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I contacted ALXR dev in my case - 'custom color' passthrough for generic android HMDs...
He just shared in my thread non public, dev, version of ALXR with passthrough color and method sliders.
It works on Elite XR!
https://github.com/korejan/ALVR/issues/106
:eek:
It sucks wired - and my VR usage is a bit specific - i can stay all night long wearing HMD.
It was also super heavy on my face [with standard strap].
I have pretty weird internet connection - i'm living in my company house most of the year, and i have no access to house router config. I tried...
Does anyone have 'generic' android build with custom color passthrough?
Since i didn't like Q3 and returned it, i was looking for some alternatives, and found HTC Elite XR headset. It has lower res cameras than Q3, but still does the job. I got it working with newest ALVR [18.11] server and ALXR...
Just changed boot.config file.
Holy crap
[HT off, v12 of the patch with the same settings i posted earlier, no changes to any hardware]
Practically in every single test got ~ 10 fps more @1% lows
/ Edit /
Just out of curiosity i ran another benchmark on my bloated ~ 700GB install, with new...
Uhm, even before the patch, i was disabling HT since my 10900k+3090 build. It just needed for VaM1.x\Intel. This system was able to game AAA games\blender-max stuff just fine.
Same comes to 13900k+4090 now. It's beefy enough to handle anything these days since we're already 'bottlenecked' by...
Like i said, i'm not the author of these plugins, but i found them myself very useful and it was a real shame 'unique' never posted them here.
I found them about a year ago, when he released 1st version of disable cua objects and lights plugins and said he's okay if someone will post them...
The possible reason for that is... the plugin automatically load up saved presets, if they exist, when you add it to the scene.
So, for example, it was working on my end just fine, cuz i had presets from older versions [probably with 'tension' off]
There is no different 'day time' version, sorry.
Alt versions does have baked light baked in different location, resulting with completely different map shadows, but is still does have the same intensify\color as first day version.
A note. I'm gonna rebake them again, cuz i found out i can fix...
Yeah, i'm seeing the problem in 'fix' that dropped evey single user performance in every single scene, by this 1 fps.
Your's morphs are pretty often considered as 'must haves'. And now they got unecessary duplicates.
Argument: 'i won't broke other people stuff' doesn't buy me at all.
VaM 1.21...
So i gave it a shot in the morning.
Firtsly, moved all my local custom morphs outside default dirs. Then did the same with all morphs packages vars [good thing i organize stuff so it was just one folder to move :P]
So here are result with my main install, without morphs:
Then i moved back a few...
We're not speaking here about 100 morphs, we're speaking here about ~750 [considering all of Urs revamped packs, no idea how many of them are dupes etc, i just quickly counted morphs in the each package].
300k downloads... and we don't have even 100 people who actively share theirs scenes on...
Actually i have 2 versions of these vars with preload 'off' and 'on', and switching them accordingly to the stuff i'm gonna do in my session.
Same goes to reloaded, kemenate, and a few other 'common' morph packages.
Just pointing up, as an perfectionist to another perfectionist, this solution...
U were told wrong [in terms of game fps, not how fast it is in general]. Morphs does have the most impact on game fps [considering only installed content factors].
So, any duplicates are a big 'no, no'.
I did tested it a lot back in days, proof starting here: [official discord]...