Josh Posted November 25, 2017 Share Posted November 25, 2017 If you have a VR headset and want to help test VR in 4.5 please speak up. Everything is pretty much done but I just want to make sure things are as easy as possible to use before I finalize everything. I'm also going to add a default project with some basic functionality like teleportation and picking up objects. Please reply in this thread if you're interested. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
thehankinator Posted November 25, 2017 Share Posted November 25, 2017 I have an Oculus and usually have an hour or so a day I could check something out. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 25, 2017 Author Share Posted November 25, 2017 29 minutes ago, thehankinator said: I have an Oculus and usually have an hour or so a day I could check something out. If you simply add VR:Enable() in your main script or C++ file you can view any scene in VR. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Ma-Shell Posted November 25, 2017 Share Posted November 25, 2017 I have a vive and will test this later. The last time I tried it, the camera was always stuck at 0,0,0 with no way to move it. Is there some way of moving the camera while having the tracking relative to the movement implemented? Quote Link to comment Share on other sites More sharing options...
Josh Posted November 25, 2017 Author Share Posted November 25, 2017 VR::SetOffset() will add an offset for the camera. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
thehankinator Posted November 25, 2017 Share Posted November 25, 2017 It loaded up ok but it was choppy(I don't know what the frame rate was but without VR and vsync it's over 350) and the models on the very left and right edge of the view "popped" in, like maybe they were culled for a narrower field of view or something. I tried to take a screenshot but the window was just blank. Is there a way to have Leadwerks mirror the scene in Rift on to my monitor? Quote Link to comment Share on other sites More sharing options...
Josh Posted November 25, 2017 Author Share Posted November 25, 2017 I know what you are talking about, I just need to adjust the zoom angle. Make sure you are calling VSync(false) or don't call it at all. I'm working on making the controllers load all the sub-parts as separate limbs so the triggers and buttons will animate when you move them. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
thehankinator Posted November 25, 2017 Share Posted November 25, 2017 1 hour ago, Josh said: I know what you are talking about, I just need to adjust the zoom angle. Make sure you are calling VSync(false) or don't call it at all. I'm working on making the controllers load all the sub-parts as separate limbs so the triggers and buttons will animate when you move them. It's still choppy without calling and also setting vsync to false Quote Link to comment Share on other sites More sharing options...
Josh Posted November 25, 2017 Author Share Posted November 25, 2017 What GPU? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
thehankinator Posted November 25, 2017 Share Posted November 25, 2017 R9 380 pretty low end for VR however I have been playing Robo Recall without any lag or chopping so I doubt that's the problem. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 25, 2017 Author Share Posted November 25, 2017 Yeah, it should be fast. The framerate should be perhaps 60-70% your regular single-pass framerate. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
mdgunn Posted November 25, 2017 Share Posted November 25, 2017 I'd be interested. Can't promise I'll have the time to provide much useful feedback but I can try. Personally I use PlayStation VR. You might want some non oculus/vive feebback? Can be a bit janky as I don't have everything set up as well as you can (in principle you can do passable/decent sitting or even roomscale VR with head tracking and controller tracking). I have previously had LeadWerks working with the PSVR and it worked fine (at least to get a simple static scene going). Cool to see your own world in VR. Am certainly interested in getting it a bit more functional and simple to use. I'd probably be considering a simple VR (or VR supported) game for xmas competition (depending on some further success and a idea to engage me). Quote Link to comment Share on other sites More sharing options...
Josh Posted November 26, 2017 Author Share Posted November 26, 2017 Okay, I have controller animation working now so when you pull the triggers and push the buttons you actually see the effect on your controllers. It's pretty neat, although I only have a Vive to test right now. It should work fine with the Oculus Rift. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 26, 2017 Author Share Posted November 26, 2017 I am working on documentation:https://www.leadwerks.com/learn?page=API-Reference_Object_VR The API is surprisingly simple with just a handful of commands to do everything you need: Enable GetControllerAxis GetControllerButtonDown GetControllerButtonTouched GetControllerButtonHit GetControllerModel GetOffset SetOffset TriggerHapticPulse Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 26, 2017 Author Share Posted November 26, 2017 Aside from examples, the VR docs are done. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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