#virtual-reality

1 messages · Page 196 of 1

frigid kite
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Does the Epic store support early access yet? 😉

sly elk
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No sure yet. I haven't had time to look at that at all. Epic store def looks cool though

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next up is oculus store release

frigid kite
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You could totally get endorsed by james may 🤔

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This seems right up his alley

sonic lake
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@sly elk LOL true! Hopefully there will be more playing by the users than fixing by you. 😉

frigid kite
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is it just you working on it?

sly elk
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Two of us

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Myself and Jim Ashcraft (former lead core engineer for bosskey)

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So for those who have rleased games on steam. Are fake key review requests a thing?

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I just got 4 emails, all from gmail accounts, not domains rleated to their websites, asking for review keys. All very similar

sturdy coral
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congrats on launching!

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I've see lots of threads on r/gamedev about fake key requests but have no experience

frigid kite
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And have you been doing it fulltime or after hours?

sturdy canyon
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yeah lots of fake key requests on Steam @sly elk

frigid kite
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I'm also working on a project myself and I'm interested to hear your experience

sturdy canyon
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I generally ask people to leave a comment on my trailer to prove they own a YouTube channel

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Everyone asking for keys is used to the distrust now, so don't be afraid to insult people by asking for proof

sly elk
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yeah

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but also in teh scheme of things 10 keys a day being sent out and 1 in 10 is legit and might bring me 50-100k views or something

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seems like a worthwhile cost

ornate raptor
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I've been ignoring the requests for multiple keys. Those seem pretty transparently fake

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I can't imagine why someone would need more than a single key to review a game for a youtube channel

mighty carbon
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Bosskey.. Is CliffyB also participating @sly elk ? 😃

sly elk
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hah, no. maybe we will get lucky and he will retweet

potent gust
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Has anyone tried cross platform chat between Oculus Go and Windows builds?

sturdy canyon
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Voice chat?

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I tried it in 4.16 or something, but never actually got it working

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If you get something working @potent gust please let me know! It's on my TODO list before Quest launch

potent gust
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But is it possible?

sturdy coral
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@potent gust have you tested?

potent gust
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Attempting various ways, but havent gotten anywhere yet. @sturdy coral
What have you got?

sturdy canyon
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most online subsystems have their own private voice chat implementations

sturdy coral
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I haven't tried, but I've done stuff with steam voice in the past

sturdy canyon
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online subsystem null is the only one with engine-built-in voice chat

sturdy coral
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they both have the same online subsystem so I think it should be possible

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online subsystem steam recently moved to using the built in engine voice chat instead of the steam api

sturdy canyon
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ohhh if you're sticking to oculus on desktop, yeah you can probably do cross platform with their online subsystem

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whaaaat that's awesome!

potent gust
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yeah, but this is more like Android + Windows

sturdy coral
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at least for the voice recording part of it, and the voice packet stuff

potent gust
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And the android is more like "Wait! Im an Oculus!"

sturdy canyon
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I haven't tested any of this in a while

sturdy coral
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@potent gust it should work, they usually serialize things in a way that works between android and windows

sturdy canyon
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I just gave up on voice chat

sturdy coral
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the main thing is if it is based on app-id like steam

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the gear vr and desktop version may have a different app id

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I'm not sure how that works

sturdy canyon
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yeah they have different IDs

potent gust
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The engine spacialisation doesnt work in Oculus Go. Wonder what else doesnt work.

sturdy coral
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yeah, it may not be possible then without adding your own network layer

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or using dedicated servers

potent gust
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Using dedicated servers?

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How will that make a difference
\

sturdy coral
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to get around the app id limitation

sturdy canyon
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What makes it easier with dedicated servers?

potent gust
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What about off market apps?

sturdy coral
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peer to peer can only communicate on the same app id

potent gust
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Yeah

sturdy coral
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with some work you can make dedicated merge multiple app ids

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at least on steam

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off market apps I have no idea, they probably can't use the oculus online subsystem

potent gust
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Well, im my experience, oculus's sound implementation is a 'STEAMING' pile of shit

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Using null subsystem

sturdy coral
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using null then there is no issue

potent gust
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Are you sure?

sturdy coral
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yes, you can use voice between android and windows on null I am pretty sure

potent gust
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Arent the codecs different?

sturdy coral
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both encode with opus and use a packet structure that uses standard enough serialization it should work

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but you have to add your own peer to peer hole punching if you want to make that work without a dedicated server

potent gust
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Oh. Didnt know windows also uses opus

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Will try this tomorrow

sturdy coral
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I'm not even sure you can hole-punch on mobile

potent gust
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Anyone up for a paid gig on this?

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Work with my team to solve this conundrum.

sturdy coral
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@potent gust you'd be wanting peer to peer over null subsystem?

potent gust
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yeah.

sturdy coral
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and over the internet, not LAN, with mobile and non-mobile users right?

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@potent gust I could work on it, but probably not until sometime in 2019

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no specific mention of oculus, but they do mention cross-platform voice

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I'm not sure if they are going to have their own NAT hole-punching stuff etc., but there is some stuff around that in the new pixel streaming API

potent gust
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Damn. That's awesome

sturdy canyon
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I'm planning on testing voice stuff using NULL with dedicated servers today

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or maybe tomorrow I'll get to the testing part

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P2P will be interesting...

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But currently SculptrVR uses dedicated servers anyway, since it's hard to do cross platform otherwise

sturdy canyon
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I'm getting some strange behavior from the head camera on Oculus Go

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My perspective is rendered from ~140cm up from the character zero

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but when I get the world position of the head camera, it gives me the room center

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so the scene is being rendered from a different perspective than the camera position query returns

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I need to know the player head pos for networking, etc

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anyone know what functions I should actually be using on Go/GearVR?

mighty carbon
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get position of the camera anchor ?

sturdy canyon
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Camera anchor? Is that different than the camera?

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The camera is child of a scene component, but that component doesn't get shifted on Go

mighty carbon
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well, since Go is 3DoF, camera doesn't move really

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player character moves and camera follows

sturdy canyon
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Yeah, but when I call get camera location, it is not giving me the actual camera location. It's giving me a point 150cm below the camera

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Maybe there's a height parameter in the Oculus runtime or something and they have chosen to add that in at the last moment and not actually update the camera location

mighty carbon
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there is a BP node "Set base offset in meters"

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and also Get for the same thing

sturdy canyon
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I'll look into it! Thank you!

mighty carbon
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np, I am just guessing though 😃 I never needed to get camera's position as I am usually fine with player's location

trail shale
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I'm trying to rotate a valve handle, it's working but it doesn't feel right, like something is fighting me or it's just not that smooth.....any ideas? (the axis works correctly)

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hand = motion controller

sturdy coral
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@trail shale why times -2?

trail shale
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the negative inverts the direction, like a flight stick...without it being negative, the movement feels backwards

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doubling it because the rotation didn't seem to work as "fast" you kept having to turn your right but it didn't seem to sync with the valve

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actually that lets me think of something, I wonder if I need the hand'

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rotation to be relative to the valve - thought I could get away with because you usually approach from the same axis angle but it would explain it

sturdy coral
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yeah I think you need the compose transforms thing we talked about the other day

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to treat the hand as if it is in the same relative space as the valve

trail shale
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Is there an inverse transform rotation...i bet there is

sturdy coral
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you are also going to run into the issue of degrees falling over 180 and stuff

trail shale
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could you elaborate please?

sturdy coral
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like 180 == -180, 200 == -160 etc.

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since you are just copying rotation and not getting a delta maybe it will be ok

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but that's another issue

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you are just copying the hands rotation, so the valve could be undone on first tick

trail shale
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oh, well yes, if you alter your grip on purpose, the valve will jump to match it's rotation seemingly

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It's not the end of the world, it's not something you would necessarily do naturally

sturdy coral
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you may just want to grab one of the templates that has a valve type thing

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and copy from there

trail shale
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and if I make the rotation more intuitive, it won't matter as much

sturdy coral
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and a lever is pretty close to a valve

trail shale
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actually the inverse transform thing got it

sturdy coral
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it isn't going to feel right if it snaps to initial pose, most people will grab it the same way but some people won't

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@trail shale grabbing like a doorknob vs grab like a valve I end up rotating on orthogonal axises

trail shale
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what would you recommend?

sturdy coral
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also, be aware that with euler rotations things can get really tricky

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using yaw and pitch is usually ok, but with any roll things can get way off, gimbal lock etc.

trail shale
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this is a secondary function, basically you are rotating valve to around 90 degree and you are locking the handle, so you can't push it in

sturdy coral
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I would probably look at somewhere else that did it and see what all they did

trail shale
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firefighters do this when they are happy with a valve and don't want it to get messed with

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there is a box collision that the valve will collide with if you rotate it close enough, so I don't have to tick the angle range and check it

mighty carbon
wraith sky
jaunty shell
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@sly elk congratz on the EA release ! will buy and dive asap in your game, I love it 😃

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think at some point you'll do some form of modding support ? (cant remember if you answered that question)

pearl tangle
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great to see it finally up there @sly elk ! Look forward to the enterprise edition that Mercedes gets you to start working on now!

kindred plaza
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Hi, I test my bild with Oculus Debug Tool and have problem with TestSubmitFramesWhenNotVisible

Test log:
Starting TestSubmitFramesWhenNotVisible
Waiting for the application to run for 5 seconds before testing begins...
Starting test...
Requesting the void...
Number of texture swap chains committed when visible 38
Number of texture swap chains committed when not visible 2
Committed a texture swap chain (called ovr_CommitTextureSwapChain) when application not visible
Please refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-input-1/
Cleaning up...
Test FAILED

Link says that "The app must not submit frames or accept input when the user removes the HMD or opens the Universal Menu."
I cant find were i can get this info in BP or C++

sonic lake
sturdy coral
mighty carbon
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not bad

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with UE4 ?

tired tree
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gotta love some doc-ok

sturdy coral
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yeah I saw that.. I think I'm going to try implementing some of it when I have time

wicked oak
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holy shit thats amazing

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SO good

sturdy coral
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most of the magic seems to be in this tiny equation with some tuned parameters:

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then some stuff around constraint distance maximization

mighty carbon
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o.O

sturdy coral
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there's unity source here:

sturdy canyon
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ok changing "base offset in meters to (0,0,-1.4) and then offsetting the camera parent to (0,0,140.0) fixed it so that my head camera is now located where the view gets rendered from

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(this is Oculus Go)

sturdy coral
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that's really strange, I wonder why it is offset there

sturdy canyon
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I have no idea why this is happening now, since it didn't happen in 4.19

sturdy coral
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did you offset it in world space or relative?

sturdy canyon
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the "Base Offset in Meters" is an oculus library thing

sturdy coral
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ah n/m I see camera parent

sturdy canyon
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camera parent is just a scene component in the player character

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but I'm worried these offsets are maybe to do with my player profile, and I should be adjusting the numbers differently in different situations

sturdy coral
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you can query player profile

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but overall it sounds like a bug

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I would report it on the oculus github issues maybe?

sturdy canyon
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note that this doesn't change the location of rendering at all

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all it changes is it fixes my call to "get world location" on the camera component

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that now roughly matches the rendering location

sturdy coral
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yeah, but I just wonder why that isn't correct by default

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very strange

sturdy canyon
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I'm on vanilla 4.21, not Oculus 4.21

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so maybe it's fixed there..

mighty carbon
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btw, speaking of Oculus fork.. I finally tested my project with Oculus 4.21.1 with 1.32 integration and I keep getting red arrow randomly sticking out of the player when I look down (sometimes it's there, but when I turn or teleport to another location, it disappears and then reappears when I move/look again)

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and it's red instead of blue (like all character class derived arrows)

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I gotta test with shipping build to see if that's still the case

sly elk
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So does anyone know why steam vr launches when I load my game in 2d mode through steam?

frigid kite
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Because you have a headset attached and the project is built with the unreal steamvr plugin enabled, I reckon

sturdy coral
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it's a bug

sly elk
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okay cool

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maybe it will get fixed some day

sturdy coral
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@sly elk yeah, I made that pull request and it has a a fix attached, but they haven't pulled it in yet

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you guys can cherry-pick that commit if you want it in

mighty carbon
sly elk
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I have a vive user reporting that their vive trackers will randomly lose tracking while playing wrench only

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Is that possibly an unreal bug?

pearl tangle
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@sly elk what are the vive trackers being used for and how many of them? Because of the way unreal assigns the ID's to things sometimes if it disconnects or whatever it will start tracking a different controller instead

sly elk
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  • tracking stations
pearl tangle
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ah well now that 1 I can't explain, although the lighthouse stations do actually get assigned an ID which is the same as the controllers. So if something fluctuates there then perhaps the controller is taking over from the lighthouse ID instead. Best way to understand that is whether the light changes on the lighthouse itself. If it's losing it's tracking on there then can't be the software, but if it's just the controllers lose tracking then it could be the software side of things

trim abyss
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What would be the best way to debug my vive grip button not firing their events?

frigid kite
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@trim abyss : are they possibly being swallowed by another part of your blueprint?

inner walrus
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Hi friends I have an error on Google arcore

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I'm downloaded the new version of arcore sdk and sample project. I'm facing an error is get estimate size function error and on my device also arsession is not configured as not supported your device and my device is Samsung Galaxy S8 please Help me ... Help me friends this is important project for me....

runic cedar
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@inner walrus Hi, you can use default AR template from UE4 engine

sturdy coral
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My pimax finally shipped and is supposed to arrive today!

sonic lake
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@sturdy coral Santa is in town!

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Looking forward to hearing your impressions.

mighty carbon
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Merry Christmas !

sly elk
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does anyone know how to get inline images to work in steam updates/patch notes?

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nevermind, i figured it out 😃

sturdy coral
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got back from some family christmas stuff and finally got the pimax all set up.. it is unbelievably awesome!

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all the hype was real

tame locust
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@sturdy coral congrats! That shit sounds intense. Do you think it'd be too heavy to wear for long sessions?

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I ordered a lenovo explorer just because it was light and on sale

sturdy coral
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@tame locust I have the lenovo explorer and this feels about as light!

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way lighter than vive pre and lighter than rift

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it also fits around my glasses really well

fair hearth
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@sturdy coral that’s great to hear! Did you get any accessories with it?

tired tree
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@sturdy coral how is your edge distortion?

sturdy coral
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@fair hearth I downgraded from 8k to 5k+, so they are giving $100 store credit which is supposed to be able to buy the leap motion module, but I don't think it is available from them yet

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@tired tree it is definitely strong, everything I can see through my glasses seems undistorted, then it starts a little bit out of them

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I was able to run stuff at full fov even on my 980ti though, but haven't tried a lot yet

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Knuckles doesn't work with it yet either :/

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It converts knuckles into some Vive wand emulation thing that doesn't fully work

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And even with dongles it still seems to convert it

urban igloo
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Now that MagicLeap is integrated into 4.21 I don't need to download the MagicLeap 0.16 version of UE, right?

sturdy canyon
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I often hear people fail to get it working on vanilla 4.21

mighty carbon
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yet again

mighty carbon
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when is this coming?

granite eagle
daring pasture
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Pretty sure there are a few inventory/crafting solutions already on the marketplace. Would need to be adapted to vr, but wouldn't take a day or so to do.

granite eagle
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I've written up my ideas and posted them as a forum thread. The problem I have with most of the traditional inventory systems is that they're not as intuitive (menu based, point click, etc). I'm thinking more along the lines o the weapon VR systems where you pick up items in a more intuitive VR type experience.

https://forums.unrealengine.com/development-discussion/vr-ar-development/1565980-vr-generic-blueprint-crafting-inventory-system-feedback-ideas-interest

daring pasture
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Imo the forest has the most intuitive crafting/building system. It also doesn't appear to be too complicated to recreate. You could check it out for ideas

granite eagle
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Yeah Forest crafting system is great, I'll prob include it as an example later. For now I just wan't to keep things scope generic and simple enough to get started on

trail shale
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Button pressing in VR - I have a small series of buttons that have to be near one another, so the motion controllers pointer finger collision has to be small...I've animated the buttons to move back into their recess and pop back out and it is firing the overlap event that triggers the button press. My current work around is to have another invisible button that I use as the collision,that way the movement doesn't retrigger it. With that and a pressing button boolean, it works, but I was thinking there had to be a better way. (I'd love a function I could use for all buttons that just took in the button mesh and name as inputs and handles everything else.

fair hearth
trail shale
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@fair hearth that is perfect thank you!

misty elm
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this may be a silly question, but who knows - does the FaceAR sample work with the iPhone XS? or is it specific to the X for some technical reason...

sturdy coral
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@misty elm I'm pretty sure it would work since they support animoji's on those phones

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it would have to be something like they locked out the face apis for it not to, it has the depth camera

misty elm
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thanks @sturdy coral trying to suss out if i'll have less heat issues if i purchase either the XR or XS as opposed to the X.. i think the XR is probably what i'm leaning towards

sturdy coral
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@real needle do not advertise vr support if it is badly broken, you will suffer in reviews. I wouldn't expose it at all, except you could make a public beta branch marked experimental

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oh, sorry just saw it is going to be free.. I'm not sure there, depends on what your goals are

real needle
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@sonic lake have you made any progress with spatial audio on Go? I am running into a situation where on Rift attenuation works fine and on the Go it does not. As I understand you got distance attenuation working on the Go?

sonic lake
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@real needle Distance attenuation kind of works. Spatialization doesn't. I tried any combination of plugins / settings but eventually gave up since I don't have time to investigate more in details.

real needle
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Did you activate anything else then Oculus Audio for distance attenuation to work?

sonic lake
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No, only that one. Works out of the box, but it doesn't have the same dynamics as the Rift version. It's flatter if you ask me.

real needle
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yes, the panning does not work on the Go. Which I cannot confirm through Oculus docs. But I can't even get the distance attenuation working. Even though I got it on Rift.

mighty carbon
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use FMOD

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also check what version of Audio SDK is in stock UE4.. If it's older than 1.18.x, then use Oculus fork of UE4

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@real needle ^^

sonic lake
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@mighty carbon which audio features did you get to work with FMOD? All of them?

mighty carbon
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I haven't gotten to audio yet with 4.21, but with 4.18 I used FMOD and whatever audio SDK Oculus fork had at the time

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and all I cared about was spatialization and distance attenuation

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those worked

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to my ears at least 😃

sonic lake
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Sounds great! (No pun intended 😉)

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Will try it out soon

mighty carbon
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but, I want to stop using any 3rd party plugins

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cuz if I use FMOD (free), then I am limited to 1 game release annually

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(meaning 1 year between games)

sonic lake
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Audio management on the Oculus Go is largely undocumented, at least publicly

mighty carbon
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Go is a glorified movie player

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that's all

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it can be more, but Oculus sees that Go is mostly used to watch Netflix and porn

wicked oak
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and nothing wrong with that

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  • some very casual games
mighty carbon
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so, they never fixed controller's d-pad and probably never cared to make sure UE4 and spatialized audio works

wicked oak
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it ended up being quite a good successon Japan

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becouse they like to use it to watch movies in train or similar

mighty carbon
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(you don't need spatialized audio with Netflix and porn)

wicked oak
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you do

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for the 5.1 stereo stuff

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where you have multiple sounds emitter located around you

mighty carbon
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Netflix has no 5.1 stereo

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none

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I don't even think 180 porn has binaural audio

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it's just stereo

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the point is that Go + UE4 combo is neglected by both Epic and Oculus

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which is a shame, because Go can be a solid gaming platform despite being 3DoF

wicked oak
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but Quest isnt

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and Quest is more or less same thing

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Epic games is preparing a robo recall "lite" for quest launch

real needle
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@sonic lake was that the Oculus fork of UE4 on which you have distance attenuation working for Go?

wicked oak
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but anyway, i dont think ue4 is good for mobile vr

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you need ultra low drawcalls

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and ue4 doesnt batch

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unity does

sonic lake
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I understand that the recommendation to develop for Quest is to use the Rift as base

wicked oak
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automatically, unity merges your meshes if they have same mat

sonic lake
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@real needle No, it was the Launcher version. 4.18.x if I recall correctly.

real needle
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bam!! thanks

mighty carbon
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I doubt Epic works on RR for Quest since Oculus bought out everything related to RR

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even assets

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I think Oculus work on RR for Quest internally

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and maybe batching is being worked on (and hopefully it will trickle down to public UE4)

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@sonic lake have you tried 4.21.1 and Steam Audio on Go ?

sonic lake
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@mighty carbon No, I am not developing with 4.21.x yet. Too young. Will give it a try though.

mighty carbon
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aye

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maybe 4.21.1 and Oculus Audio just work out of the box

real needle
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@mighty carbon installing 4.21.1 right now. Trying to get it working out of the box

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would steam audio be an option for Oculus Go?

mighty carbon
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well, it supposedly works on Android, so why not?!

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you need to activate UE4's new audio system though

real needle
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right

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the new audio framework you mean? as in attaching MediaSound components

mighty carbon
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btw, do you guys even submit tickets to Oculus when you have issues with Go?

real needle
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👏

sonic lake
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Only if it is related to a shippable product. I am anyway extremely disappointed with the latest Oculus policies. They have no interest at all in supporting any business (aka non-gaming) application.

mighty carbon
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lol

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no wonder they have bugs - if no one reports it, how is it going to be fixed ?

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I always report any bugs I find with repro case

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(usually just my project)

sonic lake
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The audio problem was discussed on the Oculus forum (also the Start one). Didn't see any useful response so far.

mighty carbon
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because there are ways to report issues and post on the forum is not the one of them

sonic lake
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I am aware. There is a limited number of issues we can get support for and I didn't want to burn one for a non shippable product.

mighty carbon
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eeh, that's not how it works with Start

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I still have all my 5 sessions (or however many they let Start members have) intact

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since reporting bugs and asking general questions doesn't count against those 5 tech support sessions for Start members

sonic lake
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They must like you! 😉

mighty carbon
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(and I don't even count on those because right now Oculus is busy getting things done for Quest)

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I wish they did

sonic lake
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When we complained, in a constructive way, about their policy to force updates on systems without even asking the user if it was the right time to install them, they brushed it off as our problem

mighty carbon
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well, don't complain for things that aren't essential 😛

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they are platform holder and they will do as their please with updates.. No different than PS4/XB1

sonic lake
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Well not really, as their system runs on a supposedly open system like a PC is

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Go and Quest are more like platforms in that sense

mighty carbon
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PC is not open system

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Windows 10 updates whenever it needs to be updated

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plus, when they push updates for Oculus, it makes it where everyone are on the same page

sonic lake
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Not true. You are never forced to run an update and you can choose to disable them altogether.

mighty carbon
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it's a way easier to deal with issues when every single user runs the same build

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not on Windows Home

sonic lake
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That I fully understand.

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It is way more practical for them to run one single version worldwide.

mighty carbon
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I get updates when I get them.. I can't choose which ones to install and which ones to omit. Plus, it doesn't make sense not to update Windows due to security problems.

sonic lake
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At least they give you a choice.

mighty carbon
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like what choice ? "Postpone updates for 10 min"

sonic lake
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Oculus doesn't. Not even a simple one like deciding whether to install the update now or on the next day.

mighty carbon
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I think it's a made up issue..

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I never had any problems with updates from Oculus

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and even if they screwed up, they always rolled out hot fix shortly after

sonic lake
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Sure. 25 customers calling at once that the system stopped working is a made up issue.

mighty carbon
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well, you gotta make sure to design your app in a way it doesn't care for updates 😛

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or use Oculus fork of UE4, the latest..

sonic lake
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Not easy if the VR core is down because it is updating 😉

mighty carbon
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It comes with almost most recent SDK

#

Also, from my experience, when you use the latest UE4 they are willing to help more eagerly than when you use a dated version (4.18 is old by now)

sonic lake
#

True. On the other hand we need stability and I cannot afford to deploy on the very latest engine version.

#

The non-gaming world has different rules I guess.

#

I am seriously considering dropping Oculus in favour of WMR.

mighty carbon
#

4.21.1 is stable (IMO)

#

and it has a ton of Android / mobile VR optimizations

wicked oak
#

4.21 was a stability release

#

vs 4.20...

mighty carbon
#

and forward shading ES3.1 finally works with Go

#

(there are some minor bugs, but that's specific to my project)

sonic lake
#

Good to know. We aren't shipping on the Go yet. Just experimenting with it.

#

Will definitely start experimenting with 4.21.x early Jan.

#

Also we would need BLE support with it.

mighty carbon
#

although UE 4.21 should support BLE out of the box

#

considering that Android support in 4.21 is a way better than in 4.18/19

sonic lake
#

I know that pairing BT devices to the Go is fairly easy, need to check how that comes across to UE4

mighty carbon
#

it should just work, since Steam Controller is BLE and UE4 works with it out of the box

sonic lake
#

Yes but different BLE devices have different services / characteristics. Plus some work by polling and others by subscription.

#

I am confident it will work though.

#

It does on Windows with an own communication thread.

wicked oak
#

@sly elk how is it going on steam?

#

you have a good amount of reviews

sly elk
#

Its going okay so far. I think our launch date was about the worst choice possible

#

the day before the winter sale

wicked oak
#

it was

sly elk
#
  • press outlets are not in the office
#

so im not bothering to email until the new year

#

We are planning a big round of promotion in january

#

We needed the sales income for December though since we won't get the check until january 30. The game is already in a much better state then when we launched and by the time we starting bringing in bigger attention it will be more improved

#

Right now its pretty intimidating for new users who don't know much about cars, so we are working on that.

#
Edwards Air Force Base

Leveraging new technologies is what innovation is all about. Tech. Sgt. Jeremy Neilson had a creative idea to establish an interactive virtual/augmented reality capability at the F-35 Integrated Test

wicked oak
#

thats super cool

#

try to contact them for your services

#

those guys have DEEP pockets

sly elk
#

Yeah, I reached out.

#

Holidays though

#

It seems like if our software is going to be used to pitch something, you would it would be reasonable to be considered to develop something

sturdy coral
#

@sly elk re: december launch -- it will nice to split initial sales over two years too for tax bracket purposes

sly elk
#

true

#

Losing our top seller spot on the steam page as soon as the winter sale started was not great though.

#

Actually though, steam doesn't make payouts on december sales until January so im pretty sure its all 2019 taxable

mighty carbon
#

yeah @sly elk

mighty carbon
sturdy coral
#

ah yeah, it may all be 2019 then

mighty carbon
#

so, any help with upvoting that bug? 🤔 😏

sturdy coral
#

I don't want them to prioritize mobile over desktop 😃

mighty carbon
#

lol

#

I know, $3B can only get them so far.. Can't stretch thin!

sturdy coral
#

@mighty carbon where did you hear oculus bought all the robo recall IP?

mighty carbon
#

can't say 😃

sturdy coral
#

I still see recent stuff in the changelog for it:

mighty carbon
#

but I can assure you it's 100% accurate info

sturdy coral
#

commit ce2ade82dbe8f32e447c0a72c156493e847ac22d
Author: Mieszko Zielinski <mieszko.zielinski@epicgames.com>
Date:   Fri Nov 16 10:56:06 2018 -0500

    Manual merge over from Fortnite-Staging to unblock Odin testing.

    #lockdown nick.penwarden

    Original description:

    Resaved RoboRecall maps that had rogue EQS manager instance #RoboRecall

    Also, added more logging for the case in question.

    #jira UE-66525
    #rb Mieszko.Zielinski

    [CL 4572453 by Mieszko Zielinski in Main branch]```
#

but, they may just use the existing robo recall project for regression testing

mighty carbon
#

well, buying IP doesn't mean for Epic to carve it out of the UE4

sturdy coral
#

some of the robo recall IP is in infiltrator, the flying robot thing

#

but I guess they just get the rights to the reskin

#

or wait maybe that was just in bullet train

#

I think I saw a robo recall reskin of it though

#

that's the flying one from infiltrator

#

and that second one I think uses the skeleton of the one from samaritan/showdown

#

and maybe shares some of the animations

mighty carbon
#

hmm

sturdy coral
#

robo recall HQ is mostly saigon office, including a map of saigon instead of new york or whereever it is really supposed to be 😃

mighty carbon
#

yeah, I notice that it looked like Marketplace asset 😛

sturdy canyon
#

I know Epic isn't doing the robo recall port to Quest. I didn't hear that Oculus flat-out bought the IP, though.

mystic cedar
#

does anyone know how to make a fire projectile only when you have a weapon
(cant shoot said projectiles till you pick up said weapon?

daring pasture
#

Add a bool on pickup

real needle
#

@mighty carbon @sonic lake The attenuation issue still exists in 4.21.1 (Oculus Audio 1.18). My test setup is really simple. A Media Texture, playing video with a Media Sound component attached on which the allow volume attenuation is set. Works perfectly on Rift but not on Go. Any idea what could cause this?

mighty carbon
#

@real needle media sound

#

Why don't you try adding simple sound source ?

real needle
#

@mighty carbon 👏 that works. So volume attenuation does not work on Oculus Go with the new audio framework's Sound Component, only with "regular" sound sources.

mighty carbon
#

@real needle I mean, new audio system in UE4 has simple sound source.

sturdy coral
#

@mystic cedar if you do c++, shootergame has an example with its rocket launcher

wide flare
#

Has anyone found a way to use vive controllers/trackers without the hmd? I just need the tracking portion of the system and would prefer to not be rendering to the headset and an external source

real needle
#

@wide flare You can try "EnableHMD" set to false on Begin Play, not sure if controllers are tracked at that point but worth a shot

#

I believe you need the HMD plugged in to initialize the runtime components of Open VR, but you can probably override that as well

#

In C++

granite eagle
#

Anyone here got a VR game on sale? Curious about your thoughts on sales, marketplaces, etc

sturdy coral
#

@wide flare change default.vrsettings:

#

{
    "steamvr": {
        "requireHmd": true,```
#

to false

#

actually probably add "requireHmd": true, in steamvr.vrsettings under "steamvr": {

#

default.vrsettings gets wiped out each time you update

wide flare
#

@sturdy coral Thankyou! Will try it out

sturdy coral
#

@wide flare I think there is a point where the engine looks to see if a headset is connected before starting steamvr though, not sure on that completely, I've never tried

wide flare
#

Will need to test but I believe that should be handled by steamvr, which is fine for now as long as I'm not rendering a full scene to the headset in theory

sturdy coral
#

I think you might need to tweak things in FSteamVRHMD::Startup() to call VR_Init as a non-scene application and not try and reference the compositor, but you can test and see if it works without doing that

wide flare
#

if it got that far im unsure how much I'd be able to change most limitations I'm facing lately are in how steamvr was constructed and it not being open

mighty carbon
#

@sturdy canyon does video recording on GO work for you? It doesn't work for me any longer after last update. It records empty video files if run my UE4 app.

sturdy canyon
#

I have never tried

#

I record trailers, etc using a rift with Go rendering

mighty carbon
#

false alarm

#

somehow Windows shows me 0 size on Go's file system, but if I copy it to HDD, it shows correct size and I can actually play the video

sturdy canyon
#

File system on Android is super weird

ivory flower
#

Is Oculus Go Lan hosting working? If I try to host on PC I can join with an Oculus Go client, but if I try to host with Oculus Go I see It (with another Oculus Go) but I can't Join

compact kettle
#

Anyone here packaged WMR yet? Does one need that windows update that is needed to use WMR to package it as well?

#

Getting those here:

  LogModuleManager: Warning: ModuleManager: Unable to load module '.../WindowsMixedReality/Binaries/Win64/UE4Editor-WindowsMixedRealitySpatialInput.dll' because the file couldn't be loaded by the OS. ```
#

On our build server that runs on Windows Server 2012

shut forum
#

anyone know why neither of these input methods refuse to fire off when i press the corresponding trigger?

sonic lake
#

@shut forum Oculus?

shut forum
#

Vive

sonic lake
#

Then I cannot help, sorry.

shut forum
#

.>

sturdy canyon
#

Is the controller tracking? Does the game window have focus?

shut forum
#

yes

#

and yes

sturdy canyon
#

Other options include: maybe another blueprint subscribed to the event and checked the "consume input" checkbox

shut forum
#

as far as i can tell, none do

#

couldnt find any other references to it

sturdy canyon
#

Also, if you're on 4.21 and you turned on SteamVR Input, that kinda breaks everything

shut forum
#

oh?

#

i mean, the grips work for picking up

#

but i pull the trigger and nothing

sturdy canyon
#

You you need a special json file that connects inputs

shut forum
#

okaaay

sturdy canyon
#

Only if you turned on SteamVR Input. It's a plugin or checkbox somewhere

shut forum
#

lemmie look

#

@sturdy canyon

sturdy canyon
#

No, not that one

#

It might just be called Steam Input, not SteamVR input

#

It's new in 4.21 and off by default

shut forum
sturdy canyon
#

I think it's called SteamVR Input System. It might be an option checkbox instead of a plugin

shut forum
#

no other steam options came up

#

in any of the menus

sturdy canyon
#

Well that's probably not it anyway, since your grips work

#

Have you tried using the input system instead of directly binding the keys?

shut forum
#

those were inputs

#

but i have tried binds too

sturdy canyon
#

I don't know the proper terminology :-/

#

But I've exhausted my ideas

shut forum
#

Okay

#

Ty for trying

tired tree
#

@sturdy canyon @shut forum its a console command and has to be set in code or in the default console setting ini section as it is runtime read only

shut forum
#

Explain if you could pls?

tired tree
#

static TAutoConsoleVariable<int32> CVarEnableVRInput(
TEXT("vr.SteamVR.EnableVRInput"),
0,
TEXT("Enable the new Steam VR Input interface for mapping actions to events.\n")
TEXT(" 0: use the legacy input mapping (default)\n")
TEXT(" 1: use the new Input API. You will have to define input bindings for the controllers you want to support."),
ECVF_ReadOnly);

#

vr.SteamVR.EnableVRInput

shut forum
#

I kinda need to get the fix going as you can imagine having no triggers is a big issue

tired tree
#

regardless that wouldn't fix a "no trigger" issue

#

you would have had to unbind trigger in SteamVR Input mapping

#

or your trigger would be busted

shut forum
#

You've lost me

#

It was working in the VR template to pickup thinga

#

I changed triggers to grips for pickup

#

But now cant use triggers

tired tree
#

sounds like you are referencing the input in another graph and having it consume input?

shut forum
#

If i am, idk where it could be

#

It would have to be in the default VR BP

sturdy coral
#

@shut forum use the search all blueprints function

shut forum
#

I will... when i can access my pc next...

#

But ty everyone for the suggestions

mystic cedar
#

Go to project setting go to input

shut forum
#

??

shut forum
#

i have searched all of the BPs and none reference the Triggers

#

except where i want it to

shut forum
daring pasture
#

Where are you calling the inputs at?

shut forum
#

a BP for a weapon pickup i have, i have it take when the player pulls the trigger

#

now the controllers arnt working at all

#

but i know they do elsewhere

daring pasture
#

Did you enable input for the blueprint?

shut forum
#

hmm

#

doesnt seem to have done anything

#

so

#

i cant pickup the object i could previously pick up

#

its like only 1 BP can actually interface with the controllers at once

#

because i go to pickup an item and it does the animation but no haptic feedback and i cant press the grips to pickup

tired tree
#

@shut forum yes....if you consume input on your input events then other BPs don't get the events

#

you either want to centralize your inputs, or you want to not consume input with them

shut forum
#

but i couldnt find any other references to it!

#

as in i couldnt find anything that would consume

sturdy coral
#

@shut forum did you use search all blueprints instead of just search current?

#

Also make sure you don't have a named axis with a binding for the trigger, that could be consuming it too

shut forum
#

i did search all, and no there dont seem to be any axis bindings either

languid night
#

Has anyone here launched a level for the oculus go through unreal engine and had the entire level grey?

mystic cedar
#

Is there a way to change Vr hand rotations upward or downwards? I have a sword in my project but when I pick it up the hands are rotated too high up to where it’s awkward if you were to try and swing to hit anything

sturdy canyon
#

Make a socket and attach to a socket rather than directly to the hand

mystic cedar
#

Ty

mystic cedar
#

@sturdy canyon is there a tutorial for this

#

I made the socket in the hand mesh

#

But in blue print idk how to cast the rotation and location of the hand mesh socket in the gun bp

sturdy coral
#

@mystic cedar attach the gun to the socket; you can use the skeletal mesh editor of the hand to setup your socket placement, select the socket in the skeletal mesh preview and do 'attach preview mesh', and select your gun

#

or sword

#

then you can fine tune the placement

mystic cedar
#

Did that but actually telling the blue print to get it from said socket is the issue

mystic cedar
#

Basically I’m wondering do I have to do the attach the gun to socket on pickup function in the hand mesh event graph or the actual gun???

#

I would honestly pay anyone in this chat or discord to run me through this on team viewer ect... giving me such a headache ... there’s no info for this online

mighty carbon
#

Happy New Year people !!!

ornate ledge
#

same to all

shut forum
#

Not here please

lusty barn
#

🐷 pig of exceptance

granite eagle
#

If I spread out assets on a large map instead of concentrated in one area, is this likely to help with performance?

#

Attempting to optimise this level (removed the PP and glass platform already)

olive garden
#

It will help if you have LODs and/or stop rendering assets when they get far away, but not otherwise.

#

Well, actually,

#

Having spread out assets will help a little because they won't all be on screen and be rendered at once, but don't rely on that, because if you ever get a vantage point where you see the whole area at once, it will essentially have the same performance as when they are close together.

#

I'm having a weird issue where when I package my game and use the -vr command line option or turn on "start in vr" in project settings, it doesn't track my location or controllers, the rotation tracking is seriously delayed, and Is Head Mounted Display Enabled node returns false. Has anyone else had this issue?

mystic cedar
#

I copied a tutorial on how to fire a projectile from motion controller

#

But I want to put it on a gin on pick up

#

I put that event graph function in the gun even graph blue print

#

I put a marker in front of the barrel muzzle do I have to get those location and rotations and plug it in to the spawn transform or do I have to get the controller rotation ?

shut forum
#

I finally fixed my issue before

#

And Cali, i made my weapon pickup object handle the firing if the trogger is pressed while holding it. The raycast is done from a small reference object inside the model.

mystic cedar
#

do you have a bp screenshot?

#

that would literally save my llife

#

ive been on this for a week now

#

smh

#

@shut forum

shut forum
#

totally didnt take me a couple hours total, and im just starting UE4

#

And nope, on phone rn

mystic cedar
#

damn

shut forum
#

Look up tutorials on YT

mystic cedar
#

if you get a chance id love to take a look how you implemented

#

theres nothing on this topic

#

in vr

shut forum
#

I bet its ineffeicent as fuck

#

But ok

mystic cedar
#

im a beginner as well so anything helps

shut forum
#

And there are tutorials

mystic cedar
#

all the tutorials ive found do not cover this lol

shut forum
#

You gotta take peices of each and combine them with common sense

#

But to simply put it

#

On the pickup bp, have an input for pulling the trigger. This then calls a function in the parent bp for all weapon pickups that checks if its a valid weapon and fires a raytrace

mystic cedar
#

thats the thing idk if my weapon pickup is correct or if its the projectile

shut forum
#

Idk

#

I just have it fire a Line Trace from the origin point of an invisible sphere on my weapon

#

That works perfectly

tired tree
#

You are fine to use a socket location

#

for the spawn transform of a projectile

granite eagle
#

In my game and with HTC Vive I'm noticing text seems unusually blurry (especially if the HMD is not perfectly still). Any idea of what might be the cause or how to improve the reading experience?

#

FYI there's no enabled post processing

tired tree
#

Make the widget render larger and then scale it down for presentation.

sturdy canyon
#

You can render the widget on its own stereo layer and increase the layer's resolution, I believe

granite eagle
#

thanks I'll give that a go

tired tree
#

Stereo layer have issues though currently, hard to create an interacting laser that correctly overlaps it, doesn't currently support depth unless you are on rift, and until my pull request is merged in the rotations of them in SteamVR are wrong so you can't attach it to anything with a Roll element (wrist mounted, ect). Outside of that they are ok, though/

#

generally just rendering a larger widget and downscaling is good enough unless you are really picky

flat shoal
#

I'm trying to create my own Vive pawn to understand how blueprints work... I see the "lock to HMD" in the Camera settings, but how does the blueprint know what I want to use for Vive controllers?

#

I'm looking at three different VR examples from Epic, and I don't see the connection anywhere

#

ooh... found the "motioncontroller" component now... it was apparently a special magic component

mighty carbon
flat shoal
#

anyone know why, often when I run the Unreal Editor and want to do a VR preview, I instead get two game windows labeled "Game Preview Client" and "Game Preview Server"?

sturdy coral
#

@flat shoal on play drop-down menu do you have multiple players set instead of 1?

flat shoal
#

yes! 😃 nice spotting... do you know the source of that behavior? beucase even though I have replication on, I don't get control of either viewport... is it because I don't have a default player start?

wicked oak
#

from my testing, i can see rayshadows actually working in VR

#

and they are forward-renderer friendly

#

their cost is actually not that much, and they look neat

#

could actually end up cheaper than cascade shadows

mighty carbon
#

oooohhh

#

but will it work with RTX 2060 ?

shut forum
#

vblanco back at it again with the random RTX testing... making everyone feel poor xD

wicked oak
#

@mighty carbon well, i dunno on that

#

shadows cost about 1 milisecond at fullscreen

#

one ray per pixel

#

shadows of pointlights and similar are cheaper, becouse they only raytrace the pixels they hit

mighty carbon
#

aye, I guess we have to wait and see when 2060 comes out

sturdy canyon
#

Could make even bigger G buffers that add in point light identifiers for each pixel . Then all point lights can be shadow casting maybe

wicked oak
#

@sturdy canyon you already have such a buffer on the forward renderer

#

as the light grid

mighty carbon
#

btw, have been playing CoD IW and just saw a GDC paper about its lighting model..

#

I wonder why doesn't UE4 have something similar and if it would perform well in (mobile) VR

#

@wicked oak ^^

wicked oak
#

unreal already does that @mighty carbon

#

lightmass + volumetric samples

#

its quite a similar technique

mighty carbon
#

yeah, except it looks nothing like CoD

#

plus, it's all static in UE4

wicked oak
#

seems like cod is storing the bent normal AO

#

i think unreal has support for that

#

but that being vertex based, that thing needs really high polycounts or it will look like shit

mighty carbon
#

CoD IW is from 2016

#

models aren't high poly enough to say it will tank VR performance

#

looks really good on screen btw

#

it's around 25k in LOD0

#

that's for main characters

#

mechas you see in that paper are less most likely (or not, hard to say)

flat shoal
#

urr... why does the VR preview not update any pawns in the editor?

flat shoal
#

but the template from Epic does... hmm...

#

why do I have motion, but no events?

shut forum
#

EOBET

#

I KNOW THIS

#

I HAD THIS BEFORE!

#

Consume Input does it!

#

You think its off but it isnt and breaks it

#

@flat shoal

flat shoal
#

@shut forum thanks for the tip! unfortunately, I seem to be having a different issue as that setting didn't do anything for me. Also, the template from Epic (ProductViewer) still has it enabled...

shut forum
#

Oooh right

#

I forgot, i rebound the grab controls from Trigger to Grip in the input settings, try that!?

#

Tbh its kinda wacky at times

#

Especially when some bps are read only

#

But if you tinker enough it finally works

flat shoal
#

ok, when I have the controllers as child actors, it doesn't work

#

but if I add them directly to a main blueprint, it does work

sturdy coral
#

I avoid child actors at all costs

#

have run into many bugs with them

flat shoal
#

yes, so it seems

sturdy coral
#

especially with replication

flat shoal
#

ah, that's good to know too

mighty carbon
#

I know you folks don't care for mobile VR, but in the spirit of the UE4 VR community I ask you to please upvote it

forest plover
#

voted 😃

tired tree
#

Child actors are likely the least stable thing in the engine currently

sturdy canyon
#

I use them all over. What's the issue?

tired tree
#

they break constantly

#

they are done by serializing the actor and spawning one and copying over the serialized data when the owning actor is created

#

it causes a ton of issues with init order and random things breaking

torpid steeple
#

@sturdy coral Do you mean Child BP Actor Components?

sturdy coral
#

yeah, attaching another actor is fine

#

just using the UChildActorComponent has given lots of issues

#

never seems to be tested well and breaks down in a lot of corner cases

mighty carbon
mighty carbon
#

Apparently SSAO in 4.21 works in forward rendering. Has anyone tried it in VR ?

cunning depot
#

Is there a specific reason why the documentation in UE for Oculus says to select "Mobile/Tablet" for the hardware? I was under the assumption it should be Desktop since that's what Oculus Rift runs on
https://docs.unrealengine.com/en-US/Platforms/Oculus/QuickStart
Also, is it fine to use Maximum Quality rather than Scalable 2D/3D for it or is Scalable the best option for VR?

sturdy coral
#

@cunning depot it still runs on a desktop renderer but I think they do that just to set some scalability options on materials and stuff

#

I would just start from the VR template, it has good defaults for all the post processing and all that kind of thing

cunning depot
#

Alright cool thanks 😃

flat shoal
#

why is it so difficult for me to find the vive button mapping diagram in the official unreal docs site? 👺

torpid steeple
#

@flat shoal Sounds like the premise for a really useful Blog post somewhere!

flat shoal
#

a blog post is where I first found the picture... but yesterday I also saw it on the official docs site...

#

today, I can't find it anymore 😦

sonic lake
flat shoal
#

@sonic lake right, there it is... now, try to find the same image in the official docs site.... I know it's in there, but heck knows where! 😃

sonic lake
flat shoal
#

Yes, but I swear that I also saw a page showing a picture of each of the individual mappings for both the Vive controllers and Oculus controllers.

#

and soon they will need the grippy controllers and gloves too....

sonic lake
flat shoal
#

it was late last night, but... hmm... maybe you're right

trail shale
#

Is there a way to edit and hit play in the editor without stealing VR focus from Steam, if you are in a VR project. But just want to edit some non-vr elements?

flat shoal
#

so, trigger pressed doesn't fire once per frame as I thought I read in the documentation?

#

it fires just once until it fires release it seems....

#

weird

sonic lake
#

@flat shoal there is a Trigger event and a Trigger Axis event. The one that fires continuously is the latter.

flat shoal
#

yes, just noticed, thanks 😃

silk lodge
#

@flat shoal it's the first pin on the channel 😃

granite eagle
#

Is there anyway to activate VR in game? I need to be able to switch to and from a VR pawn on command.

#

If I switch to my VR pawn it just clips the ground and doesn't active VR

sonic lake
#

@granite eagle Enable HMD with the stereo flag unchecked gets you out of VR. With the stereo flag checked gets you in VR mode.

granite eagle
sonic lake
#

@granite eagle Not the same, Add Stereo Layer adds a Stereo Layer component to your VR pawn.

wicked birch
#

Does VR Expansion support 4.21.1 yet?

tired tree
#

@wicked birch yes, master/default branches are 4.21

#

they are always latest released engine version

sturdy coral
median wedge
#

how do you guys do slides on guns (specifically pistols)

sturdy coral
median wedge
#

Thank you for the resource

median wedge
#

@sturdy coral I checked out what you linked me too and it does not have slide interaction. It has clips, but not slides.

wicked birch
#

@tired tree alright thank you.

sturdy coral
#

@median wedge ah I thought it did, I guess the slide just animates when it fires maybe?

#

@median wedge implementing a slide may be similar to the clips since they are both sliding along a track

#

I can't remember though if the clips just get sucked in or they slide in

#

I think there are also some slider ui handles in there that would be similar

#

can't remember if those are gripped or done with a laser pointer

median wedge
#

Either way its a collision, then an Automated Action. For my slides I have gotten the delta movement between the start and current grip, then converted it to a ratio and applied it to the animation blueprint. It causes it to look slow and laggy, and it does not keep up with the hand, partially because it is projected onto an infinite line on the weapon, and that changes, changing the amount of the slide that is pushed back.

#

I tried looking at the VR Expansion slider component (What I used for the prototype) but I cant seem to actually read what the code does without learning the whole detailed api

shadow radish
#

hi all, I want to start to try to tackle animating my player's whole arms (not just hands) so I have a responsive character for multiplayer

#

I saw this tutorial and I'm going to take a look at it tomorrow, but I wanted to see if anyone knew of any other resources for VR character design for multiplayer?

tired tree
#

@median wedge the basics of a slider are to have the current position and min / max positions, you track to the hand from its original point to the hand on grip and clamp to those min / max values

#

and yeah, my slider is not a good learning thing...its got a million features

#

its also using some tricks for multiplayer syncing

#

that aren't needed in single player

median wedge
#

Thank you for the help. So if I understand correctly you caluclate the delta from the initial grip, and then clamp it to the provided vectors, then apply that transform to the mesh?

tired tree
#

yeah

#

just get the hands position on grip and track it on your boundries

#

really easy when you think about it

median wedge
#

it is. Thank you for the help.

abstract panther
#

I am trying to make it that when the linetrace hits the floor a 3D menu will be visible at the motion controller pawn, how would I go on to get that ? , this is what I got for now.

sonic lake
#

@abstract panther Typically you Branch on the Return Value of the Line Trace By Channel and execute the rest only if true

#

Second you branch again to check if your hit actor is the floor and execute the rest if true

abstract panther
sonic lake
#

Exactly. That should work.

mighty carbon
#

@wicked oak I believe RTX 2060 was announced already and it's supposedly more powerful than 1070Ti

#

$350 MSRP

sonic lake
#

@shadow radish I had people reporting that this IK implementation works well with @tired tree 's VR Expansion plugin and they were able to "meet" each others and interact in multi-player.

mighty carbon
frigid kite
#

Without skeletal tracking like Kinect's I find the uses for realsense to be a bit limited

#

I wish there was a proper replacement for the kinect

wicked oak
#

@mighty carbon it beats a 1080 in vr games

#

as benched

#

and thats without taking into account possible variable rate shading implementation

#

looks to be a monster

#

reminds me of the 970, wich was also 350, but was a fucking monster

#

definitely a good deal, id say

#

it has 90% the power of a 2070, and like 70% of a 2080, so thats good on my eyes

sturdy canyon
#

yeah I'm impressed

#

people are mad that the 60 version is $350, but I think it occupies a new top spot in perf/$

wicked oak
#

@sturdy canyon you knew a lot about graphics rendering and stuff, no?

#

im tinkering with mesh shaders, and i dont know what to use for mesh data storage. Bindless textures, or a bigass massive SSBO with every mesh in the map

#

they are compute shaders that can output triangle lists, basically

sturdy canyon
#

I'm really really excited about mesh shaders, but no I haven't really looked into the implementation at all

#

Sculpting tools run way better with smaller chunks, but that increases draw calls

wicked oak
#

they are just compute shaders, pretty trivial

sturdy canyon
#

Mesh shaders will be my hero someday

wicked oak
#

you just read your mesh data from whatever the fuck you want, as long as you write into the "meshvertices" array

#

it just renders a triangle list, with a maximum of 32 triangles XD

sturdy canyon
#

This is just to get the hang of the syntax?

wicked oak
#

yes

#

this is like the absolute minimum

#

i want to make it proper, to render a mesh with more than 32 vertices

#

luckily there is a mesh optimization library that can generate the meshlets, but im thinking on how to architect the memory, becouse my goal is to be able to generate a "forest" with multiple grass types and tree types in 1 drawcall

#

an entire forest in one drawcall

sturdy canyon
#

Yeah that's a similar dream to mine: an entire sculpture with all its chunks in one draw call

#

possibly bad for perf to combine things too much, though

#

using it for a bunch of instanced geo seems more like its thing

#

I don't know if my dream is really what mesh shaders are meant for

#

yours seems right in line

mighty carbon
#

I guess I'll have to put 2060 on my wish list 😃

wicked oak
#

@sturdy canyon they render that entire asteroid field in 1 drawcall

#

tho its the same model with just tons of LODs

#

LODs and one model is the ez mode, for that is basically just mega-instancing

#

i want to try it for the "indirect on steroids" case, of rendering an entire scene in one drawcall, or just a few

sturdy canyon
#

Yeah combining 10 LoDs into one draw call is cool. But it should definitely be possible to combine many LoD'd meshes as well

wicked oak
#

as long as the pixel shader matches, you can

sturdy canyon
#

right, yeah

wicked oak
#

and for the pixel shader, you can use bindless textures

#

megashader OP XD

#

or just megatextures

sturdy canyon
#

as long as you aren't doing super weird procgen swirls or something on your plants

wicked oak
#

nah, just a megashader

#

same pixel shader on everything

#

and same wavey effect on all plants

#

so probably 2 drawcalls. One for the terrain, and one for plants

sturdy canyon
#

You can get surprisingly realistic looking moss with crazy shader magic and a quad

wicked oak
#

good old POM?

sturdy canyon
#

I meant procedural SDF type stuff

#

POM can't really do interwoven tangles

wicked oak
#

good ol fractals

sturdy canyon
#

That full screens on my laptop at 60fps using only 40% of the GPU. And it's got shadows and AO built in

#

So covering trees in 3D moss should be doable

cunning depot
#

Did someone above say that the RTX 2060 beats the GTX 1080? wot lol

wicked oak
#

do you have any idea about my mesh memory dilemma @sturdy canyon ?

#

@cunning depot look at benches

#

its equal to gtx 1080 and even beats it in some places

cunning depot
#

That's insane 😮

sturdy canyon
#

As far as I know you probably have to alloc a giant index buffer up front

wicked oak
#

@sturdy canyon that sure, but texture or buffer?

#

some bindless textures for mesh data, or a megabuffer with the entire world

#

megabuffer would work for the demo tho

#

but its not something i think can scale

#

nvidia seems to use textures in their demo

sturdy canyon
#

A texture array maybe and store the texture index in the verts

wicked oak
#

why in the verts? i was thinking of just having like 2 textures

#

one texture is XYZ pos + UV Y

#

and other texture XYZ normal + UV X

#

and use bindless

#

then i have a array of "mesh data" and an array of meshlets

sturdy canyon
#

ohh misread your code

#

I thought it was just returning an index array to an existing mesh buffer

wicked oak
#

at the moment im just doing 1-2-3-4-5-6

sturdy canyon
#

Errr vertex buffer

wicked oak
#

for indices

sturdy canyon
#

Yeah I see that now

wicked oak
#

but the indices would be stored in the meshlet array

#

so i would have a global array of all meshlets, or maybe use bindless texture again

#

ill go read the papers from nvidai xd

#
    int vertexIndex = texelFetch(vertexIndexBuffer, meshlet.vertexBegin + v).x;
    vec4 vertex = texelFetch(vertexBuffer, vertexIndex);
    gl_MeshVerticesNV[v].gl_Position = transform * vertex;
  }```
#

they use textures

sturdy canyon
#

with high detail LoDs doesn't that spin a single thread for thousands of loop iterations?

wicked oak
#

why dont they have any example dammit

#

thats basically pseudocode

#

your meshlets should be small

#

like 32 or 64 vertices

#

and maybe 120 indices

sturdy canyon
#

ah okay. So then those high detail LoDs are broken up into hundreds or thousands of meshlets

wicked oak
#

yeah

#

each task shader invocation can spawn up to 64k mesh shaders

#

and each mesh shader is 1 meshlet

#

so the main idea is that you use 1 task shader invocation per mesh

#

and that spawns a bunch of meshlet tasks

#

imagine a 32k mesh

#

thats 5000 meshlets

#

so you have one task shader invocation (32 wavefront local size) cull them and pack them

#

but that only if you are doing it for a shitton of meshes at once

#

btw @sturdy canyon cool detail

#

you can do forward lighting at the meshlet level

#

instead of using an screenspace grid

#

and have like 4 pixel lights, hardcoded

#

and if you have more, just emit the meshlet twice

sturdy canyon
#

ohhh nice

#

that's way better than screenspace

wicked oak
#

becouse its a compute shader, you could have the lights as an octree or whatever

sturdy canyon
#

right

wicked oak
#

keep in mind, branching would work fine

#

as the rasterizer is calculating the meshlet at once

sturdy canyon
#

Branching in an octree isn't really branching anyway

#

but good point

wicked oak
#

octree lights is exactly the kind of thing i might do myself

#

XD

#

you could assign the lights by checking against the bounding sphere of the meshlet

#

if the bounding sphere intersects, render that light

sturdy canyon
#

yeah it shouuuld be pretty easy to pull off

#

dive through the lights tree until you've collected N effecting lights

#

or maybe dive all the way and pick the N brightest?

wicked oak
#

no, just effecting lights

mighty carbon
#

isn't 4.22 going to support RTX and all the bells and whistles ?

wicked oak
#

given its state..

sturdy canyon
#

yup. looks that way

wicked oak
#

either 4.22 is a long way off

#

or not

sturdy canyon
#

as long as dev-rendering gets merged into 4.22

#

there

#

's a tiny chance it doesn't

#

although it's probably decided by now, so someone else may know better

wicked oak
#

ok, the first thing im going to try

#

is to render meshes though position arrayy on a texture

#

no indices nor meshlets

#

just 3 vertices per tri

sturdy canyon
#

how are you doing this, btw? Just a barebones C++ project?

wicked oak
#

luckily i have the code for the stanford dragon from my rasterizer XD

#

@sturdy canyon there is a random framework called Glitter wich is just a pre-set starter opengl tinker repo

#

with all the libs already setup, like glad, windowing, assimp, and glm

#

in a predone cmake

sturdy canyon
#

ah I didn't realize this stuff hit OpenGL yet

wicked oak
#

yeah im on GL

#

4.6 extensions

sturdy canyon
#

What's the oldest cards that support mesh shaders?

#

is it a software only thing so it goes back before 10xx?

#

could it conceivably run on a PS4?

wicked oak
#

nope

#

turing

sturdy canyon
#

ah

wicked oak
#

Vega cards have something similar

#

but you need to ask amd in private

sturdy canyon
#

one more reason to be glad the 2060 exists

granite jacinth
#

meh

#

2060 is trash

#

6GB, really? at $350?

mighty carbon
#

lol

granite jacinth
#

Anyone buying that should be ashamed of themselves to being suckered into their BS

mighty carbon
#

between spending nearly $400 on 1070Ti and $350 on RTX 2060, why would you say 2060 is trash ?!

granite jacinth
#

?

#

You could have gotten a 1070ti for 350 weeks ago

#

with 8GB

#

And they have similar performance

mighty carbon
#

I didn't have $350 weeks ago

granite jacinth
#

And RTX-enabled shit...

#

lol

#

GL on those frames

mighty carbon
#

and 2060 has that new VR port, plus a ton of VR optimizations

granite jacinth
#

I just don't get what they needed to shuffle up the names

#

It's a -70 series card called a 2060

#

(i mean, good strategy if they are making more money than last gen)

wicked oak
#

@sturdy canyon sending stuff to pixel shader its trivial

granite jacinth
#

I know what it has

wicked oak
#

just implemented vert colors

#
out Interpolant {
    vec3 col;
    vec2 uv;
} OUT[]; 
#

and the acompanying "in" in pixel shader as usual

cunning depot
#

What are these VR ports you speak of?

mighty carbon
cunning depot
#

Interesting ty

#

Lowkey I just bought my Oculus rift a few days ago, do you guys think it's worth returning it (amazon so free) and buying the Oculus whatever that's gonna be coming soon, assuming the next VR headset from Oculus/HTC will be either the same or better in all ways ?

mighty carbon
#

Well, who knows when Rift S is coming and how much will that cost. But there will be no Gen 2 from Oculus until 2020 or even later

cunning depot
#

Alright ty, I'll stick with my Rift then 😃

mighty carbon
#

(and we don't even know what Rift S is going to have over Rift CV1)

cunning depot
#

Mhm

mighty carbon
#

I'd stay with Rift and get Quest when it comes out

cunning depot
#

👍

mighty carbon
#

especially that a few AAA titles are coming to Rift soon 😏

sullen vortex
#

guys has anybody used gameworks flex fluids in vr?

mighty carbon
sturdy coral
#

vive cosmos just announced

#

looks like WMR

#

seems to have more cameras than WMR

jaunty shell
#

Oculus quest like stuff

sturdy coral
#

two on front and one on each side

jaunty shell
#

standalone

#

I guess Thinkicide

mighty carbon
#

not whole a lot of buzz around Quest though.. My Twitter is all about Vive Pro Eye 😦

sturdy coral
#

seems like it so far

jaunty shell
#

also

#

rip Vive Focus

sturdy coral
#

ah nice

#

says gaming pc or desktop or phone (seemingly)

#

I hope it isn't just laggy wifi streaming or something

jaunty shell
#

😬

sturdy coral
#

controller looks almost exactly like quest controllers

jaunty shell
#

awesome controller design

#

yeah was about to say

#

that's a straight copypaste

#

well

#

was not expecting anything

mighty carbon
#

I am hyped for RTX 2060

#

and Quest

#

but I'd like to see more hype around Quest

#

especially about games for it

#

so far it's all the same OC5 stuff

sturdy coral
#

if cosmos does PC and mobile that is pretty big

#

they gave very few details but did mention that

cunning depot
#

So basically, as someone on a budget, I made a mistake buying a Rift this late in time considering there'll be better things sometime this year/next year 😭 Ofc I'll still stick with the Rift but I have learnt my lesson not to leave technology for a few years to stabilise because it'll always improve 😛

mighty carbon
#

Go can do PC with Virtual Desktop.. It's massive, but I don't think people care

granite jacinth
#

hmmm

mighty carbon
#

@cunning depot Vive Pro costs an arm and a leg, and lacks awesome games Rift offers.

#

but for enterprise, Vive Pro Eye + knuckles would be definitely better

wicked oak
#

that vive could be super interesting to experiment with foveated render tech

#

specially given that with VRS its easy as fuck to do properly

cunning depot
#

@mighty carbon Yeah lmao the deciding factor for me, even though HTC Vive was and is huge, is the fact I can literally get a top-end flagship phone at the price of the HTC Vive

granite jacinth
#

hmm

#

Cosmos still requires desktop

cunning depot
#

Whereas Oculus Rift is like eh expensive but I can manage 😛

granite jacinth
#

MAYBE linking to a phone

#

Problem will be...

#

price 😃

mighty carbon
#

btw, apparently Go doesn't require phone any longer.. But I can't really verify that

wicked oak
#

im trying to get bindless textures to work in opengl

#

and about to kms

#

fuck gl

mighty carbon
#

also, what specs Cosmos has? FOV? panel? Sound?

granite jacinth
#

@mighty carbon huh?

#

Go only needs smartphone for setup

#

Actually, you can do it through PC emulator as well

#

Unless you mean they have done away with the requirement completely, which is nice.

#

@sturdy coral surprised no actual competitor to Quest was announced though

#

I wonder if this was a technical issue, or they didn't want to cannibalize Focus sales

#

Or if indeed the "phone" hint may play a hand in "competing" with Quest

sturdy coral
#

Quest is standalone or PC from the sound of it

granite jacinth
#

Like a "backpack"

#

Quest isn't PC

sturdy coral
#

But maybe requires an htc phone it was unclear

#

Sorry notmquest

#

Cosmos

granite jacinth
#

Ah

#

Well HTC is dying financially

#

So, it could be some tricky stuff to get people to buy their phones again

#

Although, they shouldn't have sold off their best division to Google then

mighty carbon
#

@granite jacinth I read somewhere that Go no longer requires phone to be activated and used. Don't know if it's true.

granite jacinth
#

Just got one for my kid over Christmas, still needs it

mighty carbon
#

also, Virtual Desktop allows you to work on PC via Go (requires 5Ghz router)

#

supposedly lag free even when playing pancake games on huge virtual screen

#

(you need kb and mouse to be connected to Go)

granite jacinth
#

imho, not "cutting the cord" is better for gamers

mighty carbon
#

I am guessing HTC is pumping out all this stuff to keep revenue flow coming