#virtual-reality

1 messages · Page 202 of 1

mighty carbon
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thanks

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ideal would be to read csv file and populate a map in BP

pearl tangle
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yeah thats what datatable is essentially. But it's a read only thing and is compiled so you cant adjust values at runtime. They were working on a writable 1 as well but i think thats fairly low priority at the moment since people use proper databases for it normally

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The data table stuff is very useful for balancing and everything else because you can just have an excel file with a bunch of math functions to adjust things per level. EG. character health, damage etc you just have a table with A1+10% etc and then super easy to balance out a lot of stuff

broken moat
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anyone know how to make speedtree ignore roll in VR?

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my tree foliage is rotating with the hmd

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and I dont want it to

sturdy coral
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@mighty carbon there is also remote config functionality

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You can point to a URL to replace a config file

mighty carbon
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oh, I only need to read values from csv file @pearl tangle. Can UE4 do that with csv and data tables ?

pearl tangle
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thats exactly what data table is. But you can't update it at runtime though. It's compiled in there, so if you want to do the changes then you need to push a new update to it

mighty carbon
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I see, sucks

pearl tangle
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a sql database is still your best bet for being able to update and change stuff at runtime remotely. But then you are also pretty much requiring people to be online 100% of the time if all your variables are sitting in a remote database

mighty carbon
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I only need it for balancing.. Final release won't have any such functionality

pearl tangle
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yeah plenty of sqlite editors that you can use which will make it a bit more like a csv file

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Then easiest way is still just data table connected to a CSV. Means each balance you need to push a new update over to the device, but still fairly quick iteration times and then you just have everything linked through formula's in excel rather than trying to do all the math at runtime or in blueprints

mighty carbon
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lol, there is nothing quick about rebuilding project for Go / Quest

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quick is pressing a button in-game to re-read values from a file

pearl tangle
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thats mobile development for ya. I am doing an AR project at the moment, same issue. Go back 15 years ago and if it only took 5-10 minutes to recompile and test some code you would be cheering/ annoyed because you get less nap time

mighty carbon
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even on my i7 it takes 5 min to rebuild

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(or more, depends on what was changed)

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I wonder if 4.22 is a way faster than that

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something like 500% faster as advertised

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(but 4.22 has performance drop on Go/Quest compare to 4.21.... "tradeoffs")

pearl tangle
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not for just pushing over to a mobile device i don't think you will have much speed improvements

mighty carbon
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well, it doesn't just push.. It rebuilds

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then props it to the device

pearl tangle
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but if all you want is to be able to do stuff for testing and then package up the data into a data table afterwards then you could just run a local mysql database on your machine and connect to that

mighty carbon
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also, I prefer to package .apk and use adb to push it to Go

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already had several instances when pushing from Editor worked, but packaged builds failed.. Epic apparently never tested packaged builds on Go as they always say "works fine here" until I tell them I use apk and adb

pearl tangle
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yeah its usually more foolproof to package and push across on mobile regardless

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but either way for you database stuff just fire up wamp on your machine and then point your phone at your local computer, then you can just export the DB as a csv file and change your code around to use datatable instead

quiet swan
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asa rule of thumb are we suppose to stay away from meshes that have complex material stuff going on?

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that right there is a simple floor mesh, and there is alot going on, I would think it would take away from my MS?

pearl tangle
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what platform are you building for @quiet swan ?

quiet swan
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vr\

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vive

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pc

sturdy coral
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@mighty carbon you could open a socket to take remote console commands maybe, and just push the all in through that with a script

mighty carbon
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that sounds more complicated than I am willing to put up with 😛

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I'd imagine some kind of MySQL plugin where I'd punch in all the info for server and db into the config fields and simply use BP nodes to read db into a map

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but apparently none of the plugins on the MP does that

pearl tangle
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@mighty carbon that would be exactly what the mysql plugin would do wouldn't it?

mighty carbon
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it would, if there was one 😛

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gee, Synty assets are really bad for mobile VR 😦

pearl tangle
mighty carbon
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It's Windows-only @pearl tangle

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I'll probably use that SQLite plugin instead

pearl tangle
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probably works easy enough. Just means pushing the file over to the phone each time to update

mighty carbon
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yeah, but still much faster than building project

pearl tangle
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by the way I think the firebase 1 should still work without play services since it also runs on windows. It's only the ultimate mobile kit 1 that needs that

mighty carbon
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well, $25 vs $100+ is a no-brainer math 😛

odd garnet
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Slow motion in VR

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always good

mighty carbon
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do Matrix-style stuff 😛

odd garnet
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gun-kata LULVR

pearl tangle
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you get a lot more out of firebase than you do with an sqlite setup

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lets you remotely balance and change things on the fly. Then you can also use it for your highscores and everything else if you want as well

rich canopy
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Hi guys, we are making a vr game and we realize that when it is not in focus, certain things like controllers may not work properly, anyone has any idea to solve this issue?

sturdy coral
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@rich canopy check roborecall, they have something in c++ to see if window is foreground and if not pop up a message saying to make it

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Also, there is a way to make sound work (config setting named something like unfocusedvolumemultiplier)

nova valve
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hey all, we deployed the ARKit kiteboy scene to my iphoneXS semi succesfully. the app launches ONCE while deploying but if you ever close and try to restart it gets stuck in the loadscreen. the build also gets stuck in "Launching on [device name]". we tried it multiple times, after disconnecting USB it went through. we got an error earlier though: [DD] ... Error: Failed to connect to bundle 'com.humarithm.FaceARSample'

nova valve
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alright good news, building with 4.22 fixed the issue

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👌

pearl tangle
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@nova valve What version were you trying to build on before? I was running on 4.21 for the thing i did recently

nova valve
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@pearl tangle i tried building on 4.20 before

quiet swan
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how is everyone dealing with shadows? IS everyone turning them all of to save MS?

granite jacinth
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Shadows? What are those?

mighty carbon
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what's MS ?

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MicroSoft ?

mighty carbon
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ughhh... again weird shit with performance on Go

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54 drawcalls and I am sure polycount nowhere near 100k

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yet, unstable fps

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how?! why?!

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entire scene uses only maybe 2 - 3 textures and 2 materials

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(besides lightmaps)

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and sure enough, ES2 performs better than ES3.1 (but still doesn't give me stable 60 fps and 16 ms)

granite jacinth
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First off, those performance checkers actually eat up cpu time

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I never ran into issue while dev for Go

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And used Synty assets

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Right now, working on Focus Plus stuff, will also be using Synty

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Wave SDK is 💩 though

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Also, not 100% on this, but I feel like there might be performance issues if you are wirelessly launching

pearl tangle
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@granite jacinth wave is the HTC focus stuff right, do they have a direct input for unreal with that yet?

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I just tried out the 4.22 remote streaming to hololens now, surprisingly actually works. Even can have rudimentary hand tracking working in it out of the box from the VR template too so you can pick up the boxes and shit

granite jacinth
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@pearl tangle They have their own Wave SDK Plugin for UE4. Not sure when it'll get merged to UE4 either, it's poop like I said, so many things that make no sense in their SDk. I don't get why they don't follow Oculus's lead

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Oculus SDK is so much smoother/user friendly (even mobile side)

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But yeah, it's their Mobile stuff

pearl tangle
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not sure why they didn't just stick with the daydream 1 that it was originally setup with either. Guess that's all blocked in china too

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anybody been doing anything with magic leap yet? Seems like the sdk for that is quite good

granite jacinth
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Aye, I am sure the China thing is one of the reasons

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I haven't done anything with ML yet...if they would give devs kits for at least 50% off, I'd consider

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Truthfully, 100% off should be for most devs 😃 Gotta support the people who keep the show running for them. But uh, I know...I am asking too much in this day and age.

pearl tangle
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yeah might be a bit pricy for giving away to indies. I think I will probably go for hololens 2 instead though. Glad that Tim managed to sort things out with the microsoft guys to properly support it this time around

granite jacinth
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heh

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Well, Maybe ML2.0 will be a lot cheaper

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As for Hololens 2. .. well that's $3500 lol

pearl tangle
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seems doubtful at this stage. I think they need to get the quality level up a lot higher first and then focus on getting the price down. It's enterprise that is going to be driving this stuff massively, so you let them buy up the stuff while it's average quality and expensive while figuring out how to lower the price in 5 years time when it can be mass consumer ready

granite jacinth
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The thing is, some of this stuff wouldn't be bad to just get it and expense it as business expense right...but it would basically sit on the shelf doing nothing, even if I (or mostly anyone) did dev for either and released something...you wouldn't make back the cost of buying the damn thing in the first place

pearl tangle
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exactly why I bought 2 hololens the second I could get them. and they were the only 1's in Singapore for about 12 months before anybody else managed to get 1.

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I used it for a lot of initial talks with clients to show off stuff and get them excited, and then get them to spend 6 figure sums on VR stuff instead

granite jacinth
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Haha, yeah. Strangely enough, still lots of money in VR

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And the hardware is cheap, and it's easy to recoup

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Unless you are getting some crazy huge contracts with some military with AR...

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It's really not worth it

pearl tangle
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ah hololens was just not useful for any marketing stuff. Too fiddly for people to put on, too expensive and easy to break etc

granite jacinth
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(well, I am sure there are other industries, such as medical that could have uses)

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Aye, that's something you're going to always have to worry about with these $3k toys

pearl tangle
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yeah the medical stuff is huge on it. My girlfriend is a surgical nurse that only does robotic surgery. So she actually controls and programs the robot to cut people and insert implants. AR for that sort of stuff is massively helpful

granite jacinth
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I don't have numbers, but I doubt Apple's XR phone is really pushing it on mobile AR either

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The only time I ever hear anyone talking about AR is on linkedin

pearl tangle
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Spark AR is actually going very well for facebook. People love all these effects with their face in it. I have done a few different projects in the last 6 months with that, especially since people don't need to download an app it's great for the stuff in the museums and event things

granite jacinth
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Hm, maybe it's just me. But I don't consider that AR

pearl tangle
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it uses arCore and arkit for it's other ar stuff as well, so you can place shit in the world and whatnot and the image tracking is much better than either of them actually, although it can only do 1 image at a time

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it's also what brands and others want too since it's easily shareable content. Anything that has their face in it people love it

quiet swan
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I keep reading we must turn off shadows in VR to save performance

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Is everyone turning them off?

mighty carbon
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@granite jacinth stat SceneRendering - "Shows general rendering statistics. This is a good starting point to find general areas of slow performance in the rendering process.". Not sure what 's there showing CPU usage.

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interestingly enough, where I set CPU/GPU levels to 0 or to 4, changes nothing

wicked oak
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for ref with motorsep issues

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he had the software culling system badly configured

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and that was nuking his CPU perf

mighty carbon
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I wonder if I just need to disable software culling and go with ES3.1 as it supports hardware culling

wicked oak
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no

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for now, disable software culling

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but if you want to use it, make sure to setup it properly

mighty carbon
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lol, disabled software culling, switched to ES3.1 - stable 60 fps

mighty carbon
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@pearl tangle do you know of any mobile VR HMD with passthrough stereo that can work as decent AR HMD with full UE4 support (BP too, not just C++) ?

arctic path
arctic path
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Like which node to use for when an image is detected or how to tell if an image is detected.

pearl tangle
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@mighty carbon lenovo mirage solo with their extra add on is the best bet, but you need the dev kit for that which they haven't been handing out too many places

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@arctic path download the example files from google on github, they have the image tracking example in there. Works fine

arctic path
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Zoltan - are you referring to the 'AugmentedImages' project example? I opened that and there was an error in the level blueprint that was trying to refer to a 'Get Estimated Size' function that didn't exist. I removed it but cannot seem to get it to output that it's tracking the image.

pearl tangle
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what version are you running @arctic path ?

arctic path
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ARCore SDK v1.7.0

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Unreal 4.21

pearl tangle
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1.7 doesn't run on 4.21 thats why

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you need to use the google branch if you want 1.7

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but you shouldn't need it if you just want the image tracking, roll back to 1.6 and use that example 1 then it should work

arctic path
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Ah, thanks a ton! I'll try that now.

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1.6.0 has the same 'Get Size Estimate' function error, deleting that and trying a build anyways.

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Damn, no luck with 1.6.0 either.

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Can't get past the 'Fit the image you're scanning' overlay.

pearl tangle
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you printed out the image that it's actually trying to track?

arctic path
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I am trying to track it from a monitor. I realize that the strobe effect and pixels can lower tracking resolution but it shouldn't completely prevent it. I've been able to successfully do this with Unreal4AR and Vuforia. I will print out tomorrow and try that though.

pearl tangle
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yeah it normally works alright on there. image tracking quality is not brilliant with arCore unfortunately but its workable

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the get size estimate thing must be 1 of the custom 1s they have in their version of the engine, if you just run their version with 1.6 or 1.7 it should work fine. But image tracking is in the version thats on 4.21 for arcore and arkit

odd garnet
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Hey all, my headset stopped working this morning and all I'm getting is 208 and 108 errors

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Can I have some help before i go crazy :))

bitter perch
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Hi here! I just updated my project to 4.22 and noticed that my Vive controllers are not tracked / responsive anymore in game. Does somebody have a similar problem? I didn't find any fix.

arctic path
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@pearl tangle I'll try a printed image and then the google engine if need be. Thanks for your help!

bitter perch
pearl tangle
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@odd garnet sounds like you are using a vive? Check the cables on the headset itself and the computer. Pull it all out and plug it all back in again and restart the computer can often solve that

odd garnet
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Think I did that

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it shows the VR button on steam

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it shows all my USB is connected

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I just updated my graphics card drivers hoping this will help?

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Hmmm.... nope

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Headset Light Still Red

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Any other ideas @pearl tangle ?

pearl tangle
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power cable maybe?

odd garnet
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? like its partially in or something?

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Well the headset red light is coming on.

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I've tried bypassing my link box btw.

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didn't help

pearl tangle
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ah yeah thats usually a good 1. Try getting off the beta maybe?

odd garnet
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It does show that the headset is connected when I restart

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Yeppp tried that

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shows nothing in my devices?

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[Port5]: USB Input Device (VID:0BB4 PID:2C87), HTC, HTC Vive, 205C34504E4D

pearl tangle
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tried different USB ports and everything too i assume?

odd garnet
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Yep tried all different USB portys

pearl tangle
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and updating drivers as well

odd garnet
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I don't have a 2.0 USB otherwise I'd try that too

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yep drivers up to date as well

pearl tangle
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downgrading drivers?

odd garnet
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haha that was the version I was on yes xD

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416 to 419

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Sat Apr 06 2019 21:50:30.465 - [System] Runtime: 1553729449 250820  STEAMVR
Sat Apr 06 2019 21:50:31.008 - VR_Init failed with HMD detected over USB, but Monitor not found (208)
Sat Apr 06 2019 21:50:31.010 - [Steam] Attempt to connect to Steam
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It's def detecting it over USB here, but monitor not found?

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I guess lemme try a different HDMI?

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maybe somehow mine exploded on itself last night??

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Sat Apr 06 2019 21:56:41.113 - [System] Runtime: 1553729449 250820  STEAMVR
Sat Apr 06 2019 21:56:41.645 - VR_Init failed with HMD detected over USB, but Monitor not found (208)
Sat Apr 06 2019 21:56:41.647 - [Steam] Attempt to connect to Steam
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nope same thing

pearl tangle
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very odd

odd garnet
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Riiight?

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I consider myself pretty good at the VR stuff, and I'm still stuck

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maybe my HDMI in my 3 in 1 cable died?

pearl tangle
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or the screen itself i suppose is another possibility

odd garnet
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wow.... ok

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my 3 in 1 cable failed

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from the link box to my HMD

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the HDMI didn't work

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GOD DAMMIIIIIT

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and now I have to order a new one

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when in REALITY i just want the index

pearl tangle
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hah so plugging another hdmi directly in fixed it?

odd garnet
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yeah

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Thanks @pearl tangle , for helping me not break down/go crazy

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Honestly I just needed the HMD to connect so I could record some gestures with knuckles 😛

pearl tangle
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hah, you would think it should still work without the hdmi anyway

odd garnet
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The controllers can't connect to the HMD without it being fully initialized

pearl tangle
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i believe there is a trick to getting that to work actually. 1 of my mates made a spraypainting wall with vive trackers and 3D printed spray cans, and managed to get it to run without having a headset plugged in now

odd garnet
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yeah maybe yeah?

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I'm sure it's doable

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especially since people can use trackers for mocap

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they dont really need the HMD

pearl tangle
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yeah i know previously we always had to have it in and that was really annoying since it's just unecessary processing wasted rendering it on there

mighty carbon
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@pearl tangle back to my AR question.. We got flatbed CNC cutter at work, so I'd like to make it where whoever it going to operate it would be able to put on Lenovo Mirage Solo and see context help / instructions based on what tools they are using (probably using image stickers or maybe even console screen as input image). Would such thing be possible to achieve using UE4 and BP ?

pearl tangle
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nah not easily. They have opened up that part of daydream world sense with it but they haven't opened up the ARcore component of it for the image tracking part. Although you could use the other image tracking AR plugin to get that working perhaps. Although just using a phone for now would be your easiest bet

mighty carbon
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not quite - they need both hands to operate the machine

pearl tangle
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ah well you definitely dont want somebody to be wearing a dodgy vr passthrough AR headset while operating a CNC machine then.

rich canopy
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@pearl tangle that's me using vive tracker without headset. But it's got nothing to do with unity

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Open <Steam Directory>/steamapps/common/SteamVR/drivers/null/resources/settings/default.vrsettings
change "enable" to true
Save this default.vrsettings file and close
Open <Steam Directory>/steamapps/common/SteamVR/resources/settings/default.vrsettings
Search for the “requireHmd” key under “steamvr”, set the value of this key to “false”.
Search for the “forcedDriver” key under “steamvr”, set the value of this key to “null”.
Search for the “activateMultipleDrivers” key under “steamvr”, set the value of this key to “true”.
Turn on SteamVR and app to test out

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@odd garnet You don't have to buy a new 3-in-one, just buy a HDMI cable and swop that part 😃 Make sure the cable head fits in the slot though.

odd garnet
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Yeah I know, but jesus I dont wanna have a seperate HMDI cable...

pearl tangle
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time to go wireless?

odd garnet
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Time to fucking buy an index..........

pearl tangle
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my vive is still sitting with a tpcast on it in a bag somewhere. Installed the TP cast 18 months ago, used it once, haven't touched the things since... Moved twice and just haven't bothered to setup the lighthouses again, i just use the odyssey whenever i have to do anything in VR these days. Shame the new rift didn't go for a similar design as the knuckles controllers since they seem like a big step up

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still just such a hassle with lighthouse for regular consumers so will be interesting to see what valve is up to on their end with their cameras on the headset as well

pearl tangle
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anybody managed to figure out a decent way of capturing screen on mobile, video or photo?

pearl tangle
odd garnet
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Well it got hella delayed but I got tonights update in Clapping

odd garnet
quiet swan
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is there any way to make using glass VR use less shaders?

odd garnet
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not really @quiet swan transparency is a perf killer

quiet swan
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oh ok so no windows

pearl tangle
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you can do windows fine, additive material instead of transparent

quiet swan
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or maybe just limit them

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?

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additive material?

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so just change it?

pearl tangle
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cant remember off the top of my head but as an additive masked material you can get translucency at a much better performance cost

quiet swan
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I changed it from translucent to addative and it looks the same to me in the shaders

mighty carbon
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@pearl tangle well, they can always pick up HMD and proceed, after being reminded in AR of what to do. Takes less time and effort to do so, rather than put away a tablet (and usually AR capable tabs are not cheap and fragile).

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Hopefully Quest will do passthrough AR better than Lenovo

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This way I wouldn't have to get yet another HMD

quiet swan
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would change the lights in real time be to demanding for VR?

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I am trying to make it so the map has red lights and a button push will make them white, but I also have some emmsissive color there and I would like to change it before I spend hours and days I dont want to find out later it is a performance killer

orchid atlas
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Hello guys, is anyone familiar with 3D CAVES? For a multi screen projection ? Im desperate in need for someone to help me with my graduation project

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something like that

bitter perch
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@quiet swan If you just set a parameter collection in the material, it should be fine.

quiet swan
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yeah so it wont take to much power?

bitter perch
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You just change one variable shared by a few materials (or even just one) so no

quiet swan
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ok let me look into this

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thanks, also what are VR people doing with shadows is everyone turning them off because they cost to much?

bitter perch
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It depends of the GPU load you have. It am quite low poly and can afford some dynamic shadows

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If you have a static environment, baking lighting is the way

quiet swan
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I want to record a video og my game play this week, im so excited, what can I use to record the video and sound?

bitter perch
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Nvidia Shadowplay is pretty cool

pearl tangle
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@mighty carbon More so my concern would be with using dangerous equipment and not having good vision in the real world, seems quite easy for a significant mistake to happen there so a proper AR headset would definitely be a better option

mighty carbon
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proper AR headset doesn't exist 😃

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but what I am saying is that they can have headset on, then lift it to get back to real world to operate the machine

pearl tangle
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hololens, magic leap, custom leap motion headset?

mighty carbon
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operating machine is literally setting up tools, running program and stepping away from it

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too expensive, my boss will never go for those 😛

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plus, UE4 support isn't great for them compare to ARCore afaik

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(especially Blueprints)

pearl tangle
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leap motion works fine in blueprints. And all you want is image tracking so pretty easy to do with that part of the AR

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im sure it's possible to do 1 with a headset, but you haven't got access to ARcore through any vr headset at the moment and likely wont

mighty carbon
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Leap motion that is hand tracking bar.. I am not aware of AR HMD from Leapmotion that is readily available

pearl tangle
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they dont, they open sourced plans so you can build 1

mighty carbon
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meh

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I thought MIrage Solo had ARCore support already

pearl tangle
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nope

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it has a passthrough camera module for it with 6dof controllers, doesn't use ARcore

mighty carbon
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I see 😦

pearl tangle
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yep everything requires some work when you want to try and do something totally custom. But if the people are also just going to be looking at it in AR, taking the headset off and then going to work, it's pretty much exactly the same as just using a phone right?

lusty lark
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Hello! Has anybody managed to load .arobject to use for object detection in ARKit?

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I cannot even import it because UE4 says that its unsupported.

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There is like zero information on this. 😦

pearl tangle
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@lusty lark You can't open an arobject file. It's a reference information piece for multiplayer stuff from memory

lusty lark
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@pearl tangle Could you elaborate more information on what the workflow on reusing the scanned 3D object for object detection is?

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Now I am using the app that comes with Arkit on Iphone for the scanning part, where I can export the .arobject and then use it in Unity.

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But in UE4 I dont know how to reference the .arobject so that I can put in the Candidate Object field inside the ARconfig class.

pearl tangle
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wwhat are you using them for/ what are you doing with and how are you creating them for unity? I thought the arobject was just the location information, maybe it's changed?

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or has unity just created something that they call a .arobject ?

lusty lark
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Arobject is an Apple Arkit file type that has point-cloud information of the scanned object, so that can be used to detect the object.

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So basically when you scan the object that will be used for the detection with the ArkitScanner app, so the app is saving a point-cloud of the scanned object. Then exporting this point-cloud information in .arobject file type, that can be downloaded and used as a reference to detect the object.

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Its exactly like image detection, but instead using the same picture as reference, you are using .arobject for reference.

pearl tangle
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seems there is the session type you can set for object scanning, must be something going on there since it's in the session settings

lusty lark
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What do you mean?

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Ahh, sorry I misunderstood you, yes this is if you want to make your own scanning app.

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Or just to have the scanning ability inside the app.

pearl tangle
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no im saying there is a mode you can set in the arsession for it

lusty lark
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Yes you are right, I dont know, it seems the implementation is quite half-assed tbh. It seems that image tracking doesnt work too.

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Since 4.21 a lot stuff with AR doesnt work as it should.

pearl tangle
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image tracking should work alright, it was previously

lusty lark
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Yes, in 4.20. It doesnt work on 4.21/4.22

pearl tangle
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submitted any bug reports about it?

lusty lark
#

Yes, two reports.

#

I got no answer regarding this bug.

pearl tangle
#

stick to 4.20 or dig into the code behind the current object scanner part then i guess is the best option for now

lusty lark
#

Yep, for now I will be using Unity since a lot stuff are not working well with AR. Thank you for the help!

sturdy coral
#

Anyone with a 900 series card here?

#

Trying to get more reproduction on a bug for Epic

distant nest
#

Anyone using ARCore that has done any pawn switching?

hallow knoll
#

@sturdy coral Yeah I have a 980ti at home

sturdy coral
#

@hallow knoll what I'm seeing is a hang when running in VR with dx12, can use stock vr template in the motion controller map and hit vr preview and it happens

hallow knoll
#

4.22?

sturdy coral
#

yeah

#

happens in my game as well, but also in stock 4.22

#

so far for everyone on a 900 series but not someone on a 1080 using creator-ready driver

hallow knoll
#

Right when you hit VR Preview or sometimes during runtime? Rift/Vive or doesn't matter?

sturdy coral
#

it has to be through steamvr

#

or at least that's all I've reproduced it on

#

I think it may send a frame or two

#

it happened with a vive, pimax, and a wmr headset, all through steamvr

#

I've submitted but it got filed into some catchall intermittant bug thing, but I think it may be consistent for everyone on 900 series

hallow knoll
#

I have a rift on the 980, but I was going to work with the vive in that room anyway so I might just switch it up. I haven't tried turning off OVR and using SteamVR in the editor (with rift), but I can try that first.

#

I'll set a reminder, not sure if I have time tonight since it's a bit of setup

sturdy coral
#

cool, thanks!

#

vulkan and dx11 are working ok

#

just seems to happen with dx12

hallow knoll
#

Do you want me to run a profiler or will the default output log do? Not sure what I'll be looking for

#

Just the hang yes/no?

sturdy coral
#

@hallow knoll yeah just the hang

#

if you attach a debugger to the hung process it should be in the dx11bridge in steamvr

#

on one run I had a crash, but all others hung

quiet swan
#

what world to meters ratio is the best to use in VR the default 100??

fair hearth
#

Yes, default is the correct scale.

sturdy coral
#

@quiet swan one world unit = 1 cm, so 100 "world to meters" is right for 1-to-1 scale

cold siren
#

Any one know why my oculus mic won't work in a packeged build but works when I VR preview in editor?

sturdy coral
#

@cold siren for VOIPTalker?

cold siren
#

Nope, im using the speech recognition plugin

sturdy coral
#

ah, not sure, but voiptalker is broken for me in 4.22 when using spatialized audio plugins like steam/oculus

#

works with stock spatialization

cold siren
#

I'm on 4.21

#

Is there anyway to check of the packaged build is even taking any input from the mic?

sturdy coral
#

@cold siren you can attach vs debugger to running process and stick a breakpoint in VoiceCaptureWindows

#

or in your case maybe into that recognition plugin

cold siren
#

Just the words a blueprint only project doesn't want to hear 😂

odd garnet
#

GoPro on a sword

#

always fun

spark stratus
#

my goal is i want to control it on the AR Plane.

zinc violet
pearl tangle
#

@spark stratus Because you have no object for the character to stand on

#

visualizing the floor doesn't actually place a collidable object there. You want to spawn a cube where the floor should be or something for the character to stand on and then it can move on that. You can apply the camera view as a texture to it so that it blends in

neon egret
#

@zinc violet Ah cool, the time Amanda was still at NVidia.

zinc violet
#

yeah, saw a familiar name 😄

#

didn't know she worked at nvidia before

neon egret
#

Yeah, I thiiink she was community manager back over there too?
Something along the line. I met her with some others of our community here at Hamburg.
We did an NVidia Gamejam to create mods fo VR Funhouse.

pearl tangle
#

was that the 1 that was on a boat?

mighty carbon
#

looking a way better than that rogue footage from the promo video I posted the other day

grizzled rose
#

hi guys, need to pick your brains, anyone have any clue how I would simulate a hose pipe (like one you'd get on a fire engine) in VR? would I be best rigging the hose and trying to simulate phyics with that or should I use the cable actor which seems very buggy to me? I also need to somehow simutate the unreeling of the hose. Also I tried looking for cable pyshics in vr tutorials and could not find any if any one has any resources they could send my way that would be great

quaint frost
#

Has anyone here got two 1080ti working in sli for a UE4 VR project?

#

Just done a search... not looking good with sli in UE4... hmmm

magic mango
#

Oh nooooo. My one and only GDC talk haha.

#

I was an artist on the content team.

mighty carbon
median wedge
#

When do you guys use the terminology of grab vs grip?

pearl tangle
#

@quaint frost nvidia has/had a separate fork of UE4 for SLI and their VRworks stuff, not sure if thats still updated or not but thats what you would want

quiet swan
#

ook im trying to save all the MS I can and someone said my instructions for my textures were to high in the 800 range, they told me make a 3rd person project amd I check the same material and its only around 100 instructions why is the material more in VR, should it be the same material? https://ibb.co/mzdtWsk

imgbb.com

Image Capture hosted in imgbb.com

#

and since it is more instructions on the shaders could this cripple perofrmance"?

pearl tangle
#

whats the material domain etc on the 2nd 1?

quiet swan
#

what do you mean

pearl tangle
quiet swan
#

they are the same

#

is something wrong with my VR project? corruption?\

#

its possible this is sucking my milliseconds away

#

I heard one of the unreal guys say high instruction counts are expensive so I started looking and thats what I found\

pearl tangle
#

it shouldn't have anything to do with being VR or not VR, that doesn't change anything with the material itself since there is no "VR mode" so to speak. It must be in your actual project settings itself. Did you set it up for low quality and mobile?

quiet swan
#

I think its because of forward renderin

#

looks like I re diiscovered a bug
that was never fixedhttps://answers.unrealengine.com/questions/573537/incorrect-material-instructions-count.html

#

arent we suppose to use forward rendering in vr?

#

why use forward rendering when its obviously more taxing

pearl tangle
#

every method of doing something has pro's and cons

quiet swan
#

what are you using forward or defered

pearl tangle
#

im not using either, haven't done any VR projects in ages

#

for some projects i got massive improvements with forward renderer, others got reduced performance. But also just because the material becomes more complex, doesn't mean you will have reduced performance overall. Maybe try testing out some scenes first and compare the differences with the renderers to see what actually happens with performance

rich canopy
#

Anyone is able to prevent the game from pausing when the oculus headset is remove? I'm doing a multiplayer game where one player host. The game lags bad if the oculus headset is not worn, and I am thinking the reason is that the game is paused by default.

grizzled rose
#

hi guys, need to pick your brains, anyone have any clue how I would simulate a hose pipe (like one you'd get on a fire engine) in VR? would I be best rigging the hose and trying to simulate phyics with that or should I use the cable actor which seems very buggy to me? I also need to somehow simutate the unreeling of the hose. Also I tried looking for cable pyshics in vr tutorials and could not find any if any one has any resources they could send my way that would be great
p.s I know I'm asking again but I've left this a day with no answer and could really do with some help, thanks

frigid kite
#

Hmm that's a tough one 🤔

#

The default cable component would not be well suited here, since it doesn't have constant length

grizzled rose
#

Yeah and its too difficult to handle to be honest, at the moment I've rigged a 10 meter hose with about 40 joints and imported that and generated constraints for every bone . I've duplicated the basic pickup blueprint in the vr template and added to pick it up on the first bone and simulate all bodies below which is kinda working

#

one problem I'm having is setting the end of the hose to be static like it was attached to something and in general trying to tweak the physics as its very jumpy at the moment

pearl tangle
#

there is a decent rope and soft body physics plugin on the marketplace that might give you a better bet potentially

grizzled rose
#

this the one?

pearl tangle
#

yeah thats the 1 i ws thinking of

#

i remember playing around with a demo 1 where you had a little puppet setup in VR and it performed great for the strings

grizzled rose
#

okay, cheers i'll take a look at it 👌

pearl tangle
#

dunno if he still has the source code up there for that project but I probably have it lying around on a hdd somewhere if its down

grizzled rose
pearl tangle
#

yeah cant guarantee its going to solve all your problems but seems like it's probably the best option. might be on sale still at the moment too

crude verge
#

Hello short question,
is it possible to use more than two motion controllers at the same time?

sturdy canyon
#

Yeah

#

You can use trackers

crude verge
#

thanks

short ember
#

hi any advise for a vr googles for archviz on uneral odyssey ?

fair hearth
#

@short ember check out the new hp reverb

orchid elk
#

There are "interactive projectors" (such as Epson BrightLink 536Wi) out there, will the interaction trigger mouse events / what interaction events will fire? Will perhaps use it to create a museum application

pearl tangle
#

it likely acts as a touch screen

split steeple
#

Heya folks!

The Unreal Engine SteamVR Input Plugin now in public alpha that Ive been working on with Valve and some input from Epic.

Supports Knuckles & other controllers in UE4.15 to UE4.22!

Full source code here under BSD-3 license
https://github.com/ValveSoftware/steamvr_unreal_plugin

And a nice video from Keith (Unity plugin dev)
https://twitter.com/zite00/status/1116385601618448384

We've released the first alpha for the SteamVR Input Unreal Plugin! Skeletal Input, Per controller key binding, one button mapping between Unreal Input actions and SteamVR Input Actions! https://t.co/lVnBcUuAN5 https://t.co/EEl7mTuvUo

▶ Play video
merry temple
#

I'm using the handheld AR template and I've got a sphere in my scene with a chrome material. I'm using the ARSkylight to try to reflect the environment. The sphere shows up as black except for the edges which actually do reflect the environment correctly. Any idea how to fix this?

#

I've added a couple of directional lights to my scene and they are casting light, but the chrome material still appears black except for around the edges. I tried creating my own chrome material in unreal and also just texturing a sphere in Substance using the Aluminium Pure material.

hallow knoll
#

@merry temple I haven't played around with reflections in AR yet, but I think you'd need a ReflectionCapture in the scene, perhaps you're missing that?

merry temple
#

However, you no longer have to create an ARSkyLight blueprint, since the 4.21 includes an ARSkyLight.

#

The edges of my sphere actually do realtime reflections of the environment, but for some reason the rest of the sphere is black.

#

I'm actually teaching an AR college class using Unreal Engine and ARKit. Is there a direct channel to Unreal support or Joe Graf that might be open to me as a teacher?

#

If Epic has a working sample scene of that Joe Graf tutorial I linked to for 4.21, I'd be very interested in downloading it.

wary walrus
#

Hey y'all! I just upgraded to using #nDisplay in 4.22 and I'm experiencing an unusual issue where the nDisplay Launcher isn't starting any listeners; the Start/Stop Listeners buttons are gone and I assume is now integrated into Run. If I manually start the listeners, everything runs fine. Has anyone experienced this? More info here:
https://forums.unrealengine.com/development-discussion/vr-ar-development/1606745-ue-4-22-ndisplay-launcher-does-not-start-ndisplaylistener-s

flat shoal
#

@split steeple why would I want to use that plugin over the native Unreal Engine support? (I really did not like to use Valve's SteamVR plugin in Unity, mainly because it was rather complex and very seldom updated, and it was so liberating to find out that everything was just native in Unreal.)

sturdy coral
#

@flat shoal native support doesn't support hand animations or haptics (with new input system)

flat shoal
#

@sturdy coral but surely Epic is on that?

sturdy coral
#

@flat shoal epic store vs steam, all out war 😛

flat shoal
#

or are they too snug with Facebook in order to support Valve?

#

right... damn

sturdy coral
#

not sure that is the actual reason or not, they have improved steam online support in 4.22

flat shoal
#

I think if enough corporations who use Datasmith request it, they might listen

#

(because screw normal customers, right, they're only a number)

pearl tangle
#

datasmith is just part of unreal studio @flat shoal . And the subscription fee is (currently still free) fairly minimal

#

the knuckles controllers aren't released yet so wouldn't really expect epic to be supporting them at the moment with a native plug in

flat shoal
#

I don't understand your point about Datasmith, but I get the point about the controllers. They might not even be named knuckles because I've seen people refer to them as the Index controllers now too.

#

But then again, I just expect a few new parameters for finger positions under the motion controller class anyway

#

(or that enum thing it uses)

pearl tangle
#

fair bit more complexity on the knuckles controller if you want to do stuff with the finger tracking and everything like what @split steeple has built into there.

#

my point on datasmith was that "datasmith" is not a paid product. It's something that comes along with an Unreal Studio subscription, which gives things outside of just datasmith. And it will be a paid product, but it's still free. And also the cost that it's likely to be is 1/10th of what a regular enterprise partner costs. Granted most people using unreal studio though likely already are tied in with enterprise support anyway though

flat shoal
#

right, and that's why I said that those corporations with enterprise support are the only ones who can pressure Epic into natively supporting knuckles/index

#

indie developers sure as hell doesn't have a voice with Epic

pearl tangle
#

so enterprise support will get you access to UDN for support, but Epic Games wont build stuff for you with that unfortunately.

flat shoal
#

I've only been in contact with the Datasmith team and they seem to actually listen and do build stuff

pearl tangle
#

i think plenty of indie devs on here are able to help out on pieces, and there are always a lot of commits from the community that end up in each release. Expecting Epic to just build stuff that 0.1% of their customer base needs today is quite unlikely though.

flat shoal
#

but anyway, what more is there to knuckles than adding a new float value for each finger to the motion controller enum thingy?

pearl tangle
#

dunno. likely quite a bit if you want all it's capabilities, otherwise runeberg wouldn't have gone to all the effort to build something for it i presume

sturdy coral
#

@flat shoal it isn't just curl values for fingers, it is a whole skeletal transform, has things like pose gripping the controller vs abstract pose as if the controller weren't there (so hand can make complete fist etc.)

#

The plugin also optionally converts that between the valve skeleton and the epic mannequin hand skeleton

#

The API will also support hand poses from devices like leap motion

#

Though I don't think there is a driver for that

#

And it will be fitted to any new controller without you having to author different animations for each one

flat shoal
#

@sturdy coral ok, the hand animation thing is extra and I wouldn't expect Epic to add that. Good to know

#

thank you for the information!

sturdy coral
#

Np, I haven't integrated it into my project yet but will start pretty soon, it is still early alpha for it but I'm glad they released early instead of waiting until it was farther along so we can give feedback

tired tree
#

@flat shoal the ue4 version has been stagnant with no changes since it was introduced, I even have a few pull requests for it that haven't even been reviewed

#

no real idea when they will get around to working on that eventually, though I do agree that they need to finish it up.

mighty carbon
#

"UE4 and RHIThread" part sounds like 4.22 is a no-go for mobile VR

hallow knoll
#

@merry temple I unfortunately don't know Joe, but his blog seems active, have you reached out to him there? We don't offer direct support outside of UDN, but you can post questions here, on the forums and answerhub. Have you seen the educational section of our homepage? We offer content for educators and students alike: https://www.unrealengine.com/en-US/education

tired tree
#

@mighty carbon ??? they left an option to bypass that

#

r.rhicmdbypass

#

requires: r.rhithread.enable

#

as well

#

to be disabled

mighty carbon
#

ah, ok.. thanks

mighty carbon
#

vote, por favor

sturdy canyon
#

ohhh is that a UE4 issue?

#

It's been bothering me

#

(voted)

abstract forum
#

Looks like there is going to be a grand unveiling soon 👀

odd garnet
abstract forum
#

LMAO

pearl tangle
#

hey with Facebook and whatsapp down at the moment in a lot of places is Oculus also not operational? I haven't put the Oculus store on this machine

golden snow
#

I was just on my go an hour ago and it was fine

pearl tangle
#

@golden snow Where are you based? Seems like facebook all down in europe and asia at the moment

golden snow
#

US East, but Facebook is down for me too

#

(If it helps at all)

pearl tangle
#

ah cool well guess the Go should be able to. I wasn't sure if the rift needed online connection since it wants to run through the store for everything

golden snow
#

@pearl tangle now home is down on Go

#

So, presumably the others are too

mighty carbon
#

getting ready for Quest / Rift S release probably

rich canopy
#

What do you guys do to prevent players from clipping through walls? Not just with thumbstick movement but also physically trying to walk through the wall.

#

I know some people black out the screen which is easiest to do, others prevent it by keeping the wall in your face as if you are pushing the world forward (which I'm thinking of how to implement, if anyone has any idea)

sturdy canyon
#

Check how the character movement component works. It's only like 15,000 lines, and it does a good job of keeping players from falling through floors and walking through walls

#

Actually, maybe you could just have the head camera mirror a player that is using flying locomotion with a height=radius capsule

#

So when the camera moves 12cm, you give the command to an invisible character to move those 12cm, and then teleport the player to a position that places the camera where your invisible character ended up

rich canopy
#

Oh I just tried VR expansion plugin and it seems like it works the way I wanted 😃

shell karma
#

anyone here managed to get anything deplyoed to Quest ?

#

struggling to launch basic vr template

#

I went through pretty much the same setup as with Go

lusty barn
#

Tomasz Figas sorry. i don't do VR dev, so i can't really be a help.

jaunty shell
#

why are you even answering something in the VR channel then...

digital musk
ruby turret
#

Hey guys!
I'm currently trying to work with cable components in sVR. I have a problem though.
Everytime I attach a cable to a motion controller, the cable kinda 'lags' behind. So for example if the cable is attached to the motion controller and the other end is attached to a mesh for example, the attach end doesn't stay where it should. It doesn't update often enough. Is there a way to fix this?

tired tree
#

that is late updates

#

and its not really solvable for physics simulating objects

#

you can turn off the late updates on the motion controller when it has a cable attached

#

@ruby turret

ruby turret
#

I already do. It is certainly better that way, but doesn't really fix it :/

tired tree
#

how are you attaching it?

ruby turret
#

I only tried it with attaching the component directly to the motion controller component

#

Maybe PhysicsHandles work better?

tired tree
#

@ruby turret set a tick preres to the motion controller to ensure that it ticks after the controller

ruby turret
#

how do I do that?

ruby turret
#

Thanks! I'll try that.

opaque adder
#

SteamVR splash.cpp crashes when I open a built VR project

#

Is there a fix?

mighty carbon
#

lol, Oculus said they have no ETA for integrating Oculus SDKs into 4.22

wicked oak
#

@mighty carbon be fair to them, 4.22 is a massive rewrite

mighty carbon
#

hmm

#

I'd love to use 4.22 though, simply because it has a lot of goodies that are relevant to workflow improvements (I'd use old rendering pipeline for mobile VR)

wicked oak
#

mobile vr should be getting a neat boost on 4.22

mighty carbon
#

it won't @wicked oak

#

read "UE4 and RHIThread" part of the post

wicked oak
#

man, my 90 fps on PS4 pro base build just fails

#

im doing the final touches of the patch, and the 90 fps just somehow drops frames every now and then, and that drop cascades and the hitch causes the TRC fail to pop 😦

#

feels bad man

#

its 99% there but not quite

#

the 120 fps implementation works fine on ps4pro 😦

#

the worst thing is that this is mostly caused by vsync going wild 😦 fuck

odd garnet
#

not unreal but still fun

storm tendon
#

How do I setup a mesh so that I activate an effect when I click on it with the motion controller?

daring mural
#

Who here has or is launching for the Oculus store?

mighty carbon
#

@daring mural Rift or Go ?

daring mural
#

@mighty carbon Rift

mighty carbon
#

hmm.. no , I haven't done Rift unfortunately

real needle
#

Can anyone point me to a VRTK like asset for Unreal?

#

For movement and interactables?

#

Even a paid one will do

pearl tangle
#

you mean like the vr expansion plugin?

real needle
#

In Unity VRTK can handle movement like Teleport, Smooth Locomotion, Dash teleport etc.
Also it can have pickable objects and different types of interactables

#

It also handles things like levers, doors etc etc

sturdy coral
#

@real needle vr expansion handles all that + networked

#

maybe not dash teleport but that is easy to modify in

pearl tangle
#

thats also pretty much in the default unreal template as well

#

and the extra details that aren't are in mordens plugin

storm tendon
#

Is there a way to make a clicked widget trigger a mesh animation?

#

I want to spin a puzzle tile whenever I click its widget with the motion controller

pearl tangle
#

yeah, you can just play the animation on it, or play the sequencer, or whatever else it is that you are animating. Just casting to it is the easiest way

storm tendon
#

This is why I hate programming in general

cosmic shoal
#

just by the error message it's telling you to connect something to "object"

storm tendon
#

@cosmic shoal I tried it, I get a list of all the possible components of the blueprint I want to cast to, but the object also comes with a Target [self] node entry

#

And I don't know what's the correct node to link

shell karma
#

that's rather fundamental and I'd advise to read through docs and look into few yt tutorials

storm tendon
#

@shell karma Thanks, I'll take a look

mighty carbon
wicked oak
#

yup

#

fuck that

mighty carbon
#

why?

#

I thought it would be cool to have PSVR v1 working with PS5 - larger pool of customers

fleet plume
mighty carbon
#

heh, leaks

sturdy coral
#

@wicked oak boo on no psvr 2 announced?

wicked oak
#

they say they will show stuff later

sturdy coral
#

what did you think of the rest (I guess no actual specs yet, by 7nm amd looks good)

#

It will be interesting to see how AMD's ray tracing stacks up

wicked oak
#

raytracing is the one i didnt expect

#

i was assuming raytracing to be a 50/50 chance

#

and SSD to be 90%

#

the CPU and GPU were 100% confirmed

sturdy coral
#

I expected AMD to have it soon but not necessarily on consoles

wicked oak
#

but on SSD, definitely not at that level

#

i guess they are doing some serious trickery with the SSDs

sturdy coral
#

because lots of patents on it were from around 2000, I think nvidia just kinda implemented it out of expired patents

#

but I think their patents were from around 2000 or so

wicked oak
#

there is also some guys making raytracing accelerator cards

#

they even showed a demo with RTX reflections in unreal 4 LONG ago

#

like few years ago

#

and some very fancy stuff

sturdy coral
#

yeah that might have been img tech

wicked oak
#

it was a dedicated raytracing unit. No hybrid here, just raw ray crunch power

sturdy coral
#

looks like they showed an unreal demo:

wicked oak
#

thats exactly the one i was talking about

sturdy coral
#

I think that was born out of them acquiring that caustic graphics company

#

everyone should be able to clone most of the core tech now, newer denoising techniques especially with AI stuff are probably what the next patent fights will be about

fleet plume
#

the SSD parts sounds a bit weird

#

NVME SSD's almost saturate 4 PCIE lanes when reading

#

so either they create a striped RAID and it's basically two NVME SSD's or they use something like Optane which would be way too expensive; or PCIE4 or 8 PCIE lanes / SSD

#

in reply to this quote from the article but Cerny claims that it has a raw bandwidth higher than any SSD available for PCs

wicked oak
#

SSDs need to go through a single interface

#

if you put the SSD modules directly in the motherboard, with direct access, it would be like if you had 4 NVM SSDs in RAID

fleet plume
#

i guess that would actually possible with sony designing the complete platform/software stack

wicked oak
#

and thats quite likely

#

give it 500 gb of motherboard level SSDs

#

and then 1 tb of HDD, upgradeable

#

use the motherboard level SSDs as cache

fleet plume
#

have you seen der 8auer's video with 8 NVME SSD's in a raid, resulting in 27 gb/sec read?

wicked oak
#

no

#

another important thing

#

SSDs, in windows, go through the "normal" device drivers

#

they emulate being a HDD

#

if you have total contorl over the stack, you can have APIs and similar that work like SSDs truly work

#

with completely random read from anywhere and essentially just memcopy-ing random chunks

#

imagine if then you can also copypaste it straight to GPU

#

Carmack talke about it

#

"what if you could just memcopy a memry block from an SSD striaght to GPU memory"

fleet plume
#

isn't that one of the features of optane?

wicked oak
#

to upload textures

#

no. Octane main feature is that it works as literal RAM

#

so there are tons of cool shit you can do

#

imagine you had 500 gb of RAM, but slower than normal

#

for stuff like databases its still gold

fleet plume
#

those two thing's dont exclude each other

#

like using DMA to copy from optane/ram to gpu

#

or am i misunderstanding that?

wicked oak
#

yes, you DMA RAM -> GPU

#

so i guess Octane (acts as RAM) -> GPU would work

fleet plume
#

yeah that's what i meant

#

i'am actually fine with a beefed up PS5 and some QOL features on top

#

though i really hope that the next PSVR will be a 2.0-like headset with a release close to the PS5

wicked oak
#

it will

#

they have pretty much confirmed it

sturdy coral
#

The gpus have uniform memory with CPU and don't go through anything like pci-e so definitely possible for SSD to do something similar

#

And has had some SSD integrated into gpu tech too

#

For video encoding or something

#

I think Rage on iOS use virtual memory to read directly from solid state storage in it's virtual texturing stuff, by pre-aligning and formatting all the texture stuff for the gpu on the storage side

real needle
pearl tangle
#

@real needle there are a few posts around about fixing the alignment actually. or eaier method is to fake the shadows with another material on a plane that you spawn on the floor

real needle
mighty carbon
#

(they used to have VR part of it paid, now it's free)

wicked oak
#

For yall

#

OpenXR merged into UE4.22 in github

#

its 4.22 branch, so will pop for 4.22.1

#

the plugin is super small

#

much smaller than oculus or vive sdks

#

seems to have same behavior

tired tree
#

nice

#

ug

#

still mapping to a single "thumbstick"

#

// TODO: Refactor the input API so we can trigger actions directly

#

that note is exactly the thing I want the most

wicked oak
#

Playstation partner login not working ATM

#

literally panicking given that im finishing the damn DWVR patch and have the deadline for the day after tomorrow

wicked oak
#

nvm fixed

#

sony dev support being stellar as usual

mighty carbon
wicked oak
#

Shader complexity of DWVR

#

(polishing some stuff for patch)

mighty carbon
#

4.22 with custom shaders ?

sturdy coral
#

nice

wicked oak
#

.20

#

with custom shaders yeah

#

thats why it goes "below minimum" lol

#

shader complexity counts number of instructions

#

this is so low it just sets it to 0 (its like 100 instructions or so)

mighty carbon
#

hmm.. I wonder why Epic wouldn't provide similar shaders out of the box :/

wicked oak
#

they do, FullyRough is a good one

#

and Simple Forward

#

keep in mind this stuff comes at a cost

#

the total removal of dynamic light from the material

mighty carbon
#

yeah, but there is no way to have dynamic lights perform well on Go/Quest (at least not UE4 dynamic lights - I am sure Doom 3 BFG dynamic lights/shadows would run better)

wicked oak
#

doom lights are not pbr

#

feel free to implement phong lights, you will get cheapo lights then

#

best would be to take the Filament PBR lights

#

Filament has a bunch of PBR light formulas that are quite low cost

mighty carbon
#

yeah, but there is no point in going PBR in mobile VR

wicked oak
#

half precision stuff

pearl tangle
#

@real needle Yep thats the trick. But you run into problems because of the plane tracking if you just create a rectangular plane with that on there then the edges might stick out over the edge of a table and break the illusion. To do it fully you would need to do a procedural mesh wrapping around objects, but from my testing you still don't get something worthwhile. Better off is doing a shadow plane attached to the object and then casting down to the location of it's nearest plane based on the angle of the light

lament bay
#

Has anyone run into issues with the rift mic where it limits the mic input volume after a few seconds of singing at a constant volume? I was able to fix this with another headphone mic by unchecking the "allow applications to take exclusive control of the device" in windows sound settings, but the same fix doesn't seem to work for rift microphone, which still auto limits volume..

#

I've done a lot of searching but have yet to find fix

sturdy canyon
#

It wasn't hard to implement Phong lights for mobile SculptrVR

#

I added a bit on top of Phong lighting. A faked skybox reflection that's just a function of Normal.Z

#

Would be nice if epic offered a super cheap mobile pipeline, though

dusky moon
#

I don't have time to learn multiplayer / networking stuff in unreal and hope this would be a quick out of the box solution to get a glimpse

urban igloo
#

@dusky moon In my experience, you still need a lot of time/effort to implement multiplayer features.

#

You'll find yourself needing to imlement MP compatible UI

#

MP compatible material switching and item placemnt

#

It is a good starting point though

dusky moon
#

@urban igloo yeah I believe so. but for now just having another observant in VR being able to see my Virtual character as a guided tour is enough

urban igloo
#

@dusky moon Guided tours will probably be easy

pearl tangle
#

@dusky moon Thats part of unreal studio I believe. It's pretty straightforward to setup and get running in VR or desktop mode. It's not designed for games so much though so replication stuff for a game would be required still

tired tree
#

their HMD / controller replication is using the exact same setup I have been using, its a replicated tracked device struct that they added in 4.22.

tired tree
#

should be able to use that as is and re-create it if you want

#

though I think its in an editor only module

pearl tangle
#

nah you need to package that 1 up and share the exe with people

#

its the collaborative 1 thats editor only

tired tree
#

talking about the struct they use to manage the replication

#

but i'm probably not remembering correctly

pearl tangle
#

yeah not sure what changes on the packaged 1 vs editor side but definitely for that 1 it's designed as a packaged build only setup mostly so that you can give tours of the content in VR etc

chrome tinsel
#

we recently added multiplayer for oculus, leapmotion and omni virtuix combo

#

yes most of VR multiplayer still need to be done manually

#

there are no VR character class yet

tired tree
#

not in the base engine at least ;p

urban igloo
#

Multiplayer and Widget Interaction are a nightmare to get working together

odd garnet
river dock
#

hello there, i am new to blueprint and i need help for something, i know what i need to be done but just not with blueprints lol

#

it would be something like : if button1 isPressed and wielding = true then if button1 isPressed then wielding = false end end

#

im used to lua... XD

#

the thing is i dont really know how to let it know im wielding something or not

#

like if i can get a value in another blueprint to this one

river dock
#

nvm i got it 😄

dense lance
#

Anyone else have a weird thing where their VR PIE "flickers" scale after changing WorldToMeters - but only when there are other tabs open in the editor?

wintry escarp
#

has anyone here printed a Rift CV1 Prescription Lens Adapter?

edgy pelican
#

As this plugin is Unity-only.

wintry escarp
#

will need to redesign them to fit lenses I have

mighty carbon
#

Long time no see @wintry escarp

#

What have you been up to?

wintry escarp
#

got myself a printer, had achilles surgery

#

gnight

mighty carbon
#

Fun 😕

wintry escarp
#

could be worse, could need surgery and not get it

wraith sky
quiet swan
#

has anyone tried to make a VR game using world composition or its imppssible do to the 11 ms requirments we need for vr?

fair hearth
#

World comp should be fine to use, it depends on what you put in the world

mighty carbon
pearl tangle
#

@mighty carbon Yeah it would be. It's pretty easy to mess around with actually. Samsung made some headphones with GVS built into them a while back actually. Not sure if they got released much. Easiest way you can test it out is with some batteries and just tap it to your temple in the right spot. It feels like you are being slightly pulled to the side

mighty carbon
#

Yeah, but I mean as a finished product devs can buy @pearl tangle ?

pearl tangle
#

dont think anybody has released something. Too narrow scope for usage

mighty carbon
#

How is it narrow?

pearl tangle
#

not much use in anything outside of racing or flight sims. So for seated things where you don't move around and all you want is some lateral force then it works ok

#

but you can't use it in a FPS for example very well

#

if you are doing installation stuff and combining it with other physical tricks like curved walls etc then you can get some benefit from it maybe

mighty carbon
#

Hmm... I don't get why not to use it in FPS 🤔

pearl tangle
#

try it out and see what it does then you will understand. You really can rig up something for yourself to play with in an hour or 2 with some 9v batteries

#

anybody managed to get the widget interaction working on a cylinder geometry at all? Seems the trace is busted on it still

sturdy coral
#

@pearl tangle there are a couple problems with it, if your hand is inside the arc it won't work, seems to trace against plane and then project back and just miss plane if inside

#

And second is hit it returns is wrong, give initial location on plane instead of on arc, making any laser pointer setup using the hit look wrong

#

I fixed the second issue but not the first

#

By adjusting the hit before returning it or something, can't remember

pearl tangle
#

ah thanks. I am using it in AR at the moment rather than VR but seems the same issue but worse. The trace just seems to get blocked entirely

quiet swan
#

its going to happen by 2023

#

VR will be main stream like nintendo once 5 g comes out

urban igloo
#

@quiet swan Only if inside out tracking works well.

#

setting up sensors is a PITA

quiet swan
#

i keep seeing AR in the news

#

that it will go mainstream in 2023

#

I think the new devices will allow it

urban igloo
#

I actually have a Magic Leap

#

it's awesom tech

#

but still annoying to setup and keep charged

quiet swan
#

I think soon we will see 3d projectors like in star tek

#

where you can make a phone call in hologram

pearl tangle
#

dont think that tech is magically progressing 20 years overnight unfortunately. It's also largely unnecessary once we figure out augmented reality in a decent form factor anyway

ivory flower
#

is VoIP working on Oculus Go? (testing it with the Null subsystem), I set bRequiresPushToTalk=false in DefaultGame.ini and [OnlineSubsystem]bHasVoiceEnabled=true and [Voice]bEnabled=true but I don't hear anything :/

mighty carbon
#

I don't think UE4 supports (or has it borked?) mic input on Android natively @ivory flower

ivory flower
#

thank you @mighty carbon , that's what i suspected. I found and option to add microphone permisions but it doesn't seem to work, at least with Oculus Go

mighty carbon
#

@raven halo @sturdy canyon do you guys know anything about getting input from the mic in UE4 on Android (Go/Quest), preferably exposed to BP ?

raven halo
#

no clue :/ haven't had to deal with the mic at all so far. I think there were some issues with there being no echo cancelation. And the mic picking up the sound from the built in speakers. Not sure if that has been fixed yet

mighty carbon
#

I see

sturdy canyon
#

I have failed to even get voice chat working

mighty carbon
#

btw, there is 4.23 on the road map o.O

tired tree
#

4.23 has been live on master sunce before 4.22 was out of preview

mighty carbon
#

looks like it's all about particles so far

#

yeah, but I recall 4.22 features didn't show up on Trello for a long time

wicked oak
#

4.23 will have preview of Chaos

mighty carbon
#

I thought it was in 4.22 and 4.23 will have Chaos production ready @wicked oak

wicked oak
#

no

#

its not on 4.22

tired tree
#

its in 4.22

#

but not really useable

sturdy coral
#

@mighty carbon I think android does have some voice capture support which should feed into voip

#

@ivory flower class FVoiceCaptureOpenSLES : public IVoiceCapture

#

@ivory flower did you join on null subsystem through a session or via listen/open?

#

voice won't initialize without a session

sullen vortex
#

hi guys, sorry if its not vr related but since im using vive trackers i thought this is the correct channel. Im using a third person template, that has steam vr activated as a plugin. And im trying to use a vive tracker for moving an object on 3d space. Made a simple actor blueprint that contains a MotionController component and a cube. On my Pawn blueprint im telling on begin play to spawn that blueprint and attach it to my pawn. This is the common way i usually use my trackers in my VR projects and never had issues. But now i just cant find the way to make the tracker work on this one. Any tips or directions how to solve this? thanks as usual

pearl tangle
#

make sure you are referencing the ID of the trackers properly @sullen vortex

sullen vortex
#

Already did. Same blueprint and pawn work ok in a vr template project...maybe im missing something else

pearl tangle
#

the tracker ID's can change though depending on the order they are connected so you want to see what all the ID's you are getting are

sullen vortex
#

Will recheck tomorrow! Thanks a lot

sudden moat
#

Is there a way to have the desktop show a different camera instead of seeing what the VR headset is seeing?

#

I disabled the SpectatorVR and added a new player using CreatePlayer and had it possess a ThirdPerson Pawn but for some reason the desktop no longer updates at all, and inside the headset its rendering both cameras at the same time. The way it looks is the VR headset is now the third person camera and i can see the other player's 3d character aka pawn but due to some interference moving using WSAD or just rotating the headset to look around makes it so that the entire floor and visible pawn is just stuck to my headset. I also disabled LockToHmd in the 3rd person character's camera settings but that didn't help either

#

I'm trying to accomplish local multiplayer with the desktop being one player with his own controls and the VR user being player 2 and having his own control

molten acorn
#

does anyone happen to have a fix for this? https://issues.unrealengine.com/issue/UE-72551
I have absolutely no idea where to even begin to look to fix it myself (never done anything with the renderer..). and the target for fix is 4.23 ..

pearl tangle
#

roll back to 4.21 i guess would be the better bet for anything urgent

shadow radish
#

after not playing my vive build for a long while I went back to play it and noticed that I have a jagged kind of outline that appears only in the headset when teleporting

#

it seems to only appear when I am not hitting frame rate--I notice it more when I have more enemies on the screen

#

I just wanted to see if anyone else encountered the same thing? It doesn't show for the spectating player on the monitor, only in the headset

sturdy coral
#

@shadow radish sounds like an asw or motion smoothing artifact

shadow radish
#

yeah it's kind of like that, I see it especially on the edges of my scene

tired tree
#

yeah its a motion smoothing artifact

shadow radish
#

I don't have a video of it, but on my scene I get a whole blur next to the mountain edge especially on the horizon

#

I saw you can turn off motion smoothing on vive, I'll try that next time I test on vive. Hopefully there is some way to turn it off by default for users when I submit the game

#

by the way one random thing I am noticing in case it helps any other VR devs--because of the nature of my world, I am trying to do dynamic lighting instead of forward rendering--I noticed when I have fog turned on it significantly reduces motion sickness, something about it makes the world feel much more real, but on vive it slows things down a ton. On oculus for whatever reason it's the same machine, same graphics card but I don't drop any frames.

tired tree
#

there isn't a way to turn it off by default

#

on the programs end

shadow radish
#

damn I might have to try doing a forward rendering build on vive then or disable teleport maybe

tired tree
#

they restricted most of the settings flags from general applications being able to set them

shadow radish
#

I had forward rendering on before and then switched back to dynamic because I got tired of building lighting, but now when I switched back I keep crashing compiling all the shaders--don't feel like debugging that until the end so for now I'm just pushing on with other stuff. So word of warning to anyone switching also, it might not always be easy to just switch back to forward rendering, my editor just crashes now on that version of the project

sturdy coral
#

I would almost always debug any major problem like that, or you can get further and further into a bad situation

tired tree
#

@shadow radish ? Had forward rendering on? And then switched back to dynamic? You mean switched back to deferred?

sturdy coral
#

yeah.. forward isn't related to whether lighting needs to be built

sullen vortex
#
#

anyone knows how using steamvr on UE is related? still trying to figure out why my tracker works ok on my scene if i hit play on vr in my scene instead of using the pie

shadow radish
#

yeah I mean switched back to deferred lighting

#

I have a time of day system which looks really nice but it's kinda hard to do that with static lighting

tired tree
#

@shadow radish .....you really seem to be confusing things here

#

deferred rendering != dynamic lighting

shadow radish
#

I mean like this checkbox where its forward shading

sturdy coral
#

that has nothing to do with built or unbuilt lighting

shadow radish
#

which is generally the recommended setting for vr games?

sturdy coral
#

forward shading is whether to apply the lighting while rasterizing the triangles

#

or write the data to a gbuffer and shade it later (deferred)

#

forward is generally recommended

shadow radish
#

hmm it's good to know I could still modify time of day with forward then, I'll try and power through it to see if I can get that project going again

sturdy coral
#

look at your directional light

#

is it movable or stationary or static?

#

that (and other lights) is all that determines if you have baked light or not

shadow radish
#

it's movable

#

when I did switch my project back to forward shader, I kept getting this error which was crashing my editor

#

<ErrorMessage>Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1803] Couldn't find Shader TBasePassPSFCachedPointIndirectLightingPolicySkylight for Material Resource WorldGridMaterial! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}</ErrorMessage>

#

got it for a variety of different materials..then it finally finished compiling shaders and it still threw errors when opening the map, so I got frustrated

sturdy coral
#

you can try cleaning everything and doing a fresh compile

#

remove derived data cache etc.

shadow radish
#

where do you find the options to clean things/cache?

sturdy coral
#

derived data cache should be in your project folder, there may be one in your engine folder too

#

some stuff depends on whether you are doing a source build or a launcher build

shadow radish
#

a launcher build I guess I haven't built the source of the engine myself

#

I'll add that to my notes to try later, for your VR projects do you keep them all forward shader?

sturdy coral
#

no, but I'm doing hybrid 2d/vr where I still want some deferred features like screen space reflections

shadow radish
#

ah sounds cool!

#

what is your project do you have a link to it? thanks so much for helping me, if you see anything I have in bearhammer that you want to learn how to do I'm happy to help you

sturdy coral
#

nothing public yet on what I'm currently working on

#

I may end up moving to forward at some point, the main thing I wanted SSR for I think I'll be able to get out of textured rect lights

shadow radish
#

I think I could get away without it if my maps werent as big as they are, but like I said it runs on oculus with no problem

sturdy coral
#

since you are using landscape I would highly recommend not doing dynamic light unless it is really key to the game

shadow radish
#

I used to never get this jaggedy stuff on teleporting until I guess steamVR pushed some update setting motion smoothing by default or something, I didn't change anything on my end but that just kidn of started about 4 months ago

sturdy coral
#

I would do stationary light with a small radius of CSM shadows around player, or possibly no dynamic shadows at all depending on your game

shadow radish
#

I'll have to experiment, I tried turning off fog and everything has this kind of popup feeling where you can't judge the depth enough

#

so then it gives motion sickness

sullen vortex
sturdy coral
#

I think it should be possible to use vr controllers outside of VR preview, at least with vive stuff

sullen vortex
#

Wonder why on the Virtual Production sample project is possible to use a tracker when you hit pie play and and not in vr preview

sturdy coral
#

oculus gates it based on proximity sensor

sullen vortex
#

I thought they should work too @sturdy coral but at first glimpse they dont.

sturdy coral
#

@sullen vortex it may be the vr system isn't initialized until maybe first pie run, but I think it gets initialized at startup since it launches steamvr

#

I've definitely gotten inputs but I'm not sure about positions/rotations

#

and I've modified pie a bit to work with multiple instances for testing multiplayer and transitioning in and out of vr to 2d based on proximity sensor, so might be something I'm doing there

sullen vortex
mighty carbon
ebon scaffold
#

Is anyone using SteamVR Input for ue4? I cant get the joystick axis values to work (action buttons are working), axis mapping is always zero. Input ini has the thumbstick setups, and the steam binding JSON has it as well.

sturdy coral
#

@ebon scaffold yeah I'm using it, binding looks like:

            {
               "inputs" : {
                  "click" : {
                     "output" : "/actions/main/in/mc_r_altstick"
                  },
                  "position" : {
                     "output" : "/actions/main/in/mc_r_altstick_x_y_axis2d"
                  }
               },
               "mode" : "joystick",
               "parameters" : {
                  "invert" : "y"
               },
               "path" : "/user/hand/right/input/thumbstick"
            },
ebon scaffold
#

Are you using it for positioning too?

sturdy coral
#

be careful that knuckles calls it 'thumbstick' and oculus touch path calls it 'joystick' or something like that

ebon scaffold
#

From what I can tell the auto generate manifest looks for _X and _Y suffix for axis mappings, but I'm trying to force it to use MovementInputX and MovementInputY axis mappings

sturdy coral
#

yeah I'm getting axis values out of it

#

@ebon scaffold you may want to just look into the new steamvr input plugin from valve

#

before troubleshooting this too much

#

I'm still on the engine one because valve's doesn't play nice with the playcontroller UInputComponent stack yet (which I need until they support action sets)

#

but for most uses I think it should work, and it has all the skeletal anim stuff

ebon scaffold
#

Thanks for the insight, much appreciated 🙏

ebon scaffold
#

@sturdy coral One more thing I should have asked earlier, do you upload the JSON files for individual devices to your repository, or just the steamvr manifest and the bindings uploaded to steam as default ones

sturdy coral
#

@ebon scaffold the manifest should get automatically generated into the user's Saved folder

#

the individual bindings I package by adding to build.cs:

mighty carbon
#

I just tried Virtual Desktop on Go to stream my PC into VR - crazy cool stuff 😃

sturdy coral
#

        // TODO OCULUS_STORE probably have to remove if packaging for oculus store
        if (Target.Type != TargetType.Server)
        {
            // steamvr bindings files
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/knuckles.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/oculus_touch.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/vive_controller.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/holographic_controller.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/generic_hmd.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/holographic_hmd.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/rift.json");
            RuntimeDependencies.Add("$(ProjectDir)/Config/SteamVRBindings/vive.json");
        }```
#

if you don't do that they won't get included because Config just goes to the .pak file and steam can't read that

#

that will force Config/SteamVRBindings to be generated as a non-pak folder in your packaged game

tired tree
#

@sturdy coral mine was working just with the SteamVRBindings/... to do the entire folder

#

was it not for you?

sturdy coral
#

ah probably so

#

I didn't want the generated HMD ones getting bundled at first because I was setting up generic_hmd.json for proximity sensor

#

but they broke that with latest steamvr, and it may have not mattered anyway if it was empty

tough crow
#

is the VR mode any good for actually making games inside of VR?

pearl tangle
#

@tough crow yep it's great for it. It's actually just good for level design in general, whether VR or not. Once you get used to it works very well

leaden ivy
#

Is there a way to tell UE4 which VR API to use on executable launch? Like using between SteamVR and Oculus API.

sturdy coral
#

@leaden ivy you can pass -hmd=SteamVR on the command line to override (should be based on the plugin's module name, I think Oculus might be OculusHMD)

#

or you can edit the engine config to set up the priority

#

if you want to let the user chose you can setup different steam launch options using that '-hmd=' option

leaden ivy
#

I will check it out. Thanks! Surprisingly hard to find any information about this.

river flame
#

hey guys! was wondering if anyone can point me in the right direction to learning ue4 vr blueprinting, mainly hand interactions. Not a lot of new or solid documentation

ivory flower
#

@sturdy coral I'm using sessions, I thought it would be easier (it works fine in Steam) so I will look again later, it's not a must have feature for my game. thank you all for your replies!

sullen vortex
#

does anyone know how to connect the Get Valid Tracked Device Ids into Get Tracked Device Position and Orientation ? thanks in advance

mighty carbon
mighty carbon
odd garnet
granite jacinth
#

heh

glossy agate
#

There it is hahaa. Lmk when it’s pushed to steam. Pls post a image or text so I know the moves. @odd garnet

#

Now that my knuckles are calibrated right

quiet swan
#

i am profiling my game and was wondering what is everyones thoughts on these spikes

#

is the unacceptable for VR? does the line have to stay at 90 all the time or is a spike here and there ok?

pearl tangle
#

@quiet swan depends what sort of hardware are you running? Is that bottom end or top end hardware?

sturdy coral
granite jacinth
#

Yeah. I was lucky enough to get my first VR headset from Epic when they had a similar thing for Vives

#

I could definitely use one. The only reason I haven't bothered doing AR has been price

#

I wouldn't mind doing a small project for the ML1 if I got one though.

#

TBH, I was hoping that the ML1 process was separate from MegaGrants form

pearl tangle
#

makes sense to have them in there together. Just saves Epic a bunch of money for other stuff if people request for a magic leap instead. They also managed to get 500 Rift's to give away back then too

granite jacinth
#

@pearl tangle Issue is...since it's on the same form

#

You basically have to fill it out like you would be doing a project

#

Sure you can skip the funding part, but there's quite a bit you can't

pearl tangle
#

well yeah i would expect that you should have to say about a project thats going to use it for them to want to give you 1

granite jacinth
#

Well, for me, if I am going to do a project for ML1, chances are there will be very little (or zero) return on it. So I would want to get funding

#

Anyone applying for it and not asking for funding should/would probably already have a kit and/or had prior funding

pearl tangle
#

so doesn't it make more sense to be part of the megagrants 1 then? So that you can apply for the cash and the hardware together?

granite jacinth
#

Sort of. Most people that will be applying, probably don't have a prototype, or much of a design doc done for it.

#

It'll be hard to do either without playing around with it and understanding the limitations truly

#

It's the same argument I'd give when funny people try to make VR games without a headset

#

I mean, it's closely related to "FPS", so you could design something

#

AR's a totally different beast in my eyes

dusky moon
#

Ah I'm so disappointed by Oculus about quest. They don't ship any dev kit even though I'm solely developing for rift in the past 3 years. .. has any1 here got a quest ?

granite jacinth
#

@dusky moon You shipped a game on Oculus platform?

dusky moon
#

yes

#

@granite jacinth an experience which was free 1 year ago

#

also got this Oculus Start membership

granite jacinth
#

Hm

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So did I

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But, you didn't make them any money

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So

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You aren't worthy.

dusky moon
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Did you get one ?

granite jacinth
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Sorry, but that's the gist of it. And I totally understand

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Nah man. I didn't make them any money.

dusky moon
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pfff

granite jacinth
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But, I got the "next best thing"

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Vive Focus+

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Crap SDK

dusky moon
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Ahhh viveport shit !? 😄

granite jacinth
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But, same specs, so kind of easy to gauge performance

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Viveport isn't, their Wave SDK is

dusky moon
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yeah right I should approach them instead maybe

granite jacinth
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Not sure why they designed it that way. They should have just copied Oculus

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TBH, you probably won't get one

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Not saying I am anything special, but damn if I didn't have to silver tongue one out of them

dusky moon
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but yeah I mean it's kind of mean that Oculus don't acknowledge VR veterans (unless you got a big name)

granite jacinth
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They are very very very stingy

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And supposedly I received the last one, and it's defective lol

dusky moon
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Although I got 2 rifts from them last year and a gear vr but they're getting more ignorant over time

granite jacinth
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Man, I got really lucky with Oculus

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They were the boss for sure

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Easily in rankings: Oculus ............Valve...................HTC

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For Dev Support

dusky moon
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yeah yeah I agree

granite jacinth
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Pimax...not sure...they were suppose to send me a dev kit

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Not sure what happened there

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I haven't bothered, I got better stuff to do

dusky moon
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TBH Valve is bombarding me with knuckles lol

granite jacinth
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Valve Index... doubltful

dusky moon
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I got 4 already

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but won't use it till Index

granite jacinth
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Aye, I've got some knuckles

dusky moon
mighty carbon
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@dusky moon there is a separate section on devs portal for Quest application

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It's basically like a pitch for a console

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Pitch your project to Oculus and they might give you Quest (and funding?)

red pine
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I am kind of stumped on something that is probably super duper obvious. How do I attach my characters hands to the motion controllers?

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The example content does not seem to be actually doing this.

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All I see is attach to component VROrigin

frigid kite
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You need a motion controller component

red pine
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Is that the steam VR chaperone?

frigid kite
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No, the steam VR chaperone is the play space bounds

red pine
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weird I am not seeing a motion controller component in the example?

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Where do I put one? On the character or the actual hand object?

frigid kite
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In your character BP, yes

red pine
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kk I think I see it being used now. its on the hand not the character as far as I can tell

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@frigid kite thanks that helped I think

eager sage
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@red pine , is there a body that your hands have to be connected to? Or are they just a regular floating hands?

red pine
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I want to do a body

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my plan is a VRChat kinda project

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So I want full characters with full body

eager sage
red pine
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I have it working now

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One thing I am noticing though is that in VRChat I can rotate my character by looking in different directions

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So I guess I need to make sure to update my rotation based on the camera angle?

eager sage
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looks like it

red pine
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got it working almost perfectly. The exact control scheme of VRCht

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VRChat

hallow knoll
mighty carbon
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sweet 😃

quiet swan
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Wait I just updated to 4.22.1 is 4.22.2 out already? All these updates are giving me heart burn because things broke

sturdy coral
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@quiet swan no he's just saying that has been fixed and is scheduled for 4.22.2

quiet swan
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I dont really like 4.22 its been unstable I never seen such unstableness with crashes and such

granite jacinth
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heh

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I usually wait for a few hotfixes before I go all in

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It's not like 4.21 is terrible either

mighty carbon
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but 4.22 has a ton of features that improve quality of life 😃