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  1. 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.
  2. 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!
  3. 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...
  4. 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...
  5. 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...
  6. 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...
  7. meshedvr

    Performance Patch (up to 30% more physics speed)

    Would you like to join my team?!? :ROFLMAO:
  8. 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...
  9. 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...
  10. 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...
  11. 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.
  12. 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...
  13. 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. :)
  14. 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...
  15. meshedvr

    What happened to the Voxta thread?

    In general, I don't think posting screenshots of private messages is good etiquette. While I understand people might want real evidence, posting such things might result in a public shaming which is not called for. If our lack of posting concrete evidence that led to the ban leads to conspiracy...
  16. meshedvr

    What happened to the Voxta thread?

    Here is Reign's side if you want it. This was posted by him on his Patreon. I can tell you it wasn't a hit from the team, and I'm confident 99.9% of the community would agree with the ban if we posted screenshots of all of our interactions here. Some of what was said were serious real world...
  17. meshedvr

    What happened to the Voxta thread?

    Reign has made serious real world threats against my entire team, including me, and will not be allowed back in. We have no tolerance for this kind of behavior. That said, I hope the Voxta project and team can continue and they are welcome to post here.
  18. meshedvr

    VAM 2.0

    I have tried to hire developers. It isn't easy. I would really only like to draw from someone already in the community and familiar with making VaM plugins to ease the startup cost and also use that as the screening process. I'm beyond the point of being able to hire someone for VaM2 and speed...
  19. meshedvr

    VAM 2.0

    I should have also added that during those 3 years on VaM1 before being public I was doing so with almost no distractions. Now there are endless distractions while attempting to get VaM2 done, and it requires some serious discipline to stay on task on any give day. A few examples: Managing the...
  20. meshedvr

    VAM 2.0

    There is a pretty simple explanation if you all are willing to accept it. And if you can't, there probably isn't any way to convince you other than for me to actually release something, which is exactly what I'm trying to do. Summary: This shit is hard and it takes years to develop an...
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