#virtual-reality

1 messages ยท Page 189 of 1

vapid vale
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ah yeah, there`s the instruction, thank you very much

pearl tangle
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@mighty carbon never used it so not sure. Probably similarhardware to the lower model phones though i suppose

mighty carbon
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it has 835 SoC and 4Gb of RAM

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S8 hardware

pearl tangle
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then should be the same as that i guess. probably has a lower resolution screen in the thing compared to the s8 too

mighty carbon
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aye

wicked oak
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@sturdy coral they are simpler than i thought

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they cant change the material or shader

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but they could be used to have 1 drawcall per material in your scene, and thats it

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scenes like mine, where i haev similar assets (same material) repeated a bunch of times would benefit a huge amount

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you could use this to have the entire environment as instanced meshes that include LOD and culling

mighty carbon
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@pearl tangle just read a rumor that new iPad is going to be announced next month or so (with FaceID and whatnot). Did you hear anything about that?

uncut token
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Anybody that have successfully added a project to Oculus store built in 4.19? I cant get it to pass the audio test. Tried a fresh project in 4.19 but it won't work. 4.20 works perfectly. I rather not upgrade right now.

mighty carbon
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I am kinda changing my mind about Oculus Home (at least for desktop titles)

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apparently Early Access titles are not discoverable at all (going by forum posts)

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^^ does it even look like this in reality ? (almost opaque art and vibrant colors)

wicked oak
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bit more transparent

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the image quality is similar, its actually really high res

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on such light, the image will be quite transparent

mighty carbon
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so how is that all promotional efforts were super crappy and now it looks really awesome? I still think it's a fake and in reality it looks a way worse than on these screens.

wicked oak
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in resolution it looks about the same

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of course, its not as solid

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its more transparent

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the tracking IS as solid as they put it on the video

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and the FOV is not huge, but its big enough for that game

mighty carbon
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did you get yourself ML @wicked oak ?

wicked oak
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i cant

mighty carbon
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Btw, "Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check."

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^^ new in Oculus Audio SDK

tired tree
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those ML promo videos are using their recording setup

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just overlays the render onto the camera recording, its not a through lens look

mighty carbon
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that's what I am wondering about, because through-lenses look was horrible.. And now this Angry Birds stuff looks as fake as ML promo stuff

glossy agate
mighty carbon
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@glossy agate better than StarVR ?

tired tree
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likely not, but starVR isn't consumer

mighty carbon
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they said they will sell it to consumers too

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(not the current StarVR, but the new upcoming HMD)

sturdy coral
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@wicked oak would be nice if it could get one draw call per unique skeletal mesh (with GPU skinning that can be skipped if culled on GPU)

wicked oak
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@sturdy coral perfectly doable

sturdy coral
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Why would that angry birds thing even add shadow outlines on the text, it won't show up on the real device

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I guess it could show up a bit where it overlaps virtual imagery

wicked oak
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magic leap cant render blacks

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its basically "additive"

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the thing that works well are super saturated colors

sage gulch
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you can try to sort of fake shadows, but only by blowing the image out in various ways. don't have to up the gamma on the whole image necessarily, but you can do deep dark non-black shadows and it will still change the summed image .. but it's far from ideal

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I really thought it would have an LCD mask, it seems like even if it is at a certain focal plane and thus potentially out of focus, that shouldn't really matter as much for masking as it would in compositing the additive layer... a non ideal mask would still let you do some actual shadows wouldn't it?

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like using the first technique plus an imperfect mask, should still produce an improved result I would think

sly elk
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Hey all- VR question for you. How do you guys handle frame drops from loading stuff? Everything time we want to load a new car up, its a 1-2 second hang

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And also when we first start the game

wicked oak
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@sly elk load it manually

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on the load screen

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to do load screens, you can either use steamvr loading screen mode, or stereo layers

sturdy coral
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There are also some options around enabling an async loading thread and adjusting it's time budget each frame

sly elk
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Yeah, we have to load between cars mid game though

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any time the player loads a new customer car

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i guess we will have to jump to a loading screen

quiet swan
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can anyone recommend a good inventory, or VR system for doors and a key system that will work in VR

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I need to have the player be able to open doors and such

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interfaces to open doors please recomendme some

sly elk
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For tools we use a button press to bring up each tool floating in a circle around the hand. When one is grabbed the others go away. We If you leave a tool somewhere in the level, the tool inventory button summons it (so there is only ever one copy in the world).

quiet swan
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is there some kind of tut or plugin in the market place

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also im trying to climb ladders

pearl tangle
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@mighty carbon I may have heard some stuff about that, or I may not have.... Apple likes to keep things very very secret. But I may be working with them on something that uses face ID and is not a phone....or I may also not be..

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1 thing that I can confirm though is that eventually all of the ARcore features will be exposed to the lenovo mirage headset at least. So that will be your #1 option for developing augmented reality stuff with full 6dof controller tracking and spatial awareness

mighty carbon
pearl tangle
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anything with face ID should use the same API's

mighty carbon
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oh, does Lenovo Mirage do AR already? Is it (virtually) lag-free with pass-through cams ?

pearl tangle
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in google's office it does it...thats about the only place at the moment annoyingly

mighty carbon
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Nice

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any ETA when it will be out in the wild?

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(if soon enough, I'd probably hold off buying iPad/Galaxy Tab)

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@pearl tangle like before Christmas 2018 or sometime this year or early next year ?

pearl tangle
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no idea on that 1 unfortunately. Trying to do a project with it as well that needs the point cloud information to create a VR experience based on the environment but they aren't exposing the info yet. They told me it's there and coming, but no details more than that annoyingly

mighty carbon
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aye, np

hybrid plume
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FaceAR sample is intriguing, too bad minimum required hardware is iPhone X

pearl tangle
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@hybrid plume it's minimum requirement because it was the only phone with Face ID

hybrid plume
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@pearl tangle I know, uses TrueDepth IR sensor

mighty carbon
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interesting

sturdy coral
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They've reached out to first 100 backers to prepare for shipping

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I'm around #400

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Seems like it could actually ship this year

sly elk
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what was their total dev budget in the end? Like 1m, right?

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thats not a lot for consumer hardware development

silk lodge
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I'm #597 - I'm guessing it's gonna be 100 - 200 - 400 - 800, so I'll be in a month or so

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I'm not sure about if I want to do the 5k+ and upgrade to the 8kX or go 8k and then 8kX; either way I end up with an 8k - but I have time to wait and decide

jaunty shell
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we still have no intel on the 8kX though right ?

sturdy coral
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@sly elk $4.2 million in the end

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Still not a lot for dev, but they are using tracking from valve

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@jaunty shell no date or demo of 8K X, I ordered one of those too

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Sounds like any GPU will struggle taking advantage of it

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I hope they change it to use Virtual Link now so all power etc. comes from one cable

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Not sure virtual link actually has enough bandwidth though

sly elk
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okay, thats more reasonable

mighty carbon
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even 2080Ti will have trouble with 8k VR ?

wicked oak
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@mighty carbon its not 8k

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its 2 4k screens side by side

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if games had proper variable rate shading, then i could see it working

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but sadly its just a fuckton of data

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the cool thing is that they have a foveated render module, so i expect a dev to implement foveated rendering on the RTX quite quick

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the variable rate shading just makes it "too" easy

tawdry dragon
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Hey guys, anyone of you had any luck with the experimental version of epics Mixed Reality capture?

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for 4.20

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When I load the calibration tool up, it completely skips the "video input" selection stage and goes straight to a white background and says this:

trail shale
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Any trick to Binoculars other than using some 2D image capture hack?

wicked oak
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vrworks 3.0 released

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ue4 branch when

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gonna check the code for variable rate shading

mighty carbon
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there is no integration available yet on their github (since 4.18)

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is it now some standalone download behind registered dev account ?

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I wonder if they will release 2060 eventually and it 2060 will be faster than 1070/1080

wicked oak
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sub 20 lines

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to impllement variable rate shading

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literally do this glEnable(GL_SHADING_RATE_IMAGE_NV);

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with a resolution texture uploaded to the gpu

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only vulkan and opengl demos tho

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nvm

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directx too

mighty carbon
wicked oak
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holy shit]

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get hyped

mighty carbon
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what for ?

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@wicked oak ^^ ?

wicked oak
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NvAPI_D3D11_RSSetViewportsPixelShadingRates(context.Get(), &shadingRateDesc);

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thats all it takes to enable it on directx

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it cuts the amount of rendered pixels by 70%

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and it looks great

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barely any change

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im testing with the vrworks samples

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they have an "emulation" mode for the feature, wich allows you to check how it would look

mighty carbon
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wouldn't it only work on 20xx GPUs ?

wicked oak
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ye

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the emulation doesnt improve perf

mighty carbon
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are you planning on getting 2080 ? It's already being sold

wicked oak
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i got one

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arrives the 25th

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i got the msi one with the 3 fans

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ill check it out once i arrive from oculus connect

mighty carbon
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I see. A rumor has it that 2060 won't have RTX engine, but I wonder if it will benefit VR (I don't really care for RTX per say, except maybe for shadows).

wicked oak
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it will still have variable rate shading

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wich is much more important as a feature for vr

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becouse it makes foveated rendering extremelly trivial to do

mighty carbon
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I guess I am gonna wait and see how Epic/Oculus will take advantage of 20xx architecture and integrate it

wicked oak
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i will integrate it myself

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if its not there by when i arrive from connect

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its literally a couple lines of code, i can hack it in

sturdy coral
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@wicked oak how will it handle things like a rendered buffer that gets sent to a compute shader? does it upscale things? and how does it know what kind of upscaling you want if it is something like a depth buffer?

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or does it do depth at full res still

wicked oak
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@sturdy coral its for the pixel shader

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it runs the pixel shader at lless resolution

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and then uses nearest to upscale it on the render buffer

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you would turn it off before postprocessing

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unless your postprocess is like tonemapping, where you arent accesing nearby pixels

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thats why this thing is basically zero effort to implement

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becouse the render buffers are unchanged

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this is impllemented by just uploading the resolution texture and enabling it

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you dont need to do anything else

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if you want to be fancy, you do get some extra intrinsics in the shader to know the current shading rate of the pixel

sturdy coral
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ah cool, so not quite like the mobile tiled based one

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@wicked oak did you see they added texture-space shading?

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supposed to be able to help with specular aliasing

wicked oak
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yes, looks awesome

sturdy coral
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also with a directional light and objects that are in the same orientation

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you can shade them only once

wicked oak
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but there is no demo on the vrworks part

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and honestly it seems hard to use

sturdy coral
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and share the work

wicked oak
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its very, very interesting

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but how the hell it works?

sturdy coral
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it seems to be shading in UV space instead of screen space

wicked oak
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yes

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but it seems too complicated of a feature to just implement casually

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very interesting stuff tho

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speciallly for vr

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shade the objects once, render them over many frames

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easy 9999999 fps

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specially with the modern apis. You just render a 3rd of the objects every frame, and keep them cached for a few frames

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and then the "actual" rendering is just a simple "take rendered texture, output color"

sturdy coral
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yeah, I guess specular stuff is still heavily view dependent though

wicked oak
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yeah, but you can run it at less frames i guess

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specular reflection is view based. diffuse isnt

sturdy coral
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but you could get something close to baked lighting with runtime changable meshes with diffuse stuff

wicked oak
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yes

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specially with raytracing

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texture space shading seems to be a very "manual" feature

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like, super super manual

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they have added a SINGLE function for it

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its a opengl pixel shader intrinsic. It allows you to see wich texels of a texture would be accessed

sturdy coral
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yeah, and uncompressed RGB may use more texture data than compressed RGB+metallic/roughness/emmissive

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I guess for it to help with specular aliasing it would shade once at full resolution and then generate a full mip chain

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that would be super expensive

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if you did ti every frame

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could be good for stuff like rendering cinematics

wicked oak
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@sly elk literally just spent 900 euros on a 2080

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at least i can pass it as a business expense

sly elk
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yeah. I just dont undestand how prices went up this much in two generations. Google says 970 msrp at launch was 329

mighty carbon
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crypto

sly elk
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but isn't crypto mini on GPUs mostly dead now?

mighty carbon
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and then shortage of rare earth elements required in production

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it's not dead, just not cost effective anymore

wicked oak
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@sly elk 3 reasons, i think

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reason 1 is crypto making "gpus are expensive as fuuuuuuuuuuuuck" a reality

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reason 2 is HUGE demand becouse its been 2 years since the 1000s

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and reason 3 is AMD cant compete

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forgot reason 4

sly elk
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also might be some extra built in for tariffs

wicked oak
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the gpu is actually damn expensive to build

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the RAM is overpriced to fucking sky high

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and the actual chip is the biggest gpu chip ever made

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its fucking massive

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the RT and Tensor cores really do take a good chunk of space, increasing the die size

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and the chip is just massive

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big chips = expensive

mighty carbon
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same reasons apply to GPUs

wicked oak
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also becouse they are 100% price colliding

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the tldr is that some fab got rekt in fukushima or similar

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and that lowered supply

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=and then, the other manufacturers used that as an excuse

sly elk
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Yeah. The fundamentals of a new generation of GPUs coming out after a two year wait where the cost per raster performance actually went up seems nuts to me

wicked oak
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and just put the prices of everything more expensive

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as they are very literally a cartel

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of 2 companies in the whole world doing this

sly elk
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Sucks for VR.. it would be great if the cost to build a solid VR machine was actually going down

wicked oak
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yeah..

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but lets see the 2060

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that one has the potential of being an incredible vr gpu

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your game would benefit SO MUCH from mesh shaders

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like, you would EASILY get a x5 perf upgrade

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as you are very heavily shadow/mesh bound

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and then for the pixel part, variable rate shading

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wich is a 40% extra pixel perf at 0 visual cost

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with literally 2 lines of code + a texture

sly elk
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You have a link to info on the mesh shaders stuff?

wicked oak
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yes, but its all graphics programmer stuff

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you still want the link?

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the TLDR

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current gpu pipeline is basically

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CPU
SetShaderPipelineConfiguration()
SetMesh()
UploadFrameData()
SendToGpu()

GPU
Primitive assembly (prepares the vertex shader input data)
Vertex shader( moves the vertices for mesh position into the viewport)
Rasterizer(turns triangles into pixels)
PixelShader(calculates final color)
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where mesh shaders come

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is that you can completely forget the "SetMesh()" part, and literally render every single mesh that shares a material, at once

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that for the CPU

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essentially like "perfect" ultra-instancing

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on the GPU, on the other hand...

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it lets you do triangle culling per micromesh

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and generate geometry on-the-fly

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so in your case, you have tons of things with the same "metal" material, so all the data would be uploaded to the gpu, and the meshes are split in minimeshes(meshlets)

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then it runs a compute shader that looks at the mesh data, grabs the meshlets, and on each meshlet it sees if its visible. And if its visible, it calculates the vertex position as usual

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becouse it lets you do culling in the gpu itself, the vertex throughput automatically gets a x2

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at the very least you can skip backfaces

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so in your meshes, when it calculates every meshlet, it will also see if its back facing or not, and if its backfacing, it gets culled

sly elk
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nice

wicked oak
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mesh shaders would automatically move all LOD calculation to the GPU

sly elk
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yeah, that would have a massive impact on my game

wicked oak
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it will only calculate the vertex position once, even with forward renderer

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and it would cut triangle count in half

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also you would automatically stop having drawcall problems

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your cpu cost would drop by 10-20 times easily

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the gpu cost would improve maybe 3 to 5 times in a case like yours

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(for vertices/drawcalls)

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and lastly, the variable rate shading is another 40% for pixel perf

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its awesome

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but unreal doesnt support any of this

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and it probably wont any time soon....

sly elk
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plus its hardware specific

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so you can't build with that spec in mind

wicked oak
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yup

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the main use for mesh shaders right now

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is CAD

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they are EXTREMELLY good for CAD

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becouse after all in CAD you have everything in one material, with just vertex colors

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so with mesh shaders, yo can render, and cull, and tesselate, in almost individual triangle level, for a massive CAD model with a million parts

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oh, forgot

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they also allow you to do procedural culling easily

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like for your hole thing

sturdy coral
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hopefully it will get standardized and AMD will get an implementation of it on new hardware (if that's what it takes)

mighty carbon
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do you have AMD GPU @sturdy coral ?

mighty carbon
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has anyone updated to 4.20.3 yet ?

sturdy coral
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@mighty carbon nope, but I have AMD stock ๐Ÿ˜›

mighty carbon
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ha, I see ๐Ÿ˜ƒ

sturdy coral
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nvidia too though

mighty carbon
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makes sense

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so, no one is on 4.20.3 yet?

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I hear rumors that it's extremely less stable than 4.20.2 and I am not sure how it's even possible

sturdy coral
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@mighty carbon I'm building 4.20.3 now

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looks like mostly minor bugfixes, but does have one thing for mobile vr eliminating a redundant upscale which might help perf

mighty carbon
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oohh, I was actually waiting for it because of the Set Material crash bugfix

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but, good to know mobile performance might get some boost

mighty carbon
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lol, wanted to play Hellblade VR - got stuck updating dependencies for 4.20.3 and then MSVC said update was available... ๐Ÿคฆ

mighty carbon
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@sturdy coral how long does it usually take you to build UE4 ?

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(I have to leave my PC running overnight)

pearl tangle
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@mighty carbon Should be your CPU that does all that, guessing you are bottlenecked by that 1. Usually takes me 45 minutes or so from memory

mighty carbon
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i3-6100 3.8Ghz, so yeah, most definitely

pearl tangle
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ah yep that would be it

wicked oak
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@sturdy coral Vega had "primitive shaders"

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wich look to be very similar if not the same thing

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sadly, vega wanted to maake them automatic at the driver level, wich backfired becouse they didnt get to make it work

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The issue sparking the most controversy today is the status of the Next-Generation Geometry Engine, better known as "primitive shaders" in enthusiast shorthand. AMD emphasized that the Next-Generation Geometry path has several components, not just the more flexible programming model exposed through primitive shaders.

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sadly, they failed really hard

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the "automatic" one failed at 100%, and the "manual" (gl extensions) is literally on a "ask us for permission to get the beta apis" stage

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they seem to be more or less the same thing as mesh shaders from nvidia, so a unification is pretty much confirmed

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and of course, consoles will have the feature front and center

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maybe even the "default" way of doing things, completely removing the whole vertexshader/geometry shader completely, and only allowing primitive shaders

wicked oak
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Mesh shading demo

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look at all those objects

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Elite dangerous has similar asteroid fields

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except much less dense

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and they tank framerate xD

jaunty shell
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ah good ol ED asteroid fields

wintry escarp
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did that underground train simulation ever get released?

mighty carbon
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so, I played Hellblade last night.. Pretty cool game, but made me sick ๐Ÿ˜ฆ

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That TPS camera they have sucks ๐Ÿ˜ฆ

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I haven't played Chronos, but Hellblade's cam is shit.. It doesn't affect me when I move forward and turn by curving gradually, but when I move 90 deg. from facing forward, camera make micro movement from initial location and that gets nauseating really quickly.

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aside from that, I can see now TPS games can fit nicely into VR

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just need to figure out camera so that it's dynamic enough, yet doesn't make me sick (in my own TPS VR experiments, not in Hellblade as it doesn't have too many options for camera)

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oh, had a funny annoying moment last night with Rift - had no audio and almost gave up on it because of that. Turned out f#cking Windows 10 disabled Rift headphones (I haven't used Rift for like several month until yesterday).

wicked oak
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@mighty carbon Chronos does it super well

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in chronos it works a bit like old resident evil or devil may cry games

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the camera is stuck in a corner, and its fully static

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when the player reaches a point, the camera teleports to a new angle

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it is not a "follow" camera

mighty carbon
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ah, I see

trail shale
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I'm going to try messing with a Binocular zoom using a render texture...is there any advice to optimizing the scene? Could I fade to a binocular widget overlay and teleport the player to a small room to cull everything else out, then just use the render target texture on the "lens" (This is a single player, simulation, so there player has no "body" that relies on collision or anything gameplay related

mighty carbon
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@pearl tangle ^^

trail shale
mighty carbon
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what I don't understand is how the fck Lenovo manages to make horrible design decisions ?! There is Knuckles and there is Touch (and controllers for SC).. Why design 6DoF controllers that are horrible and not ergonomic when examples of how to get it done correctly are right in front of you?!

trail shale
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Because they don't actually care to listen to their engineers/design team? the executives just want to be able to say, "oh yes, we believe in VR and will not be left out in the cold"

mighty carbon
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finally, VR/AR HMD with ARCore AR

trail shale
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And what am I doing in Unreal that is making Steam VR go completely grey??? It's not dropped/missed frames (my tracking hasn't changed)

mighty carbon
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I wonder why Fridays are the most active days here .... NOT

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:/

sturdy coral
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it should get pretty active here during oculus connect

quiet swan
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how can I edit the 3rd person unreal character to add stuff to it?

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to change the way it looks

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?

mighty carbon
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Export it to FBX, import to 3D app, have fun

mighty carbon
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"To date, this type of experience has been limited to expensive PC-based VR with external tracking"

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lol, Rift costs less that Mirage Solo

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(with Touch!)

vapid vale
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does someone had the issue to unreal swap controllers's hands?

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Right now I use left controller to set an object, and trigger one specific thing on that, while the right hand is normal and spawn a hand mesh
But, I don`t know why, unreal is inverting it. It spawns the right hand on left hand, and the object that should be on left, is on the right hand

mighty carbon
vapid vale
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lenovo daydream + AR + 6dof will become something really good

mighty carbon
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well, not if they don't fix ergonomics of the controllers

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also, passthrough image is black and white ๐Ÿ˜ฆ

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and it looks like 6DoF controllers will have small FOV (maybe even smaller than WMR)

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@pearl tangle what do you think ?

pearl tangle
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Why would they have a small FOV? It uses 2 fisheye lenses that it uses for the positional tracking, which actually works a lot better than the windows headsets somehow. I wasn't aware the cameras were black and white, where did you see that?

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@mighty carbon

mighty carbon
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because you see on the photo there is a plate mounted to the face of the HMD with LEDs

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and it seems that the thinkness of the plate might affect lenses

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and probably the plate does the tracking, not the cameras

pearl tangle
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yeah guess they are separating out the hand tracking from the world tracking, which makes sense

mighty carbon
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I am speculating based on the official images

pearl tangle
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hard to tell whats going on with the addon bit

mighty carbon
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do you know why pass-through image is b/w and not full color ?

pearl tangle
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doesn't appear to be in the second video

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seems odd colours though for some reason

mighty carbon
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kinda offensive to the idea of AR, where virtual objects seamlessly integrate into the real world ๐Ÿ˜ƒ

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I guess next month we'll find out (if they will announce it during that Google conference)

pearl tangle
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it looks like they must be the infrared cameras rather than colour cameras

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thats what the tango devices had, IR projector with IR camera and colour camera to get the information better when it's dark. Thats why the lenovo headset works in changing lighting conditions much better than the windows 1 does i suppose

mighty carbon
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I see

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that defeats the point of having AR functionality - for AR to be useful, it should be color pass-through

pearl tangle
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pass through AR is not going to be a long term thing. They would only be doing it because it's useful for developers to start being able to really.

mighty carbon
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why not?

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I think pass-through is the best AR because your virtual objects don't need to be transparent / additive, and lighting / shadows are better integrated in pass-through AR..

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Hololense / ML1 AR is a joke IMO

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seems like a cool concept, but so limiting

pearl tangle
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have you used either of them?

mighty carbon
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don't have to - saw videos through lenses

#

additive rendering is crap

pearl tangle
#

thats like saying VR is shit when all you have seen is a video through the lens

mighty carbon
#

not quite

#

VR is entirely new experience that's impossible to understand without trying

#

VR world is consistent, like real world

#

AR using passthrough is more or less consistent

#

AR with additive rendering is not consistent with real-world

#

it's not critical for informational stuff I suppose

pearl tangle
#

i think you should try out passthrough AR, and try out hololens and magic leap and then you can say for certain what things are like. Don't close yourself off just from seeing a few videos online. Because you could have done exactly the same thing with VR. All of this technology is very experimental and it's about understanding their strengths and weaknesses enough to be able to do the awesome stuff when it's no longer so experimental that will be worthwhile

mighty carbon
#

you can't be serious calling this "cool" / "awesome"

#

pass-through

#

'nuff said

pearl tangle
#

hah yeah. you have no idea what it's like to experience either of them. Try them out and then compare

#

pretty easy for you to strap a phone to your face with arcore running on there now and see what it's like. Or to look through your phone at it like regular AR is done. Doesn't quite compare to a proper AR headset

#

the colours on the hololens don't come out distorted or anything like that

#

go and try out the hololens. And then go and try out an oculus DK1. Thats what it should be compared to

mighty carbon
#

I saw ARCore on my wife's S8.. It's cool, but it's a phone.. Not HMD.. I can imagine what Hololens looks like based on my understanding of VR and these through-lenses videos..

pearl tangle
#

if you think hololens looks like that then no, you can't. It looks nothing like that when you are wearing it

vapid vale
#

what bothers me on hololens is the FOV

mighty carbon
#

Aye, do they have demos of Hololens in MS stores ?

vapid vale
#

is too narrow

mighty carbon
#

yeah, FOV is another thing

pearl tangle
#

yeah thats it's main issue. But thats why its developer hardware. It's not a finished or consumer ready product

vapid vale
#

there`s the leap motion project, the helmet is weird, but who know how it gonna be

#

noth star is the name

pearl tangle
#

yeah looks like they have done an interesting job with it. Not sure how well it does the positional tracking since they have only shown the hand tracking stuff

#

but im wearing a hololens right now and i can still perfectly understand what it's going to be capable of in a few years time, which is all developer hardware is meant to do

#

and there is no way to film through the lens without it getting distorted to complete shit

#

the space shuttle on my floor looks perfectly solid and i can't see the floor through it at all

vapid vale
#

well, the hand track is nice (not wow, but better than ar tracking), and if is true that the camera can distinguish what is in front and what is behind...... that will be a good leap (tum-dum-tish)

pearl tangle
#

i don't think it can do the occlusion very well for moving objects(if at all), but it does the hand tracking very well, and all you do is place a mask material on the 3D representation of the hand and then you can occlude that perfectly

#

leap motion and hololens don't do the hand tracking stuff so well at the moment, mainly because of the low FOV. Objects get clipped before they get close enough to actually grab and move around due to the convergence problem

#

all of it so far is very early days, passthrough AR will help with the FOV issue for the short term, but it's never going to be the endgame

mighty carbon
#

have you tried ML1 @pearl tangle ?

pearl tangle
#

haven't got 1 yet. I have a hololens and have done AR with tango stuff before

fair hearth
#

the leap motion hmd doesnโ€™t have positional tracking in the reference design but you can add it

#

Iโ€™m almost finished building my version, Iโ€™m just waiting on some extra circuits to get the displays running

sturdy coral
#

@fair hearth how did you get the reflectors?

#

And is that a WMR circuit board? How does it have two display outputs?

mighty carbon
#

@pearl tangle have you heard any details about Hololens 2 ?

mighty carbon
#

seems that Hololens 2 might the the next better AR HMD

#

engine restarts take forever, so does shader compiling.. Ordered i7-7700 last night as it was on sale at Amazon

wicked oak
#

hololens 2 has a pretty high bar to beat in magic leap

#

but i wonder what they will do, hololens 1, while early tech, is not badly made at all

silver brook
#

Can anyone help me understand Redirected walking in VR?
I've found a research paper on it but I'm not getting it.

#

Namely how the rotation part is supposed to work and the design limitations behind it (if any?).

wicked oak
#

@silver brook you add fake rotation to the player as he walks around

#

literally just that

#

the idea is that you make him walk in circles

#

it works very bad on small spaces, but once you get to a certain size (big size) it can even allow you to run in a sprint without going straight into a wall

#

you will never leave

#

sadly this zone they said it neded to be football court sized?

silver brook
#

@wicked oak where did you hear that it needs to be a football size court?

#

Any resources on the subject?

#

and fake rotation?

#

I thought it was just rotating the world around the player

#

Like if I had a football sized play area lets say (if that is the requirement for seamless trickery) and then the virtual enviorment were two times that size, and the play area sat in the middle of the virtual environment, how do you rotate? Don't you need to know where the player is going to go in that case?

#

Player would walk to the end of the football field lets say, and for redirection to work, the player would have to have been tricked to walk in a circle while doing it?

silver brook
silver brook
#

I think I'm understanding how it is done better now, but I guess I'm having a hard time grasping how it is you can guide the user away from the bounds even by applying the method but that must be the idea I guess.

sage gulch
#

you might be able to slightly exaggerate the effect with a careful combination of exploiting the vestibular system (increasing redirection during head tilt) and subtle countering visual UI references

#

try looking at the oculus locomotion experiments

silver brook
#

in terms of rotating the HMD what is the best way?

#

I can't actually rotate the Camera, and rotating the VROrigin isn't right because then I make no progress when walking

sturdy coral
#

@silver brook use vector rotate around axis node, or compose transforms to simulate pivot at camera

#

or store hmd position, rotate vr origin, subtract delta in hmd position after rotation

obtuse spruce
#

Does anyone have any advice or references on how to have good-feeling throwing in VR? Without doing anything else, I believe detaching the held actor from the hand actor causes the held actor to use the instantaneous velocity of the hand actor (i.e. the motion controller) on the frame the grab is released, which often results in the held actor flying off in a weird direction.

sturdy coral
#

@obtuse spruce valve put up a blog post on detecting first frame velocity dropped and using that as release

#

I believe @tired tree tried their implementation and it wasn't great though (with knuckles?)

obtuse spruce
#

@sturdy coral Can you give me TL;DR on this special throwing Valve made, or link me to the post? I don't understand it enough to be able to make a good Google search to lead me to the blog post.

sturdy coral
#

I searched too and couldn't find it off hand

#

it was around the time of the knuckles v2 steamcommunity posts

#

@obtuse spruce here it is:

#
Once we've established a release point we check to see if the speed of your hand
(indicated by velocity.magnitude) has increased since the last frame or decreased.
If it's decreasing we go back to the point where you were moving your hand fastest.
From there we average the three frames around it to get your intended speed and
direction.```
obtuse spruce
#

@sturdy coral Thanks a lot!

sturdy coral
#

np

mighty carbon
#

damn, UE4 source after building it is more than 50Gb on HDD

quiet swan
#

hey is anyone here using weapons master VR?

mighty carbon
#

I think someone does, but it's not me

mighty carbon
#

source code is available too

#

I wonder if it can work in VR and performance would be good

wicked oak
#

@mighty carbon wouldnt work in unreal forward (deferred maybe)

#

performance is a bigger hit than normal SSAO

#

as its doing horizon based SSAO + some GI stuff

#

usual vr resolution is 4 times the pixels, wich would mean 4 times the hit so 3.2 * 4 = 12.8 miliseconds on a 680

#

about 40 % extra perf on a 970

#

puts it in the ballpark of 7-8 miliseconds on a 970 at full vr resolution

#

XD

mighty carbon
#

Hmm, I see

potent gust
#

Looking for someone to help on a project remotely. Paid ofcouse. Mostly to do with replication implementation to an existing project. Contact me if interested.

mighty carbon
potent gust
#

Cant seem to post anything there

sturdy coral
#

@potent gust read pinned post there

potent gust
#

DOH! Thank you.

sturdy coral
#

is anyone using Oculus LipSync to drive avatar mouths, or anything similar?

#

hmm, is it unity only?

mighty carbon
#

Yeah, Unity-only

#

I think someone started porting it to UE4

#

(Oculus forums)

sage gulch
#

I'm a bit surprised that you seem to need a plugin to do something similar in After Effects

sturdy coral
#

@mighty carbon yeah, the port looks shaky, has it's own MIT license that I think is in conflict with OVR audio license

#

and has license stuff copied from a razer hydra plugin

#

I wonder if the avatars stuff exposes lip sync in a usable way where you can discard all the other avatar stuff

mighty carbon
#

Avatars are in UE4 now, but really old

#

Even in Oculus branch

mighty carbon
#

4.20.3 is a f#cking nightmare

wicked oak
#

getting ready to fly to san francisco

#

who else was going to go there?

mighty carbon
#

have a safe flight

sturdy coral
#

@wicked oak have fun, I think @split steeple is the only other who I've seen mention going

mighty carbon
quiet swan
#

@mighty carbon why is 4.20.3 a nightmare???

#

anyone have any good tutorials on how to set up weapons for vr?

mighty carbon
#

@quiet swan because it's crashing when it shouldn't and navmesh doesn't get rebuilt

quiet swan
#

yeah I dont think staying on the bleeding edge with unreal is such a good idea

#

if its doing that, can you imagine the nightmare when you discover a game breaking bug in your project when yours to far in to update?

mighty carbon
#

well, on the other hand if you don't update in timely manner, you might not be able to

quiet swan
#

why would you need to update

mighty carbon
#

so finally got everything working, except now I can see bloom and all that in PIE. I have no PP volume and in the Rendering project settings PP is disabled and everything turned off.. Any idea WTF?!

#

nm, solved

quiet swan
#

I have to start my project all over again, and I need to know how to make the weapons have clips and how to have an ammo belt, does anyone know?

mighty carbon
#

so many ways...

quiet swan
#

is there any links or videos showing you how?

hybrid plume
#

@quiet swan perhaps best option for you would be download required assets from the marketplace

mighty carbon
#

not surprised

hybrid plume
#

Another one bites the dust

trail shale
#

Checking here since limiting drawcalls is so important for VR - Anyone know a good process for HLOD manipulation with streaming level volumes? The visualizer doesn't show any though I can find the generated static meshes in my content browser, I don't know how to verify if they are in use ---also, I can't seem to make it generate cluster for a single level...

sonic lake
#

Is anyone aware of any method to check whether someone is wearing the HMD properly to have a clear vision in VR? Like a pattern to display in the HMD and use as reference to adjust it on the head until they see it sharp. Would a grid do the job?

quiet swan
#

does anyone know how to keep the gun in the hand in using grip scrips in VRE?

sturdy coral
#

@sonic lake I think Oculus setup does something like that during initial setup when asking you to adjust ipd and tilt

#

I think they show some kind of green lines or grid, probably because green is highest res in OLED pentile

sonic lake
#

@sturdy coral thanks! I am familiar with it. I may do something similar but with a more extended grid to guide a proper fit of the HMD. I look forward to having eye tracking one day.

violet musk
#

Hey, anybody here used IKinema Orion?

#

I'm trying to let it stream into Unreal, which should be extremely simple in theory. Unfortunately the data stream gets lost after the first startup (Have Orion running, start UE4, then re-starting the capture in Orion breaks the stream)

violet musk
#

"Solved" it. Orion can't be stopped and started while UE4 is playing it looks like. ABP also doesn't update without re-opening.

digital musk
#

Hi, I have an experience where I want to be able to take the HMD off, have it go to First Person Character, put the HMD on, it goes to VR character. I used the IsHMDWorn node to check if it's worn or not, it uses the proximity sensor on the Oculus.

My problem comes in when I want to disable HMD when it's taken off, when I use Enable HMD node set to false (thus Disable HMD), I seem to lose the ability to read the proximity sensor to turn it back on next time I put it on.
If I don't disable the HMD when the sensor reads as NotWorn, then the packaged game goes to the paused/suspended state when I take the HMD off.
It works only once to swop from first person to VR character but then it breaks.
Is there a way to Disable the HMD without losing the ability to read the proximity sensor output (like the state it was in when the game first launches into First Person mode)

mighty carbon
#

how do I setup spatialized audio using UE4's native sound engine ? (for desktop or mobile VR)

sturdy coral
#

@digital musk they broke that around 4.17, I'll see if I can find my commit to fix it

mighty carbon
#

oh my, next VR project I work on will use these assets, for sure

sturdy coral
#

@digital musk ```diff
--- 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)
    
#

that was the fix, I haven't been using the oculus plugin anymore lately so I haven't been testing it after merging to newer versions; commit message says that I added that in 4.17

#

@mighty carbon nice thing about all the paragon assets is they seem to have really good lods

#

bad thing is they take a lot of draw calls

mighty carbon
#

I plan on baking down materials

#

depends on how good LOD1 looks, I might either lock it down or export (if I can) and LOD it manually in Blender

warm lion
#

Can anyone here confirm that construction scripts in Blueprints do not work on gear VR / oculus go?

#

I am launching a game in mobile preview in editor and the construction scripts work , but when packaged to the oculus go / gear vr they do not

glossy agate
#

@mighty carbon think you have to use oculus audio or steam audio plugin for any decent result. The default engine from what I saw can only fade out at distance, but when you are in it you canโ€™t tell what direction itโ€™s coming from.

mighty carbon
#

@glossy agate how do you use Oculus Audio with UE4 natively ? I used with with FMOD, but the idea is not to use FMOD (due to license restrictions)

#

@warm lion I believe construction script is there for Editor, not for runtime.

glossy agate
#

Iโ€™m not sure never tried it. I use steam audio. Super easy and quick to spatialize sounds. And you can use the more advanced stuff if you want.

#

For realistic occlusion ect

warm lion
#

@mighty carbon really? How does one initialize values in Blueprints

mighty carbon
#

o.O

warm lion
#

Is there a better event to latch onto for setting values when and object comes into existence?

mighty carbon
#

@glossy agate yeah, I think I'll give Steam Audio a spin - seems to be well integrated and well documented

rare violet
#

Hey guys, is there something special I need to do to get the Rift to work in UE? I've installed it and set it up, then when I open a UE4 project, the VR preview is always greyed out

sonic lake
#

@rare violet you may have some conflicting plug-ins causing issues. Make sure only Oculus VR is active.

rare violet
#

thanks @sonic lake taking a peak at that now. I generally use Vive for development rn

tired tree
#

@warm lion when packaging the construction script is ran during packaging and not again, objects spawned during play will have their scripts ran though. You can init values in BeginPlay or just have a default value already on them in the properties panel.

rare violet
#

hrmm should I turn off SteamVR? thats the only other VR related plugin

#

weird i think i just needed a full restart

#

thanks guys ๐Ÿ˜ƒ

mighty carbon
#

lol, 1 day left and all kind of speculative articles start popping out

mighty carbon
quiet swan
#

ok I have a gun mesh and it has an empty amo clip where I could put amo in, I want to be able to put it in my gun and give me more amo

#

does anyone have any tutorials on how this is done in VR?

sturdy coral
#

@quiet swan this one has it

mighty carbon
#

hmm... there is no reverb for Android in Steam Audio ๐Ÿ˜ฆ

glossy agate
#

@mighty carbon there is a default in engine reverb volume that may work

#

Iโ€™m using it for pcvr

#

But I have no idea if any steam audio stuff works on android

mighty carbon
#

well, for Windows there is Steam Audio reverb

#

no need to use built-in one..

#

but not for Android ... ๐Ÿ˜ฆ

#

HRFT and occlusions work

#

(or rather supported, I haven't built for Go yet with new audio engine)

#

btw, Oculus Audio SDK is soooo outdated for UE4.. Current version is 1.28... UE4 has 1.18

sturdy coral
#

@mighty carbon I think that might be part of why they split out reverb and hrtf/spatialization in the project settings now

#

so you can use steamvr for part of it and the engine for the other part

mighty carbon
#

I am pretty sure built-in reverb isn't optimized for Android at all

#

oh well

mighty carbon
#

wants this

fleet plume
#

anybody else going wireless with their vive?

jaunty shell
#

we have the kit on pre order for our vive pro

#

no idea when its going to be available here though

fleet plume
#

i ordered when the first positive reviews came in

#

guess it won't be here before mid/end oct

mighty carbon
#

OC5 is finally here ๐Ÿ˜‚

jaunty shell
#

the conference is tonight though right @mighty carbon ?

mighty carbon
#

Depends on what corner of the world you are ๐Ÿ™‚

jaunty shell
#

western europe ๐Ÿ˜„

mighty carbon
#

Probably then

#

At lunch for me

jaunty shell
#

we'll see if Santa Cruz is living up to the (now quite long) hype

#

and that varifocal prototype maybe

#

right yeah 7pm here too

mighty carbon
#

well, it depends on your expectations ๐Ÿ˜ƒ

#

some people expect miracles (connected to PC, wireless connections, AR capacity, etc.) and I am pretty sure those folks will be disappointed

jaunty shell
#

I just want a good, high end 6dof autonomous HMD

#

with 6dof controllers

#

or an alternative to pimax on PC

mighty carbon
#

well, the latter is easy - StarVR

jaunty shell
#

I said high end

#

not overpriced ๐Ÿ˜„

mighty carbon
#

StarVR is high end

#

didn't you read hands on review ?

jaunty shell
#

StarVR is not even sold publicly

mighty carbon
#

they said they will sell it to general public

jaunty shell
#

they say 1k+

#

but I smell ~2k

#

shame the screens are just a tad higher res than the vive pro

mighty carbon
#

well, existing GPUs already struggle pushing pixels on Pimax

#

I think resolution is not the issue today

#

it's wires, small FOV, small sweet spot, no foveated rendering, motion sickness and the main thing - lack of content

jaunty shell
#

resolution + foveated are intertwined

#

once we get true foveated, high resolution will not really impact performance as much as without it

mighty carbon
#

maybe, but foveated renderer and current res. would push complexity of the scene ahead

jaunty shell
#

that too

#

motion sickness ?

#

haven't got anyone complaining about motion sickness in a while

#

years even

mighty carbon
#

because a lot of games have a ton of comfort options

#

the idea is to eliminate it or reduce it to the point that there is no need in those comfort options

torpid cliff
#

Anybody here used eyetracking? I'm having trouble setting mine up.

jaunty shell
#

@torpid cliff you have an SMI equipped HMD ?

torpid cliff
#

What's an SMI?

jaunty shell
#

SMI is a company that does eye tracking modules

#

they did one for HMDs

torpid cliff
#

Ah

#

I've got a tobii

jaunty shell
#

and they don't have an UE4 plugin ?

torpid cliff
#

They do, its just old and wont update to 4.20 for some reason

#
Running C:/Program Files/Epic Games/UE_4.20/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users/waxma/OneDrive/Desktop/EyeXforUE4-master/EyeXSamples.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
While compiling C:\Users\waxma\OneDrive\Desktop\EyeXforUE4-master\Intermediate\Build\BuildRules\EyeXSamplesModuleRules.dll:
c:\Users\waxma\OneDrive\Desktop\EyeXforUE4-master\Source\EyeXSamples.Target.cs(19,12) : error CS0246: The type or namespace name 'UEBuildBinaryConfiguration' could not be found (are you missing a using directive or an assembly reference?)
c:\Users\waxma\OneDrive\Desktop\EyeXforUE4-master\Source\EyeXSamplesEditor.Target.cs(19,12) : error CS0246: The type or namespace name 'UEBuildBinaryConfiguration' could not be found (are you missing a using directive or an assembly reference?)
ERROR: UnrealBuildTool Exception: Unable to compile source files.
jaunty shell
#

there was some changes between versions recently

#

can't remember what was supposed to be changed for the plugin to compile though

torpid cliff
#

hmmmm

tired tree
#

The build target.cs file needs to remove some keywords that got removed in 4..20

jaunty shell
#

yes, thats it ๐Ÿ˜ƒ

torpid cliff
#

I don't understand, what do I need to do?

jaunty shell
#

open the file at c:\Users\waxma\OneDrive\Desktop\EyeXforUE4-master\Source\EyeXSamples.Target.cs

torpid cliff
#

yep

jaunty shell
#

and follow these steps in the upvoted answer

#

it should fix it

#

unless its a different one for 4.20

torpid cliff
#

Hold on I havent downloaded VS on my pc since i reset it

jaunty shell
#

:

#

๐Ÿ˜„

torpid cliff
#

god damn pirate bay is down, I'll have to use notepad for now lol

#

Alright so in that file I have got this beautifully laid out code..

#


using UnrealBuildTool;
using System.Collections.Generic;

public class EyeXSamplesTarget : TargetRules
{
    public EyeXSamplesTarget(TargetInfo Target)
    {
        Type = TargetType.Game;
    }

    //
    // TargetRules interface.
    //

    public override void SetupBinaries(
        TargetInfo Target,
        ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
        ref List<string> OutExtraModuleNames
        )
    {
        OutExtraModuleNames.AddRange(new string[] { "EyeXSamples" });
    }
}
#

(Its all on one line in notepad)

jaunty shell
#

right

#

comment the public override void SetupBinaries method

#

and the line line under it

#

like this

#

you have to do it on the other two files mentioned in my link too

tired tree
#

@torpid cliff pirate bay? for VS? Get Community edition for free

#

they are nice enough to provide competent versions without cost now, you should be using them

jaunty shell
#

yeah

#

takes ages to install though

torpid cliff
#

Okay, so the red highlighted stuff should be commented out and I should add the green parts?

mighty carbon
#

lol, pirating free software sounds like massive fail ๐Ÿ˜›

jaunty shell
#

yes @torpid cliff

#

with the "RC" name replaced by your plugin name

#

soo "EyeXSamples" I guess

torpid cliff
#

"TobiiEyeX" I think

#

I think actually the main problem is that the plugin is not installed correctly

#

Yeah I think I've downloaded the plugin wrong since it was from git and I usually get my plugins from the marketplace

jaunty shell
#

you're gonna need VS anyways to compile the plugin correctly

torpid cliff
jaunty shell
#

woh

#

that's an old branch

torpid cliff
#

Yeah you can see my problems here

#

I'm trying to run a 3 year old plugin on 4.20

mighty carbon
#

why not to get in touch with them and ask for help ?

torpid cliff
#

I have

mighty carbon
#

what did they say ?

torpid cliff
#

They havent replied yet.

#

Thanks for the help @jaunty shell

#

I think I'll wait for their response instead of trying to figure it out.

jaunty shell
#

aight, good luck !

mighty carbon
#

what's in about one week from now? any conferences from major industry players ?

#

"the rules are about to be redefined, and jaws are going to drop." << sounds like ML1 moment that never happened ๐Ÿ˜›

fleet plume
mighty carbon
#

๐Ÿ™„

#

wowed ... not

#

and since it's PSVR only, I don't see how (and what) rules are going to be redefined

#

oh, there is MSIgnite in 3 days apparently... Maybe Hololens 2 ?

sturdy coral
#

well, mario 64 was N64 only

#

but yeah I don't see it being that having played it in playroom

mighty carbon
#

I am ready for the show! ๐Ÿ™

sturdy coral
#

livestream is stuttery for me on FB, are they streaming anywhere else?

#

didn't see it on their twitch

mighty carbon
#

nah, Fb or in VR

#

streaming fine for me

sturdy coral
#

it is ok for me now too

fleet plume
#

Oculus Quest

#

๐Ÿค”

#

$ 399

mighty carbon
#

$399

#

f#ck yeah!!!!

fleet plume
#

rift quality experiences?

mighty carbon
#

what does "Rift-quality" experiences even mean ?!

fleet plume
#

robo recall on quest?

#

dafuq

mighty carbon
#

and climb!

jaunty shell
#

Good price

mighty carbon
#

Zuk seems to be super excited, like a kid ๐Ÿ˜ƒ

jaunty shell
#

I hope performance is good on the device

mighty carbon
#

well, this is it for 1st gen

jaunty shell
#

Could open our training tools to standalone

mighty carbon
#

no hardware specs ? :/

tired tree
#

where is the battery on that thing....

jaunty shell
#

2h autonomy

#

:D

fleet plume
#

here's hoping it supports QC3

sturdy coral
#

"rift quality experiences" but then they keep rift in the roadmap for things that need pc's power?

#

I guess they just meant the tracking

tired tree
#

likely tracking yea

#

you can run the same games generally anyway as long as they can scale down the graphics

#

and cpu isn't too extreme...

jaunty shell
#

Muh

sturdy coral
#

FB executives are complete taking over the old guard ๐Ÿ˜›

fleet plume
#

400 is a good price though

jaunty shell
#

It is

#

Let's see it as a medium end vr product

fleet plume
#

yeah it's def not high end

mighty carbon
#

on the bright side, if RR made it to Quest, we shall expect goodies in UE4

fleet plume
#

with it releasing in Q1/2019 there's a slight chance that they're going with snapdragon 845

jaunty shell
#

Or it looks bad :D

#

At 60 interpolated

#

;D

tired tree
#

@mighty carbon what goodies? it falls under their oculus module anyway

#

doesn't really require anything special

mighty carbon
jaunty shell
#

Hurray for distopian vr

sturdy coral
#

grr, the stream is running like dogshit again for me

mighty carbon
#

@tired tree rendering optimization, audio optimization, maybe better integration for Oculus SDKs

tired tree
#

?

#

.........

fleet plume
#

"while incorporating a lens spacing adjustment to help maximize visual comfort" YES

tired tree
#

you hope for a lot there

jaunty shell
#

No problems here @sturdy coral

tired tree
#

the integration of more up to date SDKs will def happen

jaunty shell
#

See mid end device

tired tree
#

but don't know what you expect on the rendering / audio end that isn't provided there

jaunty shell
#

Oh

#

MR

#

Neat

tired tree
#

ouch....this part isn't very impressive

jaunty shell
#

But

#

Where's the mr

#

It's just an overlay like the vive

tired tree
#

if they are just running edge detection off of B&W cameras...

jaunty shell
#

Yeah

fleet plume
#

i'd rather see that stylized environment they're showing right now

mighty carbon
#

looks better than sepia tone Lenovo Mirage Solo footage

tired tree
#

its the same as the OpenVR overlay...

#

not entirely sure why VR mixed reality would be a feature point without actual cameras in this

mighty carbon
#

good thing it's going to be software update to Quest most likely

sturdy coral
#

the cameras are most likely B&W like WMR

fleet plume
#

quest is actually a pretty sexy HMD

sturdy coral
#

not sure, I missed that part of the stream from lagginess

fleet plume
#

could help with adoption

jaunty shell
#

Vita cameo :(

fleet plume
#

it's not a switch?

tired tree
#

@sturdy coral I would assume, since they are just running edge detection

jaunty shell
#

Nah

tired tree
#

no reason otherwise to leave it that barebones

jaunty shell
#

It was a vita

#

Round sides

mighty carbon
#

I guess that's it for exciting stuff

#

(gotta get back to work)

jaunty shell
#

E3 cringe meter is starting to raise

mighty carbon
#

lol

fleet plume
#

GET EXCITED GUYS

mighty carbon
#

Lone Echo 2 !!!!

fleet plume
#

seems like it worked

#

was lone echo always this desaturated?

mighty carbon
#

damn, can't wait to play it

jaunty shell
#

Or revive

#

Lul

mighty carbon
#

I haven't even tried Home 2.0 or Dash yet :/

jaunty shell
#

Soo

#

Steamvr Achievement props ?

fleet plume
#

steam vr home has that stuff since ages

tired tree
#

i'll be honest, really don't like oculus avatars much

mighty carbon
#

why?

tired tree
#

way to stylized

#

actually prefer being able to fabricate your own like in SteamHome

fleet plume
#

crowd not impressed

mighty carbon
#

too bad all that is Unity only ๐Ÿ˜ฆ

jaunty shell
#

Haha

tired tree
#

its not unity only...

sturdy coral
#

last time I used dash it hardlocked my computer

tired tree
#

i know you mean, pre-made for you

mighty carbon
#

look at the version UE4 has.. OLD

tired tree
#

you are free to upgrade it yourself :p

fleet plume
#

looking forward to the first vr calls to dystopian customer care (running FB avatars)

mighty carbon
#

๐Ÿ™„

jaunty shell
#

Steam mobile app

sturdy coral
#

remote install from mobile app, I bet it will pop up a UAC prompt and stall out

jaunty shell
#

Too true

mighty carbon
#

I like dystopian customer care.. You can slap them around ๐Ÿ˜›

tired tree
#

lol...6 months to concept a cockpt

#

ok

jaunty shell
#

Get excited

#

Lul

fleet plume
#

ahaha

#

poor presenters

sturdy coral
#

why would you want to be tied to this kind of api for a "hybrid app"

mighty carbon
#

Blender's monkey!

sturdy coral
#

and locked into one platform

tired tree
#

what are the limitations of blenders plugins?

#

that would be a good use for it

jaunty shell
#

Stream cutting up now

sturdy coral
#

not the same but there was this:

#

that was just a VR preview for blender though

#

not any UI

#

but you really shouldn't need to tie into dash for that

mighty carbon
#

I wonder if they say how many units of Go has been moved

#

nice

#

hardware chromatic aberration correction at no performance cost

#

casting, finally

#

I wonder if they will announce mobile Vulkan VR

#

no Amazon Prime Video for Go ๐Ÿ˜ฆ

fleet plume
#

lol

tired tree
#

sigh......talking about future of gaming

#

and they head right into making it social

fleet plume
#

rewriting history

mighty carbon
#

oh, weren't they going to announce new Star Wars game for VR at OC5 ?

#

hmm.. I guess Quest won't work on bare outdoors

sturdy coral
#

people would melt the screen from the sun if they advertised doing that

mighty carbon
#

well, ok, then hangar ๐Ÿ˜ƒ

fleet plume
#

ah nice

#

just like hololens

#

also remembers rooms

mighty carbon
#

Quest is really good for fitness

sturdy coral
#

hope OVRLipSync gets support for non-unity

fleet plume
#

now @mighty carbon SW

mighty carbon
#

yep ๐Ÿ˜ƒ

jaunty shell
#

I wonder if they will showcase their LF tech

sturdy coral
#

now you can do this in VR

mighty carbon
#

MUAHAHA ๐Ÿ˜ƒ

#

I wonder why don't they say what's inside of Quest

jaunty shell
#

Prolly tomorrow

#

Chewbacca

#

Oh :(

mighty carbon
#

I guess I'll read about it tomorrow

fleet plume
#

chewbacca would need hairworks

#

๐Ÿ˜›

jaunty shell
#

The framerate destroyer

fleet plume
#

may run on RTX

jaunty shell
#

Vader's casserole '

#

?

sturdy coral
#

definitely mobile quality

fleet plume
#

needs more AA

mighty carbon
#

as long as I can use lightsaber ๐Ÿ˜ƒ

jaunty shell
#

Episode 1

sturdy coral
#

was that the first in-game footage they showed for a quest title?

#

I think that confirms mobile SoC

jaunty shell
#

Valve โ„ข

#

Nah they showed the tennis game too

fleet plume
#

maybe some future look now?

jaunty shell
#

Hope so

#

Aha

fleet plume
#

but abrash is less concrete than i'd like

jaunty shell
#

Tech talk now

#

Still better than zucchini

fleet plume
#

don't know zucchini

jaunty shell
#

Zuck

fleet plume
#

apart from the veggie

#

ah lol

jaunty shell
#

:p

#

So all we see on the oc3 is going to be announced today for their new high end hmd ?

#

Taking bets

fleet plume
#

you mean oc8?

jaunty shell
#

oc420

fleet plume
#

ocelot

jaunty shell
#

For our grand grand grandchild

#

Nervegear

#

Big list

mighty carbon
#

why do they always depict AR glasses looking like grandpa glasses ?!

jaunty shell
#

Hipster glasses*

sturdy coral
#

only 8K viewers?

jaunty shell
#

I want Dennou Coil like glasses

sturdy coral
fleet plume
#

Coil Whine Glasses

jaunty shell
#

8.3k

#

8.2k

mighty carbon
#

people are not ready for VR it seems ๐Ÿ˜ฆ

fleet plume
#

it's a dev conference

jaunty shell
#

People will watch the trailers later

fleet plume
#

speaking to a small sliver of devs

jaunty shell
#

When FB will spam them in the newsfeeds

sturdy coral
#

grr this stream is fucked, should have just waited to watch it after it is recorded

jaunty shell
#

Yup just locked

fleet plume
#

though this is the first interruption for me

#

it's back

#

fuck

#

they should've went with youtube live ๐Ÿ˜ญ

sturdy coral
#

they didn't want to help competing platforms

mighty carbon
#

yeah, same here

sonic lake
#

That was the most interesting part ๐Ÿ˜ฆ

fleet plume
#

as far as i'am concerned youtube would be helping them

sturdy coral
#

wtf it just started playing the daily show instead randomly

#

piece of shit

mighty carbon
#

I better get to work

sonic lake
#

This works

#

Or just got back online

mighty carbon
#

soo, we missed haptics and all other good stuff ๐Ÿ˜ฆ

fleet plume
#

that was a bit anticlimactic

mighty carbon
#

hm?

sly elk
#

i watched about 5 minutes of the stream earlier and my onlt take away is that oculus is going to be mostly focused on standalone VR.. anything else today?

sturdy coral
#

@sly elk that was pretty much it, they did confirm they are going to keep 3 product lines alive with updates

#

go, quest, and rift

#

so rift isn't getting dropped or anything

#

but it sounded like it won't be updated any time too soon

fleet plume
#

announcement at oc6 and release march 2020

#

my guess at this point

sturdy coral
#

abrash just reiterated his same presentation from the last 3-4 years, now is a golden time, etc.

#

but we missed a big chunk of it from streaming issues

fleet plume
#

they're trying to keep the devs at it

tired tree
#

tbh, was hoping for more out of it

fleet plume
#

same here

#

i think there's a very high chance that next rift will be wireless

sturdy coral
#

@sonic lake damn what a bad time for the stream to go out

#

that seems to be the most exciting new prototype stuff

#

doesn't look close to consumer ready though but still pretty cool

tired tree
#

its pretty much the same hand demo as before

#

but in a room not a desk

mighty carbon
#

The only thing I wanted besides what was shown was hardware specs for Quest, dev hardware giveaway and maybe something along the lines helping devs with marketing/PR and improvements to storefront

#

OC5 keynote was exciting actually

sturdy coral
#

archive of the steam is up on their page

#

@tired tree the hand demo before didn't have any haptic component though did it?

#

I'm about to watch through that part

tired tree
#

that one didn't have any movement restriction it didn't look like

sonic lake
#

@sturdy coral It's time for a more natural interaction in VR. I had hopes for LeapMotion, but it doesn't perform as expected.

tired tree
#

mm, maybe it did have some

sonic lake
#

I wonder how much work it is going to be to port Rift experiences to the Quest. Probably less than to the Go, but still a good deal of it.

tired tree
#

can do pretty close to that with knuckles actually @sonic lake they are fairly flexible

#

its not as good as full tracking, but its a great gap closer

sonic lake
#

@tired tree Interaction-wise I think they will be similar, not sure graphics-wise what the limitations will be

tired tree
#

graphics wise?

#

like skeletal?

sonic lake
#

Meaning the rendering pipeline

tired tree
#

its fairly easy and robust

#

the skeletal tracking they are doing is good

sturdy coral
#

where is he getting 200 degrees on waveguide displays from?

sonic lake
#

I am referring to the rendering limitations e.g. reflections, translucency, etc.

sturdy coral
#

can they get past refraction limit if curved I guess?

sonic lake
#

And battery life.

tired tree
#

we were talking about hands / controllers

#

where did that come in

#

oh

#

you posted between me replying to you

#

I see

sturdy coral
#

I'm just rewatching the end of his thing

#

yeah sorry wasn't replying to convo

sonic lake
#

@tired tree Interaction on one hand and rendering on the other, yes

#

And battery duration, which is not an issue with the Rift

tired tree
#

yeah I was talking about knuckles being pretty close to that hand demo as far as interaction goes, though obviously not with feedback

#

worried about battery on quest too

#

it has a lot going on with it

#

and no external battery pack to switch

#

wonder if it has an aux port

sturdy coral
#

I wish FB video could play with a speed up like youtube

sonic lake
#

@tired tree do you know if Quest is also Android based?

tired tree
#

newp

sturdy coral
#

very likely I think

tired tree
#

but would assume so

sonic lake
#

With the Rift we can pretty much do what we want on the device. With the Go and then with Quest there will be limitations.

#

We are already seeing this with the Go. You cannot really deploy a customized system.

#

Anyway, this is more an issue for non gaming applications like ours.

sturdy coral
#

it is an issue for gaming stuff I'm working on

#

can't go into more details ๐Ÿ˜›

sonic lake
#

@sturdy coral Ok tell us more! ๐Ÿ˜‰

#

We use a lot of assisted VR, which is very difficult with the Go.

tired tree
#

sounds like a natural fit for quest though

#

boy....companies buying rifts for training should have held their horses....

#

this is 100x better for that

sonic lake
#

I understood you will be able to stream the Go to another device, which is one step forward. Probably also from the Quest.

#

@tired tree Definitely!

#

Including mixed reality support.

sturdy coral
#

yeah, go is going to make lots of employees sick

#

just having 3dof when you try to move your head makes a lot of people ill

#

unless you are aware of only turning it and not leaning in and stuff

sonic lake
#

@sturdy coral And the drift over time. Still pretty good, but it drifts.

sturdy coral
#

the replay stream on their page cuts out the haptics stuff

sly elk
#

im planning to make a scaled down version of wrench for quest

#

but there is basically no way I can render a whole car at once

#

so its just going to be smaller sub assemblies on screen one at a time

sonic lake
#

@sly elk Is it because of performance or memory?