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VAMMoan 2 (teaser)

Plugins + Scripts VAMMoan 2 (teaser)

Side note: I'm what you can call a "tech artist" or a "front end coder". I'm okish with code, and I can manipulate systems quite easily. But I'm not a "low level" guy. Anything very low touching to memory management and all that crap is above my paygrade.

I'm very careful with what I do, test a lot, compare perfs, be careful to optimization, and tend to read a lot to understand the best practices. But I'm probably doing some things wrong in some areas.

But in general, I think I tend to release at least "ok tier" plugins that won't kill your VAM (if you use VAM properly).
 
Well yes, I know how to mitigate or work around these issues. As a content creator however, I don't expect users to be able to as well and want to make their experience as robust as possible.
Even if I add a big red warning message to my hub post/update, the vast majority of users won't see or read that. They'll either run into issues, be disappointed and delete the resource, or bother me with support requests.

My personal "play" environment of vam can handle hours of uptime and lots of scene changes without hiccups.
The only issues I have are with some creators' CUAs breaking things during deconstruction. E.g. some of the custom shader code in assets can brick skin renders until a hard reset and I know of some realfeel assets, which take 20+ minutes to unload. In all cases, some errors and exceptions appear in vam's debug log (not message log), which asset creators either don't notice or don't care about.
 
Side note: I'm what you can call a "tech artist" or a "front end coder". I'm okish with code, and I can manipulate systems quite easily. But I'm not a "low level" guy.
Side note: I'm a software engineer slash systems architect and I'm used to taking things apart whenever their internal behaviour does something unexpected.
I could never create features like vammoan2's audio, or any CUA/clothing/younameit for that matter, but I can offer my help in terms of software architecture and low level .net stuff.
Both skillsets are required when you're shooting for perfection so please feel free to "use" me. :geek:
 
Side note: I'm a software engineer slash systems architect and I'm used to taking things apart whenever their internal behaviour does something unexpected.
I could never create features like vammoan2's audio, or any CUA/clothing/younameit for that matter, but I can offer my help in terms of software architecture and low level .net stuff.
Both skillsets are required when you're shooting for perfection so please feel free to "use" me. :geek:

Cool! Duely noted : D


The only issues I have are with some creators' CUAs breaking things during deconstruction. E.g. some of the custom shader code in assets can brick skin renders until a hard reset and I know of some realfeel assets, which take 20+ minutes to unload. In all cases, some errors and exceptions appear in vam's debug log (not message log), which asset creators either don't notice or don't care about.

That is very weird! That said, I'm not surprised :p

I've always bitched about the lack of understanding of Unity's ( or even video game at a larger scale ) pipeline and people not caring much about the end result (or trying to learn the ropes). I remember years ago, there was a trend on scanned assets for several months. Like stupidly bad assets/topology... and people shooting like 20+ million polys rooms/enviros. The result was so bad in VAM that I always facepalmed about the fact that there was no way it wasn't the case on their end. The moment you slapped a light on that, the shadow casting was so stupid the you dropped to 15fps on desktop... yet, they shared that crap.

Also, the "use" of things (whatever thing) without paying too much attention. For instance I noticed people using VAMifier on my enviros. Which is pointless since they are all made of custom shaders which are ignored by the plugin. Yet, the plugin is there, scan for the whole hierarchy to simply ignore everything.
This is some useless overhead in a scene which as zero impact on the final aspect. And yet you can find instances of people saying "I think it looks better!" when the log (or simply just the visuals : 'D) clearly shows nothing has changed :p

But what you say is true, I do the exact same, I try to mitigate as much as I can... but over the years I realized it's impossible due to the very heterogenous nature of a scene in VAM. The amount of assets/plugins can be insane and also scripted in a non very optimized manner.

So the best I can do is give knowledge by documenting my plugins or giving advices through guides. At some point, the best intentions you and I (or some other advanced creators) have on our plugins, will not fix the entire ecosystem which is by nature, kind of unstable.
 
Yeah, all we can do is keep on struggling.

Like stupidly bad assets/topology... and people shooting like 20+ million polys rooms/enviros.
Haha, I remember a bedroom asset not long ago, which ran fine only after I deleted the bed cover (or avoided looking at it). I don't know if it was scanned but the poly count was through the roof.
 
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