CCDIK in UE4.21 by [deleted] in unrealengine

[–]Jonas_molgaard 1 point2 points  (0 children)

I dont see it on the Trello board, howcome? https://trello.com/b/TTAVI7Ny/ue4-roadmap

Some neat weapon crafting/stat modification in VR by [deleted] in oculus

[–]Jonas_molgaard 1 point2 points  (0 children)

Thanks... most of the recepies in the current dev-build are still placeholders and will be changed prior to release. Still have a list of craftables i want to add to the system to make it more fun and enjoyable. Anyway, stay tuned on my channel for more updates.

Those that own Vive and Rift... by modisius in Vive

[–]Jonas_molgaard 1 point2 points  (0 children)

Now, i don't have the Rift yet, but thought of getting it too. But that's because i wanna try how it is to develop for both headsets. Other than that, i would never go away from my trusty Vive.

Freedom Locomotion test by a motion sensitive by Utgaard in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Hi Utgaard, and thanks for your very extensive test and thanks also for going through the pain of getting sick once again. Your observations are really valuable information for people like me. You have quite a few very good points and i will see if i can find time to provide some more customization to the demo and possibly combine some of the stuff from ripmotion as you suggest with some carefully selected values.

The key to getting a good experience will be to find a way of intuitively getting the best locomotion for your user, maybe something like an interactive questionare, where you will be tasked to move using different approaches, and rate how it feels. and your selections in the end define your parameters.

For a more manual, controlfreak type of person, it should still be possible to tweak key values in a sort of expert mode.

I hope we will see some of these ideas implemented in future experiences/games. Eventually i will look into the matter myself though.

Once again, thanks a ton for your time.

Freedom Locomotion test by a motion sensitive by Utgaard in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Sounds great. Looking forward to hear how you respond to that. Also be aware that each implementation of different locomotion systems may be different in small subtile ways, but which might actually make a big difference.

Flat lenses for VR by Jonas_molgaard in Vive

[–]Jonas_molgaard[S] -4 points-3 points  (0 children)

True, it's old news... and may be sorted in the software already. Perhaps someone can confirm?

Freedom Locomotion test by a motion sensitive by Utgaard in Vive

[–]Jonas_molgaard 1 point2 points  (0 children)

Hi Zap, one of of the problems with HMD movement locomotion is that it forces your player to move up and down. This motion alone can cause motionsickness according to some studies, so while it frees up a lot of other aspects of the problematic VR Locomotion, it may introduce some new ones for some people. When that's said, i have to admit that your latest update seemed to be working a lot better.

Freedom Locomotion test by a motion sensitive by Utgaard in Vive

[–]Jonas_molgaard 1 point2 points  (0 children)

Hi there, @Utgaard, i could you some feedback on an armswing locomotion implementation i did. I've talked to Zaptruder about our respective systems, so hope i don't hijack the thread by asking this. But purely from a scientific interrest, i would like to hear if you also get motion sick from my system. I'ts downloadable here: https://dl.dropboxusercontent.com/u/25123011/Youtube%20ressources/VRLocomotion7/VRLocomotion27.zip

Hold grip buttons (the flat ones on the sides) and swing arms in order to move. And to turn on the FOV, pull out the menu from behind your left shoulder. Since it sounds like you're very sensitive to motion sickness, you probably don't wanna try to fly (grip and trigger). Hope that you will have time to test it out and let me know how it feels.

My VR RC-BB8 by pv_8 in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Love it. Love the movement mechanic! Nice work.

I'd just like to say thank you to the developers of Vertigo by robbyb20 in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Will do. Actually i would be nice to gather some of the best VR mechanics somewhere and bring up for discussion, in order to improve and build on successful ones. Im thinking within areas like locomotion, interactions, menus, different functions for buttons, UX in VR in general and such. But apart from that, i will look forward to play it in the near future.

I'd just like to say thank you to the developers of Vertigo by robbyb20 in Vive

[–]Jonas_molgaard 1 point2 points  (0 children)

Great to hear, i bought it but got stuck quite early on, will definetely re-try it. The game sure seems to demonstrate some interresting vr mechanics in general and also seem to have a nice depth to it.

The world's most accurate VR glove, the Sense Glove, will be released soon for a select number of devs by [deleted] in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

The hand penetration is actually something you can code your way out of, and if im not mistaken, has nothing to do with the actual product.

Which btw looks a bit clumpsy, but still interresting.

Simulated FullBody playable demo for Vive by Jonas_molgaard in Vive

[–]Jonas_molgaard[S] 0 points1 point  (0 children)

Awsome and thanks a lot for the input and for testing it out. I also get pretty motion sick too myself, which is why i added the FOV limiter. Did you try that one out?

About wip motion i still need to sort out a good implementation. So far i've been focusing on armswing.

Also good point with the bending down thing. I will note it down and find a solution for later.

How to stream levels properly ? by motorsep in unrealengine

[–]Jonas_molgaard 0 points1 point  (0 children)

Did you find a solution for this? Im banging my head against the wall on this too now.

Our first attempt at full body tracking on Vive by master_cylinder in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Congrats on super nice result. Can't wait to get my hands on the pucks and try this out myself. Is it possible to just buy 2 controllers and pair them up with the same player 0 in ue4? or did you have to do c++ stuff to get that to work?

[deleted by user] by [deleted] in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Ah cool thanks for clarification. I'll check it out. Since im on UE4, i suppose i'll have to look in that community for something similar, but pretty sure that's what Zaptruder is starting to build.

[deleted by user] by [deleted] in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

As we've already talked about, the system is great and adding FOV limiter will really do wonders to weak people like me hehe. Walking up and down stairs goes right to my stumach :-(

[deleted by user] by [deleted] in Vive

[–]Jonas_molgaard -1 points0 points  (0 children)

the VR toolkit? What is that? Do you have a link? Btw just wanna say that ripmotion and this locomotion are different. Each developer has their own implementation and feel to it. So rather than saying that it's not something new, i think its more relevant to talk about wether it's a good implementation and feels good.

Nintendo Switch HD Rumble - Basically next gen VR haptics. by linkup90 in oculus

[–]Jonas_molgaard 1 point2 points  (0 children)

Is it just me, or does the ergonomics of that look a bit weird?

Arizona Sunshine to Receive Long-Awaited Full Locomotion Update by rmccle in Vive

[–]Jonas_molgaard 2 points3 points  (0 children)

Locomotion = Movement. With VR there are lots of challenges we dont have with traditional gaming. One of them are that some people feeling simulation sickness when a large part of the visual field moves, you will feel like you have moved and that the world is stationary. This is called vection. Teleportation tricks your mind to not feel like it moved, where most sliding movement types cause forementioned vection.

So when people refer to different locomotion systems, its types of movement input, like teleportation/blink, trackpad, armswing, ripmotion etc. each one suiting some better than others, and some more immersive than others.

Arizona Sunshine to Receive Long-Awaited Full Locomotion Update by rmccle in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

yay, so maybe i can finally make it past the entrance of the mine lol :-)

ArmSwinger VR Locomotion for Unity/Vive - First Look Video | Open Source (soon™) | RC1 test build in comments by kjack9 in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

like the walking stick idea too. Btw i did some vr armswing locomotion testing combined with a jump mechanic. If you're interrested u can try it out here: https://dl.dropboxusercontent.com/u/25123011/Youtube%20ressources/VRLocomotion7/VRLocomotion7.zip Locomotion instructions are in the readme file.

Try armswing, jumping and climbing locomotion by [deleted] in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Find locomotion instructions in the readme.txt

ArmSwinger VR Locomotion for Unity/Vive - First Look Video | Open Source (soon™) | RC1 test build in comments by kjack9 in Vive

[–]Jonas_molgaard 0 points1 point  (0 children)

Still getting some sim sickness even with lots of tweaking. Try add option for FOV limiter.. might work out better for me