#virtual-reality

1 messages ยท Page 205 of 1

dreamy kestrel
granite jacinth
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I actually have never ran into too many issues with my WMR

tawdry dragon
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Yeah, I couldnt it get to track my office properly, but the Rift S doesnt seem to have the same issue ๐Ÿ˜ƒ

granite jacinth
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But there are some issues

mystic tinsel
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Yeah like that. That should help

dreamy kestrel
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its been like that

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i havent touched it

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i set it up like that originally

granite jacinth
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Dunno, we'll see. I need to think about showing my VR projects soon

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Last year I did it with Rift/Vive

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setting them up wasn't hard. the issue was all the other fuckers with them

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And the interference

tawdry dragon
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haha

granite jacinth
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I had to usually set up a tent

dreamy kestrel
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first time animaitng since january lmao

tawdry dragon
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would love to know if the Rift S works with 10-15 other stands near them

granite jacinth
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@dreamy kestrel bro, stop spamming here please

dreamy kestrel
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Ive literally sent it once before

granite jacinth
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Take your glorious first-time wins to #lounge or something please

dreamy kestrel
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I didn't spam shit

granite jacinth
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Unless you are discussing VR specifically, which 95% of your messages aren't ๐Ÿ˜ƒ

dreamy kestrel
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I want help, i didn't win shit though?

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are you sure about that

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I was literally just talking about how to fix the arms tracking

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not bending

granite jacinth
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uh, I meant... "first time wins", as in, when you boast about being proud of what you have been doing for the first time, etc.

dreamy kestrel
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I'm not boasting, i need assistance

granite jacinth
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has nothing to do with VR

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Anyway, we are all proud of you

dreamy kestrel
granite jacinth
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Congrats on your first time in UE4

dreamy kestrel
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It's pretty hard to read sarcasm.

granite jacinth
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It's not

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I would tell you, trust me. You'd know ๐Ÿ˜ƒ

dreamy kestrel
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In text it is.

granite jacinth
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It's not. Like I said. Trust me. You'd know if I were trying to be "a dick"

dreamy kestrel
granite jacinth
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Right now, I'm just trying to have a conversation with like-minded folks on VR, without the random videos and pics on stuff not related to VR

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But as you were. I forget we have tools for that.

dreamy kestrel
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On the other hand, I'm just trying to figure out how the hell I can implement swinging mechanics in VR

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I dont understand

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Sorry, english isn't my first language

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so I'm not perfect

mighty carbon
stone dagger
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Hey guys, quick question :
When I start my scene, the way the HMD faces, is the scene X axis. So if I rotate the HMD before hitting PreviewVR, the scene is rotated too. How can the scene always be "aligned" with the steam VR room config ?

mighty carbon
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I wonder how many units of Go has been sold

sturdy coral
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@mighty carbon do you they will keep go as a product if they are able to drop quest price down? (at $400)

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I guess it depends on how well quest does

granite jacinth
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@sturdy coral Quest won't drop in MSRP lower than $400

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They have already stated they wanted to keep Go as newb/poor people platform

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I thought you were at OC5?

mighty carbon
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they said there are 3 products - Go for media consumption, Quest for untethered play for masses and Rift for VR enthusiasts

granite jacinth
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What we will see probably will be temp price cuts though

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I am forseeing Quest at $300-$350 for Black Friday

mighty carbon
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so, I don't think Go is leaving VR scene

granite jacinth
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Go definitely has its use.

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I played with both last night

mighty carbon
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I think they screwed up with not giving Rift S adjustable IPD

granite jacinth
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Well, they didn't screw up

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They basically just have a WMR reference design

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from Lenovo

sturdy coral
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@granite jacinth I'd imagine they could cheapen quest in the future, maybe through a new model

granite jacinth
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They screwed up letting someone else do the design

sturdy coral
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with an lcd panel or something they could drop it down

mighty carbon
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or at least they should still sell CV1 for those with odd IPD and who needs 100% 360 deg. tracking

granite jacinth
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@sturdy coral Of course they could do that...but they won't

sturdy coral
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the computer vision camera stuff is just getting cheaper and cheaper

granite jacinth
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They can't undercut/jump into Go range

sturdy coral
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they can if they discontinue go

granite jacinth
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Unless they are planning to drop Go prices down as well

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They won't and shouldn't

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That would be a huge mistake

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They have a very very nice lineup in all price points

sturdy coral
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maybe, just depends if quest brings a lot more excitement

granite jacinth
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Of course it will

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But that doesn't mean shit in regards to business sense ๐Ÿ˜ƒ

sturdy coral
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they could do like a budget quest with two cameras and LCD

granite jacinth
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That would be stupid

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Undercutting themselves for no reason at all

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No one can compete with them

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I doubt...really much...that Cosmos...

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Is going to sell at $400

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So, who is going to compete with Quest?

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Who can compete with Go right now actually?

sturdy coral
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I could just seem them go all in on focusing on quest, if they are able to bring cost way down

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go could get a lot cheaper too though maybe

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I got a shitty walmart 1440p 3dof HMD for $15

granite jacinth
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๐Ÿ˜ƒ

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I have a few randoms like that as well

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The thing is, the have set themselves up very smart

sturdy coral
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the price floor over time is going to be really low

granite jacinth
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If they want, they could drop Go down to $150, Quest to $300, Rift to $400 or whatever

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But again, that's just undercutting themselves for no real reason since there's NO competition

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This is basically like Nvidia

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They ain't going to do jack ditty squat until someone big enough can come in and compete on their level

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And they shouldn't imho

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We aren't quite there yet technologically speaking for Mass-Market

sturdy coral
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I think they are too small for that yet and even without competition they will want to do price cuts and improvements to drive adoption

granite jacinth
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We'll see in a few months, or sooner on how Quest did

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Then we can reevaluate our opinions ๐Ÿ˜ƒ

sturdy coral
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nvidia is in a position where they don't want to cannabalize data center sales that are way inflated over what they sell the consumer stuff for, they had to change driver ToS to not allow consumer cards in data centers

granite jacinth
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Next big launch is Index

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Also, Pimax did some ninja shit yesterday

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Launch on US Amazon, didn't even know that until it was too late

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But they freaking RAISED prices

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before putting it on sale

sturdy coral
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the best outcome of big quest success would be the next model would have enough negotiating power to get qualcomm or whatever to add support for display input

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and it would work with PC

granite jacinth
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Pimax is just about dead

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Even with their new open-source intiative

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That worked out so well for OSVR/Razer

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Now that's some sarcasm btw

sturdy coral
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yeah, I think they just did an amazon marketplace store or something, which takes 10-15% of each sale

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so they just raised the price at the same time lol

granite jacinth
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That's dumb

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Made me not even think about buying one

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I was intrigued for about 2 seconds

sturdy coral
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at the kickstarter price it was a really good deal

granite jacinth
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Then saw the price...and looked at OG price...and was like...wtf

sturdy coral
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they will probably go bankrupt before I get my 8K X though

granite jacinth
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I bet a lot of people interested also felt the same way

sturdy coral
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but that thing will be insane if they pull it off

granite jacinth
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Haha

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IF ...

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Yeah, I don't know

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They hired that YTer

sturdy coral
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it is basically a huge FOV HP reverb

granite jacinth
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Not sure where the heck they are getting all this money

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They should use it on engineers/programmers ๐Ÿ˜ƒ

wicked oak
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im not so sure they can drop Quest in price soon

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the thing is incredibly overbuilt for 400 dollas

idle osprey
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From what I read, Quest is sold under cost.

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I haven't used my Quest much yet, but, wow...such an improvement over Rift. For me, anyway.

idle osprey
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yeah, I just have to write a game now. ๐Ÿ˜Š

zealous cobalt
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If anyone wants someone else to test their Oculus Quest app for them to give outsider contact, please DM me.

wraith sky
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what if...someone wants to test Oculus Quest?

toxic oracle
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The oculus online subsystem should work on mobile (Go/Quest) and PCVR right?

hallow knoll
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@toxic oracle Yeah it should

dreamy kestrel
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I'm so stumped, I need to get this done by my friends birthday, but I can't find any good Spider-Man swinging VR Based tutorials, or even Melee and enemies, so that he could fight crime, I got the model working and moving, with animations but it needs swinging to properly be a spider-man game.

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Can anyone support me with this?

dreamy kestrel
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I dont care how scuffed it looks

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Please help

real needle
ember forum
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So has anyone launched to a quest yet ? Im wondering if we will really feel a lot of improvements over the go, since the processor is 30% faster but there is also the overhead of the inside out tracking, i guess I'll find out later today when mine gets here though

mighty carbon
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lol, my local Walmart doesn't even know what Oculus Quest is :/

sturdy canyon
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I get back about 30% more draw calls and triangles on Quest vs Go

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On Quest you only get access to 3 major cores. The 4 minor cores and one major core are eaten by the tracking and OS

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But those 3 cores are decently badass cores

ember forum
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Hmmm wonder if 1 could disable all that tracking and switch to 3dof mode ๐Ÿค” ๐Ÿ˜‚

sturdy canyon
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I used one core for rendering, one for voxels, and the third for everything else including game thread and physics

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There is currently no way to disable tracking

mystic tinsel
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The issue of keeping the capsule lined up with your HMD. Through googling, it looks like a common solution is to get the HMDs delta every frame and offset the capsule and your VRRoot to keep them all lined up. This works, but runs into issues as you get into more complicated stuff. Like a VR avatar that has a full body. The issue with keep the capsule right on top of the HMD crops up as you start to look down/bend over to reach for things. If you look down, you can't really see past your chest. If you start to bend down, the body stays lined up with your head which means your head goes inside the chest. I've temporarily solved this by checking for HMD pitch and height and pushing the character mesh back a little bit, depending on how far down the head is and the pitch of the headset, but this runs into it's own issues. Are there any more advanced methods for solving this issue?

sturdy coral
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@mystic tinsel are you making your own full body IK or using one from somewhere?

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if doing your own, use ccdik to position the head with constraints that keep the spine from crumpling. Because the spine won't crumple, the ik may not reach your head, so then use a bone delta node to apply a delta of where the head bone should be to where the IK was able to reach, and apply that delta to the hips. Then make sure you do foot IK and arm IK afterwards to fix up where the hips push them to

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for third person you should try to mix in some of the hip bounce when animating run/walk into the desired head ik target first, because otherwise doing the above is going to overly constrain things to the head and make the hips seem too rigid

mighty carbon
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I think Oculus will bring 3-point IK into SDK soon.. Last 3 surveys I filled out asked about features I'd like to have and 3-point IK + full body avatars were 2 items on the list all 3 times.

sturdy coral
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valve has talked about it too, it is bad for the sdks to be doing that as part of the runtime

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it should be a separate library

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similar problem to valve doing the skeletal compression as part of the runtime

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means 2d players or people on native oculus sdk can't see animated hands

tired tree
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valve has been hinting that next skeletal release will have more than hand pose estimation

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not entirely happy with the concept, its really nice if you stick to one platform (like oculus's avatar system), but when you try to cross platform its a big ole mess.

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not that anyone has to use it though, so there is that

sturdy coral
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I think the avatar system now works on multiple sdks

tired tree
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still requires a facebook account afaik

sturdy coral
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ah

tired tree
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for the avatar retreival

sturdy coral
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I looked a bit at the plugin, I didn't realize you could do runtime skeletal mesh import

tired tree
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the oculus one?

sturdy coral
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yeah

tired tree
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that neat

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s

sturdy coral
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I don't know if they have to have a standard skeleton too or if that is loaded at runtime as well

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looks like their Content/ only has materials

idle osprey
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I'm confused. I am looking at a video from Oculus posted by UnrealEngine a couple of days ago. In it, they talk about the Oculus Plugins and how to configure them for the Quest and Rift S. We have to install plugins in UE4 for this? I don't see them in my project settings (I'm on a Mac). And I'm not finding somewhere I can download these plugins.

sturdy canyon
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Oculus doesn't work on Mac last time I checked

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on windows the plugins are built into the editor and default to on

idle osprey
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grr...I'm trying to dev for the Quest, which is Android. Whether I'm on a Mac or Win shouldn't matter.

sturdy canyon
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Oooh interesting. The plugin should be white listed for android at least

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but if you aren't on windows I'm not sure you can adjust the plugin settings in the editor

idle osprey
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I can tell Unreal to start in VR under Editor Settings. But I don't see the Oculus VR plugin.

vale gale
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I posted this in in mobile originally but I'm seeing a huge gamma shift on the Quest compared to sm5. I'm using the previewer of course but the shift is concerning and feels like there's some bad color management going on for mobile. I'm surprised I haven't this being addressed at all.

idle osprey
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I'll try booting in to Windows and try there, but it'll take some time to get UE4 downloaded again. It'll be unfortunate, but I can live with it if that's the way it has to be.

mighty carbon
idle osprey
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I definitely lose tracking a lot, like Rift with only 2 sensors. But still, it recovers fast.

frigid kite
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I've played a bit of RR at the office today on our Quest, and I have to say I am solidly impressed with the headset

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The tracking was just rock solid the whole time, and being free of the tether is quite an experience

idle osprey
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I've been playing Vader Immortal and setting up Netflix and YouTube VR. Mostly, it's in Oculus Home where I've noticed tracking lost -- I'm not really doing anything that it would matter with -- I just see a frozen/floating controller for a tenth of a second.

frigid kite
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Definitely considering getting one for myself

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Hmm, I've been fighting FPS issues in my home project for a while, and I can't seem to get a grip on them

mighty carbon
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@idle osprey Carmack said that reflections, bright lights and dense patters (e.g. carpet ) will confuse tracking

frigid kite
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Even if the GPU visualizer has less than 11ms total time for a frame, I'm dropped to 45 according to stat fps

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Anything I'm missing that's causing that discrepancy?

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Oh actually, still just above 11ms when including the world tick

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Still, all stats are giving me other timings

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The GPU visualizer is at 11ms, stat fps at 22, and the steamvr compositor at 17

idle osprey
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I guess what I'm saying is, Quest is no worse than Rift for tracking. It's not perfect. 3-sensor Rift is better, but this is completely acceptable.

frigid kite
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@mighty carbon I'm impressed with how little the Quest needs to track, our office floors are fully white and shiny, same for the furniture, yet it tracks without a hitch

mighty carbon
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nice ๐Ÿ˜ƒ

idle osprey
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I did have a bit of a bright light on one side of my bedroom where the setting sun was sneaking in. That might be why. I honestly don't know 'cause I didn't know what direction I was facing in RL. ๐Ÿ˜ƒ

mighty carbon
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I am gonna wait a bit on getting Quest.. I don't really see any urgency on Oculus side for fixing lack of shortcut for passthrough and some other fixes for issues reported ("no ETA at this time" sounds like a few month away based on my experience with Oculus).

tired tree
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Meh, quest has significant tracking deadzones and some jitter in specific situations, that being said it exceeded my expectations and its a really solid stand alone.

frigid kite
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Yeah I was very skeptical about optical tracking but I'm impressed by what I have seen, though I have to say I've only been able to spend a good 15 minutes with it so far

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Still, enough to see that at least the HMD never loses tracking in our office, can't speak for much else

idle osprey
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I can get to passthru quickly ...not a shortcut, but just click the roomscale button on Home and you see it.

mighty carbon
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well, if you are in-game, you want to be able to double tap Home button on the controller to enable passthrough, just like on Rift S

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Vulkan updates -
Fixed miscellaneous MSAA bugs.
Added support for sRGB render target.
Added engine-side support for FFR. This feature will require a future Oculus Quest runtime update for end-to-end support.
Added engine-side support for multiview. This feature will require a future Oculus Quest runtime update for end-to-end support.

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@sturdy canyon sounds like mobile Vulkan is a go now? (for Quest only I suppose)

sturdy canyon
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It should work once the OS update is out

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that OS update is not out yet

mighty carbon
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right, but Quest-only or both Quest and Go ?

sturdy canyon
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That's a question worth asking

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posted the question

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oh you beat me to it

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the 1.37 update include 4.22.1, but not 4.22.2 yet btw

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maybe soon?

mighty carbon
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hopefully ๐Ÿ˜ƒ

granite jacinth
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@mighty carbon @sturdy canyon Other than getting the lastest SDK stuff for each engine version. Is there any particular reason to use their build over regular source/launcher build?

sturdy canyon
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Oculus fixed a bunch of shit in mobile rendering in 4.22

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I don't think those fixes made it to the main branch

granite jacinth
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hmm

sturdy canyon
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in 4.21 I never bothered to use the oculus branch, but it's worth it in 4.22

granite jacinth
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So, I should use that when pushing Quest build

sturdy canyon
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I'm still on 4.21 for Quest

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I'm tentatively testing 4.22, but I got a few bugs to fix before it's releasable

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Like for some reason my sky sphere is no longer attached to the player

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so you can move outside it

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or maybe it was never attached, it just used to be way bigger?

mighty carbon
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@granite jacinth there were a few instances when certain BP stuff was in Oculus branch but was not in Epic's..

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probably just because Epic's branch is always behind on SDK updates

twin lagoon
mighty carbon
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sometimes I'd find a bug and Oculus would fix it pretty quickly.. So Oculus branch would work fine and Epic's wouldn't until next release or something

twin lagoon
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that setting was in the oculus branch when built from source, so from what i've seen you have to build Oculus' branch from source to deploy to quest

mighty carbon
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Oculus also recommends using their branch.. They will be more inclined to fix bugs and dig deeper (and even check your project if it's some weird bug/issue) if you use their branch

sturdy canyon
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That setting is a one line change

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I had to add it manually into 4.21 as well

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but yeah you get that for free in the oculus branch

twin lagoon
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ahh gotcha

granite jacinth
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v1 vs v2

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wonder why they don't just do v2 on all

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what's this "free" thing

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lol

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I've never heard something talk about a code line and adding monetary value to it like that lol

sturdy canyon
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there's v1 vs v2, but there's also a android manifest tag you have to add for "6dof required"

granite jacinth
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Gotcha

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Well, now I know, Oculus, use their branch

sturdy canyon
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more important going forward, yeah

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until like one month ago vanilla 4.21 could package acceptable quest builds

wicked oak
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for yall

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dev-rendering added GPU Scene (autoinstancing included) for vulkan and opengl3.1 in MOBILE

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so likely working right now on quest and go. those support 3.1, no?

granite jacinth
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interesting

mystic tinsel
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@sturdy coral yes doing my own. I looked at some solution but overall wasn't satisfied

idle osprey
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omg, are you telling me I need to download UE4 again?

zealous cobalt
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I can fairly easily make out individual pixels and color seems to bleed a bit. Is everyone elses Quest like this or do I have it adjusted badly?

sturdy coral
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@zealous cobalt I don't know if quest does this, but Go had the option for some apps to turn off chromatic aberration correction in order to get extra performance (which could cause that color bleed)

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does it do it even in the main menu?

ember forum
mighty carbon
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@wicked oak apparently Quest now supports Vulkan (still unclear if Go supports it or not)

ember forum
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so vulkan is like 1,789,432 times better than es3.1 in terms of performance right? if thats so, this is really big news... id also like to know how the hell they got robo recall running on the quest (but i think the pixel density is also very low ... so hmmm ๐Ÿค” )

zealous cobalt
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Yeah it is like that in the menu

granite jacinth
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@ember forum What do you mean how?

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It's so scaled down in terms of visual fidelity

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90-95% of porting from PC to Mobile is art

ember forum
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true.. what i mean is, i want a porting robo recall to quest live stream ๐Ÿค“

granite jacinth
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You might get that

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@hallow knoll is already trying to get something together in terms of a Quest Dev stream, so that's not off the table

ember forum
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nice, the unreal dev days stuff came out 3 days ago with some quest stuff as well

granite jacinth
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I sadly have to hold off on any testing myself until next week ๐Ÿ˜ญ

ember forum
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one thing he didnt mention (in the ue4 quest video) was the official snapdragon profiler

granite jacinth
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Unreal Fest you mean?

ember forum
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yea

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why cant you test until next week @granite jacinth

granite jacinth
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Life

hallow knoll
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@ember forum @granite jacinth We didn't do the port, DrifterVR did. I'm planning a "Getting started with Quest", but no plans on when that stream will happen

granite jacinth
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Other responsibilities ๐Ÿ˜ƒ

ember forum
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nothing is more important than the virtual world

granite jacinth
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@hallow knoll Aye, but you can get them on the stream right?

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It's not like you all haven't done it before

hallow knoll
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I wouldn't mind that at all! I'll ask them

granite jacinth
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Free Publicity is Free Publicity

hallow knoll
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I think that would be more valuable to a bigger audience than how to get started ๐Ÿ˜ƒ

granite jacinth
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Depends on the view. If devs are watching and have questions or need help on a project, they may be able to gain some valuable new contracts/gigs.

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ยฏ_(ใƒ„)_/ยฏ

tired tree
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I was personally suprised at how well rec room runs

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the hardware has a higher upper limit than I thought

granite jacinth
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Haven't played that yet.

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But I don't see why you're surprised

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Again, low visual fidelity

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It's not like it runs like poop on PC

tired tree
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yes, but I would have expected some hitching in paintball or the quests

hallow knoll
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What did ya'll think of First Steps? The new user experience, it's made in UE4

granite jacinth
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It was alright

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I thought the dancing part was cute

toxic oracle
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I liked the robo dancing

tired tree
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its a trick question

granite jacinth
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Yeah, that part was cute and fun

tired tree
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don't answer!

hallow knoll
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@tired tree ssssshhh

granite jacinth
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Nah

toxic oracle
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I was really hoping that Iโ€™d be able to like pickup and spin the little robot

granite jacinth
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I know he did some of that

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The rest sucked

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lol, nah

tired tree
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its a great intro to new to vr players

granite jacinth
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Hmm, not sure about that part

tired tree
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though would be better with a shorter initial tutorial section

hallow knoll
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And that's what it's intended to be. Anyone should be able to play through it.

tired tree
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and quicker to the gripping / throwing

ember forum
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it felt a lot like the rift first contact

granite jacinth
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My fiance had issues with the tutorial

hallow knoll
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@ember forum Same team

granite jacinth
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I just booted her to Beat Saber

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She actually did not really enjoy beat saber

hallow knoll
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Whaaa

granite jacinth
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She like Sports Scramble better

tired tree
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beat saber is overwhelming and not that interesting to older people from experience

granite jacinth
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Well, she doesn't like shit flying in her face

hallow knoll
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Fair

ember forum
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so my game going from go to quest has at least a 20-30fps jump

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just did some preliminary testing

granite jacinth
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Yeah, that's pretty easy

tired tree
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sounds about right

hallow knoll
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Active cooling โค

granite jacinth
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Is it wrong of me to just want to see what happens in next gen?

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Instead of what's going on now

hallow knoll
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@granite jacinth We're waiting for the plug in our neck, so no

granite jacinth
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I feel...what's the word...maybe underwhelmed a bit

toxic oracle
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I havenโ€™t done much of beatsaber on the quest, Iโ€™ve been loving robo recall and super hot though

granite jacinth
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I mean, it's great tech, but man... I am ready for next-gen

ember forum
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im just waiting for someone to make a quest hack to stream steam vr games

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so i can play skyrim

toxic oracle
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Thatโ€™s out already I think

ember forum
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you are right it is out

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but only for gamepads

granite jacinth
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Super Hot is nice because it's a lot slower pace

#

Easier to get more people to play that

ember forum
#

i think vulkan can bring that next-gen stuff to quest though

#

i mean if you really want next gen ill stand beside with you a pool noodle everytime you take hit damage

granite jacinth
#

The thing about it is

ember forum
#

but i know what you mean, like robo recall on rift was amazing for like 2 hours

granite jacinth
#

I waited... what... 8 months?

#

I played with it in Sept

#

And AFAIK, nothing's really different about it

ember forum
#

and then its just, ok its vr .. it kinda dies down after a while

#

but being wireless does feel like the tech is moving in the right direction

granite jacinth
#

In those 8 months, it's just been about getting all the big games on there for launch

#

Which, to be fair. Very understandable

toxic oracle
#

Any interest in a VR Kart Racer? Thatโ€™s my current project but part of me wants to do something more focused on the wireless nature of VR since I love that part of it

granite jacinth
#

eh

#

I think there's already one too many

#

Unless you are going to do it better, maybe not worth your time

#

But then again... I am doing an FPS Shooter

#

So

#

don't take my advice on that

ember forum
#

someone said it best though, most of the stuff out there now for the GO just feels like a tech demo

#

and not like "real" games

hallow knoll
#

@granite jacinth Want to play Contractors for some... research?

granite jacinth
#

when?

hallow knoll
#

Like, now

granite jacinth
#

oh, sure, let's go

hallow knoll
#

On sale $14

granite jacinth
#

I bought it awhile ago for research already ๐Ÿ˜‰

hallow knoll
#

Does it work with Knuckles?

granite jacinth
#

I wanted to see what all the big FPS had for inventories and such

#

Doubt it

hallow knoll
#

It works well with most titles actually, except if you touch the touchpad (if there's smooth loco) you move all over the place.

granite jacinth
#

These guys are terrible with posting updates

#

I hope Valve allows us to add "Index Controllers" on store pages

mystic tinsel
#

Has anyone set up tracking without using "lock to HMD". I want more control over where my camera is and it seems that with using Lock to HMD, I basically can't control it at all. There is no way to constrain it's movement, or rotation or anything if I need to. So I set up a test function in BP to get the position and rotation and manually rotate and set the location of the camera. This works, but when Lock to HMD is turned off, the motion controllers go wonky.

mighty carbon
#

has anyone tried using headphones with their Quest? I see it has (2) 3.5mm jacks (one on each side) and earbuds accessory on Oculus store are mono (each).. So I wonder what will happen if you plug 3.5 mm stereo plug into one of the jacks on the HMD..

idle osprey
#

I'm told they're both stereo jacks.

#

From watching Mike on The Oasis, he just plugs in a stereo headset in to one jack.

mighty carbon
#

ah, cool

#

thanks

grizzled thunder
#

Hi, in the process of switching from BIK to IKinema for a VR project. Curious if anyone (besides certainly Jonas!) has a lot of experience with IKinema in VR?

toxic oracle
#

Hey I'm getting the error message "LogModuleManager: Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null." when packaging my app for quest, I have

PrivateDependencyModuleNames.AddRange(new string[]
        {
            "OnlineSubsystem",
            "OnlineSubsystemOculus",
        });

in my private dependency modules

#

I'm also using the oculus subsystem plugin so I'm not sure what the issue could be, the config is also setup in AndroidEngine.ini and DefaultEngine.ini with my default subsystem set to oculus

sturdy coral
#

@mystic tinsel you can constrain it's movement by counter moving the root it is attached to

#

Though you'd have to mess with the late update code to fully do it

#

And most of the runtimes will do unconstrained reprojection as well even if you turn off lock to hmd

wicked oak
#

@ember forum the vulkan vs gl thing is a bit more complicated than you would think

#

unreal engine gets a +10-20% cpu improvement

#

but the thing with vulkan is that you have a guaranteed feature set that has compute shaders

#

and draw indirect

#

and those are absolutely fukcing huge

#

and also, you have subpasses, which are really, REALLY good for mobile gpus

#

not as useufl on desktop gpus, but on mobile they are god tier

#

and of course, the way commands are generated in vulkan means you can frontload your loading to the load screen, and then once loaded the rendering goes by super fast

#

fun fact

#

when you tell opengl to compile a shader

#

it doesnt

#

and when you tell opengl to upload a texture

#

it also doesnt

#

it will compile and upload the stuff whever it feels like it

#

unreal engine 3 actually loaded 1 quad with the materials and rendered it behind the loadscreen

#

to force the graphics API to actually upload the damn things

mighty carbon
#

@wicked oak let's hope it's implemented nicely in UE4 and that Oculus updates OS on Go/Quest to support Vulkan in timely manner ๐Ÿ˜ƒ

wicked oak
#

vulkan in ue4 is a tall order

#

at least for 4.22 forward, the rnder refactor works specially well with vulkan

#

due to explicit render passes and rendergraph

#

the issue is that ue4 is too flexible

#

vulkan works best when you know exactly what you use in your level, and then you just agresively cache everything

#

this is what doom did

#

Doom 2016, on the first load of the game, will compile every single material in the entire game

#

and then on gameplay it will just reuse from the cache

#

no stutters, perfect framerate

mighty carbon
#

and UE4 can't do the same for packaged builds?

wicked oak
#

not really

#

tho i think they were working on some stuff like you had a playtest or cinematic, and it would gather what shaders are being used to pre-cache them

zealous cobalt
#

anyone working on modding beat saber for the quest yet?

hallow knoll
wicked oak
#

@hallow knoll thanks, thats what i was talking about

hallow knoll
#

It increases the initial load time of your game, but can prevent hitches during play

mighty carbon
#

@hallow knoll isn't there a way to build cache before release and release packaged build with that cache, so that initial load is blazing fast ?

hallow knoll
#

@mighty carbon I've only worked with this once on a project, so someone might correct my explanation here but to the extent of my knowledge, the cache needs to be loaded into memory when the game loads, which will increase the total load time of your game. However, the subsequent loads (levels) will be much faster, since the cache has already been loaded.

#

What we're talking about here is doing what you're explaining

#

It depends on the platform though

zealous cobalt
#

Can I get some help here? I am trying to set up a Oculus Quest app for my first time and can not find something in settings.

#

That is what it says

toxic oracle
#

I believe to get that you have to compile oculus' branch of UE4, it's not in my 4.22 either

hallow knoll
#

@zealous cobalt There's a checkbox for "Oculus Mobile" since 4.22, check that instead

zealous cobalt
hallow knoll
#

"Configure the AndroidManifest for deployment to Oculus Mobile"

zealous cobalt
#

Ok thanks!

hallow knoll
#

@toxic oracle You don't have to compile the oculus branch, works just fine in 4.22

zealous cobalt
ember forum
#

leave those blan

#

k

zealous cobalt
#

ok

#

thanks

ember forum
#

your welcom

#

e

zealous cobalt
#

do you using the charging cable to download stuff onto the quest?

hallow knoll
#

@zealous cobalt Yeah the provided cable works just fine, but any quality USB-C cable will do

#

If you're using usb to usb-c, make sure it's usb 3.0

zealous cobalt
#

@hallow knoll 3.0 is rounded, 2.0 is sharp cornered?

#

and thanks

hallow knoll
#

They have the same shape, 3.0 should be blue inside instead of black

zealous cobalt
#

What battery percentage should the quest be stored at?

toxic oracle
#

My project successfully packages and runs on the quest with the oculus online subsystem disabled, when I have it enabled however, it compiles and goes onto the quest but when I load it I get the following error message:
Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null.
I'm not sure what the solution to this is? The oculus online subsystem plugin is enabled, and it's listed as a dependency in my build.cs file along with the AndroidEngine file and DefaultEngine.ini being setup for it

marble cloud
#

Hey everyone, quick question, which headset should I buy if I don't have any and I want to develop for oculus quest? As I understand you can't connect it to pc so you can test only if you build for it, so rift S is a better option I guess?

golden snow
#

You can connect Quest to your PC?

#

And general rule of development is - if you can (which you can in this case) develop on the platform(s) you're going to launch on.

sturdy canyon
#

Oculus has basically said they won't publish Quest content until it's been released on PC and does well there first

mighty carbon
#

that makes no sense @sturdy canyon

golden snow
#

Yea it does. It's basically saying "we won't make let you onto quest unless you're a proven title or developer"

mighty carbon
#

a game made for Quest specifically will have a very low change to success on PC simply because it will have dumb down visuals.

#

it might be a big hit (since you never know how things can turn out in video game business), but there is a good chance people will dismiss it because of visuals (yes, PC VR folks are spoiled)

golden snow
#

glances over to Roborecall

#

But, no. The PC version doesn't need to be the exact same as the quest version -- it can have better graphics, than quest.

#

The point is their looking for games that sell. A for-quest game that isn't tested, won't tell them that without background history.

#

Oculus will be giving more than just a spot on the store front for quest, so they will a stake in how well the game does and can lose money from it if not careful.

mighty carbon
#

lol, if you read reviews about RR, people don't like it much on Quest. As with anything else, develop for a target platform in mind is a must. So imagine success of RR on PC if it looked like what you see on Quest to begin with. Plus, RR was the very first game for Touch. So it had no competition really. Can't really compare that situation with the market we have today.

#

Btw, there is a pitch form on Oculus site for Quest devs. You don't have to make VR game that is released for PC first.

#

Pitch your game to Oculus and if they approve, you go straight to Quest

golden snow
#

Which is why I said "established developers" too.

#

And, when pitching a game for quest, wouldn't success with it on PC be a solid bonus?

mighty carbon
#

that's incorrect again

#

you don't have to be established dev

#

if you have time and money and team, sure - go make game for PC VR, PSVR, etc and then port it to Quest

golden snow
#

Sure. I'm just going to go with Nathan on this though since I know he has experience we may not.

sturdy canyon
#

The process to ship on Quest is

  1. ship on Rift
  2. do good there
  3. ship in Quest.

The exception is if Oculus funds the content. In that case you will ship on Rift and Quest at the same time.

#

This may change in the future, but it's official Oculus recommendation

wicked oak
#

@sturdy canyon you porting to quest?

sturdy canyon
#

Yeah. I was ready to go at launch, but Oculus decided they wanted only one creative app, and chose Tilt Brush

#

I should launch this summer

wicked oak
#

you and tilt brush isnt exactly the same :/

#

if they said something like Medium, i can understand

golden snow
#

I'm excited to try it on quest

sturdy canyon
#

Can send you a beta invite

#

DM me your Oculus account email

marble cloud
#

What I meant by "can't connect to pc" is that you can't try it in unity/unreal play mode, you need to build and load into the headset as there's also no "unity remote" app or anything like that

golden snow
#

@sturdy canyon done on slack

opaque adder
#

Hey whats the best practice for adding collision to VR camera?

#

The player can pass through walls by default.

sturdy canyon
#

There's not a best practice. Depending on the experience different apps handle it different ways

opaque adder
#

I'm making a first person game

sturdy canyon
#

Some prevent the motion with colliders. Some black out the screen while stuck. Some ignore it

golden snow
#

Prevent motion is blech, but effective at teaching

sturdy canyon
#

Prevent motion is maybe the best for competitive physical games

golden snow
#

Blackout is more confortable, but can lead to player getting lost

toxic oracle
#

I liked the implementation of apex construct which seemed to teleport you back a bit

sturdy canyon
#

If you have a narrative experience, probably just don't do anything. Players actively don't want to break the presence

ember forum
#

@opaque adder your root needs to have collision and you move the root component

#

Theres some (very few but great) oculus go tutorials that will extend well to oculus quest

mighty carbon
#

finally got 4.22.2 + 1.37 integration

#

I see that there is no "Oculus Mobile" option and instead it's "Go/GearVR" or "Quest".. I thought 4.22 changed it to "Oculus Mobile".. Or was it like that in 4.20- ?

tired tree
#

@sturdy canyon or both, preventing movement and adding blinders during the pushback or darkening vision gets rid of most of the issues that sensitive players have with it.

ember forum
#

but also allow the option to remove that if you do implement it (like how skyrim vr does), those darkening rings just serve to annoy some players (like me) who have no issues with vr sickness

#

so did yal read the interview with drifter vr

wicked oak
#

@ember forum i know some guy who did a more in-depth analysis of the port

#

it is kinda shoddy

#

this guy is making his own port from PSVR to quest and the result is much more advanced than roborecall

#

for example, they just baked all materials down to diffuse

#

like

#

all of them

#

even metallic objects have their cubemap baked down to the texture

#

it is kind of comical you grab one of those golden trophies and it doesnt shine, you rotate it and its like a painted prop

ember forum
#

Yeah thats the kinda tricks we really need to know

wicked oak
#

also, they HLOD-ed so hard they destroyed decals

#

they literally left the decals in the meshes

#

but didnt trim the transparent part of the decals

#

so you see stuff like an arrow on the floor as a black quad with a white arrow painted on it

#

the cpu and physics optimization work was stellar tho

mighty carbon
#

they should have hired you @wicked oak

wicked oak
#

they dont need me

#

the cpu optimizations they have done there are stellar

mighty carbon
#

I see

#

I guess they just went lazy on art optimization

#

(or had no time to optimize it properly)

wicked oak
#

yeah the art side is a bit shoddier

#

they just baked everything to diffuse

#

but there is smarter things you can do

#

for example, very basic shaders

#

do a vertex color with a directional light, to give it a bit more tridimensionality

#

or do a single cubemap for metallic objects

#

custom shaders tho

#

what they did there is to just bake down EVERYTHING and plug it into unlit

ember forum
#

That sounds like what im gonna do

#

๐Ÿ˜‚

wicked oak
#

bake to unlit works like a charm on static objects

ember forum
#

I would really like a good lesson in mobile/vr lighting

wicked oak
#

alongside static light

ember forum
#

Bake materials and aggresive hlods alright lets do it

tired tree
#

quest actually runs my stock example template...barely..but it does

#

thats a real surprise

ember forum
#

funnily enough on the go, i could not get neither a teleport arc (for projectiles) with meshes or particle systems running smoothly at 60+ fps... i just scrapped it eventually since its a flying game but still i found it strange the go could not handle all those for loops (even with nativized blueprints), probably was the extra overhead of the flying mechanics though

tired tree
#

@ember forum depends on how old of the epic template you were basing it off of

#

they were originally not batching the spline mesh components

#

and it was generating them ON TICK

ember forum
#

i tried a timer as well, still coudnt get it... it would probably run well on the quest though, most of the issues i had are now gone with the quest... and with vulkan around the corner things look really promising for vr

glossy agate
#

@tired tree just your base template barely ran on quest? what are the main things dragging performance in it so you think?

tired tree
#

well...its by default dynamic lighting

#

so that I don't have to ship any built lighting data

#

basically fixing that and adding some multires and it runs fine

#

physics grips are still a little inconsistant, think the physics settings need tweaks on mobile

glossy agate
#

Ah yeah. Nice. Iโ€™m probably gonna buy one next week to build on and see what it can do. Does it get super hot like Go?

#

Probably going to avoid physics as much as I can with the grips and such. From what I saw with the camera tracking seems like throwing stuff ect can be iffy

tired tree
#

doesn't really get hot no

#

still has that annoying nose gap like all rifts that can fog your lenses if you position incorrectly when putting on at first.

glossy agate
#

Yeah lol. Luckily I got a big ass nose for covering that

ember forum
#

lmao, i was about to say, this is the first time that has worked in my benefit

tired tree
#

think my nose may actually be too big so the gap is pushed up ;p

#

wide that is

mighty carbon
#

@tired tree so Quest can't handle physics you have in VRE well (performance wise) ?

wicked oak
#

@mighty carbon its the different fps

#

VRE stuff is kinda tweaked to work at 90 fps

#

i think

tired tree
#

@wicked oak @mighty carbon nah the physics doesn't care about the FPS, the quest just doesn't run the physics thread consistantly, I need to play with settings I think

#

the RR port guys were talking about how they had to spool up a dedicated untouched thread for physics that wasn't competing for CPU cycles, I can see why

#

I was just getting less quality of collision than normal is all, it could also have to do with the framerate at the time

#

I didn't experiment all too much yet, had some unrelated bugs to fix

languid night
#

Does anyone know how to track headset movement?

pearl tangle
#

@languid night you may want to be more specific than that, since tracking the headset movement is the most basic part of VR

languid night
#

I have some code that tracks the distance the player walks in the game. If he uses the controller to move, the code works. If he physically walks, it doesn't.

#

For example, if he walks 100cm through controller input, it'll print 100cm. However, if he walks a 100cm in real life, it prints 0.

#

I'm using getactorlocation, should I be using getcameralocation instead?

sturdy coral
#

@languid night yes

#

When you move in real life, camera component moves relative to the component it is attached to

#

You can use the actor location too if you had it following the camera

#

You may want to zero out the z component or trace to the floor otherwise, because you will get added distance from head moving up and down

zealous cobalt
#

BSMG is working on getting custom songs, maps, and events working on Beat Saber for oculus quest. They are the ones that made the mod maker for the Rift version. If you think you could help out, please do.
https://discord.gg/beatsabermods

pearl tangle
#

beat saber is built in unity not unreal

zealous cobalt
#

@pearl tangle pretty sure all the modding just uses code right now

languid night
#

@sturdy coral Thanks

dim imp
#

Does anyone have experience creating a tutorial scene in the beginning of his VR experience ? I need some kind of UMG or any cool idea to kinda overlay a controller (either a model or a picture) and show the player where to press and stuff

#

creative ideas are welcome

fleet peak
#

@dim imp

Attach a Widget component to whatever objects you want the player to notice maybe? I did it that way and it worked. You could also add an indicator (a cone mesh maybe) on top of the object that pulses (making a pulse material is really easy).

To answer your question - once the player overlaps the object, the control for the object can show up on the hands. Try adding a widget component to the hand - it would make a wrist menu of sorts whose content can be dynamically changed.

dim imp
#

@fleet peak Thank you for your response. I'd like specifically a controller model to show up temporarily and indicate what buttons to press next

fleet peak
#

Oh right

If it's a 3D model, attach it to a trigger box and make it visible on begin overlap and invisible on end overlap? That way it isn't persistent and shows the player what to do

#

Regardless of 3D or 2D it can be attached

dim imp
#

okay thanks!

fleet peak
#

No worries
Let me know if you want help regarding the implementation

tawdry dragon
#

@tired tree would you recommend your plugin for the Quest? We are probably starting up a small RnD project with the quest soon and I was thinking about basing all the interaction on your plugin

elfin venture
#

any one have ide because all my sky sphere is black

hallow knoll
#

I haven't had any luck connecting a BT keyboard w Quest. I only have one to test w so could be the keyboard... I find it and I can pair, but it just keeps trying.

tired tree
#

@tawdry dragon entirely depends, just sticking to the grip controllers would be fine regardless of anything else.

#

there is no hard answer

#

I know people who were making GO apps with it for some reason

#

seemed a little overkill at the time to me

tawdry dragon
#

@hallow knoll how did the Quest Jam go?

hallow knoll
#

@tawdry dragon Pretty good, working on a basic lan sessions now

tawdry dragon
#

cool, shared space stuff?

hallow knoll
#

Eventually yes!

tawdry dragon
#

If you find a nice way of syncing the players to the same space, please let me now ๐Ÿ˜›

hallow knoll
#

I've got cross-platform sessions working between PC/Quest/Go ๐Ÿ˜ƒ

#

Planning on using the PC as a listen server instead of Dedicated for now since it's faster to iterate that way

zealous cobalt
#

How exactly am I supposed to find that and download it?

#

nvm got it

#

Any good video tutorials for making a game for the Quest (using UE4 obviously).

hallow knoll
#

@zealous cobalt It's so new that there isn't really any, but all 6dof concepts are the same on Quest as they are on PC VR. Rendering features aside, you can use other VR tutorials and apply them to Quest (locomotion, grabbing etc)

pearl tangle
#

@hallow knoll have you tried out the remote stuff for hololens? I wonder how well that sort of setup would work with quest

hallow knoll
#

I haven't

#

I doubt it'll work out of the box though

#

For Quest that is

pearl tangle
#

after doing a bunch of ARcore projects recently the project compile and push to mobile device was killing me, so much so that I spent another $2k updating my computer since my previous motherboard couldn't handle NVME. Took my build times from 15 minutes down to <5 minutes

#

i doubt that too but seems pretty close to what we want

#

i would think between the hololens remote streaming and the virtual camera plugin there has to be enough overlap to be able to get this running for quest

zealous cobalt
#

I downloaded the go drivers and installed them but when I open console and type adb devices my quest does not show up. I have tried multiple ports and am using the included cable with a usbc to usb3.0 adapter. @hallow knoll

#

I also tried multiple adapters

pearl tangle
#

go or quest? you need developer options enabled and whatnot same as regular android development presumably

zealous cobalt
#

the quest

#

and I have it on developer mode

ember forum
#

You need to put the headset on

#

And authorize the computer

#

@zealous cobalt

zealous cobalt
#

@ember forum thanks man!

ember forum
#

๐Ÿ‘

sturdy coral
#

@pearl tangle maybe should have waited a bit on a new build ๐Ÿ˜ƒ did you see the ryzen 3 announcements just now?

#

the twelve core one after IPC and clock gains seems to be about 2X the perf of the 2700X

#

$500 though.. I'm not going to upgrade just yet

pearl tangle
#

@sturdy coral The project was only 1 month long hah so doesn't help me too much

sturdy coral
#

ah hah yeah

pearl tangle
#

i went for 9900 and on the samsung nvme went from my 3.5mb/s on my old HDD because I was out of space on my SSD's to 3500mb/s so gave me a pretty decent time saving. 10% of the project fee on parts but saved several hours worth of time easily

sturdy coral
#

nice, I did a similar move a while back from an old i7 2600 + constant smallish SSD shuffle to 2700X+big nvme

#

made a huge huge difference

pearl tangle
#

hah yeah thats the i7 that I was on as well i think. first generation 1, or maybe I had upgraded once since then. But the SSD stuff was always a headache and my motherboard was from before nvme. So i just grabbed a 1Tb nvme and they are only a few hundred bucks now, well worth it and I have 3 slots on this motherboard for when i run out

pearl tangle
#

anybody else have issues in 4.22 where exiting VR preview causes engine crashes?

sturdy coral
#

@pearl tangle starting 4.22.2 I'm getting crashes exiting PIE in general, seems to be audio related (just posted where it crashed in #audio)

#

Last one was exiting editor while pie was running, can't remember all the others but I've seen it about 3 times

#

Also, I'm using steam audio, are you using any audio plugins?

honest mango
#

How can I get sphere collision on attached to my motion controllers to block against a character and generate hit events?

honest mango
#

I have a sphere collision attached to my motion controller, trying to get that hit event to fire when it contacts the other character (guy from the 3rd person template)

#

The bones in the physics asset are set to kinematic atm

pearl tangle
#

@sturdy coral interesting. I was just testing then on hololens streaming and it was doing it a lot, but I had an issue when an AR project before I tried updating from 21-22 and it was constantly crashing so had to move to Google's 21 branch with the updated ARcore instead

#

Unfortunate that 4.23 is only integrating ARcore 1.7 instead of 1.9 as well

tawdry dragon
#

is there any chance that the plugins thats distributed with UE4 will become stand alone so you can update them without having to version up your engine?

#

I think thats how Unity does it, and it seems like it allows the developers to get the updates more frequent

pearl tangle
#

@tawdry dragon That is how unity does it which has some minor speed benefits, but now they have also moved to a Unity AR setup like Unreal has, so that when you create something with AR it just works across arcore and arkit

#

so thats why it takes them longer because Epic updates their own systems to be able to translate it to both of them, so if ARkit releases a feature that isn't available on ARcore then they don't put it in for a while

pearl tangle
#

@hallow knoll quest ended up showing up today

dim imp
#

Will the HTC Vive work outside in the daylight?

pearl tangle
#

yeah the vive doesn't care about daylight

dim imp
#

cool thanks

ionic jetty
#

Vive pro Controllers are not tracking for me in 4.22, but buttons do

#

Any ideas?

pearl tangle
#

@ionic jetty are they tracking in steam vr?

ionic jetty
#

Fixed it

#

Had to adapt to some 4.22 changes

pearl tangle
#

has anybody done a pinch to zoom using the VR world to meters at all yet or like how the vr editor does?

tacit quest
#

hey guys, I'm trying to setup to dev for oculus quest, i am following the GO instructions and it says to find "Package for Oculus mobile devices" but that option doesn't exist in settings (4.22)

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there is "Configure GoogleVR to support specific hardware configs", but it only has cardboard and daydream in it

zealous cobalt
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@tacit quest screenshot of the instuctions?

zealous cobalt
#

I just set it up but idk what you are talking about

tacit quest
#

from here

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i'm setting for quest tho, but someone said it's pretty much same process as GO

tacit quest
#

#13

zealous cobalt
#

use those instructions

tacit quest
#

oh duh lol thanks

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i should have known there would be, i couldn't find it searching around

zealous cobalt
#

Pretty much means not enough

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no prob

tacit quest
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thanks dude

zealous cobalt
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there is some stuff in there that isnt right they changed it so ping me if you get stuck

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I can not find the Oculus blueprints

tacit quest
#

The quest instructions have the exact same instruction #13

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i'm also using binary 4.22, is compiling from source mandatory?

zealous cobalt
#

that second line, I have no clue what that means

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for #13, just search oculus mobile and hit the check box

zealous cobalt
#

How do I find the oculus blueprints?

twin lagoon
#

@tacit quest you need to use oculusโ€™ unreal engine branch compiled from source if you want to deploy to quest

zealous cobalt
#

I tried sending my project to the quest and I got this. Can someone tell me where I went wrong?

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@hallow knoll Sorry for the ping but you seem to know your stuff

hallow knoll
#

@zealous cobalt Try to launch any of the default maps (without dynamic lighting) and see if they work. Your error is about HISMs, which afaik are supported on android. Do you have any HISMs in the map you're trying to launch?

zealous cobalt
#

I got the blank template with no starter content and scalable 2d/3d to work

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idk what an HISM is

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I thought I disabled all dynamic lighting

hallow knoll
#

Dynamic lighting won't prevent you from launching it

mighty carbon
#

From what I recall working with HISMs on GearVR, they did more harm than good (performance wise)

hallow knoll
#

It just won't perform, but it'll still run

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@zealous cobalt Are you packaging or trying to Launch on device?

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Oh, it says build successful

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Yeah it says completed

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Did you look in the hMD?

zealous cobalt
#

I am trying to launch on device. I just grabbed a desert map that was free a while ago and tried to run it in vr

hallow knoll
#

Yeah try with just a basic scene

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There could be some materials that aren't supported on mobile etc

zealous cobalt
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hMD? Sorry I am very new with this. But yeah I got it to work with just a single platform

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ah

hallow knoll
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HMD = Head Mounted Display

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Generic term for any displays that you strap to your face

zealous cobalt
#

yeah. when it almost finished downloading I put it on, when it finished it went from the oculus home to a loading screen, and then right back to the oculus home

hallow knoll
#

Try to launch just a basic scene, and make sure that works first

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Unless the Marketplace pack you're trying to use says that it supports Mobile you'll probably have a bit of work to do, and even then a lot of VFX won't perform or look right on Quest

zealous cobalt
#

It did say it supports mobile

hallow knoll
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Ok, that's good. But try to launch just a basic scene to troubleshoot one thing at a time ๐Ÿ˜ƒ

zealous cobalt
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working on it

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Yeah the basic thing works. I guess I'm just not gonna use that default level

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Where do I get the oculus blueprints?

hallow knoll
#

@zealous cobalt Which ones are you referring to? The samples they provide? They can be found here (you need to have your epic games account linked with your github account to see this page): https://github.com/Oculus-VR/UnrealEngine

zealous cobalt
#

I think so thanks

zealous cobalt
#

With the Oculus Quest I am unable to move around on either of the VR template maps

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Is there something that I need to set up? I thought it worked with Touch controlelrs

tawdry dragon
#

Hmm, I just loaded up the VR template and build straight to the Oculus Quest with stock 4.22

zealous cobalt
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@tawdry dragon which map did you load into?

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and you were able to move around?

tawdry dragon
#

Yeah

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I just went into project settings and changed the start up level to be the same as the editor level

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if you use the default startup map, nothing works ๐Ÿ˜›

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(atleast in my experience)

zealous cobalt
tawdry dragon
#

Nop, that one sucks ๐Ÿ˜„

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If you go into Project Settings -> Map and Modes

zealous cobalt
#

?

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k

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see it

tawdry dragon
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And change the Start up level to be the same as the one set to editor by the template

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it should be the level featuring HMD and controller tracking

zealous cobalt
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HMDLocomotionMap?

tawdry dragon
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thats the one

zealous cobalt
tawdry dragon
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Yep

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looks about right

zealous cobalt
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so just plug in and build?

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*launch?

tawdry dragon
#

Have you changed your build settings for android match the one found in the quest documentation?

zealous cobalt
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yeah

tawdry dragon
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then you should be good to go mate ๐Ÿ˜ƒ

zealous cobalt
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hmmmm

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I did this earlier and I could not actually teleport, i just saw the blue ring. It is downloading atm

tawdry dragon
#

but you did get it to track your hands and head?

zealous cobalt
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there are no hands that I saw on that map. It did track my head though

tawdry dragon
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hmm, might be because you were in the wrong level? theres one made for gamepads and HMDs

zealous cobalt
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How do I make it not compile shaders and process assets every time?

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I used the level you told me too

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I tried all three, actually

tawdry dragon
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Sounds weird. Are you on 4.22?

zealous cobalt
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4.22.2

tawdry dragon
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Hmm.. Have you done anything to the template besides opening and changing settings?

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worst case, I can try and zip up the template project I made?

zealous cobalt
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well, I am actually on a blank project and added the VR content using that green button

toxic oracle
#

Did you update your gamemode and those settings in project settings?

tawdry dragon
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Hmmm, might be something there. Hold on, I will zip up my project and you can try that out if you want to ๐Ÿ˜ƒ

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Seems like you could use a win ๐Ÿ˜„

zealous cobalt
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I did not mess with gamemode

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that is probs it

toxic oracle
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That'd do it

zealous cobalt
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one sec

toxic oracle
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If I remember correctly the default pawn lets you move your head around with a VR headset on

tawdry dragon
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Arent the VR pawns etc. self contained?

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Arhh yeah sure

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The default pawn has "Locked to HMD" checked as default

toxic oracle
#

@tawdry dragon are you also doing quest packaging atm?

zealous cobalt
#

which gamemode should I use?

toxic oracle
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Which are listed? I can't remember

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The one with motion controllers if thats an option

tawdry dragon
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@toxic oracle only had the time to test the bridge

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so I just went ahead and tried a launch to see if I could get it working

zealous cobalt
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GameMode, GameModeBase, and FunctionalTestGameMode

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plus an AR one

tawdry dragon
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Seems like you might be missing some components?

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im 50% into uploading a zip

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I can confirm that template is working 1:1 on my Quest. Download it and try it out

toxic oracle
#

Project name buddies!

tawdry dragon
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haha

toxic oracle
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got a nice ring to it

tawdry dragon
#

QT'ing

zealous cobalt
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ugh compiling shaders

tawdry dragon
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haha ๐Ÿ˜›

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You new to UE4?

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better get used to it ๐Ÿ˜›

toxic oracle
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I haven't tested this yet but you may be able to skip the shader compile when you launch by selecting "Do not cook" from the project launcher

tawdry dragon
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I got my projects running on a i9 machine with NVME SSD

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and I still find myself waiting for those pesky shaders ๐Ÿ˜„

real needle
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Hi, does anyone know the max texture size for the quest? I was thinking of 1024X1024.

tawdry dragon
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I think the max is 4096x4096

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atleast thats what we get on other android devices

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but you would have to use many smaller maps to get good performance

real needle
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Thank you @tawdry dragon ! I want to get good performance and quality. So, would it be safe when going with 2048x2048?

tawdry dragon
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it entirely depends on your scene and complexity

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do you have 1 object? sure go head

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do you have 100? I would go with 512x512 and LOD versions

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Does your object fill up the screen? Larger texture, or is it a small prop? 128x128 or something

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You can also look into how EPIC did the insane detail on the Paragon characters

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they used many smaller maps that tiles across their objects, and masking texture to blend between different materials

zealous cobalt
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how do I move?

tawdry dragon
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you mean teleport?

zealous cobalt
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maybe im missing something

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yeah

tawdry dragon
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the two buttons on the touch controllers

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cant remember which one

real needle
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@tawdry dragon I understand. My scene consists of a larger terrain and smaller props and geometric objects, which are all low โ€“ poly (under 512 polys) I think I must find a good balance regarding quality and performance. Iโ€™m new to developing for mobile. So, I guess there will be a lot of testing involved. lol. What ms / framerate should be achieved at least for a good experience? Iโ€™m waiting for the quest to arrive tomorrow, hopefully. ๐Ÿ™‚

tawdry dragon
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72 fps

real needle
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@tawdry dragon Thank you again for the information!

tawdry dragon
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and never drop below that

real needle
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Ok.

tawdry dragon
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or else you will get motion sickness

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My experience with mobile and vr dev is to keep it simple

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and test it often. I would start at smaller texture sized and see how it looks

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and dont try to go for realism... You will not achieve it and will look shitty ๐Ÿ˜„

real needle
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very good advice indeed!

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Do I need the phone only once to setup the quest?

tawdry dragon
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yeah pretty much

real needle
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so no PBR materials?

tawdry dragon
#

You can go PBR

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its more the artstyle im thinking about

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Stylized works very well for VR, thats why 95% of the games use that

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cheaper to produce and the hardware can run it

real needle
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Ok good, I'm getting excited! ๐Ÿ˜ƒ

tawdry dragon
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it's a cool piece of gear, but the hardware is limited. So keep that in mind

real needle
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yeah, it's basically a mobile GPU and CPU processor, right? But it will render stereo.

tawdry dragon
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Im not really up to date on the numbers, but its equivelant or faster to a modern high end mobile phone

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but all that power has to render stereo in 72 fps

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and run android too

real needle
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Awesome piece of hardware, with no strings and cables attached!

zealous cobalt
#

So I opened up your project, did it open it with my engine settings?

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@tawdry dragon What you sent me defaulted to the motion control map, but what you told me was the HMDLocomotionMap

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and can I build for quest without actually having it plugged in?

wicked oak
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damn the quest is really good

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it has better image quality than oculus

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tho i have 2 things to say

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the thing is really fucking heavy

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and the hand controllers are not as good as normal oculus

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tho they are still quite great and tracking area is big enough to not be an issue

zealous cobalt
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@wicked oak Do you mean rift? Because the Quest, Rift, Rift S, and Go are all oculus

wicked oak
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better than both rift and go

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in image quality

zealous cobalt
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@tawdry dragon Thanks for the help your zip worked. IDK what I had wrong

tired tree
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@wicked oak yeah its pretty impressive

pearl tangle
#

@wicked oak I have been quite impressed with the thing as well, except for the comfort. I can't find a good way of it fitting my head and it's quite painful, need to keep messing around with the straps but doesn't seem to fit so well, need to throw some foam around it or something i think

ember forum
#

i saw that you should try and get the strap as low as possible on the back of your head

pearl tangle
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yeah i gave that a try

ember forum
#

its definitely heavier than the rift and the go

pearl tangle
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it pinches around the temples or something, cant quite figure out where the issue is but I never used my rift because I also found it uncomfortable but that was mainly due to the heat

ember forum
#

adjust all the straps the headset itself also moves with those 2 arms so fiddle as much as possible

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maybe your just too big brained?

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im mostly scared of trying to stretch my neck while im using it and snapping my neck in the process

pearl tangle
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hah yeah thats the only explanation I can come up with too

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im ok with that, my neck is probably strong from holding my giant head up all the time haha

ember forum
#

lol

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im learning all of the engine things i have been proscratinating learning now that i am forced to , like LODS for everything including particles

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going through a cloud of that starter content smoke is just a no go

pearl tangle
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its definitely easier now than it was a few years back doing cardboard vr and gear vr stuff

ember forum
#

i bet

pearl tangle
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although it did still take me a good few hours of messing around last night to get a scene up and running since I needed different android SDK's compared with the 1s i had for realtime database stuff, and then also after about 2 hours of slowly getting through other bugs realised I didn't even have visual studio installed on that machine yet...

ember forum
#

im using stock 4.22 but im building the oculus branch as we speak, i really want to try out some vulkan rendering

pearl tangle
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unreal could definitely stand to have some more verbose/ related error logging. especially since I can see a lot of people now getting into VR dev with the quest

ember forum
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i think thats also a bad choice for most people, learning game dev and being forced to also learn highly efficient ligthing/rendering techniques, it might be too much to swallow all at once for newcomers

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wait what would be more verbose related error logging?

pearl tangle
#

the error details when you have build fails are quite difficult to debug in general, i think having some suggested fixes in there or even a "fix for me" button in there for a bunch of stuff would be quite helpful. Android development can be quite tricky on it's own, combining VR with android dev will definitely be a steep learning curve for people, as I can see from some of the chats above

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and especially while they don't have any remote streaming option or anything to be able to view in editor type of setup on it the turnaround times for fixes and changes are always a massive headache, although i think there may be an improvement in 4.23 but cant remember if it was making it in there or not. Doing some AR projects recently and it was just hours and hours of wasted time for tiny tweaks each test

ember forum
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i think it can be overwhelming a bit at the start, but once you learn what those errors are you stop making them... again i think starting game dev and going straight to 3d mobile/vr dev is a bad choice for newcomers but to each their own... i know what you mean about those tiny tweaks, luckily for vr you can use a rift or vive to at least play in editor in VR

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maybe you could use a phone to simulate AR and play in editor? (not the same though as a ar headset... nevermind)

pearl tangle
#

assuming you have 1, something plenty of new starters to VR and game development probably wont have if they just go out and pick up the quest

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those errors I find every time i do something on mobile I will come up against a few different problems on each different version of the engine, especially when using different plugins

ember forum
#

oculus also said, that it will be highly selective of what games they allow on the quest, so maybe starting out and learning while developing on the quest is not the best idea(if they plan on commercial success) - words they said themselves

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not trying to scare anyone, as im also in the same boat... but we have to be realistic

pearl tangle
#

Yeah not particularly something people think about or comprehend when they first get 1 and go "wow I am going to make ready player 1 real on this thing and it will be easy"!

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10 years ago it was everybody grabbing unity and either

A) trying to make an MMO and going on the forums to ask "please somebody help me make the best MMO ever, I have a great idea but I don't know how to press the on button on my computer"

B) make a super realistic version of counter strike

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And it's great, if it gets somebody to actually pick up the tools and try something then they might start to learn a few things, but starting out in the toughest tools to work with is going to knock you back down hard

granite jacinth
#

IMHO, since I've started out doing VR Dev primarily (2016), I have found it to be one of the most challenging platforms to dev for

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Mobile VR takes that up a notch, a pretty decent one

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When I do non-VR gigs...(especially Multiplayer ones), I am astonished each time at how fast I can work

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Anyway, failure is a big part of gamedev, you have to learn about it

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The sooner you do, the better

pearl tangle
#

hah yeah, its whether you bounce back from it and keep going with it, if you can't achieve any level of success then it scares people off quite quickly

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Definitely I am much happier to not do VR or AR stuff when there are tight timelines, this next project I have pushed to do dome projection mapping with touch screens running UDP to control it rather than a shared VR experience, and even that will be easier than doing something for quest hah

sturdy coral
#

@wicked oak heavy is the only thing holding me back from buying it

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@pearl tangle are you using the ndisplay stuff for that?

toxic oracle
#

When I was picking a new project to do I was looking at what I didn't know and that was VR, c++ and networking so I figured hey I'll roll all those up into one project

#

Biggest mistake ever, learning a lot though ๐Ÿ˜ƒ

pearl tangle
#

@sturdy coral potentially, I am hoping to just go with a single projector and a fisheye lens though to make it easy to setup since it will need to be at 8 places

pearl tangle
#

@sturdy coral you played around with the updated ndisplay stuff at all in 22?

sturdy coral
#

@pearl tangle I haven't messed with it yet. I did update the -emulatestereo stuff to do off-center projections for 3DTV

pearl tangle
#

@sturdy coral Do you want to? I will know if this project is going ahead by next week. Essentially building a multiplayer lunar lander simulator using inflatable dome and a few large touch screens that will probably just build as web apps talking over UDP

granite jacinth
#

And yeah, everyone who's tried out my Quest agrees, it's too heavy

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Especially compared to Rift

#

But, there's also a crapton more stuff jammed in there

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I know it may look a bit dumb and they probably won't do it. But if they could somehow move stuff around the headstrap

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Maybe even the battery to the rear of it

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Could help quite a bit

sturdy coral
#

@pearl tangle that sounds pretty sweet, I'll shoot you a PM

ember forum
#

i was playing it on the floor looking at the ceiling playing steamlink

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straps are too tight

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unlike the go

tawdry dragon
#

@zealous cobalt glad you got it working!

jaunty shell
#

shit, wanted to try out VRExp on the quest today

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mfw I forgot the headset at home T_T

#

eh build fails everytime anyways with the Oculus branch...

jaunty shell
#

@tired tree should I use the plugin as is for the quest testing ?

honest mango
#

Anyone know if the Robo Recall mod kit changes at all depending on if you own the full game?

jaunty shell
#

pfiew finally

tired tree
#

@jaunty shell no real reason not too, depends really

jaunty shell
#

aight

#

I'm opening the samples

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wont be able to test until tomorrow though since I forgot to bring it to work T_T

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haha

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thats new ๐Ÿ˜„

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@tired tree Make sure your controller class has a switch on device type/caps. Perform your logic from actions VS direct manipulation/query of the motion controls. Is it the case with your samples ?

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been a while since I used VRExp tbh

tired tree
#

thats a thing in general and where all VR backends are headed with OpenXR

#

I ported my plugin to that type of workflow a long time ago

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when i added controller profiles

jaunty shell
#

alright, nice

#

I think I'm almost ready to build now

tired tree
#

you'll have to disable the steamVRexpansion module btw, it uses a module that doesn't output an android binary (for obvious reasons)

#

actually

#

sorry, that ones fine

#

its the advanced steam sessions module

jaunty shell
#

aight yeah

#

gonna do it now

#

sheesh now I'm regretting not to have brought the quest

tired tree
#

also, change skylight to stationary and build lighting

jaunty shell
#

yeah ofc

#

I wonder how Superhot did their fully dynamic lighting

tired tree
#

i have it dynamic only to save on repo space with the .map

jaunty shell
#

shall I disabled the advanced sessions too ?

tired tree
#

no need

jaunty shell
#

or just advanced steam

tired tree
#

its a generic front end

jaunty shell
#

aight

tired tree
#

and if you want to test over LAN, its useful

jaunty shell
#

true

tired tree
#

you'll want something set for this too

jaunty shell
#

oh

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good call

#

huh, didnt know there was multires on UE yet

#

neat

tired tree
#

even their home space uses a medium setting on that

jaunty shell
#

looks like you can define that directly in the Project settings

#

in the OculusVR plugin params

nova valve
#

hey all, super noob question: I got editor streaming to work. How do you get player movement to work with the hololens? What kind of input system do you need to use? camera rotation works fine already. any help would be appreciated

tawdry dragon
#

Has anyone tried pushing the Quest beyond 500.000 triangles?

real needle
#

My apologies if this has been asked before, but how can I test / build to quest inside UE4?

golden snow
real needle
#

@golden snow thank you!

golden snow
#

๐Ÿ‘

sturdy coral
granite jacinth
#

damn him

#

a whole month ahead ๐Ÿ˜ญ

mighty carbon
#

At that price, it doesn't really matter (for mass market/gaming) how good that HMD is

granite jacinth
#

I'm over the whole mass market thing until maybe next year

#

it's just not going to happen anytime soon

golden snow
#

I crossed that bridge in 2015.

granite jacinth
#

hehe, I just recently gave up on it

#

I know the sales are there

#

If you do a good enough product

#

So, I'm just over it

limber tusk
#

heya , what do you guys think the best unit is from a dev and production perspective? vive still?

mighty carbon
#

I mean, if you are making something for Vive/Rift/Quest, you can make some money IMO.. But if you are making something for Index, I don't think it's viable.. Maybe for enterprise, yeah.. Not games.

granite jacinth
#

@limber tusk cardboard

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that question is loaded and subjective

#

so I'm just going to troll you

limber tusk
#

fair play haha...

golden snow
#

VIEWMASTER

limber tusk
#

Maybe i can provide some more context

granite jacinth
#

Right, whatever your primary target is, use that HMD

golden snow
#

Come on @granite jacinth -- troll better.

granite jacinth
#

I know, sorry I fail

#

I haven't been a good troll over the past year

golden snow
#

(That's ok, the world needs less trolls)

granite jacinth
#

Dunno, internet can get boring without em

#

So..

#

this Tested video

#

sucks

golden snow
#

And yea, pick your hardware you want to target, design for that. Lots of people go with least-common-denominator. So that'd be like Rift if you want PC>

granite jacinth
#

I am so bored of them jabbering on about nothing

#

i don't want to hear their voices for 30 mins

golden snow
#

When designing our game I made sure it was Rift compatible, and once I knew that I knew it would work with Vive after some minor tweeks.

granite jacinth
#

It feels like they barely know what they are talking about anyway

limber tusk
#

@golden snow is quest considered to be targeting mobile then?

golden snow
#

Goooooood question

granite jacinth
#

Yes Quest is mobile

golden snow
#

I would think so, but the differences between Quest and other mobile platforms is substatail.

granite jacinth
#

FOcus is Mobile

#

Cardboard

#

Go

golden snow
#

It is mobile, but it's also got PC tracking capabilities.

granite jacinth
#

And there's very little difference

golden snow
#

So it's like, the bridge between the two.