#virtual-reality

1 messages Β· Page 188 of 1

thorny niche
#

Well, I've been working on GearVR project since 4.13 I believe. And this issue came up just recently due to our moving from 4.18 to 4.20

#

Neither our project, nor empty build for GearVR(

mighty carbon
#

odd

#

have you tried cleaning the project (deleting everything except content/ and config/ folders, and keeping the project file) folder and using Oculus fork of UE4 instead of launcher version ?

thorny niche
#

Haven't tried Oculus fork version

#

Oh btw, project builds with SteamVR plugin enabled (it is by default). However apparently it messes up with Touch Input of GearVR and it doesn't work.

mighty carbon
#

when I build my Gear VR / Go project, I have Google and Steam plugins disabled.

#

(although I haven't built with 4.20, only with 4.19.2 and earlier)

thorny niche
#

I had them disabled on 4.18 as well

mighty carbon
thorny niche
#

I've had this issue as well during very first build. Fixed it by copying .so file from UE_4.20\Engine\Binaries\Android

#

But the one I have now is different

#

It's really weird that project builds just fine with SteamVR plugin. I am scared to leave it turned on though, I guess there were reasons to not use it previously.

mighty carbon
#

well, how about filing bug report with Epic ? (I'd try Oculus build first, and if it works, you can reference that in your report)

thorny niche
#

I guess. I don't want to call something a bug too early, maybe just some my mistake.

mighty carbon
#

well, if you don't report it early, then you are gonna have to wait for 4.22... If it's not a bug, they'll just let you know about. I believe it's not our job to determine if it's really a bug or not. We report what we believe could be a bug, with evidence, and Epic will determine whether we just don't do it right or if it's a bug indeed.

thorny niche
#

Yeah, maybe you're right.

solid elk
#

hi tracked device ids.. 0 is the headset. What about motion controller right and left?

#

3 and 4? is that always true?

tired tree
#

@solid elk no its not, specifically in SteamVR where vive trackers can get an index

#

you can query by getting it by type, the HMDFunctionLibrary has a node for that

thorny niche
#

In UE 4.20 my GearVR project doesn't respond to bluetooth keyboard inputs (apart from Esc and Volume buttons). Do I have to activate it manually from now on? In 4.18 and older it did work out-of-the-box

mighty carbon
#

could be the issue with Oculus drivers/software (Carmack said they don't really aim to support peripherals; if it works out of the box on Android, it should work on Gear VR / Go) or could be 4.20 issue. I have a love/hate relation ship with this release - a lot of optimizations and a lot of stuff is broken.

thorny niche
#

I'm seeing statements that Oculus Go is not intended to support 3rd party hardware, maybe it's the issue, same drivers with GearVR or something

rare violet
#

anyone know what would be causing a crash in a packaged 4.20 build with controller key remapping? When I try to return from the remapping steamvr view, it crashes w/ an assertion failed invalid key error

sly elk
#

Has anyone here put together a steam page?

quiet swan
#

steam robs you of how much %?

vagrant cedar
#

they dont rob you

quiet swan
#

Yes they do

#

how did you learn how to set up your AI

#

virtus videos on youtube are in complete

glossy agate
#

@sly elk Yeah I have done a few whats up?

vagrant cedar
#

Udemy has a good video on AI

#

i think

quiet swan
#

really?

#

where

#

i bought 2 wrong videos last time

#

by accident

vagrant cedar
#

OOf

sly elk
#

@glossy agate have you done early access on there? I am assuming this early access questions section is public facing?

vagrant cedar
#

that one has just about everything for making games

quiet swan
#

no thats in C++

vagrant cedar
#

idk then

#

the unreal wiki

quiet swan
#

I need blueprints

#

looking for videos

#

i think my vr game is almost done

#

its going to be simple

#

but its more impressive then if I would have made a side scroller

sage gulch
#

imogen heap show in TheWaveVR in 15 minutes

#

pretty well done, unity based, shared multiuser experience, realtime render

#

free

daring mural
#

@sly elk we're setting up an early access one right now, what's up?

#

Oh the questions; yeah they are. But from other EA pages I've seen, only the first question is visible right off the bat. I think people can choose to view the rest.

sly elk
#

@daring mural is there a timeline or approval process when you hit publish?

daring mural
#

@sly elk you have to get your build approved by Steam first (it's a lot easier than any other platform, they can pass you even with shit performance somehow). You also need to have your store page reviewed and approved. Once the store page is approved, you have to wait 30 days I believe before the game can actually go on sale (this is when people can see the store page as 'Coming Soon', add it to wishlists etc.)

#

so I recommend submitting the store page for approval asap, even if you want to keep it hidden afterwards, that wait time is a waste

sly elk
#

I'm just working on getting hte store page approved

#

I have to guess at a min spec..

#

I can change it later, right?

daring mural
#

Yeah

sly elk
#

im just trolling craigslist for cheap old gaming PCs that are less than #300

#

$300

stable dove
#

Anyone know how I would go about adding snap turning to the unreal VR template? I've been trying to add a rotation offset but it turns via the center of the play space and not where the player is standing. Is there a reference I can get and simply set a relative rotation for?

sturdy coral
#

@stable dove there is a node called rotate vector around axis or something like that

#

Or you can compose transforms

stable dove
#

I got it taken care of

#

thank you

#

Im using the VR expansion plugin and it has a add actor world rot VR.

languid night
#

Did anyone try doing fog for the oculus go yet?

mighty carbon
#

Yes

#

What kind of fog though?

pearl tangle
#

hey anybody manage to do anything around painting a spline like tilt brush style in unreal yet? I have to do an AR project like the "just a line" google project, figure i could do it a lot nicer in unreal rather than straight java

dusky moon
#

@pearl tangle I have the same question ^^

quiet swan
#

where can we find out how to set up reloading VR weapons like how they do in onward?\

#

for example after my ammo runs out I need to have a clip on the floor and place clip in place in gun to reload?

quiet swan
#

is anyone here making a VR shoooter game?

#

how are you doing your reloads?

glossy agate
#

I am. Reloads are like a real gun

sly elk
#

I am testing out wrench on my lower spec machine (1060, older i5) and seeing some weird performance behavior. I have the settings dialed in to run at 90 fps, I can move around my map and interact with things without any framerate issues. However, sometimes If I stand in place, after a while I see the framerate drop to 45 and stay there. It seems to stay stuck on 45fps until I turn my head to someplace low detail, then if I turn back it stays up at a 90 stable.

Also, is vr.pixeldensity not supposed to be set in game? The build launches with 1.0, if I set it at anything other than 1 (even .9) the game runs much worse

#

@quiet swan You should start with learning more general blueprint. Setting up gun reloading with magazines isn't different than any other BP task

quiet swan
#

But with loading them with virtual clips

#

I don't want to press a button to reload

#

I want to reload with the clip and such

#

They sell a plug-in of sorts

#

Now I don't mind buying it but I'm working with the vr expansion plugin

#

And needed to know if I needed to start all over

wicked oak
#

that looks interesting

#

for the sound/effects and see how it works

sturdy coral
#

@sly elk are you on 4.20?

#

There was some fix involving some Nvidia aftermath thing that is only there

tired tree
#

@quiet swan the creator of that pack actually uses my plugin

#

but it needs modification to work directly

#

a few other users also use it

quiet swan
#

oh this is GREAT NEWS!

#

is there any documentation on what needs to get done?

tired tree
#

don't think so

sly elk
#

im on 4.19

#

@sturdy coral that problem started with 4.20 or it was fixed in 4.20?

upbeat roost
#

look what 4.20 does when i enter vr πŸ™‚

daring mural
#

Not sure why you'd use that toolkit and VRE at the same time, VRE can pretty much do anything you'd want with guns on its own πŸ‘ŒπŸ»

sturdy coral
#

@sly elk fixed in 4.20, maybe in one of the point releases

#

Moving from 4.19 to 4.20 made vr perf better and more consistent for me, I'm not sure if that was why

quiet swan
#

I'm scared to update

#

I don't know if it's even worth it unless something game changing happens

#

Do game changing things happen alot?

pearl tangle
#

do you read the release notes?

next pebble
#

Hey, i created a translucent material, with opacity controller by a sphere mask, using ScreenPosition

#

this looks correct for a 2d representation, but in VR, it's messed up. Not only that each eye is offset from one another, that the shape of each eye is not a sphere
wondering if anyone knows what could be the problem/and or the solution

#

I know how I can address which eye is being rendered in a custom node, but I am really not sure what needs to be done to the transformation to correct the sphere mask

sly elk
#

Thanks @sturdy coral We will move to 4.2 and hopefully that fixes it. I'm going to scout around a bit but are there any huge bugs in the current 4.2 build you all have run into?

#

Also, I got my game running at 90fps with dynamic shadows on a 1060. I was pretty sure I was going to have to turn those off for 1060 level hardware but so far so good. +1 for deferred rendering in VR.

#

So the graphic settings seem to work out to: Less than 1060, set shadow cascades to zero, 1060 you can turn on shadows (and screen space reflections) 1070 you can either add more super sample or run SSAO, and 1080+ you can everything

#

Also since wrench is slow paced, i find the oculus ASW totally non offensive so I would guess a lot of players are going to run higher settings and be happy at 45fps.. At least that is what I would do If I had a 1050 or 1060

wicked oak
#

@sly elk have you tried the VRWorks nvidia branch?

#

LMS is a straight +30% to pixel performance without losing quality

sly elk
#

Yeah, I haven't yet but it s on the to do list

#

we are still running vanilla unreal + BP only

#

just because our development schedule is really agressive

#

LMS will only work on nvidia 900 series and higher hardware, right?

#

LMS and their stereo instancing thing would be huge for us. We are generally bottlenecked on triangles and drawcalls but the LMS would allow way better super sample settings

#

Also, if you aren't doing much or any skinned meshes/rigging and your transform cost is pure static mesh triangles, you can render a shitload of triangles per frame on a 1060. I was testing it out and I saw 5.5m in stat rhi at 90fps. That was a surprise for me

wicked oak
#

@sly elk there are a bunch of things in that build

#

for the 900 series, you have MultiRes

#

for the 1000 series you have instanced stereo (the vrworks version, wich is better than unreal version), and LMS wich is incredible

#

MultiRes is like the "beta" version of what LMS does

sly elk
#

yeah

wicked oak
#

LMS does 30% less pixels without reducing image quality

#

Multires can do 20% or so before its obvious that its there

sly elk
#

yeah, i saw the youtube talk someone posted here

wicked oak
#

if you are triangle bound, their instanced stereo will really help

sly elk
#

There is a new build for VR works coming, right? If needed, Jim can integrate it into whatever build we are running

wicked oak
#

SinglePass stereo they call it

sly elk
#

but it would be nice to have it be easy/quick

wicked oak
#

there is also the Oculus build

#

wich for example has the fixed foveated rendering

#

wich is like multires but works everywhere

#

but worse

sly elk
#

Jim said he wanted to do some core engineering tasks at some point so maybe post release I can ask him to mash those together πŸ˜ƒ

wicked oak
#

what Jim?

sly elk
#

Oh, the programmer I am working with. Jim Ashcraft

mighty carbon
#

I wonder what it's going to cost

#

(and I'd imagine with knuckles it will be the best VR there is for quite some time)

sly elk
#

For those who have launched games on steam: 1) Time as much media and attention as possible on the launch week or 2)Focus on as many wishlists as possible on the lead up to launch

glossy agate
#

Both if you can pull it off.

#

You gonna do any ads like fb and google? I’m gonna try some and see what cost per sale comes out too. I use them for real estate but games are a much cheaper product so I have to get a sale for like every $3 in ads to be worth it lol

sly elk
#

I want to do ads on facebook. I have been testing them out on my facebook page with small dollar amounts and the cost per view and cost per link click are amazing

#

but it will be a budget thing

#

Cost for actual video views ran from $0.50 to $2.50 per 1000 views

#

so if you sold one copy per 1000 views you would be making a lot of profit on facebook ads

#

cost per view seems to be really closely tied into how well you target

glossy agate
#

Yeah thats what I gotta find out. In RE we spend like $700-$800 in ads per sale, but if I got a game sale per 1000 views shit Ill spend $250 a day

#

Or whatever the peak of the max utility curve is

sly elk
#

Yeah. So I did 7 tests on all different kinds of content

#

some dev videos

#

some images

#

some short/fun videos

#

and I used dollar amounts from $10 to $250 to see if amount spent had an effect

#

seems like amount spend does not change the rate at which facebook shows your vid

#

a big part of having it do well is making something bit size and entertaining. Dev log videos don't do as well

#

but some game feature or easter egg that lasts 30 seconds does really well

#

and there is a compounding effect. If you made a video that people really found interesting they share it and it takes on its own life cycle

glossy agate
#

Gotta hit those first 7 seconds hard. At least fb rates the ad quality for you now so you can adjust your A/B variations based on that and just keep tweaking the short vids. Basically all I’m gonna do. Maybe some banner ads just on the VR media websites. Probably won’t sell much there but you can usually get clicks for around $0.04

sly elk
#

yeah

daring mural
#

how do I launch my games in windowed mode? I heard fullscreen preview in VR has a perf cost and I don't care for it

sly elk
#

when my steam page is live im pretty sure google analytics well help me find out conversion rate from facebook ad to steam page view

sturdy coral
#

@sly elk moving to 4.20 I had an issue with steam lobbies and an issue with HLOD, but both were fixed pretty fast. No VR issues

sly elk
#

cool thanks.

tired tree
#

@sturdy coral there is an issue with the default cameras in multiplayer VR

#

the host gets both views when the client joins

#

I fixed it in my camera subclass early on

sly elk
#

I wish this discord had a business/steam release sub channel

tired tree
#

I haven't gone back and checked if .1 or .2 fixed it yet

#

also physics replication in 4.20 got changed to a fortnite modification that is a bit buggy

sly elk
#

I'm making a promo video for my steam page going up and I want to include info for people to wishlist the game in the video. What is the best way to do that without an actual clickable link? Steam game URLs include a bunch of numbers so people can't really type them in. Do I do something like "Search Wrench on Steam"?

#

It seems clunky. I wish steam games got URLS that were more verbose

#

Or maybe I make an intermediary page that redirects to my steam page?

jaunty shell
#

yeah how about using an url shortener ?

#

redirecting to the steam page instead of your website obviously

#

(I'm sure there's a lot of other websites allowing this, bit.do is the first result I found)

sly elk
#

or something

jaunty shell
#

oh yeah a redirect from your website would work too

#

actually better

mighty carbon
#

I wonder if there is a way to use ARCore using passthrough cam functionality in Galaxy S8 and Gear VR ?

#

(and thus getting AR HMD with 100 deg. FOV and bunch of goodies none of the current AR HMDs have)

#

@pearl tangle ^^ have you tried that by chance ?

cosmic shoal
#

Passthrough video is not ready as far as I know on any HMD- it's not a good experience yet. It suffers from latency, lens distortion (or lens correction if you wanna call it that), and resolution. Hopefully we'll get there eventually.

mighty carbon
#

yeah, that's what I was wondering about.. I tried passthrough on S6 and it was laggy. I was wondering if maybe that was resolved on later models of Samsung phones

upbeat roost
#

anyone else's depth buffer act up since 4.20 released?

vapid vale
#

hi guys, does anyone knows how to solve a flickering on far objects?

#

in fact in a lot of objects......

daring mural
#

@vapid vale What kind of flickering? Going invisible entirely or around edges?

vapid vale
#

@daring mural Entirely. like problem with loading or something like it.....

#

would be good to apply the forward shading in a mobile VR exp?

vapid vale
#

I did not understood....

#

I mean, I understood how it works, but not understood how to know it would help on my problem

#

on editor is fine, everything works
but generating the apk and testing on mobile, the problem appears

#

or maybe I expressed myself wrongly..... on mobile the objects appears and disappears, far or near, is kind of random

pearl tangle
#

@mighty carbon I did that back with the tango and a google cardboard isntead

#

it works ok, but the processing required for ARcore from a single camera is too high, unless your VR experience is super low quality.

mighty carbon
#

I see

#

how come it works perfectly fine on the phone/tab without HMD ?

#

oh, what about Lenovo Mirage? Doesn't it have passthrough AR capability ?

pearl tangle
#

it works fine on there but it struggles quite a bit, thats why ARcore only runs on high end devices. Processing required for SLAM is quite high. Pair that up with the processing required for VR and it's a lot for the phone to take

#

they haven't enabled passthrough camera on the mirage annoyingly.

#

i am still chatting with the google engineers to try and open up the damn data that it generates so that I can do procedural meshing from the environment scan. Once that is opened up then can do some really cool stuff. They also have a version where they have fully tracked 6dof controllers as well, lenovo it seems doesn't think there is a market for that and hasn't tried pushing it.... no idea why

mighty carbon
#

I see

#

I wonder why no one is working on AR "glasses" that use passthrough cameras and dedicated processing unit for SLAM

#

I don't think we'll get too far with additive rendering and tiny FOV in current implementations

sage gulch
#

it's a lot of fill rate to pass and it flattens the entire world into a single focal plane

pearl tangle
#

yeah it's not great. it works and can be used for testing things out ok, but it's not the right way to actually experience AR. AR benefits are being able to stand and have a proper conversation with somebody easily. it will get there soon enough, just expensive to do

jaunty shell
#

so, ready to pre order the wireless kit for the vive or you guys are waiting a bit ?

pearl tangle
#

@jaunty shell tpcast has been out for ages, had mine for at least 18 months now

jaunty shell
#

yet its a pita to make it work correctly

#

we stopped using ours because its always a hassle to setup :/

olive ferry
mighty carbon
jaunty shell
#

battery price facepalmz

mighty carbon
#

that's why Oculus isn't rushing to make Rift wireless - it's going to be prohibitively expensive

tired tree
#

?

#

really doubt that would be their reason

mighty carbon
#

well, it is.. Jason Rubin stated several times that price is one of the most critical factors on the way of wider adoption of VR

#

why would they want to have an accessory that costs $300 and that only a handful of people will buy ?

#

^^ I wonder how much of it is accurate and true ?

sage gulch
#

I'd rather have a santa cruz, MLO, rift 2 than a wireless adapter

wicked oak
#

i might buy that wireless adaptor

#

and it would make a vive my default headset

#

the cable is a huge deal for me

tired tree
#

cable is a real pain tbh

terse nymph
#

hey guys, I'm trying to get a mesh to show where a Vive Tracker is in VR - The tracker seems to use a co-ordinate system that is y-up, z-forward and x-left, so I've rotated the mesh in 3ds max to match this.

#

But there's always one axis that's wrong, no matter how I rotate and flip it, and the position/rotation of the tracker is messed up as a result. I think this is because the tracker uses a right-handed co-ordinate system (Unreal's is left-handed). Has anyone come across this problem before?

#

I guess I need to look into quaternions...

mighty carbon
#

I think SC is the future (especially if it's comparable to XB1X / PS4 price wise)

tacit quest
#

anyone know how to get the oculus sensor positions? seems all the documentation about it are out of date, can't find anything

manic ledge
#

Any networked vr games out there: How often to you replicate your motion controller Loc's and Rot's, and your HMD loc and rot?
Obviously you want to keep it as smooth as possible (with the assistance of lerping), but send as little as possible (to minimise bandwidth)

Has anyone found a nice balance? πŸ˜ƒ

sturdy coral
#

@real needle send a relative location to pawn instead of world location and you can save a lot of bandwidth, there are some built in types for reduced precision vectors (FVector_NetQuantizeNormal etc.)

#

you can send head relative to most likely position on capsule, and send hands relative to L/R offsets from head

#

next step up beyond that is acknowledging locations on server, and sending updates as a delta on client

manic ledge
#

I guess it depends on so many things (number of players, what else is being replicated) silly question πŸ˜›
I've got it on about 30Hz right now which works pretty well with a lerp, although once we're later in dev I'll probably see how far I can push it

@sturdy coral I'm currently using the struct from the VR Expansion Plugin - only used a couple of things from the plugin so copied the classes rather than bring the whole plugin across. They've not net quantizing happening in their struct (holds Loc and Rot)

Already sending it as a relative Loc too, saves bandwidth

As I said, works fairly well right now, I was just interested in what other developers have done, sounds like we've done fairly similar implementations

#

Question, how much better is it to do relative position from head to controllers, rather than just the controllers relative location to the VR origin they share with the head?

sturdy coral
#

probably not too different, I just send it all relative to character capsule (not vr origin)

#

I haven't bothered optimizing it too much yet

manic ledge
#

Yeah that's fair, near enough the same here

sturdy coral
#

@manic ledge the threshold where you will need to look at really optimizing will depend on if it is player hosted or dedicated

manic ledge
#

Right now player, later on hopefully move towards dedicated

#

We're only making internal builds so P2P is fine, later down the line when we move towards a live release we would prefer a dedicated system, shouldn't be too bad of a switch. I imagine if it works P2P then it will all be fine dedicated

sturdy coral
#

the main thing is with lots of players bandwidth cost on the host grows n^2 unless you get into more elaborate stuff, giving mutually distant players lower fidelity or lower frequency updates about each other etc.

#

if you do it as plain replicated variables you can get some of that kind of thing for free,

manic ledge
#

Oh yeah of course, I'm aware of Net Relevancy etc, not my first rodeo, always learning but not a beginner haha

sturdy coral
#

but the engine doesn't do good dynamic bandwidth management

tired tree
#

@manic ledge there IS quantization happening on those unless you ripped it out

#

there is also a default htz rate and smoothing setup

#

as far as relative, the vector and rot quantization is already very very efficient on small values

sturdy coral
#

this is the engine's idea of dynamic bandwidth management =/:


int32 AGameNetworkManager::CalculatedNetSpeed()
{
    int32 NumPlayers = 1;
    AGameModeBase* GameMode = GetWorld()->GetAuthGameMode();

    if (GameMode)
    {
        NumPlayers = FMath::Max(GameMode->GetNumPlayers(), 1);
    }

    return FMath::Clamp(TotalNetBandwidth/NumPlayers, MinDynamicBandwidth, MaxDynamicBandwidth);
}```
tired tree
#

it stores total bit count required per element before sending the bits

#

@manic ledge oh...you wrote "they've not quanti"....you meant "they've got" didn't you

manic ledge
#

Oh, did I mistype, it's been a long day xD

#

Yes, I've preserved the Quantization

#

The default value of 100 Hz is a little much though, creates all kind of lag, seemed a bit excessive anyways when I saw it, tested it and was like WOAH NO haha, brought it down to 30, will crank up slowly every now and again - might as well let new features and their replication take up some bandwidth first before increasing the frequency of those RPC sends

tired tree
#

i use 60 in the template

#

i just don't default it to lower

mighty carbon
tired tree
#

@manic ledge I have a few people using 30htz, you have to realize that the motion gets less accurate with that as it is skipping 2/3 of the updates then and aproximating the difference, but unless you have really accurate melee then its not going to be an issue likely

manic ledge
#

@tired tree that's fair enough, I'll probably try and move to 45Hz (half oculus refresh) or even higher eventually.
Right now it's literally just to get a rough idea of what the other players are doing. No mechanics rely on it being accurate

#

I work remotely and right now our LD is doing a new map, sorting the IK out is helping with being able to point to things in our stand up where we look at the new map changes πŸ˜›

tired tree
#

you'll also have to keep in mind that if you use a dedicated server that you need that htz rate to be AT or below the dedicated server tick rate

sturdy coral
#

@manic ledge how many players do you want to support at once?

manic ledge
#

Yup, I'll definitely keep it at or lower than dedicated server

tired tree
#

@mighty carbon not entirely sure why he thought it would be a bad idea to run lighting in voxelspace when he is making a voxel game......

#

he already had the data

manic ledge
#

@sturdy coral right now it's only 4 at once, might move up later on though, of course depends how the game runs with more

sturdy coral
#

you should be fine at 90hz with that

tired tree
#

tbh, in profiling the camera/controllers were never the largest network hit anyway

#

even at 90

mighty carbon
#

@tired tree hmm.. It didn't look like voxel game when ceiling/floor beams fell driven by physics

tired tree
#

...that would be exactly WHY it is a voxel game...

mighty carbon
#

(I always imagine voxel games looking like Minecraft πŸ˜› )

tired tree
#

even mincraft has some physics and destruction

#

just very minor

sturdy coral
#

@manic ledge 10bits per component rot and loc would give you close to ~1mm/.3degree precision and be about 18KB/s out on server with four players (one host) @90hz

tired tree
#

its likely that the lag was upstream saturation

#

default upstream settings are very low

#

which would be why VOIP kills it instantly with default settings

sturdy coral
#

yeah

tired tree
#

also charles

#

no need to custom replicate vectors generally

#

they get the largest value out of XYZ and state the max bits required for any

#

its generally FAR less than 10bits per component

#

at least with default quantized vectors, you can also send set size ones, but they tend to actually cost more overall in my profiling

sturdy coral
#

yeah I just chose 10 bits because 2**10 is 1024 close to 1000

tired tree
#

rotators are another beast, they default to short components

sturdy coral
#

and easy to do math in head

tired tree
#

but that still isn't that expensive, its half the size

#

and you kind of need the rotational precision

sturdy coral
#

rotation with euler representation replicated wastes a lot at the poles

#

I think we've talked about that here before in the past though

tired tree
#

long time ago yeah

sturdy coral
#

unity, but most changes were to physx stuff

tired tree
#

@sturdy coral unity is a set step physics engine

#

everything regarding replication / consistant reproducable physics is easier there

sturdy coral
#

ah I didn't realize that

#

I do remember a lot of unity games broke with the initial move to interleaved reprojection

#

they would fall apart at 45hz

tired tree
#

regardless, my physics grips act like that already

#

with the caveat that I don't control the objects motion on release

#

adding that client up would be the same

#

I just can't control for collisions with sync, because the interactions aren't reproducable like with unity

#

honestly, don't feel like tackling it considering the hell I have been watching people go through on the forum thread for it

sturdy coral
#

I think unity isn't fully deterministic but comes close

#

if it is fixed step

#

same blog has a lot of stuff on floating point determinism being really hard to achieve

tired tree
#

his solution is literally the client stating where the object was anyway

sturdy coral
#

and then I think physx threading can change the ordering of stuff a bit and cause slight differences

tired tree
#

ue4 physics variable rate entirely screws with his setup

sturdy coral
#

yeah he is trying to keep both as a close as possible to minimize delta and pre applying quantized stuff on client too to keep them close to same

tired tree
#

gain some perf, lose consistency and reproducability...

sturdy coral
#

I don't know if it makes any difference, but it seems like UE4 should be applying net quantized rotator and input vector locally to character movement

#

I think it uses the raw thing then sends quantized to server

tired tree
#

no

sturdy coral
#

ah, thought I read through that at one point

tired tree
#

it sends the quantized acelleration

#

and capsule loc post move

#

the server re-runs the same movement logic and compares to the clients position for correction determination

sturdy coral
#

yeah, but in calculating the move, it doesn't used quantized acceleration right?

#

on the client

tired tree
#

it does i believe

#

I remember dropping precision off of my HMD movements prior to movement so that it was the same as on the server

#

and using some of Epics code as a reference

sturdy coral
#

ah ok it probably does then

tired tree
#

" // Round value, so that client and server match exactly (and so we can send with less bandwidth). This rounded value is copied back to the client in ReplicateMoveToServer.
// This is done after the AccelMag and AccelNormal are computed above, because those are only used client-side for combining move logic and need to remain accurate.
Acceleration = Character->GetCharacterMovement()->RoundAcceleration(NewAccel);"

#

// Acceleration should match what we send to the server, plus any other restrictions the server also enforces (see MoveAutonomous).
Acceleration = NewMove->Acceleration.GetClampedToMaxSize(GetMaxAcceleration());

#

@sturdy coral yup

#

not the same for cars though, the clients replicate their control states up for those

#

there is a lot of bad info about the CMC out there that I have read

#

don't think very many people have had to re-write one yet

#

so they get a lot wrong

#

wouldn't trust too much on the forums or answerhub about it...except Jamsh, think he has a few custom ones

#

lots of people think that movement speed is replicated for one.....

sturdy coral
#

yeah, I thought I looked through that part though for that specifically

tired tree
#

see that mistake constantly being referenced as true

sturdy coral
#

because I was doing some high-speed tribes type stuff and was worried about cases like you are skiing right into a sharp dividing point like corner on a wall

#

and get a lot of divergence with a small change

tired tree
#

I re-wrote large swathes of the CMC during my work, some of it I have been considering ripping out and pull requesting

#

kind of wish I had kept cleaner commits for some of them to make that easier

sturdy coral
#

that's definitely got to be the most complicated gameplay class in the engine

gusty flame
#

Hi all, I'm working on a vr game atm, has anyone done a laser pointer for vive that I can have the blueprint for?

supple lotus
#

Hi peeps! Anyone know how the heck to turn off LogHMD and LogRenderer, or at least specific parts of it? During a 30 second gameplay my logs get up to 6-9mb and clogged up completely with Oculus reallocating and scene render reallocating, making it a freaking pain in the ass to find anything in the logs

#

I mean besides turning them off completely

#

@gusty flame Look up the default teleport handling. You can do the same thing but instead of predict projectile path, just do a line trace forward from the controller

gusty flame
#

Hey man, I've got my laser working kind of πŸ˜ƒ

#

looks like i broke it again, did have it displaying, but it was off from the skeletal mesh of my hand for some reason, had it centred on the origin of the mesh in the blueprint

#

maybe I need to update the position of the emitter in the same place the hand mesh gets moved

#

Naw can't be that, cos the laser was movign with the hand

quiet swan
#

my radar wont rotate with my VR pawn, what can I change to make it rotate with my vr pawn

sly elk
#

can you elaborate on won't rotate with your VR pawn? Like your radar isn't updating the pawns angle in the world?

quiet swan
#

well

#

@sly elk all radars on the marketplace wont work in VR

#

meaning they are made for z camera or something

#

so the issue is, the radar works but it doesnt rotate with the VR pawn

#

they are meant for 1st and 3rd person

#

so if the AI moves behind me it will show in front because its not rotating

#

maybe I can add a camera to the item>?

sly elk
#

Don't add a camera. Get the HMD orientation and plug that into the system instead of the camera z

quiet swan
#

I'll give that a try when I get back thanks @sly elk

daring mural
#

i keep asking late & forget to check in the morning - you guys know how to launch a packaged game in windowed mode?

rare violet
#

Is there a trick for getting the stat fps & other on screen performance metrics visible when using VR?

#

cant seem to see them properly when in VR or on my screen

slim karma
#

a few versions back it was actually visible in VR, but for some reason that's not the case anymore. I only have a very hacky workaround for print stings, but for on screen stats I still havent found a good way to see them in VR

robust orbit
#

@daring mural add -windowed on the command line?

quiet swan
#

its still not working ok someone with Vr expirence please help, I have a radar that wont rotate in VR mode, because its calling for a z camera movement, I need to tell the blueprint to use some kind of rotation of the item its binded to. how can I call it so it will use the rotation of the object the radar is in?

rare violet
#

fyi I changed to single eye (not fill) and it shows up...the eye its cropping to is the wrong side to show the FPS and graph lol

lusty lark
#

Hello! How do you see Stat FPs in 4.19/4.20?

#

I am using htc vive.

jaunty shell
#

@lusty lark you could try to use the frametime debug from steamVR

#

in the dev menu of steamvr

#

"Show GPU perf..."

lusty lark
#

I tried it but it shows 14 ms even on empty level...

#

I am not sure if I am using it correctly

#

I am using 1080

#

Is it possible because I am using VR preview and not a Standalone?

#

I mean the bad perfomance comes from the editor itself?

jaunty shell
#

hmm

#

are you on a laptop ?

lusty lark
#

PC

jaunty shell
#

alright

lusty lark
#

I could find my problem just by seeing the stat fps

jaunty shell
#

well you could always try to build an .exe and retest performance outside of the editor

#

but it shouldn't get you 14ms on an empty scene

#

even in preview

lusty lark
#

I found what was my problem

#

πŸ˜‰

#

Seems volumetric fog is kinda too expensive.

jaunty shell
#

ah yeah, you want to disable a lot of effects that come by default in the engine with VR

#

blur, AO, fog

lusty lark
#

Yep! Thank you very much for the help! πŸ˜ƒ

mighty carbon
#

fog works fine in VR

#

(no significant performance penalty)

#

a rumor has it that some Rift games will be running on Santa Cruz (RoboRecall?). So if any of those games is UE4 game, I am guessing we'll see a new batch of optimizations heading into UE4 repo from Oculus

mighty carbon
#

interesting

#

(can relate to mobile VR)

#

"the rapid adoption by over 15 million Android users shows that this approach is sound and can be very successful." << sounds like a lot of those people could run Gear VR, if the game was as bad ass as Fortnite

#

so, it's not really about hardware.. It's about having compelling software that will make users to go out of their way and buy hardware.

#

if only we had numbers for Oculus Go..

sturdy coral
#

@mighty carbon if you read that paragraph bu "this approach" they are partly talking about launching outside of the official store.

#

can't really do that on Oculus Go or Gear VR

#

I guess you could use the key system

mighty carbon
#

right, but what I mean is that there are a lot of people with powerful phones that are willing to engage in non-Candy Crash sophisticated gaming on Android @sturdy coral, given high end engaging game.

#

(and I am sure a lot of people went out of their way to upgrade their phones just to play Fortnite)

#

so if there was a solid game for Oculus Go, I am sure people would go out of their way to spend $199 for Go

sturdy coral
#

yeah I could see people doing that

mighty carbon
#

although (1) 3DoF motion controller that has broken d-pad isn't going to help attract devs who can make such game

wicked oak
#

so i got a vive focus

#

its fucking trash

mighty carbon
#

and I don't think Oculus really cares as much as they should for Go, since there are a few well known issues they are aware of, but literally said not going to fix

wicked oak
#

and it doesnt support daydream

#

so yet another fucking sdk

#

specially bad on unity where i got hired to make it work there

#

pff, gotta have to increase the price

#

also, the controller is worse than 5 dollar fake chinese daydream controllers

#

havent seen a controller this bad, ever

mighty carbon
#

I have high hopes for Santa Cruz, due to not-Carmack team working on it and Vulkan support for it

wicked oak
#

the lenses warp around like CRAZY

#

literally unusable

#

i have a 15 dollar crappy cardboard housing, and it doesnt have nearly as bad of a lens as this thing

#

the head band also broke instantly

mighty carbon
#

@wicked oak but supposedly Chinese people buy it @ $600 a piece

wicked oak
#

and the app store has fucking nothing becouse random chinese headset with its own sdk incompatible with everything

#

its so fucking terrible

#

the fact this is 600 is disgusting

#

i got mine loaned

#

but i wouldnt pay 40 dollars for it

mighty carbon
#

that's why I am really anxious to see SC reveal at OC5 πŸ˜ƒ

#

I don't think they will be sending it out to too many small devs like myself, so I might have to purchase it

wicked oak
#

ill be there in person, nice

#

maybe they give me one

mighty carbon
#

imagine they get RR running on SC !?

#

(using 4.20 - 4.21 branch of UE4)

wicked oak
#

@mighty carbon not full sized RR, but a ported version

#

100% sure of it

mighty carbon
#

why not full-sized RR ? Just optimize shaders and model complexity (and LOD everything) and have it full-sized experience.

#

unless by "full-sized" you mean 1:1 port

wicked oak
#

a good amount of things are expensive on the cpu

#

you would need to simplify things like the physics

#

and optimzie the fuck out of the game code to a huge degree

sturdy coral
#

I wouldn't think they'd devote any resources off of fortnite to work on that, but it could be done by a contracted team or something

wicked oak
#

@sturdy coral a deal for a downsized RR for oculus would have been done before fortnite

#

i would think epic is serious enough to not cancel everything or do it shit

sturdy coral
#

but yeah they definitely made some kind of deal when they did the royalty waiver on the store

#

so it could have had more titles

sage gulch
#

go is shit

#

cashgrab

#

SC has no Carmack in it? Seems hard to believe

mighty carbon
#

not really

#

Carmack is pro-video, pro-casual VR and thus he doesn't care to make it more advanced and robust when it comes to controls and performance.. He literally doesn't care for it

#

I don't even know why he is still CTO of Oculus

#

I don't know why you say Go is shit @sage gulch

sage gulch
#

I'm just not a fan of headsets without positional sensing.. GearVR had its place I suppose but to have so many headsets with so many SDK, and then know that they plan to launch a 6dof headset 6 months later.. it seems like an incremental cash grab

#

not really shit, just not worth my interest.. but I have a rift already

sturdy coral
#

@mighty carbon carmack hasn't worked on santa cruz? doesn't that seem super weird as CTO?

#

I understood he might not have worked on desktop VR just until the zenimax stuff was settled

#

but why not santa cruz?

#

it will probably be too expensive at launch to be a huge hit, but all that camera and vision processing stuff is dropping super fast, and he has expressed a lot of interest in outside in for gearvr in the past

#

that skydio self-navigating drone with 12 cameras and tons of vision processing has dropped to $2K

tired tree
#

Carmack cares a ton about performance........

#

he made most of the perf enhancing core concepts that Oculus brings out

#

he cares about it mostly on mobile hardware though, its just his focus

sturdy coral
#

yeah but he was heavily involved in Go, so I don't see why he wouldn't be on santa cruz which is mobile based too

#

seems like santa cruz could get to the go launch price point within a few years

wicked oak
#

carmack is on oculus for fun

#

he is loaded with money, doesnt need to work

#

he is on oculus due to the research and fun things to investigate

#

i can really relate to that becouse im on that same mentality

#

you can bet he is on santacruz doing magic

#

its either that or some magic for the next generation oculus stuff

sly elk
#

didn't they put him on mobile VR for bethesda lawsuit reasons?

#

is that resolved enough that he can do other stuff again?

mighty carbon
#

Have you people not been following Carmack on Twitter? All he posts is about videos and codecs, and how to boost performance of 4k / 5k video playback. And stereo layers.

#

That's all I see

#

He doesn't even think of games and features the software needs to help game devs and streamers.

#

Yeah, he did that ATW/ASW stuff

tired tree
#

that doesn't mean that is all that he is working on.....

#

he also posts a lot about rockets....which isn't his primary work anymore

sturdy coral
#

plus they could easily have a rule: no writing about santa cruz details ahead of our PR push

sage gulch
#

I wonder if some next gen AR sets might use a similar varifocal design that was shown in the oculus tech demo units, but with a waveguide instead of a screen

quiet swan
#

say I bought a prop online and it has doors and stuff that can be moved should I import this as a skelaton mesh so I could move the door?

#

I mean automate the door so an overlap can open it

cosmic shoal
#

If every door is a separate entity just move and fix the pivot point to the hinge and rotate it like that, no need for skeletal mesh.

sly elk
#

Yeah, just use bp to move it. Skeletal is just for meshes with bones you want to animate

quiet swan
#

Yeah but the mesh is combined as one

sly elk
copper stag
#

Are there any tutorials on how to set up HTC Vive Tracker?

sturdy coral
#

@quiet swan if it is a door that is completely baked into overlapping textures with the the door frame geometry you are kind of screwed, but as long as the meshes are made of split parts you can export it and easily break it into parts in something like blender

#

@sly elk do you have any way to remove the 360 tracking req? could cut oculus player base by a good bit

native cedar
#

has anyone tried to replicate Eagle Flight VR's movement system?

sullen vortex
#

@copper stag you will find a few on youtube

sly elk
#

I wish some of the steam page controls were better documented

#

because I think in order to have it say oculus touch, I need to check that box

ornate raptor
#

What's the proper place to report a bug with the Windows Mixed Reality plugin in the Dev-VR branch?

#

Bug report submissions only seem to allow you to pick released versions of UE4

#

With that plugin and the Oculus plugin enabled, the Oculus thumbsticks zero out when pushed to full. So, MotionController_Left_Thumbstick_Y will return 0 when it should be returning 1 or -1.

sturdy coral
#

@sly elk not sure. it doesn't show up from the touch checkbox under controller support (above play area support)?

scenic slate
#

Hello. Anybody know if there is some prebuild VR Character assets similar to Rec Room / AltSpace that can be used as placeholders?

ornate raptor
#

There also seems to be a bug with Play Haptic Effect on Windows Mixed Reality. Any scale value over 1 causes a crash. No big deal. Easy enough to clamp.

sly elk
#

Hopefully the newer steam numbers for WMR headsets will push epic to get better support in vanilla unreal

ornate raptor
#

@sly elk That's exactly what the plugin I'm talking about is. It's native WMR support that'll be included in UE4.21

abstract panther
daring mural
#

Anyone know why voice chat works with SteamVR and inputs/outputs HMD but Oculus SDK forces voice input/output to something other than the HMD? (in my case, my regular PC headphones)

#

Game audio is always HMD in both cases.

digital marlin
#

@copper stag if you find any, let me know. There's FA that I've seen

slim karma
#

isn't this the kind of stuff that should be posted in #looking-for-talent ? <@&213101288538374145>

neon egret
minor wing
keen nimbus
#

@minor wing Look at the #more-resources channel, it has instructions on how to interact with the @real needle to post job listings.

mighty carbon
#

Lenovo Explorer is $99

#

I wonder why they sell WMR so cheap.. Is something new on the horizon ?

wicked oak
#

@mighty carbon no one buys them, so lower the price to see if they buy it

mighty carbon
#

perhaps

jaunty shell
#

these WMR hmds have such cheap screens

#

LCD on a VR headset facepalmz

#

also looks like this link only has the HMD, no controllers

#

could explain the lower price than usual

mighty carbon
#

Oculus Go has LCD screen

#

I am sure Santa Cruz will have LCD screens too

jaunty shell
#

urk

#

we've been spoiled with the vive screen

mighty carbon
#

Rift has OLED

#

I've heard that Go with 72Hz looks better than Gear VR (which has Quad HD Super AMOLED screen)

jaunty shell
#

the gearVR is 60hz tho

mighty carbon
#

Yeah, but going 72Hz and LCD is a way cheaper than going with Quad HD Super AMOLED screen

sturdy coral
#

Lcd headsets seem to be way lighter weight

#

The Lenovo is nice for that reason alone. $100 is a good deal, you can use your existing Vive controllers with it

sturdy coral
#

it has been on sale for less than $200 with controllers in the past though

#

which are nice to have for using with a laptop while travelling/demoing/etc.

sage gulch
#

72hz, yuk

mighty carbon
#

have you even seen 72Hz ? I can't really tell 72 from 90

tired tree
#

I can.....

sage gulch
#

I can tell 120 from 90

#

granted that is throwing the psvr tracking into the equation.. and the rift at 90 with improved tracking is much more bearable than psvr at its lower rates, at least that is how it has seemed for me

misty elm
#

is there a solid recent VR primer tutorial for interaction?

sturdy coral
#

72hz with global update (which LCD needs for low-persistence) would put you at ~28ms latency

#

however for Go they could be using something much faster than displayport/hdmi etc.

#

and cut that back down to near 20ms which is supposed to be the threshold where you start noticing head latency more and more

#

72hz with global update (which LCD needs for low-persistence) would put you at ~28ms latency

hybrid plume
#

hey peeps much love to all you devs out there

#

so I'm trying to deploy the Handheld AR Template to my iPhone from a Windows machine

#

getting this bottleneck: "Remote compiling requires a server name"

mighty carbon
#

I wonder what kind of refresh rate they'll do on SC

#

@hybrid plume there are only like... 1 AR dev here and I don't remember who it is (none of the active folks in the channel do AR)

hybrid plume
#

anyone able to deploy ARkit form PC to iOS?

#

damn that sucks @mighty carbon

mighty carbon
#

from PC to IOS you need remote MacOS with XCode

fair hearth
#

Not possible, apple locks down all their stuff, you can’t even deploy unless you have a mac

hybrid plume
#

i have a macbook but its old and slow

mighty carbon
#

either spin VM with macOS or pay for remote service

#

from what I understand, you can @fair hearth

#

remote deployment using either VM or actual remote Mac

hybrid plume
#

so I want to iterate quickly on my PC, whats the workflow?

mighty carbon
#

(I am not 100% about VM, but people have done it with remote Mac)

fair hearth
#

You can do remote deployment, but you still need a mac, and as far as I know it needs to be on your local network

mighty carbon
hybrid plume
#

I have UE 4.20.2 & xcode installed on my macbook

#

but its a damn slow machine

fair hearth
#

That should work, they’ve got a guide for setting it up as a remote build client

mighty carbon
hybrid plume
#

does remote deployment mean it will use the mac to compile (via xcode or ue4 on osX)/

mighty carbon
#

@hybrid plume ^^ those two options are your only options

hybrid plume
#

thanks @mighty carbon & @fair hearth... I guess I'll try setting up a remote build client

#

sucks though, this should be something that should just work

mighty carbon
#

that's why I hate to even think about AR and Apple πŸ˜›

#

ARCore is better btw

hybrid plume
#

yeah but potential market is huge

mighty carbon
#

indeed

#

but, you'll still have to battle the store saturation

hybrid plume
#

kindaaaaa... ar isn't saturated though at the moment

#

100s of millions of arkit ready devices

#

vs few million tops for VR

mighty carbon
#

still the same storefront, isn't it ?

#

( there is no dedicated AR section in Google Play store)

hybrid plume
#

is that better or worse though? having a dedicated AR section

mighty carbon
#

better having one I suppose

hybrid plume
#

yes I concur

#

so really not many AR devs here huh?

mighty carbon
#

😦

hybrid plume
#

maybe thats a good thing haha

mighty carbon
#

as soon as Acer Chromebook Tab 10 gets official ARCore support, I might join AR club πŸ˜ƒ

hybrid plume
#

haha

mighty carbon
#

I think starting with ARCore and Android is a better idea unless you have Mac, iPhone/iPad and cash to pay for dev account with Apple

hybrid plume
#

i actually have all those prerequisites

#

problem is my macbook is 2012 and slow as molasses running UE

#

my PC is the bees knees and I would like to dev & quickly iterate on it

#

but I guess all this shit is very beta and I'll have to create some bespoke workflow

mighty carbon
#

but you only need your Mac for remote build with XCode.. Your UE4 will be on PC.

#

@hybrid plume

#

just make your Mac to be a remote Mac, on your LAN

zinc rose
#

vive wireless adapter coming soon? hmm... after the disappointing Oculus GO. I might have to look back at VR again

dire kite
#

Remember @zinc rose the Oculus Go is a fully mobile setup meant for mobile level VR experiences. The Vive wireless adapter will be for a full VR ready PC. Mobile hardware is a lot different than full VR PCs.

zinc rose
#

oh I know. I still expected a controller that would be a lot better on the GO. graphics-wise im not that fussy about

hybrid plume
#

trying to wrap my head around this remote build SSH headache πŸ€”

pearl tangle
#

you could also try out the mac as a service platforms too, never tried 1 though.
ARcore you can also publish to iOS and it works very well.
I have been doing some Facebook AR studio projects at the moment. It runs ARkit for all it's iOS stuff as well oddly enough

manic ledge
#

Hi all, anyone know if it's possible to get the users height setting from Oculus platform settings via C++ or blueprint?

#

Currently we've got it so that we have a default calibrated height (180cm) and then the user has to calibrate when they enter the game, just wondering if we can automate the process a little more so we grab their height from Oculus platform, and then they can manually override that in user settings

#

For instance if someone else wants to play without recalibrating the Oculus suite

dusky moon
#

I want to implement thumbstick locomotion and followed this tutorial :
https://www.youtube.com/watch?v=kGCS4rJYzoM
It's quite straight forward. only problem I have is... I only want my pawn to move on my navmesh boundaries (and also projected on its surface) how should I project the forward/right vector to my navmesh ?

This step-by-step tutorial shows how to implement thumbstick (aka gamepad or joystick) locomotion as an alternative to teleportation in the standard VR templ...

β–Ά Play video
sly elk
#

I just put my store page live and I will be pushing it out for attention later today: https://store.steampowered.com/app/936720/Wrench/

Wrench is a highly detailed race car mechanic simulator that tasks you with running a motorsports prep shop. In Wrench you will:Build relationships with persistent customers.Logbook and maintain customer cars around their race schedulesRecommend and install modifications base...

Release Date

Fall 2018

β–Ά Play video
#

Question, does anyone know how to make the notice that the game requires a VR headset go away? Surely there are other games that have VR support but don't require a headset to be played

abstract panther
mighty carbon
#

@sly elk Contact Valve storefront support ?

#

Also, for example Hellblade/Subnautica supports VR, but both have it as "VR mode".. So it's either a flag in your dashboard or Steam team makes it so.

sly elk
#

Yeah, i sent an email

wicked oak
#

@sly elk very good page

#

the only thing i would add, is some gifs in the "description" text

#

just from the videos

sly elk
#

oh, thats a good idea

#

I didn't realize you could do inline gifs

wicked oak
#

From master director Shinji Mikami of Resident Evil fame, SEGA brings PlatinumGames’ revolutionary sci-fi action shooter to PC. Unlocked framerate, unlocked HD resolutions, extensive graphics options: the definitive way to play. War has accelerated.Gear up in the Augmented ...

Price

$19.99

Recommendations

2171

Metacritic

78

β–Ά Play video
#

example

#

the gifs are taken straight from the trailer

sly elk
#

yeah, im putting a few together

slim karma
#

hi, is it possible to have 3 vive controllers active at a time?

hybrid plume
#

@pearl tangle dude sorry I fell asleep last night it must have been around 3 in the morning... ok cool didn't know you could publish ARCore to iOS, never occured to me that Apple would let something like that slide. What FB AR studio projects are you working on?

runic cedar
#

Hi i have a question about GearVR and GoogleVR
How can i create project for GearVR/GoogleVR project and only change platfirm in the project settings ?

#

Because i can create two projects from Epics simple projects from documentation.

mighty carbon
#

you already asked that @runic cedar

#

and it's not possible

runic cedar
#

hmm i need create two different projects only? My question is another

#

i Ask can i create AR and VR mobile level

#

now i tried create project and switch GearVR and GoogleVR

#

only in editor

mighty carbon
#

right, still, I don't think it's possible

#

even though both are for Android, signing is different for each project

runic cedar
#

:/ coz i see some projects in the marketplace

#

ok :/

#

thanks

#

i can do that but issue is my motion controller is not following in the GoogleVR

#

because google VR in the C++ code from simple epics project

#

And always open GoogleVR daydream. But it's okay now I understand I need create two another projects.

sly elk
#

Reddit rules are so dumb. I just got a self promotion warning because too high of a % of my posts are in my own thread.. So im not supposed to respond to questions/

#

?

fleet plume
#

i'am not a regular reddit visitor, but what about asking one of the subreddit mods to help with that limit? @sly elk

#

also wow the /oculus reddit is way more active than the /vive one

glossy agate
#

@sly elk your posts are killing it man. Congrats

daring mural
#

Is there a way to detect audio input/output devices based on the VR defaults? If Windows is set to a standard PC headset but SteamVR/Oculus Home is set to the HMD, the game uses the HMD but I want to detect what's actually in-use by the headset

sturdy coral
#

@daring mural all the steamvr ue4 plugin does is use windows default; steamvr itself changes the default

#

oculus is a bit different

#

I would just stick to what the engine does, people using an audio headset will likely tell the oculus runtime to use their headset, and if they haven't they probably won't want it to

#

transitioning VR to 2D is the one place you may want something custom

daring mural
#

@sturdy coral everything works fine by default but I'm using Vivox for voice chat and it tries to default to the Windows defaults instead of whatever the VR system wants to use

#

The SDK wasn't built with VR in mind, flat games use the Windows defaults so it tries to mimic that

#

I got around it for Oculus by checking an array of available audio input/output devices since the Rift literally says "Rift" in the name and is easy to identify and set as default

#

Vive is the tricky one.

#

Especially for output.

sturdy coral
#

@daring mural all the steamvr plugin does is use windows default, so shouldn't that be the same?

daring mural
#

it's cross-platform, was hoping for a more universal way of detecting the name of input/output devices used by any of the HMDs. By name works fine but Vive outputs can vary so it's prone to bugs

sturdy coral
#

@daring mural but if all you want is the default, doesn't it do that anyway?

#

maybe Vivox is loading and chosing the device before the steamvr plugin loads

#

you may want to try tweaking loading phase

#

since loading the steamvr plugin can cause steamvr to launch

daring mural
#

Yeah but Vivox Default doesn't = the VR SDK default. When I run the game with Oculus Home, the voice chat inputs/outputs to my Windows default (a separate headset) whilst the game outputs to the HMD

#

Might be a timing issue, yeah

sturdy coral
#

@daring mural the VR SDK default is the system default for vive

daring mural
#

Ah okay, that should be fine then

#

I'll test it out

sly elk
#

Thanks, yeah /r/Oculus and r/cars posts are doing well.

mighty carbon
#

@pearl tangle do you know by chance if Acer Chromebook Tab 10 already has support for ARCore and if UE 4.20.x can deploy ARCore apps for it ?

#

@sturdy coral ^^

abstract panther
sturdy coral
#

@mighty carbon which commit are you referring to?

hybrid plume
#

YES!!!! Finally got the damn remote PC to Mac build to work!!!

#

can now really work on my main machine and iterate iOS / ARKit woohooo!!!

#

πŸ˜ƒ

mighty carbon
#

@sturdy coral referring to rendering branch becoming public, that's all

#

@hybrid plume you should write a how-to guide πŸ˜‰

sturdy coral
#

Oh cool, I had forgot they left that private when they opened the other branches

hybrid plume
#

@mighty carbon perhaps I will, the documentation online is skimpy

#

are there others that are struggling in this?

mighty carbon
#

I am pretty sure I will struggle with that @hybrid plume

hybrid plume
#

@mighty carbon just sent you a friend request

mighty carbon
#

accepted

hybrid plume
#

no worries homie I'm here to help

#

ssh setup is a son of abitch

glossy agate
#

@hybrid plume where did you get the remote machine from? Aws?

hybrid plume
#

@glossy agate I have a MacBook, but its old (2012) and slow, IMPOSSIBLE TO DEV ON

#

but rsync lets me remote compile

glossy agate
#

Ah ok. Didn’t know if you could get instances of mac machines from one of the services

hybrid plume
mighty carbon
#

yeah

hybrid plume
#

$20 a month

mighty carbon
#

I am still waiting on official news about ARCore on Acer Chromebook Tab 10.. I'd rather get that tablet than iPad

hybrid plume
#

yes you mentioned that earlier

#

what about phones though?

#

I'm using iPhone 7

mighty carbon
#

meh, small screen is a no-go for me

hybrid plume
#

dev on small screen would work on bigger tablets

mighty carbon
#

and that price... ~$350 for Acer vs $800 for decent Android AR capable phone..

#

my phone isn't ARCore compatible and I am not planning on getting a new one any time soon

hybrid plume
#

eventually we're gonna be wearing AR glasses

mighty carbon
#

well, I need to get into the field yesterday.. Can't wait for better tech to pop up (and I will be older by then too)

hybrid plume
#

I hear ya

#

share your sentiments

#

what're you working towards at the moment, if I may ask?

mighty carbon
#

For AR - nothing yet, but I see a good use-case for AR at my day job. This would be a good opportunity to figure out how to work it, how to properly apply it for industrial use and have a nice piece for portfolio made πŸ˜ƒ

hybrid plume
#

good use-cases abound aplenty

#

Black Mirror showed some interesting onees

mighty carbon
#

well, I don't see too many AR use-cases without glasses/shades

#

I see it mostly being used for informational purposes, maybe video chatting with someone.. In the industries it's more useful than in every day life..

#

so my use-case is to supply information and provide visuals for training

hybrid plume
#

interesting

#

I think we're just scratching the surface \

#

πŸ€”

#

I have some ideas....

mighty carbon
#

what else would you do with AR ? (I don't really care for AR aside from applications I described)

#

and I don't mean some hypothetical AR.. I mean AR we have today and still will have in a few years to come

hybrid plume
#

well... how about how Pokemon leveraged AR?

#

the multipeer connectivity framework allows a group of people, each on their own devices to be part of an expereince

#

but I think the communication potential of AR will be huge

#

holoportation πŸ™„

mighty carbon
#

Lol, I hate that game πŸ˜ƒ

ocean urchin
#

mmm, got assigned a project in AR. unreal is good for it yeah?

#

i've got experience in unreal, just never used AR

dire kite
#

@ocean urchin it’s pretty great so far in my opinion. I’ve made a couple simple apps and tracking seems to be really good. Gameplay and things are nice and smooth, at least on ARkit, I don’t like googles version as much. Android phones are just, not as powerful as iPhones, especially when running metal. Metal is quite the game changer, but on either case its fantastic for me!

nocturne sky
#

@ocean urchin this guy from Dev Enabled (search in youtube) is doing a series on a project for AR

ocean urchin
#

Cool stuff

odd garnet
#

Is there a way to use the side button on the headset as an input (vive)?

#

I just imagine some laser vision type game where you press that button to shoot lasers out of your face

quiet swan
#

here is an interesting situation I have this gravity plugin that has been portred over to 4.20 which I need in my game, but I need it for the AI, is there any way I could control the AI in third person to see if the AI can cling to walls and such?

#

can I control the AI in VR mode to move them around to see if this plugin works?

warped obsidian
#

Morning - I hope you guys/gals can help - I'm looking to be pointed in the direction of a VR FPS dev & (MilSim) enthusiast to chat to about a cool (in my opinion) project πŸ˜ƒ Any thoughts?

mighty carbon
#

@warped obsidian what would be your role in such project ?

warped obsidian
#

@mighty carbon I'm the ex British Army Officer with a proven successful entrepreneurial background and access to funding. ( aka. Business Owner with connections to ex UK Special Forces to ensure we get everything just right). I, unfortunately am not a developer. Initially I need someone to help take a pre-existing milsim game's source code (which I have access to) and integrate it with a VR player controller (locomotion, reloading, shooting) πŸ‘

olive ferry
#

Do someone know if I can prevent my FPS drops with media tecture Using MP4 h.264 video on my Oculus Rift project ?

#

It goes from 60 to -20 sometime

#

And causes the video to Stutter a lot

mighty carbon
#

@warped obsidian There is a channel called #looking-for-talent , you might want to try your luck there πŸ˜ƒ

warped obsidian
#

aye will do - just was hoping someone in here may have been able to recommend someone. Was worth an ask. 🀜

glossy agate
#

@warped obsidian pm me if you want. I have made something similar

sullen vortex
#

guys am i doing wrong here? want to attach a helmet to my vr pawn when overlaps

glossy agate
#

@sullen vortex Where is it attaching on the pawn now? Probably just attaching it to the socket will be much better, then just set a relative transform to get it just right

sullen vortex
#

@glossy agate thanks for the answer, tried to make a socket available on the vrspawn but couldnt figure out how

glossy agate
#

Oh, you dont have a head or body or anything? Just attach to component after attaching to actor. Put it on the camera or a add a scene comp for it

sullen vortex
#

i have a capsule

glossy agate
#

Capsule wont do you any good. Have to attach it to something that follows the camera

sullen vortex
#

@glossy agate how can i tell on the level blueprint to use the camera component on attach to component? trying to drag from vrpawn bp but doesnt work

glossy agate
#

You don’t want that in level bp. You want that in the helmet bp and you probably only want it to happen when it close to the head

#

May actually want to run through a couple tutorials on the the ue4 yt channel to learn the basic flow of BPs. Will help you a lot

sullen vortex
#

Thanks for answering again. Still dont understand why should i do a tutorial of basics blueprint since the only issue im getting is attaching an actor to my hmd. The rest of the programming on my level and other actors is working pretty well. Thanks anyways.

warm lion
#

Anyone else getting a jitter from xb1 controller input (right stick) when applied to capsule rotation? I don't see this effect with the mobile preview, capsule rotates smoothly. When I launch to the Oculus Go the Xb1 controller right stick jitters the capsule rotating (which has the camera attached - yeah I know it's not always a good idea swing the camera in VR).

hybrid plume
#

@ocean urchin so far so good regarding AR in UE, what sort of AR project are you working on?

raw gate
#

Hi guys, anyone know anyway to get the client editor in VR Preview work with dedicated server enable?

ocean urchin
#

@hybrid plume real simple one for school. Go to specific NPCs in a world, "talk" to them, get quests

#

Tbh it has potential

#

Make a Runescape like MMO centered around various universities around the USA

#

And have students generate daily quests and items and script it all for you

#

ggez monies

hybrid plume
#

does have something there

#

pin the NPCs at specific locations

steady schooner
#

Hey so I’m not sure where to put this but I want to turn a project in third person view into a standing VR, and then export that as a stand-alone game? Where should I start?

#

(No experience with vr in UE4)

mighty carbon
#

Heh, Synty made POLYGON Battle Royale pack

#

@glossy agate ^^

glossy agate
#

Lol they have a pack for everything now

#

And I thought they pretty much already had a pack for everything

trail shale
#

Is there any trick to using new viewport to zoom in VR? Found a simple. Tutorial on binoculars I'd like to apply to VR...

wicked oak
#

whaaaaaaaaaat the actual fuck

#

so the Turing cards can AUTOMATICALLY morph resultion randomly?????????????????????

#

seems to be similar to the oculus go multi-res wich is done on the tiles, but much more granular

hybrid plume
#

strange artifact

trail shale
#

There's no way currently to change FOV for a VR camera and zoom in, aka binoculars? that can't be right...

sturdy coral
#

@wicked oak the adaptive part of it looks similar to amds approach from last year

real needle
#

@trail shale FOV is set by the VR backend, based on the FOV of the HMD itself

#

You don't want to change that

sturdy coral
#

They just used depth variation as the signal for that though, is Nvidia looking at more than that?

real needle
#

For a binocular I used a scene capture component

sturdy coral
#

Could potentially find areas with specular aliasing and stuff and increase then

trail shale
#

@real needle Really? That seems extremely expensive for such a simple feature? You know I might just teleport the VR pawn and toss a binocular widget overlay...wouldn't that be a simpler and less expensive way?

#

or just toss out a new pawn and possess it temporarily from a certain distance

sturdy coral
#

@trail shale you can't do it in game correctly anyway because of always on timewarp reprojection

#

You may have to use an overlay for it

trail shale
#

@sturdy coral so would just getting a location a certain distance away from the player, spawning and possessing a specialized, temporary pawn, and adding a binocular widget overlay be a good way to go about it?

sturdy coral
#

@@trail shale The way I've done scopes is scene capture texture with a parallax shader to push it back, for binoculars I would probably do the same

#

I would just one capture, I don't think you get much stereo perception out of binoculars anyway

#

Just use same texture on both sides

trail shale
#

Isn't that expensive? You are effectively rendering the scene twice or do you turn off rendering the current perspective?

sturdy coral
#

It is expensive

#

With low fov it doesn't have as many draw calls as normal

trail shale
#

There's no way to temporarily stop rendering the default perspective

sturdy coral
#

Yeah you could disable most of it anyway

#

That's what fallout 4 does to support scopes without blowing through draw call budget

trail shale
#

I've been away from the engine for a few months - is there a write up or post on this? How do you turn off the default perspective?

sturdy coral
#

No easy ways to fully turn it off, but you can hide the level

#

Or teleport pawn to a black unlit box and adjust clip planes to try and avoid almost all draw calls

#

Cant hide level I guess since you need it for capture

odd garnet
dusky moon
#

@odd garnet wish it had a 1070 inside πŸ€”

odd garnet
#

Apparently the power block is the size of the PC

#

so I doubt a 1070 would fit

dusky moon
#

I see... I'm planning to buy a 1070 laptop for VR presentations. any suggestions ?!

#

as far as I digged, Alienware 15 seems reliable

trail shale
#

@dusky moon Get a Sager - they are probably cheaper, much better build quality, are extremely modular, meaning you can swap out hard drives, ram, even video cards, without voiding warranty. I have one from 2014 that is still running fine. That or consider a small form factor build

dusky moon
#

@trail shale Awesome! never heard of it... will dig in more. they seem way cheaper than other brands. almost 500 bucks cheaper than the same spec alienware.
Have you had any hardware issues ?! how is the support ? and any comments on the thermal aspect to get consistent VR usage ...

trail shale
#

I've had a few singular issues that are related to my actual model - support will depend on which reseller you picked... Generally they are all decent, but you are without your machine for 3 weeks. If you buy any laptop, SAVE THE BOX, so you don't have to buy an expensive one to ship warranty...

#

I'd really look at a small form factor build - I put a 1080ti in a case practically the size of a shoebox... Remember if you are doing the VR demos, you'll have to set stuff up anyway...

#

What is your budget?

dusky moon
#

yeah good to know. but I need laptops rather than Mini-ITX stuff because I'd need to carry it overseas and need the laptop mobility actually

#

I can afford 2k euros

#

carrying mini-pcs on planes is a risk

trail shale
#

Then Sager is your best bet, just make sure you read model reviews and confirm it is vr compatible.

#

If they allow M.2 drives, get one for your OS definately

dusky moon
#

Ah yeah great. Thanks man it sounds interesting. the fact that you can swap the 1070 with a 1080 is a win

#

but then can you sell your used gpu to them lol ?

trail shale
#

I have no experience with them and they seem very overpriced but they also have those external GPU boxes that let you use a desktop GPU with your laptop... It is an option though

dusky moon
#

its fine. I always trains myself to be good on a 1070 ... all my builds are doing fine with it so don't care

trail shale
#

that's actually probably the best thing to do, forcing yourself to optimize every step of the way

mighty carbon
#

@pearl tangle around by chance?

quiet swan
#

my game runs at 2 - 40 fps....

sturdy coral
#

No UE4 one on one sessions this year at Oculus Connect:

sonic tide
#

wait does anyone know why this isnt working

#

it should pick up and drop stuff right

#

?

tired tree
#

@sturdy coral kind of weird since they are using UE4 for their internal projects

mighty carbon
#

I bet the UE4 team at Oculus is a way smaller than Unity team and they have a ton of issues to deal with

real needle
#

How can I set a custom IPD? I want everything to look larger for smaller characters.
I've tried the VR Set world scale, but it doesn't change thing's visible size and positions my controllers not to where the should be, etc....

#

IPD might be the wrong term. Just want to scale everything else up (or essentially scale the camera down)

#

looks like something with late updates is causing the controllers to be off. I'll try changing that real quick

#

Ok so setting vr world to meters in the world settings works perfectly.
Setting world to meters scale in BP only scales positions. Must be a different node I'm looking for

#

Ok what....it looks like they're the same but now the World To Meters option in world settings isn't working.

#

Oooo interesting. Setting it in BP causes the flicker

#

And changing the world setting affects the flicker. It seems to flicker between the world setting's value and the BP value.
And BP seems influenced by world settings. If I set world settings to 50, and BP to 50, BP's looks like 25

#

It's a known bug: If you have any blueprint tab or anything open except the viewport while testing in VR, this will happen. βœ…

real needle
#

Hello guys, I built a game for PSVR but the fps stuck at 40 fps on PS4? any one have an idea or already have this issue?

wicked oak
#

@real needle CPU is shit, and GPU is low power

#

so.. git gud, basically. Optimizing PSVR is not that easy

#

recomendation, use forward renderer, its a flat 30% improvement

#

and try a "release" build

#

then run the build through Razor GPU, perform a "GPU Trace", that gives you exactly what the gpu is doing across a frame

real needle
#

yes but it is the sample of UE4, it is the level firspersonshooter, and on Razor GPU, the custom sync is blocked to 40fps

#

on GPU I have 120 fps constant

#

but I don't know why there is a custom sync on PSVR

#

I have to disable VSync?

wicked oak
#

defaults should work well, thats weird

#

look it up on VR Trace

#

it gives you the exact way cpu and gpu is syncing with the display

#

4.20 im guessing, no?

real needle
#

yes 4.20.1

#

I have many issues in VR trace:

  • Bad Prediction Time
  • Frame out
  • Reprojection Took Too long
real needle
#

lot of warning = >LogPS4: Warning: ApplyMorpheusReprojection parameter.label != 0. Ok if you just switched to/from previous context mode.

wicked oak
#

you must be doing something incredibly wrong

#

becouse ive tested a brand new project on psvr and it "just works"

real needle
#

yes I think too, what project you test ?what settings you have to enable to works on PSVR ? plugin morpheus , motion controller

wicked oak
#

literally all default

#

just enable vr, and the morpheus plugin enabled

real needle
#

ok thanks I will test to build on new PC

#

and you do a package or launch on device?

#

I have 4.20.2 version of UE4 and SDK PS4 508.341

wicked oak
#

wait, what sdk?

#

im gessing you know you need sdk 5.5 to release anything

#

btw, whats your game @real needle

real needle
#

yes 5.508.031

#

it is just to know if you have the same

real needle
#

I downloaded and rebuilt on other PC and same issues, blocked at 40Hz

#

on PS4 with PSVR

real needle
#

@wicked oak you said "just works" but how much FPS have you on devkit ?

wicked oak
#

@real needle 120

#

native

#

on DWVR

real needle
#

120 on VR trace or with the command "stat FPS" ?

wicked oak
#

on vr trace

#

as i said, native

#

pure 120 perfect FPS

#

no mispredictions, no latency errors, no missed frames

real needle
#

amazing, I just create a fps template from ue4 and enable morpheus et start vr

#

shipping build and install on devkit, still 40hz (fps) and lot of issues in VR trace

#

I don't understand why is not good

#

@wicked oak what is your version of UE and PS4 SDK ?

wicked oak
#

4.20.2 and latest 5.5something

#

probably some of the changes in the vsync stuff

sturdy coral
#

@real needle fps template has ssao and stuff turned on, try from VR template

#

And try switching it to forward renderer like vblanco mentioned too

hybrid plume
#

sup fellas?

mighty carbon
#

not much @hybrid plume

#

do you know by chance if ARKit / ARCore can recognize 3D objects (similar to 2D images) ?

hybrid plume
#

ARKit can for sure, however it probably requires the use of TrueDepth (IR) camera, the likes of which can be found on the front of the iPhone X and the new ones just announced

#

Eventually this will become ubiquitous, like many features initially found on new Apple devices

mighty carbon
#

Is there such cameras on an iPad ?

#

@hybrid plume ^^

hybrid plume
#

@mighty carbon not currently

#

one may be able to dev some computer vision code to achieve the desired result though, regardless of camera

sly elk
#

nervously updating from 4.19 to 4.20.2 this week..

hybrid plume
#

@sly elk why the nerves, always been smooth for me

sly elk
#

my project has gotten bigger and im on tight timeline.. I think it will be fine though

hybrid plume
#

πŸ™

sly elk
#

easier updates and not relying in third party tools are a nice change moving from unity to unreal

trail shale
#

did 4.20 bring a more direct spectator screen interaction? I've been using a clunky 2D Texture Camera off a 3D widget with a mouse interaction...works fine but I would have thought it a simple fix for them to include at the engine level

hybrid plume
sly elk
#

I thkn they finally fixed the bug that caused black bars on specator screen render targets larger than 1920x1080

fair hearth
#

@mighty carbon arkit can recognize 3d objects without the truedepth cameras

#

arcore can not though

mighty carbon
#

@fair hearth any idea if ARCore will be getting such functionality any time soon ?

fair hearth
#

I mean, probably not soon. ARCore can't even track a moving image. It's very far behind ar kit

mighty carbon
#

hmm..

#

How do you deploy your AR project to iPad ? Is there a way to side-load it from Windows somehow ? (like what I do on Android)

#

Or do I have to pay a dev fee to Apple, upload it to the cloud and it will propagate to the device ?

#

@fair hearth ^^

fair hearth
#

you have to have a mac for remote or direct deployment.

#

I'm not sure if cloud services will work

#

you also have to pay the apple developer fee

#

I have a macbook pro that I package my projects on

mighty carbon
#

I mean, do you directly upload your build into iOS device or do you upload it to Apple (or whatever place) and then Apple propagates it to the iOS device ?

trail shale
#

@hybrid plume No, I mean a spectator screen you can actually interact with

hybrid plume
#

@mighty carbon as far as installing ARKit projects on an iOS device, this is my process: ensure remote build connection is ready between my dev PC & MacBook, package iOS (which creates IPA file on PC) copy IPA on USB & transfer That file to MacBook, open Devices and Simulators on Xcode on MacBook, connect iPhone, drag IPA onto iPhone to install app

#

@trail shale oh πŸ€”

mighty carbon
#

@hybrid plume so I am guessing I have to have Mac to be able to deploy to iPad

real needle
#

@sturdy coral @wicked oak I changed some settings and now I have 60 FPS stable, but never 120 FPS, can you send me your defaultengine.ini to compare ? thx

sturdy coral
#

Try the one from the VR template, and you aren't going to hit 120

wicked oak
#

im the only one, ever, to reach 120 fps

#

as far as i know

sturdy coral
#

vblanco rewrote parts of the rendering pipeline

wicked oak
#

and its been a clusterfuck

#

90 is also extremelly hard to do on base ps4

#

90 on ps4pro is not hard

real needle
#

so all other dev on PSVR with unreal engine reach at 60fps

hybrid plume
mighty carbon
#

yeah, but how would I send my build to iPad using cloud service?

#

I don't have Mac, so I am trying to figure out how to dev and deploy to iPad without owning Mac

hybrid plume
wicked oak
#

@real needle yes

#

basically everyone runs at 60

robust orbit
#

that's 60 fps with reprojection enabled, I suppose?

split steeple
tired tree
#

mm, so they left the thumbstick on the opposing side still....

fleet plume
#

though this is good news:

- The System button has been recessed slightly to avoid accidental presses```
mighty carbon
tired tree
#

@mighty carbon what about it? not relevant to me really

#

its for large scale games

#

its also pretty game specific

mighty carbon
#

well, I figured you do networking stuff in VRE and I saw tweet from Epic about docs going online

#

so I posted the link πŸ˜ƒ

wicked oak
#

50.000 replicated actors

#

jesus

tired tree
#

they have a lot of pickups

hybrid plume
#

@tired tree sup dude how are ya?

sturdy coral
#

Also almost everything is destructible, though I don't know if they handle that through individual replication or some kind of global replicated bitmask or something

sturdy coral
#

Ah, rep graph doc mentions trees are managed by a dormancy list

pearl tangle
#

@mighty carbon pretty sure the chromebook tab hasn't gotten AR support yet. Late October from what I hear, if that

mighty carbon
#

ouch 😦

pearl tangle
#

was trying to use them for a project I was potentially working on for google that is in a few weeks time but nobody within google (even though they were the client) could source them for me either

mighty carbon
#

that sucks

#

I guess getting iPad 6th gen is the best bet

#

or Galaxy Tab S4

pearl tangle
#

galaxy tab supports arcore now?

pearl tangle
#

ah cool then yeah that could work. probably easier to do compared with apple stuff if you haven't got a mac

mighty carbon
#

right

#

too bad ARCore doesn't have object recognition 😦 I wanted to use that, so that's why I am willing to jump through hoops with iPad (using Mac in the cloud)

pearl tangle
#

it will happen soon enough. its been in hololens since day 1 and its in facebook ar

#

and easy to plug in open cv library too for it

mighty carbon
#

I checked their github and the issue was brought up several times... Official answer is "we don't have it on the roadmap, but it would be a cool feature" :/

pearl tangle
#

pretty much their roadmap is to offer parity with arkit

#

so whatever apple does then they will follow suit quite closely behind

mighty carbon
#

I see

mighty carbon
#

@pearl tangle what do you think of GalaxyTab S4 ? I know it's less powerful than iPad Pro, but as far as AR goes ?

vapid vale
#

can I set here to ask for a freelance to a VR project?

mighty carbon
#

@vapid vale you should post on the Job Board and then come back here, probably 3 time a week, in the morning and announce that you have a job posting available

vapid vale
#

@mighty carbon and how do I post there? need to send a message to the bot?

mighty carbon
#

I guess.. I never posted

vapid vale
#

urgh, okay I will try, thank you very much

mighty carbon
#

on the very top it says "see pinned messages for instructions"