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AVR  Popular! (More than 5000 hits)

Version: 0.9.5beta
by: Olog [More]

Note: AVR will be broken in patch 3.3.5. See this

AVR (Augmented Virtual Reality) allows you to draw and add lines, circles and other markings on the 3D world itself. All markings may also be shared with others. Suitable for example to mark locations when explaining raid tactics. These marks can even be left visible for the fight itself. Other things you can do with AVR:

  • Draw range circles around you or someone else at any range
  • Clearly mark players close to you
  • Mark any location relative to player position and rotation, for example mage blink landing spot
  • Measure distances
  • Boss encounter warnings (using a separate addon)

Boss encounters

AVR does not contain a built in boss encounters module anymore. They are now done by a separate addon. At the moment there are two options.
  • AVR Encounters adds AVR warnings for various boss abilities. It does not require any other boss encounter addon to work. It is not a replacement for traditional boss encounter addons as it does not do ability timers, sound warnings etc. It can be used with any traditional boss encounter addon such as BigWigs, DBM or DXE.
  • Raid Watch 2 is a full boss encounter addon much like BigWigs, DBM or DXE. It has built-in support for AVR and also does timer bars and other kinds of warnings.

Whichever you choose to use, you will also need to install AVR.

Limitations and known issues

There are some fundamental limitations caused by what information is available to addons. These are mostly related to the exact position of camera and lack of unit Z coordinates. In particular you should note following:
  • Drawing works best on a flat surface (note that for example Dalaran has very uneven roads).
  • Camera getting stuck in a wall or ceiling will cause any markings to go out of sync with rest of the world.
  • Any kind of stairs/slopes and such cause troubles.
  • Jumping and other kinds of vertical movement causes the drawings to move with you.
  • Everything is drawn over the 3d world. This means that things that should be behind walls or units will appear in front of them.
  • Camera auto follow causes some problems. See also this

Some other known issues are:
  • All vehicles (like the ones at the start of Ulduar) are a bit problematic.
  • Lifts, moving platforms and in particular Gunships in Icercown Citadel raid have some problems.
  • Player map coordinates are unavailable in Icecrown Citadel raid on Lich King platform after the edges have collapsed. This means that any markings tied to zone coordinates or other players than yourself are unusable there. (Lana'Thel's room was fixed in 3.3.3 though the ramps leading there are still a bit odd.)
  • Player map coordinates are also not available in arenas or instances released before Wrath of the Lich King and so most things don't work in either of those.

How to use

See How to use.

Frequently asked questions

See FAQ.

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Unread 04-14-10, 12:34 AM  
Olog
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I intend to make an embeddable library and also better documentation for addon authors. There are already a couple of addons that are interfacing with AVR. And you're right, I'm not going to do everything that could be done with AVR myself. As a side note, Allara has gotten AVR Encounters to a somewhat working state. It's a boss encounters addon that uses AVR to place various markers (http://www.wowace.com/addons/avr-encounters/). I'll test drive this myself soon and then probably drop support for the current AVR BigWigs module. Also latest alpha version of Raid Watch 2 (http://www.wowinterface.com/download...aidWatch2.html) has AVR support built-in.

As for your other suggestions. You could render health on units (player characters at least) but those wouldn't be clickable so I'm not sure how useful it would be. I'd say that custom name plates work better here since they'll be clickable and also much faster. You could also place buff and debuff markers but again I think unit frames are better here since you can click them. Another thing is boss abilities which you have to be aware of but won't cure them. The boss encounter modules I mentioned above already do several of these.

There's a lot of various ranges you could do. In addition to the ones you mentioned you could have totem ranges, arcane explosion, thunder clap and the like, also for cone spells.

Just one thing to be aware of is that AVR does take up quite a bit of cpu time and so adding a lot of things could affect your frame rate.
Last edited by Olog : 04-14-10 at 12:34 AM.
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Unread 04-14-10, 08:23 AM  
Imperfection
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wow.
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Unread 04-14-10, 09:32 PM  
Mpstark
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Originally posted by Olog
I intend to make an embeddable library and also better documentation for addon authors. There are already a couple of addons that are interfacing with AVR. And you're right, I'm not going to do everything that could be done with AVR myself. As a side note, Allara has gotten AVR Encounters to a somewhat working state. It's a boss encounters addon that uses AVR to place various markers (http://www.wowace.com/addons/avr-encounters/). I'll test drive this myself soon and then probably drop support for the current AVR BigWigs module. Also latest alpha version of Raid Watch 2 (http://www.wowinterface.com/download...aidWatch2.html) has AVR support built-in.

As for your other suggestions. You could render health on units (player characters at least) but those wouldn't be clickable so I'm not sure how useful it would be. I'd say that custom name plates work better here since they'll be clickable and also much faster. You could also place buff and debuff markers but again I think unit frames are better here since you can click them. Another thing is boss abilities which you have to be aware of but won't cure them. The boss encounter modules I mentioned above already do several of these.

There's a lot of various ranges you could do. In addition to the ones you mentioned you could have totem ranges, arcane explosion, thunder clap and the like, also for cone spells.

Just one thing to be aware of is that AVR does take up quite a bit of cpu time and so adding a lot of things could affect your frame rate.
I'm happy that you've been working on getting this embedded, that's a pretty large leap, and I'm looking forward to what you end up with. And I've heard of AVRE, though I haven't gotten a chance to play with it -- it looks very interesting, though I think that probably if it's an embedded library that the people behind DBM and Bigwigs would, like I said earlier, jump on it.

And, while I agree that there are some CPU and memory restrictions with having so much stuff rendering, I think that those can be pared down to a manageable level, even with lots of scenes rendering; maybe by limiting the rendering distance of certain scenes, or even by limiting the refresh rate or detail of far away scenes. I don't know; that sort of stuff is beyond my scope -- I'm not planning on writing any more addons (though this library might bring the inner geek out).

And don't shoot down the unit-frames idea too soon -- I certainly would use it, especially for PvP; I don't need... heck, I wouldn't want to click on the frame itself; that's what clicking on the person is for. I don't use friendly nameplates, though I do use Tidy Plates for the enemy ones, because they're just one more thing on my screen that doesn't help me. And the same thing goes for buff/debuffs, I don't want to be able to click on them, I just want to be able to see them around the person that has 'em. This addon enables information to be in the world frame itself, eliminating a bunch of UI clutter by moving position sensitive data to the position itself.

The range addons are self-obvious, and actually quite easy to do with the scene editor, however, I think that most of them have cases where the user would want them to disappear or would want them to change; in combat, when they are in certain places, when certain abilities are active, or really anything like that. The current scene editor doesn't allow for these kinds of things, and they're out of scope anyways.

I do want to point out that a user might want to disable an AVR embedded lib separably from the things that embed it because of the resource issues. Just a thought for when you get there.


Anyways... Cheers!
Michael
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Unread 04-16-10, 01:40 AM  
Olog
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After thinking about it a bit more, I probably won't be doing the embeddable version of AVR after all. I wrote about it a bit more at the WowAce AVR comments which is slightly more developer oriented. However AVR already can be used by other addons, it just needs to be installed separately. I also intend to document the current API better.
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Unread 04-18-10, 10:15 PM  
thebadmf
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Any chance we could have an ignore scenes from x user option? I know I could lower who I accept scenes from but, I don't want to make it more restricted for those have a maturity level over that of a teenager.
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Unread 04-23-10, 11:29 PM  
Kurtosis
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Very cool. I'm trying to find this in MMO Minion, but it doesn't seem to be there (at least neither searches for AVR nor Augmented Virtual Reality turn it up). Is it available to Minion yet, or do I need to manually install it? Thanks!
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Unread 04-24-10, 11:08 AM  
vard
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The party tracking doesn't seem to work in arena.

Works well outside, I just want the lines in arena =/

any ideas?
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Unread 04-24-10, 11:26 AM  
Olog
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No it doesn't work because arenas don't have maps and hence no map coordinates. Only meshes that are centered on you work there, basically range circles around you but not much else.
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Unread 04-24-10, 01:45 PM  
vard
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Originally posted by Olog
No it doesn't work because arenas don't have maps and hence no map coordinates. Only meshes that are centered on you work there, basically range circles around you but not much else.
Thanks for the reply - I think I get you

Are you absolutely sure there would be no workaround for this? I'd be awe inspired if there was - this addon has ridiculous potential in arena!

Thanks again
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Unread 04-24-10, 02:59 PM  
Olog
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I'm not sure if you could get coordinates of your own team from minimap. But for one thing it seems to update much slower so it'd be quite inaccurate.
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Unread 04-25-10, 04:23 PM  
Kjado
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Getting this to work in areas without proper maps is definitely possible, but it would likely require everyone in the group to have the addon, and you'd have to use an unorthodox way of getting the relative location info from the minimap. Because of this, there would be certain limitations... but it would be accurate up to a modest range. I had to do this in my EchoPort addon to track the location of a warlock portal; I could see a similar approach working for AVR in this rare setting, but you'd have to come up with a clean way of handling all of the pings.
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Unread 05-03-10, 05:02 AM  
Pusikas
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Posted something similar for TomTom:
When I am idling in Dalaran, and AVR has no scenes to display, then TomTom and AVR are still eating up CPU time. Seems to get worse when I disable vsync. Same in instances and raids. Nothing to display, but AVR still eats up CPU time. Less than during raids where AVR actually gets to display stuff, but I was wondering why AVR seems to do such a lot while doing nothing...
Not a big deal, just wondering.
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Unread 05-03-10, 11:03 AM  
Olog
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AVR needs to redraw graphics every frame so the higher your frame rate is the more work AVR needs to do. Disabling vsync probably increases your frame rate which then causes AVR to take even more cpu time.

If there really isn't anything at all to draw then cpu use should be very small. Most other addons however really won't do anything at all in Dalaran so even small cpu usage will get AVR at the top of that list. However, even if there's nothing on screen, AVR may need to do quite a lot of stuff. To determine whether some marking is on screen or not AVR needs to do roughly half of what it takes to actually draw it.

Idle performance certainly could be improved but so far I haven't really thought it'd be worth it. Especially if it affects performance at all during combat where it actually matters.
Last edited by Olog : 05-03-10 at 11:03 AM.
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Unread 05-19-10, 11:57 AM  
c0ding
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Post PTR 0.3.5 (12045) patch

Only to report that AVR is messing something up in graphics in last version on PTR (0.3.5 "12045") and fps is going realy bad =/
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Unread 05-20-10, 01:36 PM  
Myrathi
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Re: PTR 0.3.5 (12045) patch

Originally posted by c0ding
Only to report that AVR is messing something up in graphics in last version on PTR (0.3.5 "12045") and fps is going realy bad =/
PTR issues are the least of your worries, unfortunately.

Blizzard are deliberately breaking AVR in the 3.3.5 patch.

See blue post here.

Enjoy it while it lasts, folks... and thanks for your hard work, Olog.
Last edited by Myrathi : 05-20-10 at 01:37 PM.
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