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Update 24 is live! Awesome new UI design, new UI rendering path for extreme clarity, Bloom "OFF" setting, high-res video capture mode and many more improvements!



Hey everyone!

Update 24 is live, adding most notably a completely new UI design made by an experienced UI designer, and a special new way of rendering the UI which makes it independent from the game resolution, making it always render the UI with extreme clarity. There's a also a ton of other things added or improved in this update, so keep reading!

As usual, here is a very quick overview of the things changed in this update, with more details below:

- Added new, awesome looking UI design in the game!
- Made UI use very special render path for extreme clarity and readability (might even be the first SteamVR game to do this?)
- Added high-res video capture mode that allows you to create great looking videos of your builds
- Added "Off" bloom option and adjusted what "Low" bloom option does
- Improved hit-detection for tools, making it more realistic
- Improved feel of head-based smooth loco by preventing movement when leaning over blocks
- More reliable world saving/loading - the game now keeps two copies of every chunk
- Added INI option for disabling the out-of-focus warning
- Made out-of-focus and "close to edge of generated world" warnings also use the special render path with extreme clarity
- Added sound when unlocking new recipe
- Fixed a rare bug with recipes not being detected correctly
- Disabled regular shadows on flowers/grass, seems those were accidentally enabled with a previous update, they just cost performance for little visual effect
- Fixed a bug with grabbing items in a chest when using both hands at the same time, and in general fixed a bug that could cause items to disappear when grabbed
- Various other performance improvements

New awesome UI Design with very special rendering path


[video]https://stonebrickstudios.com/cyubevr/SteamAnnouncements/NewUINew.webm?v=1[/video]


There's a vastly improved new UI design now in the inventory briefcase, actually designed by a UI designer. The old UI was boring and really didn't fit the design of the rest of the game. The new UI is in a nice wooden/medieval design and significantly more "interesting" than the old UI which was really just different shades of grey. Instead of thinking "this game looks awesome, and it has an ok-ish UI" now everyone hopefully thinks "this game and it's UI looks super awesome" ;)

Apart from the new design, the UI now also uses a very special rendering path. The UI is rendered to an "image", that image is sent to SteamVR with its coordinates, and then SteamVR is rendering the UI through its own compositor - it's no longer the game that's responsible for displaying the UI, but actually SteamVR. If you're familiar with the technical terms, the games UI now is rendered as a SteamVR Overlay. That means the UI is rendered completely independent from the resolution of the game, the UI is always rendered as if you'd run the game at 400% Supersampling, which makes it incredibly sharp. The UI is also completely unaffected now by any post-processing effects in the game, so there is no bloom or anything else applied on top of the UI!

I'm not aware of any other VR game that uses this special way of rendering UI, since it's way more work to set up than just rendering the UI regularly in the game. But in cyubeVR, only the best solution should be used of course! Now everyone playing cyubeVR will hopefully be blown away by the clarity of the UI :)

Introduction of "off" bloom setting, rework of bloom settings in general


There's an "off" bloom option now. At that option, bloom is 100% off. Previously, only a "low" that was "almost off" existed. Now, there's a total of 4 bloom settings, of which "Off" and "Low" also adjust the strength of SSAO. All bloom settings now do result in consistent texture contrast, which wasn't the case before - so they now do what they should do, adjust how "sharp" of an image you want and how much "glow" around objects you like.

These bloom settings now exist:

Off: All Bloom is 100% off. This results in an unrealistic look, especially regarding the fire of torches, since they don't have any glow around them. SSAO is also reduced by 33% on this option.

Low: This looks almost exactly same as Off, and also has the same SSAO reduction, with the difference that some very bright objects glow, but nothing else does. So regular objects don't have any bloom, but torches do. This setting is very realistic, so this is closest to how the "real world" looks like, where you get a noticeable amount of glow around very bright (light-emitting) objects, but not around any other objects.

Medium: A healthy amount of bloom around all objects. So this is not limited to very bright objects, everything will receive some bloom to give the game a nice, soft look. I think this is the setting that most people want to play on, since it's making the world look nice without actually making it look "blurry".

Default: THIS.. IS.. BLOOOOOM! Everything gets a lot of bloom, you are in a nice fantasy world where everything looks super nice. The world looks so friendly, you never want to leave it. This is how the game is designed to be played, this is cyubeVR.

High Res Video Capture Mode


A high-res video capture mode! This new mode can be enabled in the games INI and fully renders the game a second time for the mirror on the monitor, so it's no longer just a cropped view of one eye. It's very expensive, so its only really useful for when you want to do some short videos to show off awesome things you built, while having it look awesome.

These two new settings were added to the Game.ini file:


UseVerySlow1080pMirrorForVideoCapture=0
VideoCaptureFOV=90.000000


You can find the INI file at


%localappdata%/cyubeVR/Saved/WindowsNoEditor/Game.ini


Set the first setting to 1 to enable it (and remember to set OverrideDefault also to 1, otherwise your ini is completely ignored). With the second setting, you can adjust the FOV the game is rendered with on the monitor.

In the high res mirror you also get lens flares, since it's basically emulating you having a GoPro with adjustable FOV strapped to your head. Regular graphics settings still apply the same for both the in-HMD rendering and the mirror window on the monitor, so medium bloom looks nicest for making videos. Since its super expensive to render anyway, you should also set the graphics settings to highest while doing that, your fps in-HMD will be bad no matter what you do ;)

It's actually rendering the game a second time at 2880x1620 and downscaling that to 1080p, so you get a very, very crisp 1080p image out of that.

For capturing video using this, you just normally use software like OBS or Shadowplay to capture your screen.

The reason for adding this special video capture mode was this awesome "CyubeVR Castle Walktrough" video by Aelgiz:

https://www.youtube.com/watch?v=Su-A6V4JmyM

If you haven't seen that yet, definitely watch it! That video was created before this new high-res video capture mode was added, so you see it's looking more low-res since it's "just" the captured view from a cropped eye of the regular VR rendering, which results in a res somewhere below 720p - but that castle looks super awesome, so I wanted it to be possible in the future to capture videos like that in full 1080p resolution - which it is now, thanks to the new high res video capture mode! :)

Improved head-based smooth loco


If you've played cyubeVR, you know there are 3 different ways in the setting how smooth locomotion should work - one is based on the center of the room, the second one is head-based and the third one is head-based with falling.

Head-based means if you step forward in the real world, and there's a block in the virtual world, you will step up the block in the virtual world - that's very realistic, but it often caused issues previously when you're leaning over blocks, since you were moved up the block then, which made it annoying to grab items on the ground.

When you lean over something in front of you, you are no longer "moved up" now. The "move up" only happens now if your eye position in the real world is more than 150 cm above the ground, so since "leaning over something in front of you" automatically makes you lower your head position, it doesn't happen anymore.

This had to be improved now since with the survival stuff coming, head based smooth loco with falling should at some point be enabled by default, its part of survival that you have to pay attention to not fall down and die. And if that has to be the default, it has to work fine enough for you to never wish to go back to non-head-based smooth loco, which is currently the default.

Improved hit detection for tools


Improved hit detection for axes, pickaxes, and stick. Hitting blocks with the handle will no longer cause any damage on the block - it's more realistic now and harder to accidentally damage a block while having a tool in your hand. For example, only the sharp side of the axe will actually cause damage on a wood block now.

More reliable world saving/loading


The world saving/loading is more resistant to crashes now. The game will always keep two copies of every chunk, so the world folder will have twice the size compared to before, which isn't really an issue since the world files are small. When the game saves a chunk, it now first copies the old chunk file to a Backup folder, and only then update the old chunk file. If the game detects on loading that a file is missing or corrupted, it looks in the Backup folder instead and loads the file from there.

Improvements to out-of-focus warning


By default, cyubeVR starts in fullscreen and asks you to put its window in focus, which is due to how the windows thread scheduler prioritizes the currently focused application for performance. This has been made more clear in the wording of the warning now so that people are hopefully less confused about it.
Also, sometimes you don't want that behavior since it makes it harder to run something like OVRDrop, so new INI settings were also added to the game to adjust that:


UseFullscreen=0
ShowFocusWarning=0


You can find the INI file at


%localappdata%/cyubeVR/Saved/WindowsNoEditor/Game.ini


Also, the out-of-focus warning and the close-to-edge-of-current-world-gen warning now both also use the very special rendering path that the UI uses, so they look significantly sharper!


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This update has slowly grown in the beta branch of the game for quite a while already. As usual, thanks very much to our great beta testers in the official cyubeVR discord that test new features and make sure possible new bugs are always fixed before an update gets released in the stable branch! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!

That's all for today! Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 320 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!

Looking forward to hearing what you think about the new update :)

Cheers!

Weekly Report #7

Hey everyone,

The last weekly report was released more than a "week" ago, so it's time for another one!

There have been less updates than usually recently, but that was really only temporarily, we're back to regular update frequency now which is roughly one update per week :) That means, in just a few minutes Update 24 will be released!

Those that closely follow development of cyubeVR on the official cyubeVR discord are always up to date with what I work on when, so if you think I write a bit too few weekly reports here on Steam:

1. You are right about that, and
2. Be assured that you can talk to me at any time on the cyubeVR discord if you want to know more exactly what exactly I'm working on, when the next update comes and so on :)

The cyubeVR discord is nicely growing and we're at over 320 people there now. A healthy community is extremely important for me, and creating that discord server was one of the best decisions I ever made working on cyubeVR. Without that discord, the interaction with the community would be so much harder that a lot of features being released would be less thought through, more buggy or just missing in general because a lot of things I add are based on ideas from the community, often expressed in discussions on discord.
It's incredibly helpful for me that I can upload a new feature into the beta build of the game, tag @Beta-Testers on the cyubeVR discord and get feedback on that new feature within almost no time. So really, the community there means everything to me and I hope it will only get better, especially once multiplayer is added to cyubeVR.

The updates will be mostly about survival-aspects soon, for example I've spent quite a while recently with thinking about how exactly "player dies and respawns" should work, especially regarding the inventory aspect and how the items in there should be lost and recovered. My current idea for that is this: When you die, you lose all your items in your inventory. You respawn somewhere in a radius of ~1km around the point where you died. When you get back to the point of death, you see a small golden chest there. Since you might die somewhere with very limited space (like a corridor only 1 block wide) that won't be a regularly sized chest, but more of a miniature chest. That chest will contain all the items you had when you died.
For picking up the items, one thing that I find very important is that you should be able to choose which ones you want to pick up and which one you don't. The exact same mechanics for picking up your own items should be usable for multiplayer when killing and looting other players - and you likely don't want to pick up everything someone carries.
So, you'll be able to click on that golden chest and that will open a floating "3d representation" of items above. Very similar to items in a real chest. There you can just grab stacks of items then and throw them into your bucket, or alternatively clicking them will automatically add those to your inventory.

That idea is not final yet, but we're getting close. If you see any issue with that, let me know :)

So, that's all for this weekly report. The next one will come sooner than you expect! Thanks for caring about the game!

Don't forget to follow and subscribe to the official Stonebrick Studios account on Twitter and YouTube so that you don't miss anything interesting about the game! There's also a community-diven subreddit about cyubeVR on reddit: https://www.reddit.com/r/cyubeVR/

Cheers!

Introducing LIV Support!

Hey everyone!



If you're a VR content creator, you have probably heard of LIV, a great free tool that makes it very easy to capture high quality mixed reality footage of yourself in VR!

https://store.steampowered.com/app/755540/LIV/

cyubeVR now integrates the new LIV SDK, so LIV is fully supported by the game out of the box!


The LIV developers recently released a completely rewritten version of their Unreal Engine integration that makes LIV work really well in UE4 games like cyubeVR.



(This is Kroy, playing cyubeVR with LIV)

The LIV integration in cyubeVR was tested for multiple weeks now actually, and different things were adjusted in multiple versions until everything worked perfectly - you should not notice any issues anywhere!

For performance reasons, the LIV support is available through a seperate build that you can select when right clicking cyubeVR in your Steam library and then going to the "Beta" tab:



You can use LIV with all headsets the game is compatible with (Vive, Rift, WMR).

Also, by default cyubeVR starts in fullscreen and asks you to put it's window in focus, which is due to how the windows thread scheduler prioritizes the currently focused application for performance. Streamers sometimes don't like that behavior since it makes it harder to run something like OVRDrop, so two new INI settings were also added to the game to adjust that:


UseFullscreen=0
ShowFocusWarning=0


You can find the INI file for that at


%localappdata%/cyubeVR/Saved/WindowsNoEditor/Game.ini


You also need to set OverrideDefault=1 in that INI for the changes to take effect.

These INI settings allow you to run the game in a minimized window while still normally playing the game.

Looking forward to seeing the pictures, videos or streams you'll create with cyubeVR + LIV! :) Let us know in the official cyubeVR discord, or tag the official Stonebrick Studios Twitter Account!

That's all for today! Thanks for caring about the game!
If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!

Looking forward to hearing what you think :)

Cheers!

Update 23 is live! Resizable, movable picture frames with custom JPG, PNG and BMP import!



Hey everyone!

Update 23 is live, adding an awesome new feature: resizable and movable picture frames that allow you to use custom JPG, PNG and BMP images on them, and even adjust the frame thickness! There are multiple included paintings that should please even the most stingy home decorators.
There are a variety of included paintings that should please even the stingiest of home decorators.

As usual, here is a very quick overview of the things changed in this update, with more details below:

- Added picture frames and fixed all bugs with picture frames that didn't exist when picture frames didn't exist
- All mesh objects that use the wall placement mode (currently that's wall mount and picture frames) are now always visible 20cm away from your controller when the place mode is active

Picture Frames


This is a great feature that makes so much sense! Interiors are looking a million times nicer with this. These picture frames are so dynamic and customizable, you can design interiors way more to your personal liking now.

[video]https://stonebrickstudios.com/cyubevr/SteamAnnouncements/PF1.webm?v=1[/video]

The picture frames use the system for 100% free placement, so you can freely move them around on the wall after they are placed, and you can also freely resize them without any limits (besides your arms or creativity)! You can have small 1 inch frames, big 40 inch frames, or anything in between! They also don't "snap" to the voxel grid in any way, you can place multiple smaller picture frames on one block side, or a big picture frame across many blocks - it's all completely dynamic and adjustable!

There are 10 great looking default paintings that you can select between, and any images you put into your Windows
Pictures/cyubeVR
directory will automatically be in the game to select for the picture frames! It makes the most sense to paste JPG or PNG images into that folder, but BMP also works fine.

There is also no 2D UI at all. The picture frames are fully set up "in 3D", the way you expect it to be in a game built from the ground up for VR :) When you click on a picture frame you get a preview of all available images in a post-card format on your left hand, so you can then drag and drop those onto a picture frame to apply them.

You can even add new pictures to the folder while the game is running, to select a different picture you simply have to click a picture frame again and then the list of images which you see on your left hand is updated automatically :)

You can use any images you want - the frame will also automatically adjust to the aspect ratio of the image you select, so the image will never appear stretched in any way!

To resize a picture frame, you can grab the bottom left and upper right corner of the picture frame at the same time and then move the controllers toward or away from each other, it's very intuitive. That also allows you to move the picture frame at the same time while resizing it.

If you grab the bottom part of a frame with 2 controllers, you'll only move the frame without resizing it, which is quite useful since you can't accidentally change the size then.

Additionally to the custom images in the form of the "post-cards", you also have 2 sliders on your left hand that allow you to adjust the frame thickness of the frame and also the free space between frame and picture canvas. These options make them super adjustable and allow for very different looking frames. As you're used to with objects in cyubeVR, the picture frames of course also have really high detail models and textures.

The frames can be crafted with wood, gold, and copper - so 3 different frames exist at the moment, with 3 different recipes that you have to find :)

-----------------


This picture frame update has been tested in the beta branch of the game for quite a while already - the initial version was released more than 2 weeks ago! Since then, our great beta testers in the official cyubeVR discord have tested the update a lot, reported all issues they found and I made sure that everything was fixed before this gets released in the stable branch, which is now! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!

That's all for today! Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!

Looking forward to hearing what you think about the new update :)

Cheers!

Update 22 is live! Bugfixes, new setting for deer physics and more!

Hey everyone!

Update 22 is live, mostly just fixing a few bugs that were reported after Update 21. Since that engine update was a major change, it also caused some new bugs that were not all found before Update 21 was released. This update should fix them :)

These are the changes in this update:

- Fixed torches disassembling when picking them up from wall
- Fixed backside of torch holder being incorrectly rendered
- Fixed blue dot floating in front of right controller sometimes
- Fixed chests not working correctly after they have been moved
- Fixed ragdoll physics on deer and rabbits, they should work correctly again
- Added setting for "Astronaut Deer", you can now choose if you want the crazy deer physics that are enabled by default, or if you prefer realistic physics. With "Astronaut Deer" enabled, they now fly even higher than before ;)
- Fixed items being used from inventory when trying to place blocks or torches close to the edge of the current world generation where they can't be placed yet
- Fixed collision of blocks being removed when trying to destroy a block close to the edge of the world where you can't destroy it yet
- Added warning when you're close to the edge of the world explaining that you can't modify the world there yet, that the world is infinite in size and that it takes a while to generate more
- Improved .dmp file generation after a crash

That's all for today! Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;)
If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!

Looking forward to hearing what you think about the new update :)

Cheers!