This is long overdue, but I now have documentation for my shaders. It's a bit wall-of-texty but it will be a continuous WIP and I'll be improving it over time. https://t.co/oGFKzNUrIs
Regarding to HUD change in #VRChat:
I think the HUD doesn't need a change at all and it's even worse now. I'll explain in this thread 🧵
Please note that this is all in Open-Beta still, but I am afraid the change is still going to happen anyways.
So I'm considering releasing my VRChat fluid simulation on Booth. I've ported it into Udon so it is faster and is easier to use.
I used the Radix Sort from my 3DGS plugin, allowing me to do a true SPH sim without approximations.
I'd love to head what you'd want to do with it 😄
@gebbous Got face tracking with a quest pro about two months ago. I was kind of on the fence, since I’m naturally not super expressive, but it’s worth it for sure. Has added some really fun moments!
Though, now people know when I’m giving them major side eye
Tiles by @_you_r_amazing
Super cool place and very well done! There is so much to explore - was there for about an hour and I don't think I even saw everything!
Linked below!
#VRChat#VRChatPhotography
@gebbous Omg, yes. People not acknowledging those around them happens too often.
Even had some literally get between myself and the person I was with, back turned towards one of us.
Just don’t get it
The tech is impressive, I don't think we can deny that, but there are multiple reasons why people usually call it AI slop.
For instance, AI-generated meshes tend to have bad topology, the kind that makes editing or fixing issues extremely difficult, meshes I would even consider unusable. You really do not want to use those meshes in bigger projects as they have often too many polygons. The first mesh has overlapping polygons in the corner, and it's a very small mesh, so it doesn't need to have so many polygons. The boat wasn't the worst, but I noticed topology issues at the bottom also.
There are a few other things I could talk about from a technical standpoint, but another important point in world creation is optimization, and I really doubt the tech is far enough to handle those kind of things, like batching, atlasing, lod, occlusion, reducing overdraw etc.
So, it's impressive, but not something I would use, and honestly, I enjoy playing around with Unity, so I don't want to prompt an AI and let it do the world-building for me. My latest world took me ~8 months, and I still enjoyed working on it, and once I released it, it really felt like I accomplished something.
(The mirror button in your world doesn't seem to work?)
@gebbous While it’s fun to see some group chaos every once in a while, I very much prefer one on ones; Don’t even have to be doing much, just existing around someone else is sometimes enough