#virtual-reality

1 messages Β· Page 206 of 1

granite jacinth
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Between every Mobile HMD tbh

limber tusk
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why is it considered mobile if it is targeting its own hardware tho...

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sorry if thats a dumb q

granite jacinth
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They really all suffer from the same thing vs PCVR

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Quest/Focus just have a little bit more power

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But it's not that much tbh

golden snow
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Its specs are on par/slight above say, the Go.

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But, then back on tracking -- it can track like a Rift/Vive(ish)

granite jacinth
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Oculus has a 3-prong strategy

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Low End Standalone, High End Standalone, High End Tether

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Go, Quest, Rift

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Well, I suppose "High End" Tether is debatable

golden snow
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That's like what -- Vive Pro. Index(?)

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Pimax?

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(Is Pimax still a thing?)

granite jacinth
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"High End" ?

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Pimax, Vive Pro, Vive Eye

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Index

golden snow
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Vive Eye?

granite jacinth
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Yup, google it

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You'll be like...what

golden snow
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Ooooh

granite jacinth
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Obviously we have even more "high end" high end HMDs

golden snow
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the Pro w/ Eye tracking.

granite jacinth
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$5k+

mighty carbon
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Quest is new mobile standard

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mobile with solidly good 6DoF tracking

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that should be minimum requirement for mobile VR

sturdy canyon
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I think it will be going forward

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I'm excited about the possibility of a Sony VitaVR

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Even though absolutely nothing has been said about it

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I think it's a cool possibility and maybe a good idea

ember forum
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vulkan no workie

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sorry im stuborn had to find out for myself

limber tusk
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how about, in terms of as a learning platform for VR development. do we think quest will be more accessible because of price and built in tracking, bringing in new devs? or do the limitations make it more challenging as weell

golden snow
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I'm still using my Go for out-door field VR stuff with a tool I'm developing, but I'm on Quest here out.

Unless quest works at night in the middle of a field with nothing to track besides the ground.

mighty carbon
ember forum
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developing for quest you have to learn about mobile lighting and rendering

golden snow
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Quest is, almost unanimously from devs I chat with, the go-to entry way for VR now.

ember forum
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thats an art in itself

limber tusk
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what do you mean reinaldo? how to optimize those for mobile?

ember forum
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but once you do learn that, life will become easier, because you'll have passed the hardest part, and be able to scale up

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you have to worry about things you wouldnt have to on rift for example, lighting has to be mostly static, materials need to be cheap to render, low poly... kinda stuff you dont need to worry about AS MUCH on pc vr

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so not only is it challenging if you are learning to develop games, and learning the programming part, you will also have to master the art part fairly early on if you plan on getting something running at 60/72fps on the quest

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im still kinda hoping vulkan is fully supported sooner rather than later so we can push the graphics a bit further and let the cpu breathe a bit more... because with es3.1 you are really limited

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but then again, robo recall looks great lol... but thats a whole team working on a title, for us single indie devs.. its tough learning to optimize and dev at the same time... its doable, certainly, but more difficult than most other platforms

limber tusk
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coool

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makes sense, thanks for explaining @ember forum

ember forum
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sure thing!, i do think quest is the way to go with VR, wireless, so if a person has the patience and willpower to learn how to develop on it, go for it

golden snow
granite jacinth
limber tusk
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do you guys think it will be possible to do some amount of mocap with quest?

tawdry dragon
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3 points of tracking aint much with mocap

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you basically only have your head and 2 hands

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no elbows, torso, knees etc.

mighty carbon
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supposedly Quest is sold out everywhere (except probably Oculus themselves)

granite jacinth
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doesn't say much. don't know how many were out in the wild Β―_(ツ)_/Β―

tacit quest
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anyone getting maps crashing the editor after deploying to quest? i have a persitent level with sublevels

zealous cobalt
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yes

languid night
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In a VR character, do you NEED to have a VR origin to set the camera up?

limber tusk
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@tawdry dragon will it be possible to add like additional trackers to quest potentially?

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@mighty carbon google express has some where i live

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wow nvm it is sold out 😦

mighty carbon
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lol, some one these articles praising Index...

pearl tangle
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@mighty carbon why wouldn't they be? Seems like a very impressive headset

mighty carbon
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because A. it's expensive B. there are no exclusive content (matching quality of the HMD) what would make people think of shelling out $1000

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and I mean Polygon's review in particular

pearl tangle
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A. Cost doesn't always matter. People don't buy a Ferrari because it's cheap
B. It makes any content you already have better and there will be lots more content that does match it because of it's controllers which are a mile better than the original vive or vive pro, both of which were expensive and have both sold quite a few headsets

toxic oracle
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For me personally I don't think I can go back to a wired HMD after using the quest

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I don't really care about graphics though

pearl tangle
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yeah i think the quest will be great for a lot of use cases. Not something that's going to be used in enterprise side of things though unfortunately except for the most basic of stuff

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being able to read text easily in VR is a big deal for lots of things and being able to wear it comfortably for hours at a time as well. I struggle with the quest for more than 10 minutes, need to keep shifting it around

ember forum
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yeah comfort on the quest is trivial

sturdy canyon
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The index is the first headset since Vive that I will purchase for myself

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Quest I didn't have to purchase or I would have

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Quest and Index are the first headsets that improved on anything I care about

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Rift S I might buy if I'm going to be traveling and need a dev headset that's easy

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Luckily I only need to buy the index headset, not the full package

ember forum
pearl tangle
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i would buy 1 if i could. And I already have 2 samsung odysseys sitting around doing nothing, a rift which I have given to a friend for a few months after taking it out of the box once when i first got it, and a vive with a TP cast that I haven't bothered to plug in in over a year after moving house twice

ember forum
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my process with the rift is like this... omg im gonna play skyrim.. lets organize the space, untangle the cables, alright steam vr wont run it, lets restart steam now that ive pluggin in the cables again... alright lets goo... okay, wow im so tired (15 minutes later)

pearl tangle
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yeah rift S is definitely the right move for facebooks goals of mass. Cameras and lighthouses are a bitch, but lighthouse and knuckles are by a mile the best input and tracking system

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quest just makes it so much better to just pick up and play something for half an hour, which you hardly ever do with complicated desktop 1s because of the fucking around

mighty carbon
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@pearl tangle Rift has sweet exclusives + everything else.. Vive/Index has only everything else (which isn't really great compare to Rift exclusives)

fair hearth
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@ember forum is that an actual product?

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Do you have a link for it?

ember forum
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and its sold out

mighty carbon
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heh, sold out too :/

pearl tangle
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@mighty carbon why do exclusives matter when you can play those "exclusives" on the index anyway?

tired tree
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@mighty carbon headset to headset index looks to be far better than oculus current generation, for its features. Oculus is just betting on cost to quality ratios. Exclusives are just exclusives, they shouldn't reduce or increase praise on the hardware itself......

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you don't have to blindly follow a single company you know, the entire ecosystem provides utility....

mighty carbon
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I know hardware is great.. I was saying about they way they write about it.. Polygon in particular

tired tree
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it looks amazing

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why would they not praise it highlyu

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as much as I wanted quest for the convenience, I am salivating over Index.

pearl tangle
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its a massive step up over oculus hardware, nobody can deny that

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it would be great if it was cheaper, but thats the unfortunate price you pay to try and get the best quality of stuff

sturdy coral
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Price is definitely an issue, especially if you aren't upgrading from Vive so have to buy the basestations

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I'm almost most excited about the audio.. VR needs better bass

odd garnet
mighty carbon
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I wonder if Oculus will release something like Deluxe Audio strap for Quest

pearl tangle
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@sturdy coral I think knuckles are the biggest deal to me with it. Vive wands are shit compared to touch controllers. I wish they had put eye tracking in there though as well, need to start seeing that in a wider range of headsets

sturdy coral
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Oh yeah, those for sure wasn't thinking of the controllers

odd garnet
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the controllers are πŸ’£

ember forum
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@mighty carbon i dont know if you seen rush on the go/quest but they have this aggressive lod system that i wish i knew how they made it... you see the mountains that are actual 3d meshes popping in as the player goes forward https://youtu.be/4MyWPMnQnS4?t=194

Are you ready for the ultimate thrill ride? Take a dive into the adrenaline-pumping world of wingsuit flying with RUSH! Soar down mountainsides at breakneck ...

β–Ά Play video
mighty carbon
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it's not the same as PVS culling

sturdy canyon
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I asked Valve why they didn't do eye tracking

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They said no eye tracking tech is good enough yet

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Vive pro eye has 1Β° noise error which is pretty big, but it also has latency and systematic error and needs recalibration regularly

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But yeah I'm really excited for when it's good enough

pearl tangle
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depends what you are trying to do with the eye tracking i guess @sturdy canyon . For foveated rendering and dynamic focus it works fairly well

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convergence stuff as well thats doing shifting lenses it also works fairly well with

sturdy canyon
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You have one already?

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When I tried it at CES it was not useful for anything except maybe social presence

pearl tangle
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I have a fove lying around somewhere, but have also played around with some different stuff from Tobii and sensics before

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there are some guys out here as well that have been doing the moving lense stuff as well from a few different eye tracking setups and it works quite well

sturdy canyon
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I haven't tried all the things, but I was unimpressed by the tobii/vive stuff

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Combining it with moving lenses to get variable focus might be cool, but a 1Β° error means you better not have small objects behind foreground stuff

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Also if you do anything active in the headset and it shifts on your head, you have to recalibrate

pearl tangle
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yeah definitely not perfect yet but thats something that a software fix can probably solve rather than hardware

pearl tangle
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wow that was weird. Just turned on my quest and the right eye didn't come on right, was just blue... Let the screen switch off and back on and it sorted itself thankfully

mighty carbon
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Hopefully new Quests will have all the small issues ironed out in the future production batches

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that's one of the reasons I am not buying one just yet πŸ˜‰

pearl tangle
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hah not a huge issue to just switch on the lights but interesting none the less. WMR can work ok in dark room, the thing it struggles with is changing light conditions

jaunty shell
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@tired tree compiling VRExp on the quest...

jaunty shell
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holy damn

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I'm impressed

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it works

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it just worksβ„’

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the quest really doesnt like physics though

honest mango
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Anyone here messed around with the Robo Recall mod kit?

golden snow
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@pearl tangle -- dark also works for outdoors at night, which is a use case i need

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Cant tutn on lights outside at night

jaunty shell
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@golden snow infrared lights are your savior

golden snow
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Doesnt really track well in the middle of the field tho :P

jaunty shell
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hmm, infrared floodlight then ? πŸ˜„

golden snow
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No.

jaunty shell
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I'm impressed

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I hacked up a simple scene with the MultistoryDungeons asset pack this morning

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and it runs perfectly on the go

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looks decent too, thats a great pack

pearl tangle
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they can work ok outside, but the thing they like is some features around. So some nice right angle corners definitely help for image tracking stuff

golden snow
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Yea, they can work outside, if it's not too bright and not in the middle of an open flat field of grass with nothing around to track πŸ˜›

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has tested this

mighty carbon
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@jaunty shell did you highlight me and then later changed your mind?! πŸ˜…

jaunty shell
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I wanted to highlight Mordetral and noticed I highlighted you instead @mighty carbon , sorry πŸ˜…

mighty carbon
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Ahh, I see

jaunty shell
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prolly typed at mo and called it a day πŸ˜„

mighty carbon
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So with all that geometry and materials performance is rock solid on Quest?

jaunty shell
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yeah

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getting less than 50drawcalls at all time

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fixed foveated helps a lot too

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since the scene is quite dark I'm using the higher reduction

mystic tinsel
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anyone familiar with this collision method from this youtube tutorial? https://www.youtube.com/watch?v=XeRv8sb1sdM it's done in blueprint, but I'm trying to recreate it in C++. As far as I can tell, I've recreated the calculations he does in blueprint, but for some reason my capsule is still offset from my HMD and VRRoot. The hierarchy is slightly different there is a scenecomponent as root, then the VRRoot and Capsule are attached to the root separately. I've got this C++ Code:

        FVector DevicePosition; 
        GEngine->XRSystem->GetCurrentPose(IXRTrackingSystem::HMDDeviceId, DeviceRotation, DevicePosition);
        DevicePosition.Z = 0;
        FVector NewCameraOffset = DevicePosition - LastCameraPosition;
        GetCapsuleComponent()->AddWorldOffset(NewCameraOffset);
        LastCameraPosition = DevicePosition;
        GetCapsuleComponent()->SetWorldRotation(FRotator(0.f, 0.f, 0.f));
        DevicePosition.Z = GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
        CharacterRoot->SetWorldLocation(GetCapsuleComponent()->GetComponentLocation() - DevicePosition);```

Which seems to match the calculations in the video

NOTE: THIS DOES NOT HANDLE THE SAME MOVEMENT AS THE CHARACTER COMPONENT, I WILL TRY POST A FOLLOW UP VIDEO ON THAT. In this video i make the very implementat...

β–Ά Play video
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These are screenshots of the two calculations I'm recreating.

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but I'm ending up in game with the capsule off-set like this. In the video example, the capsule is right on top of the HMD.

tired tree
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@jaunty shell yeah I think the physics settings just need some tweaks is all, its not the most stable with defaults.

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but in general, everything works fine

jaunty shell
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can you remember me how I can disable the body pushing away from static meshes ?

tired tree
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change collision settings

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or turn on WalkingOverride

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and have seperate collisions in walking vs locomotion

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all of the collision obeys normal engine channels

jaunty shell
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hmm

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cant find walking override

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is that in the collision settings of the body component ?

tired tree
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its in the root component

jaunty shell
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right got it πŸ‘Œ

solar loom
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Anyone using the Vive Focus+ and having trouble with the floor calibration? I set the eye height to 180 ( as in the documentation ), but when in my app I can touch the ceiling... Anyone had this experience or know how to fix it? I can't find anything on re-calibration ( should do it automatically )

quaint frost
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Hi, just a quick question. If I was to use dual Graphics cards.. Could I use one for the HMD while the other rendered the view onto another screen? or does the single card render both HMD & Screen view?

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ATM I only have one card but if I could improve the performance of rendering to both HMD and external screen with two cards that would be cool.

tired tree
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@quaint frost the preview? or a second player at the PC? because the preview isn't "rendered", its blted from the VR buffer

quaint frost
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ah... so if I was to use a screen to demonstrate the view of the user in VR.. it still uses the same graphics card... sorry about this, still trying to understand if rendering to both HMD screens together with an external screen will impact the VR performance.. I was hoping the second graphics card could deal with the external screen.. freeing up the first card for the two HMD screens... or something like that..

tired tree
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it doesn't render the preview

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its a section of what is rendered for the headset just displayed

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unless you specifically show a custom capture

quaint frost
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so it doesn't impact performance?

tired tree
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it does slightly

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but not to the extent that rendering would

quaint frost
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thanks @tired tree

mighty carbon
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pretty cool stuff, at first glance anyway

mighty carbon
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@jaunty shell I wonder why Journey of Gods looks like it looks, when your test shows scenes can be quite complex on Quest

tired tree
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there is a difference between a game and a test scene....

jaunty shell
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absolutely

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seems like they use dynamic lighting too

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mine's baked

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  • they have a special art style
mighty carbon
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ooh, dynamic lighting.. I didn't think Quest would be able to handle that

jaunty shell
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superhot uses dynamic lighting too

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or some trickery

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uploading a recording

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seems like you cant access your recorded videos directly to transfer to a pc

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needs to be processed by the quest before

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hmm I'm not sure if the quest visuals are as good as my screenshots now

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@mighty carbon @tired tree

mighty carbon
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looks good to me

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how did you pull the video off Quest ?

jaunty shell
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record function

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you can cast, stream, record videos

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or screenshot (with a timer)

mighty carbon
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well, once you record it to the device, how do you get it to PC / youtube ?

jaunty shell
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usb cable πŸ˜‰

mighty carbon
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on Go I have to use adb pull cmd

jaunty shell
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the quest is visible as a multimedia device

tired tree
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@jaunty shell need to switch that sword to a force grip ;p

jaunty shell
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haha yeah, indeed

mighty carbon
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same on Go, but if I copy it as if I'd normally do, video appears of 0 size on PC's HDD... With adb pull video downloads correctly. It's good that they fixed this issue on Quest.

jaunty shell
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well

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its weird

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because I have some files at 0

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but the recording I uploaded changed to its normal size after switching back to not dev

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and dev

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Β―_(ツ)_/Β―

mighty carbon
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looking cool @tired tree I assume that kind of physics will be choppy on Quest ?

jaunty shell
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shame there's no "send to X" option yet

tired tree
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@mighty carbon should be able to stabalize it, need to test, not entirely sure why the physics seemed off on my first initial tests, I had to get other things done and dropped it for a bit

mighty carbon
jaunty shell
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right changed to Force Constraint

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dunno if its gonna snap correctly though

tired tree
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@jaunty shell you'll have to use custom angular values as well

jaunty shell
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aight will do

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been a while since I used your toolkit πŸ˜„

tired tree
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and very large ones at that, the unit is like newtons per radi squared or some shit

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forget the actual unit of measurement for angular force

jaunty shell
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πŸ‘

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is that intended btw ?

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"New Var 0"

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πŸ˜„

tired tree
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mmmmm no

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never seen that

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oh, did you make your own settings?

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@jaunty shell oh, oops, I left a test variable in the cube in the template

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the cube manually implements the interface, would have to pass that struct out

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most objects are usually the pre-fabs

jaunty shell
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πŸ˜„

edgy pelican
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@mighty carbon I've been developing for Go since the headset came out, you can drag-and-drop files to the headset. I transfer video and screenshots with Explorer all the time.

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Of course, you need adb set up to have the headset detected first.

mighty carbon
ember forum
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@mighty carbon my files show up as 0:00 as well, but draggin onto desktop and playing them works

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Mine is same as lifeforlife's , quest shows up in explorer, same with go

mighty carbon
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🀷

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maybe they fixed it in recent update

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I still use adb pull, since I am using cmd for deployment to the device anyway

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it wasn't working not too long ago, not just for me, as you can gather from the thread I posted

ember forum
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Yeah i mean, it still says 0:00 and i cant play it from the quest in explorer, only moving onto the pc works

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Why do you use adb to deploy @mighty carbon , why not just from editor?

mighty carbon
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because you won't find some bugs running from the Editor

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I had an instance where running from Editor worked fine, but running from installed apk crashed the game

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reported to Epic and they finally fixed that

ember forum
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Nice! No wonder that select available frequencies bp doesnt work on the quest

granite jacinth
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hm

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I wonder if there will be 3-DOF-only products

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Or if it would even be allowed

edgy pelican
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@mighty carbon Ohhhh. That might explain why I haven't seen the issue. I haven't updated the engine for my project since 4.18. I didn't wanna fix my project with every update, so I forced myself to lock in the engine version to 4.18. Perhaps I chose wisely.

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With my luck, I'm most likely handicapping myself from being able to port to Quest easily.

mighty carbon
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@edgy pelican that has nothing to do with engine.. It's the update for Oculus Go (Oculus Software/firmware/drivers) that broke video shots (or file system).

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and no, you did not chose wisely when it comes to upgrading engine. With UE4 you should really be on current release to take advantage of performance optimizations, SDK updates and bug fixes

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when it comes to VR projects at least

edgy pelican
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That's weird. The firmware's updated on my Go, and based on what I've researched of game dev projects, there's a time you should really lock down your project's version.

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But, I get what ya mean about updating for VR. It's a different monster than a PC or console.

tawdry dragon
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Basically you could just try test builds of your projects with each new engine update

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thats what I do with our VR projects

edgy pelican
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@mighty carbon You've certainly brought up some good questions to answer regarding my project. I'll certainly look into how the updates will affect the overall performance for Go. And if that fails, I'll go with @tawdry dragon 's suggestion and move on up.

tawdry dragon
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if you want to go with the Quest or go

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you should really be using Oculus branch of UE

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Atleast that's what everyone keeps telling me

edgy pelican
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I didn't go with the "compile yourself" version. I went with the very basic stock instructions that came with Oculus and went from there. I didn't wanna muck it up.

mighty carbon
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the latest Oculus branch πŸ˜‰

tawdry dragon
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Its not that hard Tomio πŸ˜ƒ

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and you cant really fuck it up that much... As soon as the engine is build you're good to go

edgy pelican
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When it comes to grades and school projects, I prefer to be sure.

tawdry dragon
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understandable, but you should really try it out πŸ˜ƒ It's a bit scary the first time but after thats its a easy peasy

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I have zero or next to no c++ experience and I did my first custom builds of the engine a few weeks in

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to fix the SteamVR mirror

edgy pelican
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There're people that are out there in the front, experimenting with unstable things to make them stable. I'm not that person.

tawdry dragon
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Theres a difference in using unstable builds and building stable releases πŸ˜ƒ

edgy pelican
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There's a stable release, and there's a release with full documentation, support, and community documentation.

tawdry dragon
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Im literally building the Oculus branch on my 30 minute old formated PC as we speak πŸ˜›

edgy pelican
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I move at that crawl where I have full support.

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I'd love to jump out in front and mess around with no help, but I can't afford that atm.

tawdry dragon
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You have the people in this channel in case it goes sideways

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pretty helpful community here πŸ˜ƒ

edgy pelican
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Totally. This is actually the most I've said on this channel in 3 years.

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Could be 2. I lost count.

tawdry dragon
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Anyways, its ofcouse completly up to you. But I urge you to try it out when you have an hour to spare πŸ˜ƒ

edgy pelican
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I will, when my plan breaks. And if it does, then I'll be right up there with the rest of you folks.

tawdry dragon
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Are Oculus actually doing changes to the UE4 source or are they "just" updating their plugins in the branch?

mighty carbon
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sometimes they do

sturdy canyon
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they had a forward rendering path before it made it into UE4.16 or whatever

mighty carbon
real needle
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Again I'm struggling to Retarget my custom VR hands.

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Do I need to add start and end keys for the Hands pose Animations, which I'm using in the BS?

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Never mind I forgot to set the Grip Name in the Axis Settings in my BS.

mighty carbon
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Do you think VTs will be supported on Go/Quest ? (I see support for VTs on Switch was committed to rendering branch)

granite jacinth
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No more need for expensive Graphite

mighty carbon
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well, on PC/consoles - sure, but on mobile and mobile VR ?!

granite jacinth
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OpenXR plugin coming 4.23

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Unreal Insights sounds cool

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still so much to do, 4 releases later

toxic oracle
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Has anyone successfully packaged for the quest with the oculus online subsystem enabled?

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https://forums.oculusvr.com/developer/discussion/76152/can-i-use-avatars-without-passing-a-concept-review#latest From what I can tell from this thread, it appears you need to pass a quest review in order to use the platform services, which while it makes sense would have been nice to have explicitly said in the setup for Unreal instructions

mighty carbon
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work with Go

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if it works on Go, it will work on Quest

ember forum
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i havent used it, but it is enabled in my project Rhys

toxic oracle
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hm

ember forum
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i havent packaged though rhys, im just deploying to the device

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from the editor

toxic oracle
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Yeah it deploys but just doesn't open then spits out an android error message

ember forum
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whats it say

toxic oracle
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Your project is 100% BP right?

ember forum
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yes

toxic oracle
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"LogModuleManager: Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null."

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That's before I added their C api calls, with the C api calls it doesn't even package, same issue though

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I think that my build.cs file must be setup incorrectly to where the oculus module just isn't being included

ember forum
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tell you what though, why dont you try adding like the online subsystem steam for example, and try calling it, just package for windows, and see if you get a similar error, than you will know for sure if its your build.cs file

toxic oracle
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So I get a successful package on windows with oculus online subsystem enabled

ember forum
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with their C api calls the error message is the same? @toxic oracle

toxic oracle
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Ok it actually just got part that it was failing on, I can't remember changing anything either

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Now it's cooking the content so hey maybe it's fixed

#

It packaged correctly but I changed default subsystem to null in project settings, gotta change it back now and see if it works with oculus subsystem set

toxic oracle
#

whoo! friends list pulling info isn't working now but i think i know how to fix that, it's working!

#

no clue what fixed it but hey it works

pearl tangle
shell karma
#

any tips on tackling aliasing on quest ?

#

tried putting mobilescalefactor into DefaultDeviceProfiles.ini

#

still jaggy

#

mobile msaa off, temopral aa on

tawdry dragon
mighty carbon
#

that's nothing

jaunty shell
#

wait till you get minus numbers πŸ˜„

mighty carbon
#

One time I had 16k shaders compiling :/

#

has anyone tried using Niagara on Go/Quest ?

mighty carbon
sturdy coral
granite jacinth
#

Unity Plugin

#

Vive Pro Eye capable only

#

mmmk

sturdy coral
#

where is vrworks

#

RIP

tired tree
#

where it belongs

#

with not enough updates and lax amd hardware testing

#

though those helpers are part of the VRWorks SDK

wicked oak
#

vrs has the good thing of being ridiculously trivial to implement

#

any of us can do it in a few days

#

i just havent botherered as i dont really care about DWVR PC

#

but i could have fixed-foveated DWVR in a few days

sturdy coral
#

intel has a branch with it but I think they are holding it back until their hardware that supports it is out

#

(maybe it is out now after computex?)

granite jacinth
#

@sturdy coral you mean for Intel Dedicated GPUs next year?

#

I just hope that they can unify it in someway

#

Perhaps under OpenXR

#

I rather not have to integrate everyone's "VRWorks" SDK to get the benefits

#

Or even if you have to, at least there's one unified way of doing it within UE4

#

That's the dream πŸ˜ƒ

sturdy coral
#

says intel gen 11

#

says first chips with 'gen11' integrated graphics will ship this summer so maybe they will release that branch when it does? I'm not sure if they actually maintain any public branches though

#

they do at least get commits to main engine merged frequently

granite jacinth
#

ah, I remember this article

#

Gen11 is for their OnCPU IceLake stuff though

#

Integrated

#

I mean, it's still cool

#

If you're targeting cheap laptops

#

Ain't going to do much for VR though

sturdy coral
#

Their engine integration supposedly uses the new directx API though so if they release it or get it merged it should hopefully work for Nvidia too

#

I'm still having problems using dx12 with VR though, it hangs and sometimes crashes

tawdry dragon
#

Hmm, anyone had issue with the oculus branch(4.22) and VS 2019?

#

Got some warnings about .Net 4.6 wheres the auto generated projects use .Net 4.5

#

however I'm not able to downgrade

#

I got the engine build, but AutomationTool throws errors regarding .Net 4.6.1

mighty carbon
#

should have stayed with VS2017 πŸ˜‰

granite jacinth
#

aye, there's absolutely no need for 2019

#

And even more reasons since it's in preview to not use it

#

or

#

I guess it's out of preview now. But too early to tell how support is with UE4, especially custom builds

tacit quest
#

i have a strange problem if anyone has any ideas...I upgraded a project from 4.18 to 4.22. i am using streaming levels. when i spawn my player actor into any other level my motion controllers work. when i spawn it into a specific level, the button inputs work but th emotion tracking never enabled...can't for the life of me figure out what could be causing it

wicked oak
#

@granite jacinth the VRS on directx 12 is even hax-ier than the Nvidia extension

#

the nvidia extension is strictly only screenspace tiles

#

but the VRS on dx12 has per-drawcall and per-triangle VRS settings

#

thats what they use in civ

#

they have the drawcalls for the cities on the high res setting, and the drawcall for the sea on low

zealous cobalt
#

Could someone please show me a screenshot(s) on how to make the pickup range smaller on the basic VR template?

#

nevermind

#

How do I make an interface event?

tacit quest
#

interface can only do functions

zealous cobalt
#

So I copied the first screenshot/blueprint into another object (in the second blueprint) but the first event just became a custom event. I am pretty sure that "Pickup" is referring to the third screenshot

#

How do I make the second screenshot have the same event as the first one? @tacit quest

tacit quest
#

just double click onthe Custom Event name and rename it to Pickup

#

oh it's using an interface with a pickup method

#

the pickup actor interface

#

just implement the pickup actor interface into your new blueprint

#

and when you paste it it should work

zealous cobalt
#

hmmm nope

#

unless im not implementing the interface right

tacit quest
#

in your new blueprint go to class settings, under interfaces click add

#

if the pickup actor interface is in there

#

then you can right click on the graph and type Pickup and you should see it

zealous cobalt
#

Thanks man!

#

You are number Juan! (sorry bad joke but had to make it)

tacit quest
#

hehe

zealous cobalt
toxic oracle
#

Goes over BP communication through interfaces, event dispatchers, casting etc

zealous cobalt
#

Thanks!

#

Those Live Training people really manage to barely go over anything in a massive amount of time in most videos.

sturdy coral
#

I kind of wish they would do a pre-recorded tutorial, then follow it up with live Q&A, with the project open to dive into any questions. but i know nothing about twitch etc. and people may react badly if part is prerecorded

toxic oracle
#

That would be a really interesting way of doing it, I’d support that

tired tree
#

@granite jacinth 2019 is waaaaaaaaaaaaaaay better than 2017 performance wise

#

i am full on 2019

#

has massive issues on multiple computers with stalling in VS in 2017, been perfect in 19

mighty carbon
#

community edition or pro @tired tree ?

ember forum
#

@hallow knoll im really thankful the interview with drifter vr was written

#

really wish more training stuff had a written version

#

for us folks that like to read and just blaze thru stuff directly to what they need

hallow knoll
#

@ember forum Yeah the livestream I wanted to do with them is not as necessary anymore

sturdy coral
#

I've moved to 2019 too but I keep getting phantom full recompiles since moving to it

ember forum
#

but yeah as muchcharles said that would be cool as well

sturdy coral
#

phantom as in I make no changes and it recompiles everything anyway

mighty carbon
#

@hallow knoll any plans for any new training VR streams soon ? 😊

hallow knoll
#

@sturdy coral I've been thinking about doing what you suggested with some of the training tutorials that's being produced. A few weeks after it goes live, I'd like to do a live Q&A for those who's had a chance to go through the tutorial

#

@mighty carbon Since there's been a lot of good resources for Quest, I'm thinking of doing an Index stream on how to set up the controllers and how to use Steams controller bindings

mighty carbon
#

oh.. when did Epic have stream for Quest ?

hallow knoll
#

We haven't done a stream on Quest, but an Oculus rep did a deep dive in one of our UFE videos. That + current docs covers much more than I'd be able to do on a stream

tired tree
#

that one

mighty carbon
#

oh, I see

hallow knoll
#

There's a lot of good information in that talk

#

@mighty carbon As much as I love VR, there are more "regular" developers out there. Trying to find a good balance and the right guests so that it caters to everyone.

#

I'd recommend filling out the survey after you've watched the stream, there's a part of the form where you can request content πŸ˜ƒ

ember forum
#

will the index livestream feature champagne

hallow knoll
#

Perhaps non-alcoholic?

#

I'm not sure what you're referencing though ^^

ember forum
#

the price tag

#

lol

hallow knoll
#

Ah, haha

#

It's steep for sure, hopefully it'll go down at some point

#

$500 for the HMD is not bad though

#

(if you have a Vive)

ember forum
#

oh its 500$... i thought it was like 900$ something ... that must be another one.. too many hmds out there now

#

which i guess is a good thing for vr devs

#

oh i see the kit is 999

#

seeing as i cant access the folder via explorer... i guess adb must be the only way

granite jacinth
#

VR Rules

pearl tangle
#

@hallow knoll The thing I wish you would do with the videos is go back to 24/30 fps. 60fps at 1080 at the 400% speed I watch the training at doesn't work so well, always runs into issues

#

i have to go down to 720 and 300% speed to get it smooth

mighty carbon
#

any idea if Niagara will work on Go/Quest in 4.23 ?

#

I almost purchased it when they announced Android support

pearl tangle
#

@mighty carbon pretty certain it wont. It doesn't run on mobile

mighty carbon
#

well, they added support for Switch for Niagara and Switch is Android

#

oh wow, there is a separate branch for Hololens 2

#

hopefully HL2 will have first class BP support in UE4

fair hearth
#

@mighty carbon leap motion isn’t dying, they’re just combining tech and dev efforts with ultra haptics

mighty carbon
#

no, UltraHaptics acquired Leap Motion and once it's all said and done, the main guy leaves, according to the article

#

they call it "we combined whatever to make it better", but that's not the case

#

oh well, time will tell

toxic oracle
#

So my monitor is fine but I just found myself hitting it with my oculus controller lightly reaching for my steering wheel in my game, it never fails to amaze me just how deeply immersed you can get into the VR world and just forget everything else

tawdry dragon
#

So went ahead and build the oculus branch with VS 2017, no errors! However when I try to package for Android ATC I just get a "Fatal error" and the engines closes πŸ˜›

#

Back to stock 4.22 for now

ionic jetty
#

have you guys noticed that in forward shading the GPU Profiler is a bit broken?

#

aka it won't give you a breakdown of your base pass anymore

jaunty shell
#

@tawdry dragon getting a crash post closing UE4.22 oculus branch

#

I mean its not really a problem, just weird πŸ€”

zealous cobalt
#

Any idea why this gun won't fire?

tawdry dragon
#

is your inputs correctly setup?

zealous cobalt
#

That is the touch controllers, right?

tawdry dragon
#

yep

toxic oracle
#

@zealous cobalt throw in a print string on the trigger pressed event to make sure it’s firing

zealous cobalt
#

Will do. I hve to do something else for a while though. I'll get back to you

toxic oracle
#

@zealous cobalt my guess here is that your ray gun is attached to your pawn in some way and not actually what you’re controlling, in your player pawn get a reference to your ray gun and then put the fire events in your pawn

tawdry dragon
#

might also be the player controller eating the inputs

errant loom
#

Random question, does anyone know how to/ if there's a way to enable dfao for vr in engine source?

#

If this is even the right channel

#

I know it's not performant, but that's not so important for our project

granite jacinth
errant loom
#

Cheers dude~

sturdy coral
#

@errant loom the answer is no, it doesn't work at all in VR and you'd have to modify code to make it work

#

other distance field stuff like df shadows does though

errant loom
#

@sturdy coral yeah I've already seen some demos. It's a shame it's locked away but I'm glad I still even have access to df stuff

#

Super useful for distance to surface

mighty carbon
granite jacinth
#

lol

#

I don't get why dev edition is almost 3x the price

mighty carbon
#

cuz devs have deep pockets πŸ˜›

granite jacinth
#

Β―_(ツ)_/Β―

#

I mean, after thinking about it. It's better than PS4 dev kit price

wicked oak
#

except ps4 devkit pays for itself easily

#

that one doenst

ember forum
#

@mighty carbon i googled ue4 niagara vr before starting my project, all i read was complaints about stereo issues

#

googling niagara vr will get you some nice waterfalls, but no cascade . on a roll with the bad jokes

#

my experience thus far with cascade on the go/quest... translucent particles nope... additive, just a little bit, masked okay

mighty carbon
#

AR / VR is the future @wicked oak πŸ˜ƒ

sturdy coral
#

they carefully chose the angle of that photo to make those glasses look semi normal

#

if you look at other pictures it looks really bug eyed because they have to sit like an inch or more in front of your eyes

zealous cobalt
#

So when I grab my raygun, it gets attached to the motion controller. How do I make the motion controller make the ray gun fire?

#

wait I think I have it

toxic oracle
#

@zealous cobalt how much have you done in unreal before?

zealous cobalt
#

Pretty much nothing

toxic oracle
#

While VR is an awesome and fun area I’d really recommend starting in 2D, learning the basics of that then moving to 3D and after you have a bit of experience there then going into VR

zealous cobalt
#

Yeah, well I have the quest and I am probably going to return that but I want to make a little something first

#

And isn't UE4's Paper2d thing pretty crappy?

toxic oracle
#

Not really and for an absolute beginner it’s a great place to not have to worry about assets or lighting and just being able to focus on the programming

#

With doing VR development as your learning point you’re slowing down the speed at which you can learn and fail at, especially on the quest where deploying to it takes a few minutes

#

You’ll save yourself a lot of hassle and questions if you explore 2D and flat 3D first to learn the basics then come back to VR

zealous cobalt
#

Yeah, I noticed that for sure. But like I said I am not going to have vr soon so I want to have a little fun/anger now. Well another noob question how do I make the it check that a ray gun is attatched so the hand does not shoot lazers?

toxic oracle
#

When you pick up your laser gun save that as a variable then when you take the player input on the pawn, check if the laser gun variable is valid and if it is call a function on it to fire

zealous cobalt
#

Ok thanks

#

When I grab my gun, I have a Boolean get set to true. How can I make another blueprint access that boolean?

zealous cobalt
#

@toxic oracle Sorry to bug you, I know I am out of my league here, but if you help me with this I will stop working on VR stuff. After the ray gun gets picked up, I have a boolean get set to true. After that I have no idea what to do

#

That is in the BP_RayGun

toxic oracle
#

To get the Boolean variable you can do some like get player pawn then cast to your pawn and then you can get the variable from there @zealous cobalt

#

Did you watch that live training I linked on blueprint communication? It should be covered on that

zealous cobalt
#

I got it. Thanks for the help

tawdry dragon
#

works fine when I try the VRExpansion template project πŸ˜„

heavy pine
#

@mighty carbon @granite jacinth @wicked oak Is the devkit more expensive because they want to charge us for access to the unreal SDK? That would suck if that is their business model. Otherwise I'm pretty excited for these glasses at the price point they are coming in at. I also love the idea of being able to power them from a smartphone.

ember forum
#

@tawdry dragon but did it launch on the device

#

i got some errors like that be4 while messing with the project while it was deploying.. but nothing happened to the deployment and it still worked

tawdry dragon
#

Nah

#

it stuck on black screen then goes to Oculus Home

ember forum
#

idk... restart your computer and your device.. i hadsome issues that only doing that resolved it

tawdry dragon
#

Tried that and kept doing it πŸ˜ƒ I just took a copy of the template project and used that

#

would love to have it be clean, but whatever this is just RnD

tired tree
#

@tawdry dragon I think my template still has the new audio turned off

#

and that crash is in the audio mizer

#

mixer

granite jacinth
#

@tired tree have you tried the new audio engine with VRE yet actually?

#

I haven't even bothered with enabling it since AFAIK there's little/shit docs for it

tired tree
#

no? but not really any reason to bother? my template doesn't have audio

tawdry dragon
#

Where do you disable β€œthe new audio”?

granite jacinth
#

disable?

#

I didn't even know it was enabled by default now

#

missed that in release notes

tawdry dragon
#

well, its not enabled in the default vr template

#

because I can build that no probs

sturdy coral
#

@tawdry dragon it isn't enabled by default, make sure you aren't launching with '-audiomixer' and also remove any line like

[Audio]
AudioDeviceModuleName=AudioMixerXAudio2

from Config/Windows/WindowsEngine.ini, Config/Android/AndroidEngine.ini, etc.

#

I reposted your dump in #audio , because I've gotten the same assert several times since upgrading to 4.22.2 from 4.22.1

tawdry dragon
#

Hmm, thats weird.. All I did was make a blank project, setup for quest and build

#

but will have a look! Thanks for the headsuæ

#

headsup*

mighty carbon
#

eeh, why not to use new audio ?

ember forum
#

so is there some mystical way to still use dynamic lighting on mobile vr using es3.1, like if for example i just wanted shadows to appear at up to 1000meters, after that completely gone

#

also, has anyone gotten vulkan working, stop holding out on us and spill the beans

mighty carbon
#

dynamic lighting kills performance

#

I tried one directional light fix shadows and fps was crap on a super simple scene

#

@tawdry dragon you might want to report this crash to both Epic and Oculus.. I fished out a few bugs with 4.20 and they all got fixed by both Epic and Oculus in 4.21

real needle
#

Anyone know of a working ocean shader for VR? Community ocean project's shader is really nice when it works, but I get weird problems with it. I tried modular cliffs too and it has a similar problem plus others

odd garnet
woeful sundial
#

@odd garnet good enough for Steam. release! πŸ‘Œ

dim imp
#

Migrated BP_CommentaryBox into my VR project. it doesn't trigger with my VR pawn. help?

#

it has proximity range and pops up when pawn overlaps. not triggering with my VRPawn

#

(I migrated it from the Architecture Vis example project by epic)

woeful sundial
#

@dim imp check the part where the overlap event fires. does it cast to a ArchVis Character? if so, change the casting to pawn or more specific to your vr pawn. (i'm not familiar with the Architecture Vis example project).

dim imp
#

@woeful sundial

#

this is the place. but there's no reference for any character at all, so I think it should work

#

my vr character is a pawn

woeful sundial
#

i see... so then i would put a print string after those events to see if they execute. maybe that bool "preview mode" is set to true.
next would be to check the collision settings for the trigger and the vr pawn. make sure they are not set to "ignore" each other.

#

and also check in the vr pawn "generate overlap events" in the collision settings.

real needle
#

Hello. How can I get Bloom and color grading to work inside PP without enabling mobile HDR? I'm developing for Quest. The Documentation recommends to disable mobile HDR for better performance though. I would appreciate some advice. Thanks!

woeful sundial
#

@real needle think about it for a second, if there was a cheaper method for bloom, wouldn't everyone use this on all kinds of hardware for better performance?
if it is important to you, enable it. then you have to cut somewhere else.
(but beware, post processing effects in vr feel different from look at a screen. these are often not recommended not only because of performance, but also they might give a bad experience.)
at least color grading is something you could do to your materials. bake the color changes in to your textures to give it your desired look.

real needle
#

Thanks for your advice, @woeful sundial !

woeful sundial
#

@real needle good luck! πŸ‘

real needle
#

@woeful sundial baking effects into material makes sense to me.

woeful sundial
#

if you have textures in your material. those are 2d-image files from photoshop or substance painter (psd, png, tiff, jpeg..). change the color grading on those for example in photoshop and save them with these changes applied. so you applied color changes beforehand, so that your game does not have to process color grading during runtime.

real needle
#

@woeful sundial thank you!

woeful sundial
real needle
#

Awesome! I will check it out! πŸ˜ƒ

wraith sky
#

Have anyone ordered VIVE Pro Eye? I wonder how niche product it is.

mighty carbon
#

well.... disabling Software Occlusions in 4.22.2 boosted my fps.. While not using them in 4.21.2 had negative impact on performance..

tired tree
#

@mighty carbon ....but aren;t you on quest now and were on Go before?

mighty carbon
#

Still on Go

odd garnet
golden snow
#

That feels like there's more debris in the explosion that there is that actually exploded.

odd garnet
#

it just kept going and destroying shit lol

true ledge
#

What would be the best way to go about getting an event trigger if the player punches with a motion controller in any direction? I can see there are some gesture triggers is there anything else like that anywhere?

pearl tangle
#

@true ledge you can just get the velocity for it i guess

jaunty shell
#

@tired tree just a heads up, the teleportation spline is too heavy by default for the quest in your samples πŸ˜ƒ

#

forces the quest to cut framerate in two

shell karma
#

is spline generation that much expensive @jaunty shell ?

jaunty shell
#

I'm pushing a build with the lowest spline mesh part possible

#

it might be the fault of the translucent material

#

nah it still destroys perf

#

and now my editor crashes half the time I try to build

#

great

elfin edge
#

Anyone had any issues with 4.22, instanced stereo and cascade particle systems? I'm seeing right and left eye issues with dynamic parameters not being initialised that are fixed by removing instanced stereo.

jaunty shell
#

yeah its absolutely the translucent material at fault @shell karma @tired tree , switching to opaque fixed perf

true ledge
#

So, still trying to figure out how I can register a punch in VR, I currently have the force direction, (I think, see BP below.) but I know need to figure out how to check if the player is punching, if they are then set a trigger off. Any ideas from anyone?

wicked oak
#

@mighty carbon software culling works super well when you do the colliders yourself

#

a team i know that is ridiculously high end, porting their PSVR game to Quest, is using ti

#

what they have done is to just build a occluder for the entire level

#

so they have a very low poly mesh as occluder for every level, and thats it

#

it gives them super good culling on very low cpu usage, as that occluder is only 1 occluder to render

elfin edge
#

@true ledge If you are talking about registering a punch vs a move, you have the velocity length in your blueprint already. If velocity greater than punch speed, it's a punch. (Be ready to counter a lot of edge cases - as it's not that simple in general)

true ledge
#

So I just need to figure out a good speed for a punch that all users can use? Punching isnt actually a mechanic in my game its literally a trigger off another mechanic. So I don't think it should need much tuning@elfin edge

elfin edge
#

@true ledge Yeah, I'd advise slinging a text renderer on your hand BP and outputting the velocity to that so you can see the values in realtime

mighty carbon
#

@wicked oak yep, it worked well in 4.21.2, not the case anymore in 4.22.2

jaunty shell
#

Right so anyone building with the quest (or the Oculus Branch) had problems with the scene being wildly different between the game and editor viewports modes ?

#

I've got all PP settings disabled, no PP volume active

#

lights are all static baked

#

I'm using the ES3.1 preview renderer if it matters

flat shoal
#

Anyone using WMR with the actual WMR plugin and not SteamVR in here?

#

And if so, does it work ok? Any pitfalls?

mighty carbon
#

@jaunty shell dark in the Editor and bright on Quest ?

#

or other way around ?

#

for me (Go) it's dark in the Editor, bright on the device.. r.TonemapperFilm 0 and same for mobile tonemapper (there is cmd in DefaultEngine.ini for your project) make them look almost identical

jaunty shell
#

tonemapper didnt do shiet sadly

#

I baked with a higher skylight intensity and it looks alright now

#

@mighty carbon

#

also with the mobile preview, it looks like you have to sometimes click on the skylight for it to be applied to your scene ? even if its already baked πŸ€”

#

runs at 75fps most of the time

#

need to reduce the torch particles a bit though, or even remove em

mighty carbon
#

@jaunty shell how did you do god rays ?

jaunty shell
#

included in a package I used

#

its a camera facing plane with an additive animated material, fading away when the camera is close

true ledge
#

Not really a dev question more of design but lets say the player has an object in their hand that can only go one way. To throw this object the player has to punch their hand forward with the motion controller. What would be the best way to give the player more precision?

jaunty shell
#

@mighty carbon the "Free Fantasy Weapon Sample Pack" if you wanna check

#

oldschool but works well for mobile

tired tree
#

@jaunty shell its more likely the shear number of overlapping spline components that make it so heavy with transparency, you are looking through dozens of mesh components when facing the end of the thing.

jaunty shell
#

oh good call

crystal oak
#

Anyone know what enables your character to move with the HMD in the Default sample project?

#

its a little unclear in bp

tired tree
#

@crystal oak it doesn't

#

the camera moves with the HMD

#

but the pawn does not

crystal oak
#

Gotcha ty

sturdy coral
#

3d printed the Pimax DAS adapter

mighty carbon
#

cool stuff

#

I am not sure if it's 1:1, but it seems to be working

tacit quest
#

anyone having any troubles with motion tracking after switching stream levels?

tacit quest
#

it was my end. i was setting the owner of the pawn when i spawned it to the map level bp, and it won't use motion tracking. must have changed beween 4.17 and 4.22 somewhere

tacit quest
#

anyone get cloth physics to work on quest?

mighty carbon
#

I don't think cloth works on Android in general @tacit quest

tacit quest
#

cool, thanks, i had an object with cloth physics that just crashes the app, just wanted to confirm

tacit quest
#

turns out it wasn't cloth...haptic for some reason crashing it 🀷 feel like i'm guessing at everything lol

woeful sundial
tawdry dragon
#

Pretty cool!

#

Would love for a standalone ARKit plugin thats updated faster than the current engine cycles πŸ˜›

woeful sundial
#

that's what i thought! maybe we need to organize to make ourselves heard 😏

tawdry dragon
#

Well nothing stops us from doing it ourselves

#

other than my complete lack of C++ skills

#

πŸ˜„

woeful sundial
#

#metoo πŸ˜…

sturdy coral
#

Nice, any videos showing off how well the body tracking works?

woeful sundial
sturdy coral
#

A little jitter, but looks good

woeful sundial
#

Yeah, bit like xbox kinect. Needs a dancing app, that becomes viral on youtube and ar could get more mass adoption. πŸ€³πŸ•Ί

mighty carbon
#

I wish ARCore evolved as fast as ARKit (or Apple let devs build and deploy from Windows)

real needle
#

Oculus Quest Game will only run when Launched from within UE4. Loading it from UNKNOWN SOURCES takes forever to load. Any help would be appreciated!

sturdy canyon
#

How big is your apk and obb @real needle ?

#

It might take forever because it's loading it all into memory

real needle
#

@sturdy canyon Apologies for this, but I’m new to developing on Android. Where can I find the apk and obb files? I have folder on the Quest β€œUE4Game” where I can find another folder with my game.

#

the folder size is 48 MB.

#

My .apk file is 48 MB.

#

@sturdy canyon what can I do to accelerate the process? Thank you for your help!

dim iron
#

Hey all, has anyone tried a render target 2d on the quest? i cant seem to get it to work, just shows a black image. On the Rift it works fine, i can see old posts of a similar issue but no solutions.

wraith sky
#

@mighty carbon time to grab latest Leap SDK...as it may be the last -_-

true ledge
#

What would be the best way to get this a more accurate throw? Currenlty I get the force direction and multiply that by 500 to get the velocity. There a better way to do this to be more precise for the user when throwing?

wraith sky
#

@true ledge the slingshot way

true ledge
#

?

wraith sky
#

like bows shoot

#

click to pick point A, drag, release at point B

true ledge
#

Ah, never thought of allowing the user to do that

#

Thanks, ill try it out in a couple mins

wraith sky
#

it's not the "throwing" tho, but very precise

true ledge
#

They aren't throwing a physics based object its more of a spell that can only go one way so I think that would work in the game.

tacit quest
#

anyone getting crashes with haptics on quest?

zenith tulip
#

Anyone here around for a couple of mins to help with my VR world and collision detection settings? Stuck ad can't for the life of me get this one thing to work

wraith sky
#

Have you guys heard of Tranzient already?
https://store.steampowered.com/app/903910/Tranzient/

Make beats in VRThis is not a rhythm game!Immerse yourself in live looping and music production in VR. Play alone, collaborate or spectate on social sessions.Features Synced looping with 1.5Gb content library, auto time-stretched and pitch-shifted to fit the song. Set of drum...

Price

$15.99

β–Ά Play video
ember forum
#

i finally got the oculus branch built and compiling shaders now, im gonna try to launch a vulkan build, fingers crossed

#

nah there are a lot of other things in rendering as well

ember forum
#

insta-crash

wraith sky
#

@sturdy coral still expensive

#

$825 in my country

ember forum
#

i um

#

think its working

#

the thing is, i had to turn off FFR and multiview, becaues thats not supported yet

#

so performance hasnt improved

ember forum
#

working though 100%

mighty carbon
#

@wraith sky Quest is $800 ?! How?!

mild moon
#

Anyone here been having trouble with Render Targets/Scene captures not doing anything on Quest?
They just don't do anything (like doesn't capture anything), works fine in editor, pc build, mobile preview

pearl tangle
#

@mild moon Does it work ok on android in general? Haven't tried it

mild moon
#

its supposed to, havent tried it on a smartphone yet though.
i just repro'd it in empty project and submitted a bug

ember forum
#

somehow magically my game appeared on the quest folder in explorer, and now i can access the commandline.txt

sturdy coral
#

it would be one thing if you just couldn't get on there store but could sell on others like itch or something.. but they pretty much block all that by requiring the dev sign up for sideload

pearl tangle
#

well you do run that risk by wanting to sell something on somebody elses platform. Steam was the same not all that long ago and Epic store is like that too. Nothing really stopping these guys from selling on steam instead since it seems like its just been low quality graphics used to make it run on quest

sturdy coral
#

Yeah, main thing that sucks for them is it seems to have been a shift that happened at the end of their development

#

They expected it to be more like go, and it sounds like it was planned to be but then changed

pearl tangle
#

yep definitely bloody annoying with these closed in platforms

feral bloom
#

Anyone using ikinema for their VR bodies?

#

Having so much trouble updating to the new version

sonic lake
#

Hi there! Can someone please help me get few facts about the Oculus Quest straight?

  1. Having more devices in a single room works fine (no cross-tracking occurs).
  2. There is currently no co-presence support built into the Oculus API's, but they are working on it. Availability date is still unknown though.
  3. UE4 multi-player (on a LAN) works with the Quest, so this may help to address co-presence until the native API becomes available.
#

Is this an accurate summary of the current state?

#
  1. If Oculus doesn't like your game, it won't be published on their platform (courtesy of @sturdy coral)
pearl tangle
#
  1. should be fine
    their co-presence probably allows for some shared space understanding for initialization, but you can do that yourself without too much of an issue. Just get people to start in a specific spot in real life and go from there
  2. It's the same as any other 1. Play store, app store, steam, EGS everything except for steam now requires some approval process to be available on their store
sonic lake
#

@pearl tangle thanks, appreciated! Did you try UE4 multi player with the Quest?

pearl tangle
#

nope i only have 1 quest, but i have done share space AR stuff before so it's likely going to be using a fairly similar technique to the cloud anchor type stuff in that

sonic lake
#

@pearl tangle thanks again! It is amazing how little info is available also on the dedicated dev forums.

pearl tangle
#

well the hardware did only just come out

jaunty shell
#

@sonic lake multiple users in the same room actually works really well

sonic lake
#

@jaunty shell great! Did you experience multi player as well as a way to implement co-location?

#

I have seen a couple of demos on YouTube but they seem WIP's

jaunty shell
#

we did a game of scramble sports or whatever it is

#

thats as far we went πŸ˜…

#

havent made anything multiplayer yet on it

sonic lake
#

We got an RFP for a multi player experience but I think it is a bit too early given the fact the co-location api is not yet released (nor it is clear when it will be)

tired tree
#

Just manually merge spaces, its not the hardest thing

sonic lake
#

@tired tree true that, I am trying to figure out how much needs to be done manually and how much is available out of the box. Can you please remind me if your VRE runs on Quest as well?

jaunty shell
#

@sonic lake if you mean the VR Expansion Plugin, yeah totally, thats what I used for my projects on the Quest

#

here's yesterday's work using VRExp

tired tree
#

@sonic lake well none of it is available out of the box for syncing spaces

#

but as long as you have some sort of position/rotation that you can obtain in each space that is fairly precise, its not that hard to sync

sonic lake
#

@tired tree indeed, I can map one space to the other based on a initial position/rotation and from there through their respective transformations. I was also thinking to use invisible synch objects in the scene to correct any drift that may occur (sort of triangulation between the players). As out of the box I was referring to the co-location API Oculus is supposedly working on, but I only found it mentioned in an unofficial post.

#

@jaunty shell looks good! Are you happy with the tracking/responsiveness of the system?

tired tree
#

how would objects correct for drift? the player is sending their state to the server

#

without real world syncs that wouldn't do anything

jaunty shell
#

yeah its quite responsive, very little tracking drift or loss (sometimes for the controllers when they get out of the tracking frustrum obviously)

#

I've had mild results with guardian recognition from one place to another (worked well with big spaces, in my office I dont need to recalibrate it, build, push, fit the HMD on my head, get up and test)

tired tree
#

yeah it doesn't always remember spaces

#

strangely enough my wide open floor basement with good border features is never remembered

#

while my living room that is constantly different is

jaunty shell
#

weird

#

I'm using a pretty empty space and it works well

#

Β―_(ツ)_/Β―

sonic lake
#

@tired tree the idea (to be verified) is that the server keeps a representation of the space with the position of all the players. It also receives from the player their view of the synch objects. Each synch object should be in the same position for all the players. If not, the difference can be used to reposition a player so its space matches with the sever representation and with all the other players.

tired tree
#

@sonic lake you are talking about in game objects though right?

sonic lake
#

Yes

tired tree
#

that wouldn't do anything then...

#

you would have to set up the forward facing of each space exactly for that to work

sonic lake
#

They will drift with the player indeed

#

And a physical object visible with pass through?

tired tree
#

and even then, that wouldn't make a difference unless you constantly had them hit the same spot

#

as the player is telling the server their view

#

I don't think drift is much of an issue tbh

#

you'd be better off focusing on initial calibration and alignment, and then if drift becomes an issue then you address it

sonic lake
#

Ok so I can assume that with a good initial calibration the spaces will match from there on

#

Playtime is supposed to be 30 minutes

tired tree
#

i would worry about the forward facing being changed by the user more tbh

#

but they would have to manually do that

sonic lake
#

It is a managed space

#

Users will be supervised

tired tree
#

I'm curious how quest handles forward facing actually

#

if its initial guardian setup facing

#

or some other means

sonic lake
#

I have to admit we are still waiting for ours so I didn't try that

#

Supposing there is a forward direction during the initial setup what happens if you move to a different space?

tired tree
#

it would be different

#

and you can re-align your forward in the menu

sonic lake
#

Ok so if I have to match a physical space the Forward should be set identically each time

#

Otherwise people will run into walls

tired tree
#

not really

#

you still have guardian

#

you can likely manually sync things by drawing perfectly

#

but if you have an offset space, some place to put a controller or something in a set orientation would allow you to rotate the initial position of the player

#

and move them

#

to align

sonic lake
#

Like having a calibration cradle

tired tree
#

yeah

#

you only need yaw and position

sonic lake
#

Where you place all controllers at the start and calibrate them all

tired tree
#

and then rotate to match yaw and move to offset to position by the controller difference to the expected cradle

sonic lake
#

That would actually work yes!

tired tree
#

You'd want a leveled yaw obviously

#

don't want roll influence

sonic lake
#

Indeed.cAfter which the cradle can be moved away to clear the space

tired tree
#

doesn't "have" to be a cradle

#

could just be a marking

#

if its outlined well enough to fit the same or at least very close to the same

#

you wouldn't want to use locomotion of any sort obviously, game would have to be static room, like room to room or sliding all players together / teleporting them

sonic lake
#

But it has to be in proximity of the quests, cannot be too distant

#

Absolutely. This would all be room scale.

#

No teleporting/locomotion.

#

Sort of cooperative arena game.

#

Major concern is not having players run into each other.

tired tree
#

if it has any sort of arm swing mechanics

#

might want to record maximum arm extent

#

and throw warnings when players are within that

jaunty shell
#

how about switching to camera view when players are way too close to eachother IRL ? πŸ˜„

tired tree
#

or a heads up display of people behind you

#

can you even manually switch to camera view?

#

currently?

jaunty shell
#

dont think so

sonic lake
#

Should be auto- switch for safety reasons

#

Or sent by the server

tired tree
#

the camera view stereo offset really messes with my depth perception, they tried to align it, but its far enough off that its very disorienting

jaunty shell
#

yeah its whack

tired tree
#

honestly, I like quest alot, but its not a headset I could be in for hours without annoyance, even just in games it has some weird disorientation

jaunty shell
#

stereo is too short/wide

tired tree
#

can't imaging rift S being the same and a desktop one, can take it with the quest since its stand alone

#

i'm glad I set the network quantization for hmds and controllers to something crazy like 419 meters

#

football field co-op play sounds dreamy

feral bloom
#

Hey @tired tree getting knuckles tomorrow! Been reading your docs which are great. Trying to wrap my head around how/if to redo gripping with them. Do you recommend leaving it as a binary interaction based on gesture etc? Physics would be preferable but the idea of getting it to a place where picking up an object with just friction seems daunting.

tired tree
#

if you are trying to pick up just with friction you will need to run simulated bones

#

and set grip limits

#

don't think anyone does frication based gripping since its unreliable and prone to issues

#

you can handle the pinch input and the finger "grip" input for gripping

#

the grip can be a scaler 0-1 for force and you can manage off of that

#

i think for things like guns players will still prefer toggle more than a hard hold though

feral bloom
#

Ah alright, thanks. So boneworks are probably doing what you describe with a gesture grip and a scalar force?

tired tree
#

@feral bloom boneworks are using forces and snapping the hand mesh to the object

#

they are most definitely not using actual friction

#

blade and sorcery does much the same

#

in fact some of their mechanics look....really?....close to each other, the hand reposition in dual grip mode is nearly exact from preview videos

#

dunno if they correspond or not

feral bloom
#

They are both really impressive looking, your explanation makes a lot of sense to me

tired tree
#

I think they are literally using force based joints in unity

#

its like a ue4 constraint with the type set to force and not acceleration.

feral bloom
#

Is that similar then to the force constraints you showed off recently?

tired tree
#

same thing

#

unity is also physx

feral bloom
#

Makes me want to make a melee game

#

I'm going to be trying to implement the knuckles skeletal module into my full body vr ikinema rig. It's mentioned as possible in your notes but has anyone you know of done it?

tired tree
#

yes

feral bloom
#

awesome

tired tree
#

@odd garnet has been throwing promo gifs around of it I beleive

feral bloom
#

Oh very nice

tired tree
#

I would be curious to see someone actually incorporate the full steamVR skeleton or at least weight the knuckles to the hand mesh properly in a UE4 skeletal mesh

hallow knoll
#

@tired tree Quest will set your transform to PlayerStart when you launch the game

#

If you reset it'll move you to player start

tired tree
#

reset orientation resets to 0

#

?

hallow knoll
#

Yes

tired tree
#

on positional?

#

ew

#

well I guess it doesn't matter for their guardian

hallow knoll
#

Works great for shared space, all you need for a good rough calibration

tired tree
#

yeah I guess you could set up a stand in spot for that

#

if you don't need exact

hallow knoll
#

I haven't noticed drift between players for 15min play sessions

tired tree
#

considering that it is taking room features into account

#

it should be correcting for drift itself

sonic lake
#

@hallow knoll did you try if with multiplayer the respective spaces stay aligned over time?

#

Provided they are aligned at the beginning

hallow knoll
#

@sonic lake Yes that's exactly what my project is πŸ˜ƒ

sonic lake
#

@hallow knoll Great! I am looking at 30 minutes game play, but the stability over 15 minutes should already be a good indication.

hallow knoll
#

I have no reason to believe it shouldn't stay synced

#

Main issue I've come across is if you take the headset off, it will recalibrate when you put it back on

sonic lake
#

We were discussing earlier with @tired tree the initial calibration to align the spaces for the different players.

#

Ok, so if there is an initial calibration by putting the controllers on a fixed cradle or something and you take the HMD off you will have to go to the cradle, reposition the controller and calibrate again.

#

Not 100% ideal.

#

I guess the recalibration is triggered by the Oculus SDK, no way to avoid it.

stray loom
#

Hi has anyone tried out the new HoloLens branch? would be nice to have someone to try to problem solve it with. Here is the link of what I'm talking about:
https://www.unrealengine.com/en-US/blog/unreal-engine-4-support-for-hololens-2-released-in-early-access

Unreal Engine

Unreal Engine 4 support for HoloLens 2 is now available in Early Access! Here’s what you need to get started building your augmented reality projects today.

hallow knoll
#

Yeah, I don't think there's a way to override it. You can probably override the proximity sensor putting the HMD to sleep, which would be ideal for a location based experience.

#

Or you know, tape it ^_^

sonic lake
#

@hallow knoll as an Electronics Engineer I cannot tape stuff! πŸ˜›

hallow knoll
#

It works better on rift than doing it in software haha

sonic lake
#

That fur sure! Speaking out of experience. Bypass proximity sensor in the Debug Tool... nah!

#

Works 1 time out of 5.

#

@hallow knoll May I ask what are you using for multiplayer? Are you working on a LAN?

#

(so latency is not an issue I assume)

hallow knoll
#

LAN and DefaultOnlineSubsystem

#

DirectIP

sonic lake
#

@hallow knoll Great, thanks! πŸ˜ƒ

#

Ok I definitely need to get 2 Quests and try it out

hallow knoll
#

It's quite magical

#

I ordered a Rift S for the host PC

#

Hosting on Quest works OK for 2 players, but any more and you'll start seeing some network latency

sonic lake
#

I also plan to host on a dedicated PC + another client for a spectator screen

hallow knoll
#

Yeah that's what I'm doing

sonic lake
#

Ok maybe I can combine server and spectator view

hallow knoll
#

I also have that haha

#

Trying everything at this point

sonic lake
#

I hope the Quests are still in stock

#

I am getting itchy now...

odd garnet
#

Hello yes it’s me

mild moon
#

FYI for anyone encountering the issue, on Quest with mobile multi view enabled, render targets do not work
Work around is to disable multi view

real needle
#

Hi there! How would I install my Game to Oculus Quest? Any help is appreciated!

granite jacinth
real needle
#

Thank you. But is there any way to install the .apk file directly on the device?

#

The loading times are very long, If I build from UE4 and then try to launch on Quest.

short laurel
#

I dont have a quest so I am not sure. On IOS, packaging always takes a long time, and code-signing to deploy manually is a bigger nightmare. Not sure how quest handles that.

#

I wont waste your time complaining about Xbox or PS4 packaging times....

real needle
#

Thank you @short laurel It’s frustrating 😟

pearl tangle
#

thats mobile development. No way to stream onto quest yet

#

although feel free to modify the hololens remote 1 to make it work for quest and I will pay you at least $3.50 for that

#

@hallow knoll So you need to have a headset running on the desktop machine to let it act as the host?

hallow knoll
#

@pearl tangle No, not necessary

#

I have a flat pawn that I can play with

#

I can run dedicated as well

pearl tangle
#

so whats the reason for the rift S to act as the server?

hallow knoll
#

Another player :)

#

I have some plans, we'll see how they turn out

pearl tangle
#

oh nice

#

anybody happen to have a simple material that changes colour the further away it is from a set point?

#

doing some funky stuff with the quest at the moment as well. Visualizing elevator vibrations in VR πŸ˜‰ a few million data points is actually pretty cool to be able to walk around VR in

#

at the moment just got them as instanced meshes, plan to change it to a particle system later but this is quicker for me to just work directly with a CSV. Just want to highlight the outliers a bit easier

glossy agate
#

Ah wait I think it’s just for camera

pearl tangle
#

yeah i need to define a world position for it essentially. Or from 0,0,0 also works

#

at the moment trying to trim down the number in the instances by removing very similar 1s from rendering

pearl tangle
#

hah now running into loops that have too many iterations..

#

10 million iterations in a loop seems to be as high as you can go

toxic oracle
#

I think there’s a setting to change max loop count

pearl tangle
#

yep can push it up from 1 mill to 10 mill

toxic oracle
#

Ah gotcha, there goes my plan to make an asteroid field with 10 million and 1 asteroids

pearl tangle
#

well you can run a loop and then run another loop

#

I am trying to step through my 1.6million and remove any duplicates or 1's that are overlapping, which essentially means going through 1.6mill x 1.6mill

#

even my smallest dataset of 4.5k would need a 20million loop

granite jacinth
#

TBH, if you reach the default loop iteration max...you're probably doing something wrong

glossy agate
#

You probably have to normalize it like a dist plot in python. Think you can run python in ue4 or you can set the data up first then send it in once you have a cleaned version

pearl tangle
#

@granite jacinth I am plotting data from some accelerometers. capturing about 500k data points per day, so just showing a couple of days from the data table hits the default max

#

@glossy agate I can definitely do the clean up beforehand, was just trying it from the data table first since it manages to perform quite decently with the dataset somehow which is just a straight export from BigQuery. I am going to try doing similar 1 with realtime stuff out of firebase for different visualizations but I have already modified the IOT sensors to only ping me data when there is a relevant change now instead of constant data

#

surprising at how easy it was to do some quite useful visualization in unreal though

#

This is actually super easy to pick out the issues with (I just did some quick scaling to try see the outliers easier). But trying to get some insight like that from a 2D x,Y scatter plot is very tough

glossy agate
#

Yeah that’s def badass. Tons uses especially with being able to real time it all in 3D

#

You actually can access the firebase db in real-time through ue4 already? You have a guide for c++ for ue4?

pearl tangle
#

yeah the crazy part is that I was actually able to build a 3D working duplicate of an elevator that is a digital twin of the real 1s, display it in AR in the hololens faster than I could build a web dashboard to show it these days...

jaunty shell
#

@granite jacinth that tut', good stuff !

pearl tangle
#

I use the firebase plugin. @rapid comet has some pretty good plugins, although it doesn't handle firestore yet so I am doing some data duplication into the realtime database (older firebase db) at the moment for the basic info to show there. Which is just the current position of the lift, doors etc, not the more complex telemetry

glossy agate
#

That’s awesome man. I have only used it for user auth and only with js. havnt looked at the c++ yet cause I’m trash at it and I hadn’t thought of what to do with it

pearl tangle
#

I run firebase for leaderboards and dashboards etc all the time

#

and then you also have firebase analytics in there as well now rather than running GA

#

depending on your project too I also use it quite a lot for live updating variables and changing stuff around on the fly, especially with mobile development

glossy agate
#

Nice. I saw the unity logo but never even crossed my mind for ue4 πŸ˜‚. I’m the last one to know you could do it I guess.

#

I’m interested in the data science stuff you can do now

#

I’ve just been writing finance stuff lately not games. There’s something I could do with this

pearl tangle
#

yeah they have a direct plugin for unity, unreal you can build yourself with the c++ sdk or just use gamedna's plugin which works fairly well. the ultimate mobile kit plugin as well you can then use for the push notifications and deep linking etc

#

unreal is a lot more fun for visualizing stuff than excel or matlab, so should work alright with finance stuff too if you feel the need to look at it in an Oculus Quest for whatever reason hah

glossy agate
#

For market segmentation stuff like on a map looking for opportunity areas for investment/advertising . My other app parses property data and gives deep insights on a house like value rent potential current equity position ect through an api through places like core logic.

#

Can plot places that appear to have a high opportunity for growth. And places that have a high chance of wanting a refinance after an appreciation spurt with increased equity positions

#

If you are interested in doing real estate data check out estated. Com. They are way cheaper than any other provider for end points and has decent coverage. You could def come up with something cool

pearl tangle
#

sounds quite interesting. Might be a task for another day. At the moment I have designed and built a bunch of sensors for smart building stuff, so doing the digital twin part with unreal which is more fun than building the web and mobile versions hah

tired tree
#

@pearl tangle you can "unwind" the loop and step through multiple at a time instead of 1 per, but sounds like the perfect thing to have a small c++ function to replace the implementation.

neon sundial
#

Can someone help with textbox focus not working in vr oculus go?

rapid comet
#

@pearl tangle Please note Firebase Realtime Database has also advantages over Firestore cause Realtime Database is for example faster...

mighty carbon
#

wasn't someone asking for this not too long ago?

tacit quest
#

Hey, what are you guys doing for camera fading on the quest? the built-in camera fade doesn't work without mobile HDR

#

also i seem to be getting occasional crashes that i'm pretty sure are physics/collision, wondering if anyone else seeing the same thing

wicked oak
#

@pearl tangle literally a couple days ago i made a C++ "script" to do data analysis

#

did you know C++17 has filesystem support? you can use that to create a script that grabs all the files in a folder, and if they have a specific file type they do something

#

for a plot system like that, i would use software rendering (no joke)

#

grab SDL, make a 2d array of ints as pixel colors, and plot each of the point into a pixel. That pixel gets +N in colors from the point

#

should be able to make it chug along with tens of millions of points just fine

pearl tangle
#

yeah i was going to go with point cloud setup for it, I did some stuff with that in unreal before and it handled a several million cloud pretty easily. Just need to convert the data into a texture map

wicked oak
#

btw im so happy C++ now has parallel STL + filesystem

#

making stuff that processes files in parallel is super trivial now

#

only thing it lacks is a proper multithread queue

pearl tangle
#

@tired tree Definitely blueprint implementation is not the ideal setup for it, but I was still quite impressed what I could get going in a very quick afternoon just after having installed the sensor. Built 30 more sensors now to start getting some interesting data sets

#

you would think by now they would be doing some more optimization around threading side of things for it

wicked oak
#

no, blueprint is never going to be MT safe

#

its not its goal whatsoever

pearl tangle
#

not blueprint. C++

#

actually I saw somebody had done a multithreaded implementation of blueprint somewhere too

tired tree
#

you can call blueprint functions to threads in c++ just fine

#

you just can't put them into execution chains

#

has to have a latent return

wraith sky
#

@mighty carbon yeah, i was looking for eye tracking for my HTC...but it's not like i want to pay 16 hundreds for THAT...

mighty carbon
#

πŸ˜‚

sonic lake
#

Trying to get the Quest to join an Oculus online session, but the matchmaking fails miserably...

#
06-07 00:35:54.731  5512  6309 I OVRPlatform: [HttpRequest] Request `matchmaking_enqueue_party' (id: 5) failed: {"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"BxhSBnukgDk"}}
06-07 00:35:54.731  5512  6309 I OVRPlatform: [Matchmaking] failure: {"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"BxhSBnukgDk"}}
06-07 00:35:54.737  5512  5527 D UE4     : [2019.06.06-22.35.54:737][793]LogBlueprintUserMessages: [3DMenu_C_0] ### Cannot find any matching session!!!```
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Anyone knows how to solve this?