Turns out volumetric raymarching can work on quest in VRChat. Screenshots from a Quest 3 with ~50fps. Made a demo scene for fun.
https://t.co/El1Kva6rAg
The new 3rd person mode on VRChat makes it feel like I'm playing a completely different game. Weird how a perspective change can entirely change how you perceive a game you've played for nearly 8 years.
@MamboJamboGambo@VRChat USB-C splitters pretty much never do data. You'll need an actual USB-C hub. This is the one that I use:
https://t.co/gXHHHiEZoe
Making a $15 face tracker for @VRChat is so easy I condensed it into a 60 second video. The .stl files for printing the enclosure are linked below. Feel free to edit and distribute the design.
It's out. VRCVideoCacher is officially live on Steam 🚀
For everyone who wishlisted, shared, or dealt with one too many broken video players in VRChat — this one's for you.
#VRChat
https://t.co/gJYJj5aFHK
Recently switched to using a GC0308 board for face tracking. It cost $15 shipped, took 10 minutes to set up, and I've found the quality is better than my previous self built ESP32 based one that was ~$40 and took a few hours to put together.
Highly recommend.
#VRChat#HashFT
Hello everyone!
I released on my GitHub PvPKit, a prefab that lets you add PvP to your VRChat world․
The system is still WIP and bare-bone, but I was planning to add more features when I have more time again.
🔗Link in the replies👇
#VRChat
In our @VRChat integration, an extra feature we plan on working on is the ability to use Hyperbeam to share gameplay directly into video players with nearly no delay. Here is @SonicFox using a test setup to showcase exactly that! (Thanks for testing it out!)
If you want to explore cool VRChat worlds, Jazzy Senpai recently released a bot that can randomly invite you to a world from a community generated list.
The idea is very simple : Request an invite to that bot, and it will send you an invite to a randomly selected world!
#VRChat
Here's something I promised to show you… GPU grass that is actually fast and usable! It can be dynamically scattered over any mesh in your scene, can be bent by people's avatars or props, and it even works on Quest and mobile just fine. Still WIP, but you can check this world: