better faster

wicked oak
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nifty

mighty carbon
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AR will never destroy VR

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AR is never going to be a gaming thing, while VR is the gaming thing.

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So when AR is as affordable and easy to use in daily life as smartphone, it will replace smartphones

pearl tangle
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the point is that AR will completely replace smart phones

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so that $50billion dollar gaming market for smartphones will transition straight over to AR. The people who use computer screens, also gone. Why bother with big monitors that take up space when you can have holographic screens attached to your eyes. the designers that currently use VR for stuff, all move over to AR instead because its more collaborative and efficient

mighty carbon
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that's not even close - replacement of the screens

pearl tangle
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AR is easily going to eclipse VR for pretty much every market. Maybe hardcore gamers stay with VR but thats going to be about it really

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it's not far away at all

mighty carbon
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I never really saw VR as anything but gaming

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(replacement for PC / console gaming )

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looks like crap

pearl tangle
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have you used a hololens or magicleap before @mighty carbon ?

granite jacinth
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I used hololens once at school

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It was pretty nice. I mean, I always see things for how they are, especially if you're first to market. I don't focus on the limitations.

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But..fuck magicleap

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They had so much money

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And they produce...that thing

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Even after (for sure) digging into hololens and seeing how its works

mighty carbon
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@pearl tangle no

granite jacinth
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What were they doing the past 4 years?

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They barely made a Hololens 1.5

pearl tangle
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id wait and try it out first. The field of view is the only thing that is disappointing. Initially they were planning 75 degrees

granite jacinth
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But this is coming from the guy who hated VR

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and all the attention VR was given

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(and didn't use one until 2016)

pearl tangle
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oh they have improved on hololens in a lot of ways. Just more subtle ways that you would only notice by wearing it for a decent amount of time. Hololens is not great to wear for more than 10 minutes really. and it's hand tracking is average, but moreso intentionally limited by the small field of view meaning that things cant exist within arms reach

mighty carbon
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I mean, with the hardware specs under the hood, all those images look like shit.. ARKit and ARCore stuff look a ton better, especially with shadows and incorporating real-life lighting direction into the CG image

granite jacinth
#

I don't doubt that they haven't improved on it @pearl tangle , that's not my point. It's how much they improved upon it. At least from a developers viewpoint.

#

I haven't seen one favorable review so far on Magic Leap

pearl tangle
#

yeah i think they have done a poor job of marketing it unfortunately. I would hand in my hololens for a magic leap today, no questions

granite jacinth
#

But damn...every freaking review is like 30 pages long today

pearl tangle
#

but 1 would definitely hope that a next version is not too far off

granite jacinth
#

Man

#

I don't know

#

I think this is it

#

If they fail...I think they are done

pearl tangle
#

once they can get below $1500 and get the FOV up over 90 degrees then i can see things taking off big time

granite jacinth
#

When's that going to happen?

#

In another 5 years?

#

But anyway, if they gave me one for free. I'd make them a few good games to play with 😃

#

But overall, little PO'd they wouldn't even be able to ship to me even if I wanted to buy one today.

pearl tangle
#

hopefully. who knows with this tech really, things are definitely advancing big time. I am constantly amazed at the quality with the new single camera AR tech. Got a Facebook AR project at the moment and thats incredibly surprising

#

hah give it a couple of months and I am sure you can get 1

#

and if you want to get me 1 in exchange for a hololens I would happily oblige 😉

granite jacinth
#

Ha.

wicked oak
#

they have gogle behind

granite jacinth
#

Oh shit wtf

wicked oak
#

remember that

granite jacinth
#

$495 for the "pro dev package" ?

wicked oak
#

microsoft is microsoft, Apple is working on their own AR device (utmost secrecy), and this is the google branch

granite jacinth
#

for the hub between leap and pc

#

WTF is that

pearl tangle
#

google is also working on their own stuff btw

granite jacinth
#

Whatever happened to Tango?

pearl tangle
#

they scrapped tango and shifted everybody to ARcore

granite jacinth
#

hmm, not a bad choice

wicked oak
#

ARCore doesnt need special hardware

#

and works just like tango

#

Tango was essentially kinect

pearl tangle
#

which is unfortunate but they wanted to match apple and get the mass market instead of enterprise. Even though their head of AR marketing kept trying to push that route

#

they even had a "tango on a chip" thing already done and working. Throw a few of those on a drone and you can map a city with a drone swarm in a week. Instead of the $170 million dollars it cost singapore to fly planes back and forth for a year

granite jacinth
#

TBH, even if ML2 comes out under $1500 and is at 90 FOV, I don't think it'll get traction

#

Look at the VR market now

#

And we have $200-400 hmds now

#

No, if they want to do anything, they need to do like Meta2

#

Which no clue what happened to them either

mighty carbon
#

it's the mindset, which is slow to change

granite jacinth
#

Meta2 was $900

wicked oak
#

nah its Apple

granite jacinth
#

And around a Hololens 1.25

pearl tangle
#

yeah those are useless for enterprise applications. Hololens is already doing quite well in the enterprise space. To huge companies like BMW, Mercedes etc a few hundred bucks difference on a piece of hardware doesn't make a dent. Productivity increases can be in the hundreds of millions if they don't have to build an extra prototype and can progress designs faster and better

wicked oak
#

the second apple comes with AR, everyone will lose their shit

pearl tangle
#

yep

granite jacinth
#

Apple definitely can push some new tech

jaunty shell
#

cannot wait to see the first reviews of that leapmotion AR headset

#

this one has some very good potential

pearl tangle
#

exactly why google was waiting for apple to do their AR stuff. They knew it was coming, they wanted apple to get it to mass market. Since google needs to deal with the fragmentation to get stuff out they couldn't get it mass. But apple can get the attention, then google can capitalize on it

jaunty shell
#

looks goofy though

granite jacinth
#

Leapmotion... I need to get on that

jaunty shell
#

dat fov 🤤

#

and its got some goddamn good occlusion

pearl tangle
#

yeah the whole peppers ghost quality though is not so great. But certainly interesting what they are doing

jaunty shell
#

yeah projecting the image on glass sure has some color/contrast flaws

pearl tangle
#

hololens and magic leap can do that tracking technically to that level, the problem is the FOV on the things and the convergence issue. So they actually remove objects from view when they get too close

wicked oak
#

magic leap is using some kind of weird transparent screen

#

look at the photos and videos

pearl tangle
#

yeah its pretty much the same as hololens

#

which is quite different to what they were originally planning which was more of a fiberoptic projection system. They couldn't scale it down small enough in time. But that's how they got their funding, their visual quality was a mile about what hololens had

granite jacinth
#

"visual quality"

#

Definitely in the eyes of the beholder

pearl tangle
#

well their original prototype that got the investment was not a headset

granite jacinth
#

Aye

#

And if it were, theyu wouldn't have gotten as much as they did

soft beacon
#

Does anyone know how to make yoru character mesh face the direction you are walking once you move? I have it where whenever I start to move forward, it will go the direction my camera faces, but the mesh always aims the original forward position

mighty carbon
#

no one got mind-blown with ML1

daring mural
#

@soft beacon Is your character not rotating with you or is it facing the wrong direction all the time

sturdy coral
#

fix to prevent steamvr launching when not actually being used:


diff --git a/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRHMD.cpp b/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRHMD.cpp
index fc9869b..ce19f45 100644
--- a/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRHMD.cpp
+++ b/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRHMD.cpp
@@ -267,8 +267,9 @@ public:
                {
                        // HACK:  Temporarily stand up the VRSystem to get a graphics adapter.  We're pretty sure we're going to use SteamVR if we get in here, but not guaranteed
                        vr::EVRInitError VRInitErr = vr::VRInitError_None;
-                       // Attempt to initialize the VRSystem device
-                       vr::IVRSystem* TempVRSystem = vr::VR_Init(&VRInitErr, vr::VRApplication_Scene);
+                       // Attempt to initialize the VRSystem device. Can still query the adapter luid when initialized as VRApplication_Background, and that way
+                       // it won't launch SteamVR until later in FSteamVRHMD::Startup.
+                       vr::IVRSystem* TempVRSystem = vr::VR_Init(&VRInitErr, vr::VRApplication_Background);
                        if ((TempVRSystem == nullptr) || (VRInitErr != vr::VRInitError_None))
                        {
                                UE_LOG(LogHMD, Log, TEXT("Failed to initialize OpenVR with code %d"), (int32)VRInitErr);
#

and to prevent the steamvr adapter from being chosen when launching with -nohmd:


--- a/Engine/Source/Runtime/Windows/D3D11RHI/Private/Windows/WindowsD3D11Device.cpp
+++ b/Engine/Source/Runtime/Windows/D3D11RHI/Private/Windows/WindowsD3D11Device.cpp
@@ -703,7 +703,11 @@ void FD3D11DynamicRHIModule::FindAdapter()
 #endif

        // Allow HMD to override which graphics adapter is chosen, so we pick the adapter where the HMD is connected
-       uint64 HmdGraphicsAdapterLuid  = IHeadMountedDisplayModule::IsAvailable() ? IHeadMountedDisplayModule::Get().GetGraphicsAdapterLuid() : 0;
+       uint64 HmdGraphicsAdapterLuid = 0;
+       if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")))
+       {
+               HmdGraphicsAdapterLuid = IHeadMountedDisplayModule::IsAvailable() ? IHeadMountedDisplayModule::Get().GetGraphicsAdapterLuid() : 0;
+       }
        int32 CVarExplicitAdapterValue = HmdGraphicsAdapterLuid == 0 ? CVarGraphicsAdapter.GetValueOnGameThread() : -2;

        const bool bFavorNonIntegrated = CVarExplicitAdapterValue == -1;```
#

(roughly the same thing needed in VulkanRHI.cpp, WindowsD3D12Device.cpp, MetalContext.cpp)

wicked oak
#

prepared to test gameplay on dwvr120 fps on 4.20

#

turns out ALL navigation meshes are nuked

#

from the engine

#

obligatory WHAT THE FUCK

sturdy coral
#

@wicked oak I think its in a plugin now

wicked oak
#

its enabled

#

im debugging it to see wtf happens

#

there is no nav data wtf

sturdy coral
#

(for the diffs above)

tired tree
#

@wicked oak yeah the moved it to a module

#

have to correct your headers

wicked oak
#

i already did

#

i had navmesh

#

yesterday

sturdy coral
#

so do magic leap actually have variable focus?

#

or is it just hololens with a little more FOV?

wicked oak
#

ok

#

what the actual fuck

#

now it works

#

????????????

sturdy coral
#

ah:

Magic Leap theoretically features multiple focal planes that let your eyes focus more normally than with other mixed reality headsets. But the images weren’t realistic enough for me to judge how well that was working.

#

from the verge article

wicked oak
#

tfw shits broken

#

using gpu replay (like renderdoc) to see wtf is happening

#

even the unlit hud is broken XD

granite jacinth
#

@wicked oak hmmm

#

so 4.20 breaks games

#

ggwp

wicked oak
#

ill try to repeat it later

#

its when loading from a real level back into the main menu

#

i think the IBL lighting of the meshes is just broken

#

volumetric lightmaps

potent gust
#

@fleet veldt So i tried the code from epic. The issue is still present.

Has anyone been able to fix this controller jittering issue on the Oculus Go?

fleet veldt
#

@potent gust hmm you're using 4.19.2 binary? o.O wait a minute are you talking about the thumbpad issue or just the 3dof tracking for controller?

potent gust
#

talking about the 3dof tracking issue.

#

Theres a thumbpad issue as well?

fleet veldt
#

hehe yeah

#

a pretty brutal one

potent gust
#

Anything else? Like is the headset view backwards or something too?

#

Lol

#

Anyway, did you get around it somehow?

#

I downloaded the source from epics github repo.

#

4.19

fleet veldt
#

start about a minute in

#

i'm just making circles around the edge of the trackpad circle with my thumb

#

but it often loses track of my thumb and jumps to (0,0) and it will do this thing were the whole north quadrant wont' respond at all

potent gust
#

Oh. so this i think i;'ve got around without even knowing it.

#

Im lerping the values on its final use param

#

This of course after having to make custom OnHover/Swipe events

fleet veldt
#

i mean.. but if you use thumpad to say move your character forward. it will sometimes just never register a touch north/forward. yeah for swipe events it's usually ok but not as a direction controller

#

i've seen it in unity games too

#

so it's not even just an unreal issue

potent gust
#

Yeah, so put in a finterp right after you grab the axis values. It works.

fleet veldt
#

but anyway yeah i don't really have any 3dof controller jitter on 4.19.2 like i did on 4.20

potent gust
#

Damn. It does work.

#

So im also using @tired tree VRExpansionPlugin. Iv basically taken the VRMotionController component from there. You think that could be the reason why?

fleet veldt
#

certainly would be worth making a new simple pawn with a camera and a motion controller component and seeing what you get

potent gust
#

Lol. Was JUST doing that. Suddenly realised im being really silly.

fleet veldt
potent gust
#

Yeah. This exactly.

#

Heres something super strange. Just tried with the standard motion controller. Jitter still exists. However, i put a simple thumbpad tracker on touch as well. It works fine for me.

#

I think Oculus wants us to put our project files together to be able to properly use our Oculus Go's. Actually a genius business plan if you think about it.

tired tree
#

@potent gust my custom controller is a subclass of the default one, generally if there where tracking issues it should persist across the engine default one as well since I try to stick to their implementation there. It may be that it is losing tracking and resetting to relative pos 0 when tracking is lost, other engine implementations likely leave it in the last known good position instead when that happens.

I had to specifically go in and alter the camera component to stay in position instead of jumping to 0 when tracking was lost.

potent gust
#

@tired tree Aah. Ok. Was considering it only since it seems like there is some base class difference between the Motion Controller that @fleet veldt and i have. So you are saying that this is most likely happening because tracking is getting lost along the way?

#

Like maybe a bluetooth connection issue that may or may not be specific to a oculus go model?

tired tree
#

not entirely sure how far the pose estimation for the go controller goes tbh

#

i would assume snapping to 0 wouldn't bring it off frame

#

never looked into it

potent gust
#

Ok. Thanks.

#

You think porting to 4.20 could make a difference?

tired tree
#

mm

#

nope it doesn't set position if it returns no tracked state

#

no code change there from .19 to .20 that I could see with a glance

potent gust
#

I dont understand how this is possible. How can the controller work fine everywhere else, and not work only in UE4 (some people only apparently) and sometimes Unity

tired tree
#

really curious how it is even flickering

#

that would more likely be a bad position than an empty one

potent gust
#

Why would that happen though?

tired tree
#

dunno, lots of causes there, the real question would be: why isn't it handled cleanly

#

they are doing checks for IsTracking already

mighty carbon
#

motion controller in Go has some issues in the d-pad and will be fixed via firmware update..

#

perhaps someone needs to report, with repro case, this issue to Epic/Oculus too..

potent gust
#

where did you read this?

fleet veldt
#

a non-UE4 game you can see this in in pinball fx2. you can use the touchpad as input for the left flipper and it will often not register events.

potent gust
#

Ooh. Thanks. Will check this out tomorrow.

fleet veldt
#

but also google "oculus go touchpad issues" you'll find a lot of people saying the same issue

#

(I still love my oculus go though!)

#

you can't beat what they've packed in there for $200

quiet swan
#

has anyone here used VRExpPluginExample

#

i mean VRExpPlugin

potent gust
#

Yup. Mordentral here is the creator.

quiet swan
#

really

#

have you use it

#

we are have a hard time

#

we are trying to load it up but we cant get it open

#

where is the template

#

where can we download it?

#

we have downloaded a couple of them but none of them seem to have this template in it

#

we downloaded the 4.20.0 - 07/18/2018 - Full Binaries and Source Package

#

we did the whole c++ thing in visual studio generated the files and build the solution with visual studio

#

but still our unreal project says the plugins are installed it shows up but they say we need the template so we need to find this template but we none of the downloads we tried make the template show up, is there a way to check if the template is there?

daring mural
#

Not sure how to approach this

#

The only way to make this grip accurate would be to rotate the weapon higher but then it wouldn't have the same angle as every other gun with a standard grip/handle

quiet swan
#

sinn do you use the VRExpPlugin?

daring mural
#

Yeah

quiet swan
#

oh do?

#

where do I download the template

daring mural
#

1 sec I'll link you it

quiet swan
#

that has all the blueprints so I can use the features the directions are just for the visual studio and dont give links to the files

daring mural
quiet swan
#

Download repository 303.9 MB?

daring mural
#

Yeah

#

It's a project

quiet swan
#

but what about my project?

daring mural
#

Open it up on its own once you have it set up and then migrate the VR folders to your project

quiet swan
#

oh just the vr folders?

#

thats it?

daring mural
#

Yeah there are 3 folders I think you need, anything with 'VirtualReality' or 'VR' in the name, migrate that.

#

The rest is default engine stuff your project already has

quiet swan
#

ok im going to try

#

do I still need to generate the files and build the solution with visual studio, or just migrate?

daring mural
#

After you add the plugin files (not the sample project), you need to generate project files and build the solution, yes. To be safe, you should generate the project files inside the sample project you downloaded after and then build that solution as well before migrating to yours. Then migrate and open your project up, should be fine.

quiet swan
#

i downloaded the file on the link, I right click the unreal project file and click generate visual studio project file, I click the sln file I click buld solution

#

and it doesnt work

#

it says it was sucessful

#

but unreal hangs when opening at 45%

#

it wont open

soft beacon
#

@daring mural the character as a whole rotates because forward vector moves with wherever I am aiming the HMD, but the character mesh, always faces the direction it spawned in

quiet swan
#

it hangs

#

at 45%

#

and if I try to open the project file without doing the build solution I get this error

#

@daring mural are you still here?

granite jacinth
#

@daring mural obviously a design choice here. Either allow the change in rotation based on the gun or just make it so all weapons feel the same

#

Want it to be super realistic or gameplay easy

#

Another option is to modify the grip on the weapon itself

#

Change the angle

#

Again, won't be realistic based on that related life model but meh

daring mural
#

Was hoping to maintain realism but also keep the angles on all guns identical for simplicity, it's the most intuitive that way. You know what to expect. I might just twist the hand up but not touch the wrist and see if that works out

sturdy coral
#

@daring mural many people are going to ask for configurable gun angle

#

I'd do one configuration for pistols and one for rifles

daring mural
#

That's what I did

#

But this rifle + the shotguns

#

Don't have the same types of grips that ARs and pistols have

#

All the other rifles, SMGs and pistols share the same grip angle and the positioning works

sturdy coral
#

I'd probably still do the angle of barrel based on the configuration and adjust the hand

daring mural
#

Yeah, only choice

#

Not sure about configurable gun angles though since I also have a body IK system set up

#

And offsetting the gun angle too much would produce some weird-looking wrists with the IK system

#

Maybe clamp the config to 20 degrees of freedom

sturdy coral
#

yeah that may be enough

#

you can animate a pretty big difference in grip angle just in the fingers

#

pivot on trigger

jaunty shell
#

@tired tree hey man, is there a way to use sweep with the standard teleport in your plugin/template ? I can't find a way to do it after a look at the ExecuteTeleportation part of the Vive Pawn

#

(I need to sweep because the user will go through area triggers pretty often, and I need them sometimes as thin as a door)

tired tree
#

@jaunty shell that is the standard character teleport, it doesn't sweep, it does support end location blocking checks though. You can implement a dash teleport or a non TeleportTo teleport instead, or manually check collision along the path

jaunty shell
#

alright thanks !

wicked oak
#

current level of optimization of DWVR

#

screenshot of my most complex map corner taken at 4k

#

base pass running near the same lenght as depth prepass due to very clear drawcall/rasterization bottleneck

#

SimpleShading shader model down to 110 instructions

mighty carbon
#

how many drawcalls is each Paragon character ?

wicked oak
#

@mighty carbon 4-5 i think

#

nvm its depth prepass, maybe 10 if we count the depth pass

#

as far as i know i think it was Torso + Legs + Skin/face + Eyes + Hair

mighty carbon
#

not too bad

#

oh, I don't mean in your optimized renderer @wicked oak .. I meant in stock UE4

wicked oak
#

thats exactly what im talking about lol

mighty carbon
#

oh

wicked oak
#

Depth prepass exists precisely becouse its used in paragon

#

they use it becouse the materials are ultracomplex so they dont want to overdraw

tired tree
#

draw calls aren't the only cost for those chars ^ yeah

mighty carbon
#

what else? polycount doesn't really matter much on PCVR

#

(it does, but not as much as drawcalls)

tired tree
#

....

#

the materials, like he said

mighty carbon
#

so, what was 10 drawcalls per character about ?

#

whole complete character, right ?

tired tree
#

instructions != drawcalls

#

though I don't know what materials they shipped the paragon assets with and you could def rip shit out

wicked oak
#

its multiple drawcalls becouse they have multiple materials

#

on the same char

tired tree
#

quite a few likely for some

mighty carbon
#

what's the recommended budget, like 2000 drawcalls in the view?

tired tree
#

they targeted 1000 in RR

wicked oak
#

1000 with stereo render, remember that

mighty carbon
#

well, if each character on average is 10 drawcalls, then it's pretty safe to have a few of them in the view

#

I gotta play around with Paragon assets in VR

sturdy coral
#

@wicked oak @motorsep depth drawcalls for multiple slots are collapsed into one as long as none of the materials are masked

#

@mighty carbon

#

So hair and stuff will be separate, but things that need a cloth shading model and a skin one etc. can be combined into one call for depth

warm lion
#

Anyone else successfully launched a sprite to the oculus go with a normal map lighting correctly? I've set it up to use the "Default Lit Sprite Material" as recommnded. In the viewport in UE4 and in the Flipbook viewport I can see the normals working correctly. I can move a light around and see the effect. But when I launch to the Go it is flat and not reacting to the lights. Only the diffuse it showing.

mighty carbon
#

interestingly enough Samsung didn't say a word about VR or AR when presenting Note 9 today :/

mighty carbon
#

@pearl tangle Do you think Gear VR is kinda dying off? (Samsung didn't even mention new Gear VR that can accommodate Note 9)

pearl tangle
#

@mighty carbon I have been saying for ages that the mobile VR in that space was dead, you didn't believe me hah

mighty carbon
#

in what space @pearl tangle ?

#

smartphones based VR ?

#

another storefront that aims to dethrone Steam 😉

#

with horrible business model for us, devs :/

daring mural
#

I'm trying to switch on name based on weapon pick-ups but 'Get Object Name' returns the name of the actor in the level (with the number added to it)

#

How do I check object name for native BP name and not an instance of it?

granite jacinth
#

@daring mural Get Display Name.

daring mural
#

Should work

granite jacinth
#

I always get those two confused

#

Get class yes

#

But it depends on what you're doing with it

daring mural
#

Using it in a Switch on Name node to set custom enums (BIK grip states in the AnimBP)

granite jacinth
#

You probably don't need display name

#

If you are getting class

#

Ah. Switch. K

daring mural
#

You using VRE, yeah?

granite jacinth
#

Yes

daring mural
#

Any idea why this might not be carried out to other clients

granite jacinth
#

Nope

daring mural
#

I see MT using it in his own set-up in the same way without issues

granite jacinth
#

All works for me

slow condor
#

Anyone got a crash with VR splash screen in UE4.20?

wicked oak
#

im reading investigation papers about TAA for vr, and i find 2 very cool ideas

#

the first is to modify the blending weight depending on how much the head moves

#

essentially, turn the TAA strenght way down if the player moves the head

#

to avoid ghosting and appear sharper under motion

#

if the player keeps the head very still, put the TAA at "normal" strenght

#

the other idea was to tweak the TAA filter size to correct the lens distortion

#

both of those should actually be pretty easy to implement. the first one should even be possible to add in blueprints

digital marlin
#

Anyone used vive trackers?

sturdy coral
#

switch seems way to heavy and low res to be useful for VR

wicked oak
#

becouse it is

#

but nintendo maybe messed with it a bit

covert moth
tired tree
#

@sturdy coral @wicked oak

Round-robin occlusion queries for stereoscopic rendering

With the vr.RoundRobinOcclusion flag turned on, each frame will only render occlusion queries for one eye with an alternating scheme (ie odd frames only left eye, even frames only right eye).
Additionally, the interface for class FPrimitiveOcclusionHistory has been changed along with a slight modification in its implementation. With round-robin occlusion, when extracing history entries we perform a search through the entire history to look for the oldest entry in a primitive's occlusion history.

#

just pushed to devVR last night

wicked oak
#

wow thats brilliant

#

not like queries are really a bottleneck in anyway ive found

#

in my game i run a shitton of fps and there is really barely any work on the culling even on my worst levels

#

@tired tree you cant do occlusion queries on both eyes at once

#

different eye matrices and that

tired tree
#

they do it on mobile

wicked oak
#

you CAN do frustrum culling on both eyes at once

tired tree
#

already

#

sorry

wicked oak
#

becouse they dont do occlusion queries on mobile

tired tree
#

meant frustrum

wicked oak
#

yeah, frustrum is easy to do

#

just have a frustrum that is both eyes

#

quite trivial to make

tired tree
#

they had notes about porting that to PC

#

but never did

#

it makes sense to do, not sure why they didn't

wicked oak
#

rip in pieces until oculus bankrolls them again

mighty carbon
#

maybe they are gearing toward Santa Cruz release with this feature being added ?

wicked oak
#

very likely

granite jacinth
#

@wicked oak bankroll?

#

they don't need that anymore man

#

they got Fortnite: BR bankrolling them

#

RR is and probably will be the last VR thing they do

wicked oak
#

guess ill eventually migrate to unity

#

once they have ECS + render pipelines i doubt il have issue with it XD

granite jacinth
#

ohh?

#

You're throwing in the towel with UE4?

#

Probably financially makes more sense though

wicked oak
#

im 100% mercenary man

granite jacinth
#

Which is why Survios did it

wicked oak
#

i will use whatever brings me more money

granite jacinth
#

Yeah man, I know

wicked oak
#

at the moment i use ue4 becouse its a much better fit

#

but if unity actually gets it shit together? i wouldnt think it twice

#

for the dungeon game, unity would be a better fit

#

im using ue4 becouse multiplayer is FAR superior

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like nowhere near close

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and gross multiplatform for vr

mighty carbon
#

so are you saying UE4 gets progressively worse for PC VR with every new release? @wicked oak

wicked oak
#

no

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its just that unity is improving quite a lot of stuff

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Render Pipelines are a massive help for what im doing

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and i mean massive

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and the ECS would be very nice once more polished

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at the moment unity still has those 2 features in "alpha", basically

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just the fact that i dont have compile times is a huge help

mighty carbon
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^^ would be good for a zombie game

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oh, apparently Note 9 will get Gear VR too

warm lion
#

@mighty carbon hey I stumbled across a post of your about gear vr shadows. Did you ever figure out how to get shadows? I've tried static/ stationary/ moveable. I tried toggling CSM shadows. Moveable lights don't appear to work on my oculus Go at all. I just placed one in my scene and it's just completely black on the go.

mighty carbon
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right, they just don't work until Oculus/Epic fix the issue

warm lion
#

oh wow, so no dynamic shadows?

mighty carbon
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nope

warm lion
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darn.

mighty carbon
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apparently CSM shadows work if you disablemultiview, but who wants to run without multiview?!

warm lion
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Hmm I'll take a look but you're right I don't think I would want to keep that toggled off

wicked oak
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wow

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unity for psvr is HORRIBLE

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what the hell is this, having ot implement tracking code directly with the ps4 apis

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btw

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no documentation

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whatsoever

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you have to download a random sample and see how it works

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btw i had to nuke the oculus plugin from the unity project

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completely

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becouse it conflicted with the ps4 apis

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10 out of 10

placid rampart
#

Welp, that's a nice experience.

wicked oak
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i mean, HMDInterface is just beyond unity expertise

fleet plume
#

that sounds fun

wicked oak
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better have each platform have no interface, and you having to interface them yourself

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good shit

fleet plume
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is psvr just a regular plugin on ue4 side?

wicked oak
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yes

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there are a bunch of them

fleet plume
#

sounds reasonable

wicked oak
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PSVR is just like the oculus or vive plugins

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has a few extra platform specific functions but thats it

sturdy coral
#

@tired tree that looks nice, is there an equivalent of one (lightweight) draw call per occlusion query normally? Or do the queries and results get issued/returned in batch?

tired tree
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dunno

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oh

sturdy coral
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@full junco might be interested in that feature too

wicked oak
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if im not mistaken (might be) its HBZ culling through a compute shader

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the trick is that you use a very downsampled and mipmapped version of the depth texture, and then try to "render" the AABB of the objects into it. You just very roughly check them

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done in a compute shader for fast

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can be implemented on the cpu

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you dont run the graphics pipeline, its software rasterization

full junco
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@tired tree @sturdy coral thanks for tagging! that feature sounds quite great 😄 if it halves occlusion query cost, thats very useful, since those are super expensive in my game

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probably spend 1.5ms or so just with occlusion queries

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or 1 ms

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definitely a significant saving to half that

sturdy coral
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@full junco do you know the answer on my draw calls question wrt to it?

full junco
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not sure if I understand your question

tired tree
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wonder how it performs with fast head rotations in the leading eye

full junco
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one occlusion query is 1 draw call normally

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so you get a lot of draw calls when you have a lot of occluded geometry

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they are relatively cheap draw calls, but still draw calls

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you see them all individually in renderdoc

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one of those draw calls is like 1/3 the cost of a normal base pass draw call I think

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or 1/4

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was a month ago or so that I last looked at that in renderdoc

sturdy coral
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And most gpu cost of them is memory bandwidth right?

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They read and accumulate min depth over a rect or something

full junco
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I would think the significant cost of those is CPU-side since draw calls just always have overhead on D3D11

wicked oak
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unreal can also do HBZ

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im not sure if the HBZ is done as a coarse pass or what

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its a very nifty trick that lets you cull test thousands of objects in a very short amount of time

warm lion
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Okay wtf, vr camera just decided to snap to world center and not respect parent scene component rotation? Any ideas

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It was respecting the parent transform and all of a sudden it just decided to ignore it and use its own zeroed out transform

daring mural
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@warm lion Depends on your set-up, is this happening when you execute specific logic?

warm lion
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No this happens upon launching. I have the vr camera as a child to a scene component named vr root, then that is a child to another scene component. Only this outer most scene component is any transform occurring.

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I've simply moved the outer most scene component down 1000 units. It was working fine. Then I rotated the vr camera root for one moment and it broke everything. Now it won't return b to how it was before.

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It seems like the whole thing is janky now and I need to remove it because it's corrupt

daring mural
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Just to confirm cause this is super weird, your camera is snapping to 0, 0, 0 in the world or relative space?

warm lion
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World.

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Dead center. I have been using it in this nested scene component setup for several days now

daring mural
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Is there any other logic in the pawn

warm lion
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There's is I'll take look at the references to those three items

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The odd thing though is it happened after I accidently undo several times.

daring mural
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Maybe you were setting the location of your actor somewhere and when you ran undo a bunch, you stopped at a point where the location was still being set but the reference to where was gone and it defaults to 0, 0, 0?

warm lion
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Man I hope. That's sounds nice

daring mural
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Do a search for 'set actor location' if you're using that node and check whatever comes up cause there's no way your HMD is snapping to world center by default

sturdy coral
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ah nice, blender 2.79c finally adds alpha support for vertex colors

warm lion
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I can't find anything that is setting the location to zero. I've checked all three ( outer most scene comp, middle scene comp (Vr Root), and the actual vr camera). I'm only setting the offset in the blueprint transform section and it is still moving the camera back to zero.

sly elk
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We also added a part removal, part install, and bolt breaking free sound but they are just temp sounds to get the system workign

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so the sound is a bit weird in the vid

glossy agate
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badass. Crazy all that runs so smooth with all dynamic lighting

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At least it looks like all dynamic

sly elk
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yeah, its all scalable so min spec players probably need to turn off dynamic shadows

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1070+ dynamic shadows should be good

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1080+ can run SSAO and supersampling at the same time

glossy agate
#

Nice. When is it goin to alpha?

sly elk
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We aren't really following an alpha/beta dev structure but EA is soonish

glossy agate
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right on. Looks great

sly elk
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We have an internal milestone and then when we hit that we will discuss if we want to push further before EA

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sort of depends on the cash situation

granite jacinth
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@sly elk ah the Jedi hands grabbing...need to implement that into Contagion

mighty carbon
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When did 2.79c come out @sturdy coral ?

sturdy coral
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@mighty carbon it isn't out yet, but the feature is in for it

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it used to be a pita to export and edit marketplace stuff that had any alpha vertex painting

mighty carbon
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I usually wait for official builds

broken moat
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so I'm trying to make my vr pawn a character to enable collision on the vr pawn

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but the camera wont stay put where I ask it to

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it either sits 8 feet above the ground on 4 feet under it

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no matter what I tell it to do

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anyone had this problem before and want to help a brother out?

sturdy coral
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@broken moat never moved the camera, add a component in-between called VRRoot and move that instead

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When you move the camera itself, as soon as it ticks it overwrites your movement with the new hmd location

daring mural
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Anyone with VR multiplayer experience have any idea why my motion controllers are jittery in an online session? They're smooth for owner but when looking at other players, theirs jitter. Everything else is smooth.

tired tree
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@daring mural they wouldn't....because replication of them is manual and its different for everyone

daring mural
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@tired tree Is there any way I can achieve smooth movements across all clients assuming there's enough bandwidth? They feel all choked up, would be a shame if UE can't do better

tired tree
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I have built in smoothing already

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and its functional for everyone else

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either you turned it off or you are hitting net saturation

daring mural
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@tired tree

tired tree
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i would never run those at 90htz

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also it should still be fine for short testing though

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is anything else stuttering? may be connection saturation

daring mural
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I don't know if it's net saturation, I tried it with 2 clients and with 10 clients without any difference

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Everyone sees their own hands move smoothly but sees other clients stutter slightly

tired tree
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also smoothing does nothing at 90 htz btw

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you are updating every single frame

daring mural
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Was your default 60

tired tree
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think so

daring mural
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I'm running this on a ded server. Local multiplayer in the editor is smooth

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Is anyone else with VRE running ded?

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Or Steam

tired tree
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yes

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you'll also want to make sure you check your min net update rates

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and amx

daring mural
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Not sure what that is, I'll look into it now

sturdy coral
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@daring mural what is your dedicated server tick rate?

wicked oak
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@daring mural just smooth them with Lerp

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i did that in my multiplayer replication and it works fine

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do not use the unreal engine built in actor movement replication for this

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better to have the server writing to a replicated variable, and then everyone just interpolates to that variable

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clients send their transforms to the server through a rpc

split steeple
granite jacinth
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Oh..

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how come this did NOT make the news today?

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tl;dr: Revive dev has been hired by Epic Games to unfuck XR in Unreal Engine 4

tired tree
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XR isn't fucked in ue4

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its just beginning, and looking promising

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though, with him involved, MUCH more promising, that is very good news

granite jacinth
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Meh, everyone has their option

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*opinion on the matter 😃

tired tree
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there isn't an opinionm

granite jacinth
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But yeah, he's going to hopefully do some good

tired tree
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XR isn't "out" yet

granite jacinth
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But VR is 😃

tired tree
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yes

granite jacinth
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AR is..ish

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MR is?

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Supposedly somewhere

tired tree
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the sandard hasn't been fully implemented yet,. kind of impossible for it to be "fucked" before it has really started

granite jacinth
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Anyway, this dude should help hopefully

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He did a great job with Revive

tired tree
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yeah, its best possible news

granite jacinth
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So, if he can have the same "freedom"

tired tree
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he got a seat on discussion for XR

granite jacinth
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And do whatever he needs to do

tired tree
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so he knows exactly how it should work

granite jacinth
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It's only good news for us

tired tree
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tbh XR is going to be in great shape likely, with them implementing OpenVR Input as we speak, the workflow for the action bindings will already exist in engine for reference

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and 4. (18?) i think was the merge over to XR as the interior naming convention

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maybe it was 19..

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@wicked oak may lose his last real reason for sticking to ue4 with XR, it will force Unity to standardize vr platforms in engine to comply

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since they can all be umbrellaed under it

quiet swan
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can the VR Expansion Plugin use the movement without the teleport and just walk normal?

tired tree
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yes

quiet swan
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how

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it only seems to use the teleport

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which one is the one for the regular walking

tired tree
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press the grip button to switch between example movement methods

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dpad press controller oriented is the most common locomotion method

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try to not use the HMD forward ones unless there is a real reason too (no controllers, or some other reason)

quiet swan
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how come when i ciopied over vrplayer to my level I cant move and the guy has like tiny light sabers in his hands when i press it

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he cant move or teleport

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wait its working!

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well at least the directional one

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let me save

granite jacinth
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@tired tree you ever think about a "getting started series" ?

quiet swan
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yeah it would help

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im trying to place a spotlight on the camera of my guy so he will have like a headlight on his head to see in the dark but the VR player start has no camera I can attach the spotlight to

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how can we attach a caerma to the vr player spawn?

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also if I make my own spawn, will the features transfer over to my spawn like all the grip and move features?

quiet swan
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does anyone know how to bring the hands into my VR pawn so I can pick stuff up? right now it just has the controlers and all I can do is switch modes using the grip keys

granite jacinth
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@quiet swan You're asking a lot of basic questions.

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If you are still using the VRE plugin

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Download the template

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So you can look over and see how it's being done there

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If you're not using VRE anymore, look at the VR Example

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(just create a vr template)

quiet swan
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I need a video or something like, this is how you bring your hands into the game, this is how you switch modes

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as of right now its working but I dont know where to go to change settings how to turn settings on

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I thought it was broken until they told me to use the grip button to change transport modes but now im lost on how to pick things up....grip is to pick things up

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iim looking though videos and google trying to find something the video on the first page just went over the wsad features

eager pine
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having a problem after rotating the widget

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to face the player

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it rotates the wrong way when tilting head

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i fixed it by using the scale instead of rotator, but still its kind of moving out of its way, want it to lock on

wicked oak
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@tired tree you know what would be quite neat for MR?

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an engine like godot, smaller

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more optimized and less overhead experiences, and the shit performance of godot with complex scenes literally doesnt matter when you are rendering 3 meshes total

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for MR, i guess literally any engine would work, even something like Filament wich doesnt even have game code or physics

wicked oak
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from siggraph

tired tree
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@eager pine they don't use one of the rotation axis's on steamVR stereo layers, I don't remember which one off the top of my head

eager pine
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@tired tree fixed it by using a widget and stereo layer, and setting texture

tired tree
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I don't think that is intended btw, pretty sure it is Epic using the wrong values

eager pine
tired tree
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well yeah

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the one you linked earlier was supposed to be an InWorld actor

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can just use a normal stereo layer for face locked

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you'll have a harder time interacting with it like that, but if its just a heads up display then no biggie

eager pine
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just a heads up display

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or hud in that matter

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for stats updating etc

real needle
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@tired tree hey there, you're the one who made the great plugin right? 😃

tired tree
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i made vrexp if that is what you are asking

real needle
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ah ok, i meant the adv sess one

tired tree
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yes that one too

real needle
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cool. used that in my game. thanks a ton.

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didn't know you were doing a vr plugin that's great.

supple drum
#

is anybody else experiencing problems with custom depth since 4.19?

#

I'm trying to implement an outline post process but the custom depth texture has both viewports combined in one

wicked oak
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@mighty carbon here

mighty carbon
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yeah, thanks.. Damn Discord UI

mighty carbon
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btw, id Tech 7 is Vulkan-only (on PC)

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@wicked oak ^^

wicked oak
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wow thats huge

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a vulkan only engine is something very interesitng

mighty carbon
#

I wonder if it will do VR

wraith sky
#

^ authors on the stage

granite jacinth
#

All you brainiacs out there... is Support global clip plane for planar reflections the only way to "allow us to get the foreground layer with a proper alpha channel - it splits the world using a plane at the HMD position" ??

#

This is coming from the LIV dev. Trying to see if anyone's thought about Mixed Reality or messed with it yet and if they've run into this issue before and had an alternate solution.

daring mural
#

tell me no one else tests like this 😂

mighty carbon
#

Nvidia announces RTX

sturdy coral
#

@daring mural the oculus debug tool has a flag to treat the proximity sensor as activated

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@mighty carbon cool, thanks for the link to that

mighty carbon
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lol, people in the comments 🤦

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"pimping" UE4 and Epic from the stage 😄

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no wonder 4.20.2 is still not out

sturdy coral
#

no VR Works updates in something like 9 months

mighty carbon
#

who uses VR Works?! 😃

#

for "just" 10k you can have the monster 🤑

#

I am guessing it's not for in-house use

#

nothing for VR 😦

sturdy coral
#

yeah, they still have another event coming up

#

this one was all targeted at the VFX industry I guess

mighty carbon
#

maybe at Gamescom ?

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(next week)

sturdy coral
#

18.6/754/(11.8/471) = .98

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no density improvement, just bigger core size

#

just process improvements getting better yields I guess

full junco
#

@sturdy coral @tired tree I wonder if it makes sense to just cherry pick those Round-robin occlusion queries from dev-vr and applying that commit in 4.19 or 4.20...

sturdy coral
#

I thought about trying that

full junco
#

its only ~150 lines of code, so almost nothing

#

can't have too many conflicts in there, should most likely just work..

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unless it depends on other commits in some way

#

but I'd guess its not

sturdy coral
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@full junco I'll give it a shot and let you know how it goes

full junco
#

I'll do too and let you know how it goes, let's see who will first find a problem 😄

sturdy coral
#

looks like it has a cvar too in case it causes extra popping

full junco
#

yeah, very easy to add a graphics setting for that that the user can set, like "perfect occlusion" vs "fast occlusion"

sturdy coral
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no conflicts picking it