• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.

Recent content by newmark42

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    Not A Bug VAM 800MB per-character-instance memory consumption easily fixable (1.x/2.x)

    Okay, sorry for the multi-posting, and thanks for your reply. I do hope the 2.x instance memory usage can be dramatically reduced. A DAZ mesh is about 80MB, so at some level it should be very practical to have a character instance use only about that much memory, textures aside. Which means...
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    Not A Bug VAM 800MB per-character-instance memory consumption easily fixable (1.x/2.x)

    And just for a quick idea of what my code looks like to apply a "partial morph" to the per-instance mesh, it's really really simple and tiny.. (you can ignore the "AffectedVertexAABB" code, that's computing the bounding box of every affected vertex of a morph, to setup a camera for automatic...
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    Not A Bug VAM 800MB per-character-instance memory consumption easily fixable (1.x/2.x)

    Here is an example screenshot of our Unity-based project, with 100 DAZ Genesis 3 figures spawned, all custom morphable and posable. Each taking about 80MB of memory. Of course VAM will not be able to do this many characters, because it also has softbody simulation and clothing sim, and lots of...
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    Not A Bug VAM 800MB per-character-instance memory consumption easily fixable (1.x/2.x)

    I'm a computer programmer, and I'm reaching out to help you fix a really easy and important problem in VAM. The 800MB per-character instance memory consumption problem. It's not textures, it's morph data, and it's trivial to fix. After fixing in my own DAZ/Unity project, character instances...
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