#virtual-reality

1 messages · Page 203 of 1

quiet swan
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yes on paper

granite jacinth
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Like what QOL?

quiet swan
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so far I have seen crashes, even when profiling in sessions fronted

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that happens everytime i open my map

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I have to revuild lighting

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i hope its fixed in 4.22.1

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same issues remain 😦

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lets see if the compiing shaders bug is still there, it compiled my shaders over and over everytime I saved

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closed and opened it back up

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sad to report the bug is still there after I save close and reopen

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if these bugs are still there, what other nightmares bugs are yet to be discovered

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every single problem I had that I thought 4.22.1 would fix is STILL THERE

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is there anything I can try to fix this?

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folders I can delete or something?

tired tree
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strange, haven't had any of that

sturdy coral
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@quiet swan do you get this in a complete clean build from clean checkouts?

quiet swan
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Im going to dig deeper. I think, but it just goes to show how upgrading could be a nightmare! I think I have to redo my map anyway, because I made to many HISMs and spread them out all over so I cant cull correctly but I did notice my entire map, which use to be red in shader complexity is now all green so I think somehow it gave me more performance

pearl tangle
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@quiet swan I am having a very similar issue with 1 of my AR projects at the moment. I need to upgrade to 4.22 from 4.21 to get the fix in image detection, but unfortunately whenever I try and build it crashes out with the same core error. Also oddly I can play in editor, but when I finish playing in editor then it crashes hah

quiet swan
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yeah my maps are bugged if I opened them they look weird if I close it and open it again it looks normal, over all 4.22 is very scary to work with, if these errors dont get fixed, can you image what nightmares lie deep in the engine @pearl tangle

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I am able to package my game fine though

pearl tangle
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yeah I haven't had time to debug it properly yet. Was spending last week tidying up my project before I have to publish it all and document next week and gave up on the upgrading since I already knew all the image tracking components worked ok. So now this weekend I need to figure out what the migration issue is and get it all fixed up

sturdy coral
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4.22 preview had somewhat similar issues for me, lighting/shading looking corrupted, but was fixed shortly before release

quiet swan
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nothing but issues

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I cant change my target hardware settings if I make it 2d mobile quality it stays in desktop quality after I open and close

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is there some hidden permission system in unreal I cant save, and every time I open my map it compiles shaders everytime

pearl tangle
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that error often happens if you have accidentally got 2 copies of the project open at the same time or 1 didn't close down properly

dusky moon
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speaking of 4.22 , I migrated from 4.20 (my Oculus rift project) and realized the text are blurry and barely readable ... didn't change any setting/command in the project.
wondering what changed that caused this

quiet swan
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they changed alot of things, my mouse wheel turned into something else that controlled camera movement speed

red pine
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Something somewhere somehow is telling my VROrigin to move up 88 units

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and I have no idea where this is happening.

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I just know it is

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And its getting annoying XD

quiet swan
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did this happen with the 4.22 update?

red pine
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I am using 4.22.1 as of now and started this way

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Also is there a way to make sure the third person manaquins hands are properly aligned with my hands?

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Also which motion source is the headset?

quiet swan
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you mean like a full body IK?

red pine
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I just need to know what source is the headset at the moment

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and I am only talking about hands at the moment

red pine
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oh nm the headset is the same location as the camera

sturdy coral
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@red pine I believe 88 units is around half default capsule height

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are you sure you didn't attach to capsule? (It attaches from center)

red pine
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Its a character so its def got a capsule

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I have to literally speciffy -32 in order for the camera to spawn at head height

tired tree
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yeah the center of the capsule is the zero point of a character

sturdy coral
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@red pine you should query capsule half height and subtract that, minus another small bit because capsule floats off the floor by a small amount, inch or so

tired tree
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2.15UU is the average

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its actually between an allowed range, but it re-inforces the median and I haven't ever actually seen it not 2.15 off the floor

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aside from right after falling....I had to change the falling movement mode to retain the offset as it hitches otherwise...its like that in every single FPS using the engine.

red pine
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in order for the camera to be in the correct spot I need to place it at -120 lol

tired tree
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outside of VR the camera doesn't move.....

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so it stays where you place it

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IN VR, the camera goes to your actual world height

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you are already starting off a bit wrong here using anormal character with a capsule attached body though

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as in roomscale that body is going to sit at the room center with the collision unless you start handling things manually

red pine
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oh so I should not even be using a different kind of character?

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all the examples proper character

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with capsule ect

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What kind of character should I be using @tired tree ?

quiet swan
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castle you need a IK system or...let me get the link

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try that instead

sturdy coral
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@red pine mordentral's plugin will handle characters for you too

red pine
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did that already and that works fine

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I followed that and its good to go

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other problems are coming up though

tired tree
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marco's tutorial doesn't cover this

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the mesh stays at zero point

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he actually mentions this in the comments for his video

red pine
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I tried switching the character to a pawn and now I dont have a movement component

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I have IK working where my hands move with the controllers.

tired tree
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pawn isn't any different

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you still have the same basic problem

red pine
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Wait what problem?

tired tree
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you need to have your mesh follow the hmd

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and if you are doing locomotion, you need to handle any kind of drop off, elevation change, ect off of the

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HMD location

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not the actors

red pine
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you need both. you have to have movement and allow for full body to move freely

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VRChat style control system is the goal

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You still need to be able to use the controllers to move around

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I dont see how having a center base is a problem.

tired tree
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because its offset from your actual location....

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you don't want to run logic off of ActorLocation, you want to run logic off of ActorLocation+HMDOffset

red pine
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So what do I use then? if character and pawn are not useful

tired tree
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they are, nothing else is going to be any different

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I was just warning you that running a character and trying to just use movement input won't work as you would expect

red pine
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oh I knew that

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you confused me

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The issue is that I am not sure how to setup the location of the character ect. The center capsule simply wont be used for collision or anything.

sturdy coral
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you have to use it for collision for character movement component to work

tired tree
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well you would have to re-code the movement component if you want it to use a different component as the location for movement logic. You can run two actors like Charles does though.

sturdy coral
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I don't run two actors 😃 I did that before the camera refactor though

tired tree
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ah

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oh yeah, you offset the camera

red pine
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So hold up, is this shit basically unusable in its current state then?

tired tree
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did I ever tell you what I switched my movement too @sturdy coral ?

sturdy coral
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no @red pine

red pine
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I got a character with basic IK

sturdy coral
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well yeah by default there isn't an easy way

red pine
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but I can walk around and do stuff inside of my play space

sturdy coral
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you can use mordentral's plugin though and he has two options in there

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@tired tree I don't think so

red pine
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I need my character to move with me

tired tree
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I'm keeping my root moving seperately, logging the difference, rewinding the position in the CMC and replaying it. It is soooo much cleaner

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it just adds the movement to the locomotion steps

sturdy coral
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ah cool

red pine
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So if I move +100 on the X axis the center base moves with me?

sturdy coral
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@red pine what I do is just move vrroot + character when walking artificially with joystick, then keep vrroot the same except for Z when walking in real life, and control character to approach the head with a bunch of thresholds and stuff

red pine
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Play space still needs to be a set location

sturdy coral
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vr root is basically your playspace origin

red pine
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got it

sturdy coral
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it is whatever component your camera is attached to

red pine
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that makes sense

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Wait

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oh ok

sturdy coral
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you can tell it to not inherit rotation from the character

quiet swan
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before you start going crazy castle profile your game

tired tree
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?

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this doesn't have anything to do with profiling

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or performance in general

red pine
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Also the project is literally 2 days old

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My goal is a VRChat style system

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ok so I use VROrigin as the play space. then I make sure that the character moves with my camera basically

quiet swan
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yes but have your profiled your game first castle before you start adding things that might lag

red pine
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but why is my camera floating above me if I don't put it through the floor?

sturdy coral
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starting camera position doesn't matter

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as soon as it gets tracking data it overrides its position

red pine
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Photon the game is 2 days old and has nothing in it yet XD

sturdy coral
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the location of your VR root controls everything

red pine
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oh ok I see

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@sturdy coral this is very helpful thank you for this info

tired tree
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man I should make a mech game this weekend using that flight stick control

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I kind of want to play with a project

sturdy coral
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@red pine what I do is empty scene component called vr root, set it to capsule bottom - 2.15, every tick I update the z to be at the capsule bottom so you always follow floor location whether you are moving in real life or moving with joystick

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but x,y I only set to follow when moving with joystick, otherwise vr root x,y stays steady and the capsule is controlled to move towards the camera

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other exception is when falling, treat that like moving artificially so you will keep following x,y of capsule

red pine
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ok hmm

sturdy coral
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but I always follow z

tired tree
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my simple character forces camera to stay still X/Y, and adds the movement it would have had to the movement component

sturdy coral
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yeah I think what I'm doing is very similar to your simple character

red pine
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  • 2.15? why that number?
tired tree
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it takes a ton less effort

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2.15 is center between min and max floor offset

sturdy coral
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@red pine cpp const float UCharacterMovementComponent::MIN_FLOOR_DIST = 1.9f; const float UCharacterMovementComponent::MAX_FLOOR_DIST = 2.4f;

red pine
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That method will hurt full body trackers with large play spaces

tired tree
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the character capsules don't actually touch the ground, they gover

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yeah, thats why my primary character doesn't do that

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it moves the capsule to the HMDs location

sturdy coral
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@red pine what will hurt with full body trackers?

tired tree
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it doesn't actually hurt much

red pine
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"my simple character forces camera to stay still X/Y, and adds the movement it would have had to the movement component" from @tired tree

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ok following advice now

sturdy coral
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I think he means forces vr root to stay still

red pine
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ultimately if I can get the players position system down. Then the rest is just getting the sensors to line up and animate the character

tired tree
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mm

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no

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i literally force the camera too

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but that takes some overrides

sturdy coral
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@red pine if you are supporting oculus too make sure you set VR origin to floor at start

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steamvr defaults to it but oculus defaults to eye level or at least did in the past, I haven't used the oculus sdk stuff in a while

red pine
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@sturdy coral How are you going about the rotation of the character model?

quiet swan
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hey I am confused I use the option to show gpu display in the headset and it says its using like 3.4 of 11.1 ms what does this mean ???

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for steam

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it was around 3.4 of 11.1 ms and its green most of the time unless I fire the weapon

red pine
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I am considering doing some kind of threshold where it only rotates if I look beyond a certain angle

quiet swan
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then it spikes

sturdy coral
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@red pine using hands and head to guess rotation, haven't locked feet yet, so they slide

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There is a free animation blueprint in the marketplace this month that does in place turning

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With feet stepping

red pine
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ah that seems cool

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ill probably just check the rotation in the anim BP or something and use that to do a side step

sturdy coral
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There was an animation stream recently on a different method

red pine
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Alright I actually have a character that is kinda working now.. How do I get the hands to properly match my controllers though. Its kinda off a bit and uncomfortable

sturdy coral
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That samples a stepping animation based in rotation angle

red pine
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otherwise my dude is working

quiet swan
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is it only using 2 ms????

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I was going crazy profiling my game and they said use steam to profile and it looks good I can see my gun particles cause lag but my question is if I am walking around my map and its saying like 3.4 ms of 11.1 ms does that mean I have good performance?

sturdy coral
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@red pine mordentral's plugin has hand offsets for every controller I think

quiet swan
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or is this just for my GPU and my CPU can be lagging?

red pine
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oh ;X

sturdy coral
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You can add a socket on hand and line controller up with that using preview mesh

red pine
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So thats the advanced location system?

sturdy coral
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His plugin is called VR expansion plugin

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Advanced locomotion is free this month in marketplace so you should grab it, but it isn't VR specific

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Does do in place turning with foot stepping

red pine
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yeah just yoinked it lol

shrewd beacon
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hello sirs, think i found the right room now heh

red pine
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@sturdy coral this plugin is freaking awesome XD

quiet swan
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thats from steam I walked around my level and other then some spikes how does it look?

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is steam reliable? does it mean my performance is decent?

quiet swan
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I am using a particle system and was wondering if we need to change it from 60 fps to 90 fps ?

pearl tangle
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@quiet swan This still depends on what hardware you are running. If you are on a low or medium spec machine thats perfectly fine. 1 spike over is not a big deal. But if you are running on a 2080ti or something then you may have issues

ember forum
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i want the player to have to rotate his head as minimally as possible to achieve the full motion that he would rotating his head in 360 degrees, ive tried Get Orientation and Position and scaling the rotator , but the problem im having is the camera still seems like it just ignores that scaler

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by setting the scaler to 2, i can see my character rotate as desired, with minimal head turn, but the camera just doesnt follow the scaler(its still at 1:1), ive tried set world rotation for the spring arm as well, but to no avail

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i dont know if you guys ever played one of the earliest games for the gear vr, which was a dragon vr game where you could tilt your head minimally and have 360 degrees of motion, im trying to replicate that

ember forum
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Or if i could get the hmd rotation as an axis event

quiet swan
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That would cause sickness I think the body needs to turn with the head

ember forum
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@quiet swan motion sickness/desorientation, yes.. but its an alternate control method for my game and ive tested that game im basing this on on all of my family members including my parents and they were fine

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I like the motion sickness

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Dont judge me

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🤢

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Im gonna be a jerk (for a change) and say if you have motion sickness you shouldnt play VR🤷 ... especiallly not a flight sim.. im feeling lots of vr virtual pointers aiming at me right now

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But now back to the point: i rather give people options rather than having only 1 control method...

sturdy coral
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@ember forum amplifying head movements really will get way more people sick than normal

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Fine to add it as an option I guess, but I would really really shy away from defaulting to that

ember forum
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yes i would definitely not default to that... but heres my case: its a valley flight thing, you have to dodge obstacles and such, if i can reduce the amount of movement your head needs to do to dodge things it will actually be MORE comfortable than having to snap your neck back and forth, but of course, that will be entirely optional for the player

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in any case, ill figure it out

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and its an oculus go, so controls are limited, if it was a quest or rift, id make it gamepad/hand input controlled

pearl tangle
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interesting concept. playing around with the world scale can yield some interesting results since it makes your reach and steps a lot different, but never tried using that same concept for head movement

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kinda agree with the others though, seems like it would be problematic. I guess a very easy way would be to just drop another camera in the scene and then match it's rotation to the HMD but then multiply the yaw on it and see what that does. Maybe try it with a render texture on a UI element first and see if it gives you the desired output before going different routes

red pine
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So I see a few different plugins out that setup full body IK and such for characters. I take it that buying one of these plugins is worth it right?

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My goal is to make a social VR chat kind of setup. What plugins would make the most sense for me to get things started?

sharp swan
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its worth it to save time usually. But then it's also worth investing the time to learn how to do it if you need to use it. Otherwise any bugs, artifacts or weird interactions might be unsolvable

red pine
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Well I feel like I do have a pretty good understanding of it. I just see that getting the IK to work properly as being super complicated to really feel right

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The plugins and tools I will need seem to cost a total of 200 USD

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Voice communication + Full body IK

sharp swan
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nothing is complicated if you break it down its its parts.

red pine
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not true. In this case getting the characters bodies requires a ton of trial and error ect.

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What would be the best plugins to grab for doing this? Anyone know?

pearl tangle
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@red pine I would say leave the IK to later on in the process. Get all of your other components in there working and then add the IK, essentially it's just some added aesthetics most likely so it wont alter your gameplay drastically

red pine
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@pearl tangle Good point, but in this case the game is just a social media app so it has no real gameplay

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But yeah, I should probably just use what I have right now

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And get most other things in place

pearl tangle
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yep. If it's just an extra cosmetic thing and wont actually do anything "gameplay" wise then I would suggest go with all the rest of it and see what works before shelling out cash on optional stuff @red pine

red pine
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Well as it is now I do have the hands at least doing IK so maybe it is fine as is right now

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Now how do I get voice communication working hmm

sharp swan
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@red pine you know there is an IK solution built into called Fabrik?

tired tree
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@sharp swan FABRIK isn't good enough for robust full body in VR

sharp swan
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ahh

tired tree
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if you want something more than mediocre it currently requires either a plugin or custom constraint code.

red pine
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I am using FAbrik right now and its kinda good enough to get the job done

tired tree
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not really

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it doesn't have any axis constraints

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you can get some "ik" going with it

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but you won't achieve the VRChat level that you have been talking about

ruby turret
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Hey guys, I tried using Tom Loomans Post-Process Outline Material with 4.22 and VR and noticed, that it doesnt work anymore.
Is there something wrong with Custom Depth and Instanced Stereo on?
Some others also have this issue: https://answers.unrealengine.com/questions/887311/view.html

Do you know how to fix this, without turning instanced stereo off? It used to work with earlier versions of the engine.

red pine
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@tired tree my thinking is that I use it for now then grab one of the plugins that looks best to do it properly.

tired tree
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thats fine, just bringing it up

mighty carbon
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Do you guys know by chance if Quest can do mixed reality ?

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(Green screen in real life + VR content)

jaunty shell
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if the quest can cast to a TV (I think it can) I guess yess

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you'd have to find a way to record/stream the cast though

mighty carbon
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I don't mean doing it in real time. I just would need to record session in VR and on cam, and then compose both offline for presentation

upper wharf
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Hi guys, my company is interested in working with AR projects, but more other companies say us that for this field is better working with Unity + Vuforia, what do you think?

dim imp
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Hey. I upgraded to 4.22 my VR project. and 2nd floor Navmesh isn't working. Basically I can no longer walk on the 2nd floor
any Ideas?

sturdy coral
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depending on which engine you upgraded from

mighty carbon
wicked oak
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toppest of fucking kekes

tired tree
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999

wicked oak
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1080 euros

mighty carbon
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pennies

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/s

granite jacinth
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lol

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I thought this was supposed to be tomorrow

mighty carbon
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low blow to Oculus

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😛

tired tree
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people found the page afaik

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it had the wrong pricing at first

fleet plume
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wtf @ 1080 euros

mighty carbon
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they say Rift S and Quest release date is May 21st 😦

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(rumors)

fleet plume
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i don't see how this is a low blow to oculus

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the devices are in two completely different leagues price wise

mighty carbon
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I had an emoji there, didn't I

granite jacinth
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@fleet plume you are correct technically

mighty carbon
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what GPU does it need?!

granite jacinth
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Rift S has inside out, no need for tracking and comes with controllers

fleet plume
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@granite jacinth i don't want to be right

granite jacinth
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But, it's not as advanced as Index

fleet plume
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not this time

granite jacinth
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$400

fleet plume
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YES

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that

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the price

granite jacinth
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While Index-HMD-Only is $500

fleet plume
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oculus is right about that

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low price == mass adoption

granite jacinth
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$750 for HMD and Controllers

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I feel...Valve may have missed the mark there

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$250 for knuckles...

mighty carbon
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aiming at enterprise segment

granite jacinth
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Or actually, $280 if bought separately

fleet plume
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oculus: goes 80 hz
valve: hold my beer -> 144 hz

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wtf

granite jacinth
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well 144hz is experimental

fleet plume
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120 regular use

granite jacinth
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120 is the main target

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Yeah

fleet plume
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it's like the rolls royce of hmd

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when everybody wanted the audi or bmw

granite jacinth
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I don't know. I'm not sure what to think about this

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On one hand, it's definitely advancing VR a bit...but on the other hand...who's going to buy it?

mighty carbon
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again, what PC do you need to achieve 120 in VR ?!

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stable 120

jaunty shell
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144hz experimental

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damn

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da-yum

fleet plume
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2070/80(ti) @mighty carbon

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obv depends on content

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the f8 stream live?

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yep

granite jacinth
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@mighty carbon you'll need a hefty one

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Maxed out

open rapids
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Sort of new in this Discord channel, was wondering if I could get some help with VR Player Pawns

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  1. I cant seem to get the collision to match where the player is, it's always at the centre of the PlayerBP.
  2. Whenever I walk over small objects like these cube, the collision in the PlayerBP freaks out and send me spinning.

Any ideas on how to fox either of these issues? I can post a video for visual reference like

short laurel
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why did they reduce the max framerate for Rift S to 80?

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and, more importantly, UE4 will support Valve Index right?

fleet plume
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guess the quest announcement is going on right now

mighty carbon
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ha, everyone at F8 gets free Quest

open rapids
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Not sure but I could do with some help getting this fixed

mighty carbon
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@fleet plume it was a brief note. Pre-orders open today, deliveries start May 21st

fleet plume
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yeah was watching the stream @mighty carbon

mighty carbon
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May 21 is far far away

fleet plume
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almost another galaxy

neon egret
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I'm not up to date with the Vive stuff. I still go the default vive with the default controllers.
Can I easily upgrade to the new controllers or do I need the new base stations etc. too?

golden snow
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@neon egret Nah, sounds like you can just get the controllers and be ok.

neon egret
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Coolio

golden snow
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It all seems backward compatible with 1.0 tech

neon egret
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What is the headset on that page anyway?

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A new one or something to put onto your existing vive?

golden snow
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Index, it's Valves HMD

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Announced like... an hour ago "officially"

neon egret
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Right, where does one order that in with all the other HMDs?

fleet plume
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top tier

neon egret
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So Vive = Rift < Vive Pro < Index?

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Man, it was all easier when they just had 2 headsets haha

tired tree
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Vive pro is kind of a sidegrade in many ways

fleet plume
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also ugly AF (sry pro owners 😛 )

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i'am honestly wondering what happened to the supposed cheaper prices for the 2.0 base stations

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and the controllers

neon egret
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Hm, checking the stats atm. 1440x1600 and 80/90/120/144hz

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Anyone having the stats of the Vive in their head?

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1080x1200 and 90hz

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Coolio, well maybe some client offers me one for work haha

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Def want the controllers for private usage.

fleet plume
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same here

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the vive sticks have done their duty

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the article on ars technica derails the hype train with almost surgical precision:
The Valve Index does not read your brain waves, does not track your heart rate, and does not track your eyeballs' motion. The Valve Index does not innovate with an "inside-out" tracking system. It does not include an array of secret cameras or sensors and does not bounce sound waves via hidden or embedded speakers. The Valve Index does not employ a shrunken, "infinite pixel" panel or come with a revolutionary new take on foveated rendering. The Valve Index does not include a built-in processing unit. It must be connected to a gaming-caliber PC with a long cord trailing from the back of your head.

mighty carbon
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I see some folks from Vive camp switched to Rift S due to outrageous cost of Index 😛 (on reddit)

granite jacinth
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hm

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I mean, all-in-ones /inside out are going to be better sales when the cost is lower

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Especially from a highly-regarded company

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WMR didn't do that well because of all the varied manufacturers, prices, quality, and no marketing

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Rift S is basically WMR+

mighty carbon
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I guess I'll wait for May 21st.. I don't really want to deal with any gotchas pre-ordering Quest 😃

golden snow
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I'll probably be a late pre-order on the Quest.

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(Vs like, preordering this weekend)

mighty carbon
#

supposedly many games still have performance issues on Quest

granite jacinth
#

personally, I don't care about other games

mighty carbon
#

and my guess is that Vulkan is still not ready, so they pushed release to May

#

I am still wondering about using it in large areas and mixed reality capture

hallow knoll
#

@golden snow Microsoft store's are already sold out, I got mine from Best Buy which still seems to have them

mighty carbon
#

@hallow knoll do you have any info about UE4's mixed reality capture and Quest ? How would that work (if at all)?

golden snow
#

Oh. Erp.

#

😬

hallow knoll
#

The info I have is only what I logically can think about. You need a tracked device for the RL camera, which would have to be one of your controllers which means that you'd only be able to play with one. Further, having a SceneCaptureComponent2d at high res on Quest? Don't think so...

golden snow
#

🔥

hallow knoll
#

If you specifically develop your app for that, then yeah maybe, but I don't see the value in it since you'd have to cut down on everything your game is about, and significantly so

mighty carbon
#

😦

golden snow
#

Oops. @hallow knoll The 64GB Quest is sold out on Amazon.

hallow knoll
#

Yeah I figured since it's sold out on Microsoft the others might be running out as well

mighty carbon
#

damn, that fast?!

granite jacinth
#

shit

#

I didn't know it was on Amazon...

#

I bought it straight from Oculus, dumb of me ;9

mighty carbon
#

list of all places to pre-order is at the bottom

golden snow
#

@mighty carbon It's being considered the "Switch of VR" - so yea, it's hella popular.

granite jacinth
#

yeah who reads that shit

#

lol

#

hmm, wonder if I should cancel and buy it on amazon

golden snow
#

do so now. Only the 128gb is open.

granite jacinth
#

ya

#

doing it now

golden snow
#

I just wanted a 64gb for a couple lil games and dev work.

granite jacinth
#

nice

#

prime delivery guaranteed

#

that's what I wanted

#

k, done.

golden snow
#

🎊

granite jacinth
#

Kinda crazy when I think about it though. $8 for next day shipping

#

Anywhere else you'd pay $50

golden snow
#

I'm just hoping they don't have any shipping issues like with the Rift.

#

I also totally want to see Catan VR on Quest

#

Played that a whoooole lot on Go.

hallow knoll
#

I just got confirmation that I can publicly talk about Quest now, which means I can let you know that we DO have support for quest in 4.22 @mighty carbon

granite jacinth
#

@hallow knoll not in 4.21?

#

Why wouldn't it

hallow knoll
#

In 4.21 as well

granite jacinth
#

Ok, I was like.

hallow knoll
#

I remember Motorsep asking about it and I wasn't able to respond

granite jacinth
#

@hallow knoll Are docs coming up soon then?

hallow knoll
#

That's a good question

#

I'll let you know when I find out

granite jacinth
#

Putting in all the right Android settings are always a pain with these devices

hallow knoll
#

I'm planning to do a livestream on it once I've gotten my hands on it (again)

golden snow
#

lol

granite jacinth
#

@hallow knoll If you do that, you might as well cover optimization techniques as well

hallow knoll
#

That was my intention

granite jacinth
#

So, get in some tech guys in with you

#

rendering

hallow knoll
#

Hehe, I got some tricks up my sleeve too you know 😄

golden snow
#

MergeActor tool becomes your friend?

hallow knoll
#

It has always been my friend ❤

golden snow
#

😛

sturdy coral
#

@wicked oak what is your considered opinion on the Index hitting 120-144hz? I know you did a lot of work to hit 120 on PSVR

#

I know 120 is a huge bump over 60 on psvr, but how about 90?

#

and the low persistence on this is probably much lower than PSVR even at 120 I guess

mighty carbon
#

I am all ears @hallow knoll

sturdy coral
#

but I don't know how big of a deal that really will be

mighty carbon
#

(I'll be afk due to a meeting here at work, but I'll read when I get out)

tired tree
#

144 is supposed to be unstable with it

mighty carbon
#

@hallow knoll so, what's coming for Quest/Go in 4.22 / 4.23 ? Vulkan support? Platform SDk in Blueprints? Expressive Avatars in Blueprints ? 😃

granite jacinth
#

@sturdy coral Man, it's a big deal

#

Has it always been easy for you to keep 90?

hallow knoll
#

Uh that's a bit more than I know of atm. Oculus Avatars are already supported in Blueprints afaik

granite jacinth
#

I'm not show how much fidelity and other things you're doing

sturdy coral
#

Pimax added a mode where you could drop from 90 to 72 or something and it honestly doesn't have a huge impact, but I wasn't playing it with anything with a lot of motion

granite jacinth
#

So it's obviously content-dependent

#

But 90 to 120 seems like a crazy hurdle

#

With today's specs

#

Also... dual-core minimum...

#

970

#

for Index..

#

That's going to mislead a lot of people

sturdy coral
#

I think I'd almost rather the extra render horsepower dropping from 90 to 80 than getting to 144

mighty carbon
#

@hallow knoll alright, so then what's coming for Quest/Go then? 😄

granite jacinth
#

Right, it might be nice to go to 80

sturdy coral
#

120 is no longer huge cpu challenge after 4.22, but seems like it will choke on geometry

granite jacinth
#

On the other hand... how to tell the difference?

#

Like, do we devs get "Mode Getters" for Index?

#

I wouldn't mind doing switches bases on what the consumer is going to be using it for

#

Can we force 90?

hallow knoll
#

@mighty carbon It's rare that we announce some of that prior to release due to chances of it not making the release

#

And I honestly don't know at this point

sturdy coral
#

hopefully we can hint refresh in some scenarios.. like a 60-30hz video player wouldn't want to run at 144

mighty carbon
#

hype train has been derailed 😦

sturdy coral
#

but might be ok with it for 24hz movies

mighty carbon
hallow knoll
#

I like that they're easy to put down on your desk and they don't roll around

#

Also lighter than touch

golden snow
#

They occlude less too from what I can tell (in my brief time with them)

sturdy coral
#

@hallow knoll any insight on valve index's canted screens? I believe UE4 shadow blending is still broken on pimax without parallel projections enabled due to blending based on zbuffer depth aligned with plane of screen

#

I wonder if they are going to actually expose non-parallel projections to apps or work around it in compositor since it is slight

hallow knoll
#

@sturdy coral No I was just reading about that

#

I'll forward your question

sturdy coral
#

thanks

hallow knoll
#

@sturdy coral They're aware and are looking into it (including pimax)

#

Possible 4.23 fix

sturdy coral
#

@hallow knoll nice, thanks

mighty carbon
#

@wicked oak did you preorder Rift S and/or Quest ?

mild moon
#

Anyone here know how to get rid of that hourglass loading indicator on Oculus?
It shows up everytime i do a Open Level, even though i've turned it off in the project settings

ripe talon
#

Sorry I am a complete beginner, but I just downloaded the SteamVR Input plugin and having some issues with it.

input commands I have created in the project settings do not populate into the steamVR controller bindings. Does anyone know how to make the inputs show up into the SteamVR Controller bindings page? Thank you.

subtle raft
#

anyone know why my Motion Controller components are locking to the Vive base stations instead of my controllers?

#

on 4.20

#

hmm maybe its because I have Oculus and SteamVR plugins on

#

haha duh, that was it

dim imp
#

What's the best method to prevent players from jumping to 2nd floor by aiming the teleporter up?

#

simply put, I can aim the controller up and it detects the 2nd floor navmesh, essentially teleporting me through the ceiling

dusky moon
#

Ah so disappointed by Index for the fact that it's still sticking to Base stations. although it's still great solution for Arcades and more stable but I can't still understand why Valve didn't take a step forward on tracking

#

Or I mean At least make the base station a bit easier to set up. for a clean setup it's most likely you don't wanna drill them to the walls then it means should buy 2 tripods to hold them.

frigid kite
#

I literally have one on my desk and one on the kitchen cupboards behind me

#

And the tracking works flawlessly with that set up

dusky moon
#

base station 2 ?

frigid kite
#

1

dusky moon
#

strange ... mine are 1 and they steam vr doesn't detect them when I put them on desk

#

should always be elevated at least one of them in my case

#

About RIFT S my concern is It's Display port and my laptop has only Thunderbolt / HDMI outputs. would there be a compromise in image quality (compression stuff) if I use Display to HDMI cable for the HMD ?

pearl tangle
#

if its running thunderbold then it would highly likely support displayport

#

im pretty sure mini displayport is the same plug as thunderbolt actually

mighty carbon
#

I think thunderbolt looks like USB-C

hallow knoll
#

Less than 3 hours to go! And then we wait again!

mighty carbon
#

@hallow knoll What for?

tired tree
#

index preorder

#

@hallow knoll you getting the full set? techically if you have DVs you could just get the hmd

hallow knoll
#

@mighty carbon Index!

mighty carbon
#

ah, I see

#

I thought it was already up yesterday

hallow knoll
#

@tired tree I'm still debating... I really only need the HMD, but I wouldn't mind having another room scale setup that doesn't involve USB extensions all over the room

#

I like to demo multiplayer VR when I have friends over

tired tree
#

the cv controllers are supposed to be sturdier

#

but i have 4 pairs....debating whether i need them :p

hallow knoll
#

haha 4:1 seems like a decent ratio to live with

tired tree
#

well...the tracking quality and battery life reduces the farther back in lifecycle

#

so there is that

hallow knoll
#

It states on the index page that controllers have 7+ hours of battery life. I've only gotten ~3 out of mine, so that's a good improvement.

tired tree
#

yeah the version right before DV was significantly worse

frigid kite
#

Well @tired tree if you don't know what to do with all those knuckles... 👼

golden snow
#

Lock them away in shadowboxes like a museum piece!

tired tree
#

I still have my DK1, gotta make a museum at some point

golden snow
#

I have a VK1, Pre, Rift, Touch Engineering Samples, Daydream, Gear2 and a Go.

#

VK1 I might hold onto for collection, Pre I'll probably donate to a local school program, Rift and Touch I'll keep for a while.

#

Quest and then later if I need a PC VR headset, Rift S, will be my main HMD's.

tired tree
#

I still have hand crafted goggles for viewing stereo video from before DK1 :p

golden snow
#

I have a google plastic. 😄

tired tree
#

ew

golden snow
#

These, specifically.

#

It's the FOV and resolution that the Index can't beat.

tired tree
#

i remember that video coming out

#

some people took it seriously because they didn't watch it

golden snow
#

You could buy the "headset" itself. It came with a proper cardboard viewer too.

hallow knoll
#

30 minutes left. I still haven't decided

granite jacinth
#

lolo

#

I just want to know

#

If it will be available anywhere else

#

Cause I don't want to do the same thing I did yesterday. Buy it on Oculus, cancel and buy on Amazon.

hallow knoll
#

AFAIK it's only through steam

golden snow
#

And last I heard it's a limited supply?

granite jacinth
#

limited supply...

#

wish I lived closer to west coast now

#

that few ms difference might be the end of me

golden snow
#

I'd laugh if it skips the 3rd minute

granite jacinth
#

sadfsdhjfsdlajfsdklfjasd

#

I can't buy it

#

I am stuck at shipping

#

omg, so annoying

#

lol

hallow knoll
#

"There seems to have been an error initializing or updating your transaction. Please wait a minute and try again or contact support for assistance."

#

"For the protection of the account holder, this purchase has been declined. Further purchasing will be temporarily limited - please contact Steam Support to resolve this issue."

#

😦

fleet plume
#

@hallow knoll

#

@final ether

#

you guys are not alone

tired tree
#

mines ordered ;p

hallow knoll
#

Well of course Mr. 4x knuckles ;D

granite jacinth
#

Anyway

#

I was able to get an HMD

#

But I had a slight heart attack everytime I got an error message

fleet plume
#

anybody got the 2.0 base stations here?

#

was wondering how their noise compares the 1.0 ones

hallow knoll
#

I'm not able to purchase still, tried restarting, clearing cache etc

granite jacinth
#

I did it on Steam Client

#

for what it's worth

hallow knoll
#

So am I!

#

"Your order cannot be completed because one or more items in your cart is currently out of stock. Please try again later."

#

fml

fleet plume
#

what did you try to order?

hallow knoll
#

The full kit, it sold out so I ordered the HMD instead

fleet plume
#

that's unexpected

granite jacinth
#

nah

#

I doubt they had many full kits

#

They probably had a crapton of ala carte items though

#

I say they had <1000 full kits

#

But 3-5x ala cartes

#

5x (knuckles)

fleet plume
#

that's how you take over markets /s

granite jacinth
#

hmm

#

this isn't taking over anything

fleet plume
#

yeah

granite jacinth
#

Majority of buyers today are already in the ecosystem

#

Like 90%+

fleet plume
#

and i would've loved for valve to open the eco system

granite jacinth
#

So, doesn't do much for us VR Dev for sustainability sadly

fleet plume
#

make it more affordable

granite jacinth
#

maybe they will in 2.0 version

fleet plume
#

to raise potential customers

granite jacinth
#

Or they won't

fleet plume
#

i thought that it was an open secret by now that oculus gained so much ground because of the lowered prices multiple times

#

and valve goes in the exact opposite direction 😄

sturdy coral
#

when I heard they were switching to LCD I definitely thought it would be cheap

jaunty shell
#

index pre orders going from june, to july

#

and now august

#

DAMN

granite jacinth
#

Got mine for June

mighty carbon
#

I think OC6 will be quite exciting

tired tree
#

they are using a full tracking system there...

#

neat though

sturdy coral
#

it is markerless though isn't it?

tired tree
#

yeah except for the HMD

sturdy coral
#

oh wait yeah I see those markers on hmd

#

I wonder why they needed that

#

just to coordinate tracking reference frames I guess

tired tree
#

likely to keep them from getting sick :p

#

the body can be aproximated, but don't want to do that to the view

sturdy coral
#

yeah but hmd can track itself

#

well.. which hmd is that

tired tree
#

they may not be using on board tracking at all there

sturdy coral
#

they no longer have headphones

#

I guess it is CV1

#

that is cool tech, I expect ms to be showing off a lot of similar stuff with azure kinect

#

in the end it will be a lot cheaper to do it all with cameras and ML like they are doing there though

tired tree
#

yeah

#

seems kind of weird to be showing anything like this after removing external tracking though

#

unless they are thinking of warehouse experiences

sturdy coral
#

yeah

#

did you buy index?

#

I grabbed one

tired tree
#

yeah

sturdy coral
#

even though I have pimax I figured I would be able to compare them, and I'm not sure pimax will ever get skeletal tracking with knuckles fixed with the way they are doing things

tired tree
#

price aside, this is pretty much what i wanted out of a next hmd

sturdy coral
#

yeah, if it comes close to pimax on the low fov setting and has better lenses and stuff I think it will be well worth it

#

the huge fov is pretty awesome on pimax though, I usually run at medium which is around 150 I think

tired tree
#

i trust its quality more too

sturdy coral
#

yeah my pimax has started having the plastic crack

#

I need to get it replaced because I'll probably end up selling it

tired tree
#

also direct support at the API level, no hacking around

sturdy coral
#

and maybe they will have full knuckles support by the time the 8K X finally ships

mighty carbon
#

did you get Quest @tired tree ?

frigid kite
#

@tired tree "price aside, this is pretty much what i wanted out of a next hmd" > Thoughts on eye tracking and wirelessness?

#

I was sort of hoping to see eye tracking in there personally, considering Vive is gonna ship with it this year

granite jacinth
#

heh

#

You can't just add that shit midway

#

Index has been in production for at least 1.5-2 years

#

Since kits were already sent out mid-year last year

#

Also...

#

That Vive Pro Eye...

#

not aimed for consumers

#

Are there even cost estimates for that?

#

I would expect somewhere around $1200 easily for just the hmd

#

Given their price track record

#

Cosmos is where they might continue mainstream

#

But they need to price it competitively to Oculus not Valve, but...will they do that?

#

Also, Index is not Next-Gen imho

#

Nothing new in there

sturdy coral
#

things aren't quite at the level where eye tracking will pay off big yet

granite jacinth
#

Ehh, I don't know about that

#

With foveated rendering, it will be fantastic

#

If only used for that reason alone

#

But there are also gameplay mechanics that can be used with it

sturdy coral
#

just the cost of eye tracking vs cost of a gpu that can already supersample on the current displays

granite jacinth
#

Dunno, lots of potential

sturdy coral
#

definitely on game mechanics and social

#

social is maybe the biggest

frigid kite
#

Yeah, and it's much easier to gauge user intent

#

e.g. for picking stuff up

granite jacinth
#

I mean, just imagine you on a 970, eye-tracking foveated rendering at 4k

#

Now, I'm just throwing out random numbers

sturdy coral
#

yeah but only 2000 series can really do foveated without a big cost

granite jacinth
#

But, there's a reality there. It would help people jump into VR

sturdy coral
#

the mrs stuff on 900series has a geo cost

granite jacinth
#

Well, we'll see. Still lots to do

frigid kite
#

I was wondering about that actually, is any of the VR works stuff actually integrated somewhere?

sturdy coral
#

it is abandoned

frigid kite
#

Considering it always locks out AMD users

#

oh

sturdy coral
#

no updates in about 17 months

granite jacinth
#

But, imho, I would rather see Eye-Tracking than Tetherless

#

As much as I love wireless stuff...too many freaking issues with it

sturdy coral
#

I would rather major weight reduction than either

granite jacinth
#

Well that too

#

would be nice to see "Ultrabook"

sturdy coral
#

that's what keeps me from playing stuff for many hours

granite jacinth
#

"UltraHMDs"

frigid kite
#

I'm personally very curious about tetherless

#

Have any of you tried the wireless kits?

granite jacinth
#

I'm not. I've tried it out on Rift and Vive

#

Both had issues

#

We need to do something about energy

#

I mean even the Quest...

#

batterlife is roughly 3 hours

#

so basically GO

#

well Go is like 2 hours

frigid kite
#

Yeah I even saw 2 hours for quest on road to vr today

granite jacinth
#

Need to figure out a better energy source

sturdy coral
#

hip pack

granite jacinth
#

Same issues with wireless kits

#

you need batteries

#

yeah, but man

#

that's more crap you have to put on

sturdy coral
#

yeah

granite jacinth
#

and hope you don't accidently unhook the cable

#

there's just so many other issues with it right now

sturdy coral
#

wmr flipup visor is so much nicer for doing stuff back and forth IRL

granite jacinth
#

that's why I rather them focus on fidelity and stuff that will help with performance

frigid kite
#

Does it suffer from light leakage @sturdy coral ?

granite jacinth
#

which, as we keep going in higher and higher resolutions...we need help with

sturdy coral
#

not for me

#

I'd like something in lenovo explorer form factor and weight with bigger fov and clearer optics, that + wireless would be really really nice

flat shoal
#

so I'm guessing we'll see support for the angled stereo instancing that Index requires in 4.23?

hallow knoll
#

@flat shoal It should be in by then

flat shoal
#

curious if adding an angle in addition to the offset will have any inherent theoretical performance impact...

mild moon
#

Hey have you guys ever encountered issues with Oculus (maybe even other VR systems) when transitioning levels?
I'm seeing an issue Only happening on the headset, when I fade to black (persistent) then stream levels, there's one frame where the black disappears and i see the empty world... but only on headset.
PIE or even the preview window from the play in VR doesn't have the issue, it's only looking in the headset

quiet swan
#

Hey I noticed that my slate 3d widgets are causing a my game to lag, is there something we need to do so widgets dont lag in VR?

shadow radish
#

@photon: I use a lot of slate 3D widgets in my game also--can you detail how you noticed they start lag? how many you used and what textures you have on them?

#

@quiet swan

mighty carbon
#

@mild moon use black splash screen called from BP

#

I am surprised no one reported this before I did

sturdy coral
#

@mighty carbon got a screenshot of what you are seeing?

mighty carbon
#

@sturdy coral I wonder if skeletal LOD tool has the same issue

sturdy coral
#

@mighty carbon it looks like it has put a seam there, is it visible when not animated?

mighty carbon
#

no seams

#

it tears the LOD meshes as if LOD meshes are made of loose triangles

#

or rather, UE4 generates LODs and doesn't weld vertices

sturdy coral
#

@mighty carbon for that type of mesh you may want to try blender decimate; ue4 make be making seams assuming most things are going to have textures reprojected on them by the lod generation, and or assuming it needs a lightmass texture

mighty carbon
#

well, it's a bug that needs fixing.. that's why I reported it 😃

#

using Blender is too tedious

sturdy coral
#

yeah, they may be able to expose an option to do no seams or something

mighty carbon
#

I can't get FBX to export embedded LODs (or UE4 doesn't import them as such for whatever reason) and exporting several meshes (and importing them) is too tedious

#

UE4's LOD tools shouldn't do any "seams" to begin with

sturdy coral
#

they reproject normals and stuff and need to uv them

#

they have to have some kind of seams in there

#

unless it is just a flat plane or something

mild moon
#

@mighty carbon Thanks, i was hoping i could do without the splash screen, but it looks like there's no other way.

mighty carbon
#

well, they should just use UV isle boundary from LOD0

#

or however Blender does it

sturdy coral
#

I'm not sure if they look at that but maybe they could. they regenerate the mesh by reprojecting it onto a signed distance field version

#

I think the skeletal one at least preserves sections so maybe has some logic around seams too, not sure

mighty carbon
#

hmm.. I am not well versed in mesh decimation techniques, but doesn't sounds like 3D apps decimation approach

sturdy coral
#

with the sdf stuff they are able to fill holes and avoid meshing the interiors of buildings and stuff in some cases (they have some options around that)

#

there was a good livestream on it

#

that showed a lot of the internals

#

@mighty carbon since one focus is on combining multiple meshes for lod, pure decimation wouldn't work too well

#

they want the geometry to still line up where things touch etc. even if they are separate pieces

mighty carbon
#

I don't combine meshes anymore

#

I only used ISM in the video / test project to show that the issue affects both single mesh and instanced one

#

Proxy Geometry doesn't work on Android either :/

white fern
#

So I'm messing around with LeapMotion and I keep running into a pretty blantant issue tracking specifically my left hand ring finger; it is clearly in view, but whenever I move it it moves the virtual middle finger and gives me middle finger data (left hand.) Anyone ever encounter this before?

sturdy coral
granite jacinth
#

As long as they don't get them for free

upper wharf
#

Hi guys, my company is interested in working with AR projects, but more other companies say us that for this field is better working with Unity + Vuforia, what do you think?

granite jacinth
#

@upper wharf loaded question

#

Just do your own research and choose

#

(that means, not asking for someone's opinion if you should go to Unity in Unreal server 😉 )

#

But, personally. It's just whatever your programmer is most comfortable with

odd garnet
#

My store page just went live DabOOF
https://store.steampowered.com/app/995140

Break down doors, point your fingers, clear the room and survive in Hand to Hand Combat!! Hand to Hand Combat is a Virtual Reality Action game made for the Valve Index Controllers! Use your fists, finger guns, feet, magic, and more to clear each of the floors. Features:Slow M...

Release Date

Valve Index Controller Release

▶ Play video
granite jacinth
#

@odd garnet Hmm

#

Well, first off, grats.

#

Second, any reason you missed the second "hand" in the thumbnail?

odd garnet
#

Fixed it like 20 seconds after I went live

granite jacinth
#

?

odd garnet
#

okay rip I went to the store page but it still had the beta mode on (even tho the url was like nah its not beta)

#

got it lol

cunning depot
#

Also @odd garnet isn't a recommended 9900k + 2080 ti a bit much? From what I've seen Recommended just means smooth experience not insane FPS, Idk lol but nice 😃

odd garnet
#

Aye well I don't really know my max/min specs @cunning depot

The last person who tested it (has to be knuckles tester) was on a 1070 and getting 90

cunning depot
#

Fair

odd garnet
#

Dooo you have a 970? 😄

#

and knuckles? 😄

cunning depot
#

Nah I have a 2080 ti 😭

odd garnet
#

Oh okay :)) see you fall into the >insane expereience category

#

The thing is we have a lot of physics and particle effects

#

so I dont wanna say 970 and have someone running at 45 fps

even tho I've optimized the physics thread a lot

cunning depot
#

RIP, I don't think you'd find many people who are into VR but only have a 970

odd garnet
#

yeah

#

likewise since the 1070s are really popular now

golden snow
#

Congratulations on the page launch

burnt jolt
#

The vr.oculus.Debug.IPD command says that it can be used to set (virtual) IPD. Entering the command with an argument doesn't seem to have an effect. Has anyone had success using this?

sturdy coral
#

@burnt jolt no experience with that, but have you tried world to meters? It is the proper way to scale ipd+positional movement scale at the same time

sullen vortex
languid night
#

Does anyone else's Oculus Launcher launch whenver you press the play button in Ue4?

#

regardless if you're working on a VR game or a normal game?

granite jacinth
#

disable plugin

#

for some odd reason, Epic thought it was smart (and still thinks so) to have it enabled by default

quiet swan
#

hey am wondering whats everyone doing for performance in VR? are you all level streaming? are you culling? if so what kind of culling? anyone in the VR chat room doing world composition? are you doing streaming volumes or blueprint streaming?

quiet swan
#

I was using HISM on my map I made my map with HISM

#

but I cant cull and I was thinking of merging the actors

#

is it true when we merge we get better peformance because we make it 1 material or something like that?

sturdy coral
#

hism should have 1 material too

#

you will possibly get slightly better geometry perf with merged actors

eternal inlet
#

Is it possible to have two listeners and play input from them both? Ie if doing a split screen game or assymetric gameplay where one plays on vr and one on the pc screen, but on same pc

tired tree
#

@eternal inlet yes, I have an example class that pushes keyboard /mouse input to the second player ID for instance

silk lodge
#

is world scale totally broken with vr

quiet swan
#

hey is frustum culling on by default in unreal? I did a stat initviews and was surprised I saw frustum in the list

#

is occlusion culling costing ms in game? should it be on for vr or off for vr

languid night
#

@granite jacinth Thank You about that

granite jacinth
#

Not sure what about, but glad I was of help

quiet swan
#

is anyone here using round robin vr culling?\

eternal inlet
#

@tired tree aah sry my bad, i meant audio

river dock
#

Any fans of star wars out there?

burnt jolt
#

@sturdy coral Thanks for the suggestion – that's currently what I'm using. However, I'm looking to scale the world dynamically. This also works using world to metres, but unfortunately distorts physics sim in the scaled world. Do you happen to know how to use while preserving the physic's world to metres scale?

sturdy coral
#

no, strange, I didn't know physics was affected

#

@tired tree may know on that.. he's looked at almost everything

quiet swan
#

round robin occlusion is anyone using it?

#

its pretty new since 4.21

granite jacinth
#

@burnt jolt @sturdy coral physics is def affect by World To Meters

#

@hallow knoll knows about it also from an old prototype

#

You will have to manually recalculate things @burnt jolt if you are going to change W2M

river dock
#

is it possible to make a capsule follow the head movement on x/y axis and if we crouch the capsule's height get smaller?

granite jacinth
#

But it's possible to still use stuff

#

But you'll just need to create yourself a converter

#

But it's been done in plenty of VR games, even a few that make you small and then regular size again at will.

burnt jolt
#

Thanks @granite jacinth . Recalculating the physics sim won't be possible (I'm not developing that part, although I could suggest it). LODs also seem to be effected.

If I've understood everything correctly, the virtual IPD needs to be set (as well as making the player shorter). If it's not set, the perspective transform doesn't do the right thing - you need parallel lines in the world to be appear less parallel to make the world feel larger.

What do you mean by a converter @granite jacinth?

granite jacinth
#

@burnt jolt Just simple math conversions on things

#

Since you're scaling things down

#

(well VR player down)

#

You'll need to compensate to get it back to "100"

#

There are a few people on here that may be able to hook you up, but not sure if they are keeping it hush-hush

#

Regardless, it can be done

#

That's what I am trying to say

#

Just takes some work

burnt jolt
#

@granite jacinth Yup, I think I got that part understood - thanks! As far as actually setting the IPD itself (for the pawn's camera component), you got any ideas?

#

Can it be down in blueprints?

granite jacinth
#

Not sure why you would want to do that?

#

I guess I might have missed that part of the convo

#

As far as doing it anyway, no clue. I've never intentionally messed with IPD in engine. Seems kinda silly imho

burnt jolt
#

The two render images (for each eye) won't show the correct perspective distortion if the IPD doesn't increase/decrease with the players view.

granite jacinth
#

But maybe there's a usecase I haven't considered

#

Uh

#

You mean like stereo?

#

You want a texture to appear "correctly in both eyes"?

burnt jolt
#

Yeah, exactly. Sorry, not sure I said everything clearly b efore

granite jacinth
#

There's a few ways to do it

#

Some logic in material

#

And I think/pretty sure @tired tree has a node in VRE to do that

#

Not sure, now that I think about it. Don't think I've ever used it, but I feel like I may have seen it before.

#

All my UI is in world

#

Only thing that I have ever tested and worked (before 4.19) was doing comfort blinders dynamically

#

After 4.19, things changed, and a few things need to be done either in material or other place

tired tree
#

that is unrelated

granite jacinth
#

I don't know what he's talking about then

#

¯_(ツ)_/¯

tired tree
#

and you shouldn't be adjusting IPD if you are adjusting world scale

granite jacinth
#

He said "yeah, exactly"

burnt jolt
#

Haha, sorry. Maybe I've confused things.

granite jacinth
#

So I thought I knew what he was talking about

tired tree
#

IPD effects apparant scale and stereo convergence

#

but changing world scale does that for you

#

and without messing things up

burnt jolt
#

I mean "yeah exactly" in regards to the problem of stereo (distance between each image in a stereo pair of images for VR).

#

Well, yes.

#

But world to metres scale also impacts LOD and the metre unit for physics sim

granite jacinth
#

This is what I was talking about

tired tree
#

that is unrelated

#

victor

granite jacinth
#

¯_(ツ)_/¯

#

Just in case

tired tree
#

@burnt jolt so you are trying to scale down without world to meters?

#

honestly, thats kind of a bad idea

#

all of the tracking is scaled to world to meters

granite jacinth
#

I don't know how that's unrelated though 😉

#

if he says that's what he meant. He's talking about two different things here

#

IPD and Stereo Image. I was talking about SI

#

You can now continue on with IPD stuff

#

😃

tired tree
#

he is talking about the frame rendering when improperly scaling the view, not presenting a texture

burnt jolt
#

You can resolve that by setting the tracking yourself (disable "LockToHMD" and then multiply HMD pos by intended scale to get cam pos). The only way to not affect physics is to use IPD, AFAIK.

#

So, currently it seems if you want to do a dynamic "gaint's view / ant's view" as well as have physics, there's no stable solution without control over IPD.

#

Did I miss something?

granite jacinth
#

what

#

I don't get what IPD has anything to do with that

#

And like I said before...there are plenty of VR games/prototypes that have done this before

#

without the need to mess with IPD settings

#

I've never had to

river dock
#

im not quite sure its working correctly

#

i cant figure out how to see if the capsule is really doing what i want lol

tired tree
#

set the capsule to not hidden

#

but yeah, you can do it like that

burnt jolt
#

@river dock At a glance, that all correct in so far as the pos/rot/scale.

tired tree
#

thoguh you don't want to pass in the half height as the full height

#

of the hmd

burnt jolt
#

But, that still won't give you the correct perpsective distortion

tired tree
#

he isn't trying to scale, just change the collision size

burnt jolt
#

Oh right, sorry, I got the conversations mixed up

river dock
#

yeah i want the capsule to be the height of the camera so if i crouch it get smaller

#

lol

tired tree
#

yeah i have a setup like that in my plugin character

#

it will work, but don't do it on tick

#

its actually really expensive to do that, capsules can't just scale because the caps would flatten

#

so it re-creates the physics body

#

its probably "tolerable" in single player, but still better to set it to a timer on a lower htz

#

or rate limit it

river dock
#

oh

#

i'll try that

#

thanks for the advice

#

for the capsule height, should i make it like when my camera height is lower than X then it will switch to another capsule with smaller height

tired tree
#

you can

#

or you can sample or use steps

#

it won't solve you standing up through things though

#

there is no upward tracing in flying movement afaik

#

floating

burnt jolt
river dock
#

lol i just realised, i know about your plugin hehe i didnt really trying it out because im still kinda new to unreal and i figured i should try to make stuff by myself as much as i can even if it takes time, at least i can learn better

burnt jolt
#

@tired tree - so just to make sure, there's no way to set IPD independent of world-to-metres right?

tired tree
#

you'd have to change the engine

burnt jolt
#

(beyond changing the render pass in C++ myself, but have preference not too)

tired tree
#

there is a set IPD library function

burnt jolt
#

Hmm, yeah, damn

tired tree
#

but its only for Magic Leap

#

nothing else implements it

hallow knoll
#

The SDKs usually determine what the IPD is afaik

tired tree
#

wait, sorry, its late..that is a cull plane

#

not a ipd function

#

that make work

#

but are you only targeting oculus?

#

what are the exact issues you are noticing with physics btw?

burnt jolt
#

No prob. Targeting Vive/Oculus for now - currently testing with Oculus and looking for some place to get starting.

#

Our plan is to run a cloth sim to give the appearance of a volcanic geyser-like mud pool (ripples, etc). The seems to be distorted when the world-to-metres scale changes.

#

As far as I can tell with the command linked above, OVR the setter doesn't impact IPD (via the ovrp_SetUserIPD2 command). Maybe IPD set only once by OVR (code that's loaded into unreal as a binary AFAIK, so hard to inspect).

tired tree
#

cloth sim for water ripples?

#

why aren't you running that as a shader offset

burnt jolt
#

That's beyond me sorry. We've got an FX artist working on that. It's running via the Houdini plugin (live connection style of thing).

tired tree
#

cloth sim is going the very round a bout and very much more expensive way

#

there are even engine plugins that handle dynamic water

river dock
#

oh i had the wrong rotation axis lol, i added a delay after the tick if thats what you meant @tired tree and the height seems to be working fine as well i think ill just need to make it a little higher than the actual headset tho cause else its a bit smaller than me lol

tired tree
#

@river dock just put it in a timer that updates 20 times a second or something

burnt jolt
#

Hmm okay, that's good to know. I can pass that info on and see if we can switch over to the engine plugins.

#

@tired tree do you happen to know where in the engine I could modify things? I've spent a few hours looking through different things and am thinking to make a change here: https://github.com/EpicGames/UnrealEngine/blob/7d9919ac7bfd80b7483012eab342cb427d60e8c9/Engine/Source/Runtime/Engine/Private/LocalPlayer.cpp#L1087. Do you know if this would work for any stereo device; if not, would you have any other suggestions?

  • Sorry for repetitive questioning, first time hacking around in the engine code.
sturdy coral
#

are you guys sure about this world to meters thing? I don't see any references to it in the physics stuff

#

maybe just physics of gpu particle stuff?

#

houdini live connection wouldn't actually be using ue4 physics anyway either

#

@burnt jolt are you sure you don't mean a baked thing from houdini using alembic or something?

#

or are your users actually going to have houdini running?

#

I think you are likely using the geometry cache plugin and it is turning out to not be aware of world to meters or something

burnt jolt
#

@sturdy coral I'm not sure sorry, I could have misunderstood. Let me spend some time asking questions tomorrow (and try run some tests too) and I'll let you know. Is there a default physics example for testing in Unreal?

sturdy coral
#

@burnt jolt the VR template has some physics cubes you can throw around

scenic slate
#

Anybody know if the requal tooltips are working in VR now? I cannot test it now in VR, but this is my solution that works with reqular 2D.

cold siren
#

Any one has the issue of using a vive tracker that if the game is started without the tracker on, or if thr tracker goes off during the game, switching it on mid game, the game doesnt pick it up.

white fern
#

Anyone know how to setup a UE4 C++ project to link to the LeapMotion API? I'm using Orion and 3.3.1 release and already have the plugin setup to access BP functionality, but there is some other stuff I need to reference that is not exposed and I can't figure out what I need to do to have access to the whole C++ API

craggy bramble
#

WoW does a lot of sharding and phasing. For example, when you are a certain distance away it will load the new chunks and unload the chunks from the area you came from. But all players are divided into different shards. I reckon they have a strong server net set up, and divide everything over those servers. So I reckon that can be a possibility for continents etc as well. Obviously they run the game with their own engine, and they have everything optimised.

#

You're right on that.

#

@crisp quest Do you think your issue is a display issue, hardware issue or transmission issue?

#

So UE4 must have issues with transmitting the video correctly to your Oculus Go.

#

Either that or UE4 can't read the video/edits the video. (Like you said "messing with")

#

But I am not very experienced with the Oculus Go in particular so take it with a bit of salt. I prefer HTC Vive anyway haha 😛

high trench
#

Oh, I haven't played WoW in years so I'm only going by their set up during vanilla (pre-shards). We will never have that many players in one place at one time, since the game has you join a 'class' that is set to a max size. I'm also not sure UE4 easily supports streaming for multiplayer (at least not without a ton of work, which is beyond my expertise - I'm not making a huge game here, just a large map size). Thanks for the info though. I was looking at Orbus VR and they appear to use 1km x 1km map zones divided into shards/servers too, so that seems like the way to go.

craggy bramble
#

I still play WoW to this day 😉

high trench
#

I loved WoW until they added LFG and shrunk the map by letting you fly everywhere. Then the pandas and player homes put me off rejoining. When I first played, the world seemed immense as it took forever to get anywhere! 😄

#

It was actually a challenge back then.

craggy bramble
#

Haha, Battle For Azeroth has been pretty shit but 8.2 might be the big change needed for this expansion

#

But yeah, I have been thinking more about your issue. If you are running a big map. I think sharding the zones between a few servers would be your best shot. Based on the information you have given us.

high trench
#

Yeah, everyone I've spoken to has said split it up by around 1km for VR. Seems sensible.

#

(1km x 1km of 'dense' playable area - i.e not empty ocean)

craggy bramble
#

Are you running the aforementioned dungeons in the world itself or do they have their own "instance"?

#

That may also have a part in your decision.

craggy bramble
#

Right

native cedar
#

does the screen aligned uvs material node work in VR? Does it consider one screen or both screen as a single one?

clever stone
#

Hello all,
I am seeking some advice/ assistance with AR in UE4. I havent found much information on the internet or in UE4's official documentation so I thought I'll drop some questions over here. Any information is highly appreciated.

I am trying to create AR experiences (for both ARCore and ARKit) where when an image is detected, I offset the world origin of the world to the detected image location (using Get LocalToWorldTransform) and by setting SetARAlignmentTransform. Unfortunately this does not work always. It sometimes works perfectly and other times breaks completely (GetLocalToWorldTransform returns wrong values).
Has anyone achieved this perfectly? Is there a guide or blog which I can read more about this?

quiet swan
#

yeah AR looks interesting

#

what does the outputlog say when it breaks?

clever stone
#

It seems to return an incorrect transform based on the debug log.

#

Not exactly sure why, especially since the debug draw of the image detected looks correct.

pearl tangle
#

@clever stone What version of unreal are you running that on and what stuff are you trying to offset/why are you trying to put the world origin there instead of just creating your stuff there?

clever stone
#

I am currently running 4.22.1 release.
I have got levels which I stream in with static lighting at World 0,0,0 which I want to place on Image markers.

pearl tangle
#

dont place them at 0,0,0 @clever stone Just place them at the image tracker location instead?

clever stone
#

Do you mean I should Offset the streamed in levels to Image Tracked Location instead of offsetting the world origin?
Hmm, I'll give that a shot.

pearl tangle
#

you dont have to offset it, you can just load in the level at that specific location and rotation

#

there is an alternative way to load in a level rather than the way you may be using it. Let me check the node on how I am doing it

pearl tangle
#

@clever stone yeah it's this 1 that you want. Then you can also play around with the VR "world to meters" to make itinto a little dioramah which is fun too

clever stone
#

That's awesome, thanks @pearl tangle . Ill let you know if this works for me 😃

pearl tangle
#

it should do, I am doing that with both arcore and arkit for a current project too @clever stone

dim imp
#

Hello, to all you VR designers our there.. Any ideas on how to indicate the player where to look next, in a nice, performant way?

dusky moon
#

@pearl tangle I never knew that node exists actually. Is it like in VR you can actually load the level with the transform that you can set in runtime ?!

mighty carbon
#

I wonder if it renders as nicely through the lenses of Hololens 2

craggy bramble
#

@dim imp Could you specify what exactly you are looking for? (maybe more context)

mighty carbon
#

@pearl tangle have you tried Hololens 2 ?

pearl tangle
#

@mighty carbon nah not yet. I have tried out the streaming stuff with my hololens 1 though, works relatively well. Even puts basic hand tracking in there so that you can use the VR template out of the box

mighty carbon
#

I see

sturdy coral
#

Even with the increased fov I think both people would only see a tiny section of that rocket right?

mighty carbon
#

I just wonder if it looks as "solid" through lenses as it looks externally, so to speak @pearl tangle

#

I am pretty sure that's the case @sturdy coral

fleet plume
#

i have an Actor with a StaticMeshComponent set up for generating regular overlap events; the Actor updates it's position every frame
on another actor i have a MotionControllerComponent with a SphereComponent as child, also set up for generating overlap events
and this is the log output when starting an overlap:

[2019.05.07-14.58.49:112][351]LogTemp: Warning: BeginOverlap
[2019.05.07-14.58.49:113][351]LogTemp: Warning: EndOverlap
[2019.05.07-14.58.49:134][352]LogTemp: Warning: BeginOverlap

any ideas why this happens?

sturdy coral
#

The black parts would not look solid

odd garnet
#

The Magic Leap One everything looks pretty solid

fleet plume
#

what's weird is that the first 2 events happen in the same frame

tired tree
#

@fleet plume are you ignoring actor movement anywhere?

#

it doesn't clear overlaps correctly when an actor is ignored and starts spamming events

fleet plume
#

not that i know of

#

i tried using ETeleportType::TeleportPhysics in case that's the culprit, but no luck

tired tree
#

print what it is overlapping

fleet plume
#

the same actor and component

#

in all cases

#
[2019.05.07-15.19.38:807][957]LogTemp: Warning: BeginOverlap -- OverlappedComponent ActivateComponent, OtherActor TestVR_PawnBP_C_0, OtherComp TriggerSphere
[2019.05.07-15.19.38:808][957]LogTemp: Warning: EndOverlap -- OverlappedComponent ActivateComponent, OtherActor TestVR_PawnBP_C_0, OtherComp TriggerSphere
[2019.05.07-15.19.38:820][958]LogTemp: Warning: BeginOverlap -- OverlappedComponent ActivateComponent, OtherActor TestVR_PawnBP_C_0, OtherComp TriggerSphere

[2019.05.07-15.19.39:386][  9]LogTemp: Warning: EndOverlap -- OverlappedComponent ActivateComponent, OtherActor TestVR_PawnBP_C_0, OtherComp TriggerSphere
[2019.05.07-15.19.39:386][  9]LogTemp: Warning: BeginOverlap -- OverlappedComponent ActivateComponent, OtherActor TestVR_PawnBP_C_0, OtherComp TriggerSphere
[2019.05.07-15.19.39:397][ 10]LogTemp: Warning: EndOverlap -- OverlappedComponent ActivateComponent, OtherActor TestVR_PawnBP_C_0, OtherComp TriggerSphere
mighty carbon
#

FYI

tired tree
#

?

mighty carbon
#

??

dim imp
#

@craggy bramble I have a linear visualization with stations around an environment, but I find I can't make a visual connection between the station the player is in and the thing player's supposed to look at

alpine oyster
#

have a quick issue, how can i get the velocity of the motion controllers in the vr template

dim imp
#

I need some indicator that's not dynamic light, to where the player should look

hallow knoll
#

@alpine oyster Store previous location and compare with current location on tick is one way 😃

alpine oyster
#

can you explain to me why Get physics Linear Velocity doesn't work?

hallow knoll
#

Because the motioncontroller component isn't simulating physics