#virtual-reality
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@mighty carbon never used it so not sure. Probably similarhardware to the lower model phones though i suppose
then should be the same as that i guess. probably has a lower resolution screen in the thing compared to the s8 too
aye
@sturdy coral they are simpler than i thought
they cant change the material or shader
but they could be used to have 1 drawcall per material in your scene, and thats it
scenes like mine, where i haev similar assets (same material) repeated a bunch of times would benefit a huge amount
you could use this to have the entire environment as instanced meshes that include LOD and culling
@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?
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.
I am kinda changing my mind about Oculus Home (at least for desktop titles)
apparently Early Access titles are not discoverable at all (going by forum posts)
^^ does it even look like this in reality ? (almost opaque art and vibrant colors)
bit more transparent
the image quality is similar, its actually really high res
on such light, the image will be quite transparent
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.
in resolution it looks about the same
of course, its not as solid
its more transparent
the tracking IS as solid as they put it on the video
and the FOV is not huge, but its big enough for that game
did you get yourself ML @wicked oak ?
i cant
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."
^^ new in Oculus Audio SDK
those ML promo videos are using their recording setup
just overlays the render onto the camera recording, its not a through lens look
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
Super in depth review on the Pimax for those interested. Actually looking really good from what I saw https://youtu.be/bcZ0CXP0qgU
My full Pimax 8K review and Pimax 5K+ review is finally here, and this will definitely be the most in-depth testing analysis found online. During this full P...
@glossy agate better than StarVR ?
likely not, but starVR isn't consumer
they said they will sell it to consumers too
(not the current StarVR, but the new upcoming HMD)
@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)
@sturdy coral perfectly doable
Why would that angry birds thing even add shadow outlines on the text, it won't show up on the real device
I guess it could show up a bit where it overlaps virtual imagery
magic leap cant render blacks
its basically "additive"
the thing that works well are super saturated colors
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
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?
like using the first technique plus an imperfect mask, should still produce an improved result I would think
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
And also when we first start the game
@sly elk load it manually
on the load screen
to do load screens, you can either use steamvr loading screen mode, or stereo layers
There are also some options around enabling an async loading thread and adjusting it's time budget each frame
Yeah, we have to load between cars mid game though
any time the player loads a new customer car
i guess we will have to jump to a loading screen
can anyone recommend a good inventory, or VR system for doors and a key system that will work in VR
I need to have the player be able to open doors and such
interfaces to open doors please recomendme some
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).
is there some kind of tut or plugin in the market place
also im trying to climb ladders
@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..
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
@pearl tangle would this https://forums.unrealengine.com/unreal-engine/events/1512398-unreal-engine-livestream-introducing-the-facear-august-9-live-from-epic-hq apply to the not a phone with FaceID the same way it works for iPhoneX ?
20180807.png
WHAT
This stream will cover the FaceAR Sample project recently released by Epic. Zak Parrish will discuss what the sample includes, how it works,
anything with face ID should use the same API's
oh, does Lenovo Mirage do AR already? Is it (virtually) lag-free with pass-through cams ?
in google's office it does it...thats about the only place at the moment annoyingly
Nice
any ETA when it will be out in the wild?
(if soon enough, I'd probably hold off buying iPad/Galaxy Tab)
@pearl tangle like before Christmas 2018 or sometime this year or early next year ?
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
aye, np
FaceAR sample is intriguing, too bad minimum required hardware is iPhone X
@hybrid plume it's minimum requirement because it was the only phone with Face ID
@pearl tangle I know, uses TrueDepth IR sensor
interesting
They've reached out to first 100 backers to prepare for shipping
I'm around #400
Seems like it could actually ship this year
what was their total dev budget in the end? Like 1m, right?
thats not a lot for consumer hardware development
I'm #597 - I'm guessing it's gonna be 100 - 200 - 400 - 800, so I'll be in a month or so
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
we still have no intel on the 8kX though right ?
@sly elk $4.2 million in the end
Still not a lot for dev, but they are using tracking from valve
@jaunty shell no date or demo of 8K X, I ordered one of those too
Sounds like any GPU will struggle taking advantage of it
I hope they change it to use Virtual Link now so all power etc. comes from one cable
Not sure virtual link actually has enough bandwidth though
okay, thats more reasonable
even 2080Ti will have trouble with 8k VR ?
@mighty carbon its not 8k
its 2 4k screens side by side
if games had proper variable rate shading, then i could see it working
but sadly its just a fuckton of data
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
the variable rate shading just makes it "too" easy
Hey guys, anyone of you had any luck with the experimental version of epics Mixed Reality capture?
for 4.20
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:
Any trick to Binoculars other than using some 2D image capture hack?
vrworks 3.0 released
ue4 branch when
gonna check the code for variable rate shading
there is no integration available yet on their github (since 4.18)
is it now some standalone download behind registered dev account ?
I wonder if they will release 2060 eventually and it 2060 will be faster than 1070/1080
sub 20 lines
to impllement variable rate shading
literally do this glEnable(GL_SHADING_RATE_IMAGE_NV);
with a resolution texture uploaded to the gpu
only vulkan and opengl demos tho
nvm
directx too
Input text and control your Bluetooth enabled devices with Tap, the wearable keyboard and mouse of the future.
NvAPI_D3D11_RSSetViewportsPixelShadingRates(context.Get(), &shadingRateDesc);
thats all it takes to enable it on directx
it cuts the amount of rendered pixels by 70%
and it looks great
barely any change
im testing with the vrworks samples
they have an "emulation" mode for the feature, wich allows you to check how it would look
wouldn't it only work on 20xx GPUs ?
are you planning on getting 2080 ? It's already being sold
i got one
arrives the 25th
i got the msi one with the 3 fans
ill check it out once i arrive from oculus connect
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).
it will still have variable rate shading
wich is much more important as a feature for vr
becouse it makes foveated rendering extremelly trivial to do
I guess I am gonna wait and see how Epic/Oculus will take advantage of 20xx architecture and integrate it
i will integrate it myself
if its not there by when i arrive from connect
its literally a couple lines of code, i can hack it in
@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?
or does it do depth at full res still
@sturdy coral its for the pixel shader
it runs the pixel shader at lless resolution
and then uses nearest to upscale it on the render buffer
you would turn it off before postprocessing
unless your postprocess is like tonemapping, where you arent accesing nearby pixels
thats why this thing is basically zero effort to implement
becouse the render buffers are unchanged
this is impllemented by just uploading the resolution texture and enabling it
you dont need to do anything else
if you want to be fancy, you do get some extra intrinsics in the shader to know the current shading rate of the pixel
ah cool, so not quite like the mobile tiled based one
@wicked oak did you see they added texture-space shading?
https://devblogs.nvidia.com/nvidia-turing-architecture-in-depth/ ("Texture-Space Shading")
supposed to be able to help with specular aliasing
yes, looks awesome
also with a directional light and objects that are in the same orientation
you can shade them only once
and share the work
it seems to be shading in UV space instead of screen space
yes
but it seems too complicated of a feature to just implement casually
very interesting stuff tho
speciallly for vr
shade the objects once, render them over many frames
easy 9999999 fps
specially with the modern apis. You just render a 3rd of the objects every frame, and keep them cached for a few frames
and then the "actual" rendering is just a simple "take rendered texture, output color"
yeah, I guess specular stuff is still heavily view dependent though
yeah, but you can run it at less frames i guess
specular reflection is view based. diffuse isnt
but you could get something close to baked lighting with runtime changable meshes with diffuse stuff
yes
specially with raytracing
texture space shading seems to be a very "manual" feature
like, super super manual
they have added a SINGLE function for it
its a opengl pixel shader intrinsic. It allows you to see wich texels of a texture would be accessed
yeah, and uncompressed RGB may use more texture data than compressed RGB+metallic/roughness/emmissive
I guess for it to help with specular aliasing it would shade once at full resolution and then generate a full mip chain
that would be super expensive
if you did ti every frame
could be good for stuff like rendering cinematics
@sly elk literally just spent 900 euros on a 2080
at least i can pass it as a business expense
yeah. I just dont undestand how prices went up this much in two generations. Google says 970 msrp at launch was 329
crypto
but isn't crypto mini on GPUs mostly dead now?
and then shortage of rare earth elements required in production
it's not dead, just not cost effective anymore
@sly elk 3 reasons, i think
reason 1 is crypto making "gpus are expensive as fuuuuuuuuuuuuck" a reality
reason 2 is HUGE demand becouse its been 2 years since the 1000s
and reason 3 is AMD cant compete
forgot reason 4
also might be some extra built in for tariffs
the gpu is actually damn expensive to build
the RAM is overpriced to fucking sky high
and the actual chip is the biggest gpu chip ever made
its fucking massive
the RT and Tensor cores really do take a good chunk of space, increasing the die size
and the chip is just massive
big chips = expensive
same reasons apply to GPUs
also becouse they are 100% price colliding
the tldr is that some fab got rekt in fukushima or similar
and that lowered supply
=and then, the other manufacturers used that as an excuse
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
and just put the prices of everything more expensive
as they are very literally a cartel
of 2 companies in the whole world doing this
Sucks for VR.. it would be great if the cost to build a solid VR machine was actually going down
yeah..
but lets see the 2060
that one has the potential of being an incredible vr gpu
your game would benefit SO MUCH from mesh shaders
like, you would EASILY get a x5 perf upgrade
as you are very heavily shadow/mesh bound
and then for the pixel part, variable rate shading
wich is a 40% extra pixel perf at 0 visual cost
with literally 2 lines of code + a texture
You have a link to info on the mesh shaders stuff?
yes, but its all graphics programmer stuff
you still want the link?
the TLDR
current gpu pipeline is basically
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)
where mesh shaders come
is that you can completely forget the "SetMesh()" part, and literally render every single mesh that shares a material, at once
that for the CPU
essentially like "perfect" ultra-instancing
on the GPU, on the other hand...
it lets you do triangle culling per micromesh
and generate geometry on-the-fly
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)
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
becouse it lets you do culling in the gpu itself, the vertex throughput automatically gets a x2
at the very least you can skip backfaces
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
nice
mesh shaders would automatically move all LOD calculation to the GPU
yeah, that would have a massive impact on my game
it will only calculate the vertex position once, even with forward renderer
and it would cut triangle count in half
also you would automatically stop having drawcall problems
your cpu cost would drop by 10-20 times easily
the gpu cost would improve maybe 3 to 5 times in a case like yours
(for vertices/drawcalls)
and lastly, the variable rate shading is another 40% for pixel perf
its awesome
but unreal doesnt support any of this
and it probably wont any time soon....
yup
the main use for mesh shaders right now
is CAD
they are EXTREMELLY good for CAD
becouse after all in CAD you have everything in one material, with just vertex colors
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
oh, forgot
they also allow you to do procedural culling easily
like for your hole thing
hopefully it will get standardized and AMD will get an implementation of it on new hardware (if that's what it takes)
do you have AMD GPU @sturdy coral ?
has anyone updated to 4.20.3 yet ?
@mighty carbon nope, but I have AMD stock ๐
ha, I see ๐
nvidia too though
makes sense
so, no one is on 4.20.3 yet?
I hear rumors that it's extremely less stable than 4.20.2 and I am not sure how it's even possible
@mighty carbon I'm building 4.20.3 now
looks like mostly minor bugfixes, but does have one thing for mobile vr eliminating a redundant upscale which might help perf
oohh, I was actually waiting for it because of the Set Material crash bugfix
but, good to know mobile performance might get some boost
lol, wanted to play Hellblade VR - got stuck updating dependencies for 4.20.3 and then MSVC said update was available... ๐คฆ
@sturdy coral how long does it usually take you to build UE4 ?
(I have to leave my PC running overnight)
@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
i3-6100 3.8Ghz, so yeah, most definitely
ah yep that would be it
@sturdy coral Vega had "primitive shaders"
wich look to be very similar if not the same thing
sadly, vega wanted to maake them automatic at the driver level, wich backfired becouse they didnt get to make it work
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.
sadly, they failed really hard
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
they seem to be more or less the same thing as mesh shaders from nvidia, so a unification is pretty much confirmed
and of course, consoles will have the feature front and center
maybe even the "default" way of doing things, completely removing the whole vertexshader/geometry shader completely, and only allowing primitive shaders
Mesh shading demo
look at all those objects
Elite dangerous has similar asteroid fields
except much less dense
and they tank framerate xD
ah good ol ED asteroid fields
did that underground train simulation ever get released?
so, I played Hellblade last night.. Pretty cool game, but made me sick ๐ฆ
That TPS camera they have sucks ๐ฆ
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.
aside from that, I can see now TPS games can fit nicely into VR
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)
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).
@mighty carbon Chronos does it super well
in chronos it works a bit like old resident evil or devil may cry games
the camera is stuck in a corner, and its fully static
when the player reaches a point, the camera teleports to a new angle
it is not a "follow" camera
ah, I see
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
did this get updated when I wasn't paying attention?
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?!
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"
w00t! https://uploadvr.com/mirage-solo-is-getting-pass-through-support-with-depth-perception-and-ar/
finally, VR/AR HMD with ARCore AR
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)
it should get pretty active here during oculus connect
how can I edit the 3rd person unreal character to add stuff to it?
to change the way it looks
?
Export it to FBX, import to 3D app, have fun
Since we first launched Daydream, developers have responded by creating virtual reality (VR) experiences that are entertaining, educational and useful. Today, weโre announcing a new set of experimental features for developers to use on the Lenovo Mirage Soloโour standalon...
"To date, this type of experience has been limited to expensive PC-based VR with external tracking"
lol, Rift costs less that Mirage Solo
(with Touch!)
does someone had the issue to unreal swap controllers's hands?
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
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
lenovo daydream + AR + 6dof will become something really good
well, not if they don't fix ergonomics of the controllers
also, passthrough image is black and white ๐ฆ
and it looks like 6DoF controllers will have small FOV (maybe even smaller than WMR)
@pearl tangle what do you think ?
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?
@mighty carbon
because you see on the photo there is a plate mounted to the face of the HMD with LEDs
and it seems that the thinkness of the plate might affect lenses
and probably the plate does the tracking, not the cameras
yeah guess they are separating out the hand tracking from the world tracking, which makes sense
I am speculating based on the official images
hard to tell whats going on with the addon bit
do you know why pass-through image is b/w and not full color ?
kinda offensive to the idea of AR, where virtual objects seamlessly integrate into the real world ๐
I guess next month we'll find out (if they will announce it during that Google conference)
it looks like they must be the infrared cameras rather than colour cameras
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
I see
that defeats the point of having AR functionality - for AR to be useful, it should be color pass-through
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.
why not?
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..
Hololense / ML1 AR is a joke IMO
seems like a cool concept, but so limiting
have you used either of them?
thats like saying VR is shit when all you have seen is a video through the lens
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
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
A crude look of how the view looks through the lens with. Yes bad phone cam work and all. This is a Dev Kit so it's not representative of the final product.
you can't be serious calling this "cool" / "awesome"
Augmented Reality wine tasting ๐ท #ar #augmentedreality #arkit #arcore #apple #iphone @carlydiamondstone https://t.co/js4vxqTaaj https://t.co/xkdOzEEy4E
pass-through
'nuff said
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
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..
if you think hololens looks like that then no, you can't. It looks nothing like that when you are wearing it
what bothers me on hololens is the FOV
Aye, do they have demos of Hololens in MS stores ?
is too narrow
yeah, FOV is another thing
yeah thats it's main issue. But thats why its developer hardware. It's not a finished or consumer ready product
there`s the leap motion project, the helmet is weird, but who know how it gonna be
noth star is the name
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
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)
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
have you tried ML1 @pearl tangle ?
haven't got 1 yet. I have a hololens and have done AR with tango stuff before
the leap motion hmd doesnโt have positional tracking in the reference design but you can add it
Iโm almost finished building my version, Iโm just waiting on some extra circuits to get the displays running
@fair hearth how did you get the reflectors?
And is that a WMR circuit board? How does it have two display outputs?
@pearl tangle have you heard any details about Hololens 2 ?
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
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
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?).
@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?
@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?
This is the only paper I could find on the subject, http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.132.4818&rep=rep1&type=pdf
Oh found what you were talking about https://www.reddit.com/r/oculus/comments/3e2gmz/a_simulation_of_5_km_of_redirected_walking_in_a/?sort=confidence
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.
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
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
@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
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.
@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?)
@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.
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:
Knuckles EV2 allows for much more natural interactions in VR, like picking up, dropping, and throwing objects. Rather than make everyone create their own solution, we've distilled most of this into a
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.```
@sturdy coral Thanks a lot!
np
damn, UE4 source after building it is more than 50Gb on HDD
hey is anyone here using weapons master VR?
I think someone does, but it's not me
source code is available too
I wonder if it can work in VR and performance would be good
@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
Hmm, I see
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.
@potent gust there are job boards, #looking-for-talent specifically
Cant seem to post anything there
DOH! Thank you.
is anyone using Oculus LipSync to drive avatar mouths, or anything similar?
hmm, is it unity only?
This is the place to show, share, and link to your stuff!
I'm a bit surprised that you seem to need a plugin to do something similar in After Effects
@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
4.20.3 is a f#cking nightmare
have a safe flight
@wicked oak have fun, I think @split steeple is the only other who I've seen mention going
https://answers.unrealengine.com/questions/697254/4171-editor-crashes-when-i-click-paint-in-landscap.html << this is my issue (minus Landscape, since I don't have any). This has been going on since 4.16 !? I am surprised 4.19 worked for me
@mighty carbon why is 4.20.3 a nightmare???
anyone have any good tutorials on how to set up weapons for vr?
@quiet swan because it's crashing when it shouldn't and navmesh doesn't get rebuilt
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?
well, on the other hand if you don't update in timely manner, you might not be able to
why would you need to update
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
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?
so many ways...
is there any links or videos showing you how?
@quiet swan perhaps best option for you would be download required assets from the marketplace
not surprised
Another one bites the dust
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...
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?
does anyone know how to keep the gun in the hand in using grip scrips in VRE?
@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
@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.
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)
"Solved" it. Orion can't be stopped and started while UE4 is playing it looks like. ABP also doesn't update without re-opening.
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)
how do I setup spatialized audio using UE4's native sound engine ? (for desktop or mobile VR)
@digital musk they broke that around 4.17, I'll see if I can find my commit to fix it
oh my, next VR project I work on will use these assets, for sure
@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
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
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
@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 canโt tell what direction itโs coming from.
@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.
Iโm 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
@mighty carbon really? How does one initialize values in Blueprints
o.O
Is there a better event to latch onto for setting values when and object comes into existence?
@glossy agate yeah, I think I'll give Steam Audio a spin - seems to be well integrated and well documented
@warm lion there is #blueprint
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
@rare violet you may have some conflicting plug-ins causing issues. Make sure only Oculus VR is active.
thanks @sonic lake taking a peak at that now. I generally use Vive for development rn
@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.
hrmm should I turn off SteamVR? thats the only other VR related plugin
weird i think i just needed a full restart
thanks guys ๐
lol, 1 day left and all kind of speculative articles start popping out
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?
@quiet swan this one has it
UVRF is โhand presenceโ cross platform template including hands that are properly placed in space (per platform), properly animated, allows interaction with
hmm... there is no reverb for Android in Steam Audio ๐ฆ
@mighty carbon there is a default in engine reverb volume that may work
Iโm using it for pcvr
But I have no idea if any steam audio stuff works on android
well, for Windows there is Steam Audio reverb
no need to use built-in one..
but not for Android ... ๐ฆ
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
@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
updated the distant clouds on my skybox with a new depth map to to give it some more volume and shape.. and added better lighting too. Sphere masks are a great and inexpensive way to fake SSS #ue4 #gamedev #indiedev #shader #sky #clouds @UnrealEngine https://t.co/j64IYgwrtM
wants this
anybody else going wireless with their vive?
Wireless premium VR is finally a reality, thanks to a collaboration between HTC, Intel, and DisplayLink, creating the new HTC Vive Wireless Adapter. This wir...
we have the kit on pre order for our vive pro
no idea when its going to be available here though
i ordered when the first positive reviews came in
guess it won't be here before mid/end oct
OC5 is finally here ๐
the conference is tonight though right @mighty carbon ?
Depends on what corner of the world you are ๐
western europe ๐
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
well, it depends on your expectations ๐
some people expect miracles (connected to PC, wireless connections, AR capacity, etc.) and I am pretty sure those folks will be disappointed
I just want a good, high end 6dof autonomous HMD
with 6dof controllers
or an alternative to pimax on PC
well, the latter is easy - StarVR
StarVR is not even sold publicly
they said they will sell it to general public
they say 1k+
but I smell ~2k
shame the screens are just a tad higher res than the vive pro
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
resolution + foveated are intertwined
once we get true foveated, high resolution will not really impact performance as much as without it
maybe, but foveated renderer and current res. would push complexity of the scene ahead
that too
motion sickness ?
haven't got anyone complaining about motion sickness in a while
years even
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
Anybody here used eyetracking? I'm having trouble setting mine up.
@torpid cliff you have an SMI equipped HMD ?
What's an SMI?
and they don't have an UE4 plugin ?
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.
there was some changes between versions recently
can't remember what was supposed to be changed for the plugin to compile though
hmmmm
The build target.cs file needs to remove some keywords that got removed in 4..20
yes, thats it ๐
I don't understand, what do I need to do?
open the file at c:\Users\waxma\OneDrive\Desktop\EyeXforUE4-master\Source\EyeXSamples.Target.cs
yep
and follow these steps in the upvoted answer
it should fix it
unless its a different one for 4.20
Hold on I havent downloaded VS on my pc since i reset it
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)
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
@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
Okay, so the red highlighted stuff should be commented out and I should add the green parts?
lol, pirating free software sounds like massive fail ๐
yes @torpid cliff
with the "RC" name replaced by your plugin name
soo "EyeXSamples" I guess
"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
you're gonna need VS anyways to compile the plugin correctly
why not to get in touch with them and ask for help ?
I have
what did they say ?
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.
aight, good luck !
VR is about one week away from having its Super Mario 64 moment. I canโt get into details, but I donโt say that lightly. If you are even remotely interested in VR, the rules are about to be redefined, and jaws are going to drop.
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 ๐
๐
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 ?
well, mario 64 was N64 only
but yeah I don't see it being that having played it in playroom
I am ready for the show! ๐
livestream is stuttery for me on FB, are they streaming anywhere else?
didn't see it on their twitch
it is ok for me now too
rift quality experiences?
what does "Rift-quality" experiences even mean ?!
and climb!
Good price
Zuk seems to be super excited, like a kid ๐
I hope performance is good on the device
well, this is it for 1st gen
Could open our training tools to standalone
no hardware specs ? :/
where is the battery on that thing....
here's hoping it supports QC3
"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
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...
Muh
FB executives are complete taking over the old guard ๐
400 is a good price though
yeah it's def not high end
on the bright side, if RR made it to Quest, we shall expect goodies in UE4
with it releasing in Q1/2019 there's a slight chance that they're going with snapdragon 845
@mighty carbon what goodies? it falls under their oculus module anyway
doesn't really require anything special
Hurray for distopian vr
grr, the stream is running like dogshit again for me
@tired tree rendering optimization, audio optimization, maybe better integration for Oculus SDKs
"while incorporating a lens spacing adjustment to help maximize visual comfort" YES
you hope for a lot there
No problems here @sturdy coral
the integration of more up to date SDKs will def happen
See mid end device
but don't know what you expect on the rendering / audio end that isn't provided there
ouch....this part isn't very impressive
if they are just running edge detection off of B&W cameras...
Yeah
i'd rather see that stylized environment they're showing right now
looks better than sepia tone Lenovo Mirage Solo footage
its the same as the OpenVR overlay...
not entirely sure why VR mixed reality would be a feature point without actual cameras in this
good thing it's going to be software update to Quest most likely
the cameras are most likely B&W like WMR
quest is actually a pretty sexy HMD
not sure, I missed that part of the stream from lagginess
could help with adoption
Vita cameo :(
it's not a switch?
@sturdy coral I would assume, since they are just running edge detection
Nah
no reason otherwise to leave it that barebones
E3 cringe meter is starting to raise
lol
GET EXCITED GUYS
Lone Echo 2 !!!!
damn, can't wait to play it
I haven't even tried Home 2.0 or Dash yet :/
steam vr home has that stuff since ages
i'll be honest, really don't like oculus avatars much
why?
crowd not impressed
too bad all that is Unity only ๐ฆ
Haha
its not unity only...
last time I used dash it hardlocked my computer
i know you mean, pre-made for you
look at the version UE4 has.. OLD
you are free to upgrade it yourself :p
looking forward to the first vr calls to dystopian customer care (running FB avatars)
๐
Steam mobile app
remote install from mobile app, I bet it will pop up a UAC prompt and stall out
Too true
I like dystopian customer care.. You can slap them around ๐
why would you want to be tied to this kind of api for a "hybrid app"
Blender's monkey!
and locked into one platform
Stream cutting up now
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
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 ๐ฆ
lol
rewriting history
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
people would melt the screen from the sun if they advertised doing that
well, ok, then hangar ๐
Quest is really good for fitness
hope OVRLipSync gets support for non-unity
now @mighty carbon SW
yep ๐
I wonder if they will showcase their LF tech
I guess I'll read about it tomorrow
The framerate destroyer
may run on RTX
definitely mobile quality
needs more AA
as long as I can use lightsaber ๐
Episode 1
was that the first in-game footage they showed for a quest title?
I think that confirms mobile SoC
maybe some future look now?
but abrash is less concrete than i'd like
don't know zucchini
Zuck
:p
So all we see on the oc3 is going to be announced today for their new high end hmd ?
Taking bets
you mean oc8?
oc420
ocelot
why do they always depict AR glasses looking like grandpa glasses ?!
Hipster glasses*
only 8K viewers?
I want Dennou Coil like glasses
Coil Whine Glasses
people are not ready for VR it seems ๐ฆ
it's a dev conference
People will watch the trailers later
speaking to a small sliver of devs
When FB will spam them in the newsfeeds
grr this stream is fucked, should have just waited to watch it after it is recorded
Yup just locked
though this is the first interruption for me
it's back
fuck
they should've went with youtube live ๐ญ
they didn't want to help competing platforms
yeah, same here
That was the most interesting part ๐ฆ
as far as i'am concerned youtube would be helping them
I better get to work
soo, we missed haptics and all other good stuff ๐ฆ
that was a bit anticlimactic
hm?
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?
@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
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
they're trying to keep the devs at it
tbh, was hoping for more out of it
@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
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
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
that one didn't have any movement restriction it didn't look like
@sturdy coral It's time for a more natural interaction in VR. I had hopes for LeapMotion, but it doesn't perform as expected.
mm, maybe it did have some
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.
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
@tired tree Interaction-wise I think they will be similar, not sure graphics-wise what the limitations will be
Meaning the rendering pipeline
where is he getting 200 degrees on waveguide displays from?
I am referring to the rendering limitations e.g. reflections, translucency, etc.
can they get past refraction limit if curved I guess?
And battery life.
we were talking about hands / controllers
where did that come in
oh
you posted between me replying to you
I see
@tired tree Interaction on one hand and rendering on the other, yes
And battery duration, which is not an issue with the Rift
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
I wish FB video could play with a speed up like youtube
@tired tree do you know if Quest is also Android based?
newp
very likely I think
but would assume so
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 Ok tell us more! ๐
We use a lot of assisted VR, which is very difficult with the Go.
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
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.
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
@sturdy coral And the drift over time. Still pretty good, but it drifts.
the replay stream on their page cuts out the haptics stuff
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
@sly elk Is it because of performance or memory?