#virtual-reality

1 messages Β· Page 199 of 1

tired tree
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@dense lance you can't

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at least not without introducing a lot of latency

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render thread is a frame behind game thread

dense lance
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@tired tree hmm, makes sense,though the thing I want to do is a scenecapture2d (actually 2 of them, to do a stereo scene capture)

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I'll try some basic things like loetting it do its own capture instead of manually calling from BP... but I guess I may need to dig into engine code to do what I want, eh?

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I guess UE4 designs trying to keep everything running at 90fps with no lag explain a bunch of my difficulties...

tired tree
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the engine is multithreaded

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you can effect the capture though like the camera is

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and that would work for you

dense lance
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@tired tree not sure what you mean by "you can effect the capture though like the camera is" - but that sounds interesting, can you explain a little more?

sturdy coral
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@dense lance dethrey mentioned in #graphics the other day that scene capture won't be a frame behind if you set it to always capture every tick, and said if you tick it yourself manually it will be behind

tired tree
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ticking it yourself is always bad

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its way more taxing anyway

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thought that the scene capture was still behind in VR though

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unless they fixed that?

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@sturdy coral

sturdy coral
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I'm not sure, may still not have the late update

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if you were attaching it to headset camera or something

dense lance
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@sturdy coral @tired tree great news! I don't remember why I changed it to manually capture in BP, but if undoing that will fix it, fantastic πŸ˜ƒ Thanks guys, will report back soon

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@sturdy coral @tired tree darn, still seems to be 1 frame behind, will keep on looking into it

sturdy coral
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@dense lance look into planar reflection code, that used to be a frame behind too until they fixed it at some point

dense lance
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@sturdy coral OK, good tip there., will take a look now. It also occurred to me even if scenecapture2d is ticking at the right point, I am mis-using it and setting position before HMD rotation.

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Will do some serious digging before jumping around with more questions πŸ˜‰

icy berry
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Can anyone help me understand Get Local to Tracking Transform and Get Local to World Transform when referring to ARTracked Geometries

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What is the difference between tracking transform and world transform?
I'd love to be pointed to any resource for learning about the two

charred hinge
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im walking forward in room scale but my camera stays at its start location while the actual character moves

tired tree
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@charred hinge no idea what you changed, but default character doesn't even move with the HMDs motion

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only the simple one does, and that one you would be traveling with it

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you didn't turn off bLockToHMD on the camera did you? though that height offset wouldn't make much sense then

charred hinge
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i didnt, but it is off

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well maybe i did to try and fix this problem, but starting with the default character and adding a skeletal mesh was like this from the start

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so, should i be using the simple character instead then for an fps where you can walk around?

lucid ivy
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Did you auto possess the camera to player 0?

charred hinge
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auto possess the camera?

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you mean auto possess the character?

tired tree
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@charred hinge no...you should be turning on bLockToHMD

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......

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the camera won't follow it otherwise

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the parent relative is idependant of the camera locally to avoid some delay since the camera updates post physics

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so its moving regardless

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but your camera isn't set to follow the hmd so it is stationary

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you turned off the "vr" mode of the camera

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I have AutoSetLockToHMD which is supposed to ensure that it is on for the local character

charred hinge
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ok cool that seems to be kind of working now

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turning round makes my camera rotate round in a circle

tired tree
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surprised it wasn't forcing it unless you turned that off too

charred hinge
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ok that was down to use pawn rotation

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had that checked

tired tree
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...

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what character did you start with

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all of these settings default to the correct ones in the ReplicatedVRCamera

charred hinge
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just VRCharacter

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maybe i did disable it, just created a new blueprint and it was checked by default

steep glade
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In AR 1 "real world meter" is by default 100 unreal units. That is too small for shadows to work properly for complex models. How do you change the world scale? I've tried changing it in world settings but nothing happens...

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But only when iOS preview is on

charred hinge
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@tired tree is it normal that try get pawn owner doesnt work in the animation blueprint with your VR Characters?

tired tree
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of the mesh?

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it should, if it is properly running up the attachment chain

charred hinge
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my body mesh is attached to the parent relative attachment component and i have the animation blueprint set on that mesh

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but casting to the character blueprint from try get pawn owner always fails

tired tree
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then you aren't using that blueprint

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TryGetOwner gets the owning actor of the attachment, which will be the character

charred hinge
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TryGetPawnOwner?

tired tree
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yeah w/e

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it just gets the owning actor and casts to a pawn

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its likely returning a valid pawn, but your cast will fail anyway if its not the same type that you are trying to cast too

charred hinge
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are you saying im not using the correct blueprint for my default character, because i am

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under maps and modes, i have the correct character blueprint, no override in world setting and im casting to that same blueprint type in the animation bp

tired tree
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i don't know what you have incorrect

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but that node WILL return the owning actor

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and if it is attached to the parent relative the owning actor is the character

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are you sure your animbp is even updating and assigned? you can print out from its event graph to show what TryGetPawnOwner is returning

charred hinge
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yeh it is, the cast is failing and im printing out from the failed connection

tired tree
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@charred hinge print out from before the failed cast

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and sounds like you are casting to a character that you aren't using

charred hinge
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uhm

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logging TryGetPawnOwner is logging the animation bp. LogBlueprintUserMessages: [GameCharacterAnimBP_ABP_C_1]

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oh and the character is spawning of my body meshes:S

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one where it should be and another a bit in the air

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wtf

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its suddenly started logging the character blueprint now, i have no idea why

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nothing is different

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and its actually logging it twice now, LogBlueprintUserMessages: [GameCharacterAnimBP_ABP_C_0] VR_Game_Character
LogBlueprintUserMessages: [GameCharacterAnimBP_ABP_C_0] VR_Game_Character1

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there is one single vr player start in the level, no characters

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im running in vr preview with no server running and 1 player

mighty carbon
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4.22 preview 1 has been released

tired tree
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yay rendering improvements

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though....not much else

mighty carbon
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well, let's see the release notes for p1 πŸ˜ƒ

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(probably after lunch CST)

weak tide
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My packaged builds are running slower than VR Preview. Any initial thoughts as to where to check?

weak tide
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like, solid 90 VR in VR preview, dropping to 45 in packaged build

mighty carbon
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well, 4.22 officially supports Oculus Quest

sturdy canyon
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It worked fine on Vanilla 4.21, but I wonder what's changed to make support "official"

mighty carbon
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🀷

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you have Quest, you tell us πŸ˜‰

sturdy canyon
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Well last build I did for Quest on 4.22 didn't work.. The right eye was super messed up

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I'll try again today

sturdy canyon
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Ooh the flipped VR preview in editor was fixed in 4.22 preview 1

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That's a good sign for Quest maybe working

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Nope Quest is still boned in 4.22 for me

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the right eye projection is bananas

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This is using ES3.1. Last time Vulkan just crashed, but I can test again

mighty carbon
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😦

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might want to report the bug

sturdy canyon
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Lol and that same build on Go flips color channels and then crashes

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at least with a crash I can check the log

mighty carbon
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still, it's something that can be reported (and should be!) πŸ˜ƒ

sturdy canyon
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The PC build is finally pretty good, though

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I think the render thread perf might sliiightly outperform 4.21 now

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I need to create a better test case

wicked oak
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@sturdy canyon does the new mesh renderer work?

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the autoinstancing

sturdy canyon
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How would I test that @wicked oak ?

wicked oak
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make an emtpy map with 2000 cubes

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that should be 2000 drawcalls (= tanking perf) in 4.21

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if the new mesh renderer works, the drawcalls would be much less

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in theory you should get plyable frames

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alternatively, can you run a RenderDoc capture or similar on the Quest?

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for drawcalls

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if every drawcall is DrawInstanced, its the new stuff

hallow knoll
sturdy canyon
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Yeah I'll probably get to it soon. As always, I'm juggling a bunch of balls and need to change tasks

sly elk
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I'm considering doing a booth at PAX East. Has anyone brought a VR game and if so, have any thoughts on how practical it was? Booth size to get? Is it just too crowded and noisy?

granite jacinth
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I've done a VR booth once. You definitely will need a nice pair of noise cancellation headphones

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As for size, bigger the better. 10x10 min

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Bring extras of everything

sly elk
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was it at PAX?

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seems like a super busy show

sturdy coral
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looking through 4.22 changelog, I bet we're going to a see a lot of "in engine" promotional footage using this πŸ˜‡ :

Unbiased, full GI path tracer for making ground truth reference renders inside UE4.

cold siren
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Hey Guys, any one experienced with having their game licensed to a LBE (location based entertainment) company? My VR game is generating a fair amount of interest and I am talking to a couple of companies to license out my game to them. Unfortunately I have no experience in this area, so I was looking for some one with experience in this situation.

golden snow
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@cold siren Are you talking about Arcades?

cold siren
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Sort of. These are not arcades as such. But sports bar and cafe type places. Maybe even cineplexes

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But looking at gaming arcades as well

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Gaming arcades that are not VR specific

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But have VR games in them

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@golden snow have any experience in this area?

golden snow
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@cold siren Yes, actually.The general model most LBVR Arcades use are per-minute-of-play-per-month. So they pay you XX amount for each minute your experience is played. The amount generally varies between like, 3 cents (USD) to 15-20 cents. Your other option, if you are on Steam, is to get your game set up for the Steam Cafe program, and they purchase a recurring monthly license of your game through that. Price per month is generally 1.5-2x the price of your title. So if your game is 10.00, the license fee could be $15 to $20 per month.

I would highly avoid taking life-time licenses - that is, a venue pays you some large, one-time fee to use your game forever. Those types of things are ok if they are on a yearly, or every 2-3 year thing (though, never saw that happen before), but never lifetime.

sturdy canyon
mighty carbon
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nice!

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now, the question is how it performs on Go/Quest πŸ˜‰

wicked oak
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should be a similar improvement

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of course, the 200 drawacall limit is still there

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just now you can use modular meshes more efficiently

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and this...

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is only stage 1

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stage 2 is draw indirect which would make the culling more efficient, and "instant"

sturdy canyon
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It might instance my hands for me and a few buttons in SculptrVR

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but in total I have about 30 static meshes in game

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and hundreds of dynamic ones

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nice for most people, though πŸ˜ƒ

wicked oak
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you will still get some gains tho

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the mesh path is more optimal overall

mighty carbon
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Oculus pushed bugfix to their Github UE4 repo for Audio bug I found last week 🀞

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I am surprised no one discovered it before me :/ I am guessing most Go/Quest devs are on Unity

quiet swan
frigid kite
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@quiet swan scroll up πŸ‘Ό

quiet swan
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oh ok

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so is this out yet

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im scared to update

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I have never updated im still on 4.20 but is it true that if im making a map in 4.20 update to 4.22 then find out something breaks and I need to go back to 4.20, all my work will be lost because I cant go backwards???

wicked oak
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DONT

quiet swan
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if I keep working in 4.22 for a month then go back to 4.20 I cant right

wicked oak
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4.22 is comically unstable

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you can try to port just to see if you get some gains

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or tinkering

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but DO NOT PORT TO IT

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at least until its 4.22.3 or similar

quiet swan
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but big VR devs are saying they moving their vr projects there

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really 4.22 is unstable?

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im still on 4.20

wicked oak
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unstable level "can instacrash if you have magic leap plugin enabled"

quiet swan
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magic leap plugin?

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but damn more fps is what we need

sturdy coral
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@quiet swan always upgrade sequentially and fix all warnings and deprecations

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never skip a version when you upgrade, go to 4.21 first, then 4.22

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But 4.22 isn't truly out so don't go to it at all

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Fully test, including testing packaged before going on to the next version, so you can hopefully catch anything that breaks and know which version caused it

lucid ivy
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Is there a preference for placing input events (grip button, trigger, etc) in the Motion Controller BP versus the Pawn BP?

mighty carbon
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I wonder if that's going to be a must-buy like Masters of Doom

forest plover
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Hey this is a sorta design question but how does everybody handle subtitles in VR?

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My personal preference is a sorta way where it's in front of you but when your looking at the source for the sound then it moves to be infront of that source and back to infront of you if your looking away

lucid ivy
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I would think that when you're looking away, that the subtitles would tend to be on the side of the hide near the source.

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You walk into a room and someone starts talking... how do you find that source with ears?

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Thinking for the hearing impaired, how does someone who can't hear find that source?

golden snow
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Welcome to the difficult challenge I've been trying to figure out for years

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Yes, subtitles can be tacked onto the players HMD and follow them around loosely - but that can cause motion sickness or be hard to read, depending on the viewers eyes.

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You could put them by their source - but then how does someone hear them? You could add little icons around the edge of the HMD, but that can also cause discomfort and are sometimes hard to see.

sturdy canyon
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@quiet swan it's running pretty stable in DX12 for me

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but you may run into issues later

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ones that I didn't have

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I maintain a separate 4.22 branch with just the necessary changes to get my app running, but keep working in 4.21

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I'll merge the 4.22 stuff into master only once it's very stable (which is not yet)

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@wicked oak I haven't seen noticeable perf gains in 4.22 yet, but I'll watch for it

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the auto-instancing would have saved me a ton of work in the old days

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And now maybe I won't have to manually instance static meshes in the future πŸ˜ƒ

sturdy coral
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@sturdy canyon I think main gains (other than auto instancing) are with dx12

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maybe only with enough cores, I just say someone's benchmark numbers and it looked like that

sturdy coral
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anyone have guesses on what "Partner-vrCluster" is?

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"//Tasks/UE4/Partner-vrCluster" in some of the commit messages

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ah n/m, it's the nDisplay stuff

sturdy coral
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all known "partners":

 -u
//Tasks/UE4/Partner-vrCluster
//UE/Partner-Google-VR
//UE4/Dev-Partner-MagicLeap-4.20
//UE4/Dev-Partner-Simplygon
//UE4/Partner-AMD
//UE4/Partner-Google-VR
//UE4/Partner-Google-VR-Minimal
//UE4/Partner-IDV-SpeedTree
//UE4/Partner-MGPU
//UE4/Partner-Microsoft-DX12
//UE4/Partner-Microsoft-XR
//UE4/Partner-Oculus
//UE4/Partner-Oculus-Staging
//UE4/Partner-Valve
//UE4/Private-Partner-NREAL
Dev-Partner-MagicLeap-4.20
Mustafa.Tungekar_Dev-Partner-Simplygon
Partner-Google-VR
Partner-Google-VR_to_DevVR
Partner-Valve```
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interesting how VR heavy it is

sturdy canyon
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Wait NREAL is a partner while they simultaneously are suing them to change names?

mighty carbon
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@sturdy canyon ^^

sturdy canyon
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I haven't tried 4.21 with 1.34

mighty carbon
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I see 😦

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they did fix Audio bug promptly and I was able to build/package the project, but now it's this damn crash on the device

sturdy canyon
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I'm still using Vanilla 4.21 instead of the Oculus Branch

potent gust
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I've found a strange bug. Using Oculus Go, if i load any streaming media source, the game freezes for about 5 seconds until the video loads from the URL.
Any one else get this? 4.21.2 Oculus Source. Nothing special in setup (have tried a fresh project as well)

dense lance
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Hey guys, is there some sort of trick needed to scale motion controllers? I change world-to-meters, and scale my actor, which works well, but scaling motion controllers does not seem to work right (scales mesh, but not location)

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tried a rescaling half a dozen different components, on example VR pawn and a custom one with no luck, feel like I am missing something simple...

tired tree
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changing world to meters scales their movement

dense lance
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@tired tree hmm, does not seem to for me, just tried changing in world details (instead of at runtime), with no luck

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@tired tree oooh, weird! the mesh (debug or custom) draws in the wrong place, but if I spawn an item at the motion controllers location it is correct

tired tree
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don't scale the controllers

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leave them 1:1

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scale attached meshes

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if you must

dense lance
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right now, the only thing I am changing is the world_to_meters

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well, it's good to know it should work OK, still a mystery as to why it is not...

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I also get some weird flickering after changing world_to_meters

tired tree
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you have late updates enabled?

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there was a scaling bug with default controllers and late updates

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I haven't used the default engine controllers in so long I don't remember if they ever patched it

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I patched it locally in mine

dense lance
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late updates will be at its default setting, where can I alter it?

tired tree
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its in the controllers settings

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try with them off

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see if visually everything matches up then

dense lance
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@tired tree wow, insta fix!

tired tree
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its not really a "fix"

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since you can't have late updates then

dense lance
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default/debug and custom mesh now lines up, thanks πŸ˜ƒ

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it may not be a perfect fix, but I can at least now see where my hands are after scaling

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@tired tree if I understand correctly, this is a known issue, and will be fixed in future version? (if not already fixed in 4.22)

tired tree
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well i reported it 4 engine versions ago

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so i wouldn't hold your breath

dense lance
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I see...

tired tree
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like I said, I fixed it in my plugin and moved on

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there are a few things like that now....

mighty carbon
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A must-read article

dense lance
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@tired tree happen to have a list of them somewhere? would be good to know of these pitfalls in advance

tired tree
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only in my commits and pull requests, some are old enough that they fell off the bug tracker too

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actually though

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looking at the source real quick

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that should have been fixed

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what engine version are you on

mighty carbon
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btw, it seems that there is a lot in that article that Carmack retracted from later down the road (especially comfort issues)

mighty carbon
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I am getting this crap now:

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Fatal error: [File:E:\UE4Source\UE-oculus-4212-release-1340\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformProcess.cpp] [Line: 45]
FPlatformProcess::GetDllExport not implemented on this platform
Assertion failed: [File:E:\UE4Source\UE-oculus-4212-release-1340\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformProcess.cpp] [Line: 45]
FPlatformProcess::GetDllExport not implemented on this platform
LogAndroid: Error: === Critical error: ===

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any idea what's going on ?

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(that a logcat from Go, after my app launches and shuts down instantly)

sturdy canyon
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uhhhh seems like it thinks it's a windows computer..

mighty carbon
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what could cause it @sturdy canyon ?

sturdy canyon
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Β―_(ツ)_/Β―

sturdy coral
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Fix for Race Condition in LateUpdateManager. Storing another pointer into the same struct does not work if the entire struct has been freed in the meantime.

tired tree
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3 or 4

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hey they added one of my pull requests

hexed kite
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can i eject from VR preview?

sturdy canyon
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Just hit escape

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Or shift+f1 to get your mouse back

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Or do you mean convert to non-VR without quitting? Console command "stereo off"

hexed kite
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i mean like the equivalent of f8 in regular view

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where i can float around

sturdy coral
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@hexed kite try ToggleDebugCamera console command, not sure if it works in vr

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you should be able to override the debug camera controller class to something that works with VR controls through overriding UCheatManager and setting DebugCameraControllerClass; to your own subclass of ADebugCameraController

steep glade
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Hi! I'm working with AR and have a problem I'm been trying to solve for days.

Question (I believe this will solve my problem):
How do I change the "World to Meters" setting so that it affects AR? "Scale of 1 uu to 1m in real world measurements".

Background:
I just opened up the AR template project from unreal and the size of the "BP_Placeable" is really small. This results in problems with the shadows. UE version 4.21.

Problem solved if:
If I scale up the BP_Placeable, the shadows are perfect. But then the houses are almost real life sized and way too big for our client.

Problem occurs when:
When the houses are small, as a real life football in AR. Thats the size our client wants. Thats also the size of BP_Placeable when you just open the AR temp project.

Problem 1:
When I get close to the house with my iPad, and tilt the Ipad, the shadows disappears. In some degrees of tilt, the shadows works, and in some, it doesnt.

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Problem solved if: If the houses are in scale 10 the shadows looks great in both the viewport and on the Ipad. But again, way to big for the Ipad experience we are aiming for

zinc horizon
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Hello everyone, I am trying to setup multiple displays with nDisplay of unreal and I am facing an issue. Anyone here who has experience with nDisplay?

hallow knoll
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@steep glade "World to meters" doesn't actually change the scale of anything, and the change can only be perceived when you are viewing the world through two cameras (stereo).

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Can you reproduce it with another mesh? Or is it just the houses?

hexed kite
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at some point i started getting problems with steamvr, whenever i open steamvr my main monitor goes black for a second, i believe its reconnecting, and sometimes it doesnt close all the way and i have to go into task manager and end like 8 tasks

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vr compositor, vr server, steam clients

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i tried rolling back my video drivers, didnt work

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also when i open unreal, it opens steam vr but its hidden and doesnt close unless i do it in task manager

sturdy coral
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World to meters should change the scale of your head/hand other tracked movements as well as ipd.. not sure with AR

mystic cedar
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i had a question about how to throw a reverse in here for the door animation i created with matinee

forest plover
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I recommend using a timeline for that.

quiet swan
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how is everyone handling their crouching in VR?

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are you using a button or some code to crouch?

sly elk
edgy pelican
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@mighty carbon I think I've come across a similar error last month. I believe it has to do with the target platform setting. I remember this issue occurred when I ported a game set for mobile, then switched back to Desktop.

I think the solution I came up with was changing the target platform, then migrating to a new project.

sturdy coral
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@quiet swan most just crouch to crouch, but if you support seated usually need a button

mighty carbon
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@edgy pelican I only have one platform selected - Android

tired tree
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Then you also have to deal with how to handle tracking going below the floor too

edgy pelican
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@mighty carbon Perhaps I'm misremembering. What about Scalar 2D/3D and the other setting?

mighty carbon
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Scalable 2D/3D is what my proeject was originally created for

edgy pelican
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It's possible the error you received stems from a different source, but is a similar error to the one I ran across last month. It looks very familiar.

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I certainly remember my solution involved creating a new project and migrating old code over.

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The changed I recall making were to the project I was migrating TO.

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Er, you get what I mean.

wicked oak
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@sly elk those low precision normals in the car

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did you try that high precision normal checkbox?

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btw, helper bot looks amazing

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awesome effect with the screen

sly elk
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There isn't a normal map on the car

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I think it's just a combination of Geo density and cubemap res causing thsr

wicked oak
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@sly elk unreal engine stores vertex normals at 16 bit

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it is indeed a precision issue

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they have the setting around. Main thing is that it uses more memory for the meshes

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also higher normal precision for the gbuffer

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minute 2

sturdy coral
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@sly elk this will get much nicer reflection captures without any perf cost of using higher resolution ones:


--- a/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironmentCapture.cpp
+++ b/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironmentCapture.cpp
@@ -40,7 +40,7 @@
 /** Near plane to use when capturing the scene. */
 float GReflectionCaptureNearPlane = 5;

-int32 GSupersampleCaptureFactor = 1;
+int32 GSupersampleCaptureFactor = 2;

 /**
  * Mip map used by a Roughness of 0, counting down from the lowest resolution mip (MipCount - 1).```
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can't raise that var beyond two because it is downsampling in a dumb way

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by default it does all the reflection captures with no supersampling, so they are really aliased

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I do think that effect you are seeing might be from normals like vblanco mentioned though

sly elk
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Thanks

sly elk
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wow, sound cues are cool.can't believe I didn't know about these before

mystic cedar
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Does anyone know if the controls for the first person template vr (vive) you can use the motion pad to virtual walk instead of teleport .. can this be implemented in the actual car template with motion controls ??

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Vr* not carp

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Car* lol

warm belfry
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Is it possible to teleport onto a landscape object using the template? I can seem to get it to work I have the short stub teleportation issue.
I can teleport in the same scene onto a box brush or a plane ect but not on landscape. My Nav mesh bounds shows that it has detected the landscape just fine. I have also tried exporting the landscape and importing as a mesh object but the Nav Mesh green indication colour never 'hugs' the mesh correctly.

mystic cedar
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Why would you want to use a landscape

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And not just a floor

warm belfry
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i have a scene which was used for a cinematic and have been asked if I can add VR to it. The scene was built up of various real life design files for example the roads, grassed areas, building site areas ect which are not detected very well by the nav mesh. The green indication has tears in it and it sits way above the actual meshes.
After trying to get the above to work I tried using the landscape which gets a perfect green coverage, I want to try to loosely duplicate my scene topography and make this my collidable ground and use a transparent material.

And also why not, shouldn't we be able to create a VR scene navigable by teleportation using the landscape tool?

jaunty shell
#

neat doppler sfx though

sly elk
#

Not much I can do about that. Ssr is an imperfect solution to reflection occlusion

sturdy coral
#

@jaunty shell you mean the reflections on the table legs in the background?

jaunty shell
#

yeah

#

looks weird :p

#

I know you cant do much about it πŸ˜ƒ

lucid ivy
#

would anyone happen to know why my headset will begin tracking while running the packaged product, but not when I play in editor?

#

or have some suggestions on where to look

sturdy coral
#

@sly elk @jaunty shell yeah, it wouldn't just be from reflection occlusion. with ssr, translucent stuff is treated as if it were painted on top of whatever scene depth is behind the translucency

#

so it is as if those beams were painted on the wall back there

#

but yeah not much you can do about it

jaunty shell
#

hehe

sturdy coral
#

you can try dithered opacity with TAA but that may have even more artifacts

mystic cedar
#

Can anyone point me in the right direction here

#

I added a health widget to my vr project

#

First person template hmd btw

#

Added the widget to the first person np and added it to viewport... comes through when I play the game in first person but not when the game is played through hmd vr display????!

sturdy coral
#

@mystic cedar you need to add it into a widget component and display in game

#

normal viewport screenspace stuff doesn't work consistently across HMDs, they have added some support for a debug canvas stereo layer than can do it consistently though

mystic cedar
#

How would I go about doin that?

#

First person bp? And add the component?

flat shoal
#

Hrmm... OO issue... my object that's being held doesn't know if it's in the left or right hand. but the Play Haptic Effect requires that knowledge...

#

guess I have to supply it at grab time

mystic cedar
#

Anybody??

sturdy coral
#

@mystic cedar yes, add the component. you can attach it to camera if you want or do it any other way

next pebble
#

with the Vive, is there a way to map action events to the steam button? On the Rift controllers you can map an action event to the left menu button.
Ideally, i want to know if I can do the same for the Vive, and have the left Steam button trigger an in-game menu, and have the right controller steam button trigger steam VR.

sturdy coral
#

@next pebble nope, all the system buttons are reserved

#

oculus via steamvr additionally uses the menu button as the steamvr system button and reserves it too

#

if you are running out of buttons for a menu, look into doing a wrist-watch style one

#

where you look at a wristwatch and it pulls up a menu, like rec room

next pebble
#

okay, thanks, I guess we`ll have to go that route

lucid ivy
#

would anyone have any thoughts on why my left grip input is always less accurate than my right input grip. It doesn't matter which physical controller I have assigned to left, it always misses about 50% of the time when the right controller hits 100% of the time.

sturdy coral
#

@lucid ivy which system

lucid ivy
#

Vive

chrome tinsel
#

hi all, anyone here tried Virtuix Omni with ue4

mighty carbon
mighty carbon
shadow radish
#

wow that is neat

wicked oak
#

@mighty carbon memory optimizations are allways good

#

mem optimizations = less cache misses = faster

#

every time

granite jacinth
#

@chrome tinsel Aye, I have. What's up?

dim imp
#

decent glass material setup for VR anyone?

sly elk
#

the mechanic assistant works in reverse order (mitigated by all of the install rules) and there are situations where I want to change the install order but not actually create a hard and fast rule

hallow knoll
#

@sly elk Are you getting children components and want them in a specific order? I wouldn't trust them to be returned "in order" even if they were correct in the component view. In the past I've either sorted them by name (named them "01_ThingComponent") or assign them an "OrderID" int, or use a component tag.

sly elk
#

These are non critical for order since the game has a whole system for installation and removal rules. Just a minor polish thing to have it do automated assembly in more logical order

#

so its not worth implementing a whole system to sort by name (hundreds of parts to configure)

wicked oak
#

@sly elk doing some optimizations for pubg, i found a way to massively increase the performance of component transforms

#

turns out there is a way to do a "set world matrix" on a component, skipping EVERYTHING

#

and you can do that from multple threads

sly elk
#

Cool. We are still all blueprint, though I htink jim is just starting to convert some systems over to C++

#

Also, our game thread is plenty fast. No slowdown moving lots of parts anymore

#

Not exactly sure what jim did differently than me when he rebuilt my snapping systems but I can shake the whole car around in VR with no perf hit

wicked oak
#

thats great stuff

noble crater
#

does MSAA work on 4.21 with Quest using OpenGL ES3.1?

mighty carbon
#

works on GO

noble crater
#

I read somewhere that on Go it's fixed to 2x and ignores all rendering configs (r.MobileMSAA etc) - that true?

mighty carbon
#

more like x4 (I don't recall by now), but yes

noble crater
#

ok, it seems like the same happens on Quest according to engine logs, but aliasing looks so bad in headset I'm finding it hard to believe it's at 4x - but maybe its related to pixel density rather than MSAA

mighty carbon
#

MSAA only does AA on geometry edges.. It won't do AA on masked textures edges (like render text) or images

sturdy coral
#

on desktop it works on masked.. I guess not on mobile

mighty carbon
#

hmm.. I didn't know that. Always seems like it didn't work on masked anywhere (but I didn't spend too much time on desktop so I might just not remember).

wicked oak
#

@mighty carbon Alpha to Coverage

#

veeeeeeeeeery expensive

#

but does indeed do AA on masked, by doing multiple samples on it

mighty carbon
#

well, I am simply using render text component and that one has masked material afaik

#

looks all jagged on Go

wicked oak
mighty carbon
#

that's Unity stuff

#

I don't know if UE4 has it out of the box

mighty carbon
sturdy coral
#

@mighty carbon it has it out of the box on desktop

#

What are you showing in that image, that it does or doesn't?

#

Jpeg compression makes it hard to tell

mighty carbon
#

letters/numbers are clearly not AAed

#

compare to edges of the geometry

#

unfortunately there is no way to snap non-JPG image on Go

sturdy coral
#

Desktop does have it, probably too expensive to default on mobile:

#

"Yes, any masked materials automatically use OpacityMaskToCoverage. Basically the opacity mask input gets turned into MSAA coverage. You can use it to do dithered transparency with 4 levels for 4x MSAA. It's very useful for foliage. It was cheap enough that we just enabled it by default instead of making it a material option."

#

That's desktop forward though

mighty carbon
#

yeah.. I wonder if maybe render text component simply excluded from using OpacityMaskToCoverage

sly elk
#

so it turns out 8000 draw calls is too many

sturdy coral
#

@sly elk try with 4.22 :)

sly elk
#

I haven't paid attention to updates. what happened with 4.22?

#

oh,, automatic instancing?

#

yes please

#

Did the AMD hardware depth buffer bug for oculus users get resolved in 4.22?

sturdy coral
#

Yeah the instancing

#

Not sure on that but they just had a depth buffer commit for oculus

sly elk
#

cool

#

so any details on how the instancing works?

sturdy coral
#

I think for the depth buffer they send to the compositor though

#

For letting dash overlays integrate with depth

sly elk
#

is it only for static actors or also movable?

sturdy coral
#

I think it supposedly ”just works", @wicked oak did a writeup of it on r/gamedev

sly elk
#

oh cool. I'll look for that

sturdy coral
#

I think it works on movables but I'm not sure

#

I know it doesn't help with spline mesh segments

sly elk
#

why isn't this the bigest feature on the build? This is way cooler than RTX IMO

sturdy coral
#

Each of those are still a separate draw call

#

Yeah, seems huge to me too, so much less manual work optimizing things

sly elk
#

yeah, im reading through it now

#

what is the HZBO stuff about? is that a new occlusion method?

sturdy coral
#

Not sure, didn't see that mentioned

#

You saw that in his Reddit thread or 4.22 release notes?

sly elk
#

in the twitter posts

#

we are on a slightly tweaked 4.21 right now- only change is the double depth buffer thing for AMD hardware

#

will def move to 4.22 soon and post A/B drawcall numbers

sturdy canyon
#

If you reuse many meshes, it should be πŸ”₯

#

a bunch of people saw draw calls reduce by 2 thirds

sturdy coral
#

@sly elk the hzb thing is maybe from hardware occlusion queries (non-hzb) being unable to be auto-instanced. without hzb occlusion queries I think it uses hardware occlusion queries which are apparently one draw call each

#

hardware occlusion queries sort of pretend-render a rect or simple object on the screen over the object bounds and the GPU reports back whether it would have written any depth pixel if it had really been rendered, if not it is considered occluded

#

hzb may run each query on the CPU or something or somehow send it as an array that it gets results back on, I'm not sure

mighty carbon
#

hmm.. apparently stationary point lights are not supported in 4.21.x on Go :/ Unless I am doing something wrong.. Movable - supported (eat performance though, even with shadow casting turned off). Stationary - nope.

mystic cedar
#

who is well versed in blueprinting here ?lol

dim imp
#

glass shader for vr anyone?

jaunty shell
#

@sly elk coming from 4.21 to 4.22, we had a DC reduction of sometimes more than 70%... and we dont really use instancing in our scene since a lot of objects are unique

flat shoal
#

@dim imp I didn't find any either. I made my own by just plugging a cube map from a scene capture into the fresnel

jaunty shell
#

dont mind the cross section stuff

dim imp
#

thanks ya'll

jaunty shell
#

these are the values I use for VR

#

also, not using double sided for VR

#

since all our windows are basically cubes and not planes

#

@flat shoal runtime cubemap generation ?

#

sounds expensive

dim imp
#

@jaunty shell thanks man I appreciate it

jaunty shell
#

@flat shoal do you have a video of your results with this article you posted ?

#

and some performance insights

flat shoal
#

No, it was a super quick one week project and it looked ok and worked, so I haven't had time to dig into it πŸ˜ƒ

#

How did you get metallic and roughness AND opacity?

jaunty shell
#

ahaa

#

in your material properties

flat shoal
#

Oh. Interesting. Why isn't that the default mode? Is it much more expensive?

jaunty shell
#

surface translucency volume

#

default is volumetric non directional

#

performance wise, no clue

#

maybe a tad more expensive

#

but it makes glass materials look a loooot better

flat shoal
#

mmm... here's a comparison between yours and mine I whipped up just quickly

#

not sure I like the refraction... same issue I had with the "normal" way of doing glass

#

refraction is just fucking weird in VR

dim imp
#

@jaunty shell Hey, I don't have that MF , what is that?

#

the CrossSection

jaunty shell
#

I said dont mind it :p

#

its a custom mf

#

@flat shoal have you used the settings I've posted ?

dim imp
#

then what do I multiply the Lerp with?

flat shoal
#

oh, missed those

jaunty shell
#

you just remove the lerp @dim imp

#

I mean

dim imp
#

im confused. what do I plug in the opacity then?

#

newb here

jaunty shell
#

like this

dim imp
#

thanks

jaunty shell
#

the static switch and lerp was for the section stuff

#

since its not relevant here just plug your opacity lerp to the opacity input

flat shoal
#

ok, so that's better, a bit strong, but I still like the more accurate reflections of the cube capture

jaunty shell
#

you can tweak it for less or more reflectivity

#

this is the exact same setup I used for these shots

flat shoal
#

yeah... use case and environment matters

#

my version is less expensive on the "shader complexity" visualisation though. πŸ˜‰

jaunty shell
#

:p

digital musk
#

Can i use the VRDialComponent to make a dial that I can rotate by just pushing on it...like "spin the wheel" kinda jobby?

tired tree
#

@digital musk as in not holding? Just touching? Use a physics constraint on a simulating object for that

digital musk
#

Yes, that's what I want...just push by collision

tired tree
#

yeah, then a simulating wheel with a single axis physics constraint on it

#

you "could" run that purely with logic, but that would be both overkill and less accurate

digital musk
#

This is probably a stupid question....but does the default hand models have collision?

dim imp
#

Hey guys. I have a problem! VR template->new map -> MotionControllerPawn into the lvl -> not working

digital musk
jaunty shell
#

the asset with the orangeish line is the physics asset @digital musk

#

this is where you define your collisions

sly elk
#

downloading 4.22 now, will post A/B drawcall numbers. We have our own manual instancing system but its set up on specific parts and only active when parts are installed. Basically if there are a bunch of the same bolt in one part, we batch all of the installed ones.

#

so do I need to do anything to turn on the instancing or will it work automatically?

jaunty shell
#

it'll work out of the box

#

nothing to do

sly elk
#

cool. What is that new occlusion option about?

tired tree
#

talking about hzb from that twitter post?

#

that isn't new

sly elk
#

ah okay. Also, how does the instancing work with VR? Still two drawcalls per object for each eye?

jaunty shell
#

there's the new culling solution for VR too

#

yeah it works with VR @sly elk

#

I had a huge performance boost from migrating to 4.22

sly elk
#

wait, so we aren't paying the mesh draw call twice per object for stereo anymore?

dim imp
#

how to activate it?

jaunty shell
#

scenes I couldnt use in VR are now easily playable

#

no clue about the render load

#

havent benchmarked that deep

#

its already on @dim imp

dim imp
#

is it in vr template or what

sly elk
#

its an engine change sparks

jaunty shell
#

Round Robin Occlusion

#

that's what I was referring for the culling stuff

#

dunno if it improves performance a lot though

tired tree
#

its defaulted on in 4.22?

#

pretty sure its still optional

#

unless they changed something I am unaware of

jaunty shell
#

the robin stuff is off by default

tired tree
#

yeah

jaunty shell
#

the mesh instancing rework is on

#

since its a base render feature

tired tree
#

the instancing will help a lot in unoptimized scenes

jaunty shell
#

indeed

mighty carbon
#

what do you think of 4.22, stability-wise? Will it be one of those unstable releases ?

jaunty shell
#

havent had much crashes apart from when using raytracing

sly elk
#

so this is my 4.21 vs 4.22 A/B testing. our current instancing system is minimizing the difference when the car is assembled. The exploded car change is pretty significant.
https://i.imgur.com/TbjH9sz.png

#

PSVR drawcall targets. 1000 workable? I had thought PSVR would not work for our game but with this engine build we are down to under 1000 with shadows off

jaunty shell
#

hmm not as much as our tests, but still a good amount of drawcalls less

sly elk
#

yeah, our content is super different

jaunty shell
#

yours have a lot more instanced stuff too

#

like nuts and bolts

sly elk
#

none of our fasteners are generic though, they all match the real parts

#

so there is limited re-use

#

and where they are reused we already had our instancing system helping out

#

even two bolts of the same length and thread pitch might be different in different parts of the car (different head forming, coating, etc)

#

either way, saving almost 500 drawcalls is a huge win for us since our game is drawcall bound on low spec VR machines and that has been the hardest thing to optimize

jaunty shell
#

cool πŸ˜ƒ

lusty lark
#

Hello! Does anybody know how to show FPS in VR? I am trying to use the console command "stat fps" and turned on the "DebugCanvasinLayer" but the fps text is like on the corner of the lense and its impossible to see anything. I am using 4.20.

sly elk
#

its just hard to see

#

especially on vive

lusty lark
#

For me is impossible to understand the numbers.

#

😦

#

So no other way of showing fps in vr?

jaunty shell
#

@lusty lark use the steamvr debug

lusty lark
#

yes! I totally forgot about this! Thank you for reminding me! πŸ˜ƒ

jaunty shell
#

πŸ˜ƒ

#

this one

lusty lark
#

This is new, I will try it now.

jaunty shell
#

yeah it was on that floating graph before

lusty lark
#

Ahh, the text is even further in the corner.... Impossible to read.

jaunty shell
#

I kinda liked it, on the back of your hand

#

hmm

#

that steamvr debug should be in the center of the screen

#

more or less

lusty lark
#

I will try restart everything, just to be sure.

#

hmm, nope

#

Nothing shows up. Is it possible that it doestn work because I am using Vive pro?

jaunty shell
#

hmm shouldnt change a thing

#

I've got a pro too and it works as intended

lusty lark
#

I got it working, the compositor wasnt working. πŸ˜‰

#

btw what was the math for converting ms to fps?

jaunty shell
#

hmm

lusty lark
#

Thanks!

#

πŸ˜ƒ

wraith sky
#

Is Varjo VR-1 - scam?

mighty carbon
#

only one way to find out - pay $6000 and try it @wraith sky πŸ˜›

wraith sky
#

and 87 degree FOV

wicked oak
#

@sly elk PSVR crunches drawcalls better than PC

#

the bottleneck on PSVR is the pixel performance and the game-thread CPU performance

sturdy canyon
#

My bottleneck on PSVR is definitely draw calls

sly elk
#

We don't have much expensive pixel fill stuff.. Can turn off SSAO and the other expensive stuff easily

#

triangles are easy enough to scale with art changes

#

but drawcalls have been the hard thing to downsize

#

Its at under 1000 with shadows off in 4.22. The only PS4 game I worked , I think I remember it having a lot fewer than that

#

like 600

sturdy canyon
#

Well if you can get a dev kit, you can try it

#

it might work in 60fps mode

sly elk
#

what is the player base expecation for PSVR games? is 60fps mode considered junk by the players?

sturdy canyon
#

players don't seem to even notice the different modes

sly elk
#

well thats good πŸ˜ƒ

sturdy canyon
#

I have never heard anyone on the PSVR reddit recommending games because of frame rate

sturdy coral
#

@sly elk some of the instancing may not be able to apply if your parts use different materials for level of wear and tear (think I saw you posting some texture work on stuff like that)

#

I think it would still apply for the depth render portion though even if there were different materials

sly elk
#

Yeah. We also just have way less repeat parts than you might think

#

So im messing with attenuation for an audio component attached to the hand

#

so far I can't get it to attenuate near and far as I move my hand closer and further?

#

nevermind, figuredi tout

#

my audio component was accidentally a child o the motion controller root, not the hand

#

so it wasn't moving

mighty carbon
#

interes... oops, so much for making WMR first class citizen in UE4

#

(maybe it makes sense for enterprise, but then who uses WMR in enterprise sector)

mighty carbon
#

wow, 4.22 runs crappy on Go 😦

#

lightmaps are missing, performance is horrible

sturdy canyon
#

But yours doesn't crash or show up with broken color channels?

shell karma
#

anyone know of a solution for a outline post process which would work with forward renderer ?

digital musk
#

I'm missing something obvious......how do I enable VRExpansion plugin, VRCharacter to do roomscale VR...how do I get the capsule to follow the HMD when physically walking around?

celest basin
#

Aight... I'm new to VR in UE4... Been playing with the demo project

#

I'm using WMR headset and got it going in the motion controller map (after a bit of input mapping)

#

But if I put the VR pawn in an empty level it doesn't work properly and I can't figure out why : /

jaunty shell
#

@celest basin are you sure you are taking control of your pawn ?

celest basin
#

no

#

might be a bit rusty πŸ˜ƒ

jaunty shell
celest basin
#

that'd be an auto posess thingy wouldn't it?

jaunty shell
#

yup

#

unless you have a game manager doing that stuff

#

you'll need to auto posess your pawn

celest basin
#

but the test map (that works) doesn't have a game mode in it?

#

game mode is where you autopossess?

#

damn I'm rusty

jaunty shell
#

in your gamemode you spawn your pawn

#

and generally ask for it I guess

celest basin
#

yeah, I remember that (sort of)

#

I was just trying to figure out why the test map worked without a game mode

jaunty shell
#

VR template right ?

#

gonna do it on my end

celest basin
#

I think I found it

#

sweet ta πŸ˜ƒ

#

I vaguely remember the conversation about that being a bodgy way of doing it but it being ok for quick tests

jaunty shell
#

eh its alright

#

Never used game managers anyways

#

tis overrated

celest basin
#

sweet, now I can go and look at all my half arsed test levels in vr πŸ˜ƒ

#

I don't know why, but I like the MS mixed reality headset better than vive

jaunty shell
#

uuh

#

screen is trash imo

celest basin
#

less fuss I guess

jaunty shell
#

controllers are janky

celest basin
#

that's what the young guy I work with said so I never tried it

jaunty shell
#

its pretty sub par compared to the vive or vive pro

celest basin
#

till now

jaunty shell
#

the screen on the dell WMR is bad

celest basin
#

k, I got the HP one?

jaunty shell
#

LED stuff looks washy

celest basin
#

well, work does

jaunty shell
#

should be more or less the same

#

only headset that sets the bar higher is the samsung one

#

and its revisions

celest basin
#

hmmm... I've been on it for about a week

jaunty shell
#

if you can try a vive

celest basin
#

seems fine

jaunty shell
#

like test one screen then the other

celest basin
#

yah we got vive at work too

jaunty shell
#

you'll see the difference is mindblowing

celest basin
#

had em both here on the weekend

#

but didn't do a side by side...

#

will def do

#

gave it a burl last year,

#

(vive)

#

just so many cables and power supplies...

jaunty shell
#

I went wireless πŸ˜„

celest basin
#

must be one of those subjective things

jaunty shell
#

only cable I have is the powerbrick for the headset

celest basin
#

have you had a chance to get anything decent going on a headset, or just playing like me?

jaunty shell
#

well I make at least a new project that is VR ready per week soo

#

and I earn money for it, so I guess its not really called playing with it πŸ˜„

celest basin
#

sweet πŸ˜ƒ

jaunty shell
celest basin
#

I know it's weird that I like this more than the vive

jaunty shell
#

last one I made

celest basin
#

great stuff! (updates LifeForLifes user notes)

jaunty shell
#

xD

celest basin
#

Procedurally generated?

jaunty shell
#

thats like a one day hackjob

#

nah thats one of the projects we're working on

celest basin
#

ok, two secs, got some mad shit for you

#

apologies, it's unity

jaunty shell
#

oh yeah I member

celest basin
#

but...

#

damn

#

your level reminded me off it

jaunty shell
#

hehe

#

well my stuff is real πŸ˜„

flat shoal
#

@mighty carbon Interesting, as I just read that HP is working on a high end WMR headset... wonder how that will go...

celest basin
#

yah, not sure what to make of that article

#

lot of commenters not overly agreeish with him

flat shoal
#

we wanted to get WMR headsets for our sales people, because the Vive is a nightmare to set up

#

also, the Steam requirement for Vive is ridiculus in an enterprise environment

celest basin
#

Yah, I'm finding the one hdmi, one usb (3) thing really good

#

no power packs, no light houses, no steam

#

and heap cheaper

#

don't get me wrong I really like the vive

#

Wonder what the weight diff is?

#

@jaunty shell deff going to do that side by side now

jaunty shell
#

wmr's been getting the dust for a while now

#

we also bought it for "mobile" use

#

but well

#

I dont like it

celest basin
#

It's proll the way forward for me, I can't afford a vive

flat shoal
#

@jaunty shell the use of Unreal's default Vive meshes hurts my eyes πŸ˜› for the love of god import the ones from the Steam folders by Valve instead! πŸ˜„

celest basin
#

but I'll use the vive from work to make sure anything I make is "cross platform"

#

cross VR platform

jaunty shell
#

@flat shoal these ones are fine imo

#

one day I'll try to reuse my custom animated vive wands

#

also using defaults means the mesh changes depending on the headset and controllers used

mighty carbon
#

@sturdy canyon I posted issue on Oculus github, with a screenshot. Lightmaps are broken for me, besides performance being crappy.

chrome tinsel
#

anyone here worked with Virtuix Omni, Leapmotion and Oculus in 1 project? πŸ˜„

#

Im currently having an issue and would like to discuss πŸ˜„

daring mural
#

I have an actor (gun). I have another actor (gun sight) that I spawn and attach to the first (gun). The gun sight has a 2d scene capture in it.

For some reason, when I grab the gun while the gripping hand blocks the scene capture, the hand grips the gun and the scene capture stops updating until I release (or grip elsewhere with another hand or anything). How might this scenario cause the scene capture to stop updating? And ONLY if this exact thing happens? If I just grip the gun normally without obstructing its view, it never stops updating once it's gripped and everything works.

sturdy coral
#

@daring mural if you only update scene capture on move and scene capture is attached to a skeletal mesh that is occluded and has only tick pose when rendered set you won't get further movements

#

Depends on your detailed setup

lucid ivy
#

Although, I suppose it could work on any imported geometry

#

oh, here's a fun one. This program would NOT build in 4.21, but when it did it brought up the Product Viewer start screen

#

now in 4.22 it WILL build but doesn't bring up the start screen and doesn't work as shown when played in editor.

quaint lintel
#

hey guys, I have an issue where a colliders are activating when not looking at the object. I have made a short vid on the issue, but I have no idea what is happening. When I move the controller across the objects it works fine, but then when I move my head away, you can see that it is being activated.

frigid kite
#

@quaint lintel Set a breakpoint on the code which activates the object and check what triggered the call, what object entered collision

quaint lintel
#

Thank you good sir....... it was my widget

daring mural
#

@sturdy coral I have 'update on move' and 'update every frame' both enabled by default

#

to clarify, when I grip, the hand that was blocking the view moves out of the view and attaches to the gun

#

but the camera fails to update from that point on and the hand is seen as if blocking still.

#

but it's really just a still-frame on the texture

sturdy coral
#

@daring mural try turning off update on move

sturdy coral
#

looks like 4.22 preview 2 fixes some instanced stereo issues

#

Fixed! UE-70123 Multiuser Presence actors are unset by default
Fixed! UE-69757 Multi User crash when painting foliage

#

anyone know what that is referring to?

#

ah wow, how did this miss the changelog?!?

#
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "0.2",
    "FriendlyName": "Multi-User Editing",
    "Description": "Allow collaborative multi-users sessions in the Editor",```
#

"ConcertFrontend" plugin

mighty carbon
#

pretty cool... I wonder if anyone uses this feature

sturdy coral
#

it does seem to have VR support:

#

./ConcertSync/ConcertSyncClient/Source/ConcertSyncClient/Private/ConcertClientVRPresenceActor.cpp

jaunty shell
#

oh

#

this is what we found a couple weeks ago

#

so they are going forward with it

#

GDC announcement maybe ?

mighty carbon
#

I wonder if 4.22 will have LOD tools for skeletal meshes

jaunty shell
#

hmm πŸ€”

tired tree
#

@sturdy coral ~nvm was looking at an unreplicated section

#

ah nevermind, only parts of it

mighty carbon
#

"local only" as on LAN ?

tired tree
#

quite the large module this is too

#

has full server/ client contexts

hallow knoll
#

I'll be demonstrating how to set up a VR Spectator Camera and what you can use it for on today's livestream: https://forums.unrealengine.com/unreal-engine/events/1586143

#

It'll be beginner friendly, and from a fresh project

mighty carbon
#

just camera? no controllers?

hallow knoll
#

@mighty carbon Controllers hm?

mighty carbon
#

motion controllers

hallow knoll
#

I'll show it can be controlled with keyboard+mouse or gamepad

#

Also grabbed by the VR player etc

#

You meant the VR player controlling the spectator camera?

mighty carbon
#

gamepad sounds interesting too

#

oh, VR Spectator camera

snow trout
#

anyone know how to add the ability to throw objects

mighty carbon
#

cool @hallow knoll I'll watch (probably after it's posted on YouTube, since I am at work)

hallow knoll
#

@snow trout Attach on TriggerPressed, Detach on TriggerRelease and add velocity to the detached object to simulate a good throwing arc <- simple way

#

Make sure to simulate physics when detached πŸ˜ƒ

snow trout
#

cool

#

@teal gazelle hey theres something to look at πŸ”Ό

snow trout
#

ok another thing when we open a new templet for vr then enable the controllers they work fine but when we enable them in out project they don't work (they do appear and we can see them)

hallow knoll
#

@snow trout You need to be a bit more specific. How are you going about "enabling" the controllers in your project?

snow trout
#

through the side panel in game mode override in gamemode settings

hallow knoll
#

Did you migrate any content from the VR template?

tired tree
#

@hallow knoll pffft, no swivel preview screen no spec camera ;p

hallow knoll
#

You can replace the default pawn in game mode with the MotioncontrollerPawn, but you have to make sure that you also migrated the motioncontroller blueprint

#

@tired tree swivel preview screen? :b

snow trout
#

no i didnt

#

sorry that the drop dows didnt show

hallow knoll
#

It's not telling me much unfortunately. Are there any warnings or errors in the log when you play?

snow trout
#

well my class is almost over so ill be back tomorrow

mighty carbon
#

@hallow knoll do you mess with Oculus Go by chance ? If so, maybe you guys can make a training stream about setting up Blueprint multiplayer for Oculus Go for 2-4 player "game".

hallow knoll
#

@mighty carbon I've worked with quest more than I have with Go, so I would probably do a stream on multiplayer for Quest. Which shouldn't be very different from regular Android networking in terms of connectivity etc. I already have a direct IP template project that works on PC and Android. Would you expect a subsystem like steam/oculus or would Default be ok?

mighty carbon
#

@hallow knoll Preferably with Oculus OSS

hallow knoll
#

@mighty carbon If some of my ventures working with Quest comes to fruition after it's release, then I'd love to do that

#

I've shipped a game with Oculus/Steam subsystem support, but never on mobile

mighty carbon
#

Sounds like a plan, thanks @hallow knoll

sly elk
#

oculus go/mobile vr hardwre- only works with forward renderer or can you run the deferred path?

jaunty shell
#

You could use deferred

#

but performance is much better with Forward I think

#

@sly elk thinking about doing a mobile version of Wrench ? :p

sly elk
#

yeah. early z pass is the sticking point

#

right now the full engine is just under 250 draw calls (4.22 instancing) and 400k triangles

#

i can drop the triangles easily

sturdy coral
#

I thought it only worked with mobile forward, at least Go

#

(more limited than desktop forward)

sly elk
#

mobile forward still forces early z pass, right?

sturdy coral
#

not sure, @mighty carbon may know

sly elk
#

yeah. Because if we have to double the drawcall count and triangles because of early zpass its more or less a non starter

sturdy coral
#

@sly elk I think with 4.22 vulkan multithreading is improved and may let you push to more draw calls, but I'm not sure if it applies to mobile

#

but yeah you would still have double the geo cost

sly elk
#

Is early zoass going to be a ton of work to take out of forward?

#

I'm an artist so I don't actually understand how this stuff works :)

sturdy coral
#

@sly elk could you maybe make combined meshes for some of the assembled state, and then not show all the parts at once in the unassembled state

#

like choose a subset of stuff to work with, phase 1, phase 2, phase 3 etc.

sly elk
#

Yeah, it would just be a massive pain in the ass

#

And would be limited to non moving parts

sturdy coral
#

@sly elk another thing to look into is there is a system for making combined skeletal meshes at runtime

sly elk
#

We are all syatic meshes.

sturdy coral
#

yeah it would take reworking

#

but could allow animation and stuff with less draw calls

#

though there are other costs to skeletal

mighty carbon
#

I know nothing about z pass - I just use whatever is default in the Rendering project settings.

sturdy coral
#

it also requires a shared material

sly elk
#

This is the downside of building something odd ball. Off the shelf rendering features are not set up for you

mighty carbon
#

also, mobile Vulkan doesn't quite work with Oculus Go (and I assume Quest) - multiview / multiview direct is borked and without multiview you will not get good performance in mobile VR

sturdy coral
#

@daring mural did that fix your problem (turning off update on move)?

quiet swan
#

how can I add an invisible pawn to my Camera? My AI is shooting off to the left of me and the AI dont shoot me unless I go up close

digital musk
#

How do I get the a reference to the Class of a 3dWidget in blueprint (what widget is displayed in it) I want to cast to it to set parameters in the widget, but need a reference in the 3D actor

mighty carbon
#

GTX 1660 Ti is out and it's better than 1070.. Should be a new good deal GPU for desktop VR

quiet swan
#

how are the laptops that have thr 1070s in them?

#

They say they are VR ready

sturdy coral
#

They are supposed to be good, they have more cores than the desktop variant so they can run at lower clock freq with similar performance

#

So, much better than the earlier mobile generations from nvidia

sonic lake
#

@quiet swan we develop and demo VR on laptops with 1070 and they work fine.

lethal lava
#

Occulus Rift - every time i play the editor AS VR - i have to quit the first time and play 2nd time.... rift shows "LOADING UE4...." in a grey world forever.

Is this a bug, is ther ea patch or something? Oculus software is up to date - no updates available.... 4.21 source build.

hallow knoll
#

@mighty carbon @sturdy coral Can confirm, new MSI GS65 Stealth is a beast!

#

And battery life is phenomenal for a gaming laptop

sly elk
#

i have a 1080 based laptop that runs VR quite well. Its just gigantic and needs to be plugged in a lot.

mighty carbon
#

@hallow knoll how is cooling? πŸ˜ƒ

hallow knoll
#

At idle you can barely feel it on the chassi

#

I haven't done any tests, but after a few hours of editor work it's warm but not hot

mighty carbon
#

nice

wicked oak
#

@sly elk mobile doesnt do prepass

#

and by the way

#

i actually removed depth prepass as an experiment

#

turns out removing it is fairly trivial

#

you only need a couple lines of code change in DeferredShadingRenderer.cpp

#

its slow

#

i did extensive benching for DWVR in ps4

#

prepass enabled vs disabled

#

honestly.... i left it enabled

#

in ps4, the depth prepass renders so fast that it was a net gain

sly elk
#

cool

#

thanks for the info

lucid ivy
#

Does anyone else find that after they run a packaged product with VR, they have to restart the editor to do a VR Preview play from the editor?

lucid ivy
full junco
#

anyone has any idea when nvidia will finally release an updated VRWorks UE4 integration with VRS?

sturdy coral
#

@full junco I wonder if they might be waiting on the runtime render graph now

wicked oak
#

@full junco in theory, adding support for VRS can be done by any of us without much trouble

#

use rendergraph to launch a compute shader that creates the vrs texture, and then enable it/disable it when rendering geo

full junco
#

@wicked oak well, you mean by anyone who's using 4.22

wicked oak
#

or not even rendergraph, i think you can make it work by using render-to-texture from a blueprint

#

and then implementing the enable function

full junco
#

but even then, I'd expect it to not be super easy, otherwise nvidia would just quickly create a VRS-only branch of UE4 if it would just be 20 minutes of work for one of their devs, at least then they could claim some VR games make use of it

wicked oak
#

you can look at vrs in their demo

#

it really is 3 functions

#

its so weird they are taking this long to implement it

#

given that in theory it shouldnt take more than a couple hours to add

#

its significantly simpler than LMS

#

maybe its becouse they dont want to implement VR VRS only

#

and want to add the adaptive quality stuff for flat games too

#

which is significantly harder

full junco
#

if you think it's so simple, you should take a few hours and add it in some public branch and let everyone in r/gamedev and r/nvidia know about that you have done it, would be a bunch of good press about you πŸ˜›

wicked oak
#

i have thought about it

full junco
#

then do a benchmark with some existing UE4 demo and say "look, I just made VR 40% faster in UE4"

wicked oak
#

but becouse im doing some other things and not doing vr much, i havent done it

#

i would definitely try to add it to 4.20 for dwvr

full junco
#

I'm still on 4.19, but what works in 4.20 also works in 4.19 πŸ˜„

#

btw, do you know if the Pimax fixed foveated rendering is using VRS? @wicked oak

wicked oak
#

not likely, but i have no idea

full junco
#

it only works on RTX cards, and it's doing FFR, so I wonder what else it would be if not VRS

#

I don't really want to buy a RTX GPU just for being able to try to implement VRS myself

#

if I had one, I'd try it

wicked oak
#

the demo they have has "foveated rendering"

#

except its only where you point the mouse XD

#

but the same exact logic would work on an eye tracker

full junco
#

due to dynamic resolution and temporal upscaling with only part of the render target being used during rendering, the VRS texture would need to be updated every frame, right?

wicked oak
#

no

#

for fixed foveated, creating it on the place that allocates the gbuffer would work

#

if you use dynamic res, yeah go use it

#

but i think it would work better if you implement your own dynamic res with VRS

#

the demo they have uses a compute shader that takes some parameters like fovea center and angles for resolutions, and writes the texture

#

for unreal, you would run that when creating the gbuffers, and then enable it when doing base-pass

#

then disabling when doing postfx

full junco
#

why disable during postprocessing?

wicked oak
#

becouse the postfx is a pixel shader, if the pixels in the postfx have different sizes, its likely its going to do weird shit

#

better keep the postfx at full res

#

unless its something like tonemapper

#

i think something like TAA or bloom could artifact pretty heavily on vrs

full junco
#

ok

#

but the performance impact of VRS will be limited if all PP stays same costly as before

wicked oak
#

would need to be checked if it artifacts

#

the best gain i think would be for the base-pass

#

in forward

#

saving all that super-expensive pixel shader invocations would go great

full junco
#

well, too bad I don't have an expensive base pass πŸ˜„

broken moat
#

having an issue when slicing a procedural mesh
the vr hmd keeps blacking out when the mesh is meant to slice then coming back shortly after
I need to figure out why its blacking out
anyone seen this type of issue before?

quiet swan
#

is anyone here using any of the IK marketplace plugins for full body in VR?

#

Im looking to get a fully body VR IK system that will work in roomscale is this possible>

#

?

mighty carbon
#

@full junco how is your project doing on Steam?

full junco
#

@mighty carbon fine I'd say πŸ˜„ I can't live from it yet, but I'll just keep working on it until that's the case, and for now it's most important that there's a community that cares about the game, and that's the case, so I have nothing to complain about

mighty carbon
#

Cool stuff

wraith sky
wheat holly
#

@full junco What did you made if I may ask?

full junco
#

will tell you in DM πŸ˜„

mighty carbon
#

Cool stuff.. I am guessing no integration with UE4

sturdy canyon
#

Tim Sweeney literally got on stage to announce support

wicked oak
#

and they are all-in with AR

#

did you see all the focus on magic leap?

sturdy canyon
#

Magic Leap..

granite jacinth
#

Interesting stuff for sure. No dev kits though. And supposedly only selling to enterprises for their workers

#

Maybe false information or just too early. Don't see how they wouldn't want devs to buy so they can support contracts

sly elk
dense lance
#

I get some weird "flickering" when changing worldtometers in ue4 - like occasionally for 1 frame it changes back to 100 - but not really sure... Anyone have any ideas whats up, or know a fix?

sturdy coral
#

The new kinect supports using multiple sensors at once!

#

$399 each though

#

But you will be able to get 360 coverage by using multiple.. it was kind of possible with kinect v2 but you had to use multiple computers and network them, or use the linux drivers

#

and even then I think the shutters weren't synced and it was possible to get interference

dense lance
#

@sturdy coral sounds nice for full-body VR detection!

sturdy coral
#

haven't found all the new specs yet, but I think it was mentioned earlier it would be 1024x1024 depth

#

v2 is 512x424

#

here's order page, yeah 1MP depth:

#

12MP camera, I think that's about 5K equivalent

#

$359.10 Special pricing for eligible students, parents, teachers, and military.

#

discount for parents now? fuck off lol

dense lance
#

well, parents do have an expensive life...

#

probably even worse than the world flicking when worldtometers!=100 πŸ˜„

#

not finding anyone else with this issue online, I better try in a fresh project and see if it persists

sturdy coral
#

wow they actually have linux support on the new one too

dense lance
#

Good! I mostly do my gamedev in windows, but only because it is better supported

sturdy coral
#

yeah, same here

dense lance
#

weird, in a new project, changing worldtometers in the world setting, things are fine, but with a tiny bit of BP to change it during runtime, and I have the issue where it flickers back to it starting value

tiny aspen
#

same, linux ftw

dense lance
#

hmm, fixed my flicking issue, new project, restarted, did a little dance and all seems well for now...

#

don't like not knowing what my issue was caused by, but still happy it is no longer showing its face

teal gazelle
#

Anyone know to fix vr in a map that allows everything but vr?

#

Like teleportation and hand gripping\

teal gazelle
#

??

sturdy coral
mighty carbon
#

I wonder if they change that UWP stuff in their Marketplace too

quiet swan
#

IS IT BAD TO USE bloom IN vr?

quiet swan
#

how can I show the fps in the vive headsset? the code im going wont show in the vive only on the PC screen

#

it says I cant save my pawn

digital musk
#

Can anyone give me more info on what Oculus Overlay does in BigScreen?

#

"Another major improvement to BigScreen is, well, the screens. The app now uses real-time raytracing for more realistic lighting effects. Screens will light up rooms in realistic ways, without placing intense demands on the hardware running the app. There’s also improved clarity on virtual displays thanks to Oculus Overlay support."

sturdy coral
#

@digital musk it enables it to be rendered at native res ideal for the screen (I think overlays are sampled as part of lens warp)

#

while the app itself can run at a lower res

digital musk
#

Is that different to this - https://vrfix.fandom.com/wiki/Oculus_Overlay?
I'm just confused as to how something so old now suddenly improves clarity in BigScreen

VR Fix Wikia

Oculus Overlay is a program that can warp in realtime any source content of any size from any desktop window into the Oculus Rift format. It is necessary for getting a lot of things working with...

sturdy coral
#

@digital musk I think they just mean the oculus go equivalent of steamvr overlays/oculus compositor layers

#

"timewarp layer" is what they call it on the oculus side, or called it at one point

#

if you draw to the screen, and then the view gets reprojected with timewarp, it introduces a resampling step which blurs UI

#

so I think they wait until both timewarp and lens warp were occuring to sample from the layer (which are maybe a combined on gearvr/Go?)

#

basically, lens warping adds resampling, and timewarp adds resampling, so even if your app is rendering at a 140% render target to be ideal for the screens after warp

digital musk
#

Is that then similar to Stereo Layers in UE4?

sturdy coral
#

UI will still be blurrier than it could be by directly sampling the texture at that stage

#

yeah I think those are implemented with it

#

I don't know if mobile can integrate with depth the way desktop UE4 can (to allow in-game stuff to overlap the layers, only with stereo layers on oculus, not steamvr yet I think)

digital musk
#

Thanks.....so do you think the article has the terminology slightly wrong? Should be "OVR Overlay" and not "Oculus Overlay" to make it less confusing, or do I still have the cat by the tail?

sturdy coral
#

I think so, but I don't know that for sure. I think ovr overlay is the unity terminology

#

or they said overlay because that's what steamvr calls the equivalent concept

#

but I'm not sure exactly what oculus calls it, might have had two different names before gearvr sdk was unified with desktop

digital musk
#

I googled Oculus Overlay and that pervious link to 2013 code was all I could find and that just didn't make sense to me.
Anyway...I'm looking at building a system where I can open documents, pdf etc inside UE4 in VR, so that bit of the article intrigued me

sturdy coral
#

@digital musk that would be ideal for that kind of use, you should just be able to use stereo layers

#

but for steamvr they will overlap everything right now

#

steamvr does have depth support now, but I don't think ue4 has implemented it yet

pine heart
#

I am unable to to map the face button 1 for both left and right controllers. Also facebutton 2, 3 and 4 work fine

mighty carbon
#

@hallow knoll by chance, have you used level streaming on mobile VR (or Android) ? I am wondering what are the best settings for streaming levels on Gear VR / Go / Quest (so that there are no hiccups in gameplay while level is streaming on the background) ?

hallow knoll
#

@mighty carbon I've worked "with it" but I didn't have to manage the settings, so I'm not much of a help

mighty carbon
#

😦 ok, thanks

spice mural
real needle
#

My VR game is pushing a realistic style instead of a cartoony one.
The only reason I've found to use Forward rendering is MSAA and ISR.
The amount of features lost and the material compiling (bugs? intended functionality?) I get when I even just add a float node without connecting it, are making me start to question it. And I haven't seen many updates to it since it was introduced.

Looking for other opinions. Should I suck it up and stick to forward? Should I use deferred?
If there's other things I should consider please tell me

sturdy canyon
#

@spice mural yeah I had that at one point. What engine version are you on?

#

Are you using an AMD graphics card?

spice mural
#

4.22,

#

seem to work on a new project

#

so probably just my setup πŸ˜›

sturdy canyon
#

Hmm the AMD bug that looked similar was fixed in 4.21 iirc