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Odd, It worked for me. Not that I got the BVH to work in Unity (exporting it from blender did something odd).
Did you make sure you set the output to BVH instead of video and set the duration?
"My patch fixed this, only once it has been changed from 0.00 to another value it gets iterated through"
So I don't need to untick "preload morphs" on every Var and because that won't make any difference with your patch?
I mean, I still did it and load times are dramatically improved which is...
I saw morphs discussed at the start of this then no real conclusion.
hijku said:
One part that I can't understand: Why VaM with ~5k vars makes my scenes to have like 20-30 fps less than clean vam instance.
I understand that a lot of vars can slow down startup and loading times but why does it...
I went through and unticked that preload on every var.
WOW.
what a difference. I didn't notice it so much in frame rate but I did notice it in everything else
load times are amazingly decreased. Not just initial opening VaM but menu operations later on.
It's worth it just for that. The whole...
I recently discovered there is an OPEN version of bHaptics hardware that you can put on an esp-wroom-32 dev board and build your own haptics devices.
I have started building a haptic vest but there is no reason you can't make a glove just as easily...
I asked this same question recently and didn't even get a reply. Now I know the VRRenderer has bvh export I am going to try it!
Ok, so you need to select BVH in the "video output" box. A bit odd, but yeah. Then it exports the animation instead of video. It goes into saves/vrrenders.
Make sure to...
Ah, good point. I get upscaling and frame interpolation from Virtual Desktop anyway so the scaling in VRPerfkit isn't that useful. The FFR however might give another nice boost in frames.
I might try it again with those settings and see if it works this time and doesn't give the jitter that...
Yes, true. However the contactsheet allows you to still use the controllers for movement and doesn't require special mounting for "another" box on your headset or chest.
It's just an option I thought people would like to know about. I personally don't want finger tracking that costs me the use...
ALVR uses index controller emulation. The index has basic finger position sensing built into the "knuckles" controllers. ALVR emulates them and passes the finger positions to steam. I haven't tried it so don't know how VaM integrates specific finger positions in SteamVR.
There is a NEW solution...
Running VaM through steam with virtual desktop? Why would you ever! That's just throwing half your performance away.
If you have Virtual Desktop, DO NOT use SteamVR! Use the batch file.
You didn't install the vr perf kit thing did you?
It *used* to work fine for me, but recently I got the stuttering. I removed vrperfkit as a last ditch attempt and that fixed it.
Now I can launch it directly via Virtual Desktop again and it all works with controllers.
Yeah, I considered installing it but my experience is that SteamVR does NOT like multiple "VR Headset apps" installed at once and it's likely to break my working Virtual Desktop setup...
I use Virtual Desktop and am very happy with it, the ASW etc helps a lot with my performance. Does ALVR allow for similar performance boosts?
I know VRChat Easy Anti Cheat crap stops people using FSR with it, but Virtual Desktop still has it's own built in that works. I wouldn't want to swap to...
There is a new feature on Quest2 where you can "double tap" the controllers together to swap to hand tracking. You have to enable this in settings but it's then SUPER easy to swap to hand tracking. Swapping back is just picking them up and pressing the button to activate them.