Announcing: New @steampowered.com Hardware, coming in 2026:
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Steam Machine
Steam Frame.ย
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@d4rkpl4y3r.bsky.social
Announcing: New @steampowered.com Hardware, coming in 2026:
Steam Controller
Steam Machine
Steam Frame.ย
Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
I don't use twitter anymore.
Seems like my dms here were set to only followers by mistake so I fixed that.
Actually IIRC constant buffer can be pretty slow when doing non uniform access on it. So maybe thats it?
20.10.2025 12:52 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0That is very surprising to me. When doing hlsl with fxc the non const version would be pathological slow since it compiles it as pushing all values into indexable registers just to read the one value out.
While const version just gets put into immediate constant buffer.
Had this knocking around in my head for about 6 months and finally got around to writing it out and filming it. This is my first time making a video essay and I haven't written VO since college but I'm happy with how it came out. Let me know what you think!
Filmed in #vrchat
Edited with #blender3d
I had something similar in my repo for a while. Completely jumbled up release order. However it was the correct order when I looked at the list with an incognito window which is really weird.
29.08.2025 18:36 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0If you own a robotic arm, other users can now remotely move it with standard DPS or SPS lights, using this new open-source software that I am releasing today.
No special setup is needed from the other users. If they already have lights, they can control it, no program necessary.
what if your avatar's minimum brightness was set to zero, it'd be pretty cool
09.08.2025 02:38 โ ๐ 82 ๐ 10 ๐ฌ 22 ๐ 3Been playing with some wetness effects for a #VRChat world recently. Took the math of @mochie.bsky.social 's water gerstner waves, rendered it to a texture, and then did some simple decay on it via Graphics.Blit. Its a little jank but I've stared at it long enough that I think its working #unity3d
30.07.2025 23:35 โ ๐ 178 ๐ 34 ๐ฌ 4 ๐ 2Man you project is cooked or something. I've never experienced or heard of anyone else having those two issues before.
Especially the play mode one. I don't think I ever upload without going into play mode beforehand to test.
Light Volumes v.2.0.0 released!
Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time)
Ability to project images and cubemaps.
Also baked shadow masks and even more features!
github.com/REDSIM/VRCLi...
The hair has to make way for the cuddles.
17.07.2025 22:31 โ ๐ 8 ๐ 0 ๐ฌ 0 ๐ 0I made a video about my (extremely crude) software rasterizer. You can watch it over here! youtu.be/yyJ-hdISgnw?...
30.05.2025 14:34 โ ๐ 324 ๐ 33 ๐ฌ 12 ๐ 4You basically use the samplers and tex2dlod anytime that is defined and texture2d and .Load whenever it isn't defined
30.05.2025 13:58 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0blegh, personally I would simply not support surface shaders. But if you really want it you can do it by hiding it from the surface analysis thingy with quite a bit of macro spam by checking SHADER_TARGET_SURFACE_ANALYSIS
30.05.2025 13:54 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0I took a quick look at it. You used 3 sampler2D in a linear nx1 way. Using just texture objects and .Load would probably be better. 3 samplers add to registers which means you might get knocked down in occupancy while just doing textures would not. Also 2D textures might not like a nx1 layout at all
30.05.2025 13:40 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Technologies change, the problems stay the same. Was trying to improve the results with @sim.red Light Volumes
Original clip by @crowscrowscrows.com #unity3d
I have updated Lightbox Viewer to V2.4.0:
- Added new specialized lightboxes. They will only appear if the Light Volumes package is installed.
- Lights inside the avatar are no longer disabled by default.
- Add support for Poiyomi SSAO and similar effects.
I made my fluid sim particles got towards the nearest light from the light volumes.
youtu.be/i8PFoagQhP0
Adding the vrc light volume support to my raymarcher was slightly less trivial. The reason being that the self reflection rays for the metallic parts need to sample them a second time on their ray hit.
Still pretty easy tho and definitely worth it.
I've been trying out @sim.red VRC Light Volumes on a bunch of my shaders.
It looks really good especially on larger things like my pool. Really grounds the thing in the world.
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
10.05.2025 16:19 โ ๐ 226 ๐ 54 ๐ฌ 11 ๐ 1I am releasing "Skinned Mesh Constraint Builder".
Avatars like Milltina are weight painted in such a way that attaching objects or particles to the body isn't as straightforward as parenting to one bone.
Use this tool to attach a GameObject to a polygon, like weight painting.
Variant.
26.04.2025 21:58 โ ๐ 115 ๐ 10 ๐ฌ 5 ๐ 2VRC Light Volumes is a next-gen voxel based baked volumetric lighting solution for VRChat, I'm working on right now! It affects avatars, dynamic props, etc. Works really fast without major overhead even on Quest. It will be fully open-source and free, so stay tuned! #vrchat #gamedev #shader
14.04.2025 17:52 โ ๐ 281 ๐ 91 ๐ฌ 16 ๐ 7I've been improving my VRChat liquid simulation for the last few weeks. Of the most notable things that I've implemented is a ray tracing algorithm over a 3d texture isosurface (using some ideas from jcgt.org/published/00...)
Its surprisingly performant for VR resolutions!
I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid.
Still need to implement
@d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
The other issues are not something I ever heard of. If you want to spend a bit more time on this you could try making a full bug report with steps to reproduce over on my github: github.com/d4rkc0d3r/d4...
20.03.2025 13:27 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Extra polygons would only happen with my optimizer if your model uses the trick of adding more material slots to a renderer to draw the last submesh again. My optimizer bakes those as "real" polys. If thats the case there should be an info box explaining that though.
20.03.2025 13:25 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0VRChat has released Steam Audio into the Open Beta. The website has been updated with a new counter: issteamaudiooutyet.com #VRChat
19.03.2025 20:38 โ ๐ 46 ๐ 9 ๐ฌ 3 ๐ 0