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  1. meshedvr

    VAM 2.0

    VaM2 should solve some of this. The addons that will be created from our Addon Kit will generally just be the lowest denominator of objects. For example, a Skin (materials and textures) addon would only include materials and textures that are related that can attach to a specific Figure...
  2. meshedvr

    VAM 2.0

    At least 1 VaM2 Beta will be released this year. In my last Patreon post: I frequently post on Discord. Where I have failed is to update on Patreon. And I posted this the other day on Discord.
  3. meshedvr

    Thank you for all that you do here on the Hub! And congratulations on earning the well deserved...

    Thank you for all that you do here on the Hub! And congratulations on earning the well deserved Hero badge! It is amazing to have you contribute here consistently for such a long time and at such a high level. The Hub would not be the same without you. I'm truly grateful for your contributions.
  4. meshedvr

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    You are not entirely wrong, and VaM2 will be similar in some regards. I do very much rely on things like Unity's asset management, UI system, VR integration, and rendering system. But where Unity fails, I'm try to go further. Part of what made VaM different than others is I didn't rely...
  5. meshedvr

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    That is interesting. I didn't realize that it was possible to get data from Physx on a thread. Yes - anything you can take out of FixedUpdate will directly improve performance! Awesome! If I could officially roll in 3 changes, it would be this, the zip read fix, and the memory/runtime...
  6. meshedvr

    Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

    There is a setting called Physics Update Cap. This setting specifies the maximum number of Physics Updates that can run per rendered frame. If your FPS is low enough that this cap gets hit, you could experience time slowing down, which will make everything look slo-mo. This is just an...
  7. meshedvr

    Performance Patch (up to 30% more physics speed)

    I'll try. I have another pending request from another user I would like to put in as well. Knowing this is how the zip reader works, I'm tempted to review the rest of the binary reads I do. But I suppose the worst offender is the morphs since there can be a lot of them.
  8. meshedvr

    Performance Patch (up to 30% more physics speed)

    I think the best path is probably you keep developing this and work out the kinks, and possibly at some future point I can roll into application if you are willing to let me do that. If not, it can live on as a side patch. Seriously great work and I'm very impressed!
  9. meshedvr

    Performance Patch (up to 30% more physics speed)

    Each vertex can be processed independently and safely. The skinning sub-threads are split on a range of vertices to operate on. There is no conflict or bug here. If you have come up with a faster method that makes it so using sub-threads with vertex range is faster, that is great, because this...
  10. meshedvr

    Performance Patch (up to 30% more physics speed)

    I can't move original VaM to newer version of Unity which has a much better jobs/burst compile system. Without burst, jobs is useless. Without reorganizing everything into proper structs with proper jobs it is useless. Hence VaM2. And yes using il2cpp breaks the plugin system. It can't work...
  11. meshedvr

    Performance Patch (up to 30% more physics speed)

    Reading the whole var at once needs to be avoided. Some of these are huge. Zip allows random access and is optimal for memory and runtime with large var files. I see in this case it is not optimal if the zip library is not buffering the read blocks with each Read call as I thought it would be...
  12. meshedvr

    Performance Patch (up to 30% more physics speed)

    Wait you are telling me ReadInt32() and ReadSingle() in the original code is actually opening the file every single time? That's insane and I had no idea the zip library would work like that. public void LoadDeltasFromBinaryFile(string path) { //Debug.Log("Loading...
  13. meshedvr

    Performance Patch (up to 30% more physics speed)

    Would you like to join my team?!? :ROFLMAO:
  14. meshedvr

    Performance Patch (up to 30% more physics speed)

    I would consider rolling this back into the main release if you are willing to allow me to do that. I would have to review in case you missed corner cases. It may be dependent on your CPU, but generally my wait time on the side threads is 0. I won't complain about optimizations to the side...
  15. meshedvr

    Performance Patch (up to 30% more physics speed)

    Thanks for doing this! I mentioned on the other thread as well before I realized you had a dedicated one. We reached out to you to see ask to move this to resources where we can flag it for providing a replacement dll. I considered rewriting the morph iteration code you mention but...
  16. meshedvr

    Benchmark Result Discussion

    I appreciate the effort here. It is very cool what you are doing! A couple of things though. Some of things you are optimizing are running on an asynchronous side thread away from the main thread, and in most scenes the side threads complete before the next physics update and ultimately don't...
  17. meshedvr

    Will the new Unity fees affect VAM 2.0 development?

    Oh I am angry too, but I'm also too far into VaM2 development to change directions. VaM2 will likely be my last Unity project, but VaM2 might also be my last project before retirement anyway if it meets my 10 year lifetime goal.
  18. meshedvr

    Will the new Unity fees affect VAM 2.0 development?

    Oh and to answer your question I do like UE's features like Nanite (not really applicable to VaM, but very cool), Lumen (again it works with static and mostly static objects so not the best case for VaM with moving models as the focus), and MetaHumans (cool, but adding genitals is not that...
  19. meshedvr

    Will the new Unity fees affect VAM 2.0 development?

    I want VaM2 to have at least a 5 year lifetime, and hopefully more like 10. So I don't think there will be a VaM3. By that time AI software will be providing us with holodeck like experiences. :)
  20. meshedvr

    Will the new Unity fees affect VAM 2.0 development?

    I posted this over on Discord this morning in response to the same question: We are way too deep into VaM2 to switch engines now. A change to UE would cost years in development time. This move by Unity is ridiculous and they are facing huge backlash already. If they keep moving forward they are...
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