#virtual-reality

1 messages Β· Page 191 of 1

sturdy coral
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@mighty carbon are you on an ssd?

mighty carbon
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nah, 7200 rpm HDD

sturdy coral
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that should be your next purchase, they help build times a lot though I think 5hrs might have something else wrong

mighty carbon
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hmm.. what else could be wrong @sturdy coral ?

sturdy coral
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@mighty carbon that was all for development editor, or for building everything, shipping etc.?

mighty carbon
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I chose Dev Editor and did Build Solution

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Win/Android environment, Oculus fork

dusky moon
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So is everybody ok here with the new oculus update ?! all my projects got a huge performance hit (almost doubled framerate) I think it's because of the dash overlay...

sonic lake
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@dusky moon did you also update the graphic drivers? I am having some regressions with the latest NVidia versions.

dusky moon
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@sonic lake first with the older driver (39x or something) it was laggy. then I updated to the latest and its still crap

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I sent a support ticket

sonic lake
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What if you kill OculusClient.exe completely?

dusky moon
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it brings back the home and dash automatically. I tried to set it to run as administrator to avoid it. and then when I hit VR Preview when the OculusClient is closed headset is just black and doesnt load anything

sonic lake
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Strange. It should work regardless. Even after a reboot?

sonic lake
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Anyway it is just for test purposes because your users will have the Oculus Client running.

dusky moon
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Nah no chance after reboot. I bet the rift core is not optimized though and should be fixed from oculus' side

quiet swan
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what are you all using for an inventory system in unreal?

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for vr?

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did any of you buy a regular invenotry system and tweak it for VR????\

sage gulch
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on my system the driver seems to accumulate an error and after a day or two requires a reset, otherwise the tracking resets itself constantly as if the rift or camera was being unplugged.. did that on 1.5, still does on 2

wicked oak
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lmao i can go to pixel density 5 on DWVR on the new 2080

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overkill much

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im going to see if i can get it to run on my galaxy 8, as a test for the Quest

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at least half-run the chaos benchmark i have

sturdy coral
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@wicked oak maybe you can expand FOV way beyond the HMD, and then get SSR without edge artifacts

mighty carbon
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so, finally tried new Oculus Home and I really liked it. Literally sat there for some time looking at the opening in my cave to the wonderful wilderness outside.

sage gulch
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it's pretty cool

sly elk
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Hey all, im implementing smooth locomotion today. Copying what onward does, is that the gold standard/what users expect?

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also, should thumbstick just get input direction or should I scale the movement speed to the amount of thumbstick pull?

jaunty shell
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gold standard is full 1:1 movement πŸ˜„

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some people prefer smooth, some prefer teleportation

sly elk
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yeah, we have teleportation

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just adding a smooth locomotion option

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i hate smooth locomotion since it makes me sick so I'm not sure what people want

jaunty shell
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some people might whine about Wrench not having it

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about the accceleration thing

sly elk
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wanting multiple speeds?

jaunty shell
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wait

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"some people might whine about Wrench not having it" meant for smooth loco

sly elk
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yeah, thats why we are adding it as an option

jaunty shell
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accel thing, how is onward working ? There's multiple speeds ?

sly elk
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i htink its going to be a toggle on thumbstick click

jaunty shell
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I've always found out that some people have difficulties with acceleration in VR

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but yeah, stick position to speed sounds decent

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better yet

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go for an armswing loco πŸ˜‚

sonic lake
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@sly elk It should be immediate acceleration at the final speed, with a settings option to choose your speed of movement. And snap rotation for turning. You can use 45 or 90 degrees as basis and make the angle configurable in settings. This is what is less likely to trigger cyber-sickness in our experience.

jaunty shell
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yeah snap turn is important too, some people get sick really fast with smooth rotation

sonic lake
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Any type of acceleration, both linear and angular, has to be avoided because VR stimulates only the ocular system, not the vestibular one, so any acceleration creates an oculo-vestibular mismatch which leads to cyber-sickness.

jaunty shell
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yup

sly elk
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so thats different than onwards implementation (the snap turning) right? In onward the left and right to strafing

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*do strading

jaunty shell
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had some good laugh during the DK1 era with people trying to compensate for virtual motion with their body

sonic lake
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Strafing could be just lateral linear motion.

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But you keep facing the same direction.

sly elk
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So i guess one other requirement is that all locomotion needs to happen with just a single thumbstick

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everything in wrench is fully ambidextrous and the A/B buttons are in use for other stuff

sonic lake
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That's tricky because usually one thumbstick is linear motion and the other one is turning.

sly elk
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Yeah. We don't need our movement to be as robust as something like a shooter though

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nothing is fast paced

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never at risk of player death

sonic lake
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Yes but if you want a granular coverage of the virtual play space you have to allow for both linear movement and rotation at the same time. Unless rotation is secondary then you can think of switching to it only if needed.

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Say that you want to go around the engine while you are assembling it. You will do left, left, forward, forward, 180 rotation, left, left

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Or left, left, 90, left left, 90, left left

sly elk
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yeah. I guess it will be worth breaking our symmetrical controller input rule for smooth loco

sonic lake
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I think so too

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Unless you move around things on a predefined path, always facing them. Not sure that works for the dynamic of your game.

sly elk
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Nah, it needs free exploration

sonic lake
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Then you need 3 DOF, 2 linear and 1 rotational

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An alternative way to do rotation could be, for example, pressing both grips at the same time, like to grab an invisible round handle in front of you, and then swinging your hands either to the right or to the left. You let go to end the rotation. Can be tricky if you want to move while carrying something to take it with you.

tired tree
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snap turn makes more sense in Wrench than smooth turn

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there isn't much of a reason to care about the intermediate rotations

mighty carbon
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snap turning is a good turning - I've tried it several times in various VR projects and it didn't make me sick.

sonic lake
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Totally agree, this was the first indication anyway. As long as you let the people configure the snap turn angle. Some may want a more granular turn (say 15 or 30 deg) some others may be ok with just 45 or even 90 deg.

tired tree
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just make sure you blink the screen

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some people prefer smooth turn because the instant snap disorientates them

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but fading/blinking the screen removes that

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should be able to get away with just snap then

mighty carbon
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Hmm.. Not even Oculus Home 2.0 has blinking screen

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(unless I just didn't notice it)

sonic lake
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Our tests show that "blinking the screen" is necessary only if the new view has no visual reference whatsoever to the previous one (e.g. snap rotation of 180 degrees or teleportation to a far location). This has the effect to "reset" your sense of presence so that your brain is forced to rebuild it from scratch. Otherwise users are just fine with an immediate transition to the new view. At the end it boils down to personal preferences though, which would call for yet another configurable option.

wicked oak
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i reeally like what skyrim or others do

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"blink" rotation is actually smooth rotation to a target

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but very fast

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and optional blurring/blinders

sonic lake
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Blurring is interesting because it simulates the momentary shutdown of eye focus and use of peripheral vision only that happens when we turn out head very quickly IRL.

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On the other hand I find the "tunnel vision" effect which is, for example, in Google Earth VR very sickening.

tired tree
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if its only 45 yeah its fine

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mostly

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but there are always outliers

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and fading / blinking can be near instant

sly elk
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so for snap rotatation. Flash white briefly between states?

mighty carbon
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black

sly elk
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So smooth movement is at 50cm/s with a settings option to multiply that up and down. Thumbstick click toggles between smooth locomotion and teleport.

daring mural
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Does anyone know if MBFR works on console as well?

trail shale
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Is there a debug mode to show headset view frustams? I'm trying to make binoculars and it would be a lot easier to get an idea of what I am looking at

daring mural
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@trail shale I think one of the HMD view modes gives you a stereo output that shows both eyes. I'm not sure how to get it working, @charred portal has his projecting like this in his packaged game, I believe

deft moat
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Hey @trail shale, I offered some pretty bad advice the other day, and this might be more of the same, but the packing peanut shape makes sense when you're wanting to give the illusion of binoculars in a non-VR setting. Since binoculars have you looking through two separate lenses, and VR is the same, would it make sense to just have a single circle that each eye looks through?

trail shale
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I had some help but figured out that if you spawn a plane with the 2d texture on it, with the right settings it works

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you even get the binocular distortion if you spawn it too close

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I have an overlay I use but you can't see it, which makes sense, because the HMD itself has a physical "overlay" e.g. the holes you actually look through

quiet swan
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I have a strange issue I am using the VRE plugin with 4.20 and notice now if I use the FPS test pawn or simulate my game lags at 4 fps but if I play in VR mode it plays normal

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why is my game lagging in only select view port and simulate???

sturdy coral
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is the new oculus wrist watch going to interfere with games that use wrist watches? =/

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it shows up even when dash isn't open right?

sturdy coral
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ah looks like only if the watch is pinned, and only if app is submitting depth to support dash

sage gulch
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yeah so what is the deal with that, I have a friend with a custom engine and when you bring up dash it will only show the icon panel.. but if you pull a window out of oculus desktop, it will properly integrate that into z-space even when dash is closed

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any pointers on docs?

sturdy coral
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not sure, but I think ue4 or at least the oculus branch of it has done an integration

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openvr/steamvr has added zbuffer support in recent versions but I don't think it has been integrated yet in ue4

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(even if they are on a high enough version of the lib, I don't think they are submitting the buffers)

tired tree
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oculus has had depth support for stereo layers for awhile

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in ue4

slim karma
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what would be a good mirror mode to check on screen messages from a print sting node? looks like in the default one it's not on the screen

sonic lake
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@slim karma Depending on what your are trying to diagnose, a common technique is to add a debug Text Render Component to your motion controller and set its text value to whatever your want to monitor. Then you can just look at it.

slim karma
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well I just wanted to display a few vector coordinates to the screen to check if they're what I'm expecting. But I'll take a look at you suggestion, sounds very helpful indeed! πŸ˜„

sonic lake
jaunty shell
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soo it looks like Borderlands is coming to PSVR

mighty carbon
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yep

jaunty shell
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now the big question is

mighty carbon
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booo

jaunty shell
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how the fuck did they port it to PSVR (eurk)

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since its running on UE3 ?

tired tree
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they ported it? they are a dev studio?

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perfectly possible

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good game for VR too, the toonish graphics don't look bad scaled back

jaunty shell
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I mean that would require a whole custom branch of UE3

tired tree
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you really think they are on stock ue3? lol

jaunty shell
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nah ofc they arent :p

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I'm sold on BL in VR, 1000%

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just that, PSVR exclusive, solo only and no DLC included

tired tree
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we aren't sure its not as timed exclusive afaik

jaunty shell
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wot

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timed exclusive T_T

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$$$

tired tree
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and solo only makes sense, its likely hitting the limit of PSVR as is

jaunty shell
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BL in solo

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isn't BL

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a big part of what made borderlands is the coop multiplayer

tired tree
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its selling on the vr experience

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ie: into the world

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experience the story

jaunty shell
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😒

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still nothing on BL3

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but

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if they are doing a VR port of BL2

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it could be that they are preparing a VR build of BL3

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with gameplay built from the ground up this time

placid canopy
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just sent my buddy a txt about bl2vr

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thanks google news feed

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good day all

jaunty shell
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gday

placid canopy
jaunty shell
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aah the sound of deflating hype

wicked oak
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Singleplayer only

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for borderlands

jaunty shell
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yup

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heresy

wicked oak
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becouse ps4 puny cpu cant handle MP

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thats 100% a cpu issue

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4 players shooting its a lot of FX to do

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and one player is the host

placid canopy
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gotta have something for people to be excited for on BL3-VR

jaunty shell
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bring it to PC

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PhysX on ultra, the infinite player mod

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bang

placid canopy
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hugs his 1080

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someday you'll be a 2080

jaunty shell
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this is how I see BL3

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hybrid between MMO and the BL2 coop

placid canopy
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have you seen much on fallout 76?

jaunty shell
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fallout 🀒

placid canopy
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ahso...i enjoyed them

jaunty shell
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never like the franchise tbh

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and I'm a big post apo fan

placid canopy
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when i had time..

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its a genre with alot of wiggle room

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but, after a while its just blah to the eyes, gotta make it interesting

jaunty shell
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yeah

placid canopy
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i figure it takes 4ish years to make AAA games....and vive and rift have been in the hands of developers for 3ish years...

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theres gotta be some good shit comin

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hmm

mighty carbon
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current wireless is overrated - can't do with WiFi VR what you can do with Quest and arenas

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(visual fidelity aside)

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oh, Sony officially confirmed they are working on "new hardware" (whether it's PS5, which is more likely, or PSVR 2 or both)

daring pasture
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After I got the tpcast, I'd never go back to wired.

tired tree
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@mighty carbon wifi is far better for high quality experiences

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and arenas have backpacks and multilighthouse setups

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though Quest would be a far easier method

mighty carbon
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but you have to have unobstructed line of sight

tired tree
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yeah...but talking about for the home

mighty carbon
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aye, no argument there

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with Quest one could probably add verticality to arenas (with obligatory warning "play at your own risk - you can fall and break your neck" πŸ˜› )

tired tree
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likely not....

mighty carbon
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why not ?

tired tree
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because I seriously doubt that it could handle it currently

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and regardless

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bad idea :p

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unless walled in ofc

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now hallways and the like would be cool with quest

mighty carbon
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but imagine Climb where you can physically climb and see the beauty of the world πŸ˜ƒ

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lol, Google announced a new tablet and not a word about ARCore support on it

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those prices....

sturdy coral
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@jaunty shell ue3 had VR support, so it wouldn't be doing everything from scratch

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@mighty carbon you don't have to have unobstructed line of sight because it can read the signal still after it bounces off walls

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And ceiling

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At least tpcast

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Can't have you hands covering all around it, but can have your hand between it and base station

mighty carbon
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oh

jaunty shell
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@sturdy coral true, but that was early DK2 era support

tired tree
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its really not that difficult from an implementation stand point to add VR support to an engine

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its not like you are re-writing the hmds sdk

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they also have a full reference implementation in ue4

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it may be missing some things that 4 has, like instanced stereo but they also don't have to keep things as generic as the full engine does

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depending on how much effort they put into it

jaunty shell
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true

mental hatch
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https://venturebeat.com/2018/10/07/oculus-quest-tracking-is-indoor-only/

From what I've read of the article and various others, is that it's not 'meant' for outdoor use, even though they've already added an automatic dimming feature for the cameras. That it's mostly due to the fact that it's easier to track indoors, not to mention lots of legal stuff and the like. Though it will have difficulty tracking in extremely bright or dark areas, so that's a factor to add in.

So I think going to a football stadium and using it is a bit far fetched, but going to your back yard and maybe drawing a few chalk lines might actually be plausible for an extra large play space if it's either slightly cloudy or even an overcast day.

Oculus head of hardware product management Sean Liu said the Quest was "indoor-only" at the recent Oculus Connect 5 event.

sturdy coral
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they also don't want people to burn the screens in the sun

mighty carbon
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or falling to a manhole, or getting run over by a vehicle

mental hatch
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Basically

PokΓ©mon Go'ing themselves

mighty carbon
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I hate Pokemon

mental hatch
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Alright

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Ingress'ing
Or Zombie Go'ing themselves.

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Still
Imagine having an entire football field of VR playspace to yourself.

soft beacon
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Has anyone successfully made a pawn jump using VR? My camera doesnt move with the pawn unless I am moving, and if I stop moving mid air the camera stays in midair while the pawn moves back to the floor and from then on the camera and pawn are misaligned. Has this happened to anyone?

real needle
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Can I have 3d images rendered in vr? Left side only visible in left eye, right side in right eye?

mighty carbon
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I believe you could @real needle

sonic lake
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@soft beacon check the component hierarchy of your pawn. The VR Camera should be parented to a VR Origin Scene Component which typically is parented to the root component. As the pawn moves, the camera moves along because the VR Origin moves with the root.

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@real needle you have to create a stereo material for that. That allows you to project a different texture for each eye.

soft beacon
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@sonic lake thank you, I realized its a IK plugin I have causing the issue, I messaged the developers. I have the setup you say, and it doesn't work, but if I disable a function of the plugin it ooes. Hopefully the devs can help

slim karma
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I don't see why the Oculus Quest being 'inside only' would be any problem at all. Noboy would use it outside anyway.

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sorry I'm late to the party, but the fact that people complain about this is just beyond me

soft beacon
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I am honestly sure it would work outside, unless it stores relative data, and even then it may just not recognize too large of spaces

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but a football field at night would be badass haha

soft beacon
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The lenses are a big part though, accidentally wrecked an Oculus Go by having it outside, and legit took 2 seconds to ruin the screen

mental hatch
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Yuh

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I 3D printed a cover for my Oculus Go specifically to protect it and to hold the remote.

sonic lake
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Hi, anyone is experiencing old packaged UE4 VR apps staying black with the new Oculus software release if the Oculus Home is not running? We have had few reports about this.

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Reactivating the Oculus Home makes them start properly.

jaunty shell
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speaking of oculus

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dang when we getting this on steamvr 😦

wicked oak
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@jaunty shell Steam cant even do 1.0 ASW

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they have allways been behind in software

jaunty shell
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😒

slim karma
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oh so that's actually a "feature" of the rift. I always hated that everything gets torn to shreds on my screen.

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nice to see that it gets fixed

sonic lake
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NOTE to anyone running own (unknown sources) applications on the Oculus platform having bypassed Oculus Home, be aware that the latest update, which is being pushed regardless of auto-update being turned OFF, breaks them. You will get a black screen in the Oculus unless you re-enable Oculus Home.

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Honestly I am getting pretty angry at Oculus as this is the second time they do something like this. If auto-update is turned off, one should legitimately expect that no software change takes place unexpectedly.

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Ok last time they blocked all their systems worldwide, so one my argue that this is a relatively minor screw-up.

mighty carbon
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MLO now ships everywhere in continental USA

jaunty shell
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everywhere =/= continental USA

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πŸ˜„

mighty carbon
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has anyone, besides Palmer, tried MLO ?

wicked oak
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i do

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its quite decent

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vastly better than hololens

mighty carbon
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what about motion controller lag and head turning lag ?

wicked oak
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head turning, not much issue

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oculus inside out tracking is better tho

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a lot better

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motion controller is 6dof

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but its laggy

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it uses magnetic tracking, and its not fully accurate and it has massive latency

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the controller itself is quite good tho, solid, and with a trackpad

mighty carbon
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hmm.. and hand tracking / gestures ?

wicked oak
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didnt try that

mighty carbon
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I wonder if I could make AR for MLO using Blueprints alone, no C++

wicked oak
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i dont see why not

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not sure ue4 would be the best for AR tho

mighty carbon
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trying to pitch boss AR solution for the manufacturing and so far there is no AR glasses I could use (hololens needs C++ and supposedly poorly integrated with UE4; lenovo Mirage Solo doesn't have official support for AR yet and no one knows much about MLO)

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well, UE4 is all I know

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and this would be a side project at work..

wicked oak
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i can tell you magic leap is legit

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its still a dev product

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but it starts going actually somewhere

dusky quartz
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Hello, I have a scroll box widget, And I want to scroll it down and up using the track-pad instead of motion controller trigger, Is this doable ?

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I am using HTC vive

lament mesa
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Hi guys, I'm developing a simulation in Oculus GO. I've followed the standard process of pulling Oculus repository from their github, build the engine and use the samples they have provided. Although what the funny part is when I open there default Input map and run it in Oculus Go. I get this screenshot

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This is crazy, I'm not touching even 40 fps. Is that default with the oculus Go or I have to change few things at my end ? I've just used the default settings of the Project Settings, with Forward Renderring enabled

sturdy coral
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4.21 adds a new type of IK that takes into account constraints:

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If I'm reading that thread right and it isn't a plugin

mighty carbon
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@sturdy coral should be useful for VR arms ?

tired tree
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yeah its been on feature list for a bit

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trello that is

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its what IK in engine has been missing, rotational limits with multi bone chains

mighty carbon
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nice

sturdy coral
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@tired tree is this gonna impact you a lot again, like the 4.19 physics replication changes?

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Physics Interface: We have been reworking the physics interface to support an increased ownership of physics objects at the high level. As a consequence much of the physics related c++ code an API has changed.

tired tree
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physics replication changes were aggravating because they were changed to support fortnite and required changes for my use because that caused issues outside of their use case

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this api change is good overall, hasn't been that bad to convert to

sturdy coral
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seems CCDIK may not be using full physics asset constraints:

     /** symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone. */
    UPROPERTY(EditAnywhere, EditFixedSize, Category = Solver)
    TArray<float> RotationLimitPerJoints;```
tired tree
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you can see in the SS on that reddit post

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its a manual constraint

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that is great though

sturdy coral
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yeah but a single float isn't enough for constraining like an elbow right?

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needs to know it can only bend in one axis

tired tree
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yeah it won't solve it all i assume, unless i am missing something about how it is set up

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haven't been able to play yet, still fixing physx :p

sturdy coral
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this talk is pretty nuts:

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they fully simulate a moving human, driving it like a robot, so there should never be foot slipping or center of mass not matching with physical plausibility

mighty carbon
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I wonder if Climb will be ported to Quest.. I doubt that because CryEngine doesn't scale to mobile hardware at all. However, maybe Oculus bought it off Crytek and ported it to UE4 ? πŸ˜„

sturdy coral
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keynote going on now

deft moat
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I always forget how much I hate keynotes until I actually watch them as opposed to the highlights

sturdy coral
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yeah I already quit watching it

deft moat
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I want to hear about the tech, but 99% is them telling me how they are going to change the world with their tech.

sturdy coral
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@tired tree any idea why they are emulating AActor::CalcCamera() here instead of just calling it? Doesn't that mean we can't override CalcCamera?

FTransform FXRTrackingSystemBase::ComputeTrackingToWorldTransform(FWorldContext& WorldContext) const
{
[...]

                const bool bUsesImplicitHMDPositioning = XRCamera.IsValid() ? XRCamera->GetUseImplicitHMDPosition() :
                    PlayerViewTarget && PlayerViewTarget->HasActiveCameraComponent();

                if (bUsesImplicitHMDPositioning)
                {
                    TArray<UCameraComponent*> CameraComponents;
                    PlayerViewTarget->GetComponents<UCameraComponent>(CameraComponents);

                    UCameraComponent* PlayerCamera = nullptr;
                    for (UCameraComponent* Cam : CameraComponents)
                    {
                        // emulates AActor::CalcCamera(); the PlayerCameraManager uses ViewTarget->CalcCamera() for
                        // the HMD view's basis (regardless of whether bLockToHmd is set), CalcCamera() just finds
                        // the first active cam component and chooses that
                        if (Cam->bIsActive)
                        {
                            PlayerCamera = Cam;
                            break;
                        }
                    }
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End result I'm going for is having camera components with a "VR" tag get picked automatically in VR and not picked in 2D

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ah looks like AActor::CalcCamera returns the view only

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where this needs the component in order to get the parent

mighty carbon
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Oculus keynotes were fun

deft moat
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Yeah, I enjoyed them a little more. I just realize I'm a highlights reel kind of guy. I'd rather watch 3 minutes of excellent shots on goal than sit through a whole game.

tired tree
#

@sturdy coral you are welcome for the answer :p

sturdy coral
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it seems like a bad design=/

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guess I'll just modify the engine code though but I hate diverging too much

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hmm, and this seems like a bug:

#

bool AActor::HasActivePawnControlCameraComponent() const
{
    if (bFindCameraComponentWhenViewTarget)
    {
        // Look for the first active camera component and use that for the view
        for (const UActorComponent* Component : OwnedComponents)
        {
            const UCameraComponent* CameraComponent = Cast<const UCameraComponent>(Component);
            if (CameraComponent)
            {
                if (CameraComponent->bIsActive && CameraComponent->bUsePawnControlRotation)
                {
                    return true;
                }
            }
        }
    }
    return false;
}```
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only used here:


    if (!PlayerCameraManager || !ViewTarget || !ViewTarget->HasActiveCameraComponent() || ViewTarget->HasActivePawnControlCameraComponent())
    {
        if (IsLocalPlayerController() && GEngine->XRSystem.IsValid() && GEngine->XRSystem->IsHeadTrackingAllowed())
        {
            auto XRCamera = GEngine->XRSystem->GetXRCamera();
            if (XRCamera.IsValid())
            {
                XRCamera->ApplyHMDRotation(this, ViewRotation);
            }
        }
    }```
#

if there are two active cameras, and the second one has IsHeadTrackingAllowed, it looks like the first camera will end up being treated as if it had IsHeadTrackingAllowed

swift forge
#

Hi all. I'm trying to play mp4 video at start of the application on Oculus Go (splash screen) but when app starts video appearing from 1-2 second from it beginning. Some laggish. But in simulation mode it plays smoothly. Cache video checkbox didn't help. Video is media texture in unlit material placed on the plane. 720p 30 FPS

warm lion
#

is there a way I can detect when the player puts the head set on? Right now when I launch to the Oculus Go, when I put the headset on I can tell that a timer has already started ticking. I need to delay this for my testing purposes even if it's not for final.

fair hearth
#

There should be an isworn? Boolean or something similar to it

I know there’s one for ishmdenabled and ishmdconnected

But those are both pc based

warm lion
#

getHMDWornState thanks!

#

Hmm, so that seems like it is still missing some time. The only thing I can figure is that the calibration screen still counts as "worn" but the timer is already starting

#

The screen you have to do whenever you put the headset on from a inactive state

sturdy coral
#

@warm lion you may need this patch:

#

@@ -971,6 +973,11 @@ namespace OculusHMD

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

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

oh, thanks!

sturdy coral
#

I needed that on desktop, not sure if it is needed for mobile

deft moat
#

Having a difficult time with my physics handle using motion controllers. I send out a trace using the forward vector of my motion controller, and then determine the distance between my motion controller and impact point on the hit object. On Event Tick, the physics handle location is updated to the motion controller's forward vector multiplied by the offset calculated after the trace is sent out. But for some reason, my held component immediately behaves strangely and veers off to the right. Am I doing something weird here?

sturdy coral
#

have you set up tick dependencies?

deft moat
#

Sorry, one picture didn't post... Discord thought I was being explicit? One moment

#

Clyde's really getting me down here. It doesn't like an image named "blueprint"

#

Sorry, tick dependencies? No

sturdy coral
#

I'm not sure it is an issue here, but the motion controller's tracked location isn't updated until it ticks

#

you can still get partial movements due to relative attachment before it ticks though

#

if the root is moving, and if the thing moving it ticks first

#

depending on when you are tracing that might be your issue, the trace could get a little farther away every time

#

unless you just do a single trace

deft moat
#

Will it keep cycling through an input action until I release? Or just cycle once until the button is pressed again?

sturdy coral
#

it should just trigger it once, I think there are some settings around key repeat that could apply but shouldn't by default

deft moat
#

There we go. That's how I set the offset float. Which doesn't update in my tick function. What's strange is that I'll still be holding the component, it's just that it shoots off toward the right initially. It still responds to movement by the motion controller, just offset by 100 units or so

sturdy coral
#

@deft moat how does the rotator work on that grab func?

#

and is the object origin somewhere that if it were rotated it could move by 100 units. or is it centered pretty well

deft moat
#

The object is just a cube with the origin in the center. But since I'm grabbing the object at the location of impact, it shouldn't move at all, right?

sturdy coral
#

I don't know, the documentation on that node isn't clear, I'm sure there is a full explanation of it somewhere else though

deft moat
#

Adjusting the rotator value doesn't do anything. But using the grab component at location only (not rotation) function causes the held component to be able to spin freely around the grabbed location.

My problem seems to be whatever is happening after Event Tick, but I can't wrap my head around why.

#

Eff. I know my problem. In Event tick, it's updating the physics handle location to my forward vector * my offset float, but from 0,0,0, not my motion controller location

sturdy coral
#

ah right

quiet swan
#

What is everyone using for an inventory system in vr?

sage gulch
#

pockets

deft moat
#

@sturdy coral How much of what you do just involves fixing dumb errors like that? Cause I'd like to think I'd stop doing things like that before too long.

glossy agate
#

@quiet swan Mine pretty much works like every other shooter, but you can place items anywhere in your vest, and they just stick to the right spot.

quiet swan
#

How did you get that set up @glossy agate

#

I'm trying to do that

#

Is there any inventory system in the market place that can be tweaked for vr?

sturdy coral
#

@deft moat plenty of time, best thing you can do is get good at debugging and inspecting values and verify it does what you think at each step

glossy agate
#

Im using the VRE plugin, so we have the on grip release command, just checks overlapping comps, and if the vest is overlapping it snaps to and attaches to the socket assigned to the inventory item. Easy squeezy

quiet swan
#

ok I can see the on grip release

#

but if I check that I have to make some kind of trigger box on my VR body?

#

how do I add a socket to a VR character?

#

do I need to make a static mesh vest to hold stuff?

#

how did you get your vest to stick on you?

#

@glossy agate did you follow any tutorials?

glossy agate
#

Yes to all those questions but I didn’t use a tutorial.

sly elk
#

I can't get VR preview to work today..

#

@sonic lake is this related to the update you mentioned?

#

Oculus says everything is connected but also has a red warning that new drivers are required

#

i really don't want to update video card drivers as I have had system stability issues with this 1080ti on newer drivers

sonic lake
#

Yes, this is the update they have forced to everyone without giving a choice.

sly elk
#

super irritating

#

so I guess oculus is blocking me from doing anything until I install new video card drivers?

sonic lake
#

Yes. That's pretty much it. I am making noise on the forums (Oculus / Reddit) to let them understand that this is not how you deal with updates.

#

Plus had yesterday all our customers that were connected to the internet complain at once that their system was no longer working. No fun.

#

We use Oculus in a sort of kiosk mode (No home) and the update broke it completely.

sly elk
#

I didn't even know that was an option

#

can you operate that way without making oculus accounts?

sonic lake
#

We run our experiences from a custom launcher.

sly elk
#

A large trade school I was talking to said they preferred vive to rift just because of managing accounts for hundreds of headsets was impractical

sonic lake
#

I perfectly understand them.

sly elk
#

Do you still need an oculus account for rift setup?

sonic lake
#

Yes you do. Other impractical thing.

#

But you could block Home from popping up. Now it is no longer possible.

#

They definitely don't understand the non gaming world.

#

Period

sly elk
#

Hopefully they come up with something better for commercial use with quest

#

because that device is a really good fit for schools

sonic lake
#

Yes but then they need a kiosk mode.

#

And non mandatory updates.

#

Can you imagine hundreds of installation stopping at once? Nightmare.

sly elk
#

Yeah

sonic lake
#

This is the second time they do something like this.

#

So not learning from it.

#

The first time they blocked all their systems worldwide.

dusky moon
#

I think Oculus wanted to deliver some of their promises after the OC5 and the update was so rushed and broken

#

my ticket for the performance hit with UE4 is still open after 3 days of sending logs and stuff

#

just to note how shit the mandatory home load is... when you put the headset above your forehead to change something in UE, the home loads up.... it almost takes 700 MB of Ram at some points

sonic lake
#

Exactly. That was the other advantage of being able to disable home. It is super annoying while you are developing.

#

The music, the image shift, the RAM. Everything

#

Plus if you bypass the proximity sensor it runs continuously.

dusky moon
#

Perfect!

sturdy coral
jaunty shell
#

Yiss

real needle
#

Does Haptic Feedback Effects Buffers work on SteamVR?

#

Mainly vive, don't have one to test on atm

quiet swan
#

what engine version is everyone using in VR? Has there been any significant improvements with VR with each update? Im on 4.20 and its ok, I am a little afraid to update

#

does everyone update as they go on?

sturdy coral
#

@quiet swan there is nothing beyond 4.20. 4.21 is in preview and you shouldn't update a real project to it unless it is a copy of the project just to experiment with it

quiet swan
#

yeah I figured that

#

I mean I plan on staying on 4.20

#

im almost redy to make a sample trailer for my game

#

still need an inventory system

#

not alot of tuts on inventory for VR

#

if I could just find out how to stick a weapon on me

tired tree
#

@quiet swan the template you are working off of already has that

#

I have the gun be able to be dropped on the waist component when you release the grip there

#

you would just need to filter for your specific spots instead

quiet swan
#

wwwwhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaaaaaaaattttttttttttttttttttttttttttttt

#

interesting

quiet swan
#

does anyone know the motion control mapping name of when you press down on the movement pads of the controlers?

sage gulch
#

try using the auto complete / suggestion box

ornate raptor
#

@quiet swan MotionController (L/R) Thumbstick

dusky moon
#

Guys! I'm stuck... I got an error after submitting my build to Oculus :
"VRC.PC.Input.2) Single-player apps must pause while the Universal Menu is open."

I really can't make it work. This is how I did it, I used the event tick in my game mode to check for "Has Input Focus" but it keeps the game paused all the time

#

Could Easily fix the other error for the HMD On/Off because the Oculus library nicely gives some binding events to pause/resume game with HMD's on/off but for the Oculus Dash menu thing I don't know how to implement

median wedge
#

How would I divide the Vive touchpad into separate buttons? I just want to know what fourth of the touchpad is pressed

#

Would I just compare the x and y values for .5?

sonic lake
#

Also I would not use Event Tick for the check, but set a timer on a longer time span than 1 tick

dusky moon
#

@sonic lake yeah I did try Event by Timer on loops with 1 sec interval ... but still the problem is it pauses the game when I first hit the home button. but then if I hit it again to resume ,it remains paused no matter how much I press it afterwards

sturdy coral
#

@median wedge it is already implemented with the Facebutton events

limber rose
#

hi all, anyone know how to set spectator window for VR to render right eye instead of left?

sturdy coral
#

@limber rose adding .5 to the UVs should do it

#

I don't know if there is a setting

limber rose
#

haven't ever really messed with the spectator viewport except for basic "spectatormode" setting

sturdy coral
#

@dusky moon tick doesn't happen when paused

limber rose
#

change the UVs on the texture of the renderer?

sturdy coral
#

you need to do it on an actor with allow tick when paused

#

@limber rose


void FDefaultSpectatorScreenController::RenderSpectatorModeSingleEye(FRHICommandListImmediate& RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize)
{
    const FIntRect SrcRect(0, 0, EyeTexture->GetSizeX() / 2, EyeTexture->GetSizeY());
    const FIntRect DstRect(0, 0, TargetTexture->GetSizeX(), TargetTexture->GetSizeY());

    HMDDevice->CopyTexture_RenderThread(RHICmdList, EyeTexture, SrcRect, TargetTexture, DstRect, false);
}```
#

add .5 to each of the SrcRect x coords

#
-     const FIntRect SrcRect(0, 0, EyeTexture->GetSizeX() / 2, EyeTexture->GetSizeY());
+     const FIntRect SrcRect(0.5f, 0, 0.5f+(EyeTexture->GetSizeX() )/ 2, EyeTexture->GetSizeY());
limber rose
#

ah super helpful, thank you

sturdy coral
#

@limber rose if you are doing it for scopes you may want to add a new mode that lets your choose right/left

#

and pick it based on hand the gun is in

#

but then again I think some people are left eye dominate and right handed and every other permutation

limber rose
#

exactly right

#

yup

#

mind reader you are πŸ˜‰

median wedge
#

Thanks, and does anyone know of a way to render where the finger currently is on the touchpad, I have seen some games do this

dusky moon
#

@sturdy coral ooo there we go! thanks a lot man phew

sturdy coral
#

np

#

@median wedge the steamvr render components /transforms api gives you a little indicator component I think

sage gulch
#

use the keyword capacitive in the autocomplete/suggestion box in blueprints

sturdy coral
#

but ue4's render model support isn't animated so it doesn't show up

#

you could manually read in the transform through the plugin

#

or just hard code it

median wedge
#

Ok. Thank you

sonic lake
#

@dusky moon Sorry, but I saw you got your answer from @sturdy coral in the meantime

#

One thing to note. If you want to make your application dash aware using the command line parameter -oculus-focus-aware note that it has to be -oculus-focus-aware true.

#

The official documentation doesn't mention you need to specify true

dusky moon
#

np, yes I enabled it through Engine.ini though and works. Thank you!

sonic lake
#

Cool.

warm lion
#

Anyone had any success with implementing a BT keyboard for debugging purposes? I was able to pair one to the Oculus Go, through the phone app. Only the esc key seems to work. I know it's not officially supported but I've heard that it can be implemented at the app level. Any ideas how one would go about that?

sage gulch
#

You'd probably need to go lower level than UE I would think,.. UE doesn't really support system level drivers AFAIK

jaunty shell
#

hey lads, anyone with the VR kit from HTC who had the error 108 all of a sudden ?

#

It worked perfectly last friday 😐

#

uh, nvm, quick restart fixed it

dusty dagger
#

NOOB question.
I package my project for windows 64 bit, with no errors. But VR not working (Oculus) when executed.
Oculus works perfect inside unreal engine VR preview. What am I missing ?

sonic lake
#

You need to check the Start in VR flag in the project settings

#

Or launch the exe with -vr

#

^^^ @dusty dagger

dusty dagger
#

thanks VR_marco.
I'll try that

#

It worked, thank you so much..

sonic lake
#

You are welcome

fresh wharf
#

does anyone know how you could launch your project upon booting up the oculus go?

sonic lake
#

There is no kiosk mode available on the Oculus Go. There have been workarounds, but all the latest updates have broken them.

#

IMHO, Oculus has no interest in supporting a kiosk mode because their business model is selling the hardware in order to sell the VR experiences through their embedded online store. Kiosk mode means no store.

#

Unfortunately they seem to be following the same practice with the latest release of the Oculus Rift core, where they took away the possibility to use the HMD with any other VR experience if the Oculus Client (including the online store) is not running.

fresh wharf
#

@sonic lake unlucky that there is no kiosk mode available, thanks for the info though

im also trying to set up the native mobile sdk so that i can make an app for the oculus go, what ide would be best to use? fairly new to this. I can't use unreal or unity because i want the app to load in pictures and videos from internal storage.

sonic lake
#

I never looked into it but I believe you can read from the internal storage using UE4

#

I assume that would be like reading from the file system

fresh wharf
#

i could get it to read and display it inside the running unreal project

#

but the problem is that it was too heavy

#

and unreal would crash

#

it does run when you open it from gallery though

#

i have to make it so that people wont have to navigate through the gallery to open a video or picture

#

but that they can just put the go on and select what picture/video they want to see

sonic lake
#

I develop for the Go but I never looked into displaying images/videos from the gallery. BTW, where would they come from? The Go doesn't have a camera.

fresh wharf
#

just 360 degree pictures and videos taken inside a running ue4 project

#

i could just put them into the pictures folder on the Go

#

but then it's a hassle for people to open them

sonic lake
#

and the project runs on the same Go?

fresh wharf
#

nop

#

project crashes

#

cause it's too heavy for the go to handle

#

i made a video with Nvidia Ansel which i dumped in the internal storage of the Go

sonic lake
#

Ah ok. But if they are taken elsewhere you could simply embed them in your project before deploying to the Go.

fresh wharf
#

and that launches fine

sonic lake
#

ok

fresh wharf
#

i also tried using the video as texture for a globe

#

in an ue4 project

#

and launching that, but would just crash aswell

sonic lake
#

I have helped someone else on a similar project and everything worked as expected (projecting on a sphere with inverted normals). Did you look at the log files? What makes it crash?

fresh wharf
#

didn't get any log files cause i didnt launch it on the go connected with my pc

#

packaged the project first and then tried it

#

when i launched while connected to my pc it would just work fine

#

i thought that was cause all the rendering was done on my pc

#

which is strong enough to handle it all

sonic lake
#

To test on the Go you need to Launch the project on the device

fresh wharf
#

yeah it just wouldnt load the picture in

#

the globe would just be black

#

but it worked with reaaaally low res videos

#

so its not that i had it linked falsely or anything

sonic lake
#

ok so it was probably a memory issue

fresh wharf
#

yeah its a huuuge high res project

sonic lake
#

but it is difficult to tell without looking at the log files from the Go

fresh wharf
#

like 1 plant alrdy was 700k polygons

#

cause designers made it super good looking

#

i dont have the logs anymore, i'll try setting it up again and passing you the logs after everything is set up

sonic lake
#

you can share the error here, you get access to more "brains" able to help you

fresh wharf
#

where would i find the logs?

#

cause last time i didnt see it spit out a log file

sonic lake
#

adb logcat

#

you have to retrieve if from the device

mighty carbon
#

looks promising

tired tree
#

lol

#

that movement is super awkward, it looks strictly worse than directional locomotion....

mighty carbon
#

how so ?

#

also, wouldn't it help with motion sickness ?

tired tree
#

? sure

#

so would sitting there and doing the same thing

#

waggling your feet isn't really that different that a arm swing or other types of locomotion

wicked oak
#

@mighty carbon no

tired tree
#

its pretty useless...

wicked oak
#

as mordentral says, its like armswinger or similar

tired tree
#

and incomingleg cramps

wicked oak
#

just with your feet

tired tree
#

its actually one of the silliest products for locomotion i've seen...

mighty carbon
#

well, you have controllers in your hands - while swinging them you can't do anything else

#

with legs swinging you get to run'n'gun

#

but

#

if it doesn't help with motion sickness it's no use

tired tree
#

"run" sitting in place

sonic lake
#

Cyber-sickness is mostly due to oculo-vestibular mismatch. I don't see how that device could solve it per se.

tired tree
#

running in place in roomscale is strictly better when setup correctly

#

they literally could have just done that

sonic lake
#

We have experimented quite a bit with the 3D Rudder, which provides a nice way to steer a VR experience with your feet, but doesn't have any particular effect on limiting cyber-sickness.

mighty carbon
#

3drudder seems like to good device for mecha sims. I fail to see why would you want to use it for legs-based motion. The whole idea is better immersion. It feels that with player physically moving legs immersion is deeper than with anything else.

#

I fail to see why would anyone want to not be able to physically relate to what's happening in VR.. That's the whole idea of VR - to be in another world, physically

#

I am surprised no one is working on Westworld-like VR game

sturdy coral
#

I tried out the wii balance board for locomotion a long time ago on DK1/2, but never got it working well

#

there was an app that would make it emulate the joystick, I think I tried it with skyrim back then

meager garnet
#

Hey so for those who do dev on the ML + Unreal. I've been having problems getting the remote simulator to recognize the mouse even after keymapping the trigger and bumper to the mouse buttons.

Has anyone run into this problem.
lumin OS 0.17 on ue4 version magic leap 0.16 with the 0.16 content examples.

fresh wharf
#

@sonic lake i tried using a stereo 360 image within a sphere on ue4 again

#

but its super low quality compared to just dumping the picture in the go and opening it through the gallery

sonic lake
#

@fresh wharf what are the settings of the texture inside UE4?

fresh wharf
jaunty shell
#

set mipgen to none :p

fresh wharf
#

whats mipgen?

jaunty shell
#

"Level Of Detail" category

#

Mip Gen Settings

#

its the mipmap generation

#

LODs for textures basically

fresh wharf
#

yeah i found it, just wondering what mipmap's do

jaunty shell
#

In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. The height and width of each image, or level, in the mipmap is a power of two smaller than the previous level.

#

from wiki

fresh wharf
#

thxx

jaunty shell
#

its great for game textures

fresh wharf
#

do i change smth in my material too?

jaunty shell
#

but in certain cases like yours with 360 videos or images you don't want it to be applied

#

nah

fresh wharf
#

hmm, it's still not at the same level

#

and for some reason the ue4 one kinda hurts your eyes

sonic lake
#

too bright or what?

fresh wharf
#

no, just kinda pixely

#

the picture loaded in directly looks way sharper

jaunty shell
#

got a pic ?

fresh wharf
#

but i can show you my ue4 viewport

#

not really cause i package and load it into the go

#

it looks all fine when i just play it on my pc in the normal viewport

jaunty shell
#

oh

#

might be something related to go then

#

like how android handles compression maybe ?

fresh wharf
#

its like it refreshes every frame

#

and makes it white or black for a milisecond

#

and then switches back to the sprite

sonic lake
#

there is something wrong, it should not flicker

#

even if it may appear low res, flickering is something else

jaunty shell
#

how big is your sphere ?

fresh wharf
#

400 in all axes

jaunty shell
#

hmm so it isn't a scale issue

fresh wharf
#

i feel like the go cant really handle the super high res refresh rate

#

i think i might have to make it so that ue4 plays the video straight from the gallery

#

but im not sure if that is even possible

jaunty shell
#

I've played 4k videos and up on the first gen GearVR

#

surely you can play your content on the GO

fresh wharf
#

i cant figure out what i'm doing wrong though

sonic lake
#

maybe you could try with a test image to clearly spot some differences

#

4096 x 4096

#

It's a stereo image though, not sure you are doing stereo

fresh wharf
#

i am

#

else it really looks like there's no depth in the scene

sonic lake
#

because you need to setup a special material for stereo rendering

fresh wharf
#

what kind of material?

#

i have it like this

jaunty shell
#

what are your texture sample parameters ?

fresh wharf
sonic lake
#

^^^ This is what I am using

jaunty shell
#

no I meant the node material @fresh wharf πŸ˜„

fresh wharf
#

okay, i tried it with the example and when i load it in from the gallery the edges of the squares on the ground are really sharp

#

but when i look at it in unreal

#

it looks the same as when 2 objects are fighting about who can be on the surface

#

if you know what i mean

jaunty shell
fresh wharf
jaunty shell
#

mine for HDRis

fresh wharf
#

is that for stereo aswell?

jaunty shell
#

ah nah that's for mono πŸ˜ƒ

#

should be able to change it for stereo too with an if node

#

also my method doesn't "stick" to the mesh

#

its using worldspace instead of UV space

fresh wharf
#

would it make any difference

jaunty shell
#

it does for HDRis :p

fresh wharf
#

@sonic lake what's your custom node?

#

oh damn thats rly good

#

would there be any benefit for using the worldspace with stereo though?

sonic lake
#

Custom node is the usual: return ResolvedView.StereoPassIndex;

fresh wharf
#

why is the base color pin greyed out?

#

its super distorted when i use your blueprint @sonic lake

sonic lake
#

The Base Color is grayed out because you are probably using an Unlit material

#

Shouldn't make any difference in this case

fresh wharf
#

yeah, just found that out

sonic lake
#

that distortion is strange

#

it may be due to the UV mapping of your sphere

#

mine looks like this

#

which sphere are you using to project onto?

fresh wharf
jaunty shell
#

ah yeah

#

use the skysphere

#

instead

#

or the skybox sphere in the content samples

sonic lake
#

that explains the distortion

jaunty shell
#

just remembered a perk of using world position instead of texture UV

#

this doesn't happen with world aligned

fresh wharf
#

tbh i cant see whats wrong with that

jaunty shell
#

the texture is deformed on the poles of your sphere

#

center of this image is the bottom of my sphere

#

no garbled mapping πŸ˜ƒ

fresh wharf
#

ohh thats good

#

i'll take a look at it after i can get the image to display properly

jaunty shell
#

πŸ˜ƒ

sonic lake
#

@jaunty shell Looking cool! Do you know how to adjust your method for Stereo?

jaunty shell
#

I was about to look into it πŸ˜ƒ

#

for science

sonic lake
#

Of course. For science. πŸ˜‰

#

(and for fun!)

jaunty shell
#

:p

fresh wharf
#

it's still distorted, even when i use a skybox

#

πŸ€”

#

time to start from scratch

#

i mightve fucked up 1 small setting

jaunty shell
#

hmm

#

might not be able to do it in the end @sonic lake

#

I just remembered I use cubemaps (HDRIs)

#

and you two use textures

#

mine are 3D textures and yours are mapped in 2D

#

its a different type of texture sampler :[

sonic lake
#

@jaunty shell Yes indeed

jaunty shell
#

cant find stereo HDRIs either

sonic lake
#

if they exist it must be two different images

jaunty shell
#

yeah

sonic lake
#

no they are actually sbs

jaunty shell
#

you found some ?

jaunty shell
#

hmm

#

I'm not sure Unreal can get this kind of format

sonic lake
#

or need to use photoshop and split it into two distinct images

jaunty shell
#

yeah

#

that said

#

wouldnt this kind of image import as a Texture2D ?

#

thus not be considered as a cubemap

#

ah you need the nvidia texture tool plugin for photoshop

sonic lake
#

yes, I also believe they need to be converted to cubemaps

jaunty shell
#

that kind of stuff is a result of non equirectangular stuff also

sonic lake
#

plugin from NVidia is pretty old

#

2012

jaunty shell
#

yeah :/

#

the whole section is from unreal 4.9 on thewiki

#

I have no clue how they setup their cubemaps though

#

also seeing how that website got more and more success

#

its awesome to see that you can almost pay a man a whole monthly salary with patreon

fresh wharf
#

now the top is distorted Thonk

#

now it duplicated on the x axis

#

im genuinely confused

sonic lake
#

I am getting a DDS uses an unsupported format when importing to UE4 😦

#

@jaunty shell Any hint from the format of your HDR images?

fresh wharf
#

@sonic lake it the material looks fine in the material editor, but when i add it to the sun, it looks like it uses the mesh 2 times, 1 for top half and flips and uses it for the bottom half aswell

sonic lake
#

And you are using the same texture I shared above?

fresh wharf
#

yup

#

using the same blueprint you showed aswell

sonic lake
#

Did you change any parameter in TexCoord?

#

I am going to post the blueprint on PasteBin wait

fresh wharf
#

it shows the proper textur in the small preview left top of the screen

#

if i go inside that sphere it shows properly

sonic lake
#

Then it should show correctly also in the sphere in the editor

#

Which sphere are you using again?

fresh wharf
#

standard sky sphere

sonic lake
#

Use my custom made sphere above

#

And uncheck 2 sided in the material, you don't need it

fresh wharf
#

thanks for all the help finally got it properly in my editor

#

gonna check now if the quality is better on my go

sonic lake
#

what was the issue then?

fresh wharf
#

when i used your sphere it suddenly worked

#

you sphere doesnt appear when i launch through go though blobsad

#

when i launch with a motionControllerPawn inside your sphere with my material on it, it just shows all black with the two hands from the motionControllerPawn

sonic lake
#

i am trying as well wait

#

it's compiling the shaders for Android, it is going to take a while...

fresh wharf
#

Take your time

fresh wharf
#

@sonic lake fixed it by adding a skylight. but the lines around objects are still not sharp, it looks like they've all been cut by zigzag scissors

sonic lake
#

what you see is aliasing

fresh wharf
#

so i should disable aliasing or alia more?

sonic lake
#

if you disable anti-aliasing it will become even more aliased (aka jittery). you should increase anti-aliasing.

#

My whole system crashed for some reasons, so I am rebuilding it

fresh wharf
#

oof goodluck

sonic lake
#

ok I am back

#

I see the aliasing as well, but take into account this is a bitmap that you are seeing so the antialiasing the engine uses for 3D rendering doesn't apply

fresh wharf
#

so that means that i cant improve the anti-aliasing anymore?

sonic lake
#

the aliasing is in the bitmap itself

#

now that you have it working, try with your images

#

that test image is pretty harsh on aliasing

#

there could also be some texture compression still going on into UE4, which causes the aliasing artifacts

fresh wharf
#

with my own image and forward rendering and max aasing enabled it still looks like the pitcure is moving along the edges

jaunty shell
#

@fresh wharf have you tried with a higher mesh density sphere ?

#

the one I have has 3968 tris

fresh wharf
#

nope i haven't

#

didnt know you could do that

#

it was a custom sphere from marco

sonic lake
#

mine has 960 tris

#

but how is the density of the mesh going to affect how the texture is mapped onto the UV map?

#

the resolution of the UV map may play a role

fresh wharf
#

so that you have a smoother sphere to map your uv over?

jaunty shell
#

yeah exactly

#

say you map your video to a very low resolution sphere

#

when you look around, you'll see the faces of the sphere

#

and the video/photo will look weird

fresh wharf
#

how do i change the tri count of the sphere? cant find a property in the editor

jaunty shell
#

you have to do it with a 3d modelling software

fresh wharf
#

pepehands i dont have any, time to go find one that does the trick

jaunty shell
#

blender Β―_(ツ)_/Β―

sonic lake
#

Get Blender

jaunty shell
#

or

#

this is the sphere from the StarterContent Skybox

fresh wharf
#

but tbh i dont think it'd make any difference if the aliasing thing happens for EVERY line i have

#

it got doubled again

sonic lake
#

I have done few tests with a highres sphere on the rift, both look sharp the same to me

#

But when launched on the Go I still see aliasing no matter what

#

So there is something in the cooking process that seem to compress the texture

#

I don't know what though. I have taken all compression options to max and it still does it.

#

Which is interesting because on paper the Go has a higher resolution than the Rift

fresh wharf
#

it's probably just that the go can take a lot less workload than the rift can

#

cause the rift has a pc attached

#

if i launch it on my htc vive

#

it runs perfectly smooth

#

0 weird edges

mighty carbon
#

well, if you use Forward Shading and MSAA, you won't get any AA on images

#

only geometric edges get AA'ed

fresh wharf
#

i used forward shading

#

set MSAA to max

#

and nothing changed

mighty carbon
#

and it won't

#

MSAA doesn't AA images

sonic lake
#

@mighty carbon note that this is a texture mapped onto a sphere

mighty carbon
#

right and I assume @fresh wharf expects the lines and text on that texture to be AA'ed

sonic lake
#

I am not aware of the engine being able to anti-alias textures

mighty carbon
#

and that will not happen

sonic lake
#

however the exact same image/setup looks very sharp on the Rift and blurry on the Go

#

We are trying to figure out why that happens and how to fix it

fresh wharf
mighty carbon
#

lock mip level to the highest one ?

#

that's what I do on my skyboxes - have no mip levels or have it locked to the highest

#

then it appears sharp across the board

sonic lake
#

Mipmaps are disabled. Texture compression set to the minimum (at least in my case).

#

We tested a higher res sphere but there is no difference.

fresh wharf
#

do you use the go aswell? @mighty carbon

mighty carbon
#

yeah

#

I haven't done too much on Go yet

#

but I had blurry skybox issue in my Gear VR project

#

fixed it by setting mip level to the highest

fresh wharf
#

you set it to sharpen10?

sonic lake
#

@mighty carbon how did you set your mip level?

mighty carbon
#

I don't have UE4 with me right now

#

Mip Gen Setting: None or something like that

#

I'd have to open my project and see what I used there

sonic lake
#

we also have it to none

fresh wharf
#

@mighty carbon could you check your settings w/e you're available?

mighty carbon
#

well, that will be 8 hrs from now

#

if you can ping me at 7 pm CST, I'll be sure to check

fresh wharf
#

cool, thanks a bunch!

#

i'll probs be asleep by then, but if you post your settings in here i'll be sure to check it when i waske up

sonic lake
#

@fresh wharf I am seeing a weird thing though. Most of the blurriness seems to come from the LEFT eye. The RIGHT eye is much better. I am puzzled.

#

Or I have eye problems.

fresh wharf
#

Hmm, i'll go check if its for me like that aswell after dinner

sonic lake
#

@fresh wharf @jaunty shell @mighty carbon Mistery solved. Just check Use Full Precision under Mobile in your material and, voilΓ  it is as sharp as a razor.

mighty carbon
#

ha

#

I bet I have that checked too in my project

sonic lake
#

I kind of read it somewhere but then forgot about it

#

It triggered me the fact that the left eye was ok while the right eye was slightly offset

#

And that it worked perfectly in the Rift but not in the Go (Mobile!)

#

--> Precision issue on mobile

#

Now I am happy. I get crazy when I cannot understand why something doesn't work as expected.

fresh wharf
#

I was just like, is this really the best the go can achieve? What kinda horrible meme is this

sonic lake
#

So can you see it sharp now? πŸ˜‰

fresh wharf
#

just launched up my pc

#

gonna try

sonic lake
#

Curious to know your reaction to it

fresh wharf
#

i dont have a diff between the eyes

sonic lake
#

ok

fresh wharf
#

i just ticked full precision

#

launching now

sonic lake
#

but does it look sharper with full precision on?

fresh wharf
#

holy shit dude

#

ily

sonic lake
#

there you go

#

πŸ‘

alpine ore
#

Anyone know if the Chromebook Tab 10 plays well with Unreal for ARCore? It is a ARCore supported device now but trying to find out if you can build an unreal project on to it

jaunty shell
#

Haha sweet @sonic lake :)

mighty carbon
#

@alpine ore I'd like to know too

sonic lake
#

@alpine ore Does it run Chrome OS?

#

I don't think it is supported by UE4

alpine ore
#

@sonic lake Yeap, runs ChromeOS

sonic lake
#

I am not aware of UE4 being able to build for Chrome OS

alpine ore
#

That's what I suspected :(, looking for a tablet solution for AR development, but not IOS due to Mac overhead requirements

sonic lake
#

I wonder if those app will have anyway access to the underlying hardware, such as camera, accelerometers etc.

#

Plus you have to consider the debug workflow. Will it work?

alpine ore
#

Yeah, see what you mean, probably have to lose out on the debug side of things as Unreal probably wont detect the Chromebook but I could possibly get access to a Samsung S8 to test/debug on.

sonic lake
#

That may work.

alpine ore
#

Cheers for the input, will update here for those interested if I get the Acer

sturdy coral
#

since VR can't use SSR well you guys may be interested in this:

#

dramatically improves reflection capture quality for me without the runtime memory bandwidth cost of having higher res captures

#

but only supersamples up to 2x right now..

sturdy coral
median wedge
#

@alpine ore you could put the chromebook on developer mode and install chromebrew/Linux and then run the Linux version of unreal. I haven’t tested it on my chrome books, but it should work in theory if the chromebook is strong enough

trail grotto
#

Exploring Unreal Datasmith in VR mode with Oculus, and i'm getting some strange strobing and artefacting, so I built a really simple test scene and still its there everything is normal until I enter VR mode... even when I exit VR mode the artefacts and strobing persist?

I'm on all the latest builds and my drivers are up to date

AMD Ryzen 7 Radeon Pro Duo 3DSMax2019 Unreal 4.20.3

sonic lake
#

@trail grotto Are you using the Deferred or the Forward Shader?

fresh wharf
#

@sonic lake got 1 last problem, when i have emissive lighting put on, the edges of my vision "flicker" a little bit, do you have the same on your go?

sonic lake
#

@fresh wharf I think I am using an emissive material but I don't see such flickering

fresh wharf
#

do you have any extra lighting added?

#

cause when i only use base color it appears fully black because there is no lighting

#

cause when i only use base color it appears fully black because there is no lighting

sonic lake
#

No, you don't need it. The emissive material provides all the light you need

#

Plug it into Emissive

fresh wharf
#

yeah, weird

#

thats why i was wondering, cause i have nothing special ticked on or anything

#

removed all lights in my level

#

and plugged it into emissive

#

now it flickers a little and causes a headache if you look at it too long

trail grotto
#

@sonic lake im using the deferred shader at the moment

sonic lake
#

@trail grotto Can you try to switch to the Forward one, which is what you should be using for VR anyway

fresh wharf
#

if i divide the emissive by 10, it barely flickers anymore

#

but when i divide it by 5 it flickers a little

sonic lake
#

Is this with a texture? You can also tweak the brightness of the texture.

fresh wharf
#

a material

sonic lake
#

If it is too bright it may flicker yes

fresh wharf
#

it would be perfect if i make it emissive but not glowing

#

cause i feel like the clowing effect makes it flicker

sonic lake
#

I had cases in which I had to divide the texture output to reduce the emissive brightness, but ideally you should tune your texture for the purpose.

#

Because if you switch material instance to show a different texture it may require a different divider.

#

Well you can add the divider as parameter to the material instance actually.

#

That would work.

fresh wharf
#

so i should make the texture less bright?

trail grotto
#

@sonic lake unreal restarted [as expected] viewport has "brick texture" frame around it all scene geometry is grey, and the project is compiling 6000 shaders i'll report back when it finishes

sonic lake
#

@trail grotto Yes, that is normal when you switch shader

#

@fresh wharf Or use a parametric divider before the Emissive input

sonic lake
#

@trail grotto Does it look any different now?

fresh wharf
#

@sonic lake have you tried using 360 movie materials on the sphere while using the go?

trail grotto
#

@vr marco unfortunately not

sonic lake
#

@fresh wharf I think I did some time ago. Why?

#

@trail grotto So you still got issues? Same look?

fresh wharf
#

just me being dumb, i'm trying to get it to work, just getting a black screen atm

trail grotto
#

@sonic lake yes

sonic lake
#

@trail grotto I would start by deleting some stuff from your level until it looks right. There might be something causing issues, but I have no experience with Unreal Studio so I am not really sure where to look. Thought it was a shader issue, but apparently it is not.

#

@fresh wharf You need to start the Media Player from a blueprint.

#

Otherwise no movie will play.

trail grotto
#

@sonic lake thanks i'll keep digging

fresh wharf
#

yeah i did

sonic lake
#

Movie is also emissive etc.?

#

Yes

#

You can add the movie to a plain material and output it to a mesh to see if it works so

#

Then you know the movie is working

#

Then the problem is elsewhere

fresh wharf
#

it runs if i just run it in play mode

#

but when i launch it onto my go it's just a black screen

#

but i can move my hands w/o any lag so it's not like the go cant handle it

sonic lake
#

When you pack a UE4 project movies stay in the Movie folder. Not sure what happens for the Go. It should be deployed to the device anyway.

#

Check the log files to make sure it is copied to the SD card.

#

Also check with adb logcat that there are no errors when playing the movie

fresh wharf
#

is adb logcat already integrated, or do i have to install it manually?

mighty carbon
#

adb comes with Android stuff that youhave to have installed for UE4 to be able to deploy to Android

sonic lake
#

@fresh wharf It's indeed part of the SDK. If you look at your log file in UE4 you will see that it is called multiple times for Launching on the Go.

sonic lake
#

@fresh wharf BTW, just came to mind, make sure the movie is a format that the Go can decode. Android cannot decode all formats. MP4 works for sure.

wraith sky
#

SteamVR just got an update

quiet swan
#

That's beta

sturdy coral
#

@wraith sky nice, finally!

errant lynx
#

Hello. Do any of you have any experience with line tracing in VR from the player's view?

#

My line trace in VR doesn't seem to be able to hit actors.

jaunty shell
#

freakkin nice, gotta test that motion smoothing today

#

we have a bunch of apps that require a lot of processing power, and maintaining 90fps is almost impossible

jaunty shell
#

sooo, there's two SS sliders in the steamVR parameters now ?

pearl tangle
#

@errant lynx that's likely do to collision setup. Visualize your trace so you can understand whats happening

errant lynx
#

It appears to go straight trough but no collision settings on the trace nor the actor seemed to fix it.

sonic lake
#

@errant lynx an alternative way to check what is going on is to replace the raycast with a long tiny cylinder parented to the VR Camera and protruding along the X axis. If you get collisions with that one, probably your raycast is setup wrongly.

errant lynx
#

Figured out all of my issues came from being stuck inside an object. Currently trying to figure out how to detect the user has teleported into a box collider.

fresh wharf
sonic lake
#

Oculus-VR/UnrealEngine

#

^^^ @fresh wharf

fresh wharf
#

why dont they just display the proper link on the official oculus website

mighty carbon
#

can't have it handed on a silver platter πŸ˜‰

sonic lake
#

Maybe for the same reason they push updates to everyone without even notifying you...

#

😜

fresh wharf
#

@mighty carbon its probably just oculus not even thinking about it

sonic lake
#

I find them slightly biased toward Unity

#

But Home 2.0 is UE4, so...

fresh wharf
#

i just hate that they barely have any proper documentation

#

its like, here you have the goggles, goodluck figuring out w/e you wanna do

sonic lake
#

Actually they have improved the UE4 documentation quite a bit recently

#

They just forgot to cover audio spatialization on the Go...

fresh wharf
#

just casually forget it LUL

mighty carbon
#

@sonic lake heavily biased toward Unity

#

especially for Go/Quest

sonic lake
#

True, at least when it comes to the documentation and the answers you get on the forums

#

I feel they are under pressure to deliver revenues, hence their selective focus

sturdy coral
#

@fresh wharf I think it is because of the unreal engine license

#

people's ue4 branches don't show on their profile I don't think, even if you are logged in and linked to epic

sonic lake
#

Actually there was a missing "-" in the URL. But I think you are right, branches forked from someone else's repo don't show among your public repos.

sturdy coral
#

yeah and my forks of other projects show, just not for epic forks

#

but you can still get to it by url

limber rose
#

Oculus Rift / Oculus Home with UE4

#

some kind of VRAM memory leak

#

it just keeps going and then crashes multiple times a day

#

seems to of started with a very recent Oculus Home update

#

hey error454 πŸ˜ƒ

distant nest
#

Trying to get AR camera passthru frames and I'm looking at OnGetCameraImage. For android devices this just returns hard-coded nullptr...

#

The UE4 AR lib fusion ends pretty quickly I guess since I now have to do things 1 way for ARCore and another for ARKit.

glossy agate
#

@limber rose is that in game?

burnt cave
#

In editor @glossy agate

glossy agate
#

Oh damn that sucks. What version of ue4? 4.19 had that issue for a while for some people

burnt cave
#

Every time I hit Play in VR it ads about 100-200mb version is 4.20.3

#

And it's not just my project, others do it as well.

sage gulch
#

what's the behavior when it crashes?

#

my system seems to exhibit a accumulation or overrun bug in the driver stack, and the headset will still show a display but it resets every 10-15 seconds, lagging fps

#

but it will usually take a few days to show up and was there in 1.x

#

i'm on an i7 / 1070

wild seal
#

Has anyone been able to get the windows mixed reality analog sticks to work with 4.21?

ornate raptor
#

Yeah. Make sure you enable the WMR plugin. It's disabled by default

#

Still kinda buggy. If you have it and the Oculus plugin enabled simultaneously, Oculus users won't be able to use their thumbsticks.

#

And, with WMR, make sure to clamp your haptic feedback scale to keep it less than 1.0. Otherwise it crashes

burnt cave
#

It says out of video memory

wild seal
#

@ornate raptor Which input are you using? I can only seem to find the touchpad.

ornate raptor
#

It should just be motion controller thumbstick

#

For the touchpad, you use spatial input touchpad, if I remember correctly

#

Oh, yeah. Make sure it's using WMR and not defaulting to SteamVR

#

Open your BaseEngine.ini and search for HMDPluginPriority

#

Make WindowsMixedRealityHMD=30. I'm pretty sure it's set to like 3 or something by default, which makes SteamVR initialize instead

wild seal
#

Can I still get room bounds without steam VR?