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XXXmas gift

Scenes XXXmas gift

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Thank you for your reply. I checked the Hexenv88.Christmas_prop_pack.1 var, and I think the key issue might be that this var doesn’t contain a file named hexenv88_christmas_props.assetbundle, but instead has hexenv88_christmas_prop_pack.assetbundle.
https://hub.virtamate.com/resources/christmas-prop-pack-in-var-format-requested.13305/
That is odd, I've seen creators remove and release vars under the same name instead of properly updating to a version 2 of the var which is what I'm guessing happened here. So then anyone using it as a reference has no idea something is broken and the var system can't point to a specific older version being used. This also circumvents people getting the usual alerts when a resource they've downloaded has been updated. I believe that is what happened here. I'll have to update scene to use the "updated" var of the same name.

Top is one I just grabbed off hub and bottom is the one I had in my install. Same var, different content. Thanks for bringing it to my attention. I'm pretty surprised it hasn't been brought up before as unless someone had downloaded hexen's older version back in 2021 everyone should have been having this same issue. :eek:

1760837900144.png
 
That is odd, I've seen creators remove and release vars under the same name instead of properly updating to a version 2 of the var which is what I'm guessing happened here. So then anyone using it as a reference has no idea something is broken and the var system can't point to a specific older version being used. This also circumvents people getting the usual alerts when a resource they've downloaded has been updated. I believe that is what happened here. I'll have to update scene to use the "updated" var of the same name.

Top is one I just grabbed off hub and bottom is the one I had in my install. Same var, different content. Thanks for bringing it to my attention. I'm pretty surprised it hasn't been brought up before as unless someone had downloaded hexen's older version back in 2021 everyone should have been having this same issue. :eek:

View attachment 534428
Got it, that explains everything! Thanks a lot for checking and planning to update the scene — happy to help spot the issue.☺️
 
Damarmau updated XXXmas gift with a new update entry:

updated tree assetbundle to current hub hosted version.

Main change was updating the scene to use the current hub hosted version of the @Hexenv88 prop pack as it must have been updated without getting an updated var number and with different content inside under the same exact var name so vam thinks you have the dependency but the paths don't match and assets won't load up.

If you weren't having issues with the props you could in theory skip this update as there aren't any new animations this time.

This update will...

Read the rest of this update entry...
 
I re-tested all the scenes where you added the dockedui for VR, so far all works as intended (tested Quest2)! Such a great work!
 
To follow up on my review comment: Loading the scene, and then turning off the hidden clothes and hair gets my fps from 24 to 37. It's mostly the hair. Turning off the full body glitter clothings adds a couple more fps, too. Then, of course turning off stuff in the room bumps the fps a bit also.
 
To follow up on my review comment: Loading the scene, and then turning off the hidden clothes and hair gets my fps from 24 to 37. It's mostly the hair. Turning off the full body glitter clothings adds a couple more fps, too. Then, of course turning off stuff in the room bumps the fps a bit also.

I couldn't notice much of a difference for clothes but there is definitely one for hair. I guess I'll have to go back to standard loads and people will just have to deal with the delay/lag on load. Typically hair choice will happen less often then clothing swaps so this might not be a big deal. I'll also look into adding a separate button for disabling the geoshells (glitter) separately as I've heard they impact frame rate despite it not seeming to make much different for me.

Does toggling between the oldstyle room and the geometry room make any difference for you? Didn't seem to matter much for me (Room Toggle checkbox in scene) or when you say turning off stuff in room do you mean tables, chairs, tree, gifts etc?
 
I couldn't notice much of a difference for clothes but there is definitely one for hair. I guess I'll have to go back to standard loads and people will just have to deal with the delay/lag on load. Typically hair choice will happen less often then clothing swaps so this might not be a big deal. I'll also look into adding a separate button for disabling the geoshells (glitter) separately as I've heard they impact frame rate despite it not seeming to make much different for me.

Does toggling between the oldstyle room and the geometry room make any difference for you? Didn't seem to matter much for me (Room Toggle checkbox in scene) or when you say turning off stuff in room do you mean tables, chairs, tree, gifts etc?
Sorry for late reply. Here is some fps info I tried gathering:
Code:
                   fps
default            26
dress off          27
all clothing off   30
no room            27
no il2             31
no fire            32
no OldStyleRoom    32
only default hair  47

I noticed I got same fps turning off the OldStyleRoom (leaving just a black background) as turning off the light, which got me wondering about shadows.
Turning off shadows made a huge difference, so I suppose having lights that hit a lot of objects is expensive. Also probably spotlights are much cheaper than point lights.
Also I noticed main light was using Stopper's LightOptions, and the Custom Shadow Resolution was set all the way up to 16. Lowering this to 12 had a significant impact on performance but didn't change the visuals too much.
Code:
                        fps
shadows off             39
main light shadow 16    26 (default)
main light shadow 14    29
main light shadow 12    31

So the most costly things are hair and lights casting shadows I guess. Or, shadows that hit a lot of objects.
 
by only default hair do you mean all the other hairs turned off or vams default non sim hair?

I’ve updated some of the other scenes to no longer merge load hairs and adding toggles to geoshells and think I have most of those similar changes ready to go for this one too.

I’ll look into the shadow settings. There should only be the 1 point light for fire as it is hard to replicate fire with a spot but maybe I can try to get something with a wide angle spot instead that looks similar.

I’ll play with shadow settings to see if those can be disabled or modified via trigger.

I wonder if the complexity of the shadow and having the fire light “flicker” constantly changing shadows plays into it. If so maybe just disabling the Christmas tree might provide a good boost or turning of the randomizer plugins on the fire light and possibly any forces affecting light (I sometimes do this on fire but don’t remember if I did in this particular scene).
 

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