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I'd love to try it out, but I have to be honest: the Patreon for it is still one of the worst I've ever seen. 20 dollars for immediate access is absurd pricing for a plugin, 12 dollars more expensive than VaM's Creator tier, and the same price as Captain Hardcore's full-featured version. On the...
No problem! Here are the values I changed:
Stiffness to 0.05
Distance Scale to 1.75
Compression Resistance to 0.05
Collision Radius to 0.025
Collision Power to 0.15
Uniform Sim Strength sliders: Torso to 0.60, Limbs to 0.75 and all the others to 0.85
That makes the character far "squishier"...
No heap related crashes so far, and yes, FPS is tipically in the 150-300 range when soft body physics aren't too intense. I just loaded VAM Produce 69 as a test at its default configurations (no soft body, no HQ physics), and at the song selection screen it hovers around 70-90 FPS, but gets back...
After a few long sessions in VR, I have no issues to report so far. Performance has been more stable compared to patch 12, heap size growth is vastly slower than vanilla when using plugins that induce a "leak", and stutters are indeed way less frequent. No significant FPS problems that I can...
Some additional info on how my system is running, to help compare:
- On latest Nvidia driver (551.61)
- Virtual memory on automatic
- Downloaded latest dependencies for VAM Produce 69 before loading it
- 201 gigs of free storage space on C:
- Intel XMP enabled in BIOS, RAM at 3600MHz (it's...
I have the exact same build as you, so I tried the same thing and it's loading fine for me. I played one of the songs to get past the song selection screen, and no problems occurred. Could it be some tweak in your boot.config file? I got along really well with kretos' additional recommended...
For the sake of additional info when testing, could you mention what those bugs were? Plus, maybe I or someone else can remember seeing those bugs before the patch. Also, thanks for the update!
Yeah, I felt considerable improvement in VR from doing the boot.config tweak. Excellent find, thank you! Also nice to know that render scale inside VAM isn't helpful for VR performance.
Happens regardless, even if I trigger memory optimization, but not necessarily permanent - perhaps it gets cleaned up over longer editing sessions. Anyway, those were the only "lesser-known" optimization problems I've noticed in VAM that felt worth mentioning, thank you for verifying them :)...
Yes, the problem is how there was performance degradation in the tests with the UI closed. While it's open, I know FPS loss is inevitable. What I found strange is that the more of the UI I loaded, the more the performance dropped afterwards, while it was closed. I figure it's kept in memory...
Just to clarify, I am mostly a layman :D I couldn't tell if the performance loss was within an expected range for this kind of feature in VAM and Unity, and the inconsistencies in the triggers just looked wrong to me. In fact, changing the filtering to "None" on all the triggers does not...
Got it. Scene is attached below, anyone's welcome to test it. I stripped it down to nothing but stock VAM assets and morphs, the only dependency should be the most recent version of Timeline (some atoms are parented via Timeline, though the problematic atoms are not among them). Here's the...
I'll give it a try, the scene in which this happens is absolutely not simple, but I had managed to reproduce the issue in the default scene at one point. I'll try simplifying the complex scene, as the default scene may just be too simple for this problem to show reliably.
Your patch only brought improvements as far as I can see, this may simply be a VAM problem with collision trigger atoms (or the collision sphere), and it makes a massive difference with soft-body physics at sub-100 framerates too. I just went in-game in VR (Meta Quest 2, Virtual Desktop...
I just found another bit of weirdness that might be worth looking into. First of all, the work you are doing is simply incredible, thank you so much. The improvement has been so dramatic that a benchmark wasn't even necessary to confirm it (i9-13900K with a RTX 4090).
So here's the weirdness...