#virtual-reality

1 messages Β· Page 190 of 1

sonic lake
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Or both?

sly elk
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Not sure on memory but def on performance

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1300 parts in the car right now

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when they are all installed there is a fair bit of instancing but its still a shitload of parts

sonic lake
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Drawcalls?

sly elk
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Yeah, drawcalls being a big issue for santa cruz

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also triangles will likely be an issue. Expecting I will need to cut triangles by a factor of almost 10x

sonic lake
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or push LOD's further

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or maybe not because everything is pretty much as the same distance from you in your case

sly elk
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Its more than lods can really handle. Stuff needs to be remodeled in a more stylized way

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yeah

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eveything is in the nearfield

sonic lake
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Which would be a great case of foveated rendering if eye tracking was available

sly elk
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yeah

mighty carbon
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depends on the SoC

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if it's 845 or 835

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and if they have fixed foveated rendering in Quest

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(they do on Go)

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and if they will have Vulkan API instead of ES2/3.1

sly elk
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Without dynamic shadows on right now im often pushing over 2m triangles. Im guessing I need to get that down to under 500k

sonic lake
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If you have something very close to you and you explore it by moving your eyes, fixed foveated rendering is not going to help really.

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It only helps if you turn your head around and keep looking straight to the center of the lens.

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^^^ @mighty carbon

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@sly elk With all your fine details you will have to do an awful amount of work to turn them into normal maps, which in VR suck anyway.

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"Suck" being a technical term for "don't look good".

sturdy coral
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we'll need that new mesh lod on gpu stuff

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probably not coming to mobile socs any time soon, but may on something like tegra

mighty carbon
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@sonic lake what are you talking about?! Ofc it helps.. Sure it's not exactly the same as conventional foveated rendering, but it reduces performance requirements.

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you can move your head if you want πŸ˜‰

sonic lake
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I was referring to Alec's use case

sturdy coral
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foveated doesn't help with geometry burden yet

sonic lake
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Where he has a lot of fine details very close to the player and all around it

sly elk
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Most of the fine scale detail is currently in the normal maps

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but a lot of these parts are more complicated than they look, and simplifying them would break them away from their high res art far enough that they wouldn't bake well and need new high res art from scratch

sturdy coral
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yeah, one of nvidia's micromesh examples was an engine block πŸ˜ƒ

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the meshlet thing

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each little chunk it gets broken into can be individually culled on GPU and some level of detail calculation

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not sure how the LOD stuff will work on the seams between the meshlets

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but that seems like it could pair well with foveated rendering

sly elk
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Yeah, it would be cool if it was possible to scale surface complexity based on where your eye was looking

sturdy coral
mighty carbon
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Adreno 540 supposedly pushes 450M tris /s

sly elk
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quest is 90fps?

mighty carbon
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72Hz most likely

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they haven't revealed any specifics about internal hardware

sonic lake
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So this physical blocks are actually mapped in VR to VR objects I guess.

sturdy coral
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maybe so, I wonder if they just manually aligned things

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they didn't show off much room mapping type stuff in the presentation

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just a sparse point cloud of features

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but not meshing and stuff

sonic lake
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He talked about mapping of different rooms.

tired tree
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just features of the rooms

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a "memory" of them

sturdy coral
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just looks for corners and stuff and their relations

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meshing takes a lot more memory and performance

sly elk
sturdy coral
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what are you rendering those with?

sly elk
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3dsmax

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and then photoshop

stable dove
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It’s supposed to support β€œRift-quality” experiences, with a starting catalog of over 50 titles, including well-known existing games like climbing simulator The Climb and adventure-puzzle game Moss.

sonic lake
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We run the Rift on a GTX 1070/1080 and an i7 CPU with 32GB of RAM, I highly doubt this power will be packaged in a standalone system.

sturdy coral
mighty carbon
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well, what would they do there ?

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I think it was a good presentation up until the lady started saying "GET HYPED!!!"

sage gulch
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so are they fresnel lenses?

mighty carbon
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yep

sturdy coral
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maybe they extrapolated one week sales after the walmart purchase πŸ˜›

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I think it is probably doing pretty well though, I know people who haven't been into vr at all that bought one on a whim

sage gulch
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what's up with the haptic gloves?

sturdy coral
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they definitely have cooler demo setups than any oculus connect in the past

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hopefully they make a business licensed version of it or it won't get much use like that in the real world

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but very cool to see

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warehouse/laser tag/paintball type VR has been a big dream for a while

sage gulch
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bah FB video stream skips over the haptics demo

mighty carbon
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after all, controllers tracking might be not as good as expected

mighty carbon
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pretty sweet

sturdy coral
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the ipad shows a viewport into the game

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from the illustration at least

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didn't read the text

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is that really mixed reality?

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if it did greenscreen type stuff it would be

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I guess you could say it is just from being able to feel the obstacles and cover

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definitely looks really fun

mighty carbon
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they mapped real environment and matched VR with it

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and then supposedly (how?) you can see your body in VR using MR

sturdy coral
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ah weird yeah, they mention self-presence, seeing your body

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but no details

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maybe it is just the sobel filter stuff people were talking about earlier

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(edge detection view through the cameras)

mighty carbon
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still, it's pretty cool

sturdy coral
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need to upgrade before pimax

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not sure 2080 will be enough though

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@mighty carbon this mentions the edge detection filter in D&B

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so their mixed reality/body presence is basically what the vive does?

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"The most annoying part which was definitely taking me out of the moment was the tracking that would lag or stop momentarily every now and then, even when I had the controllers right in front of my face." =/

mighty carbon
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I hope they'll fix it until the release

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(make it less annoying)

sturdy coral
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hopefully it doesn't have issues baked into silicon

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if they are using custom chips for it

mighty carbon
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"Oculus Quest runs on the Qualcomm Snapdragon 835 mobile chip set"

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slight bummer

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I guess they wanted to fit it into $399

sturdy coral
mighty carbon
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I did not see it in UE4

sturdy coral
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I don't want to log into to anything viveport/htc to see

mighty carbon
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when is Carmack's keynote ?

sturdy coral
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10am est tomorrow is another, probably with him

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sorry, pst

mighty carbon
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aye

jaunty shell
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soo, do we know what chipset the quest is using ?

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I've read an article stating it was the snap 835

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but I'd lean more towards the 845 or 850, since the 835 isn't 6dof ready

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urgh it is the 835

full junco
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@sturdy coral

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@mighty carbon

fleet plume
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@jaunty shell why shouldn't the 835 be "6dof ready"?

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there's a high chance that they're running the 6dof cameras on a separate FPGA

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and process everything together with the gyro data

jaunty shell
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I mean the 845 supports 6dof without an external chip

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and is the latest mobile chip on the market

fleet plume
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i guess they were too far in on development

jaunty shell
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with the 850

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😦

fleet plume
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also price i guess

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quest won't fly >400

jaunty shell
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problem is

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if performance isn't enough

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quest won't fly at all πŸ€”

fleet plume
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hardcore gamers with 2080(ti) SLI setups will probably be disappointed

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those are just 0.01% of people though

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so i'am personally pretty optimistic

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i've developed for daydream on my pixel 2 xl

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which has the 835

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can't do console graphics obv and dynamic lights will kill you

jaunty shell
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obviously

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would have been nice to have a little more power though

fleet plume
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yeah

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totally agree with that

jaunty shell
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still waiting for battery life :v

fleet plume
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we don't know how much they'll make on each sale

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how much they're subsidizing it

full junco
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@fleet plume I want to make my game with fully dynamic lighting run on Quest though πŸ˜‰

fleet plume
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I WISH YOU BEST OF LUCK

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lol

full junco
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I'll just figure out a way how to make my game OC the snapdragon to 300%

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πŸ™ƒ

fleet plume
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actually

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something like quake I/II should be possible

jaunty shell
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the raytraced versions ? πŸ˜„

full junco
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I only need 1 dynamic light

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quite confident thats doable

fleet plume
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@jaunty shell render at 64px wide resolution, scale up, let AI fill in the rest

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πŸ˜›

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call it "impressionistic game style"

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win art awards all over the world πŸ˜ƒ

shell karma
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gotta get that santa cruz updated, wonder if the engine will work with it out of the box

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pretty much same as with go as far as deployment is concerned ?

fleet plume
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as far as i understood yes

full junco
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@shell karma what are you working on?

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oculus said any recent UE4 version will work with quest out of the box

shell karma
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@full junco we have a santa cruz at hte office and wanted to finally test it out

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since it came no one actually touched it since there was no os

full junco
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they sent you a santa cruz without you being able to do anything with it? πŸ€” why would they do that?

shell karma
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and what I want is just to give it a spin, do some simple prototype with low poly graphics

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the updates to the os were meant to arrive at some point

full junco
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but other devs that got santa cruz devkits were able to use them I think?

shell karma
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they might have, as I said it came months ago, no one at the company touched them since

jaunty shell
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the frick

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I would be all over prototype hmds

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lack of time or interest ?

shell karma
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at the time they've sent it there was no docs delivered or anything at all

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all you could do is boot it up to see the androids root

jaunty shell
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you mean the bootloader ?

shell karma
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and no one actually cared or had time to dig into it

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yeah

jaunty shell
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and they didn't actually give any rom to install on it ?

shell karma
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at that time no

jaunty shell
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O_o

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they sent bricks to devs then basically

shell karma
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as i said been months ago, first batch of prototypes sent

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from what I heard some updates followed with more docs etc, I guess now quest hyped me enough to dig into the santa

full junco
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@shell karma why did you get them if you weren't interested in playing around with them? they should have sent it to me instead, I would have been happy to use it without docs πŸ˜„

lusty lark
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Hey! Does anybody has some fix on using sprite flipbook with instanced stereo on? My flipbook only renders on the left eye because of the instanced stereo setting.

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Or workaround?

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I tried with media texture but its too laggy.

shell karma
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I've said enough already, it's still under heavy NDA ;p

lusty lark
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Anyone?

violet musk
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@lusty lark

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Does somebody know where the EXACT center point of the Vive Tracker is in Unreal? I thought it would be the center of the flat top, but my tracked real-life object doesn't match with my 3D model, but instead shifts position when rotating.

lusty lark
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@violet musk I tried this but I get the same result.

violet musk
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Disabling Instanced Stereo is not an option?

lusty lark
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I managed to do this with the media texture, the lagging was because of too low memory caching. I upped the limit and now it works very smoothly.

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No, we will have a lot static meshes etc.

violet musk
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I see. Well, if that works glad you got it working. I guess this will never be fixed tho if you don't do it yourself in source.

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Maybe one of the Paper2D marketplace plugins takes care of it.

mighty carbon
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I thought about battery life and 2.5 hrs would be more than enough

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(Same as Go)

jaunty shell
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that ain't much

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unless its got quickcharge

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I'd expect around 4 hours at least

lusty lark
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@violet musk Thanks for the suggestion, I will check those out. πŸ˜ƒ

mighty carbon
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Well, I don't have that much time to be in VR nowadays, so I am contempt with 2.5 hrs

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(For example, I only had ~40 min yesterday to play Dishonored 2 DotO)

jaunty shell
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DotO ?

mighty carbon
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Death of the Outsider

jaunty shell
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ah

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thought about Dota

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Doto

mighty carbon
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Lol

jaunty shell
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no

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dota

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;D

mighty carbon
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Unless you are VR dev or enterprise, or hardcore VR nerd, you won't be in VR for more than 2 hours.

jaunty shell
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well

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you kinda tend to loose track of time in VR

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depending what game you're playing

mighty carbon
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The only game I was lost in was Lone Echo and even then I didn't feel too good after being in VR for less than 2 hours

jaunty shell
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spent an entire afternoon on elite once

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and a full evening in VRChat when it was the beginning

mighty carbon
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Oh, those games make me sick instantly

jaunty shell
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cockpit games ?

mighty carbon
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Sims that is

jaunty shell
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weird

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it should be the other way

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with a reference point cockpit games are the least prone to give motion sickness 😐

mighty carbon
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Maybe my PC was dropping frames

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Need to try again since now I have i7-7700

jaunty shell
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yeah dropping frames are a killer

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had some bad CPU bottlenecking with a 4770k

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since I have the 8700k my frames are through the roof πŸ˜…

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be it VR or not

tired tree
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@mighty carbon it is very common to be in VR longer than that.....

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you may be a bit out of touch, at the very least with the beat saber community, not to mention skyrim and other longer experiences

mighty carbon
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Well, 2 hrs limit is healthy

tired tree
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healthy?

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let the consumer decide that one..

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i'll agree that 2 hours isn't bad, if that is what it is

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for everything those headsets are doing, wouldn't expect much more at this point

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but it will get complaints if it is around there

mighty carbon
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I go by my environment - the only people who have that much time to play games are the single ones or teens

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Anyone else got no time

tired tree
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your environment is very limited then

mighty carbon
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And I am talking about hundreds of people I've worked with in various fields and walks of life

tired tree
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so limited then

mighty carbon
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That's what average person is - limited, if you say so

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Before certain age I was willing to stay up late to play. After certain age i'd rather get extra hours of sleep

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I guess those kind of people aren't target audience

jaunty shell
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wait, aren't you supposed to sleep less when aging ? πŸ˜„

mighty carbon
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Dunno, I'd rather sleep more πŸ˜†

jaunty shell
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could go with a battery pack and a cable going to the back of the headset

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but that's ain't really comfortable

digital musk
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how about throwing a battery pack in the cargo compartment of a hydration pack....for those proper marathon sessions πŸ˜‹

mighty carbon
jaunty shell
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hmm

mighty carbon
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basically same art optimizations tricks as for Go

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btw, I've yet to see any tweet from Carmack about Quest..

sly elk
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So, do you all think the quest will sell well?

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do we have any rough numbers for go sales?

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And do you think having two entry level options will confuse or cannibalize sales from each other?

mighty carbon
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well, Go is for people who travels a lot or prefers watching movies in VR (and do all that VR social crap)

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Quest is for gamers who don't have $$ for powerful PC

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Rift is for hardcore VR gamers who can shell out $$ for PC and have enough room to do room-scale gaming

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personally, while my PC is capable of desktop VR gaming, I'd rather game with Quest because I don't have room to do proper room-scale VR in my PC room. And I hate wires πŸ˜ƒ

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that's how I see the breakdown anyway.. I might be wrong

sly elk
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Yeah. I get the distinctions. Im just thinking that the standalone headsets will appeal to a super casual audience who aren't as liekly to understand the distinctions well

mighty carbon
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at $400, I don't think so

sly elk
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I thought i had read an oculus GO sales number somewhere

mighty carbon
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Spending that much on entertainment is a deliberate decision, while spending $200 is more like buying a new TV

sly elk
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yeah

mighty carbon
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nah, Fb said "exceeding expectations" - but what does it mean exactly ?

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they will never reveal the numbers because of shareholders and all that IPO bs

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let's say they sold 5M units.. It sounds great and all, but from shareholders perspective it's a fail

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Sony doesn't care because they make money elsewhere and thus revealing PSVR numbers isn't a big deal

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Fb/Oculus can't really afford that

sly elk
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yeah

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Im curious how good the tracking is. If its better than WMR or has a similar latency/smoothing applied to it.

mighty carbon
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btw, I have a feeling they won't give dev kits out

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dev portal says "you can prototype and build games on Oculus Rift and expect to easily port to Oculus Quest when full documentation launches in 2019."

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which is kinda true if you only use front facing setup

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I guess I am gonna have to pay for this one πŸ˜’

sly elk
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So I think for Quest a version of Wrench at $5 where you can assemble an engine. If I cut the engine in half and make it a two cylinder I can get the part could down to around 250.

tired tree
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curious what oculus's target draw calls will be for the platform

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their talk about profiling for Quest had the projects view taken down to 33 draw calls

jaunty shell
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tight budget

tired tree
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they have listed stats for their other platforms already

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yeah, but 33 likely is just what they accomplished, it doesn't mean a budget

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go's target is <100 a frame

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would expect much higher on Quest

sturdy coral
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I heard about 30% better than WMR on the hands and that it doesn't recover hand quickly enough when they lose tracking

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not quickly enough to recover a something like a throw or swing

tired tree
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yeah from a couple testimonies they shouldn't have been demoing it with the Tennis game @sturdy coral , was losing tracking on really fast movements.

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their talk they showed to consider what happens if the player turns their head away from one hand to look at another a being a total loss of tracking case

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the boundry for tracking is a bit less than I expected tbh

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thought they would move the side cameras to the actual sides near the band or something

steady schooner
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Do dynamic shadows work with VR?

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I’m having in issue where some of my shadows,( I think it’s cascaded shadows) disappear in the middle of the view

mighty carbon
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maybe the will fix it by release time in software ?

mighty carbon
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@pearl tangle pitching to boss the idea of utilizing AR at work (mostly to do training on the job and for information aid in production). What would you recommend that is less hassle to deal with (something that just works out of the box, has full support in Blueprint and doesn't require to write custom C++ code) ? ARCore tablet? MS Hololens ? (I am hoping Hololens2 will be announced in a few days at MS event)

violet musk
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I upgraded from 4 to 8 Vive Trackers and now I don't get them connected anymore. Same process (plug 1 dongle and connect it with 1 vive tracker, unpower vive tracker, exchange dongle, connect next tracker etc)

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If I do this with 8 then just 1 out of 8 will be connected in the end, after I have them all set up (looking good in SteamVR) and ready to turn them all on

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ye

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This is the fourth time I'm setting this all up, such a pain

tired tree
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@violet musk are you splitting them up across USB buses?

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you likely need to spread them out

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that is a lot of data

violet musk
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@tired tree Yes, I have 2 USB Hubs with 4 slots each.

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One USB Hub worked fine for 4 dongles

tired tree
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what are the hubs plugged into though

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the same bus?

violet musk
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That's a great question that I was just checking myself when you said that lol

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They're both in the front, so very likely

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I'm tyrying one in the back

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Didn't notice the front one was USB 2.0. And changing the dongles around to other USB ports, SteamVR doesn't even react. In fact I unplugged everything and 2 trackers are still shown as connected... is that the headset picking them up? About to go home tho, thanks for that tip. I'll try to set them up on two different USB 3.0 bus tomorrow.

tired tree
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yeah you need to turn on the controllers first

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or the headset can take the slots

violet musk
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Yeah, with all the fiddling I didnt notice them turning off lol

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I feel like this needs to be more comfortable to set up..

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Our customer going through that, great :9

trail shale
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My binoculars are almost setup but I could use a little help with the last bit - the media plane is just not quite line up right but I can't seem to affect it in the settings .... size nor moving it away from camera did much

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it's just not filling the screen

deft moat
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Does increasing the fill screen amounts do anything?

trail shale
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nope

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it's odd

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oh wait

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i'm a dummy

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I'm editing the old media plane, not the new one that I create as part of the function

deft moat
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Ah, rookie error

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Just kidding. I don't know anything

trail shale
deft moat
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On an unrelated note, I'm attempting to map my room into VR, so that when I reach out and touch my desk/screen/whatever, it's 1:1 (or close to it) in VR. My problem is that my VRPawn starting point adjusts slightly between sessions, and at one point I made the drastic mistake of redoing the room setup. Is there a way to make my headset (vive) starting point never vary in reference to my base stations?

trail shale
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what happens when you use Reset Orientation?

deft moat
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It resets it to whatever positionthe Vive is currently in. So it's dependent on me having my Vive located exactly on the floor where I have my VRPawn starting point, which won't be consistent.

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Since the VR field of view is technically not just in front of you, could your binoculars be more like a box, where the sides come towards you? Otherwise, could you just edit the image and make the black outside of the binocular lenses just extend further in each direction?

trail shale
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wait...do you have a key bound to Reset Orientation in any of your controls?

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Because if the VR pawn you are using is IN your office chair and you reset your orientation, it SHOULD put the Vive realigned to the VR pawn

tired tree
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he doesn't want it aligned

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he wants it 1:1 to the tracked space

deft moat
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Right

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Reset orientation makes my current Vive location match the starting point of the VRPawn, which is on the floor.

tired tree
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what offsets each time?

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it really shouldn

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t shift much

deft moat
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Sometimes slightly up, sometimes slightly back. And sometimes it seems like it's a function of where my current view is within the editor, which is bizarre and makes me think it's some other problem.

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How could I get the locations of the basestations in the room?

tired tree
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static void GetTrackingSensorParameters(FVector& Origin, FRotator& Rotation, float& LeftFOV, float& RightFOV, float& TopFOV, float& BottomFOV, float& Distance, float& NearPlane, float& FarPlane, bool& IsActive, int32 Index = 0);

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its a bp node as well

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up/down would be normal Z drift, the floor shifts if you don't reset

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back shouldn't happen

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and view within the editor would be you not spawning in the same spot

deft moat
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That's it then. Why would my editor view affect my spawn location, rather than where I placed my VRPawn?

tired tree
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it shouldn't in VR mode

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just double check the initial spawn transform

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pawn actors loc should remain static, with just the HMD shifting positoon

deft moat
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Now my headset is only spawning on the floor. Where would I check/edit the initial spawn transform? Is it not the location of my pawn in the scene?

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No, it's not. No matter where I set my pawn in the scene, I start in the same place. I tried to set actor transform after begin play, but that doesn't change anything either.

tired tree
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@deft moat you are spawning into a new pawn then from the game mode

mighty carbon
sturdy coral
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hope the streaming quality is better today

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it will be interesting to see how much he talks about quest vs go

fleet plume
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lolwut

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720p max

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sigh

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oh nice, first lag

sturdy coral
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same.. fuck

fleet plume
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laggy as fuck

sturdy coral
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that's how it started for me yesterday too

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so stuttery

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may have to dust off my gearvr to watch

fleet plume
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switched to 360 res

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and it seems to be better now

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maybe their encoder can't keep up

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nah, 360 is just as bad

mighty carbon
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yeah, laggy for me too

sturdy coral
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yeah I tried that too and it is still cutting out

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it doesn't usually lose words, just delays

fleet plume
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i'am unable to cope with that πŸ˜„

sturdy coral
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that might mean it falls behind.. may accumulate into a big lag and then drop out half the video again like yesterday

fleet plume
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waiting for the vod upload to youtube

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choppy video is something i won't put up with in 2018

mighty carbon
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not choppy when using Edge vs Chrome

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lately Chrome was a piece of crap for me all across the board

fleet plume
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tried in edge and ff

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same chopper

mighty carbon
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hmm

fleet plume
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maybe a routing problem to europe

mighty carbon
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hmm.. Edge started being choppy too

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and I am in US

sturdy coral
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is it off?

mighty carbon
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yep, no stream for me

sturdy coral
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wtf

mighty carbon
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unbelievable

sturdy coral
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seems back

#

separate video now

#

refresh their feed page

#

seems smoother

mighty carbon
#

link?

sturdy coral
#

I'm not getting any drops any more

sly elk
sonic lake
#

@sly elk What does it do? Gets you a new bolt to pickup?

sly elk
#

yeah. If you break a bolt you don't need to manually order a new one

#

since its assumed that anything you break, you will want a replacement for

mighty carbon
#

no Vulkan on Quest 😦

tired tree
#

he didn't say no vulkan....he said that vulkan isn't worth it yet

mighty carbon
#

meaning, no Vulkan just yet πŸ˜‰

#

maybe they get that extension by release date

#

stream is choppy again 😦

#

4.21 is being staged.. does it mean we get preview soon ?

tired tree
#

likely since main is on 4.22 now

mighty carbon
#

nice

tired tree
#

whew, lots of android changes

mighty carbon
#

in 4.22 ?

tired tree
#

they merged fortnites android update

#

no 4.21

mighty carbon
#

oh

#

nice, i suppose

sonic lake
#

@sly elk People should by spare part credits, otherwise no replacement bolts. πŸ˜‰

mighty carbon
#

btw, it seems that it's going to be even harder to get on Quest than on Rift/Go

sturdy coral
#

I did this same chromatic aberration experimentation he's talking about 4 years ago πŸ˜›

mighty carbon
#

πŸ˜ƒ

sturdy coral
#

that was the wrong link actually, this one:

#

found the same limitations of the aberration correction being the limit

#

it would be different when wearing glasses than not and stuff

#

because they have their own slight aberration

sonic lake
#

And they cut him...

#

Just when it was starting to get interesting again.

mighty carbon
#

how dare they do that

sturdy coral
#

his hall talks get streamed sometimes

#

just on periscope and stuff

sly elk
#

@sonic lake People do buy replacement parts, and in career mode the player gets charged for a bolt respawn

#

but this automates the purchase so they don't need to navigate UI

sonic lake
#

Oh, didn't realize that. And do they pay real money for them?

sly elk
#

In career mode it's the money their shop earns

mighty carbon
#

@sly elk you gotta put microtransactions in or loot boxes at least

#

πŸ˜„

mighty carbon
sly elk
#

Do you all have async loading on and if so what are you using for the time limit?

sturdy coral
#

@mighty carbon ptw == positional timewarp?

#

the depth buffer thing?

sly elk
#

i also had to google it. Yeah PTW is the depth buffer thing

mighty carbon
#

I have no clue πŸ˜ƒ

#

What I know is that there are no SDKs available unless you are doing something truly amazing and it will ship with Quest at its launch

sturdy coral
#

they had it as an experiment back on dk2 (but not asynchronous). it took the depth buffer into account during reprojection so it could do positional movements like ASW, but it's main limit was it couldn't deal with translucency

#

and it didn't deal with animated things like ASW can

#

combining them should be good

#

though on UE4 if you are using TAA there are already lots of artifacts on translucency from taa itself doing reprojection using the depth buffer.. hopefully that won't compound with it (shouldn't be an issue with forward/msaa)

pearl tangle
#

@mighty carbon You wont get hololens running in unreal easily and you will have to do majority of the stuff from scratch, unless you want to change over to Unity then it's pretty easy to develop with.
I personally have not seen anything beneficial ever with AR from a phone device in training/ education etc. It's all little gimmicky stuff that doesn't really provide any benefit. Head mounted AR is going to be the beneficial 1. I don't know what industry you are in though to really say what is best going to be useful for you though.
Magic leap does still seem like the best AR headset available at the moment and best integration with Unreal as well. It's cheaper than the hololens too so at this current moment if you were to buy hardware I would definitely think ML is a better purchase than a hololens

mighty carbon
#

aye, thanks

mighty carbon
#

btw, what's notable coming to 4.21 ? (besides what's on the roadmap already)

sturdy coral
#

Mentions finally adding ue4 support!

#

6:15

#

But only on USB sticks distributed at the conference!?

#

Says on Oculus go it will use a dsp now to save power

mighty carbon
sturdy coral
#

just saw your comment there

mighty carbon
#

I wonder if I can use Lipsync to make AI "talk" using WAV files and not actual mic input

sturdy coral
#

I watched more of the talk

#

they say that in a week or so they will release the thing they are distributing on a usb stick at the conf

#

since they have a native api too you should be able to

#

I don't know if it will do proper look-ahead for better accuracy instead of being tuned for real time

#

but I think there was some kind of mode like that in the unity integration already maybe

mighty carbon
#

I see

fleet plume
#

it's german, but from talking to OC5 attendees they've learned that the battery lasts about 2 hours when using continuously

#

also RoadToVr states that they're using OLED displays?!

#

that would be quite the update from the Go's LCD displays

jaunty shell
#

oh no 2H 😦

#

res is higher too, so that would be a nice bump from the Go indeed

fleet plume
#

they said 2 hours when using continuously and 2-4 hours in "regular" use

#

whatever that means

#

also the 835 already comes with 6dof support

#

weeeell, actually it's not clear whether the DSP is part of the 835 or the devkit linked above

#

but there's a high chance oculus went with a similar setup

jaunty shell
#

no vulkan tho right ?

fleet plume
#

no idea about that; carmack mentioned some prototyping in that direction

tired tree
#

@mighty carbon the round robin occlusion setup could be impactful for mobile VR in 4.21

#

kind of seems like a light release in general though

#

aside from that massive Android merge from Fortnite

#

wouldn't mind a lighter and more stable release for once, .19 and .20 were rough to transition too and are still a bit buggy

manic ledge
#

Hey all, I've noticed that UE4 supports a VR splash screen, but I would prefer to use the transitional map if possible.

At first glance, it seems the transitional map loads but has some default spectator pawn that doesn't track the HMD properly. Is there a way to change the pawn it uses?

mighty carbon
#

@tired tree ah, I see.. Stable and performant release would be a good thing.

tired tree
#

@manic ledge setup a game mode for that transition map..... or manually spawn and possess a pawn

manic ledge
#

Hmm, game mode is setup in the transition map - I'll double check it, as it's using out default game mode from a while back... don't think I've changed anything

#

Yeah just checked, the game mode is fine, has our default pawn in it

#

I'll create a blank game mode for it, let you know how it goes

tired tree
#

just check if it is spawning the spectator pawn instead

#

and replace the spec pawn

manic ledge
#

Yeah was just about to try that haha

#

@tired tree Not entirely sure what it's doing... Set the game mode in the transitional map to a new game mode, set the pawn as our default pawn, and made a new spectator pawn with a big ol' sphere parented to the camera (several units in front).

It doesn't appear to be playing as the pawn, and it doesn't appear to be appearing as the spectator pawn I created - I'm going to take a look at engine code and see what actually happens

mighty carbon
#

Finally official AR support on Acer Chromebook Tab 10 has arrived !

#

@pearl tangle ^^

#

I wonder if 4.21 will have ARCore that includes the support

mighty carbon
#

btw, I wonder if one can play using Quest in the dark

tired tree
#

no

#

unless you could flood it with enough IR i guess

#

and then if it isn't ambient you run the risk of killing the tracking

#

on the hands

mighty carbon
#

hmm..

mighty carbon
#

I am surprised @wicked oak was offline the entire OC5

violet musk
#

@tired tree Hey, just checking in to thank for the tips from yesterday. Two different USB hubs helped getting the 8 trackers working. Cheers!

#

*bus, not hubs. lol

mighty carbon
#

@violet musk you know you can edit your text on Discord, it's not IRC

deft moat
#

I'm trying to make the room I'm in 1:1 in VR. I currently have it set up to be pretty close, but I don't want anything to change if I were to redo room setup in SteamVR. How could I make all of the objects in my world reorient themselves to the basestations at start time?

violet musk
#

Ye, but then I have to click a tiny button.

mighty carbon
#

πŸ™„

sturdy coral
#

@deft moat you can use gravity vector plus position vector between the two base stations to get enough to transform the coordinate space back every time even if room setup changes

#

Unless the base stations are on top of each other along the gravity vector

deft moat
#

They are not. Is there a way to do this quickly without having to make a blueprint for every bsp, light, or mesh in my scene?

#

And as a followup, why is this happening? I reopened my project and basestations had shifted substantially, even without doing room setup

sturdy coral
#

Take the line segment between the two base stations in your current tracking frame, then solve for the yaw rotation and position translation needed to bring it into line with your stored one

#

If you bump the basestations a bit it can invalidate your tracking universe

#

You can check through config files to see if that's what happened

#

You would need to know guid of previous universe by checking the files before it happened. It might also be in the api

#

But it should also be prompting you for a room setup if that's what has changed

deft moat
#

So if I get the difference between where I have the basestations placed in-game and where they move to after I start, is there a node that will modify the whole world accordingly once I have that vector?

deft moat
#

Apparently math operations for rotators don't exist. Not a huge deal, since I can split it into floats and do each axis manually, but is there a way to get the "difference" between rotators?

sonic lake
#

In C++ you can use the - operator between two rotators (FRotator)

#

^^^ @deft moat

sturdy coral
#

@deft moat I don't know of a node that will modify the whole world, you should be able to just add the position delta and yaw delta to your VR root's offset

#

roll/pitch shouldn't change and I don't think you will run into anything like gimbal lock

#

calc midpoint of line between two stations then subtract to get position delta

#

project line to 2d and dot productt to solve for rotation angle

#

or something like that

#

you may be able to avoid all this if your tracking universe isn't actually changing

deft moat
#

Yeah I've got the rotator and vectors figured. I was just trying to move the whole world around the VRPawn, rather than changing the VR root.

sturdy coral
#

you might be having another issue

#

you may want to ignore Z in position delta to still allow possible floor recalibration

deft moat
#

Without doing room setup, my basestations rotated ~45 degrees around the center of the tracked space.

sturdy coral
#

hmm, that sounds like it might be from monitor position calculation

#

at the step where you point to your monitor I think it can determine your playspace orientation

#

but if you didn't change that I don't know why it would change

deft moat
#

Well, figuring this out should hopefully solve any weird steamvr issues and issues that may arise from bumping my basestations

sturdy coral
#

@deft moat if it is something you are distributing keep in mind with 2.0 tracking there can be up to 4 base stations

#

there are some ways to get the ids of the stations

#

that also brings up another issue, you might get 180 off with what I told you to do unless you can disambiguate the base stations

#

you can probably fingerprint them with pitch or height relative to each other, but there is an id somewhere you can get at too, in tracked device properties

deft moat
#

I think basestation b has tracking ID 1, and c has 2

#

0 is the HMD, and 2 and 3 are the controllers. Not sure what it will look like once we can do more than 2 base stations

tired tree
#

@deft moat you can directly query a list of all base stations

#

get ID by type, or just that node I linked before that only returns tracking references

deft moat
#

I haven't had luck with "Get Tracking Sensor Parameters". Just "Get Tracked Device Position and Orientation". The former returns (0,0,0) as the origin no matter the index I set it at.

torn charm
#

So im trying to setup hands for my mannequin so when i press the grip, and itll go to the grip anim pose, and when ii ress the trigger itll go to the point anim, and when i press both itll go to the grip, i have the anim/poses setuup in the 1d blendspace right i think, but how do i use input to determine which it goes to? any help would be appriciated, just for clarification im using the third person template

sonic lake
#

@torn charm the standard VR template has a very similar logic to what you are asking. Did you have a look at it?

torn charm
#

hmm will have to take a look @sonic lake thanks for your tutorials btw, they helped setup my vr body

sonic lake
#

You are welcome!

#

Look especially at Layered blend per bone

torn charm
#

right so ive integrated that with the vr template functionality of switching poses although im not certain on how the grip number is decided, ive set it up exactly the same as the vr template, creating an enum with all my poses too

sonic lake
#

Looks good to me. Grip State is an enum which then is converted to int 0,1 or 2 then to float and then divided by 2.0. The result is that it outputs either 0, 0.5 or 1 to the Finterp to Constant node which drives the Blendspace.

#

That ensures a smooth transition between the 3 hand poses.

torn charm
#

Hmm I have 5 hand poses...guess I'll have to rearrange the enum

ashen nexus
#

Hey, anyone know where I could get the "AugmentedImages" sample project?

#

without having to do all this?...

sturdy coral
#

Got my tracking number for knuckles!

sonic lake
#

@sturdy coral πŸ‘πŸ‘πŸ‘ expected delivery?

sturdy coral
#

Looks like 10/1

sonic lake
#

Curious to know how they feel and perform vs the previous ones.

pearl tangle
#

@ashen nexus those examples work in 4.20 now, you don't need their branch

tired tree
#

@sonic lake basically the same

#

got mine on monday'

#

no real difference, aside from a few quality of life changes

#

which means they should be near production ready

tired tree
#

i'll note that my wands haven't moved since I got the EV2's.....

sonic lake
#

@tired tree πŸ‘

#

I guess the new form factor provides a better handling. I am thinking of picking up objects, weapon handling, etc.

tired tree
#

yes

daring mural
#

@wicked oak

#

Your game next to Zuckerberg

#

gg πŸ‘Œ

sturdy coral
#

nice!

quiet swan
#

does anyone body know of a good inventory system that will work with unreal?

#

unreal vr

#

maybe something on the marketplace?

sly elk
#

Things like inventory systems are so integral to your game mechanics, saving and loading, etc. that you should build your own for your needs

quiet swan
#

ok so how about putting an amo clip in the gun

#

how does that work so it reloads?

sturdy coral
#

@quiet swan pointed you or someone asking the same thing here:

#

(for an example)

charred portal
#

If anyone is interested in testing or joining the development please dm me. 7.5 months in and it’s been a solo project. We just picked up a modeler and would be awesome to have you.

sonic lake
#

Can someone remind me why on earth Get Component Velocity applied to a Motion Controller always returns [0,0,0] ...

forest plover
#

Cause it's not setup :(

#

Gotta set it up yourself

#

But that's pretty simple ;)

tired tree
#

@sonic lake GetComponentVelocity is literally only used for character movement components

#

nothing else I could find implements it beyond querying the physics scene which is the default behavior of it

#

controllers don't have a physics body, thus no return

#

kind of better that way though, override it and do some velocity merging for throw speeds

#

though you would still be lacking the rotational element

sturdy coral
#

@mighty carbon any summary?

mighty carbon
#

@sturdy coral nah, I saw it and posted here.. Haven't even watched it

#

(not Carmack, but how they do MR)

sonic lake
#

@tired tree yep. I knew it then I forgot it again. The misleading part is that it has a bare minimum implementation also for a USceneComponent, which is what GetComponentVelocity for a UPrimitiveComponent falls back to if it is not simulating physics. It just returns Component Velocity which is initialized to 0,0,0. The documentation doesn't mention you need a MovementComponent for it to return a meaningful result. I don't see why it couldn't have a default implementation like (Current position - Last position) / Delta Time. Anyway, I am just rambling...

#

Ended up (again) with my own implementation...

#

@forest plover tnx! Yes, not that difficult indeed πŸ˜‰

dusky quartz
#

guys I want the users to see a pop up (option to change the color or material for example) When they point out to an object, How can I do that ?

tired tree
#

@sonic lake because that would require tracking last position on tick or on TransformUpdate which is wasteful

#

90% of the time getting the physics body velocity is what you want anyway with a primitive

#

and non primitives usually don't need velocity tracked

sonic lake
#

@tired tree the overhead would be anyway minimal, no? Just storing the location at the previous frame and calculating the velocity. But I follow your reasoning. On the other hand Motion Controllers are Primitive Components, so I can't fully understand Epic's logic on that decision.

tired tree
#

@sonic lake they are primitives without a collision body, and its not minimal when you are talking about every primitive in a scene

#

even if it is doing it OnUpdateTransform which would be the cheapest location, it is still an extra operation and variable

#

and Epic likes to keep things as tight as possible

#

even then, you still don't have a rotational component anyway, which you kind of want for VR, so its not even ideal with the function working anyway

#

on a per component basis is the best method

#

motion controllers it is arguable, but I myself specifically didn't override that function on my custom overrides, because rotation is needed and the function can't provide it

#

think I still have it as a TODO on my feature list for some reason

#

across frame averaging or Valves 30 frame buffer setup is going to be more useful anyway for VR motion controller velocity checks

#

whether for throwing or for velocity over time reading

#

another big reason (against globally doing it) though is that most components don't move on tick in relative space and getComponentVelocity is a relative space node

mighty carbon
#

so, my wife is trying to get into gaming πŸ˜ƒ I got for her Playstation Now subscription for 2 month and since it's quite shitty (50Mbps isn't good enough for it apparently), I was debating whether to get XBOne or PS4.. When my wife saw OC5 keynote, she said she'd rather go for Quest than consoles. That was quite interesting. I suppose for people who never really played modern games (NES doesn't count), it's much easier to work with natural input using motion controllers than gamepads with a ton of buttons/combinations.

placid canopy
#

"Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start".

sturdy coral
#

I'd say VR controllers are trending more complicated over time, vive wands, oculus touch, WMR, knuckles, each increases complexity

#

hopefully knuckles at least simplifies throwing for people though... should get them today sometime

mighty carbon
#

well, it also depends how input/interactions are designed.. Some games have really intuitive controls with motion controllers and some just don't.

#

supposedly has UE4 SDK

quiet swan
#

is anyone here using the VRE plugin for V R?

sly elk
#

mordentral is in this chat

warm lion
#

Anyone use Engine->Streaming->Async Loading Thread Enabled and get a message like this?

#

I'm trying to figure out how I can track down what is causing this. Obviously something in Ico_BP?

sturdy coral
warm lion
#

If I run the game in mobile preview I don't run into any problem

sturdy coral
#

Just arrived

warm lion
#

It happens when I package to the oculus go or windows device

deft moat
#

When setting up motion controllers and my Vive tracker, what is happening behind the scenes that causes the MC to recognize the Vive wands as "Left" and "Right" and the tracker as "Special_1". Does it just go down the list of devices in from SteamVR?

mighty carbon
#

I didn't have this with 4.19.x @warm lion (using Oculus fork of UE4).. Haven't packaged yet using 4.20.3.

tired tree
#

@sturdy coral good luck finding a method of putting them down that doesn't depress a button now :p

#

they need a stand

#

testing hand animations the fingers keep spazzing out when they controllers are sitting

warm lion
#

@mighty carbon The game loads a level using the BP node Load Level Instance, in this level is the actor Ico_BP placed in the level. The odd thing is if I use Spawn Actor of Class BP node instead (in the same spot the Load Level Instance is) then it works fine. To add confusion the Actor Ico_BP is used to further stream in level chunks so it basically loops through and loads in more levels using the same Load Level Instance function. So why does it break when it itself is streamed in using that function vs using spawn actor from class, then it doing more load level instance BP calls?

sturdy coral
#

@tired tree does the pressure sensor on the thumb area have directionality?

tired tree
#

@sturdy coral yes, its a bit hard to use since the range is tiny....tbh it may be down to me having really large hands though

#

you might have an easier time

warm lion
#

What is the Event Driven Loader Enabled option

quiet swan
#

hey tryant are u there

warm lion
#

yeah

quiet swan
#

are you using the vre plugin?

warm lion
#

no

quiet swan
#

is anyone here using the vre plugin?

sturdy coral
#

support for google 6dof controller

#

hmm, there is already a bit of stuff in 4.20 around that.. didn't know that existed

#
./Source/Runtime/Renderer/Private/VT/VirtualTexture.h
./Source/Runtime/Renderer/Private/VT/VirtualTextureAllocator.cpp
./Source/Runtime/Renderer/Private/VT/VirtualTextureAllocator.h
./Source/Runtime/Renderer/Private/VT/VirtualTextureFeedback.cpp
./Source/Runtime/Renderer/Private/VT/VirtualTextureFeedback.h
./Source/Runtime/Renderer/Private/VT/VirtualTextureShared.h
./Source/Runtime/Renderer/Private/VT/VirtualTextureSpace.cpp
./Source/Runtime/Renderer/Private/VT/VirtualTextureSpace.h
./Source/Runtime/Renderer/Private/VT/VirtualTextureSystem.cpp
./Source/Runtime/Renderer/Private/VT/VirtualTextureSystem.h```
#

looks like it is just foundation code:

#

    Virtual texturing foundation code
#

that's exciting if we are eventually getting that..

tired tree
#

isn't that on the trello?

#

at the very least I read that they were coming out with that soon somewhere

#

@quiet swan I made it....what do you need?

sturdy coral
#

maybe so, haven't checked the trello in a while

#

that could have huge perf benefits

#

steam support for voiptalker:

sturdy coral
#

mostly unchanged

#

still stagnant growth

#

growing about as fast as steam, but not increasing as a percentage

quiet swan
#

I am trying to just use the hands instead of the vive controlers and I removed some stuff in the red box, and the hands now show, but they dont move the fingers and the side grip still changes from the different movement types altough I can move, and I can pick stuff up. so now I guess I would just need to know how to use the grip as grips and not have the options come up when the grips are pressed, but then when I do remove the grip movement options, how can I set locomotion ? the only way I now how to change the movement types is through the drips

#

@tired tree

tired tree
#

remove the cycle movement modes call..... Its an example template, there is a lot to remove from it if you intend to make an actual project out of it. As far as moving the fingers, not sure what you expect there, you mean on overlap?

#

MovementModeLeft/Right vars define the current movement modes, its what cycling through them sets

dusky quartz
#

Hello guys, has anyone seen the IKEA VR show room , any Idea on how to something similar ?
I want these options to appear on the screen when the user interact with an object

pearl tangle
#

@dusky quartz there are a bunch of 1's in the marketplace that do that. Also it is just a pretty basic UMG attachment to an object when you click on it so should be able to find some tutorials around that for interaction

dusky quartz
#

I am totally new to unreal, So UMG is a keyword to research

north relic
#

could anyone tell me the differences between vive and oculus development in unreal? I'm an artist looking to do a gradwork on UI in VR and I've been assigned a vive from school, but someone contacted me asking if I'd want to switch since he got a rift

jaunty shell
#

if you just do art stuff in VR... There's not much difference between Vive and Rift @north relic

sly elk
#

you can switch between them pretty easily

north relic
#

I don't just want to do art stuff, I want to make a functioning UI with blueprints

jaunty shell
#

doesn't matter for ui really

sly elk
#

The only difference from your end will be button binds/layouts

jaunty shell
#

yeah

sly elk
#

since the controllers are different

jaunty shell
#

and controller models if you want that too

#

there's a handful of templates made by the community that automatically switch the models depending on the headset you have

north relic
#

what about interacting with objects? in case I want to go a bit more abstract and make a UI like, for example, fantastic contraption

sly elk
#

The only difference is how detailed the finger tracking is

jaunty shell
sly elk
#

Oculus can do some basic hand gestures, vive cant

jaunty shell
#

Knuckles when 😒

sly elk
#

But its not that important for UI work. For my game we switch to a finger pointing pose any time you interact with the tablet

tired tree
#

@jaunty shell I would argue that my plugin is NOT a good start for people new to the engine actually :p

jaunty shell
#

yeah I was just thinking that πŸ˜…

#

it may be too complex for starters

tired tree
#

its a more basic template

#

and artist friendly

north relic
#

I'll look into those

quiet swan
#

@tired tree actually your plugin is good and is more stable then the weapons template its just there is not much documentation for new people to reference to, and that goes for VR in general

#

so thats why new people struggle

tired tree
#

there is plenty of documentation, its just not geared to new users

quiet swan
#

I am trying to get a flashlight to toggle off and on but the tutorial online uses a reference to the right controller, because im trying to bind the flashlight to one of the right controller keys, but I dont see a right controler on the list, how can we get a reference to the controller in VRE?

daring pasture
#

Add the input into your flashlights blueprint rather than the pawn.

glossy agate
#

@quiet swan use the β€˜on used’ functionality in the plugin for that. Way more easy that way, and generic

quiet swan
#

on used?

#

where is the on used functionlity located

#

I some how got my flash light to work, but I dont know why I need to to have both codes active for it to work, if I remove one it wont work both have to be connected and active for my flash light to toggle on and off

sonic lake
#

@quiet swan the proper way is to manage the input event in the pawn and then call an event / function of the object (flashlight) to respond to it. Other BP's in the level that are not the pawn do not receive any player input events unless you specifically enable them to.

tired tree
#

@sonic lake depends, if you dedicate a "use" button its actually fine to bind to input on pickup and consume the button, if you know that your pawn won't need that button during grips. Also there are advanced mechanics that may require sampling current inputs live and you wouldn't want to pass on a ton of them.

#

but yeah, passing it along lets you stay more flexible for simple stuff.

#

@quiet swan you are following tutorials that are throwing together blueprints while using my plugin which pretty much already implements all of this.....

#

i'll PM you a couple of SS's, you could have done that same thing in all of 20 seconds

sonic lake
#

@tired tree True. I don't know the specific case. My (generic) recommendation was to manage all inputs in one place, ideally inside the Pawn vs. spreading them over multiple BP's.

jaunty shell
#

heck

#

Oculus failed a lot of their targets too

#

the DK1 was late, the DK2 was late

mighty carbon
#

but it sounds like a new cult πŸ˜›

sturdy coral
#

Yeah funny seeing that thread when the Oculus Kickstarter was very similar

#

Just not as extreme as pimax, but delays and not being forthcoming about them, and misleading depiction of it in Kickstarter video

#

If you watch the rift Kickstarter video, it depicts it's FOV as bigger than Pimax

#

Same stuff happened with them with panel supply too

mighty carbon
#

lovely

#

when is 4.21 preview coming out ?

mighty carbon
#

btw, supposedly Quest has active cooling, which means it would probably beat 845 SoC in smartphones (maybe even 855 ?)

sturdy coral
#

@mighty carbon have you done a source build before?

#

You might be able to just cherry pick that change, lots of times it will merge cleanly and work with no effort

tired tree
#

@mighty carbon lol, directly quoting Heany555 from reddit I see?

#

" With active cooling, this thing will easily outperform a thermal throttled 845 (and proably even 855)." is speculation, and dependant on the "thermal throttling" part

mighty carbon
#

yeah, I did @tired tree πŸ˜›

#

who is that guy anyway ?

tired tree
#

the largest fanboy in existance

#

who sometimes has valid information

mighty carbon
#

@sturdy coral yep, I use Oculus fork, so I am forced to build from source every release

tired tree
#

(sometimes)

mighty carbon
#

I see... So even with active cooling performance might not be much greater than 845 ?

tired tree
#

who knows?

#

its him throwing out random stuff and overhyping it

#

he for sure doesn't know how much active cooling with effect its total performance, or even how much they got it clocked to

#

we can hope that it effects it a lot

sturdy coral
#

His pimax threads are so hyperbolic.. if they allow you to limit it to the for as Vive it should run about the same, only thing is higher compositor cost

#

Tom's 120 degree test was I believe horizontal fov, and from render target aspect ratio they showed it looked like vertical was running much higher

#

And I don't think they use a hidden area mask, so that's another 15% or so that goes to explaining their results, but you get more rendered pixels in corner

#

Could easily inject a hidden area mask with a simple openvr wrapper

#

It is definitely possible pimax's OpenVR driver has optimization issues though

#

Say it was running at 120x140 FOV, that's a huge geometry and draw call cost increase vs 100x100

#

There could be more shading cost if the lenses have an extreme pincushion and the distortion has to be heavier

#

Biggest letdown is the far edge FOV sounds like it is still warped to hell

#

@mighty carbon you played Hellblade right? I just finally played through the intro section, it is pretty awesome how well they adapted it

mighty carbon
#

I did and I got sick af

#

(and now I don't plan to revisit it because of that' probably could tweak camera controls)

#

I really liked it

#

and on i3-6100 / 1060 6Gb I had decent quality settings

#

with i7-7700 it should run even better

sturdy coral
#

Yeah try it again on hiher end incase it was perf related

#

a fan on Oculus quest could be a big deal, should help singlethread perf a lot vs something like Go

#

Still seems like something with lots of skinned avatars will be too hard to pull off. Big screen uses unity batching to do it but they are all made up of rigid pieces

mighty carbon
#

I wish they added VR to Darksiders series

mighty carbon
#

dev kits are available

quiet swan
#

hey I am trying to get a desk draw to slide out and open the draw, I put a VRslider on and put the mesh as a draw, all the settings are the same as the desk draw from the example map but it wont open when I grip it, does anyone know why?

pearl tangle
#

what events fire off when you "grip it"? @quiet swan

tired tree
#

@quiet swan does it have collision? And if so does it block the VRTraceChannel? Have to register it in the first place to open it

sturdy coral
#

reading through the new steamvr input stuff.. pretty cool that they let you do bindings for haptic output

#

so instead of you sending haptic outputs to both controllers when the player gets hit

#

you do a player hit event, and they can rebind it to a haptic vest etc.

quiet swan
#

oh yeah the collision was not the same thats why, this is great, Im going to make some lockers to hide in

daring pasture
#

@tired tree your gunbase blueprint fires 2 projectiles with every trigger pull on the client, server works as it should. Didn't know if you noticed it or not, just thought I'd point it out.

olive ferry
#

Do spatialization work on Oculus GO ? I tried so many differents things Like :

  • FMOD
  • Oculus Audio Plugin
  • Google Resonace
  • Sound Attenuation

But the sound remain the same and plays in Mono

sonic lake
olive ferry
#

@sonic lake Thank. I tried some of theses but I get no result on GO, I'll start over again today

But event with the plugins enabled I still cant find Submix :

sonic lake
#

I believe there are limitations though. You won't get any advanced functionality you have with the high end VR systems, just the basic ones.

olive ferry
#

Okay I see, thank you, I'll try again what you send me above to see if that make any changes

sonic lake
#

@olive ferry I think you may be right. Just did a quick test with the same setup on Rift and Go and on the Go spatialization doesn't seem to really work.

olive ferry
#

@sonic lake Yeah I tried a lot of different things but didn't manage to get it worked yet

sonic lake
#

The audio fades away correctly in the distance by I don't get the left to right panning when a sound actor passes in front of me in that direction.

#

Strange.

sonic lake
#

@olive ferry Also tried many combinations, including enabling the Oculus Audio plugin and assigning it as Spatialization Plugin under Android Project Settings but the sound stays non spatial.

mighty carbon
#

Did you enable new audio system via .ini file ?

olive ferry
#

@sonic lake yeah the distance work properly that what I don't understand, why distance but not the left right panning πŸ€”

dusky quartz
#

Hello, I want to add spots on the static mesh ( to guide the user or drive their attention to a certain area ), Any examples, ideas, keywords... etc on how to do this ?

olive ferry
#

@mighty carbon Yep I tried, when I set the Audio to "AudioMixerAndroid" in the .ini [Audio] on /Engine/Config/Android/ no sound is coming out of the device 😢

mighty carbon
#

That's not it

#

There is thread on the UE forums in Audio

#

Read it and follow the instructions

#

I used FMOD with Oculus Spatializer and it worked wonderfully

olive ferry
#

On Oculus Go device ?

mighty carbon
#

Plus, I am using Oculus's UE4 fork

olive ferry
#

I'm using Oculus fork too

mighty carbon
#

Not stock UE4 from launcher

#

Hmm

#

Odd

#

Then I'd report it as bug to Oculus

olive ferry
#

You said you manage to make it work on Oculus Go with FMOD ?

mighty carbon
#

Maybe it was Gear VR.. I don't recall now. It was a while back.

#

Regardless, just report it

olive ferry
#

I'll try it on a Samsung Device to see, thank you @mighty carbon , looking forward for an answer from Oculus

sonic lake
#

@olive ferry @mighty carbon Got some level of audio spatialization working on the Oculus Go by enabling the Resonance Audio plugin by Google.

olive ferry
#

What ? But I tried this

sonic lake
tired tree
#

@daring pasture doubt it matters much since its not really supposed to be done like that anyway for real gunplay, but i'll fix it anyway, thanks for the heads up

olive ferry
#

Ill try again on an empty project

sonic lake
#

@olive ferry Did you set the method to Binaural?

olive ferry
#

I think I did yes

#

That all you did to make it working ?

sonic lake
#

And you have to fine tune the inner radius and fall-off distance. They don't work like in the Rift.

#

It works but it is really bad. The 3D presence is almost null.

#

Even with the earphones on.

#

😦

olive ferry
#

Im compiling now to see

#

Inner radius = 400 ; Fall-off dist. = 600

#

Oh really ? :/

#

@sonic lake Just test it out but the sound is the same

daring pasture
#

@tired tree yeah I figured as much, just thought I'd point it out if nobody else had

mighty carbon
#

any spatialization needs to be HRTF, not binaural, AFAIK

#

and sound files that need to be spatialized have to be mono, not stereo

#

@olive ferry @sonic lake ^^

sonic lake
#

@mighty carbon I was referring to how the option is called/described in Unreal.

#

You may have a point regarding stereo vs. mono, need to check that.

mighty carbon
#

well, the tool tip says: " .... (HRTF, Atmos)...", so it needs to be set to HRTF.

olive ferry
#

Binaural support HRTF and Atmos, not HRTF or Atmos

sonic lake
#

@mighty carbon The two options are Panning or Binaural. Binaural is the one mentioning HRTF, Atmos.

#

And no matter what the settings, it doesn't spatialize it on the Go. Even with a mono audio file.

mighty carbon
#

have you tried Steam Audio ?

#

@sonic lake ^^

sonic lake
#

Not yet.

#

Trying it now.

#

Wait. Does it work on Android?

#

Tried. No difference.

olive ferry
#

Steam audio is for Windows

#

It's really tricky, I think Ill make a thread on Oculus dev forum

tired tree
#

@olive ferry steam audio itself supports android

mighty carbon
#

Steam Audio works on Android

tired tree
#

whether that is finished in engine or not is another matter

olive ferry
#

Oh, well it doesnt work for the purpose I was looking for

mighty carbon
#

I am gonna have to pause my endeavors in animations/AI and try messing with audio on Go..

olive ferry
#

Good luck

mighty carbon
#

I had no issues with audio on Gear VR

olive ferry
mighty carbon
#

(although I was using FMOD + Oculus spatializer for FMOD )

olive ferry
#

But Event using FMOD didnt worked out for me

#

@mighty carbon And it worked ? If Yes With GO ?

mighty carbon
#

it worked with Gear VR, UE 4.19, 100%

#

I don't recall if I also tried it on Go

tired tree
#

@daring pasture its already been fixed, think you are on an older version

mighty carbon
#

FMOD was quite fiddly - had to make edits in xml file and such to get it working

olive ferry
#

Damn πŸ€” Really dont get what is wrong tho'

#

Yh, FMOD il tricky

daring pasture
#

@tired tree hmm odd im on the most recent 4.20

tired tree
#

are you removing owner?

#

its not running it again on the owner

sonic lake
#

@olive ferry @mighty carbon Tried many other combinations but still no spatial audio on the Go. Distance attenuation works fine, but there is no panning between the ears whatsoever.

mighty carbon
#

maybe it's time to file a bug report with Oculus ?

sonic lake
#

Or is it rather the implementation in UE4?

mighty carbon
#

well, I'd file it with Oculus, see what they say (they are a way quicker to respond, especially for Oculus Start members). If they point finger at Epic, then report it with Epic.

sturdy coral
#

@dusky quartz need more detail on what you want

#

You know where the spots should be beforehand, or need to trace at runtime and find texture coordinates?

sly elk
#

I mentioned random performance issues a few weeks ago and someone on here linked me to a bug that was fixed in 4.20. It was something related to CPU profiling or something. If anyone knows what im talking about , can you link me again?

tired tree
#

near bottom of thread is where they go over resolutions

sly elk
#

thank you

patent dagger
#

Hi All. I'm looking for a way to record a 360 video at run-time. Can this be done from a captured sequence? (or any other way)

sly elk
#

what resolution do you need?

patent dagger
#

4k, preferably stacked stereo

limber rose
#

Hey @patent dagger, have a look at Nvidia Ansel for that.

patent dagger
#

Yeah, going through the docs for that now. It looks promising. Thanks!

limber rose
#

Anyone on here currently using BIK by @lyric beacon ? Curious about the setup with VRExpansionPlugin πŸ˜ƒ I have it running but hand effectors and calibration are not working perfectly

#

Yeah, Ansel is fantastic

#

It does 8k as well which looks lovely, and you can tweak several things about it, there is a little utility it comes with

#

You can do lossless PNG for instance instead of JPG and other things

#

I'll send you a little more info via DM that should make your life easier

sturdy coral
#

@patent dagger check 4.20 release notes under xr section

#

New: Added initial support for omni-directional stereo captures.

#

not sure where it is exposed

olive ferry
#

@sonic lake @mighty carbon Thank you guys for your help

Let us know if you have any answer from Oculus πŸ‘Œ

sonic lake
#

@olive ferry Cool! Fingers crossed. Where did you post it?

olive ferry
#

@sonic lake I think @mighty carbon says he gonna do it

sonic lake
#

Ah ok. He wrote "I'd file" which sounded more like a recommendation...

mighty carbon
#

post what? I don't have a case yet

#

whoever is having issues now should submit bug report - don't wait on me

olive ferry
#

OOh ook aha Ill do it

olive ferry
mighty carbon
#

be vigilant ! Don't leave your card accessible πŸ˜›

#

but daaaaamn, Epic is banking

olive ferry
#

Ahaha so much

deft moat
#

UE is crashing pretty regularly for me. Typically has to do with restarting SteamVR or turning on controllers once I'm already in VR preview. Should I send the error report every time if I'm not willing to take the time to explain what I was doing? Is it beneficial to them without explanation?

#

On an unrelated note, if I'm spawning two controller blueprints and tracker, all of which are motion controller components, how can I make sure the controllers are designated as controllers, and the same with the tracker

deft moat
#

Disregard the second question. I think the motion source is what causes it to be designated correctly.

deft moat
#

Undisregard the second question. I can't figure out the order in which Unreal assigns motion controllers.

deft moat
#

Redisregard the second question. Figured it out. When spawned, the motion controllers are assigned in the order of the SteamVR ID's. Which should have been obvious (and which I think someone told me earlier but I didn't understand). So, I just made sure that, whatever the ID's are for the tracker or controllers, they are spawned in the correct order.

olive ferry
#

@deft moat I think doing it once is enough except if the crash occured from another error than the previous one

mighty carbon
#

@wicked oak did you get your Quest?

wicked oak
#

nah

#

they werent giving them to anyone

sturdy coral
quiet swan
#

I cqant move around my viewport

sly elk
#

Yeah, I just saw this like 10 minutes ago

#

pretty cool to see that kind of reaction

peak mural
#

Has anyone used the google daydream controller? I've been able to successfully launch my game on a pixel, and the hmd works fine, but I can't get it to recognize the controller. The guides i've found online all seem outdated because they mention a GoogleVRController component, which I can't seem to find in my project. I've tried just using a normal VR controller component, but it doesn't seem to be recognizing my daydream controller. Any thoughts?

sly elk
#

Anyone experienced a sound bug in unreal where if you are wearing the headset when you launch an app (this is a packaged build) you get distorted audio?

sonic lake
#

@sly elk You mean the HMD? Never had that and we have plenty of experiences starting with sound. We are using Oculus, maybe it is different with Vive.

sly elk
#

im on oculus as well

#

basically if I have the headset on my forehead and start the exe I get weird sound. Never happens with PIE

sonic lake
#

We do this all the time. Something like this happened with older UE4 versions. I think 4.17. The sound was distorted or disappeared altogether.

#

Is the Oculus Home running?

#

You can try without it just for test purposes.

sly elk
#

Yeah, home is running

#

If it only happens in testing when I manually launch an EXE and not when launching from home then its not a big deal

sonic lake
#

So it happens only if you launch the EXE manually?

sly elk
#

yeah

sonic lake
#

From within home doesn't happen?

#

Weird.

#

Unless home is somehow resetting the Oculus Audio before launching another experience.

#

Than it would make sense.

sly elk
#

looking around the project settings, how do I set an image for oculus home to use?

#

instead of the generic UE logo

sonic lake
#

I have to look it up, we have an own platform / launch system.

#

I believe it is referenced in the manifest file

#

Unless it is smart enough to also use the Game Icon under Project Settings --> Platforms --> Windows

pearl tangle
#

anybody done anything with the GoogleARcore Passthrough Camera material node to do masking for a portal effect yet?

dusky moon
#

Hey, Is the Rift Core 2.0 Beta now built-in ?! I have the Oculus Dash now activated and can't see the revert option in Settings > Beta anymore

#

wtf is going on ?!

mighty carbon
#

Nick Whiting was participating

sage gulch
#

alless I guess so, my system was updated yesterday

#

@dusky moon

mighty carbon
#

so, I am not sure WTF, but UE4 takes forever to build even with i7-7700 :/

#

(source build)

mental hatch
#

@mighty carbon Actually just finished watching that video an hour ago.
Kind of what made me look for this Discord chat to find resources for my own project.

#

Unfortunately, my area of expertice is art, writing, and Autocad, not programing.

mighty carbon
#

well, if you can design/understand systems and algorithms, and understand how game loop works, Blueprint should be easy-peasy

mental hatch
#

Hahahaha
Yeah, algorithms is my achiles heel.

#

Thankfully I'm not gonna have to try and design for the Oculus Go now that the Quest is coming out.

#

I mean, the fact they got Virtual Virtual Reailty to work on the Oculus Go is just mind boggling. And that it worked so well despite control limitations.

mighty carbon
#

well, I don't do C++ and I don't have any issues devving for Go

mental hatch
#

I mean, I merely sculpt and design board games, and watch way too many video game design videos. Best I've been able to do is cobble together a blueprint based off of a handful of tutorials, and yet I still have no clue how any of it works.

mighty carbon
#

πŸ˜ƒ

mental hatch
#

I mean, the most I've made are a few 3D character designs and a game design document and so on.

#

And just reading and watching all the design limitations for the Quest so that I can make the game work for it.

glossy agate
#

@mighty carbon last time@I did a source build took over 4 hours haha. Gotta start it before going to bed so it’s done when you wake up.

mental hatch
#

Haha

mighty carbon
#

@glossy agate I feel like I wasted money upgrading from i3 to i7, since I could have just keep doing exactly that πŸ˜ƒ

mental hatch
#

Go threadripper ;p

#

I tease I tease

mighty carbon
#

meh, now that I am using i7, I don't see how Threadripper would benefit me in any way..

#

I've yet to test i7 in VR, but I am sure if I get 2080 GPU eventually, I can get by with this PC for another 10 years

glossy agate
#

Still def worth the upgrade lol. I3 is tough with vr or any kind of dev. The i7 will help compiling textures, rendering vids ect waaay faster

mighty carbon
#

aye, I keep forgetting about videos and texture compressors..

mental hatch
#

I'll need to upgrade in a year or so eventually.

mighty carbon
#

I had to do it because I am with z170 and Kaby Lake is the latest CPU my mobo supports.. Kaby Lake CPUs aren't getting any cheaper (and Skylake seem to skyrocket for whatever reason). To upgrade to Coffee/Cannon Lake I'd have to basically get new mobo and new CPU. I'd rather invest into 20xx Nvidia.

tired tree
#

@mighty carbon you can change how many threads VS will use during compilation

#

it is a multithreaded compiler

mighty carbon
#

@tired tree how can I do that? Quick Google search didn't reveal much useful info 😦

tired tree
#

don't remember honestly, I set it and forget it

#

not the biggest deal unless you have a 12 core system or something

west lodge
#

I'm wondering how best to setup my weapon blueprints. I want them to be attachable to motion controllers when held and physics simulated when dropped. Currently I had my static mesh as the root component and just applied an offset to position it at the weapon grip. I've been working on 2 handed holding and wondering if I should restructure the component hierarchy so there is a default scene component as the root but have the mesh as a child but positioned with the gun handle at the origin for easier pivoting when 2 handed. I suppose the question is. Having the mesh and collision as the non root is better for attaching to motion controllers but not when physics driven as it will detach from it's own root. Just sort of curious on best practices for grabbable objects that can also be physics driven.

mighty carbon
#

oh, finished building!

#

~5 hrs

#

bizarre