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Plugins + Scripts ClothingThickness Free
Played with it more, and seemed to have encountered an issue with one setting?
Noticed that my fps suddenly dropped 5 (use NR with FG4x on a 5090), so actual loss was 5x4=20fps.
Isolated it to Physical Resistance.
Disable that and get my FPS back.
My test consisted of 3 outfits worn at same time, each with Thickness PlugIn added.
VL 13's skirt was included. And a top with a bra under it.
Interestingly the bra when all on was good for about 30 seconds, and then it also lost that 5 fps too. Not sure bra delayed that long. 100% repeatable.
fyi: VL13 doesn't have PhyResist On, or few other things, but i added and made own presets.
Screencap just to show PhysRest toggle used,etc.
 

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Plugins + Scripts ClothingEraser Free
Thank you so much for adding preset triggers! Appreciate it Alot! :)

Is that Cheongsam dress available on Hub? Would like to try and see what i get as well, if it helps? First thought that pops into mind, but not sure, is it possible it's a really stretched xtra large UVs in that one spot?

Also, 2 Feedback on this latest .var, for your consideration:
(1) See that preset path option is now only yours. Is that intended? Did restart VAM from scratch. So it should have updated proper?
If that's the design, then cool cool. Just wanted you to know, as may have misunderstood your plan? :)
When click to choose my own path and VAM dir dialogue pops up, only your named folder shows, and can't even navigate to own folder as usually can.

(2) With Thickness added via servos plugIn, and using Erase depth at 100mm, the result is now Alot better. Nice!
There are still some tinier residuals (see screenshot)
Tried to erase those loose islands remnants from the ripped tights brush, and some remnants from outer edge with torn brush using round brush at 100 strength.
Tried and tried but no angle worked.
Almost thinking, maybe, thickness and that ripped tights brush aren't quite working well together?
So much does look great already. :)
 

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Spirison

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Plugins + Scripts ClothingThickness Free
May achieve a better look if can add shading smooth between the 90 degree angle of the clothing rim and the adjacent face loop or subdivide the edge loop for smoothing the rim face loop, just some rough idea. Anyway this is groundbreaking!
 

VaMStaff

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Thanks! This might come in handy! Quick question on an unrelated issue though, could you please restore Kintaroe's Lady D thick look? It's a direct dependency for quite a few scenes out there, e.g. Nowhere Left but Lady Dimitrescu from Feb. 2026!

Unfortunately Lady D thick cannot be restored because the VAR packages the content of several resources by other creators without credits or permission.
 

Lamp

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Plugins + Scripts CPU Performance Patch v2.0 Free
Yes, this patch isn't compatible with LeanCore. Both modify the same functions in different ways, which causes conflicts and leads to a lot of issues
That's fine, but as mentioned, I tried to remove this patch because the fast load times provided from leancore outweigh the performance patch IMHO...

But removing the patch completely bricks VAM. I did backup and restore all of the original files that this patch would overwrite, so I dunno what's happening.

... So uh, leancore is gone. No announcement from wanderer, no notifications from the HUB that the plugin was dirty and has been removed.
Anyone know what happened?
 
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I'm getting ridiculous results in terms of speed compared to vanilla. but I have encountered a weird issue when using appearance loader. I skimmed through the comments but haven't seen it mentioned. When I load an appearance through AL, the morph loads fine but with no clothing items. Alongside that, it states that all attached clothing items are missing in the error log. not sure if there's a fix yet or if anyone else ran into this issue.
 

DDVixen

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Clothing DDV_BodySuit_02 Free
hello! , a small tip for your default shader if you set alpha adjust to -0.10 the weird shadows is gone and also render queue to 2499 if any other clothing piece is under it then it works fine otherwise it doesn't render whats under , these works on the other clothing you released too , and thanks for the clothings! ;) .
View attachment 640492
Wow, did not know that, thanks for sharing!
 
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Clothing Skirt_B Free
Interesting. What kind of potential do you think can be unlocked with this tool? Could it potentially allows for gradually pulling down/pushing up the cups of the bra covering the breasts, for example? Or even pulling down / up of the panties?
 
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If scene is black - it's 100% scene plugins, or person plugins. Something with post processing. Turn it off, but I'm working on solutions to make it work with passthrough. I will also make a toggle for removing things, sure) There's already an awesome feature "Scene portal" I made for later release :3
It's not consistent and works initially, so I don't think it is the scene, *something* in the session changes I guess.
 

Azur

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kretos

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Plugins + Scripts Offscreen Optimizer Free
I test different combinations because lots of different plugins appeared lately... Sorry, I thought that this would be easier to find, so didn't pay attention to details.
I use your plugins (all 3)
fast async load
native gc patcher
vam performance plugin (not sure if it's on hub https://github.com/Playable2030/VaM_PerformancePlugin)
varbrowser

At the end i offloaded all, changed keys in interface, and added the rest and it works ok now.
 

BooMoon

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Clothing DDV_BodySuit_02 Free
hello! , a small tip for your default shader if you set alpha adjust to -0.10 the weird shadows is gone and also render queue to 2499 if any other clothing piece is under it then it works fine otherwise it doesn't render whats under , these works on the other clothing you released too , and thanks for the clothings! ;) .
1794428380.png
 

CraSh.it

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Plugins + Scripts PassthroughKey Free
here's the camera log:

PassthroughKey: cameras (name / depth / clear / UI layer / stereo):
'ScreenCameraClear' depth -1 clear Color UI False eye None
'CenterEyeAnchor' depth 0 clear Color UI True eye Both <- protect pass
'MonitorRig' depth 2 clear Color UI True eye None
'ScreenUICamera' depth 10 clear Nothing UI True eye None
'PassthroughKey_UnderFloorCam' depth -101 clear Color UI False eye None (renders to texture)
'PassthroughKey_ShadowCam' depth -100 clear Color UI False eye None (renders to texture)
(disabled/manual) 'ClearUpscale_CharCamera' depth 2 clear Color UI False eye Both
(disabled/manual) 'ClearUpscale_BgCamera' depth 1 clear Color UI True eye Both
(disabled/manual) 'RightHandAnchor' depth 0 clear Nothing UI False eye None
(disabled/manual) 'LeftHandAnchor' depth 0 clear Nothing UI False eye None
(disabled/manual) 'RightEyeAnchor' depth 0 clear Color UI True eye Right
(disabled/manual) 'LeftEyeAnchor' depth 0 clear Color UI True eye Left
(disabled/manual) 'HiResScreenshotCamera' depth 0 clear Color UI True eye None
(disabled/manual) 'LoResScreenshotCamera' depth 0 clear Color UI True eye None
VR: True key pass: active
PassthroughKey: components on 'CenterEyeAnchor' (render order, hdr False, colour space Linear):
0. UnityEngine.Transform
1. UnityEngine.AudioListener (disabled)
2. UnityEngine.Camera
3. MeshVR.PerfMonCamera
4. MK.Glow.MKGlow (disabled)
5. Leap.Unity.LeapXRServiceProvider (disabled)
6. LeapMotionProviderSwitcher
7. PassthroughKeyOpaquePass
8. PassthroughKeyPass
9. VamDlssNr.NrCapture
PassthroughKey: RIG CHAIN (head camera up to the root; local pos / world y):
0. 'CenterEyeAnchor' local (-0.025, 1.739, -0.060) world y 1.540 scale 1
1. 'TrackingSpace' local (0.000, 0.000, 0.000) world y -0.199 scale 1
2. 'OVRRig' local (0.000, 0.000, 0.000) world y -0.199 scale 1
3. 'HeightOffset' local (0.000, -0.199, 0.000) world y -0.199 scale 1
4. '[CameraRig]' local (0.054, 0.000, 0.803) world y 0.000 scale 1
5. 'NavRig' local (0.000, 0.000, 0.000) world y 0.000 scale 1
6. 'WorldScaleAdjust' local (0.000, 0.000, 0.000) world y 0.000 scale 1
7. 'CoreControl' local (0.000, 0.000, 1.500) world y 0.000 scale 1
8. 'SceneAtoms' local (0.000, 0.000, 0.000) world y 0.000 scale 1
navigationRig '[CameraRig]' world y 0.000
PassthroughKey: TRACKED under 'HeightOffset' (world y / height above play-space origin):
'HUDAnchors' world y -0.199 above origin 0.000
'HUDAnchorDown' world y 0.681 above origin 0.880
'HUDAttachPoint' world y 1.186 above origin 1.384
'AnchorParent' world y 1.046 above origin 1.245
'HUDAnchorWorldUI' world y 0.601 above origin 0.800
'OVRRig' world y -0.199 above origin 0.000
'TrackingSpace' world y -0.199 above origin 0.000
'LeftEyeAnchor' world y 1.540 above origin 1.739
'CenterEyeAnchor' world y 1.540 above origin 1.739
'RightEyeAnchor' world y 1.540 above origin 1.739
'TrackerAnchor' world y -0.199 above origin 0.000
'RightHandAnchor' world y 1.277 above origin 1.476
'Hands' world y -0.199 above origin 0.000
'RightHandPhysical' world y -0.199 above origin 0.000
'MaleHand02R' world y -0.199 above origin 0.000
'MotionControlAlternateHands' world y -0.199 above origin 0.000
'MonitorRig' world y 1.401 above origin 1.600
'MonitorHUDAnchor' world y 0.037 above origin 0.236
'MonitorHUDAttach' world y 0.417 above origin 0.615
'CenterEye' world y 1.401 above origin 1.600
'HUDReferenceDown' world y 0.681 above origin 0.880
'Capsule' world y 1.413 above origin 1.612
'Sphere1' world y 1.403 above origin 1.601
'Sphere2' world y 1.403 above origin 1.601
'HeadPossessPoint' world y 1.401 above origin 1.600
'AltHUDAttachPoint' world y 1.331 above origin 1.530
'ThoughtBubble' world y 1.050 above origin 1.249
Scene height offset 0.000, floor match False

It seem NR still running after disabling in the plugin if I'm not mistaken
Thanks, that log helps. Two things are still changing the image after PassthroughKey:
  • VamDlssNr (NR) is still active on the VR camera and runs after PassthroughKey’s last pass. Turning it off in its menu apparently doesn’t remove it. Disable the plugin itself and restart VaM.
  • ClearUpscale renders the character and background with its own cameras and builds the final image, which replaces the key background. Turn that off too.
With both off, the background should key.
Advanced > Test pattern: the bottom row should be see-through.

Making PassthroughKey work together with DLSS / NR upscalers is on my list.
 
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Plugins + Scripts PassthroughKey Free
Not yet. The DLSS Neural Rendering plugin adds its own processing step after PassthroughKey’s final pass.
It reworks every pixel, including the background, so the background is no longer the exact key colour and Virtual Desktop doesn’t cut it out. That’s why you get solid black.

Making the two work together is on my list for a future update. Until then:
  1. Turn off the Neural Rendering / denoise step in the DLSS plugin, or the whole DLSS plugin, while you use passthrough.
  2. Then switch PassthroughKey’s Key pass active off and on again, so it’s back at the end of the camera’s chain.
  3. Check it with Advanced → Test pattern: if the bottom row is see-through, the background now keys.
If it’s still black, run Advanced → Log cameras and send me the log lines. They show what runs after PassthroughKey.
here's the camera log:

PassthroughKey: cameras (name / depth / clear / UI layer / stereo):
'ScreenCameraClear' depth -1 clear Color UI False eye None
'CenterEyeAnchor' depth 0 clear Color UI True eye Both <- protect pass
'MonitorRig' depth 2 clear Color UI True eye None
'ScreenUICamera' depth 10 clear Nothing UI True eye None
'PassthroughKey_UnderFloorCam' depth -101 clear Color UI False eye None (renders to texture)
'PassthroughKey_ShadowCam' depth -100 clear Color UI False eye None (renders to texture)
(disabled/manual) 'ClearUpscale_CharCamera' depth 2 clear Color UI False eye Both
(disabled/manual) 'ClearUpscale_BgCamera' depth 1 clear Color UI True eye Both
(disabled/manual) 'RightHandAnchor' depth 0 clear Nothing UI False eye None
(disabled/manual) 'LeftHandAnchor' depth 0 clear Nothing UI False eye None
(disabled/manual) 'RightEyeAnchor' depth 0 clear Color UI True eye Right
(disabled/manual) 'LeftEyeAnchor' depth 0 clear Color UI True eye Left
(disabled/manual) 'HiResScreenshotCamera' depth 0 clear Color UI True eye None
(disabled/manual) 'LoResScreenshotCamera' depth 0 clear Color UI True eye None
VR: True key pass: active
PassthroughKey: components on 'CenterEyeAnchor' (render order, hdr False, colour space Linear):
0. UnityEngine.Transform
1. UnityEngine.AudioListener (disabled)
2. UnityEngine.Camera
3. MeshVR.PerfMonCamera
4. MK.Glow.MKGlow (disabled)
5. Leap.Unity.LeapXRServiceProvider (disabled)
6. LeapMotionProviderSwitcher
7. PassthroughKeyOpaquePass
8. PassthroughKeyPass
9. VamDlssNr.NrCapture
PassthroughKey: RIG CHAIN (head camera up to the root; local pos / world y):
0. 'CenterEyeAnchor' local (-0.025, 1.739, -0.060) world y 1.540 scale 1
1. 'TrackingSpace' local (0.000, 0.000, 0.000) world y -0.199 scale 1
2. 'OVRRig' local (0.000, 0.000, 0.000) world y -0.199 scale 1
3. 'HeightOffset' local (0.000, -0.199, 0.000) world y -0.199 scale 1
4. '[CameraRig]' local (0.054, 0.000, 0.803) world y 0.000 scale 1
5. 'NavRig' local (0.000, 0.000, 0.000) world y 0.000 scale 1
6. 'WorldScaleAdjust' local (0.000, 0.000, 0.000) world y 0.000 scale 1
7. 'CoreControl' local (0.000, 0.000, 1.500) world y 0.000 scale 1
8. 'SceneAtoms' local (0.000, 0.000, 0.000) world y 0.000 scale 1
navigationRig '[CameraRig]' world y 0.000
PassthroughKey: TRACKED under 'HeightOffset' (world y / height above play-space origin):
'HUDAnchors' world y -0.199 above origin 0.000
'HUDAnchorDown' world y 0.681 above origin 0.880
'HUDAttachPoint' world y 1.186 above origin 1.384
'AnchorParent' world y 1.046 above origin 1.245
'HUDAnchorWorldUI' world y 0.601 above origin 0.800
'OVRRig' world y -0.199 above origin 0.000
'TrackingSpace' world y -0.199 above origin 0.000
'LeftEyeAnchor' world y 1.540 above origin 1.739
'CenterEyeAnchor' world y 1.540 above origin 1.739
'RightEyeAnchor' world y 1.540 above origin 1.739
'TrackerAnchor' world y -0.199 above origin 0.000
'RightHandAnchor' world y 1.277 above origin 1.476
'Hands' world y -0.199 above origin 0.000
'RightHandPhysical' world y -0.199 above origin 0.000
'MaleHand02R' world y -0.199 above origin 0.000
'MotionControlAlternateHands' world y -0.199 above origin 0.000
'MonitorRig' world y 1.401 above origin 1.600
'MonitorHUDAnchor' world y 0.037 above origin 0.236
'MonitorHUDAttach' world y 0.417 above origin 0.615
'CenterEye' world y 1.401 above origin 1.600
'HUDReferenceDown' world y 0.681 above origin 0.880
'Capsule' world y 1.413 above origin 1.612
'Sphere1' world y 1.403 above origin 1.601
'Sphere2' world y 1.403 above origin 1.601
'HeadPossessPoint' world y 1.401 above origin 1.600
'AltHUDAttachPoint' world y 1.331 above origin 1.530
'ThoughtBubble' world y 1.050 above origin 1.249
Scene height offset 0.000, floor match False

It seem NR still running after disabling in the plugin if I'm not mistaken
 
Last edited:

CraSh.it

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Plugins + Scripts PassthroughKey Free
Is it compatible with dlss5 + Neural Rendering plugins? Bacause I can't see throught. Objects disappear correctly but background stays solid black. Debug sees colors as muted for VD. In VD passthrough values are ok (RGB to ) and similarity and smootness to 5%) ,gamma is set to 1.0 and supersampling is disabled as well as sharppening.
Not yet. The DLSS Neural Rendering plugin adds its own processing step after PassthroughKey’s final pass.
It reworks every pixel, including the background, so the background is no longer the exact key colour and Virtual Desktop doesn’t cut it out. That’s why you get solid black.

Making the two work together is on my list for a future update. Until then:
  1. Turn off the Neural Rendering / denoise step in the DLSS plugin, or the whole DLSS plugin, while you use passthrough.
  2. Then switch PassthroughKey’s Key pass active off and on again, so it’s back at the end of the camera’s chain.
  3. Check it with Advanced → Test pattern: if the bottom row is see-through, the background now keys.
If it’s still black, run Advanced → Log cameras and send me the log lines. They show what runs after PassthroughKey.
 
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Oct 12, 2022
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Plugins + Scripts PassthroughKey Free
Is it compatible with dlss5 + Neural Rendering plugins? Bacause I can't see throught. Objects disappear correctly but background stays solid black. Debug sees colors as muted for VD. In VD passthrough values are ok (RGB to ) and similarity and smootness to 5%) ,gamma is set to 1.0 and supersampling is disabled as well as sharppening.
 
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