#virtual-reality

1 messages ยท Page 186 of 1

sturdy coral
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@full junco you are on 4.20 now or are you pulling it into 4.19?

full junco
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I'm on 4.19 and will stay there for a while

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there seem to be quite a lot of conflicts when cherry picking it in 4.19 @sturdy coral

sturdy coral
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so far I'd recommend moving to 4.20, performance seems a lot better

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but I think a lot of it might be from that thing you already cherry-picked

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that nvidia aftermath thing

full junco
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ah

sturdy coral
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that built fast

full junco
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so cherry picking the occlusion stuff definitely doesn't work in 4.19, its easier to manually copy over the code than trying to fix all those merge conflicts, its pretty much every line thats a conflict

sturdy coral
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@full junco why did it conflict? different file names?

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if it is just indention I think there are some options around that

full junco
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no, file names are all same

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I didn't look too much at why exactly it conflicts

sturdy coral
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that change seems to work and I don't notice any popping, make sure you enable it after you pull because it defaults to off

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@full junco the engine still doesn't do joint frustum culling, right?

full junco
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I don't know

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struct FVisForPrimParams doesn't exist in 4.19

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in ScenePrivate.h

sturdy coral
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I don't see that in 4.20 either

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after cherrypicking that change though

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it is in Renderer/Private/SceneVisibility.cpp

full junco
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ah right, was looking at wrong file ๐Ÿ˜„

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but there is a lot of other stuff thats different in ScenePrivate.h

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so I think it makes no sense trying to apply the occlusion stuff in 4.19

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code was just changed too much in between

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that commit edited the occlusion stuff between 4.19 and 4.20 it seems

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@sturdy coral have you looked at performance difference yet?

sturdy coral
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no, I don't have a baseline really

full junco
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well, the difference is probably "50% cheaper" I assume

sturdy coral
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yeah but I don't have profiling data to compare with or anything

full junco
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just look if in profilegpu you only see 1 eye doing occlusion stuff

sturdy coral
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is there a stat group for occlusion culling

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ah ok

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I'll check in a just a minute

sly elk
proud solar
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How would you guys do gun handling animations if you didn't want to use blendspaces. I say that as i really just need to drive the bones manually. Because there very simple animations and i dont want to spend hours repeating them for several gun

sturdy coral
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@full junco I see .01ms per eye before, and 0.0 and 0.01 ms after

full junco
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ok ๐Ÿ˜„

sturdy coral
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@full junco how high are your numbers usually for that?

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@full junco just saw this setting, it might help you if it is in 4.19:

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Enables Parallel Occlusion Cull primitive fetch.
r.OcclusionCullParallelPrimFetch = "0"      LastSetBy: Constructor```
full junco
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@sturdy coral I think my numbers for occlusion culling are more than 1 ms total

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what's that setting doing?

sturdy coral
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@proud solar use modify bone node with position and drive it with a variable

full junco
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sounds like parallel rendering stuff for consoles

sturdy coral
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@full junco ```cpp
Apple/MetalRHI/Private/MetalRHI.cpp
367: GSupportsParallelOcclusionQueries = GRHISupportsRHIThread;
383: GSupportsParallelOcclusionQueries = false;

D3D12RHI/Private/D3D12RHI.cpp
173: GSupportsParallelOcclusionQueries = true;

Renderer/Private/SceneVisibility.cpp
1189: if (GOcclusionCullParallelPrimFetch && GSupportsParallelOcclusionQueries)

RHI/Private/RHI.cpp
495:bool GSupportsParallelOcclusionQueries = false;

RHI/Public/RHI.h
306:extern RHI_API bool GSupportsParallelOcclusionQueries;```

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seems to require DX12

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or metal

full junco
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yeah, makes sense

sturdy coral
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@full junco your number sounds too high but maybe my profiler is giving bad numbers

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a scene with 4500 drawcalls in 2d is giving me .06ms

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at 4K

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with a lot of clutter being culled

full junco
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that's way faster than it should be I think

sturdy coral
full junco
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@sturdy coral show a screenshot of your profile gpu?

sturdy coral
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@full junco you don't do a prepass right?

full junco
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yeah, I don't do a prepass

pearl tangle
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@sly elk what have you been using for your photogrammetry? Or anybody else been doing any photogrammetry lately?

sturdy coral
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let me turn that off and see if it changes

full junco
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@sturdy coral right, thats a good idea, maybe that changes something

granite jacinth
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How do you disable prepass with forward rendering?

full junco
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I use the deferred renderer

granite jacinth
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Ah, k. So no way to do it in FR still right?

full junco
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yeah, FR forces it

granite jacinth
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As far as you know

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Hmm

sturdy coral
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@full junco prepass forced on by dbuffer decals and I don't want to recompile all shaders

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which I think happens if I turn that off

full junco
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@sturdy coral ok

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I'll compile test config and see what my numbers are so that I can actually give you correct numbers and not stuff I remember ๐Ÿ˜„

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if I try to use my normal view distance in the editor, it crashes with out of memory

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so I have to test in a non-editor build

proud solar
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@sturdy coral does that work in the actor bp or only in the animation bp.

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i tried it in my actor a while back and got nothing

sturdy coral
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@proud solar animbp, that's why drive it with a variable

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@proud solar that also allows you to skip it for distant actors by setting a LOD level on the animbp node

full junco
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and just for fun, I'll try to merge the 4.20 branch into my 4.19 branch and see how many conflicts there are ๐Ÿ˜„

proud solar
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ok. im very unfamiliar with anim bps. is there anything drastically new i need to learn. im very proficient with blueprints, but the anim BPs have looked like several months of learning to me.

sturdy coral
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@proud solar it is pretty similar

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add an animbp for your gun, read the value from your gun bp and write it to an animbp variable, then in animbp animgraph call that bone pose node

full junco
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@sturdy coral ok, I'm only seeing 0.04 ms myself for occlusion stuff at the moment when I judge by stat scenerendering

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but I think that number has to be incorrect then

proud solar
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alright. ill give it a try tomorrow. thanks

sturdy coral
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@full junco 10% of your render time on that seems too large if you were really seeing 1ms before, the GPU profiler used to randomly pick something near the front and inflate it a ton (haven't seen it doing that to the same extremes in a while), so maybe it was that?

full junco
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@sturdy coral no, that problem only existed in editor, I always do profiling in packaged

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and I've looked at a different project recently where occlusion cost was actually something like 3.5 ms

sturdy coral
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looking in the code the queries do get batched and stuff, so there shouldn't be too much draw call overhead

full junco
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a project with a lot of draw calls of course

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and I think every time I looked at my game with renderdoc, I saw that all occlusion queries are individual draw calls, nothing gets batched there

sturdy coral
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4.16 was the last release with a change log mentioning much occlusion query stuff

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"Minimisation of render-target changes in some passes, notably Scene Occlusion and DBuffer Decals."

full junco
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well, I did most of my games profiling on 4.15 ๐Ÿ˜„

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but I also looked a lot at renderdoc after updating to 4.19

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@sturdy coral and do you think epic would have spent any time caring about adding Round-robin occlusion stuff in dev-vr when 4500 occlusion draw calls would take 0.06 ms? ๐Ÿ˜ƒ

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it would be completely irrelevant then to improve occlusion performance for vr projects

sturdy coral
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well they added some software occlusion stuff to mobile

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most of those calls should end up batched I think

static mountain
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I all. I Have the GearVr Motion Controller and it s work ok with UE. But, does it possible to acces to the gyro sensor of this controller ?

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i would like to use it for pilot a plane and use it as 'joystick'

pearl tangle
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@static mountain you should get the orientation data straight out of it with the default VR pawn, although i know they tweaked a bunch in 4.19

eager pine
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hey

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anyone know why i loose totally widget focus when animating a timeline on a widget?

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cant seem to hit any buttons after move

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solved it!

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incase anyone else want a neat way to solve it

sly elk
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@pearl tangle For software I use reality capture. I don't think agisoft is worth using at this point. It's probably 20 times slower RC and when I process my largest scans i'm already looking at 24 hours in RC. Spending 2 weeks to process a part is a non starter. For the actual photo setup I use monolights (off camera flash lighting) and I treat all of the surfaces with a developer spray. I posted some info here: http://www.digitalmistakegames.com/2017/07/30/280/ The lighting is the key to consistently getting very good scan results

static mountain
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@pearl tangle ok but i don t see where (and i m in 4.20)

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you means it s default values that i can read ?

eager pine
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this weird widget bug happends, i can only trigger clicked event with the left widget interaction, not right widget interaction, and if i hold the left over a button, you can click with the right one

tired tree
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your widget interactors don't have unique ids and index's

granite jacinth
wicked oak
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congrats mate

eager pine
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@tired tree yeah they have

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i just forgot to pass inn the right reference to widget interaction xD

static mountain
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@pearl tangle i think i remember that i already do what i want by error.... i think i just need this :

eager pine
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is it possible to set the actor rotation VR before possesing?

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after spawn

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or maybe account for hdm rotation before would be better

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Got it working, just added a fade inn and rotate the player before they see anything

manic ledge
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Has anyone else had problems with fabriks debug draw? It doesn't seem that the bone in question is in the same place as the debug draw box

mighty carbon
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210 deg. FOV

robust orbit
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verrrry nice... how much? /BoratVoice

granite jacinth
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@robust orbit whaaaaaaaaatttt, no longer at Epic? Nooooooooooo

mighty carbon
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@robust orbit I don't thing they sell it to general public. They work with IMAX only afaik.

robust orbit
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@granite jacinth I left a couple months ago. Running my own company now for UE4 consulting ๐Ÿ˜›

granite jacinth
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@robust orbit very nice ๐Ÿ˜ƒ

sly elk
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Hey all, I am frequently explaining that Wrench can be played with or without VR and I'm never quite sure what to call the 2d mode. Desktop mode? 2d mode? Non VR?

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screen mode? I guess I'm asking if anyone has a suggestion for a short phrase I can use that is super clear and doesn't require any explanation

granite jacinth
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PANCAKE MODE

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@sly elk

sly elk
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lol

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The VR mode is certainly better because VR is awesome and a natural fit for this, but the reality is sales will be mostly 2d mode

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Also being able to switch back and forth with a button press is kind of nice for VR users. Can sit down and take a break whenever

sturdy coral
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@sly elk rec room is calling it "screens" which is a little confusing, I thought they were adding shareable desktops or something when I saw their mail

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they also call it screen mode in a couple places

sly elk
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okay cool. I have been going back and forth on screen mode and desktop mod

sturdy coral
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keeps steamvr from launching when launched with -nohmd

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I'm pretty sure I'm going to go with just two launch options, "normal" (auto toggle VR), and "force 2d" or "force no VR" (launch with -nohmd and prevent steamvr startup)

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"force no VR" mainly to keep steamvr/WMR from switching your audio device when all you want is to play in 2d

sly elk
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that link didn't work

sturdy coral
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@quaint reef ah you have to link a github account to see the engine and pull requests

sly elk
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So far we have done all of the switching in game and not as a launch option

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though if no HMD is detected you can't try and switch to VR mode

sturdy coral
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I can't remember if the old audio engine supports audio device switching (used to have some issues)

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but I think the new one handles it pretty well, so they could just switch it in windows

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one issue is oculus always routes away the audio device too, but I'm just doing steamvr support for now which works by changing the system device

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for people toggling back and forth I'm going to recommend they use audio mirroring, I haven't figured out how to handle toggling mics yet

daring mural
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Is the Vive touchpad a "thumbstick"?

granite jacinth
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@sturdy coral @sly elk screenmode makes no sense

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๐Ÿ˜ฆ

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I think Desktop or 2D is probably the more easier of terms

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But Pancake Mode is definitely the coolest

north verge
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My navmeshbounds is floating above the floor, what could be causing this? I have tried tweaking the collision but it didn't help.

daring mural
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@north verge tweaking the collision as in the simple collision on your floor?

north verge
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Yes. I don't think its about the collision though because I tried it on different objects and it does the same thing on all of them.

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Its weird how it works fine in one project but doesn't work on my new project that I just created.

sturdy coral
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@north verge it can have less subdivisions like that

daring mural
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Have you tested it to see if it's actually forcing hovering actors? Because the navmesh visualization is generally meant to hover over the objects so it can be seen.

sturdy coral
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Which keeps navigation more efficient, it won't do it if the ceiling constrains things

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If you are using it for teleport you should capsule trace down

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You can also increase subdivision scale of nav mesh in project settings, can't remember the exact name

north verge
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I don't have my vive setup right now but last time I had this problem you would basically be teleporting above the floor but I'll test it in a bit before trying anything else, maybe its just the visualization like you said. Thanks for the help.

sly elk
granite jacinth
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@sly elk how many hours per week do you think you work on your project?

sturdy coral
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@north verge yeah in with the template teleport you will teleport to the nav mesh and not the floor underneath, I added a trace down

sly elk
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70?

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60-70 depending on what else is going on

mighty carbon
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o.O

sly elk
sly elk
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Rift broke.. Is it possible to order just a headset or is it always touch bundled now?

spark stag
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@sly elk That's a bummer

pearl tangle
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@sly elk thanks mate. I haven't done any in a while and the software has all changed around. Got autodesk recap photo giving some decent results. Heading down to Autodesk tomorrow to their maker lab to use their laser scanner instead though. I have to scan some tiny toy models that are super detailed so the camera just struggles a bit, although did a surprisingly decent job. They are really fragile hand made 1s as well so hard to mount it on a pole to get the underside so hopefully the laser scanner can take care of it better

echo folio
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hello... I am using oculus and UE4... and i was wondering how to make it so that i can touch a mesh object (like a button or a Icon on a virtual computer screen) with my VR hands and turn off the lights for example. what would be the most efficient way to do that and are there any tutorials i can look at?

pearl tangle
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@echo folio there are plenty of tutorials for that. Youtube unreal channel is a pretty good bet and the vr template is also 99% there

echo folio
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so what am i looking for...what keywords?

pearl tangle
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vr interaction maybe? some packs on the marketplace as well that show more complex interaction and also another free plugin 1 that adds more features

echo folio
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i found tutorials for buttons but they refer to flat screen modes

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and i am too much of a noob in order to figure it out how to make it work with my touch controlers

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interaction in flat screen mode with keyboard and mouse

pearl tangle
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yeah look up vr interaction

echo folio
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i will, thank you for your guidance.

digital musk
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I've been working on Oculus thus far but I have a WMR headset (samsung Odyssey) on order...are there any tips and tricks to keep in mind when using WMR with UE4?
Are there controller models available for Samsung Odyssey hand controls?

sly elk
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You won't have full button access on wmr headsets with a vanilla unreal bulld

quick siren
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Hi!
im working on a project at work and the clients decided he wants a VR export of our editing (we're working on a bicycle tour guide video shot with a 360 cam. we were hoping to go the youtube way but the client decided he wants a phone APP instead. so here i am looking for solutions. ive already fiddled with unreal alot in the past 4 years. mainly doing level design and modeling but i never touched a VR project.

so im looking for help, tutorials that can help me achieve what the client wants (and help me keep my job lol)
so we need an app that let you choose between 10 courses (so ill need to make a menu) when the user chooses one, the 360 VR video starts, ill have an overlay for speed controll / play / stop etc etc obviously laying at the bottom of the video.

so voila, im looking for pointers, tutorials to follow to achieve that, would appreciate if someone could point me to the right direction. every videos ive found were about '' gameplay '' and not that much oriented toward what i need to learn today.

tyvm ๐Ÿ˜ƒ

digital musk
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@sly elk thanks for the reply. Is there a special Unreal build branch that will work better?

sly elk
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I haven't messed with it. Someone in the VR discord has. I think it was @glossy agate but I don't remember.

digital musk
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@sly elk is there a specific VR Discord channel?

tired tree
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You are in it

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also they just added WMR integration into the DevVR branch of ue4 last night as coincidental as it is, prior to that it was all OpenVR supported.

@digital musk

Its likely not perfect though

digital musk
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@tired tree Thanks, and that sounds great....however I guess I'll stick to Oculus then for the time being until the WMR support is integrated better.

tired tree
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WMRs original support was all through SteamVR

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and SteamVR lets you assign buttons however you want now

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so even if you were missing one its likely you can re-bind it

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I didn't have any button issues with mine though, and neither does anyone else I know, not entirely sure what Alec meant

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they do use one for the windows MR overlay that would normally be the App menu

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but everything else is functional

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@rugged geyser

pearl tangle
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@quick siren you could do it easily enough with unreal, but if you have no experience with it then maybe you want to go the even simpler route of something like http://www.instavr.co/ that probably will get what you need, albeit a bit more basic

InstaVR

InstaVR has been selected by over 30,000 companies and professionals. No-Coding, Web Browser based, Interactive Authoring Tool allows you to make and publish interactive 360 images/video based VR experience quickly and easily.

sly elk
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@tired tree Last time I looked into it there was no way to bind the joystick

tired tree
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that is 9 months old

sly elk
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Yeah. I haven't messed with it for a few months, I think june? When I asked on here in june that was my understanding of the state it was in

tired tree
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it may be unbound, can't remember

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but you should be able to re-map in openVR itself

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the interesting part of the WMR merge to the VR dev branch though is it is the "Microsoft XR" implementation

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meaning Epics issues with the windows platform won't be in the way, which would be why its finally going to be supported

sturdy coral
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@sly elk @digital musk there is a pull request that adds joystick on github

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I think I put a link a couple weeks ago

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@tired tree xr as in openxr?

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I heard the April update allowed people to implement native wmr support without uwp somehow

tired tree
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yeah

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its still off by default though currently

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the steamVR plugin takes priority over it

sly elk
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*now stronger

mighty carbon
sly elk
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i wonder what the ppd is like in the center area

idle fox
sly elk
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I don't think many of us are doing AR

idle fox
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well darn

mighty carbon
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GIGAZINE

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manic ledge
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Has anyone here done "full body" IK with a character, AKA IK for head and hands?

Getting a weird issue where when I move my character (normal movement component) the IK lags behind and stutters. I can confirm that the motion controllers are fine and updating frequently.

tired tree
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Set the tick order so that the skeletal mesh ticks after the movement component @manic ledge

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the animBP ticks from the skeletalmesh components tick

manic ledge
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Awesome, thought it was the case but set the wrong tick haha, I had set the whole character bp to post-physics, I've just set component to post update and it's worked, still getting a little bit of stuttering (only a little discrepancy between ik calculation between frames I think)

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Does anyone have any good solutions for Pelvis IK that isn't using something like iKinema?

We currently don't have any crouching animations, but I've seen people online use Pelvis tasks with iKinema to create dynamic crouching behaviour when the player ducks/crouches

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I was thinking of doing something like calculating the length of the backbone (pelvis to head) and then trying to keep the pelvis that rough distance away from the head, which would force the hips downwards, and then perform IK on the feet's canned animations to ensure they stay above the ground

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It's always going to be rough with only 3 trackers, but I can't think of a much better solution at the moment

sturdy coral
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@wicked oak what's the name of the class that can do some kind of dynamic scalability/lod management stuff? I think remember you mentioning it a while back

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I think they mentioned it in the fortnite optimization talks too but said it was mainly for particle system management by default

wicked oak
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Significance Manager

sturdy coral
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ahh yeah that's it

wicked oak
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its just configurable

sturdy coral
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thanks

wicked oak
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you can do whatever with it

wraith sky
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@mighty carbon WOW, literally WOW...i was waiting for this for a long time...a bit bulky imo, but still great

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I like the idea of merging EEG and VR

mighty carbon
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:๐Ÿ˜€

mighty carbon
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@wraith sky I wonder if it even works

wraith sky
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@mighty carbon yeah, googled for some time and seems it exist a year already but not much info on it

mighty carbon
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btw, looks like 6 bugs left to fix for 4.20.2 and there is no 4.20.3 scheduled

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hopefully after 4.20.2 Oculus releases their updated fork

mighty carbon
pearl tangle
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@idle fox have you ran your image through the rating system to see how easily it can be tracked? It doesn't look like a very trackable image which is likely your problem. Also the ARkit image tracking stuff is not so great once you get too close or too far from the image, it has some pretty strict requirements. I am using facebook AR for a bunch of image tracking stuff at the moment, so much easier. but the downside is it can only track 1 image in the software for the whole effect, so rather useless when you have a bunch of images you are trying to track

pearl tangle
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@sly elk laser scanning rather than the photogrammetry definitely pulls out a lot more detail. 14million triangles at the moment though hah

wicked oak
mighty carbon
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I wonder how many of those use PS Move

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And how many of those collect dust

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@wicked oak ^^

sly elk
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@pearl tangle my photogrammetry setup outperforms every laser scanning system I have seen in terms of detail

wicked oak
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@sly elk how do you mesh them?

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also, it looks amazin

sly elk
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The high res models are generated in reality capture. Can't say enough good stuff about that software. The lows are made in a bunch of different ways depending on the model. Often they get remodeled from scratch, retopo, or triangle crunched with critical sections cleanly remodeled. One key to good photogrammetry is not trying to capture any texture information. Surface treat everything with developer spray for ideal scan quality. I'm generally not a fan of the materials that get captured from photogrammetry setups anyway (unless its a dedicated multi camera/ multi light rig).

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You also need to clean things so they are totally grease free, or else the surface treatment doesn't give a good result

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For people who want similar quality, The biggest things are: Use similar lighting to what I'm using (monolights), surface treat everything, use reality capture, shoot hand held at iso 100 f/11 with a solid SLR and lens combo (im on a d800e and sigma 50mm art)

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So for VR. White text on black background is a bad idea right?

tired tree
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if you dislike godrays yes

sly elk
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Okay cool. Is there anything to be gained using green text? looking at the oled sub pixel arrangement

tired tree
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Likely more noticable, why don't you just try a grey though?

pine nimbus
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Has anyone done performance benchmarks between vanilla UE4 and the Nvidia Gameworks UE4?

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Anyone have personal experience with it?

sturdy coral
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@pine nimbus I've seen 20% or so with MRS in the past, haven't ever tested LMS.

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They haven't updated VRWorks branch in something like 9 months though.. not worth trusting to be kept up to date at this point

pine nimbus
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Yeah I saw the last version was based on 4.18, but if the perf gains are that good then what's the alternative?

sturdy coral
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@pine nimbus oculus branch has a lens masking thing that gets ~12% and can be merged to support steamvr too

mighty carbon
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has anyone tried that in VR ?

sturdy coral
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but, it only supports forward

wicked oak
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@mighty carbon its fake and its slow

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its literally just diffuse-only lights as a postprocess shader

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should be slower than just using normal lights

mighty carbon
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I see

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o.O

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not what the description says ๐Ÿ˜‰

wicked oak
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bullshit lol

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the main difference is that they dont calculate specular

remote spruce
#

does anybody know why the default UE4 mirror screen tanks performance?

#

It seems like the engine is rendering the sceene twice ??

#

Iยดm using SingleEyeCroppedToFill, has anybody found the same problem?

pine nimbus
#

Using planar reflections @remote spruce? I had similar problems. Seemed like a bug because the VR performance was much, much worse than out of VR, and had some strange inconsistent behavior, like looking away and then back at the mirror would increase or decrease performance

#

That was in 4.18 or so and I haven't used it since, sad to see it looks like it's still bad

remote spruce
#

no planar reflections, using 4.19

pine nimbus
#

Oh so mirror as in the VR feed?

#

To your monitor?

remote spruce
#

and activating it in a lower end rig (1060) makes the game go from butter smooth to unplayable

#

Iยดm on a laptop right now, but I have the same issue on my workstation

pine nimbus
#

Right I thought you were talking about an in-game mirror, my mistake. I've had no issues with the different mirror to desktop modes

remote spruce
#

but do you notice a performance boost if you deactivate it?

pine nimbus
#

Yes there is one for sure, you can benchmark it with the profiler and see it

#

It uses UE4 Slate UI to render it, that's what it shows up as in the profiler IIRC and the cost is not exactly great, but it's significant enough.

remote spruce
#

So there is no way to improve it?

#

it makes streaming on lower end rigs impossible

pine nimbus
#

I don't believe so but I've never tried. I have options to disable it in my game but that's pretty much it. I'm not sure if there's a way to decrease the cost though is you still want it

#

I'd say if it's really bad for you then there's something else going on there

#

It shouldn't be "tanking" your perf

#

Seems strange

#

I'd suggest profiling and see if you notice anything unusual

#

Just profile 30 seconds or so and turn it on and off a couple times to see where the jumps happen

remote spruce
#

yes, going to try that and see if I see something

mighty carbon
#

So, Tencent is in shit storm right now.. I wonder if it's going to affect Epic.

remote spruce
#

thanks @pine nimbus

#

Draw goes from 5ms to 18ms :/

pine nimbus
#

That aint right

#

@mighty carbon What's this?

tired tree
#

yeah, the Preview is pretty much just copying the render targets result to the screen

#

shouldn't be anywhere near that heavy

sly elk
#

@mighty carbon Epic is raking in money so if ten cent closes someone will buy epic up

mighty carbon
#

@pine nimbus the amount of money Tencent lost overnight equals about worth of entire Netflix.

remote spruce
#

this happens in the packaged game ( debug )

wicked oak
#

@mighty carbon pretty sure epic can rebuy itself

#

with the amount of cash they are getting

#

what you say about tencent?

mighty carbon
#

but, it's not their cash since Tencent owns Epic

#

I mean, I don't know their structure and all that, but I am sure Tencent didn't just buy Epic for fun

tired tree
#

tencent doesn't own Epic

#

they own a "portion" of Epic

#

its not like GGG where they have like a 85% stake or w/e

#

yeah....tencent owns 40%

#

huge influence, but not "You have no choice in any matter" influence

fleet plume
#

also it's pretty hard for stake holders < majority to force payout of profit

mighty carbon
#

I read somewhere Tencent owned 51% of Epic.. Oh well, just got concerned, that's all

pine nimbus
#

@sturdy coral Seems like LMS is even more of a perf increase than MRS. Checking out the GDC talk and I have a feeling they do have plans to keep it updated, albeit a couple of versions behind the main build

#

"4.19 coming soon" is promising

#

This graph is pretty nice looking, lol. Would be good if they showed some kind of millisecond graph

#

Interesting, he mentions that they'd be able to keep up with releases faster if they dropped support for the deferred renderer

#

Is anyone using deferred renderer to dev their VR titles here?

wicked oak
#

@pine nimbus it is just an improved version of MRS

#

think of it like MRS 2.0

#

the point is that its more accurate to the screen, so it has much better pixel density ratios

#

and its also 4 viewports, not 9, wich might improve perf a bit on the vertex side

pine nimbus
#

Yeah I just watched the explanation ๐Ÿ˜ป

wicked oak
#

another cool thing

#

its easier to "unwarp" into the final lens image

#

becouse is already on that shape

#

so you dont need to compact it into lens shape

sly elk
#

How does single pass stereo work?

#

*how does single pass stereo affect draw calls and triangles

pine nimbus
#

This is a great explanation

#

He compares is to standard instanced stereo

wicked oak
#

@sly elk instanced rendering

#

for Nvidia instanced stero, its a bit more complicated

#

like its instanced stereo, but its done at the driver level

#

they have this "multiview" system

#

essentially its like sending the same mesh to multiple viewports (that have multiple camera matrices) at once

#

and its running the vertex shader only once

#

wich is actually huge

sly elk
#

gameworks branch is forward only though, right?

wicked oak
#

for example vertex fog getting calculated only once, not twice

#

no

sly elk
#

I need to do some reading on this then. ๐Ÿ˜ƒ

wicked oak
#

they have a much more interesting talk

#

about the "future" of vr

#

wich is absolutely wild

#

they show some of their ultra-high-end laboratory things

#

thats one of the reasons they are pushing raytracing

sly elk
#

cool, I'll look it up

wicked oak
#

becouse raytracing is a natural fit for vr

#

becouse foveated rendering

remote spruce
#

Ok, so apparently the mirror screen performance problem appears only on the packaged game...

#

in the editor seems to work fine

mighty carbon
#

probably worth reporting as bug @remote spruce

remote spruce
#

ok, Iยดm going to report it and see if Epic can help

#

thanks!!

mighty carbon
sturdy coral
#

SFS = "screendoor fighting system"?

sly elk
sly elk
pearl tangle
#

love it @sly elk would be great to try and take this to some enterprise customers for a proper training and education tool

wicked oak
#

the music game i made for reebook

fleet plume
#

dat stun baton

#

looks amazing though

wicked oak
#

for comparaison

#

prototype

#

2 days into begin of projects

fleet plume
#

that richard england guy from the ad agency?

wicked oak
#

yes

fleet plume
#

that one does it more justice

#

the MR recording lags and distracts

wicked oak
#

but its cooler

#

with the huge TV and stuff

fleet plume
#

it would be amaze if it wouldn't lag

wicked oak
#

i didnt make the art

#

but i did make the funky shaders

#

not like they are that difficult lol

fleet plume
#

the grey arrows for direction are mean

#

because so tiny

#

does the score widget have some kind of follow/parallax?

wicked oak
#

its a 3d widget

#

just stuck in the scene

#

well, not a widget, its a 3d text

fleet plume
#

yeah hard to judge from 2d video

#

so now you only need to make a game out of it and start a beat saber clone war

#

(and become most hated vr indie dev)

#

the "game over" at the end is weird

#

it implies that the player has failed

sly elk
#

Does anyone else have an issue where VR preview doesn't detect the HMD unless you wake it up first?

#

*with oculus

mighty carbon
#

has another here worked with ARKit/ARCore ?

#

got two questions: #1 can I build for ARKit app for iPad using BP-only code and deploy on Windows ? #2 Is there a way to detect and recognize QR code with ARCore / ARKit ? (Basically the idea is to place a card with QR code on the table and ARCore / ARKit would recognize it, and match it with whatever scenario needs to be visualized)

#

@idle fox @pearl tangle ^^

idle fox
#

I don't know if you can deploy on windows, but yes you can use only blueprints, I've never worked with QR codes

#

This is with ARKit, sorry I did not specify

#

I have not used ARCorer

#

ARCore*

mighty carbon
#

aye, thanks

tired tree
#

specifically that section i linkd

mighty carbon
#

looks crappy

magic mango
#

@mighty carbon - It is possible to recognize QR codes.

#

You cannot use the Windoes for iPad though.

fleet plume
#

hah that image popped up multiple times in twitter today

#

seems like today is arkit day

mighty carbon
#

@magic mango I see.. Thanks. Is it ARKit only or also ARCore feature ? (image recognition)

idle fox
mighty carbon
#

eeh, that's a 3rd party app I'd need to make it happen

#

need a native support in UE4, without any 3rd party plugins

mighty carbon
#

how do I work with it in UE 4.20 though ? Same exact way as for ARKit ?

idle fox
#

no idea, i havent used ARCore just ARKit

glossy agate
sturdy coral
#

@sly elk I ran into that and added this as a workaround:


--- a/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusHMD/Private/OculusHMD.cpp
+++ b/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusHMD/Private/OculusHMD.cpp
@@ -973,6 +973,11 @@ namespace OculusHMD

        EHMDWornState::Type FOculusHMD::GetHMDWornState()
        {
+               if (!ovrp_GetInitialized())
+               {
+                       InitializeSession();
+               }
+
                ovrpBool userPresent;

                if (ovrp_GetInitialized() && OVRP_SUCCESS(ovrp_GetUserPresent2(&userPresent)) && userPresent)```
#

they broke it in 4.17

#

@tired tree what about that section in particular? the FOV?

mighty carbon
#

something is coming soon

wicked oak
#

im buying one

#

doesnt matter, becouse really need it

mighty carbon
#

๐Ÿ˜ƒ

wicked oak
#

i have enough money to buy a gpu no issue, in fact im spending the money on testkits right now.. (fucking sony)

#

ive been waiting for a GPU for a looooooooong time

#

still on a 970 lol

#

and this is a 970 i bought at launch

#

this 970 is the gpu i used to develop even Deathwave

#

so it has its years

mighty carbon
#

I hope 1080 drops in price significantly

wicked oak
#

its already dropping

mighty carbon
#

still too expensive for me

tired tree
#

@sturdy coral more representative view of the blending than the video + post previews

wicked oak
#

@tired tree its a great video

#

they talk about the focusing

#

they say the glasses have a bunch of focus depths, and they switch depending on what they see you are looking at

#

wich is awesome honestly

#

no other headset does it

tired tree
#

it only has two levels though @wicked oak

#

and they said it has a 18" culling plane

#

that was actually the part they disliked the most currently because it was only two settings, chose the wrong one a lot, and you can't get anything closer than 18" to your face

mighty carbon
#

so, are you guys fascinated by ML1 ?!

sturdy coral
#

@tired tree ah yeah, some people tweeted some through lens stuff a while back too

#

that section is in a dark area though, or at least darkened a lot by the lens

#

ML was showing stuff like this:

#

TV directly over a bright window

mighty carbon
#

that looks nothing like what that GoPro footage shows

sturdy coral
#

(you can see its a window there)

#

where for all the initial reviews ML only let the reviewers try it on-campus, probably in controlled areas without lots of bright windows, and with ideal features for room mapping and stuff

tired tree
#

that isn't through lens, its their overlay on top of video presentation mode @mighty carbon

mighty carbon
#

personally, I think it's a hype train. Good AR should be done like with ARKit/ARCore - goggles with pass through video, so that integration of GC elements is as tight as possible.. Stuff like ML1 is only good for informational AR IMO

tired tree
#

the tested video shows scenes like that too

#

but they were honest and listed it at the bottom of the video

sturdy coral
#

I do think it is cool and seems like a big bump over hololens

tired tree
#

its really interesting that is for sure

sturdy coral
#

if they hadn't overhyped it it would be getting way more hype

tired tree
#

but worth tinkering with?....meh

#

all of the basic elements of would make a REALLY good AR system is there, it just needs some evolution

sturdy coral
#

yeah, it just isn't there yet

mighty carbon
#

I think we are closer to decent AR with passthrough video rather than overlaying CG on top of real world

wraith sky
#

Greetings!

sturdy coral
#

if it is already unwieldly and stuff and I'm getting it as a developer, I'd rather have this:

#

no focus planes though

wraith sky
#

How i could get a VR camera vector?

#

per eye

#

View.WorldCameraOrigin, View.WorldViewOrigin - are single vectors

sturdy coral
#

@wraith sky there may be some way. don't try offsetting by querying IPD from the xr interface as I've seen it is just hardcoded to 63.0f or 64.0f for some plugins

#

@wraith sky cpp /** * Calculates the offset for the camera position, given the specified eye pass, position and rotation. * An XR plugin implementing stereo rendering should forward all calls of CalculateStereoViewOffset to this method. */ virtual void CalculateStereoCameraOffset(const enum EStereoscopicPass StereoPassType, FRotator& ViewRotation, FVector& ViewLocation) = 0;

wraith sky
#

it should be some variable that are accessible to the shaders, can't believe there are no...

sturdy coral
#

if you use it, double check it to make sure it actually changes as you change the IPD slider

#

oh in a shader

wraith sky
#

ResolvedView.WorldCameraOrigin

#

^ this one works

sly elk
#

@sturdy coral Does it only do it in the editor or will builds have the same problem?

sturdy coral
#

@sly elk I think builds had the same problem

sly elk
#

okay. thanks

sturdy coral
#

@sly elk headset worn detection is bugged in many places, I'll try and put a pull request on GitHub at some point

#

ah I thought you asked about VR editor, not VR preview, not sure that patch will fix your issue

#

It was fixing the worn state, which can be used in triggering the VR editor too

sly elk
#

I don't actually care about the headset worn detection. I'm seeing unreal not detect the headset when the rift is in a passive mode

#

we do the VR to screen mode toggle on a keypress or a menu button

#

so at least in PIE, starting up VR preview sometimes results in an error that no headset is detected

#

Maybe that is working as intended though and just isn't how I want it to work?

#

Basically I want it to force the headset to wake up any time I switch to VR

mighty carbon
echo folio
#

40 euros for a piece of rubber material ....

sturdy coral
#

@sly elk yeah, I think the issue may still be related and I may have had to put that in there from the same root cause of it not being initialized

#

Unfortunately they don't use the real oculus SDK and go through this undocumented API wrapper thing and it got too frustrating to deal with, I'm just doing everything SteamVR now

echo folio
#

what you are saying reminds me of the browser wars 18 years ago.. were one had to do twice the work for building webpages because there were so many browsers around

#

i hated that

sturdy coral
#

I wouldn't mind supporting both sdks, problem is they have this intermediary layer on the oculus one that doesn't let you see what API calls it is doing underneath

echo folio
#

that makes it even worse

sturdy coral
#

Many are named the same and do what you would think, but then you run into ones that are glossing over several steps

sly elk
#

Yeah. I think oculus auto rejects builds with steamvr

stable dove
#

Anyone have issues with post process effects only effecting 1 eye in VR and not the other? It seems to be happen intermittingly.

pearl tangle
#

@mighty carbon you can't package for ios when you use plugins, and arkit or arcore is a plugin.
arcore actually works across android and iOS now so personally I would use that since it actually performs quite a bit better and handles lighting updates etc much nicer and the cloud anchors are also better working too.
Having said that though, it still doesn't make a difference for packaging since you need a mac for that as well. You can most likely fire up a osx as a service thing, i forget the website but you could use that as a remote build for it. I am building some facebook AR stuff at the moment for a project and that only runs on Mac so had to go and buy a macbook annoyingly just for that project

#

as far as the QR code goes. Yes you could use a qr code as the marker, but i would highly advise against it. You are better off using an image of something instead, preferably 1 that has colour in it since all of these 1's seem to function better with colour oddly enough. You wouldn't actually be using the feature of a QR code by using it in there anyway, unless you also wanted people to initially scan the QR code to load the app or something, but doesn't really work so well if you are having to download the app anyway

mighty carbon
#

thanks @pearl tangle

#

While ARCore does image recognition, same as ARKit, Epic for whatever reason didn't include it into 4.20 ๐Ÿ˜ฆ

#

so it's coming in 4.21

pearl tangle
#

pretty certain its in there

mighty carbon
#

nope

#

I guess I can wait for 4.21

pearl tangle
#

it's got arcore 1.3 in 4.20. That has the image tracking capabilities in there. You just have to use that directly rather than through a unified UE way of doing things so that it would work across arcore and arkit

#

you can grab googles arCore build to get the 1.4 version

mighty carbon
#

but is it exposed to BP ? I wouldn't think so

pearl tangle
#

just enable the arcore plugin

mighty carbon
#

I am on 4.19

pearl tangle
mighty carbon
#

aye, cool

#

I am surprised Epic dude didn't tell me that :/

pearl tangle
#

probably because they haven';t done the unification of the stuff yet

#

so at the moment you have to build it for arcore and build it differently for arkit

mighty carbon
#

Well, that's given since ARKit stuff needs to be built on Mac.. Or do you mean BP nodes (and C++ functions) are different for ARCore and ARKit ?

pearl tangle
#

the later

mighty carbon
#

do you know anything about this service http://virtualmacosx.com/ ?

#

I found only 2 services that offer remote Mac access

#

this one seems to be the cheaper of the two

pearl tangle
#

yeah thats the 1 i was thinking of. i haven't used it for ue4 stuff but should be achievable

mighty carbon
#

which plan would I need to go with ?

pearl tangle
#

no idea haven't used them before

mighty carbon
#

I wonder if I can just spin up VM and install MacOS

pearl tangle
#

can try, but depends on your machine if a hackintosh works

mighty carbon
#

I thought for VM you don't need hackintosh

#

hackintosh is to install macOS directly, no VM

#

bam!

#

๐Ÿ˜ƒ

#

I wonder how to connect "remotely" to such VM, even though it would be running locally

pearl tangle
#

yeah you could just do the entire thing inside there but performance obviously would be pretty bad.

#

and it's still not a 100% success rate when doing that. I have had very mixed results over the years of running mac in virtualbox

mighty carbon
#

I see :/

#

Hopefully that Acer tablet will get ARCore support next month. I'd rather just not mess with Mac at all

#

or rather Apple

pearl tangle
#

yep ditto

mighty carbon
#

looks like only 3 bugs separates us from 4.20.2 release \o/

#

and there might be 4.20.3 :/

split steeple
#

managed to get some headway in retargetting/translating Knuckles skeletal hand animation to UE4's stock hand skeleton via Livelink... should hopefully make supporting current experiences based on the stock hand skeleton a lot easier:

https://twitter.com/1runeberg/status/1030706523771523072

sly elk
#

Nice. I want to address that in my game at some point. Currently I just use 4 canned hand poses

#

Has a haptic on touch, feels like my smartphone

split steeple
#

Would feel good I reckon in Wrench during your tool interactions especially. There's also "grip force" that I like, might be an interesting fit for a squeeze mechanic with the haptic.

#

Is that hand mesh from the Valve input reference?

glossy agate
#

Pretty sure he made it from photogrammetry

sly elk
#

Yeah, thats my hand mesh. We do haptics on a ton of stuff

#

Like ratchet back stroke, every tooth click is a haptic event, the electric nut runner is a haptic event, we fire a pulse on part install, and we also build up haptic intensity with fastener tension

glossy agate
sly elk
#

I need to establish the min spec for my game in non VR mode.. Any suggestions on how to do that short of just building some cheap computers?

glossy agate
#

@sly elk you have testers you have sent it out to? We asked for specs from people requesting keys to get an idea of where it started failing

#

But your min spec for pancake mode is probably a lot lower than the VR version

sly elk
#

yeah, its going to be much lower

#

i should probably get some testers

#

1080p, no need for 90fps, way fewer draw calls and way fewer triangles with no vr

glossy agate
#

Hmu when you are ready to test Iโ€™ll try it out

sly elk
#

I think for most games, the min spec is for ~30 fps

#

especially since its not fast paced

glossy agate
#

Yeah for mine I just put the standardโ€ vr minspec. Seemed to match up right. Just 1060 i5 and 8gb ram

sturdy coral
#

anyone know of any VR games that do a good job of seamlessly transitioning between gamepad/mouse-keyboard and motion controllers, while in vr the whole time?

echo folio
#

I am curious....how many triangles do you put into a game level for VR use?

sturdy coral
#

Ah, I forgot, teleport only and not sure about gamepad

#

But wmr does the transition well

#

(cliffhouse)

#

@echo folio I think around 1 million is a rule of thumb, consider shadows and whether you need an early z pass too

#

That's in a view, not in a full level

echo folio
#

1 million....i never reach that

#

but good to know

pearl tangle
#

you can do shitloads more than that if you have unlit materials and no lights

sly elk
#

or if you aren't doing early z pass

dusky moon
#

Yo! I'm trying to find the most optimized settings for OBS to record my VR sessions in a way that it impacts my VR performance the minimum... in this regards ... Is it better if I record with NVENC H.264 or simply x264 ?! it's more like GPU vs CPU and I'm not sure how they impact

stable dove
#

Anyone know why commands like stat FPF or Stat unit would be off my screen in VR? Its really hard to do base optimization when you cant see the readouts.

sturdy coral
#

@stable dove it's done through the hmd plugin's GetOrthoProjection method

#

they have it implemented correctly for Oculus and broken for steamvr

stable dove
#

@sturdy coral Gotcha, thanks for the info ๐Ÿ˜ƒ

sleek venture
#

I have this blueprint to set up a simple VR controller, and recreated the Motion Controller pawn from the starter content to get a better idea of how it works

#

however, whenever I spawn the hands through blueprints, they won't receive any input

manic ledge
#

Hi all, has anyone noticed the Screen Position node working differently that previously in 4.20, particularly within VR? My colleague says a material he created now works differently, thanks!

#

@sleek venture Have you setup the inputs in Project Settings?

#

@dusky moon I'm not sure what the answer to your question is, but alternative approach - if you have a Nvidia card, have you tried using Shadowplay to record? That way you can see the constant impact instantly, normally it's only a frame or 2 for me

sleek venture
#

I had someone else walk me through tge problem, it's good now, thanks.

nimble junco
#

hey guys, short question.
is there a skeletal mesh that can be animated (trigger press f.e.) for the vive controller? I can only find the static version

#

to make it mroe clear, i already have the vive controller mesh, but i want to replace it with a skeletal that can animate the trigger f.e.

#

no info on that matter?

sly elk
#

I think it would be easier to just rig up the trigger movement in blueprint instead of using a skeletal mesh.

sturdy coral
#

nvidia livestream:

dusky moon
leaden violet
#

Iโ€™m doing some real time vertex painting in VR using the line trace by object, I have this running off event tick. This is causing a slight hiccup in performance, every so often I see the vive lighthouses, ect. and when I add more objects with line tracing, it gets worse. Obviously I want to limit the use of event tick, but Iโ€™m unfamiliar with another solution. This only happens after I have had UE4 open for a while, if I close and reopen, everything runs fine.

mighty carbon
#

@sturdy coral ^^

sturdy coral
#

@mighty carbon I think he already said it was going to be 1180

#

maybe not can't remember ๐Ÿ˜ƒ

mighty carbon
#

2080 and 2080 Ti

#

I can't watch right now, but I'd definitely like to know what's in it for VR

tired tree
#

he said 1180

#

he also said that all early leaks are wrong

#

dunno maybe 1180 was a joke?

mighty carbon
#

I see.. I wonder if they are going to announce anything today

wicked oak
#

they are

leaden violet
#

they did

mighty carbon
#

seems like Nvidia tech is tightly integrated with UE4

sturdy coral
#

the infiltrator demo has gotten a lot of mileage

mighty carbon
#

I guess money is no factor for Epic nowadays and being busy with Fortnite leaves no time for a new shiny demo for Nvidia ๐Ÿ˜ƒ

#

amazing

tired tree
#

lol so it is 2080

mighty carbon
#

have you preordered it already @wicked oak ?

wicked oak
#

lol man not yet

#

i will get one around nobember

#

seeing the dates..

#

i get the gpu the 20th, but i leave for Connect the 23th

#

nah, ill just buy one for nobember or so

#

i dont like preordering in general

mighty carbon
#

I wonder if they will even mention VR

sturdy coral
#

@mighty carbon they mentioned the variable rate shading stuff

#

@mighty carbon 2080 ๐Ÿ˜ƒ

#

$499

#

for 2070

tired tree
#

that is NOT bad

sturdy coral
#

it is hard to judge these numbers

#

because they are like a combined score including the low-precision tensor core stuff

#

and integer ops

mighty carbon
#

it would be interesting to see real life VR benchmarks

#

$599 for 2070 on Nvidia's site

#

20xx have virtual link already.. I wonder if new HMDs will be announced soon too

#

so, what do you folks think ?

sturdy coral
#

I just want to know the perf difference without considering the AI/raytracing stuff

tired tree
#

likely not that great

#

don't know what the offloading benefit to moving some things to the raytracing handling is though, or if it could even keep up with 90htz

#

outside of all of that though, its nice to have raytracing in current gen GPUs directly

sturdy coral
#

might be due to imagination tech's patents expiring a couple years ago

tired tree
#

should be able to apply it to audio though

#

no idea what the interface is like to it, but if it is a generic raytracing api to the current scene

#

@sturdy coral

mighty carbon
#

I hope prices on current GPUs will fall soon

sturdy coral
#

I wonder if it is purely optimized on tracing against triangles, or will improve everything (ssr, dfao etc.)

mighty carbon
tired tree
#

its honestly exciting stuff, that a lot of consumers won't care about

mighty carbon
#

why do you want SS effects when you get all that with raytracing, for real

tired tree
#

they are going to see it as another "NVIDIA library that games will never use"

sturdy coral
#

it will be an opportunity to sell skyrim again ๐Ÿ˜ƒ

mighty carbon
tired tree
#

who the hell wrote that

#

and why

mighty carbon
#

Kevin Eva

#

whoever that is

tired tree
#

its literally the specs on nvidias website, copied, with a header text

#

except he copied the base clock values wrong

mighty carbon
#

ha

sturdy coral
#

I don't know if I buy their "saving artist time" stuff. at least any time soon for shipping games.. it just means artists are going to have to design the lighting twice for now

mighty carbon
#

not necessarily

sturdy coral
#

looking back through the BF footage, SSR would do a better job in a lot of cases

mighty carbon
#

you are ruining the moment @sturdy coral ๐Ÿ˜›

#

btw, there is a shitstorm on Oculus forums about new GPUs... Too expensive apparently.

sturdy coral
#

that car isn't occluding very much ๐Ÿ˜ƒ

sly elk
#

I was really hoping the 2070 would come in cheaper and really push forward the average VR machine spec

#

Also have they made any performance claims outside of raytracing performance?

sturdy coral
#

they can now run integer in parallel with fp at the same rate... seems targeted at cypto

#

though last earnings call they said crypto was dead as far as having an impact on revenue

sly elk
#

I know nvidia doesn't have much competition at the high end. But the way they have done the pricing, the performance per dollar jump doesn;t look like it will be that big and this is after an extra long generational refresh

tired tree
#

@sturdy coral how far was that car away, it almost looks billboarded

sturdy coral
#

not too far

sly elk
#

the forground car isn't in the reflections in front of it?

tired tree
#

there were a lot of artifacts in that demo too that I noticed in the ground reflections that I didn't see in the other demos

sturdy coral
#

I'm sure they are using a really limited feature set to make it work on real games

sly elk
#

It looks super floatuy

sturdy coral
#

all the other demos were mostly in really simplified scenes

tired tree
#

yeah

sturdy coral
#

compared to BF5

mighty carbon
#

I wonder what they do with it for Doom Eternal.. Tiago from ID already drooling..

wicked oak
#

i do wonder about the perf

#

this is DX12

#

with async shaders

#

but how async are they?

#

can stuff be offloaded to the RT cores while other stuff calculates?

#

oh, btw. RTAO would work fine in unreal engine forward mode

sturdy coral
#

one thing SSR sucks with is translucency, since it ends up tracing against the wrong depth

#

wouldn't matter for that one with the explosion pretty far away

#

but can be pretty bad

#

@wicked oak for forward rendering RTAO couldn't run in parallel with much right?

wicked oak
#

the point is that it easily could

#

UE4 runs SSAO in async in ps4

#

in theory,you could run RTAO the same way

sturdy coral
#

I thought just async with the base pass though

wicked oak
#

you need the base pass first

#

or then its more rays

#

becouse the idea is to do depth prepass, and then launch the rays from those world locations

sturdy coral
#

but then you stall out with forward at that point until it is done right?

wicked oak
#

why would you stall, you use the AO to darken stuff at the end of the pipeline

#

so you start with depth prepass

sturdy coral
#

then emmissive gets darkened

wicked oak
#

oh

#

true

sturdy coral
#

and directional gets darkened as much as indirect

wicked oak
#

yeah then you need deferred

#

there is another thing you could use the rays cores to

#

to do super resolution

sturdy coral
#

that stuff seemed really cool

wicked oak
#

you could launch rays that just execute the normal shader to do super-resolution on the center of the screen

sturdy coral
#

I wasn't clear on if the enhanced infiltrator thing was using any ray tracing

wicked oak
#

no

sturdy coral
#

or was just using it all to run at 4k

wicked oak
#

it was a DLAA test

sturdy coral
#

with *a better thing than taa

wicked oak
#

i think the thing was running at 1440p with DLAA

#

or 4k without TAA but with DLAA wich might be faster?

#

we have too low details..

sturdy coral
#

that was the one thing that could probably have some near-term impact on VR

#

other than the variable rate shading thing which they had already announced and didn't go into more detail on

wicked oak
#

variable rate shading is what the ps4 prohas

#

its essentially multires again

#

nearly the exact same technique, just a different implememntation of it

dusky moon
#

So what is VirtualLink VR ?! time to get excited ?

sturdy coral
#

seems to be based on USB-C

dusky moon
#

ah no display ports then ?

wicked oak
#

USB-c can do display port

#

the trick with virtualink is that it uses some of the free USB connections to add energy + data

#

here ya go

#

details

dusky moon
#

then why is it have VR at the end ? for next gen headsets ?

warm lion
#

Anyone have any experience with imposter sprites on mobile (specifically mobile VR). I can see the imposter sprite rotating correctly in the editor but on the Oculus go I only see the card without it's material applied. The material is what causes the card vertices to orient (billboard) towards the camera, it's also what shifts the frame of the texture to be the one for the angle towards the camera. So without this it's not really an imposter sprite

wicked oak
#

the TLDR is that it uses some of the high energy connections to do usb

#

and that way its display port + usb on the same connector

#

it needs a special cable btw

#

you wont be able to use a "normal" usbC adaptor

#

while the connector has the shape of a usbc cable, the cable needs to be shielded in a specific way or it will have noise in the signal

dusky moon
#

oh that's not a good news

#

Also wondering if SLI support is on the roadmap for VR by any chance ?

#

I mean at least from epic's side

wicked oak
#

epic doesnt want vr sli

#

becouse its nvidia only

dusky moon
#

hmmm ok who doesn't have nvidia these days. except the consoles

#

but also I think It's kind of suspicious that they don't try hard at all.... in a sense that, VR Sli would be affordable for consumers ... it gives more performance just by adding an extra card... and Nvidia want to always sell their new cards so it contradicts with their marketing somehow

sly elk
#

suspicious?

tired tree
#

the entry price point for VR is already high

#

not many are going to SLI on top of that

cosmic shoal
#

SLI is kinda dead now, too many problems with it. but Nivida is not givig up entirely it seems. it is sort of trying to bring it back with a new connector type, for Quadros.

sly elk
#

Anyone know what happens when you try to set up multiple oculus computers + play spaces next to eachother? Any issue with sensors seeing other headsets and controllers near the edges of view?

#

Or do you just have to put them far enough apart or include walls so that never happens?

wicked oak
#

@sly elk tends to work fine

#

oculus cameras are fairly smart

#

but vive works much better in such a setup, you use 1 playspace for 2 people

sly elk
#

I guess the only limit on vive is running into eachother?

#

since the sensors don't know about the headsets

wicked oak
#

yes

sturdy coral
#

@tired tree you may have been right about audio

#

They are promoting using the ray tracing engine for it:

#

"VRWorks Audio is accelerated by 6x with our RTX platform compared with prior generations. Its ray-traced audio technology creates a physically realistic acoustic image of the virtual environment in real time."

mighty carbon
#

A comment says updated VRWorks (video + audio) is coming in September

#

I wonder if it will work with current gen GPUs

mighty carbon
#

what settings on player's movement component do I need to set to make WASD movement as friendly to VR as possible ?

tired tree
#

@sturdy coral good, now lets see if Valve leverages it for SteamAudio like they did the AMD setup

mighty carbon
#

@tired tree ^^

#

btw, some of 2080 already sold out on Newegg o.O

sturdy coral
#

there is going to be a lot of demand from people who do renders for a while

#

even if they normally go quadro a lot won't

mighty carbon
#

soo, no one knows what needs to be tweaked on player's movement component ? :/

sturdy coral
#

@mighty carbon mainly lower the max speed

mighty carbon
#

what about acceleration / deceleration ?

#

how do I disable that ?

#

(it doesn't feel there is any when testing in PIE, but in VR I felt like there was acceleration when starting movement)

sturdy coral
#

@mighty carbon make it a huge value with a low max speed and it will be effectively gone

pearl tangle
#

the new rtx 8000 will be pretty good for rendering, i would think most guys would go for those rather than the gaming 1s

#

the gaming doesn't seem to be too much of an upgrade on the 1080ti to warrant an update yet. interesting they released a 2080ti straight off the bat as well

sturdy coral
#

@mighty carbon you'd have to feather max speed based on the joystick amount to still allow controlling speed with joystick while getting instantaneous acceleration

#

I haven't bothered trying to get instantaneous like that as I don't think the normal amount of acceleration is an issue

#

rotation is the killer

mighty carbon
#

@sturdy coral Go has d-pad, no joystick like on Touch ๐Ÿ˜ฆ (although it's a blessing - less tinkering with controls ๐Ÿ˜› )

#

actually, even on Touch I'd only allow for constant speed no matter how hard you push the stick

#

(unless by "feather max speed" you mean something else)

#

@pearl tangle sounds like RTX should give massive performance boost in VR

tired tree
#

@sturdy coral I didn't mind accel either but kept getting complaints from my template users so I removed it awhile back

#

@mighty carbon ramping speed on user control != accelleration

#

the point of no accel is so that directional changes are instant, instead of a lurching minor change that ramps up

#

it makes people feel off balance more

mighty carbon
#

@tired tree I find it personally too fiddly (as player)

sturdy coral
#

that makes sense, you've definitely had a lot more feed back than probably anyone here

glossy agate
#

@mighty carbon If its dpad it should just go instant. Like much said if its huge accel value it will be instant. Don't make the speed too slow though. Thats worse than too fast. People will complain a lot. Like 400 is good, or whatever feels like a brisk walk to you. My walk is at like 400-500 and sprint is 800

mighty carbon
#

lol, 400 is too much for me

#

d-pad is for walking relatively slow (I'll have option to walk fast) and teleport if you need to move fast

tired tree
#

better to have options for speed......

#

than to set it super super slow....

daring mural
#

It's weird because the brain should expect deceleration before changing directions

cosmic shoal
#

When we change from being still to moving and vice versa there is a shift of weight. If it's not felt, while our eyes do see a change , the disconect makes you queasy. If you do it instantly it makes it less realistic, so immersion is broken for a split seccond, thus it makes the change of speed not as unconfortable.

shell karma
#

has anyone here been testing out GTX 1080 with high quality models rendered in VR, I'm looking for any info to narrow down how much an artist can go with polycount etc when run on 1080 (VR)

#

all of the stuff I've done was targeted at 1060 at best

lethal orchid
#

No I need vr

fleet plume
#

tired: nvidia rtx
wired: wireless vr

#

๐Ÿ˜›

mighty carbon
#

lol, just wanted to post this link ๐Ÿ˜„

manic tapir
#

Omg thats such a good parody

mighty carbon
#

Goodies from Oculus

#

"Mobile SDK: The 1.16 release now exposes experimental Vulkan support for the Oculus Go" @wicked oak

sly elk
#

I'm going to use springy just for the starting tutorial

#

but I think he will be murderable

manic tapir
#

HES JUST TRYING TO HELP

#

WHY MUST YOU KILL THE POOR SOUL

tired tree
#

@sly elk needs an easter egg where you can't figure out where springy came from but everything works anyway and it eats at you for eternity

cosmic shoal
#

he is obviously a suspension spring ;o)

tired tree
#

true, would fit Screwy better

cosmic shoal
#

screwy comes out when you mess sometihng up

sly elk
#

This is fun and not annoying right? Like im not going to make him pop up in your face whiel playing

cosmic shoal
#

definitelly fun. It could get annoying if it comes up too often when you don't want help

#

more fun even if you could smack him or throw stuff at him and he goes away complaining of your temper.

warm lion
#

Anyone else run into instances of sprites (grouped sprite) not individually lighting? I've been trying all day to find out why my sprite instances all share the exact same lighting on the oculus go. They have normal maps and that part is working, but they all have identical lighting even though some are under lights and some in shadow.

daring mural
#

any of you guys doing multiplayer?

glossy agate
#

I am

daring mural
#

@glossy agate ded servers?

glossy agate
#

Not yet

daring mural
#

ah, you using Steam usernames etc for now?

glossy agate
#

Yeah Iโ€™ll always use steam names

daring mural
#

hmm, do you do any data/variable transfer from a settings menu to in-game in any way?

glossy agate
#

What do you mean?

daring mural
#

Using a variable while in a multiplayer session that was set outside of the session (like in a settings menu, for example)

glossy agate
#

You can just use game instance for that

daring mural
#

yeah I know GI persists, the only issue I had with that set-up was the variable replicated strangely. I set the username pre-session and on join when referencing the gameinstance, everyone had my username above their head and on their clients, everyone had their username.

#

can't wrap my head around it, been stuck for a couple days ๐Ÿค”

mighty carbon
#

Has anyone tried LPVs in VR with 4.20.x ?

sturdy coral
#

@daring mural you set the player name on the server or on their client?

glossy agate
#

Set in on your own pawn then rep that value to everyone I think. VRE has that feature built in doesnโ€™t it?

#

Sounds like you are sending it out to set to all the pawns in the server

daring mural
#

yeah but VRE uses the Steam username

#

I'm setting the username in the offline menu through our own login/db system so the only way to carry it over is the GI

#

repnotify doesn't work the same in this case for some reason

daring mural
#

@sturdy coral on event possessed > cast to gameinstance > get username variable

sturdy coral
#

@daring mural but how are you setting it

daring mural
#

locally, with repnotify

#

im not running any special event

#

im trying to do it via a server rpc now

sturdy coral
#

@daring mural if I remember, on possessed only runs on server, so you are going to look up the name from the game instance on the server and give everyone the same name

daring mural
#

so if I get it locally, how do I set it so it shows on everyone else's client and I see their own?

sturdy coral
#

name should probably go in APlayerState

daring mural
#

im setting it while offline so playerstate is reset on session load

sturdy coral
#

only the server replicates variables

#

you could send as an RPC after connecting, or add it to the login string

#

@daring mural ^

#
 UniqueId, FString& ErrorMessage)```
#

FString & Options can be anything you pass on the join URL, similar to http

daring mural
#

BP-only project

#

I'll try this, correct me if I'm wrong:
locally: get username from game instance
on server: use that username to set it for the player

sturdy coral
#

@daring mural locally: after joining, send RPC to server with username from game instance

#

on server, when receiving that RPC, set the replicated username variable on the APlayerState

daring mural
#

ah set it in playerstate

#

if I cast to playerstate on server, will it get the correct one for the correct player?

glossy agate
#

Try "event post login" instead. I think it was in PC

sturdy coral
#

do the rpc on APlayerController, and is its APlayerState

#

@daring mural there is already stuff for this

#
    /**
     * Sets the name for a controller
     * @param Controller    The controller of the player to change the name of
     * @param NewName       The name to set the player to
     * @param bNameChange   Whether the name is changing or if this is the first time it has been set
     */
    UFUNCTION(BlueprintCallable, Category=Game)
    virtual void ChangeName(AController* Controller, const FString& NewName, bool bNameChange);

void AGameModeBase::ChangeName(AController* Other, const FString& S, bool bNameChange)
{
    if (Other && !S.IsEmpty())
    {
        Other->PlayerState->SetPlayerName(S);

        K2_OnChangeName(Other, S, bNameChange);
    }
}```
daring mural
#

I'll need to carry more variables in this way, not just username. The username is stored on a gamesparks database and retrieved on login (not in a multiplayer session). So I'm storing it in the gameinstance to retrieve it when players join sessions. Will also need to transfer other variables (mainly boolean states) from offline to online in this way

sturdy coral
#

it uses the url

#

@daring mural the gamesparks database is on the client?

#

or on the server

daring mural
#

Client

#

well, it's retrieved on the client

#

Offline: Set username, Set a couple booleans.
Online: Retrieve username & boolean states, use them on each spawn.

sturdy coral
#

you should use the login string for this

#

even if it takes a little bit of C++

#

name is already handled for you with no C++

#


    // Init player's name
    FString InName = UGameplayStatics::ParseOption(Options, TEXT("Name")).Left(20);
    if (InName.IsEmpty())
    {
        InName = FString::Printf(TEXT("%s%i"), *DefaultPlayerName.ToString(), NewPlayerController->PlayerState->PlayerId);
    }

    ChangeName(NewPlayerController, InName, false);```
#

other simple booleans like join as a spectator are handled the same way, you can use that code as a template

#
    // Set up spectating
    bool bSpectator = FCString::Stricmp(*UGameplayStatics::ParseOption(Options, TEXT("SpectatorOnly")), TEXT("1")) == 0;
    if (bSpectator || MustSpectate(NewPlayerController))
    {
        NewPlayerController->StartSpectatingOnly();
    }
daring mural
#

What about the boolean states? My customization menu is offline so chosen weapon load-outs, character selection, skins, controller options etc. will need to travel from offline to server

sturdy coral
#

do them as parameters when you join, same as that SpecatorOnly option

#

on your game mode add:

virtual FString InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId, const FString& Options, const FString& Portal = TEXT("")) override;```
daring mural
#

would have to learn a bit of cpp to pull it off, I can only assume what all this code means and does. is there no way to store custom variables in a class that can be moved between levels & from offline to online sessions?

sturdy coral
#

@daring mural


FString ASinnGameMode::InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId, const FString& Options, const FString& Portal)
{
auto ErrorMessage = Super::InitNewPlayer(NewPlayerController, UniqueId, Options, Portal);

    // Set up spectating
    bool bSinnBool= FCString::Stricmp(*UGameplayStatics::ParseOption(Options, TEXT("SinnBool")), TEXT("1")) == 0;
    if (bSinnBool)
    {
        NewPlayerController->PlayerState->bSinnBool = bSinnBool;
    }

return ErrorMessage;
}```
#

the only thing for moving stuff like that that I know of is seamless travel

daring mural
#

if it persists in the game instance, couldn't I get it from there and set it in the playerstate in the multiplayer session, then retrieve it from there on respawns until the game ends?

#

cause they never travel until the game ends

sturdy coral
#

from client's game instance, rpc to server, server sets replicated var on APlayerState

#

every possessed pawn gets a replicated pointer to the owning APlayerState, so all players can get the name at that point

#

it is already done for name, already exists as a replicated variable

#

you could set it through the rpc

daring mural
#

Would this work?

#

(First image is in the character BP, second in playerstate)

sturdy coral
#

@daring mural nope

#

I think all these can go wrong:
-client might see the character possession before player controller has replicated over

#

-character's aplayerstate variable might not have replicated over yet, causing cast to fail

daring mural
#

could use retriggerable delays to check if the playercontroller & playerstates are valid post-cast

#

and only resume when they are

#

but assuming they are valid, would the logic work ?

sturdy coral
#

yeah, but you should also probably send this from player controller, not character

#

then you should only need to do it once

#

and the playerstate replication will take care of the rest each time you possess

daring mural
#

ah good call - ive never worked inside the playercontroller class directly before, if I set it up on BeginPlay inside it, would it trigger at the correct time or do I need to trigger it from my character manually

#

nvm got it

#

thanks a lot

tired tree
#

@daring mural I specifically added a OnPlayerStateReplicated event to the plugin

#

since there is no normal BP method of detecting that without checking for validity

#

on a loop

sturdy coral
#

@full junco you might need to hurry if you want to use linux support as a selling point still ๐Ÿ˜ƒ

mighty carbon
#

so, like built-in WINE in Steam @sturdy coral ?

sturdy coral
#

looks like it

#

I guess WINE is LGPL

#

supported list:

Bejeweled 2 Deluxe
Doki Doki Literature Club!
DOOM
DOOM II: Hell on Earth
DOOM VFR
Fallout Shelter
FATE
FINAL FANTASY VI
Geometry Dash
Google Earth VR
Into The Breach
Magic: The Gathering - Duels of the Planeswalkers 2012
Magic: The Gathering - Duels of the Planeswalkers 2013
Mount & Blade
Mount & Blade: With Fire & Sword
NieR: Automata
PAYDAY: The Heist
QUAKE
S.T.A.L.K.E.R.: Shadow of Chernobyl
Star Wars: Battlefront 2
Tekken 7
The Last Remnant
Tropico 4
Ultimate Doom
Warhammerยฎ 40,000: Dawn of Warยฎ - Dark Crusade
Warhammerยฎ 40,000: Dawn of Warยฎ - Soulstorm```
#

Tekken 7 is the only UE4 one I spot

mighty carbon
#

lol, Doom VFR, but not Doom itself (2016)

chilly thicket
#

So, I'm not sure how to make this work:

#

I'm spawning my motion controllers as actors, then I have this event to see when a thing overlaps on it's hitbox.

#

Which looks like that.

#

But that event is never triggering in the first place.

#

No matter what I try to overlap.

daring mural
#

@chilly thicket A few things there

#

Mainly, what are your collision settings like on the component you want to detect overlaps?

manic ledge
#

Anyone having problem launching a standalone instance in VR in 4.20?

#

Launch in VR is set to true, and it used to work in 4.18 (instead of simulate or play, hitting standalone)

manic ledge
#

Working with Oculus Rift if that makes any difference

mighty carbon
#

I hate trade shows since I became a developer - everything literally stops when it's happening. No updates, no activity on the forums/etc., nothing... ๐Ÿ˜’

manic ledge
#

Ah yeah of course, loads of people are at Gamescom at the moment haha

I think for now I'll just switch the project over to non-seamlesstravel to try and get the networking working in vr preview

chilly thicket
#

@daring mural The grabarea hitbox thing is set to OverlapAllDynamic.

#

I also have it shown in game to make sure it's actually ovelapping my actor cube.

mighty carbon
#

4.20.2 is finally out

#

with 3 unresolved bugs :/

tired tree
#

bugs related to what exactly

#

or are you lamenting it in general

#

because every release has unresolved bugs

mighty carbon
#

oh, I thought they release only when issue tracker is cleaned out

sly elk
#

Lol. That one is pretty bad

dreamy orbit
#

anyone know how to cast shadow on floor?(AR), ARKitCamera Material is not working anymore :(

sly elk
#

I wonder if having the AR chat separate again would be better now that there are a few more AR developers. @dreamy orbit there is a good chance your question will get buried before anyone else doing AR reads this

mighty carbon
#

not a lot of people are doing AR here and those who do rarely reply (unless you @ them)

#

I think @idle fox works with ARKit

#

@dreamy orbit ^^

idle fox
#

I think im the only one haha

mighty carbon
#

๐Ÿ˜„

dreamy orbit
#

@idle fox could you help-me on that xD?

idle fox
#

you looking to cast a shadow of an object on the floor?

#

check that link out

dreamy orbit
#

@idle fox ARKitCameraMaterial is not working anymore :(, its buggy on 4.20

idle fox
#

ill look into it in a bit, busy at work

dreamy orbit
#

tytytyty

fleet plume
#

i bet a fiver that OC5 attendants will get a devkit

wicked oak
#

good shit

#

becouse im going

#

btw, the vive focus is total garbage of the highest degree

#

i dont know if i have it badly setup, but it has the biggest pupil swim of every headset ive tried

#

when you rotate your head, the fisheye lenses cause global warping on everything but the center

fleet plume
#

where you drunk when ordering one?

wicked oak
#

its impossible to use for more than 2 minutes without getting massively sick

#

nah, i was given one for porting purposes

#

its trackng works btw

fleet plume
#

weird

#

it's supposed to have the same lenses as vive

wicked oak
#

no