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Cowgirl Sex to the Beat - LEFT RIGHT

Scenes Cowgirl Sex to the Beat - LEFT RIGHT

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trashinator

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What do you mean by "Phys Cores: 3"?
All that VAM's setting "Physics Update Cap" does is limit the number of fixed updates that will be executed on a single frame to the set number. It doesn't have anything to do with CPU cores or threads. There's rarely a need to raise the cap higher than 1.
Also, unless a user has a high end CPU (or a bad GPU), FixedUpdates slash physics is often what limits the overall fps. In such scenarios, raising the cap above 1 will further reduce the achieved framerate.

This is how Unity's Update and FixedUpdate (physics) are timed. "Update" runs on every frame.

a) When the framerate is higher than the physics update rate:
TimingFixedUpdateFastFPS.png


b) When the framerate is lower than the physics update rate:
TimingFixedUpdateSlowFPS.png


 
Last edited:
!> Timeline: Atom 'girl' does not have a param 'geometry/morph: VamEssentials Eyes Rolling Back 02'
!> Timeline: The storable float 'geometry VamEssentials Eyes Rolling Back 02' has been removed. Remove it from Timeline to silence this error.
 
!> Timeline: Atom 'girl' does not have a param 'geometry/morph: VamEssentials Eyes Rolling Back 02'
!> Timeline: The storable float 'geometry VamEssentials Eyes Rolling Back 02' has been removed. Remove it from Timeline to silence this error.
This resource should be included in dependency list : https://hub.virtamate.com/resources/orgasm-morphs.49014/
Right now, still trying to attach that to the .json, but always error when uploading the .var as an update.
 
What do you mean by "Phys Cores: 3"?
All that VAM's setting "Physics Update Cap" does is limit the number of fixed updates that will be executed on a single frame to the set number. It doesn't have anything to do with CPU cores or threads. There's rarely a need to raise the cap higher than 1.
Also, unless a user has a high end CPU (or a bad GPU), FixedUpdates slash physics is often what limits the overall fps. In such scenarios, raising the cap above 1 will further reduce the achieved framerate.

This is how Unity's Update and FixedUpdate (physics) are timed. "Update" runs on every frame.

a) When the framerate is higher than the physics update rate:
View attachment 463550

b) When the framerate is lower than the physics update rate:
View attachment 463551

phys update cap is what i meant, a miss naming on my part.

i use 3 on my machine, and animate it while using that setting. sometime i find movement become too slow and unresponsive on 1, usually when its fast animation with 0.3s timeline nodes interval.

if 1 looks good enough on yours, then by all means use 1.
 
phys update cap is what i meant, a miss naming on my part.

i use 3 on my machine, and animate it while using that setting. sometime i find movement become too slow and unresponsive on 1, usually when its fast animation with 0.3s timeline nodes interval.

if 1 looks good enough on yours, then by all means use 1.
What's your frame rate and Phys rate? As long as the FPS doesn't drop below physics, a cap of 3 should be effective equivalent to 1.
Do you use game time in timeline?
 
What's your frame rate and Phys rate? As long as the FPS doesn't drop below physics, a cap of 3 should be effective equivalent to 1.
Do you use game time in timeline?
1740228947927.png

i3 12600K
rx 6600
drop to as low as 62fps
vsync on with 100hz monitor 1080p
idk how to read phys rate
i didnt modify any setting about time in timeline so i assume i use "game time"
physx cap 1 makes the movement slow and the boobs looks like its jiggling in low gravity, maybe it would work with 1 phys core if the soft body and naturalis is off.
 
trashinator updated Cowgirl Sex to the Beat - LEFT RIGHT with a new update entry:

hotfix 1

added orgasm morph resource into dependency list that should've been there before.

found an interesting insight : The problem was a morph that present on timeline but wasn't included into dependency list when you compile the var. The fix : set the morph into a very miniscule amount, instead of 0, at the start of timeline scrubber. (like 0.1 or something)

Read the rest of this update entry...
 
drop to as low as 62fps
Unity keeps track of time in two different ways. There's real time (the clock on your wall) and "game" time. Game time progression can be slower or quicker than the real time progression.
With an fps of 62 and a physics update rate of 80Hz, you're in scenario b) from my post above. In this case, unity will perform two physics updates on every 4th frame. If you cap physics updates to 1, vam will essentially leave out the extra physics updates, resulting in unity's game time to slow down.

Timeline has a setting controlling whether its animation should run in real time or game time. The slow down you're seeing is caused by your game time slowing down.
 
Unity keeps track of time in two different ways. There's real time (the clock on your wall) and "game" time. Game time progression can be slower or quicker than the real time progression.
With an fps of 62 and a physics update rate of 80Hz, you're in scenario b) from my post above. In this case, unity will perform two physics updates on every 4th frame. If you cap physics updates to 1, vam will essentially leave out the extra physics updates, resulting in unity's game time to slow down.

Timeline has a setting controlling whether its animation should run in real time or game time. The slow down you're seeing is caused by your game time slowing down.
1740238447421.png

checked, i use real time. which way to go if i want to optimize the scene without making the physics acting weird?
 
Interesting, you shouldn't see the animation slow down like this.
In my experience, you get the best results by keeping the physics rate below or capped at your framerate. However, that's only true to a certain point. Some issues caused by low refresh rates in vam can only be solved by expensive hardware. :(

One thing is certain, though. Whenever a scene's bottleneck is the user's CPU, letting Unity execute more than one physics update per frame will multiply the negative impact on performance. You're basically doing the most expensive task multiple times over.
 
There might be something wrong with the buttons on the desktop version, clicking on them just moves them around but doesn't activate them. Or maybe I have something wrong from my side? VR version is fine

1740370496917.png
 
There might be something wrong with the buttons on the desktop version, clicking on them just moves them around but doesn't activate them. Or maybe I have something wrong from my side? VR version is fine

View attachment 464272
from client side, i dont know what caused that. someone else has this problem and still no answer on the thread.
from my side, i cant seem to replicate the issue. Our VAM version are different, but idk if that's the cause. Mine is 1.22.0.3. Maybe this is a wake up call for me to update 🙏😭
 
Love the scene! I have one question though how can i remove the video background on this scene it seems i could remove it by selecting it on your boobjob scene but not this one. it does devastating numbers on my FPS
 
Love the scene! I have one question though how can i remove the video background on this scene it seems i could remove it by selecting it on your boobjob scene but not this one. it does devastating numbers on my FPS
if i remember correctly i might have hidden the atom, try to unhide it from the atom selector.
 
yeah i should update my VaM then put an option to disable the video. thanks for the precious inputs fellas 👍👍
Disable video option is good! I'm not sure if it works this way, but if you compress the video more will it be better on the fps?
 
Disable video option is good! I'm not sure if it works this way, but if you compress the video more will it be better on the fps?
yes it would, but its already 30fps 1080p. any lower would make it look bad. better just give it option to disable 👍
 
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