Crazy, I didn't know VAM had support for DLSS 5
/sarcasm off
PS: to answer both of your questions, she's the most generic AI face out there. In a nutshell, she's the statistically average "insta face".
She reverts to the original appearance? :oops: I've never seen that happen before in vam. Do you mean like her skin, hair and clothing revert to what they were?
The scene contains my BodyNet plugin on the female, which adjusts her to match the original body proportions after you load an...
Never mind, I didn't realize they show up in desktop mode, too.
I suppose the "HandPhysical" and "LeftHand"/"RightHand" Ball Colliders don't work if you have full VR hands enabled? Could you verify, please?
It'd be great if the app took references from e.g. local scene files or appearance presets into consideration when filtering by "no dependents". I'd love an easy way to move everything, that's not referenced from my saves/scene or custom folders, to the AllPackages folder.
Not really, since bodynet only adjusts bone lengths and doesn't process the skin mesh in any way, it can't adjust CUAs to match the original surface contact point.
It's still at the top of my list, but what's blocking development is that I still need to learn how to create morphs for my purpose. There's also a big question mark of how to handle penises. They're not bones (duh!) and users will probably expect bodynet to match them, too.
It seems colliders are created at the atom's root instead of their intended position when soft body physics and/or soft glutes are off during plugin initialization.
Soft body physics off:
Soft body physics on, soft glutes off:
Soft body physics and soft glutes on:
I appreciate you taking time to optimize. Thanks.
Sadly, in my testing I don't see a meaningful difference from before. It still allocates about 10mb per second.
Some of the changes claude made with absolute confidence actually don't change the heap allocations, at all. For example the...
Could you give me more detail, please? There's no technical reason why some triggers would work while others don't. Could you provide a demo scene showcasing the bug?
I saw major improvements when genitals were close to contact but not quite touching or inserted. There are likely other game situations and code paths with room for optimization.
Yeah, I'm aware of the 2019 GC limitations. Sadly, that's what we have to work with in VAM 1, which is why being frugal on heap allocations is so important.
I dug a bit more into memory allocations and implemented reusable pools for all the lists and hashsets.
Even after that, there was still too much memory allocated on every frame.
In the end, I finally narrowed it down to an issue, which I can't even explain. The biggest culprit was the "entry...
Hey, I noticed the plugin creates a ton of pressure on the heap, even with all features disabled.
After a quick glance at the code, it looks like you create 10 new List instances in "UpdateOrificeEntryTracking", "RemoveBoneAlignmentsForAtom" and "CacheBoneAlignmentRigidbodies", which are called...