So some side notes:
On the OneDrive, all versions (including latest 1.2 and 2.3) are found with their doc, along with packaged versions for a quick test.
There’s also on the drive a version of VR Essential Kit-compatible with 1.1
On the GitHub there’s the Multiplayer version (2.0, 2.1, 2.2, 2.3)
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I found the Oculus OK with a screen percentage of around 125-150; more than that there’s lag even on a good system
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For the Vive, it’s fare more comfortable with a screen percentage of around 200-250. In these ranges everything is sharp clear.
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Many things have been redone, including grab function that I found now more intuitive. It’s now detecting collision closer to the mesh (hands, Touch or Vive) and therefore collision is far more precise. Had also to change that to accommodate grab sockets.
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Multiplayer Vive Tracker works well (tried up to 3 Trackers); however lag is there if the Tracker owner is a client (the lag is only there for this client). Will fix this. Plus, I’ll find a way to accommodate more than one person as a source for Vive Trackers.
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VOIP is not compatible yet on Oculus Network
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The VR keyboard is not the nicest thing on the planet but it works.
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I put a custom Collision preset named VRCollision on the head for fading out the vision when colliding with actors with the same type of collision
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I will now try it with 4.16
Special thanks @Liquidgands for the VR Keyboard @xN31 for detecting a bad data cap and enabling VOIP @jamis for his VR Essential Kit which some person mixed with my template to interacts with objects
Concerning the latter, I’ll post soon a SinglePlayer 1.2-compatible version of the VR Essential Kit on the OneDrive. Because I changed the way the MotionController grab things I’ll have some extra work to integrate that with @jamis work.
Finally for suggestions / improvements / bugs don’t hesitate to post there for everyone. I already received some new suggestions and improvements.